Another_Fan

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  1. All of my characters. The only badges I try to get are the accolade powers and I try for those on all my characters I find worth playing.

    I have asked this elsewhere but what makes badging fun for badgers ?

    Just looking at it as an outsider, it seems a pretty nasty situation. If you haven't been playing the game from day 1 there is no way to complete. There are badges that just aren't available unless you are willing to prostitute yourself in odd , and any badges that you do go to considerable effort to obtain seem to get nerfed in random ways.
  2. Quote:
    Originally Posted by Infini View Post
    I used to run Surge of Power on my mind/psi dom. That power plus Drain Psyche is ridiculous.

    Bit different on a blaster. Without mez protection, the second you get mezzed you lose your charged armor, tough, weave etc and are left with just surge running. Also the values for armors are considerably higher on a dom (caps are the same)
  3. Quote:
    Originally Posted by Saltyhero13 View Post
    Darn it! Now I wish we could have Claws/Shield.

    Burn >> shield charge

    Fiery embrace makes up for no AAO
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    I *just* deleted my level 43 SS/FA brute because my level 43 Claws/FA brute is so much better.

    Isnt that the truth ?

    More AoE damage just wins. Toss in easier slotting and no crash from rage, a very good ranged attack and its enough to make you laugh maniacally.

    It also doesn't hurt that you get your first primary AoE at level 6 vs 32
  5. Quote:
    Originally Posted by je_saist View Post
    http://paragonwiki.com/wiki/Hit_Points

    Archetype: Blaster: base - 1204.8 :: max - 1606.4

    Nope.

    Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.

    As far as your overall question goes.... well... There's no good way to put this.

    You can't make a Regen blaster.
    Ehhh ? What are you talking about ?

    He can cap his hitpoints with accolades and set bonuses even before hoarfrost goes off. Then use as it as a self heal as needed and supplement with the medicine pool.

    If he gets his global recharge up he can have a 60% uninteruptible heal available every two minutes and an interruptible heal that is up every 10 seconds.

    Drain Psyche can easily provide around 100 hp/sec regen which is comparable to instant healing.

    His big problem on making the strategy work is going to be the order he does things and getting enough defense to make it possible.

    In order for Drain psyche to work its magic you have to be in the center of a spawn and it only lasts for 30 seconds. He needs enough defense that the spawn just doesn't completely tear through that 100 pts of regen and enough that he actually has the 1 second to fire off an aid self.

    The other big problem he has is no mez protection. He can't wade into a spawn and aggro them without having breakfrees handy and preferably active before he starts not after.
  6. Quote:
    Originally Posted by StrykerX View Post
    I don't know... my Fire/Fire Blaster has softcapped S/L defense and is a lot tougher than my other Blasters. Even the trial spawns usually don't kill me unless I pull aggro from several enemies and I can clear +1/x8 spawns of normal mobs with modest inspiration use (and things like farming the wall in Cim don't even need inspirations).
    One type of defense soft capped or near the softcap either positional or typed, usually doesn't kill your build. Going for 2 gets painful. The build I was referring to was softcapped for S/L and ranged. It had to give up an aoe and a good bit of recharge to get there.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Actually s/l defense was taking a backseat to recharge, which your build sacrificed almost 30% of.. I appreciate it though.

    Just out of curiosity, what did you want the recharge for ?

    Personally I am something of a recharge junky. My attack chains usually go something like (luck if not active and the smarmy fricking defender is casting clear mind on the tank again) =>Aim=>Concentration=>Fire Breath=>Psychic Scream =>Fire Ball then single target anything that is left.

    In my case I want max recharge to bring Aim and Concentration up as fast as possible.

    From the look of it your build I would think you are stealthing to the center of the spawnns to activate drain psyche. I say that because if you aren't you will need a giant stack of blues to run your toggles and be gasping for breath if you attack. I am not certain but I think it takes about 8-10 seconds for stealth to reestablish after combat. Without concentration you are going to need an easy 20-30 seconds to deal with a spawn.


    Edit: Nevermind I see from the above post I was in error, but just how do you keep yourself in blues ?
  8. Reading your build it looks like you are trying to cap S/L and Ranged

    Here is a quicky build that does both

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    ------------
    Level 1: Flares Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Acc/Dmg:50(5), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(40)
    Level 1: Subdual Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Acc/Dmg:50(11), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(34), Thundr-Acc/Dmg/Rchg:50(37)
    Level 2: Fire Blast Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Acc/Dmg:50(39), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(31)
    Level 4: Telekinetic Thrust Mako-Dam%:50(A), Mako-Dmg/EndRdx:50(17), Mako-Acc/Dmg/EndRdx/Rchg:50(9), Mako-Acc/Dmg:50(11), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(42)
    Level 6: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
    Level 8: Combat Jumping LkGmblr-Rchg+:50(A), HO:Enzym(15)
    Level 10: Mind Probe Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Acc/Dmg:50(19), Mako-Dmg/Rchg:50(29), Mako-Acc/EndRdx/Rchg:50(46), Mako-Dmg/EndRdx:50(43)
    Level 12: Maneuvers LkGmblr-Rchg+:50(A), HO:Enzym(15)
    Level 14: Super Jump Zephyr-ResKB:50(A)
    Level 16: Tough S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(17)
    Level 18: Hasten RechRdx-I:50(A), RechRdx-I:50(19)
    Level 20: Blaze Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(23), Thundr-Acc/Dmg/Rchg:50(21), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(46)
    Level 22: Weave LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), HO:Enzym(31)
    Level 24: Aim Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(29)
    Level 26: Fire Ball Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(27), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:50(48)
    Level 28: Concentration Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(45)
    Level 30: Fire Breath Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Knock%:50(34)
    Level 32: Drain Psyche Numna-EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(34), Numna-Heal/Rchg:50(36), Numna-Heal/EndRdx/Rchg:50(36), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(37)
    Level 35: World of Confusion CoPers-Conf:50(A), CoPers-Conf/Rchg:50(36), CoPers-Acc/Conf/Rchg:50(48), CoPers-Acc/Rchg:50(50), CoPers-Conf/EndRdx:50(50), CoPers-Conf%:50(50)
    Level 38: Tactics Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(48)
    Level 41: Flash Freeze Acc-I:50(A)
    Level 44: Frozen Armor LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), HO:Enzym(45)
    Level 47: Hoarfrost RechRdx-I:50(A)
    Level 49: Hibernate RechRdx-I:50(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    ------------
    Level 1: Brawl KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Knock%:35(43)
    Level 1: Defiance
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 4: Ninja Run
    Level 2: Swift Empty(A)
    Level 2: Health Mrcl-Rcvry+:40(A)
    Level 2: Hurdle Empty(A)
    Level 2: Stamina EndMod-I:50(A), EndMod-I:50(13), P'Shift-End%:50(31)
    ------------
    Set Bonus Totals:
    10% DamageBuff(Smashing)
    10% DamageBuff(Lethal)
    10% DamageBuff(Fire)
    10% DamageBuff(Cold)
    10% DamageBuff(Energy)
    10% DamageBuff(Negative)
    10% DamageBuff(Toxic)
    10% DamageBuff(Psionic)
    19.1% Defense(Smashing)
    19.1% Defense(Lethal)
    6% Defense(Fire)
    6% Defense(Cold)
    29.1% Defense(Energy)
    29.1% Defense(Negative)
    6% Defense(Psionic)
    12.6% Defense(Melee)
    37.3% Defense(Ranged)
    6% Defense(AoE)
    6% Enhancement(Heal)
    4% Enhancement(Confused)
    52% Enhancement(Accuracy)
    56.3% Enhancement(RechargeTime)
    16% FlySpeed
    94.9 HP (7.87%) HitPoints
    16% JumpHeight
    16% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Held) 9.9%
    MezResist(Immobilize) 12.1%
    20% Perception
    18.5% (0.31 End/sec) Recovery
    32% (1.61 HP/sec) Regeneration
    4.1% Resistance(Fire)
    4.1% Resistance(Cold)
    16% RunSpeed

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Edit: if you want to mostly blap you can switch out fire breath for psychic shockwave move the ragnarok set to fire ball and pop an armageddon into psychic shockwave.


    Edit: Personally I would never play this kind of build. Blasters give up survivability for offense to begin with this kind of build winds up giving up an additional 20-30% of its damage just for a positional and a typed defense that more often than not will be torn apart like used kleenex.

    If a mez hits you, you are going down, and if you run into the new plus to hit critters you are going down.

    These type of builds are instructional in showing how shortchanged blasters as an at are compared to the other damage dealing ATS.

    In order to get some defense on this build, I had to limit it to 2 AoE attacks, and gimp its recharge. If I were building a scrapper a brute or a tank I could have greater base survivability, mez protection, defense to all positions, higher resistances and 3 Aoes. Wow range really is wonderful in this game that you have to give up so much just to mostly operate there.
  9. Really bad article author is either a child or has no memory.

    http://en.wikipedia.org/wiki/1973_oil_crisis

    But just out of curiosity how do you think either one applies to our very strange economy ?
  10. Quote:
    Originally Posted by Miladys_Knight View Post
    I was talking to a precious metals broker the other day. He told me that there are over 2 billion silver contracts out right now. He also says that there is no where near even 1 billion ounces of silver in the U.S.
    The U.S. M3 money supply is around 10 trillion dollars now, the actual currency in circulation is around 2 trillion dollars. Silver has some catching up to do.
  11. Quote:
    Originally Posted by Cyclone_Jack View Post

    That said, I do think it would be nice to see a secondary that focused a bit more on range instead of melee. Would be an interesting change of pace. I'd also like to see Martial Arts as a secondary so...
    Be really wild to have boost range in a secondary that actually has ranged attacks.
  12. Quote:
    Originally Posted by PleaseRecycle View Post
    I'm not going to argue that blaster secondaries are particularly good, the only ones I can personally stand to play being EM and MM. Even with those I only take the utility powers, slot up the mandatory attack, and forgo the melee and psi aoes. Instead of looking at blasters as half an archetype, I see them as meant to do everything in their power to leverage the hell out of the primary and those utility powers. To that end, blasters in general get more freedom than most combinations in any other AT to pick the pools they want and slot them as fully as they want.I don't remember the specifics offhand but didn't that chart show that blasters at level 50 were still in the top five most played ATs? A drop in popularity from number one at low level of course, but the majority of ATs didn't even make the list. As we know from other dev comments, several ATs are in the neighborhood of 1.5% usage. Maybe it varies by server but I rarely see a trial team that doesn't have more than one blaster, and possibly never one that lacks any blasters.Unfortunately I lack mids but I assume the blaster has huge recharge and ranged and/or s/l defense and the brute has an inexpensive softcapping build. I have a lot more level 50 and IOed out scrappers than blasters myself so I know how that can be. For instance, Spin can do 300ish damage every five seconds without even that much recharge while Fireball struggles to keep pace for thrice as much bling. Meanwhile the meleer is not at risk and the blaster occasionally is.

    The tradeoff for me is that Spin is basically the sum of the meleer's tricks in practical circumstances, by which I always mean speed TFs. It's a doozy, of course, but here's an example of what I mean from last week's WTF that I ran a hundred freaking times. Full team, +2 level, DP/EM blaster admittedly more incarnated than my KM/FA scrapper. Mission 1: Both characters are equally good at running directly to the end and wiping out the Penelope Yin guards and surrounding spawns. Getting mezzed hardly matters when a single window of opportunity results in a hail of bullets which kills everything and knocks the bosses onto their butts. Mission 2: Whee, the riders. My blaster has no problem taking on the rider spawns solo. Why? Cause famine can't terrorize and drain what isn't standing next to him. My scrapper basically has to sit around for teammates to catch up and then we all bum rush. It works but it is less amusing. Mission 3: Both of them are great at rescuing the poor, trusting hostages. Mission 4: My scrapper can kill a yellow in five seconds, but after that he's basically a cheerleader for the rest of the team. No room in the build for holds, either, as I bypassed an epic to softcap s/l more efficiently. I'm pretty sure that my blaster could solo hami if I could figure out a way to handle the final phase. Mission 5: No difference. Oh, and my blaster has vengeance and resuscitate, while my scrapper only had room for the former.

    Blasters are great if you ask me. All you need is extreme damage baked into more than one or two single great powers and the high level game is your oyster. One thing I am starting to come around to is the idea of turning all nukes into crashless nukes. Why should the weapon sets have all the fun?

    I could go back and forth on this but I doubt either one of us would change the others viewpoint.

    But our experiences seem to diverge.

    Mission 1 of Lady Grey, that last room is a 4 to 6 break free moment. The spawns are usually doubled and tripled and even mammoth amounts of aoe will not drop them before they can land a mezz on you.

    Mission 2: The riders have something for everyone and if they don't the spawns surrounding them do

    Mission 3: Getting the hostages killed isn't much of a test for anyone.

    Mission 4: Scrappers have soloed weakened hamidon can't recall of ever hearing a blaster do it. Maybe a nice incarnate challenge ? The incarnate abilities do throw the old performance expectations out the window.

    Mission 5: The scrapper is in much better position to have the temp power from mission 4 if needed. While I don't have vengeance or resusicitate I do have aid other. Should I offer him as a healer ?

    Edit: Agree with you about the crashless nukes but its amazing how many people are vehement about their crashing nukes. Even so, Full Auto needs some love.
  13. Quote:
    Originally Posted by Cyclone_Jack View Post
    Same way as they have been doing it, Powerset Proliferation.
    Blaster secondaries don't match other powersets. At best they borrow bits and pieces likely to cut down on the cost of creating something for just one AT.


    Quote:
    Originally Posted by PleaseRecycle View Post
    At any point between your initial realization that a particular character wasn't meeting one or more of your expectations and your eventual declaration that the entire archetype is useless, Another Fan, did you wonder if perhaps your problem is an internal one?

    A particular ? bump the digit up and add a 0.

    And yes I have considered that I might need to lrn2play. But even before the I19 overall boost, I had soloed task forces and pylons with them. Its just an appreciation of where they are lacking.

    I have always said that 1-20 blasters are the kings of the game. People talk about brutes being fastest in this range and I will say they aren't playing their blasters right. Right around 20 though the world goes to Hades for blasters and it just keeps heading in that direction. It really was just an aha I was right moment when I saw the devs data dump to kotaku was in alignment with what I had been saying.

    Edit: here is a point of comparison for you

    My fire/mental blaster likely the best performing blaster I have

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    I really would have loved to squeeze aid self in here but it would have gutted the offense and a good portion of the defense.


    vs My claws/sr brute.

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    For about a tenth the effort I get considerably superior performance.
  14. Here is a little thing to think about.

    I know everyone who plays blasters would like more secondary choices, and while we might disagree about the form they should take, how would you justify doing it outside of something like going rogue if you were at paragon studios ?


    I mean pardon the pun but dual pistols was something of a one shot wonder and as is was used as a carrot to get people to buy going rogue. So how do you come up with devoting more effort to what is essentially a bait and switch kind of AT ?

    Edit: TBH at this point and seeing how extremely well equipped blasters handle the new content its very unlikely I will roll another blaster. I have tried and spent tens of billions on the toons and they just aren't there. In the real world range offers a great advantage here its more than marginalized.
  15. Be nice if they looked at improving the existing secondaries. Seriously when an at goes from being the most popular on the early part of the game to somewhere around 4th or 5th in the late game, that's telling you there is a problem.
  16. Quote:
    Originally Posted by slainsteel View Post
    Most scrappers that I play with BTW, don't build much for survivability, instead they build for recharge and damage.

    Dead anything has a dps of 0.

    That said scrappers and brutes have no trouble building for enough survivability that more is wasted
  17. Fun thread

    Congrats to Sylph Knight. You did it and published first.

    The rest just seems to be the usual argument between people that don't understand the difference between someone using tools well and having tools that don't really need the operator
  18. Make an elec/shield scrapper or fire/shield or dark/shield.

    Archery's big thing is rain of arrows. You pay for having rain of arrows with moderate single target damage and an extremely resisted damage type, and rain of arrows is extremely slow animating. If you want max damage out of rain of arrows it takes nearly 7 seconds to fire off with aim and buildup or or roughly 11 seconds if you are laying a tripmine first. Shield charge with buildup takes 3 seconds ? At that point you have better single target damage, vastly increased survivability and even more follow on capability.

    That said if you still want a blaster because as Strato Nexus characterized "Some people like being more dependent on their team", Devices is wonderful as a theme. You get the hi-tech huntsman feel, really you do. The problem is hunting is a patient and slow business. Milady's Knight has done an excelent job outlining devices problems, no need to go over it again.

    Your best bets are to either pair archery with a radically different damage type or try and leverage its range. Arch/fire is a good combination if you are willing to get in the middle of a spawn and instead of raining arrows you fountain arrows on to the spawn (use it as a pbaoe) and then use fire on whatever is left. Arch/ment is very nice it can go either extreme damage at range with Rain followed by psychic scream (Stay away from the robots) or it can do the pbaoe tricks and drop rain of arrows , drain psyche, psychic shockwave all from the center of a spawn. (Note trying these things on the new content will get you very quickly dead.)
  19. Yes, but really all the blast sets could use a looking at. They just aren't allowed to convert end to damage rapidly enough.
  20. Quote:
    Originally Posted by Eva Destruction View Post
    Remember kids, complaining on the forums will solve all your market woes.
    Merits,AE tickets, Hero Villain merits, shards, threads, etc

    Seems someone thinks the market needs to be marginalized
  21. Quote:
    Originally Posted by Dispari View Post
    I don't think anyone has to change their Interface choice, unless they specifically made the choice to take advantage of an overpowered rain.

    The vast majority of characters don't even have rain powers so it literally affects them not at all. Anyone who had rain powers and not-Reactive probably didn't even notice the effect at all. Anyone who is using Reactive should be able to continue to enjoy the fact that all their other powers still do a lot more damage than without the Interface.

    I would estimate the number of people who feel they have to change their Interface slot now because of this change is not even double digit.
    No Anyone who has an interface in a rain is going to have to re-evaluate their choice. Depending on what they took for interface they may also have to re-evaluate their destiny choice as well.
  22. Quote:
    Originally Posted by White Hot Flash View Post
    Another Fan, I'm curious as to how you think getting a respec would help with Incarnate slotting issues, when Incarnate powers aren't locked in to a power like an enhancement would be. You can take it out.

    Craft a different one. That takes more time, yes, but what else to you have to do before the new Incarnate content comes out?
    First to clarify, I am saying that the ability to uncreate the interface ability should be granted. Break it down into the components.

    Second the ability to slot as needed is a bit of a red herring. You are limited by your ability to get rares and very rares and just how much you enjoy repeating trials over over over and over again.


    If you think getting the rare and very rare drops is trivial, there is a thread that has over 1k posts disagreeing with you
  23. Quote:
    Originally Posted by Memphis_Bill View Post
    /this.

    And they're probably not thinking "Hey, there are *five more powers coming at least that will build on this, perhaps this is a bit much at this stage."
    LOL like spiritual was a good foundation.
  24. Quote:
    Originally Posted by Dispari View Post
    I find it interesting that people in this thread seem to think they have to have minor/trivial damage powers turn into rapid-fire crashless nukes in order to have "fun." I'm not sure if that's hyperbole or just a grossly skewed perception of game balance.
    Weren't you complaining loudly about the pain of the participation system and the difficulty of obtaining rares and very rares through the grindy trials ?

    Well what this means is there is a good chance anyone, NOT JUST THE PEOPLE THAT TOOK REACTIVE BUT ANYONE !!! has to re-pick their interface power. Seeing there is no way to respec them because the devs are having an oopsie moment, this means they have to grind them out again.

    I know what a normal person's reaction to that proposition would be.
  25. Horribly silly concept, they aren't doing well at the market and are looking for relief.