Zul_Vakirol

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  1. Quote:
    Originally Posted by Madadh View Post
    Totally serious. Defenders are often accused of being the less effective cousins to corrs. Such a change, if it's careful to hit the right mark, powerwise, would give them a unique dynamic that shouldn't be overpowering, and yet useful in both small groups, and large. Let's face it, the end reduction dynamic is totally worthless solo, and the damage boost of quite obviously useless on large teams. It'd be nice to have a AT power that, like every other ATs, is consistently useful at all times. I like this idea in general. They only flaw with it is that it does nothing for defs without a debuff..
    The solution is very simple: Buff the inherent in the manner I mentioned anyway, while also providing buffs to the primaries that have no form of debuffs, like FF and Empathy to compensate. With all the enemy types who can drain endurance, extra defense and recovery would go a long way. Perhaps make it so Empathy's auras get a boost, but not to the point they're overpowered, and if it's not already done, make FF grant some form of debuff resistance in endurance drain and a small amount of +res. Not nearly enough to step on Sonic Resonance's toes obviously, maybe +10% or so. Trick Arrow would be more difficult, maybe also a slight reduction in base recharge for that set? I -think- that about covers the primaries that wouldn't see a full benefit to the inherent buff.

    I am aware that Trick Arrow has many debuffs, but most of them are on lengthy recharges and the more useful ones require a tohit check, useful if you get mezzed, but a Radiation Emission or Dark Miasma can simply leave the toggles on and allow the melee ATs to gather aggro.

    Pseudo pets like Sleet and Liquefy would carry about 2/3 of the debuff bypass when used. Though it would depend on which of them could be made Permanent easily through simple SO slotting, or if it required very heavy IO slotting. If the former, than about 2/3 or so, the latter would be the full debuff also depending on if it was not just easy perma, but easy stacking with IO slotting.

    I don't want something that would heavily debuff an AV or GM being triple-stacked from one Defender and using 2/3 of that Debuff Resistance bypass, but I don't want that kind of build to be completely punished either. Maybe diminishing returns on pseudo pets summoned from the same caster perhaps?

    A large team of Rad/Sonic defenders would of course stomp AVs flat, but let's be rather frank here, a large team of debuff heavy defenders or corrs would do that in just about any situation due to them all being force multipliers.
  2. Quote:
    Originally Posted by Madadh View Post
    THat's an interesting idea..
    Not quite sure if you're serious about that or not.
  3. Quote:
    Originally Posted by BurningChick View Post
    Well ...

    The devs have previously said that they don't any primary or secondary powers to be seen as useless / wasted picks / merely set mules. While there are individual powers within sets that are rarely taken, snipes are an entire class of power that exist in most ranged damage sets that very, very few people regularly use. Trying to make snipes reasonably worth taking is, IME, low hanging fruit when it comes to powers-related QoL changes.The interrupt + cast time mean they can actually hurt DPS.

    Snipes are relics of a different era; they're tactical powers in a game that rarely rewards tactics beyond "buff and zerg". Honestly, they should've been changed years ago.

    The more interesting question, IME, is what class of infrequently seen powers is next up to be changed? Toggled PBAoE KB (to be fair, one version was removed from Stalker EA already)? Defender cages (the one from Gravity was already changed to, IME, not much acclaim)? Or how 'bout some of the game's unique powers, like the T9s from Traps and FF?
    I will admit, the change to snipes will make me want to grab Proton Volley on my Rad/Rad defender. You are right in that many of the older powersets just don't quite fit in and changing them too much would simply not be feasible. One thing I think would help defenders is for the inherent to also help bypass some of the debuff resistance on enemies, even AVs and GMs to an extent. Not too much obviously, but the many debuffs should not have to feel completely useless against an AV sporting 87% debuff resistance across the board.

    That however, is for another thread entirely.
  4. Quote:
    Originally Posted by Kyriani View Post
    I'd argue that illusion also does pretty decently even before 32... Spectral Wounds + Blind is pretty sweet and at 18 you get Phantom Army. Spectral Terror at 26 can be turned into a sporadic damage dealer via a proc or two as well.
    Illusion is a bit of an anomaly in that it doesn't have as much hard control as other sets, but makes up by virtue of much more damage. Against a single target, ill/rad is great since all the dps is focused on one target, large mobs are good, but uncontrollable KB can be problematic for others without something to keep it from getting out of hand.
  5. Quote:
    Originally Posted by Garent View Post
    I have played control sets. My list of 50s is in my signature for everyone to see for just this reason. There's a controller there, and there are controllers I've played without getting them to 50.



    If they choose not to slot for damage, that's their choice, just like how it's the corruptor's choice not to slot for damage if they so choose. Controller durations are high enough at high levels that it's not necessary to slot for mez in the single target controls. If you want to slot for mez duration anyway, there are frankenslotting options available to you so you don't have to sacrifice damage to get it. Dam/mez hamidon enhancements are very cheap, so it's a false dichotomy.
    I see one level 50 controller in your signature. Yes you can slow for damage as a controller, but most of them agree that leveling and kill speed picks up when they grab the pet, except for gravity control.
  6. Quote:
    Originally Posted by Garent View Post
    Controllers have a 0.55 ranged damage mod. This gets doubled to 1.1 with containment. They have the exact same strength on their support powers as corruptors do. Scourge would have to have a 100% to kick in at the half health mark in order to make the modifiers equal after inherents. Normally defenders and corruptors having an entire attack set while controllers having two attacks in their control set would make controllers be behind anyway, but it all goes out the window at high levels when controllers get access to powerful attacks in their ancillary pools.
    You try playing most Controller sets, it's not quite fun, and until there's enough recharge, duration, and accuracy, you won't be able to lock down more than a few at a time for containment. Thing with most controllers is that they won't be slotting for damage anyway, so while they'll be able to crit and get 1.1 with Containment, Corrupters have an entire primary devoted to attacking and getting Scourge going.
  7. Quote:
    Originally Posted by Garent View Post
    I disagree with you there. Their damage is below controllers, which isn't appropriate.
    Defenders get some mean support in buffs or debuffs, and Corrs get scourge to effectively crit on their powers.

    So yeah they get less damage than controllers... oh wait, no they don't. It's just that Controllers do double damage on Containment. Defenders and Controllers have .55 ranged damage modifiers, Corrs have .75 ranged damage modifiers on top of their support set and Scourge.
  8. Quote:
    Originally Posted by LSK View Post
    Actually I see not only is there a problem with tanks but also for most melee ATs out there, BAF u get 3 rings your held, trying to stop the inmates from escaping while running back and forth. LAM crates/capsules trying to target them when a range AT has them scattered, Maurader doing his big attack where the melee has to break off to not to get killed, MoM the purple rings may I say more? Keys getting disintegrated as u fight anti, his big attack thats melee, TPN getting marked for death while fighting Maelstorm, UG getting close and then getting confused on the last AV, fighting the leach infested War walkers, and a few other spots, Mag getting to close to neo pendragon, chaseing after cim, the final fight where he dose his electric attack, I have yet done the DD but all the others it seems to me that the ranged AT has a bigger advantage then any of the melee toons out there.
    That's one of the more discouraging, yet true posts I have read regarding melee ATs in general now.
  9. Quote:
    Originally Posted by newchemicals View Post
    Defenders and Corruptors unless they do things like change some blaster values to make it easier for a blaster to hit +22% to hit buff.
    Yeah, I more or less said the same thing over on the defender boards already. I mean I love defenders and corrs, but those ATs are a couple of the ATs that need the least, if any buffing right now.
  10. So nice to know the changes that are meant to help Blasters are helping ATs that don't need any help at all.
  11. Zul_Vakirol

    Best

    Quote:
    Originally Posted by Psylenz View Post
    FF rocks the Penny Yin TF with high defense for level 25 characters and endurance drain protection!
    Hate Super Stunners so much. Backed well out of melee while a blaster killed one and my Katana/SR still got hit. Clamor was the worst with the aoe attacks, I think my elec tank would have a field day there and in Synapse.

    Rad/Sonic is also great because of all the debuffs, and when soloing, you don't need to worry about some idiot killing your anchor.
  12. Quote:
    Originally Posted by CBeet View Post
    Not a fair comparison since Fire only has damage, so it's pretty much always going to do more damage.

    A better one would be Radiation or (Blaster's) Dark Blast IMO. AoE DoT, a single target mez, a debuff secondary effect and thoughts of their damage also being sub-par (Not saying it is, just that I've met some who think that). I already know the answer though, they do more damage while adding more support. If you can prove me wrong then go ahead.

    There are three sets which I'll always try to see about getting fixes for. Electrical Blast, Devices and Forcefield. Yes they can work as powersets, but they have been the victims of poor design choices (Low damage for a non-existant secondary effect, repetitive waiting times for what are considerably slow results and the decision of having multiple ways to annoy melee characters on what's already a passive one-trick-pony set). I leave out the usual choice of Energy Melee because while having it's own flaws, I think that what it does do it actually does quite well.

    Personally I'd give Tesla Cage the same damage as Lightning Bolt, increase and make the damage of Short Circuit front-loaded like Burn, and give Voltaic Sentinel's attack a chain effect. If that's not enough then change the secondary effect of the ST attacks to an unenhanceable, short duration (6 seconds?) mag 1 tesla cage hold to give extra utility against single targets.

    Though a little off topic, on Devices make Time Bomb like Omega Maneuver and add a short duration placate to Smoke Bomb. With Forcefields, make Repulsion Field knockdown, add some -dam and enhanceable -def to Repulsion Bomb and put some defense debuff resistance in Dispersion Bubble. Having played these sets a little more than I'm happy with, these are the changes I think would go a long way to evening the playing field.
    I'd rather Time Bomb be left as is. Yes it sucks and that just means I get a free power pick at level 35 instead of stopping and deciding what I want.

    Oh, and Omega Maneuver on a Crab is still something that most Crabs skip anyway because it can't be up every spawn.
  13. Quote:
    Originally Posted by Another_Fan View Post
    Corruptors and Defenders made out big time.

    They can easily perma the new snipe. Corruptors can drop their horrendously bad T1 powers and use the snipe as part of their ordinary attack chain. Defenders can take all the slots out of their T1 blast powers. In either case they both gain a really significant benefit while giving up next to nothing.

    The exception is AR which for all three now has a nice single target chain even though blasters in general have to reach more than the other 2.
    Isn't Buckshot going to be 80 feet with the same cone as it is now?
  14. Quote:
    Originally Posted by Starsman View Post
    Refresh my memory... LRM?
    Long Range Missile. It's what Destroyer Rocket Girls, some 5th Column members, and the Mercs Commando at 32 use. You know, that big grey-silver ugly looking bazooka.
  15. I looked at both builds posted and more or less changed them up a tad. This is more or less it. It'd involve a respec, but I've got several on hand anyway.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kiyujin 3: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (13) Crushing Impact - Accuracy/Damage/Endurance
    • (13) Crushing Impact - Accuracy/Damage/Recharge
    • (40) Crushing Impact - Accuracy/Damage
    • (40) Crushing Impact - Damage/Recharge
    • (40) Achilles' Heel - Chance for Res Debuff
    Level 1: Focused Fighting
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Luck of the Gambler - Defense
    • (3) Luck of the Gambler - Defense/Endurance
    Level 2: Focused Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Defense/Endurance
    Level 4: Agile
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (21) Luck of the Gambler - Defense/Endurance
    Level 6: Build Up
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Divine Avalanche
    • (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
    • (9) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (21) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (45) Superior Scrapper's Strike - Accuracy/Damage/Recharge
    • (46) Superior Scrapper's Strike - Damage/Recharge
    • (46) Superior Scrapper's Strike - Accuracy/Damage
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (15) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 14: Aid Other
    • (A) Empty
    Level 16: Dodge
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance
    Level 18: The Lotus Drops
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (19) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (19) Scirocco's Dervish - Accuracy/Damage
    • (36) Scirocco's Dervish - Damage/Endurance
    • (37) Scirocco's Dervish - Accuracy/Recharge
    • (39) Achilles' Heel - Chance for Res Debuff
    Level 20: Quickness
    • (A) Run Speed IO
    Level 22: Aid Self
    • (A) Doctored Wounds - Recharge
    • (23) Doctored Wounds - Heal
    • (23) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Heal/Endurance
    • (25) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Interrupt Reduction IO
    Level 24: Boxing
    • (A) Empty
    Level 26: Soaring Dragon
    • (A) Mako's Bite - Accuracy/Damage
    • (27) Mako's Bite - Damage/Endurance
    • (27) Mako's Bite - Damage/Recharge
    • (34) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Lucky
    • (A) Red Fortune - Defense/Endurance
    • (29) Red Fortune - Defense
    • (29) Red Fortune - Defense/Endurance/Recharge
    Level 30: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (31) Steadfast Protection - Resistance/+Def 3%
    • (31) Endurance Reduction IO
    Level 32: Golden Dragonfly
    • (A) Obliteration - Chance for Smashing Damage
    • (33) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 35: Evasion
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    Level 38: Weave
    • (A) Gift of the Ancients - Defense/Endurance
    • (39) Gift of the Ancients - Defense
    • (39) Gift of the Ancients - Defense/Endurance/Recharge
    • (43) Gift of the Ancients - Defense/Recharge
    Level 41: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 44: Maneuvers
    • (A) Gift of the Ancients - Defense
    • (45) Gift of the Ancients - Defense/Endurance
    • (45) Gift of the Ancients - Defense/Endurance/Recharge
    Level 47: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 49: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (50) Regenerative Tissue - +Regeneration
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Miracle - +Recovery
    • (46) Panacea - +Hit Points/Endurance
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod
    • (43) Endurance Modification IO
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 14.13% Defense(Smashing)
    • 14.13% Defense(Lethal)
    • 10.69% Defense(Fire)
    • 10.69% Defense(Cold)
    • 10.38% Defense(Energy)
    • 10.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 14.75% Defense(Melee)
    • 14.75% Defense(Ranged)
    • 15.38% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 25% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 160.6 HP (12%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilized) 7.7%
    • MezResist(Stunned) 2.2%
    • MezResist(Terrorized) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 50% (2.79 HP/sec) Regeneration
    • 2.52% Resistance(Smashing)
    • 2.52% Resistance(Lethal)
    • 7.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 10% SpeedRunning
    • 36% GlobalChanceMod PlayerCrit
    ------------
    Set Bonuses:
    Crushing Impact
    (Gambler's Cut)
    • MezResist(Immobilized) 2.2%
    • 15.06 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Fighting)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Senses)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Agile)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Superior Scrapper's Strike
    (Divine Avalanche)
    • 40.16 HP (3%) HitPoints
    • 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 2.52% Resistance(Smashing,Lethal)
    • 3% GlobalChanceMod PlayerCrit, 3% GlobalChanceMod MLCrit, 6% GlobalChanceMod BossCrit, 3% GlobalChanceMod CritPlayer, 3% GlobalChanceMod CritSmall, 6% GlobalChanceMod CritLarge, 3% GlobalChanceMod ECCritModPlayer, 3% GlobalChanceMod ECCritModSmall, 6% GlobalChanceMod ECCritModLarge
    Blessing of the Zephyr
    (Combat Jumping)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Dodge)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (The Lotus Drops)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Doctored Wounds
    (Aid Self)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Mako's Bite
    (Soaring Dragon)
    • MezResist(Immobilized) 3.3%
    • 20.08 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Red Fortune
    (Lucky)
    • MezResist(Immobilized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    Gladiator's Armor
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Obliteration
    (Golden Dragonfly)
    • MezResist(Stunned) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Evasion)
    • 10% (0.56 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 15.06 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    Blessing of the Zephyr
    (Super Jump)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • Knockback (Mag -4), Knockup (Mag -4)
    Gift of the Ancients
    (Maneuvers)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% SpeedJumping, 5% JumpHeight, 5% SpeedFlying, 5% SpeedRunning
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Performance Shifter
    (Stamina)
    • 5% SpeedJumping, 5% JumpHeight, 5% SpeedFlying, 5% SpeedRunning



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    As can be seen, with Agility, I just barely touch 60% positional defense with those toggles running. I think I recall being told that's the icontent soft-cap. Of course most defense debuffs won't do much against 95% Defense Debuff resistance, and even if it is a super-nasty one, it'll only end up dropping me a couple percent, if that.
  16. Quote:
    Originally Posted by Starsman View Post
    For them to be shorter, they have to be new. Technically even if they just remove chunks of the animation, engine wise it's just still a new animation.

    But thinking more about it, the change to do the dual pistol momentum mechanic would be too big... would require copies of all powers to exist and the powers to redirect... too messy of an implementation for an old set that already has an interesting mechanic.
    Old set? DP has only been out since GR.
  17. Quote:
    Originally Posted by Evil_Legacy View Post
    So is there fix in the works or something? It is really starting to take the joy out of the game. I mean, it's been over two years at least. I wouldnt mind so much if it was here and there, for a purpose or something but mobs at higher con level, nowhere near death taking off, sometimes two at a time, kind of take the honor out of killing them. Not to mention having to chase at least one mob across the map, or wait 3-5 min per group(no exaggeration I timed it and sometimes it's longer as somethimes they go so far that they just take their sweet time strolling back.) for that one to return is a bit annoying and unneedingly tedious.
    I'm talking about mainly on mission maps but I've noticed this behavior on the streets as well. What's the point of even spawning three mobs if one is all but guranteed to flee? Might as well spawn just two.
    Been going on a lot longer than two years by my understanding.
  18. So, long ago back in Issue 3, I created a stone/stone tanker. Those were the days, sucking wind and taking swift to get more out of rooted and Teleport at 14. That and probably sucking wind while having one armor activated at a time.

    I seek to return to my roots! Pun intended.

    I've got a decent enough idea of a leveling build up to Granite anyway, my main concern is the 35+ levels, or post 6-slotted Granite.

    So, this is likely not fully optimized for tanking, as it's not soft capped for normal content, but like, one purple or FF defender would fix that. Here's the build that's all post-granite and such, thoughts, critiques, etc.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Granite Sentry: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Rock Armor
    • (A) Shield Wall - Defense/Endurance: Level 50
    • (3) Luck of the Gambler - Recharge Speed: Level 50
    • (15) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
    • (48) Shield Wall - Defense/Endurance/Recharge: Level 50
    • (50) Shield Wall - Defense: Level 50
    Level 1: Stone Fist
    • (A) Gladiator's Strike - Chance for Smashing Damage: Level 50
    • (31) Mako's Bite - Chance of Damage(Lethal): Level 50
    • (31) Touch of Death - Chance of Damage(Negative): Level 40
    • (46) Mako's Bite - Accuracy/Damage: Level 50
    Level 2: Stone Skin
    • (A) Resist Damage IO: Level 50
    • (3) Resist Damage IO: Level 50
    Level 4: Heavy Mallet
    • (A) Hecatomb - Damage: Level 50
    • (5) Hecatomb - Damage/Recharge: Level 50
    • (5) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (31) Hecatomb - Accuracy/Recharge: Level 50
    • (37) Hecatomb - Damage/Endurance: Level 50
    • (43) Hecatomb - Chance of Damage(Negative): Level 50
    Level 6: Earth's Embrace
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (7) Doctored Wounds - Endurance/Recharge: Level 50
    • (7) Doctored Wounds - Heal/Recharge: Level 50
    • (15) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (17) Doctored Wounds - Heal: Level 50
    • (27) Doctored Wounds - Recharge: Level 50
    Level 8: Rooted
    • (A) Panacea - Heal/Endurance: Level 50
    • (9) Panacea - Endurance/Recharge: Level 50
    • (19) Panacea - Hea/Recharge: Level 50
    • (42) Panacea - Heal/Endurance/Recharge: Level 50
    • (43) Panacea - Heal: Level 50
    Level 10: Teleport
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 12: Brimstone Armor
    • (A) Impervium Armor - Psionic Resistance: Level 40
    Level 14: Boxing
    • (A) Touch of Death - Chance of Damage(Negative): Level 40
    Level 16: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage: Level 50
    • (17) Perfect Zinger - Taunt: Level 50
    • (40) Perfect Zinger - Taunt/Recharge: Level 50
    • (42) Perfect Zinger - Taunt/Recharge/Range: Level 50
    Level 18: Crystal Armor
    • (A) Luck of the Gambler - Defense: Level 50
    • (19) Luck of the Gambler - Recharge Speed: Level 50
    Level 20: Fault
    • (A) Absolute Amazement - Stun: Level 50
    • (21) Absolute Amazement - Stun/Recharge: Level 50
    • (21) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (43) Absolute Amazement - Accuracy/Recharge: Level 50
    • (45) Absolute Amazement - Endurance/Stun: Level 50
    • (46) Absolute Amazement - Chance for ToHit Debuff: Level 50
    Level 22: Tough
    • (A) Aegis - Resistance: Level 50
    • (23) Aegis - Resistance/Endurance: Level 50
    • (23) Aegis - Resistance/Endurance/Recharge: Level 50
    Level 24: Mud Pots
    • (A) Armageddon - Damage: Level 50
    • (25) Armageddon - Damage/Recharge: Level 50
    • (25) Armageddon - Chance for Fire Damage: Level 50
    • (37) Armageddon - Damage/Endurance: Level 50
    • (37) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (46) Fury of the Gladiator - Chance for Res Debuff: Level 50
    Level 26: Minerals
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (27) Luck of the Gambler - Defense: Level 50
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (29) Defense Buff IO: Level 30
    • (29) Defense Buff IO: Level 30
    Level 30: Recall Friend
    • (A) Endurance Reduction IO: Level 50
    Level 32: Granite Armor
    • (A) Resist Damage IO: Level 50
    • (33) Resist Damage IO: Level 50
    • (33) Endurance Reduction IO: Level 50
    • (33) Luck of the Gambler - Recharge Speed: Level 50
    • (34) Defense Buff IO: Level 50
    • (34) Defense Buff IO: Level 50
    Level 35: Tremor
    • (A) Explosive Strike - Damage/Knockback: Level 20
    • (36) Explosive Strike - Accuracy/Knockback: Level 20
    • (36) Explosive Strike - Chance for Smashing Damage: Level 20
    Level 38: Seismic Smash
    • (A) Superior Might of the Tanker - Accuracy/Damage: Level 50
    • (39) Superior Might of the Tanker - Damage/Recharge: Level 50
    • (39) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
    • (39) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50
    • (40) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 50
    • (40) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
    Level 41: Stone Mallet
    • (A) Touch of Death - Chance of Damage(Negative): Level 40
    • (42) Touch of Death - Accuracy/Damage: Level 40
    • (48) Touch of Death - Damage/Endurance: Level 40
    • (48) Touch of Death - Damage/Recharge: Level 40
    • (50) Touch of Death - Damage/Endurance/Recharge: Level 40
    Level 44: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 47: Build Up
    • (A) Adjusted Targeting - Recharge: Level 50
    Level 49: Maneuvers
    • (A) Defense Buff IO: Level 50
    • (50) Defense Buff IO: Level 50
    Level 1: Brawl
    • (A) Mako's Bite - Chance of Damage(Lethal): Level 50
    Level 1: Gauntlet
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    • (9) Run Speed IO: Level 50
    Level 2: Health
    • (A) Panacea - +Hit Points/Endurance: Level 50
    • (13) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (34) Miracle - +Recovery: Level 40
    • (36) Regenerative Tissue - +Regeneration: Level 30
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50
    • (11) Endurance Modification IO: Level 50
    • (13) Endurance Modification IO: Level 50
    ------------
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 3.13% Defense(Fire)
    • 3.13% Defense(Cold)
    • 1.56% Defense(Energy)
    • 1.56% Defense(Negative)
    • 3.13% Defense(Ranged)
    • 1.56% Defense(AoE)
    • 4% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 95% Enhancement(RechargeTime)
    • 154.6 HP (8.25%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 6.05%
    • MezResist(Terrorized) 4.95%
    • 14.5% (0.24 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 5.52% Resistance(Smashing)
    • 11.82% Resistance(Fire)
    • 11.82% Resistance(Cold)
    • 4.89% Resistance(Energy)
    • 4.89% Resistance(Negative)
    • 16.78% Resistance(Toxic)
    • 9.78% Resistance(Psionic)
    • 5.52% Resistance(Lethal)
    • 5% SpeedRunning
    ------------
    Set Bonuses:
    Shield Wall
    (Rock Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 2.5% (0.04 End/sec) Recovery
    • 42.17 HP (2.25%) HitPoints
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Luck of the Gambler
    (Rock Armor)
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Stone Fist)
    • MezResist(Immobilized) 3.3%
    Hecatomb
    (Heavy Mallet)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Doctored Wounds
    (Earth's Embrace)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Panacea
    (Rooted)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.78 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Blessing of the Zephyr
    (Teleport)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    Impervium Armor
    (Brimstone Armor)
    • 3% Resistance(Psionic)
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.78 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Crystal Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Absolute Amazement
    (Fault)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Aegis
    (Tough)
    • 5% SpeedRunning
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Armageddon
    (Mud Pots)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Minerals)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Granite Armor)
    • 7.5% Enhancement(RechargeTime)
    Explosive Strike
    (Tremor)
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    Superior Might of the Tanker
    (Seismic Smash)
    • 4% DamageBuff(All)
    • 56.22 HP (3%) HitPoints
    • 10% Enhancement(RechargeTime)
    • 2.52% Resistance(Toxic,Psionic)
    • 2.52% Resistance(Smashing,Lethal)
    Touch of Death
    (Stone Mallet)
    • MezResist(Immobilized) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Oh, the Soul bit, I'm thinking dropping Tremor for Gloom would be better for overall damage and probably better set bonuses.
  19. Quote:
    Originally Posted by Leo_G View Post
    Belated response but:

    First!


    As for Energy Aura, I feel there was a cottage rule violation in that, Repulse was replaced with Disrupt. It took the effects of the power, disposed of it and gave it another with, arguably, completely unrelated applications. You use Repulse as a quick 'go away!' type attack or possibly a 'just stay down!' effect, all of which can ramp up to affect bosses on its own. Disrupt cannot get foes off you (at the most, you can force some minions to wobble away slowly), it cannot affect bosses on its own and it's been changed to an effect meant to be persistent in combat therefore it is another power one balances around using constantly vs short burst.

    Just by the animation, I can tell you it was probably meant to be a 'just some of the times' toggle. Beyond that, it changes the entire concept of the set. That repellant energy can be used to stop and deflect things away. One could say Repulse was just a different application of your own shields of energy. Disrupt is...completely out of left field. The only similar effect to that is energy melee which could honestly just be hitting someone really hard...which isn't what Disrupt does.

    So yeah, there's the point where the cottage rule didn't do jack.
    Energy Aura could really ditch the cloak for an actual taunt aura if it doesn't already have one.
  20. Quote:
    Originally Posted by StratoNexus View Post
    In any review of blast sets, I would expect the possibility of Blaze, BiB, and some Psy attacks being reduced in effectiveness in some manner. Not saying that is going to happen, but it has to be a possibility.
    That's exactly what Blasters need: less damage.... :/
  21. Quote:
    Originally Posted by Fievel Lion View Post
    I was wondering if someone could tell me which tends to be more fun to play and the advantages/disadvantages of Titan weapons and Staff fighting. I only have enough to purchase one of them so I can't exactly try them both out and decide which one I like better. Thank you in advance.
    DA/TW eats up endurance like you won't believe. It practically requires Cardiac to lower costs, but given how both love AoE damage, it's aoe madness when you can manage things right.
  22. Quote:
    Originally Posted by plainguy View Post
    Simply

    Thank you.
    So where's that youtube link? All I saw was some kind of non-youtube/google video link that just failed to load for me.
  23. Quote:
    Originally Posted by Tsuji View Post
    The description is from CoH: Freedom, written a year ago, certainly not 8 years ago. You can argue that blasters are effectively a melee archetype, but they aren't listed as a melee archetype at character creation, which I would say indicates the devs disagree with the idea that they should be balanced around melee. Which, as you point out, is a bit of a problem since their secondaries, and some of their primaries, are packed with melee and pbaoe abilities.

    Ideally, the changes to blasters would be a revamp of their secondaries to make more of the powers worth taking and using, especially if you have to risk getting chewed up by AoEs. However, given the amount of design time it requires, I think it's pretty unlikely.

    Blaster issues with damage are't the topic of the thread, so lets go back to talking about ways to make them more survivable.
    My crab may not kill as fast as a Blaster, but with just his secondary and a little dipping, he has far more survivability than just about any Blaster. That's before you put him on a team with other VEATs running their toggles, then it's just a team of tankmages and one-shot-capable Banes/Night Widows.
  24. Combat Jumping works when you're not held, slept, or stacked with immob. Caltrops, glue grenade, various Earth Control powers have -jump on them as well as -fly.

    If you want to increase Blaster survivability, you need to acknowledge that always staying at range is just not possible in every situation. That in and of itself is the biggest problem right there. Other ATs have their own method of surviving, and very rarely are they confronted with the big gaping weakness in survivability, unless you take an invuln brute/tanker/scrapper redside and decide to face a bunch of Arachnos as you level.

    The large rooms you mentioned in Orangebagel? They certainly exist, but sometimes the worst are those very cramped hallways where melee is going to happen, no matter how hard you try. Hoverblasting works when you can maintain altitude, and if the enemy in question is incapable of flight or nasty ranged attacks.

    I won't say use IOs or inspirations, because those are not always available, and the basic form of survival for Blaster should not be to rely on something that not everyone can access (IO sets take time and a lot of effort or luck, inspirations could wear off at the wrong time).
  25. Zul_Vakirol

    Blaster help?

    Quote:
    Originally Posted by StratoNexus View Post
    For most solo endeavors, large -regen is more potent than -resist. Drain Psyche is an extremely effective weapon against AVs and GMs because of this.

    On teams, -res is almost always more effective than -regen, because you are multiplying multiple sources of damage, but the -regen value is static no matter how many people you add.
    The -res is also useful when solo as a rad/sonic. Radiation Emission has -regen and -res, but Sonic Blast for them gets even more -res with each attack.