Another_Fan

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  1. Quote:
    Originally Posted by Beef_Cake View Post
    I missed it again, can you repeat yourself with large fonts, maybe I'm not seeing it

    As much as I'd love to see us given the ability to buff ourselves, I think it would be over powered in a huge way.

    Would it be ? Buffer teams can be very powerful but usually it takes decent players to make that work.

    Lets look at the popular whipping boy for the over powered claim empathy.

    Regeneration and recovery auras are self targetable and can put you near cap both regen and recovery by themselves

    Fortitude provides a 31 percent damage buff, which is about what vigilance provides when solo. Its a bit of a laugh but I am pretty sure I have seen posters in this thread make the too much damage argument before the changes to vigilance.

    Adrenalin boost isn't going to add anything to what the auras are providing, capped is capped, it will give a giant recharge bonus.

    Heal other has a 2.5 second animation so if you are trying to use it all the time your kill speed and dps goes out the window.

    Whats left ? Clear mind ? You can't play this game for more than half an hour without realizing the mezz system is broken beyond belief. So yes this would be a game changer but its part of the game that really needs changing
  2. Quote:
    Originally Posted by New Dawn View Post
    Traps is better for keeping a team alive and it would be, Devices is meant to be less so. There is a good argument for making a Traps over Devices. I'm not here to say that Devices is better. The OP never asked that question.
    This captures the problem with blaster secondaries in general. They aren't better at anything. Traps is better at keeping the team alive, its better at keeping the player alive and its better at getting the enemies dead. Edit: Devices vs traps is just the extreme case. Fire vs Fire is pretty bad as well

    You really need off comparisons to get a blaster secondary that is better Fire vs Forcefield for what does more damage. But when you look at comparable sets its usually a no brainer.
  3. If you want that kind of combo and have your heart set on a blaster

    Try Archery/Dev.

    Of the three tech/tech tricky spy guy combos

    Dp/dev, Ar/Dev, and Arch/Dev

    Its the most playable of them. The animations for DP take it out of the genre and put it way into that comic relief category. Think Don Knots in Mayberry. After Andy saw him do his DP bit, he had good reason to give him only one bullet that he couldn't keep loaded in his gun.
  4. Quote:
    Originally Posted by StratoNexus View Post
    You really can't compare Hot Feet to GFS with that type of chart. BA vs. Confront, really? Consume vs. Confront? Combustion vs Cremate? Your pictured charts are as meaningless as saying that Blaster FS deals more base damage than scrapper FS.

    Thats right you can't, and I wasn't. I was comparing the damage output of the sets.

    But if you would like something of equivalent comparison lets try Blazing Aura

    13.9/activation on a scrapper

    vs 11.1/activation on a blaster

    The scrapper also has mezz protection, so his aura is actually going to be doing the damage more often.

    It really gets bad when you factor in the effect of crits on fully enhanced powers.
  5. Quote:
    Originally Posted by Arbegla View Post
    Scrapper ranged attacks use the scrapper melee scale, which is the same as the blasters ranged damage scale, thats why some attacks are the same.

    Lets look at fire sword:

    Blaster: 131.2 damage

    Scrapper: 82.6 damage

    Blasters are higher
    They say a picture is worth a thousand words heres 2000.




    And

  6. Quote:
    Originally Posted by Arbegla View Post
    Eh, blasters have the highest ranged modifier, and the second (or is it third?) highest melee modifier, which means even the lower DPA melee attacks, still hit like a mack truck, and you can't just spam 1 attack all day long, or else you'll be waiting on recharge times.

    Blasters are better in teams with support to back them up, but a full fledged */* blasters (yes even including /dev and ar/ and DP/) can still back a decent amount of damage, and make most things melt pretty quickly.

    Blasters also have the highest average number of AoE (their blasts having a minimal of 3, and the secondaries offering atlest 1, even in the form of a pbaoe toggle)

    I have never been clear how those work especially seeing as the damage scalars seem to be more often not observed than seen working

    just an example

    Blaster Fireball

    from Red Tomax

    Quote:
    • 12.51 Smashing damage PvE only
    • 43.79 Fire damage PvE only
    • 3 * 9.38 Fire damage over 2.10 seconds (after 0.5 second delay) (80% chance)
    vs Scrapper Epic Fireball

    Quote:
    • 12.51 Smashing damage PvE only
    • 43.79 Fire damage PvE only
    • 56.31 Fire damage (5% chance) If target is a minion attacked by a Scrapper
    • 56.31 Fire damage (10% chance) If target is NOT a minion or player attacked by a Scrapper
    • 3 * 6.26 Fire damage over 2.10 seconds (after 0.5 second delay) (80% chance)
    Not bad for a ranged AoE on an AT with a lower damage scalar

    Here's fire blast

    Quote:
    • 62.56 Fire damage PvE only
    • 4 * 9.38 Fire damage over 3.10 seconds (after 0.5 second delay) (80% chance)
    vs Scrapper fire blast

    Quote:
    • 62.56 Fire damage PvE only
    • 4 * 6.26 Fire damage over 3.10 seconds (after 0.5 second delay) (80% chance)
    • 62.56 Fire damage (5% chance) If target is a minion attacked by a Scrapper
    • 62.56 Fire damage (10% chance) If target is NOT a minion or player attacked by a Scrapper
    Or seeing as fire blast is the big damage from the primary that just does extra damage

    Siphon life from dark melee

    Quote:
    Self:
    • +133.862 Heal (after 0.5 second delay)
    Target:
    • 122.62 Negative damage PvE only
    • ToHit -5.625% for 10s
    • 122.62 Negative damage (5% chance) If target is a minion
    • 122.62 Negative damage (10% chance) If target is not a minion or player
    VS blaze

    Quote:
    • 132.63 Fire damage PvE only
    • 5 * 14.08 Fire damage over 4.10 seconds (after 0.5 second delay) (80% chance)
    It looks like blaze needs a self heal and -to hit
  7. Quote:
    Originally Posted by Zemblanity View Post
    Webnade in /traps, 70' range.
    Webnade in /devs, 50' range.

    You gotta love the double standards

    It really goes without saying that traps is James Bond's powerset

    Devices is Maxwell Smart's
  8. If you would like to try something different

    ICE.

    You have great tools for making sure the enemies don't get to you or your team
  9. Quote:
    Originally Posted by Kid Wrath View Post
    I would like to ask whether is it wise to choose the device as a second power? I choose it and i felt that device is not a very good power selection and i have not been using it because there's not much to do with device.

    Level 17 Science/Blaster
    If you would like some feedback that hasn't been poisoned by the state religion that everything in this game is fine and the needed changes were never actually opposed.

    Devices pretty much stinks for a blaster.

    Time bomb: Useless we are talking steaming pile of ****

    Trip Mine: Nice damage, but its interruptible and takes 5 seconds to cast.

    Gun Drone: Giant end cost, its interruptible and likely to go crazy and die or go crazy and die and get you killed.

    Taser: Nice stun horribly short range. You need a primary that has a stun if this is going to be any use to you.

    Targeting drone: Horrible waste of end. Get a kismet +6 and take a def power.

    Cloaking device: Spring for the IOs don't be a cheapskate.

    Smoke grenade: Useful when fighting near even level enemies. A much under rated power.

    Webnade: Excellent immob and minus recharge.

    Caltrops : Excellent soft control.

    You give up build up to take devices. Depending on how you build that can be up 40% of the time for 100% damage boost while up.

    The upside to devices is it makes it really easy to fit in the pool and epic choices you might like
  10. Quote:
    Originally Posted by Chaos Creator View Post
    Because Force Multiplication is the entire point. There is balanced for a team and balanced for soloing.

    That duo? it requires two accounts to work together.
    Why team at all if you're stronger by yourself?

    Force Multiplication is an excellent incentive to teaming.
    Well anyone with two accounts can run that duo. Second, Survivability buffing is only needed when characters can't survive on their own.
  11. Quote:
    Originally Posted by Amy_Amp View Post
    Run on all defender, controller, or corr teams and tell me it's not overpowered.

    EDIT: One of the more broken combos in the game is Emp/sonics teamed up.

    Well then if the argument that it is op as a single and should not be allowed, then it needs to be extended to any grouping of more than 1. Maybe defenders need a further change in vigilance that makes their buffs less effective the more of them are on a team
  12. Its one of two decent nukes that blasters get*. Seeing as it took being slapped upside the head with large trouts to get the devs to almost fix blasters I am really hoping they don't start looking at the enjoyable powers blasters have.


    *The other one isn't full auto
  13. Quote:
    Originally Posted by Chaos Creator View Post
    Because being a tank mage is bad.

    ex; Fire/Cold corruptor
    Would approach the softcap to most damage positions. all while keeping the same high damage and excellent debuffs. Without any set bonuses.
    This is the very definition of too strong.
    Quote:
    Originally Posted by Obscure Blade View Post
    Buff powers like these are balanced around only working on others; if they were changed to work on you they'd be seriously nerfed.
    Quote:
    Originally Posted by ClawsandEffect View Post
    Empathy.

    Seriously, Empathy would become the most overpowered set in the game if you could buff yourself with it.
    Simple question here, being able to self buff is O.P. why isn't 2 of the same as a duo over powered?
  14. Quote:
    Originally Posted by Laevateinn View Post
    I wonder what this crowd's reaction will be when Keyes is released and empaths (and regen, poor crippled regen) have a field day with it.

    I don't know, did tower buffed LR in stf justify the stone tank/empath combo ?
  15. Quote:
    Originally Posted by Grouchybeast View Post
    Blasters all have so much recharge slotted, they were obsolete a month before I20 even came out.

    Another funny story. Over the weekend I did 5 bafs and saw 3 blasters on leagues, 2 were mine
  16. Quote:
    Originally Posted by Arcanaville View Post
    I wonder if it will ever happen to me, that I stop thinking about this game as an actual game. I find it comforting that I still read posts like this and find them unfathomable. When I start nodding, that's when it'll probably be time to hang it up.

    Isn't it great that there are so many ways to play this game, and isn't it kind of sad when because of evolution of the system one of them ceases to be viable.

    And speaking of funny stories, it seems the devs realize this can happen and sometimes act to fix the situation. Did you hear the one about brutes needing to be nerfed lest they make scrappers non viable ?
  17. Quote:
    Originally Posted by Auroxis View Post
    Back before the nerf, the majority of Lambda's first part was about who can Ion the mobs first.
    I am confident that, that situation occurred often. On the teams I was playing on, even without ION and the other new nukes the 5-6 seconds it was taking to buff target and cast was enough time for a good portion of the spawns to evaporate.
  18. Quote:
    Originally Posted by Arcanaville View Post
    This "what happens if everything is dead" gets held up a lot in talks about who's redundant. Let me set this straight: if you are on a team and that team is vaporizing every spawn before you can get to it, its not that they don't need your scrapper or your defender or your controller, its that they don't need *you*. Even if you swapped in a fire blaster you'd only be fireballing things that would have died immediately anyway whether you chose to shoot or not. I suppose you can self-deceive yourself into thinking you're helping because you see floating damage numbers, but in actuality what you are really doing is probably slowing the team down slightly by generating slightly more lag.

    Funny story, I took Ionic Judgement when I knew it was bugged and was going to get hammered just because having a crashless nuke doing 1200+ points a hit just had me giggling. Funny part of the story, I was having trouble buffing up fast enough so I could cast it and still have things to hit, or even have my target still alive.
  19. A psi/ment was enjoyable when fighting clockwork, indeed
  20. Team with blasters they are still gimped. (If you can find people playing them at 50+)
  21. Another_Fan

    Time Bomb

    Quote:
    Originally Posted by New Dawn View Post
    Blasters are still Damage/Support, not as much support as Corrupters but its still support. An empath can turn my Elec/Elec into something of a decent tank mage then I would end up sort of doing the Tankers role then gazumping all the endurance a mob has for survivability because a Defender increases the level of support I can provide. There are tonnes of reasons and until the official source that told me its ranged/support tells me otherwise Blasters are going to always be ranged/support.


    In groups I expect blasters to use the best tools for the moment, this could mean as it does for me that the primary gets used alot. It's not like any blaster is forced to need the secondary most of the time.
    If they are support they are pitiful support. The only spot where they get close to being reasonable isn't even in a secondary its sonic as a primary. The support they have in the secondary is with few exceptions uniformly minor, and when it isn't the blaster needs support to deliver the support
  22. Quote:
    Originally Posted by New Dawn View Post
    A group could be 40+ ft wide and still be sprayed by bullets with boost range.
    It just cant have more than 10 be a double group or have an odd shape


    Quote:
    Latest upgrade is Steampunk, AR/NRG looks like one of those that fits the bill.

    It ain't always about the best ST, AR does great AoE/s without having to lose an endurance bars worth of end. With conserve energy you can afford to worry about endurance management less for greater recharge too so overtime you do even greater aoe dps.
    If you have a set build you will likely be wondering why you took conserve energy
  23. Quote:
    Originally Posted by Panzerwaffen View Post
    Ignore this..

    Assault Rifle, especially when paired with Energy Manipulation, is one of the best AOE blaster sets out there.

    The synergy between AR & EM is amazing.

    Assault Rifle gives you 3 cone attacks: Buckshot, Flamethrower & Full-Auto. Combined with perma Boost Range, the cones cover a huge area, easily allowing you to hit the target cap with every attack.

    Full-Auto is a fast recharging tier 9, that is up every 30 seconds or less.

    EM gives you Build-Up as early as level 4.

    EM has extremely hard hitting melee attacks, which makes up for the somewhat mediocre single-target damage of AR. Ignite is handy against AV's if they are kept generally stationary.

    Bean Bag & Total Focus allows you to stack stuns to quickly neutralize boss-rank enemies. For even more fun with stuns, you can add in Power Boost from Energy Manipulation.

    I've lost count of the purple drops I've gotten running the wall in Cimerora with my AR/EM blaster, where he usually runs laps around scrappers, brutes and tankers..

    I'm at work right now, but I will post a build later on when I get home..

    The counterpoint AR is very poor in single target, the rifle imposes a redraw penalty every time you switch from the secondary to the primary . The cones are all 10 target cap and the best cone full auto is very narow, while buckshot and flame thrower need boost range because they are so short.

    Yes ignite is hand against AVs if kept stationary. Problem is you have no way to do that till you get to your epics.

    AR also does not have aim. This costs you a solid 30% of your overall damage when launching those big AOEs as a first strike.

    Truth Full auto is made for the wall. It would be nice if all the game's spawns were laid out in a line and only had about 10 mobs
  24. Just to complete the triple play

    Here is another way of looking at it. Don't slot procs at all in it. Slot it for either Acc/slow or Recharge if you need it. Its a control power and even procced out isn't going to do much for your damage output.

    BTW KD is very nice in full auto especially if you are planning on a set of 5 in there. It gives you that little bit of mitigation during the long animation
  25. Quote:
    Originally Posted by StratoNexus View Post
    I still think the stalker and blaster HP Cap should be increased to be 1900-2000 HPs (somewhere between 1.5 and 1.67 times base HP).
    I still like your idea of having build up and aim act as click mez protection.

    I don't think increasing the hitpoint cap would be beneficial, without other changes to the epics. There is only one epic with a + hp power, it's also the only one with self heals and one of two with defense.