Another_Fan

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  1. Quote:
    Originally Posted by EvilGeko View Post
    I disagree. The Kismet IO + Tactics will get you close enough that a small yellow inspiration will keep you there for a minute at a time. The Regen buff is better than Regeneration's Integration. It may not be enough, but it is going to be significant.
    I am sorry I can't see having my attack chain require inspirations to run as a good thing.

    It's especially bad when you consider what it means to your build. Its 2 power pics so you can improve your attack chain with a power that wont be available 100% of the time and isn't usable while mezed. Comparing the new powers to integration seems a little off, as integration also provides mez protection.

    Edit: I also don't buy their argument about drain psyche being overpowered, to use it you have to surround yourself enemies at melee range, suicide for all but very well built blasters or those able to chug inspirations like they are going out of style.
  2. Quote:
    Originally Posted by Demon_Shell View Post
    These are cool. I've always favored Sonic Blast as a utilitarian pool for the -resist it provides, but without a snipe I'd have to see what they wind up doing.

    I still don't understand why they don't just drop the -1,000% recovery portion of the crash down to the -100% that Peacebringers and Warshades have on their nukes. It's effective at making it something to be careful about using without rendering you completely unable to defend yourself after using it.
    Well if they went -100 everyone who wanted to take a PBAOE nuke would wind up taking mental and using drain psyche to negate it.
  3. Quote:
    Originally Posted by Tater Todd View Post
    Ah thank you Seldom! When Hawk Mentioned the Kismet Proc I became confused.

    Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%...
    You are going to need an outside buff for almost all combinations. Either an insight or somebody on your team running tactics.

    The nature of this makes it hard to see the value of even making a second build to use this. If you wanted to make a team build you would still be stuck every time the guy with tactics moved out of range unless you had several.
  4. Quote:
    Originally Posted by Yogi_Bare View Post
    Honestly somewhat (not utterly) underwhelmed by the +regen/+recov. Using it on my /WP Brute I find that without much (or any) Res/Def to go with it (or running middle ground regen numbers); you're still going to eat dirt.

    Would've preferred something like Healing and/or Endurance over Time or even a degrading Absorb effect.
    In terms of personal survivability the new powers are going to be much better than drain psyche, you won't have close to melee range of 5 or 6 enemies to get the buff and you will be able to use it before or after combat.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Still? It didn't have one 21 minutes ago either. How about that.
    I'll take that as a concession from you.

    But thinking about it further AR is a great example of how this pure gold for defenders/corruptors

    An AR defender all of a sudden has a permanent fast snipe in their attack chain the AR blaster is once again grasping air.
  6. Quote:
    Originally Posted by Leo_G View Post
    Personally, I think Stalkers made out like bandits too. I'm one of the few that actually took my Mace Beam. If having enough ToHit to take a 8 sec snipe down to anything less than 3 *AND* getting crit damage on it? I wonder how I can get enough ToHit to keep it perma...if not, I can still just pop yellows.
    Stalkers get it as well ? Missed that.
  7. Quote:
    Originally Posted by Arcanaville View Post
    The standard snipe (2.76) deals 30% more damage than the standard tier 3 (2.12) and in every case except Blaze will be casting faster as well.

    It isn't intended to be perma out of the box except for /devices, but min/maxers should find a way. I figured out a way to do it with BU, Aim, Tactics, Kismet, and Powerboost (which buffs tactics). On my build, cycling those three clicks generates 100% uptime for insta-snipes.
    AR doesn't have aim neither does dual pistols, good luck making that work for them, or anything that isn't energy manipulation.

    It isn't going to be always available for almost all combinations and that is what the obvious point of the 22% is. This is much more of a gift to Defenders than it is to blasters.
  8. Quote:
    Originally Posted by Winterminal View Post
    Be sure to read it all... the OP does indeed say that the snipe and T3 single target blast changes will be done for ALL ranged power sets across all archetypes.

    So true, the big winners are corruptors and defenders who will get permanent fast snipes for minimal effort and longer range high damaging attacks.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Conversely, yellows become an interesting thing to pack.

    Note: the typical snipe will end up with an Arcanatime adjusted DPA of about 1.74 DS/sec when accelerated. Psi Blast's snipe is going to be 2.32 DS/sec. AR's snipe is going to be a mind-boggling 2.99 DS/sec. For reference, Blaze's arcanatime adjusted DPA is 2.29 DS/sec.

    All snipes are going to have single target DPA higher than almost any blaster ranged attack outside of Fire Blast - they'll even outdo Telekinetic Blast (1.65 DS/sec arcanatime adjusted).
    I loled AR has no AIM, if people were upset about how dependent blasters are on insps before they will really be upset when they have to start packing breakfrees and insights.
  10. Well the changes really look pretty insignificant,

    Just at first glance, they are going to have even less of an effect than defiance 2.0

    The snipes change is a wash for everybody but devices. There is no way you going to be able to make it always on for anything but devices and even if you could the effort wouldn't be worth it. Snipes just don't have that much more damage than most tier 3s.

    +Regen is nice but I seriously doubt there is going to be enough to be significant.

    The extra range for the T3 blast powers is very nice but its really more quality of life than survival.

    If anything it looks like these changes will be best loved by pvp blasters. But overall not going to elevate the AT with the possible exception of devices.
  11. Quote:
    Originally Posted by StratoNexus View Post
    Someone has to make that decision, and that someone is not you. If they make a decision you agree with, you praise them. If they make a decision you disagree with, you denigrate them as if they were foolish.

    Quote:
    Originally Posted by Synapse
    Fun is subjective and data provided by data mining may not actually mirror what players perceive as fun. Fun does not always equal the optimal build. There are plenty of powers in the game that are fun, but others perceive to be annoying.

    Case in point: Knockback. Some players find this mechanic fun. Yet the majority of you find it annoying at best.

    EDIT: In general, I find that using datamining, key performance indicators and other metrics to quantify fun is a mistake. Popular? Sure. Popular doesn't necessarily equal fun. There might be another reason something is popular in our game. It might be visually appealing. It might be overpowered. It might have a broad appeal to character concepts. Or, it might be perceived by the masses as fun.

    Synapse
    I don't always agree with their decisions, but I hope I have never come across as looking down at them or belittling them.
    Popularity will in general = fun. Just at a guess, more people went to see the Avengers than Howard's End because the Avengers was fun and Howard's End could be bottled and sold as an anesthetic.
  12. Quote:
    Originally Posted by StratoNexus View Post
    Blasters are the third most popular AT. In the high levels controllers get very popular. Neither of those are set and forget. As to which armored sets are the most popular, we have no idea.
    I really wouldn't count on that number. The same data set that the devs through out that number in, had the total inf in the game at 56 billion. If I see a blaster on a trial these days it's notable.
  13. Quote:
    Originally Posted by Biospark View Post
    My suggestions for helping Blasters out are two-fold ;

    "Crash-less" Nukes for all. After all, every swingin Incarnate now walks around with a Nuke usuable every other battle or so.
    Why not make Blasters unique in that they get this at level 32 and have TWO crashless Nukes once they Incarnate.

    Secondly, lets do away with pool defenses giving different values based on ATs. Make the resist of tough and the defense of every other pool power grant the same value to all ATs. This provides Blasters a decent option for durability which other ATs certainly take advantage of now.

    These two changes would make my blasters very happy.

    Crashless nukes without much better recharge wouldn't do much. They are a panic button that needs to be pressed before you are worried. I know I personally don't take them because their contribution to damage over time is very low the crash is just an extra nail in their coffin
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    A blaster has only a 1 wood and a putter to his name. They might be able to cobble a bent 5 iron out of pool powers, a cheap pitching wedge with a loose head out of really expensive IOS, and a caddy out of incarnate powers, but that's about the extent of it.
    A point I am not arguing, and for the purposes of discussion it makes it all the important that there not be an artificial limitation of techniques available to blasters.
  15. Quote:
    Originally Posted by StratoNexus View Post
    I am trying to figure out how to survive 7 seconds in order to cast all that mez, meanwhile nothing else in the spawn has even been touched. +4s do not die fast enough to maintain inspiration rush. Sure, you could start with a full load of inspires and maybe go two or three spawns using inspires, but after that, splat. And using inspires to survive means wasting time on mez is likely counterproductive.
    My thought was pretty straightforward pull off the lts and minions, hold one of the bosses fight a running battle with the other.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Because if you're only talking about locking down one boss in a discussion about taking on +4x8, then rather than stating the ridiculous, you're instead stating the irrelevant.
    The numbers are there to let you lock down one boss very quickly and the second in good order.
  17. Quote:
    Originally Posted by Arcanaville View Post
    If an Ice/Energy Blaster is locking down a +4x8 Carnie spawn with holds and stuns, that's not cheating, that's miraculous.
    LOL why didn't you just rewrite what I said to the lock down the whole map with shoe laces.
  18. Quote:
    Originally Posted by StratoNexus View Post
    No, but going slower than someone who doesn't need to use lower damage controls. While you are busy kiting, pulling, mezzing, other ATs are killing. You know this, I have seen you argue the same thing many times.
    No argument.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Generally between two and three in a randomly generated spawn. In a spawn with two MIs, there's no way to kill them fast enough to prevent them from spawning pets while solo consistently with most builds. The probability is very high that you'll easily find yourself facing at least eight attackers wielding non-positional psionic attacks. And those non-positional attacks are mezzes. Anything without capped psionic defense or huge psionic resistance *and* very high mez protection is going to have trouble.
    Which was exactly the point. An SR scrapper has maybe a 50% greater passive survivability.

    Quote:
    As to the entire discussion about pulling, both melee and ranged archetypes can pull. However, claiming to be able to defeat a spawn X without specifying that you intend to pull them apart is being deliberately misleading. Every archetype can pull apart a spawn and fight it in smaller chunks, which means every archetype can theoretically defeat a spawn of any size.
    I am sorry but stand there and let me hit your fist with my face isn't a survival strategy for blasters. Its one thing to compare objectives and rate of success it is quite another to demand that they be accomplished by the same methods.

    For all I know the OP is playing ICE/*/Electric and using 2 holds to lockdown the boss. Once again cheating ?
  20. Quote:
    Originally Posted by StratoNexus View Post
    It is not cheating to use tactics in game. It is disingenuous in a conversation to claim you can play on a PGA course and do as well as Tiger Woods, but then later state, that you just mean pitch and putt, rather than including driving and approach from the fairway. But that doesn't mean playing pitch and putt is wrong or cheating.
    I don't see the comparison at all. The conversation was apparently about capability and had eschewed difficulty. So the claim in golf terms would be "I can complete Augusta from the long tees"

    Quote:
    It is fine to pull in game as needed, I do it (although if I have to do it often, I prefer to turn my difficulty down so I don't need to do it much). But when discussing survivability in these forums, stating you can face +4 /x8 spawns generally means you can actually face the whole spawn, not pieces of it.

    I am not saying what is right or wrong in game, merely trying to make sure we are all discussing the same thing.
    Well that begs the question what is the right thing to focus on. You probably know better than I but do the scrapper challenge rules exclude pulling ?
  21. Quote:
    Originally Posted by StratoNexus View Post
    But SR does not lose all its armor vs. the whole spawn. And we are comparing it to blasters. It is not like blasters have ANY armor to lose vs. MIs. Sure, with IOs they can get Psi defense, but so can SR scrappers. To be honest, I am not sure SR passives include Psi resists (I think they do not, but maybe I am wrong). And your inclusion of pulling as a tactic is something anyone on any AT can do, but once again, it ceases to be a useful discussion point about what a character can survive once we stop actually facing a +4 /x8 spawn and instead pull.
    I can't consider the use of tactics cheating. I have 14 clubs in my golf bag, I select the best mix for the course I am playing on. If the course has bad sand traps, is it cheating to put a sand wedge in the mix ?
  22. Quote:
    Originally Posted by Miladys_Knight View Post
    Carnie Illusionists and MIs fly. They (and CoT Ghosts) fly just high enough in the air to go over mines without triggering them. Carnie Illusionists (both types) also don't detonate mines when phased. All you have to do to make the mines work every time is to hit them with a web grenade when they aren't phased and when they finally phase in over the mines, BOOM.

    Even Better, but some here might call that cheating.
  23. Quote:
    Originally Posted by StratoNexus View Post
    You get 3 normally. Any combination of MIs and DRMs up to three is likely to kill most stuff, especially combined with a bunch of Lts. and minions. Honestly, you are calling getting quickly owned by ONE +4 / x8 Carnie spawn a hyperbolic representation of that situation? That seems more likely to be the 99% scenario.
    Well you made me look.

    Just ran the get shard of serafina radio twice at +4x8 the most I got were 2 MIs and I am fairly certain that was a doubled spawn. I did see a combo of master illusionist and dark ring mistress, really not what we were talking about though.

    And yes I do consider it at best hyperbolic and at worst deliberately misleading. SR loses all its armor except the passive resists when fighting MIs, then complaining you are easily killed because you didn't use tactics ? Completely over the top.

    BTW are you now arguing that blasters need a buff ? Because if so, I get to say "I TOLD YOU SO"
  24. Quote:
    Originally Posted by StratoNexus View Post
    Why did you rule pulling out for the scrapper? Don't act smug. Anyone can pull, but then you are not really fighting +4 / x8 size spawns. +4 / x (whatever portion of a spawn you get, it might be x8, it might be one guy, it might be something in-between) is not a very useful thing to discuss as the variance is significantly higher than regular spawn to spawn fighting.

    This is different from pulling in order to prevent engaging multiple spawns. Keeping yourself to one spawn at a time can likely be a key to survivability if you are already running close to the edge. Pulling one spawn apart just means you are running way past that edge.

    Hold it. That was exactly the point.

    Arcanavile had the hyperbolic idea that the original poster couldn't fight +4x8 because His/Her SR scrapper would get destroyed by large numbers of bosses hitting. Well you don't get large numbers of bosses from a single +4x8 spawn.

    Second, If you are killing the spawn you are killing the spawn. Pulling is no more illegitimate than a sonic putting the spawn to sleep and killing things as they wake up, or my /dev laying a minefield.
  25. Quote:
    Originally Posted by StratoNexus View Post
    If we are pulling, a scrapper with their origin power and some sort of stealth can usually pull spawns apart.

    When one says they fight +4/ x8, I never assume pulling. Never.

    Quote:
    Originally Posted by PRAF68_EU View Post
    No, that would be cheating, never mind tedious.
    Interesting. You both rule out using tools available in the game. I think I am gaining a better understanding of why the people who worry about changes to blasters are worried.