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Posts
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Quote:So you haven't played a blaster with Ice, /ice, /mm, Sonic, etc... Just wondering because my blasters solo on the same settings my scrappers do.Iv played Blasters as well as Defenders and I must say that Blasters with there weak solo survivability and the need for baby sitters leaves them something to be desired.
Sure, they can dish out the damage, but I honestly dont belive that pure damage along with NO survivability makes a very good AT. -
Quote:Fire/kin controller is actually middle of the road in terms of busyness. Mind/kin is far worse. ID is in no way a class defining power. It's not even within the top 4 of it's own powerset, but is nice power to have if you can fit it in. DP is in no way a set that you need to get all of the powers from. The issue with DP/kin is the long animations of DP countering /kin's ADD playstyle. I would still pick Ice, Fire, Sonic, and Rad, as better picks for /kin. DP/kin is merely FotM because DP is the new shiney.I guess my biggest problem with DP/Kin is the same problem I have with Fire Control / Kin. Fire Control on it's own is a busy set. Kinetics on it's own is a busy set.
Putting two busy sets together... and things fall apart. Very few Fire / Kinetic controllers know when to stop controlling and when to start being kinetics when on teams. They tend to be great at soloing, but then skip out on class defining powers like increased density.
In the same way, DP / Kin mixtures share the same problems. There's not really a skippable power in the Dual Pistols lineup. Sure, with enough recharge, you could get away with avoiding empty clips and taking just bullet rain for some of the AOE coverage. Sure, Fulcrum Shift + Hail of Bullets = fun.
Is it really a new hotness though? Judging from my test server experience? No. It's not.
Dual Pistols is really best when coupled with a "low" maintenance set like Sonic or Force Field, where the bubbles help make up for the lack of -mez protection that make getting in close to a fight a perilous event, and a focus can be put on slotting the DP powers rather than the buff / debuff powers. -
And I go the opposite way. I slot for duration. A D3 has more than enough tohit debuff already. Something feared is only attacking once and after that all the tohit debuff isn't going to top something that's simply not attacking back.
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WP's taunt aura is so weak I don't think you'll have any issue stealing too much aggro. It's the biggest reason I don't play WP tanks.
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It's like taking the Med pool on an Emp, and no, you don't do that either.
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Quote:Wrong, Earth has been known to beat Mind and Ill in some cases.Because it does significantly less damage than some of the other primaries such as Ill/Mind/Fire.
Also. You're bad at this game.
Guide to Controller Damage Vs 1 Target
WarTroller Single Target Damage Testing Videos -
Use the Official Forum(vBulletin) format. There's stuff to nitpick, but I have to get ready for work. I will say you have zero acc in Transfusion and you have a mere 6% bonus to acc.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(17)
Level 1: Transfusion -- Numna-Heal(A), Heal-I(31), Numna-Heal/EndRdx(43)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Immob/EndRdx(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), Posi-Dam%(5), GravAnch-Hold%(40)
Level 4: Ring of Fire -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(17), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(9), ImpSwft-Dam%(9), Sciroc-Dam%(19), Sciroc-Acc/Dmg/EndRdx(23), Erad-%Dam(40)
Level 10: Siphon Speed -- HO:Micro(A), TmpRdns-EndRdx/Rchg/Slow(11), TmpRdns-Acc/Slow(11), RechRdx-I(31), RechRdx-I(34)
Level 12: Flashfire -- Amaze-Acc/Rchg(A), Amaze-ToHitDeb%(13), Amaze-Acc/Stun/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-Stun/Rchg(15)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(31)
Level 22: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), LkGmblr-Rchg+(27), Krma-ResKB(37), Ksmt-ToHit+(46)
Level 24: Cinders -- Lock-%Hold(A), Lock-Acc/Hold(25), Lock-Acc/Rchg(25), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(33), Lock-Rchg/Hold(39)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(29), TtmC'tng-ResDam/EndRdx(34)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(33), RedFtn-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), Efficacy-EndMod/Rchg(37)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), Acc-I(39), EndRdx-I(40)
Level 41: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Rchg(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/Rchg(48), S'fstPrt-ResDam/Def+(48)
Level 49: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run -
I use Fruit Salad for Color Scheme and Official Forums(vBulletin) for Formatting Code Type.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Energy Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Scorch -- P'ngFist-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(9), P'ngS'Fest-Dmg/EndRdx(9), P'ngFist-Acc/Dmg/Rchg(11), P'ngS'Fest-Acc/Dmg(15), P'ngFist-Acc/Dmg/EndRdx/Rchg(19)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), HO:Enzym(5), HO:Enzym(7), HO:Enzym(15)
Level 2: Dampening Field -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3)
Level 4: Power Shield -- LkGmblr-Rchg+(A), HO:Enzym(5), HO:Enzym(7), HO:Enzym(50)
Level 6: Hurdle -- Empty(A)
Level 8: Incinerate -- Mako-Acc/Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(45), T'Death-Dmg/EndRdx/Rchg(46)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Cremate -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(46)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 16: Energy Protection -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(17)
Level 18: Boxing -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(33), Rope-Acc/EndRdx(39), Rope-Stun/Rng(39), Rope-Acc/Stun/Rchg(39), Rope-Acc/Stun(40)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(34), GA-3defTpProc(46)
Level 24: Energy Cloak -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(25)
Level 26: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
Level 28: Energy Drain -- Numna-Heal/Rchg(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Combat Jumping -- HO:Enzym(A), HO:Enzym(33)
Level 35: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(37)
Level 38: Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(45)
Level 44: Dark Obliteration -- Empty(A)
Level 47: Summon Widow -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/EndRdx(50), S'bndAl-Build%(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run -
Quote:Time was an issue since we had no way to use stealth/recall. I think we were in the 40-50 minute range. We pretty much destroyed the 1 death rule. I started herding mobs and people would click on the glowies which would spawn the ambushes. You do the math. Now, knowing about the arc and having done it with limitations, I know I would have been much more ready for it. The final mission had a CoT porter and a mass mob was on the other side, so we weren't getting away with just 1 death anyway.Coral Bonanza: Players Debuffed, No Temp Powers, 1 Death, 30 Minutes
I didn't do any others because it was midnight for me by the time we ended(we had to do a reset since the mission was set at +3), but definitely took notes and would like to do some others. -
Should easily be home by 10:30. I got a brute for this. Global is my namesake here.
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/regen for PvP. I wouldn't consider it the best for PvE. My list depends on how much you are willing to spend on it. /wp and /sr are great cheap sets to make awesome. If you are willing to dump influ into them, things like /shield and /dark start to stand out.
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Quote:So it should be the opposite of what defenders get and be something good? To summarize what I posted in the controller forum...I LOVE Weatherby Goode's version of electric control. Shall i post a link? IT should be focused on low control, high end drain high dmg. The pets should be much like the imps. If it only focuses on End drain then to that would be just silly.
- I'm for controllers getting it.
- It's another thing that the defender AT loses in the uniqueness department over controllers.
- The only two real things that stand out for defenders is tohit debuffs(Dark) and -res(Sonic).
- If you want to be see a bunch of controllers fornicate, mention Dark control.
- I have a really hard time seeing how the set isn't "better" in the hands of a controller.
- Elec blast has always been under performing damage. Even a low damage control set given containment can be made decent enough. -
Because I got my Kin/elec into the 40s and then saw what a Fire/kin could do with better mitigation and better damage. Considering this was my soon to be first 50, it really kind of took away the forthcoming achievement. Now you give controllers Elec and it's another case of anything you can do I can do better. Even if a Kin/elec does better damage, it's still low damage and I'm not sure controller's better mitigation doesn't more than make up for it.
Note, on something like the LGTF I will 10 out of 10 times take my Kin/elec over my Fire/kin for just the 4 EB mission alone. Too bad end drain isn't worth much in this game, or I could say I would pick my Kin/elec more often. -
The biggest part of /storm not being team friendly is Hurricane and Earth/storm has enough control to where it can be skipped. Tornado has KB issues, but Earth has the tools to not make it such a burden. Is Earth/rad more team friendly? Sure. But I play for fun.
Since I got my TA/a up to 29, I'll just add a vote for /ta as well. It's one of the most under valued sets around. I can't wait to start to IO out the build even on a cheap basic level and I just about school girl squeal at the idea of leveling up my lowbie Plant/ta. -
Fire would still put out more damage and thus still win the farming title. Even if I'm for Elec control, it still does feel like "peeing in the pool" of my level 50 Kin/elec. If Elec got a damage aura, it would be a huge slap into the face of defenders. I think outside of the obvious controls, stuff like sleeps, confuse, and an AoE end drain like Short Circuit is put in there versus a damage aura.
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To the OP, I'm curious as hell what is so important in the build that you are skipping either.
Quote:I just...I mean...If you aren't taking either and are focusing on DPS versus big spikes then I can only assume you mean taking something like Hasten instead because that's the only power I can think of that would make the kind of factor you are talking about. To be honest, so far I have found room for Aim, BU, and Hasten.Well, personally, I rarely take either.
I prefer my blasters (and scrappers) to have a consistent damage output rather than the big spikes that relying on BU/AIM give.
The +damage is what makes blasters stand out. See that annoying guy? Aim + BU + attacks = dead annoying guy. See that mob? Aim + BU + AoE attacks = dead mob. The blaster AT is the one AT that I flat out know I can kill something faster than another AT. The reasons? Aim and BU. -
Quote:This, and I would rather cap melee def on a Kin versus ranged even though /ice plays more at range.Kin/Ice is something I think would be cool. However I've done enough Kin, I've done enough Ice Blast, so it may be a while. If this is truly a solo build, I'd put Freeze Ray in there somewhere. It's a great power for a soloer, not good, great. It's going to be quite a few levels before you can start thinking about soft-capping to anything. I find Freeze Ray to be outstanding damage mitigation while leveling up.
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Quote:That's also one example during a time where the market is vastly not stable. I have gone through looking at buying certain salvage that was overly priced and every time I logged in, morning, day, night, it was still over priced. I do to a default go under what the last 5 listed and put bids much closer to what would consider reasonable. I have had at times caved and upped my bids because I wasn't getting any of what I wanted.Again, this is all up to personal preference but I went last night at lvl 26 and put in the following bids:
8x lvl 30 Damage IO @ 1,000
8x Iron @ 500
8x Masterwork Weapon @ 1,000
I wasn't entirely optimistic because Masterworks were going for 25,000 (I think the weekend helped drive prices up) but by the end of the night when I was level 30, I had purchased everything for 20k. Throw in the creation costs and I still saved about 75% versus buying eight lvl 30 SOs and these will never go red on me.
I had actually slotted up all new SOs at 27 because I knew I wanted to play all evening and try to hit 30+. A full array of SOs at that level cost me right around a million influence. Saving 75% of that can mean a lot for a character who isn't being fed influence from an alt, etc. And, again, you don't have to spend another 1.3 at lvl 35 and 1.75 million at level 40, etc.
I don't personally care how other people enhance themselves but some people who think it's too much of a hassle/expense might find they can save a lot of time and influence by taking the plunge to at least common IOs.
Quote:50K is the "buy it now" price.
There's an easier way. Even at that price, you only have to pay 50K once. And then you wind up with an enhancer you never have to worry about again. I think objectively, you would spend less time on the IO. You'll definitely spend less money. -
Quote:So I need to take my time and really enjoy the setting and scenery that I have virtually memorized due to seeing the same maps over and over again. I need to take the time and read clues and such on TFs that I have also done more times than I wish to count. How about no?or if you are doing one arc after another for the XP and have no regard for the setting or scenery...
or if you are rapidly pounding out Task Forces and skipping the clues because they bog you down...
With the new leveling rules with TFs, TFs seemed like bad places to actually level. Oh look, even con mobs. Yay? I was disappointed in the Synapse team that was at 15, went slow, but rather safe past the first mob, and then decided to reset the TF because it would take too long/be too hard. +5 double exp at 15 on a balanced team and we freaking reset. No sense of adventure in kids these days. -
I would take Slice over Slash. I could see taking Slash over Hack if for some reason you are trying to build a continuous attack chain, or something. I'm no BS expert so I wouldn't know between which of the starting two attacks get taken for "uber" builds. For me, Hack and Slice are my two first attacks.
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It will be a nice addition and at this point I welcome it. Not sure if I would roll a Elec controller, or not considering I took a Kin/elec to 50, but Elec is better fitted as a full blown control set then it is as blast set.
(insert further sticking a fork into the defender AT ramble here)