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Very affordable? I'd say go for thunderstrike in your ranged damage sets and crushing impact in your melee attacks. For a build that's decent thunderstrike can cost a pretty penny, but that's what you have to pay for a decent build. Also, if you try to buy each for like 100-150K and just let the bid sit for awhile it'll eventually go through.
If you want a monster of a character (I read your other post) I'd advice going for +Defense bonuses in your IO sets...it's not cheap or EXTREMELY expensive but it's totally worth it!
Also, in your Rain of Fire, Fireball, and Flame thrower put some positron's blast.
Edit: If you want to take the expensive route, four slot kinetic combat in your melee attacks for the +defense, it's not cheap but it's worth it in the end.
Also, expensive route go for Obliteration on Inferno. I'll post a decent sample build in a bit for a Fire/EM that I made up.
Here's the Build on Mid's Hero Designer. Since this is your first IO set build I kept it simple with ONLY full sets. This allows your Fire/EM to have moderate defense and your attacks are Well stacked. If you want a powerhouse build, it is going to cost you, but I can post that as well if you like..
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast- (A) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (9) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage
- (11) Thunderstrike - Damage/Endurance
- (13) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (15) Thunderstrike - Damage/Endurance/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (27) Crushing Impact - Damage/Endurance
- (29) Crushing Impact - Damage/Recharge
- (31) Crushing Impact - Accuracy/Damage/Recharge
- (31) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Damage/Endurance/Recharge
- (A) Kismet - Accuracy +6%
- (A) Detonation - Accuracy/Damage
- (36) Detonation - Accuracy/Damage/Endurance
- (37) Detonation - Damage/Endurance
- (37) Detonation - Damage/Recharge
- (37) Detonation - Damage/Endurance/Range
- (40) Detonation - Damage/Range
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Detonation - Accuracy/Damage
- (43) Detonation - Damage/Endurance
- (43) Detonation - Damage/Recharge
- (45) Detonation - Damage/Range
- (46) Detonation - Accuracy/Damage/Endurance
- (46) Detonation - Damage/Endurance/Range
- (A) Unbounded Leap - +Stealth
- (A) Crushing Impact - Accuracy/Damage
- (17) Crushing Impact - Damage/Endurance
- (17) Crushing Impact - Damage/Recharge
- (25) Crushing Impact - Accuracy/Damage/Recharge
- (25) Crushing Impact - Accuracy/Damage/Endurance
- (27) Crushing Impact - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (19) Thunderstrike - Damage/Endurance
- (19) Thunderstrike - Damage/Recharge
- (21) Thunderstrike - Accuracy/Damage/Recharge
- (23) Thunderstrike - Accuracy/Damage/Endurance
- (23) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Rope A Dope - Accuracy/Stun
- (42) Rope A Dope - Accuracy/Recharge
- (A) Detonation - Accuracy/Damage
- (29) Detonation - Damage/Endurance
- (43) Detonation - Damage/Recharge
- (45) Detonation - Damage/Range
- (45) Detonation - Accuracy/Damage/Endurance
- (46) Detonation - Damage/Endurance/Range
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Multi Strike - Accuracy/Damage
- (33) Multi Strike - Damage/Endurance
- (33) Multi Strike - Damage/Recharge
- (33) Multi Strike - Accuracy/Endurance
- (34) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (A) Red Fortune - Defense
- (36) Red Fortune - Endurance
- (36) Red Fortune - Defense/Endurance
- (A) Crushing Impact - Accuracy/Damage
- (39) Crushing Impact - Damage/Endurance
- (39) Crushing Impact - Damage/Recharge
- (39) Crushing Impact - Accuracy/Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (40) Crushing Impact - Damage/Endurance/Recharge
- (A) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (42) Red Fortune - Defense/Endurance
- (A) Extreme Measures - Accuracy/Damage
- (48) Extreme Measures - Damage/Endurance
- (48) Extreme Measures - Accuracy/Interrupt/Range
- (50) Extreme Measures - Damage/Interrupt/Recharge
- (50) Extreme Measures - Damage/Endurance/Recharge
- (50) Extreme Measures - Accuracy/Range/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (5) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (3) Endurance Modification IO
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Quote:I like this, the whole "swarm my target" option would be really nice. It kind of balances out that a WS fluffy can live past your expiration date as well.This was part of my post in another PB thread. It's specific to the PS issue.
The Photon Seeker Pets would be modified as follows:- The seekers duration would remain unchanged.
- The pet window would open for command and control of the pet.
- The pets have similar ranged attacks and damage as the WS Dark Extraction power.
- A new go to my target and detonate command would be added to the pet command window. The PS would move to the target's location and then detonate. Detonation damage would remain the same as it is today.
Of course, with this change the pattern would become "cast, use for ranged attacks, and then mini-nuke at the end of the pet's duration." -
Now that you mention it Joe, it isn't THAT overpowering. I was just comparing them to the WS fluffies, but thinking about it now Fluffies can live after the WS dies...so their damage limit is REALLY high.
I love the Trip-Mine Seekers idea
Is there any way we can bring this to scorpion's attention? Because Khledians in general are overlooked when it comes down to power fixing. I think scorpion could really give PB's the attention they deserve! -
Quote:I'd have to say that a Fire/Kin would rock. I've personally never made a /kin corrupter, but I know what they're capable of. Fire/ is the god of damage in the blast set category, and /Kin is an AMAZING buff/debuffer So them together would have intense damageI'm currently debating between /Cold /Dark and /Kin. I've got a lvl 21 Fire/Dark, but my main reason for not wanting kin or cold was having to buff each teammate individually constantly and now with I20.5 and /Kin and /Cold I won't have to. I'm looking to be the best damage dealer while helping my team do the most damage also either by buffing or debuffing.
Thanks! -
Quote:Along with that +3% in tough from steadfast, i'd look into the Gladiator's Armor +3% defense proc as well. It's a bit on the expensive side, but in two slots you have yourself a +6% defense. Which would usually require two six slotted powers with high (3.something%) bonus.Firstly, be sure to get Mid's Hero Builder.
Nextly, your APP will be your best choice for getting defense. As a corr, your best bet is Mace Mastery -> Scorpion Shield. It will give you a great place to bounce off of. However, you prolly want defense now, at level 28. Grab Combat Jumping, Tough, Weave, Maneuvers. Pop a Steadfast Protection +3% Defense to All in Tough (not that cheap, but easy enough to get with merits.) that should net you some defense, stacked with Shadow Fall from Dark Miasma.
Also, speaking of Procs, I prefer to have a Performance shifter: +End in my stamina. It's always helpful -
Quote:^^^^^ This guy, right here, I second his advice, He knows his stuff about slotting blasters! I took his advice for my DP/Fire blaster and he an AoE monster with GREAT defenses. !Some general information from playing my Rad/Fire/Mace.
First is with Oblit in Hot Feet and all the other end chugging toggle powers you'll have endurance problems even with Cardiac. You need a Numina's +/+ in Health and you should probably switch Hot Feet to a Multi-strike set. (provides some S/L defense and has much better endurance reduction.)
You'll need Consume up more often than it is and you'll want it to be more accurate. The good news is it doesn't need more end mod. You can put your Oblit set here and be just fine.
You'll be unhappy with Fire Sword with out a little more accuracy. I would add a HO nuc to it.
Without any slow in Hot Feet (or an AoE Immob like you get with the PPPs) the mobs will run out of your Burn patch. Burn doesn't have avoid in it any more but Hot Feet still does. The 2 powers will work at cross purposes and you won't get the most out of Burn.
You won't use Neutron Bomb much for 2 reasons. Opening with it (because it has a long animation) will spread out the mobs and make the rest of your PBAoEs less useful. If you use it at the end of your attack chain you'll waste endurance because you'll only have a couple of burning Lieutenants and a Boss left. I replaced this power with Combustion and went all PBAoE and was much happier. (The good news here is that Combustion lets you slot another Oblit or Multi-strike set)
With all the PBAoE damage you are kicking out you won't use your single target attacks much except to finish off running Lieutenants as they exit Hot Feet or when all you have left is a Boss. There are 2 schools of thought to this. You can sneak some slots from your single target attacks and slot Cosmic Burst for Stun (to use on mezzers) and then just take bosses along with you to the next spawn or you can slot them up and use them to finish off bosses before jumping into the next spawn. My preference is the former since none of the single target ranged damage sets provide you with any S/L defense.
You don't "really" need a lot of recharge with a Rad/Fire (I found Hasten by itself to be enough) as the first itteration of your attack chain will leave little behind. The more recharge you have the faster you'll burn up your endurance and you'll find that to be the build's limitation rather than raw damage output.
Inspirations will fall like a monsoon. With soft capped defenses you'll need very few for survival purposes and you'll be able to combine them into reds. With the speed that you defeat things you'll be able to have several reds running consecutively and should be able to hit the blaster damage cap with Aim and Build up frequently. -
Quote:Very true! It makes me think of the misison arc required to enter the Midnighter's club. Like where I had to get all of that salvage to make the "lost curing wand" Imagine if they had an incarnate contact that had some arcs like that.To NOT do the same 2 missions
over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over.
Just to unlock 2 new powers.
These Incarnates have killed the rest of the game. Your either farming or doing incarnates.
Its a cool system if you have 1 or 2 or even 3 level 50s. But when you have 16 and I imagine people are running 2 accounts how many they have. It can be very painful.
They might as well put in a mission where I have to go kill 10 wolves and bring back the furs for a sword or something. When the game first came out they bragged how they didn't do these type of things. Sadly it seems they do now. -
Quote:Your control power idea, i've seen bosses be held. I say a hold powerful enough to hold an AV. But with large recharge.These are just ideas I have thought of:
- More Judgement powers. Energy Judgement that doesn't look like lightning. Earth, Psychic, Magic. There are many they could do.
- Some sort of melee attack like Statesman's Hammer of Justice or a ranged attack similar to Zeus' Lightning Bolt.
- For ranged characters, a small melee set.
- For melee characters, a small ranged set.
- The ability to choose a few powers from other sets. Example: MOST ARCHVILLAINS/HEROES! Sister Psyche: Energy Blast. Ms. Liberty: Electric Melee/Blast.
- A control power - a powerful one. That can hold a boss. But has like... a 500 second recharge attached to it.
- An way to expand your Ancillary/Patron Power Pools. Similar to above idea.
things I would like to see:- Very powerful single target or AoE hold
- A IMPRESSIVELY powerful melee attack
- Call reinforcements: Heroes summon blueside AV or Villians summon Red Side AV. Similar to lore
- We have Team Heal/Recovery/Defense+Resistance/mez protection but we don't have a group sides power for +recharge/Accuracy/Damage buffs! That would be helpful!
- Suggestion: Self divide style power (high recharge, similar to trapdoor's power from the Alpha slot Arc)
- And based on Voltage's remark of the Vitae Slot, my guess would be a Self rez power of some sort
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Quote:That would be much better, but then the WS crowd may complain that with the self TP inherent, the +jump isn't a justification. I say to make it even just give the PB intangibility +jump and lower the end cost to that of Neb Form on the WS Side; or just remove all movement bonuses and make it .065end/sec like Phase ShiftIt used to be that Quantum Flight was one of the few ways to easily hit the flight speed cap, which combined with the intangibility i suppose justified the very high endurance cost. Of course now that Fly puts you at the flight speed cap it seems less justifiable for a power in a Secondary set to have a far higher cost than the pool power equivalent. The fact that it grants flight in addition to intangibility is hardly a justification in an AT that already has Fly as an inherent power. If not for the cottage rule i'd say the Devs could improve Quantum Flight enormously simply by removing the +Fly and making it identical to Phase Shift.
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Quote:I completely agree with dech on this one, I have a tri-form PB that's based on mele strength and Nova AoE for mop-ups. Only problem is that, even though he DOES have mele...the damage can be lacking when fighting higher-up levels & you'd need to heal ALOT to survive, unless you stay dwarf all the time.I'd vote you go dwarf heavy, tri-form Warshade. But I might be biased.
With a Tri-form WS on a Perma-eclipse build, you'll have dwarf meles and gravity well plus all of this:
1. Permanently capped resistance via perma eclipse
2. DOUBLE MIRE! Unlike a PB you have a way to drastically increase your damage + tohit for 30s (human form) and 10s (dwarf form), this will maxmimze your mele strength, which is closer to a scrapper.
3. Pets that actually live longer than 2 seconds (unlike seekers, I use mine as an AoE safety Nuke)
4.A self heal from dead baddies
I would assume, not from experience, that this would be similar to a dark/dark scrapper, don't bank on that though.
MIGHT be? yeah sure, and the rapture happened on may 21st. -
So far I've made a build on Mids that works great, soft capped S/L defense, 30%ish ranged and melee defense. Only problem, I have one free power slot left and i'm not sure what to use it on.
I was thinking about Summon Spiderlings, but I'm unsure how strong and useful they would actually be. With high defense I'll be in close range as well.
In a 1-slot situation, what's the best power choice? -
Quick question here, Are spiderlings REALLY that helpful, I'll be doing close combat with high AoE damage. Should i just switch to Web Envelope, Web Cocoon, or Mace Beam Volley?
With my acc bonuses i have it up to about 150% for envelope, so i figure it might hit a lot. -
Quote:I like that, with the kinetic combat my damage is still really good and i get a lot more defense for the small loss in ranged. I thought about it for a second and that +end proc isn't really needed, simply because of consume.Looks pretty good... though I'd probably switch to Kinetic Combat in Fire Sword and a couple Rectified Reticle in Build Up, like so:
http://www.cohplanner.com/mids/downl...0AE37FFA25ED15
That gives you practically softcapped S/L defense (44.7%) at the cost of dropping your ranged defense slightly. You basically double the number of S/L attacks you can survive while still having quite decent ranged defense.
I'd also try to slot 5 Armageddons in Burn if you're going to bother slotting three, though I'm honestly not sure where to get the other two slots. Oh, and I suspect two level 50 EndMod IOs would be better than the Performance Shifter proc and one EndMod in Stamina... the proc is nice once you are ED capped but since Cardiac only enhances End Reduction and not EndMod you're nowhere near capped in enhancement.
Also, to note, your kinetic combats are capped at 25, i'm guessing that you were playing with those fisticuff enhancements or something around that level. Mine are capped out at 35, but its not a huge change. (: -
Quote:Just thought i'd inform you that Horror and also glimpse of the abyss do NOT have acc/fear IOs. They only have Acc/Fear/RechAddendum: Cloak of Fear
Two of my characters use this, and I already posted an earlier version of this elsewhere, but it does belong here. I kept the costs separate mostly because I don't feel like reformatting everything, but also because most scrappers & brutes I see don't use CoF.
Cloak of Fear
Horror: acc/fear, end/fear (caps at level 30)
Nightmare: acc/fear, acc/end
Glimpse of the Abyss: acc/fear, acc/end
Approx bonuses: (8 slots in 6) 68% fear duration, 89% acc, 97% end
</pre><hr />
With that in mind I got these values:97% acc, 74% end, and 85% fear -
Quote:It would totally be a blast, only problem..devs may cry "overpowering" because you might be able to level a mob in one shot.I like all the ideas, so i decided to steal from all to make my idea hope ya dont mind
K Like mercury says you press the seekers but they auto home in on the target you have. However only two out of the 3 seekers is a bomb.. The other is a range pet like voltic that will remain with you till the 300 duration.
The second effect it has is that other posters (sorry cant remember your name) said. Once the 2 seekers hit they have a chance to spawn three more bombs that do weaker dmg, which those inturn have a chance to spawn three more at weaker dmg and weaker chance and so on and so on...
So you press seeker.
2 goes to target detonate
1 stays by your side blasting away
it stays on a 300 timer
2 of the first bombs have a chance to make 3 more bombs and so on so forth..
this might be a fun idea..
Even if the drones have a chance to spawn babies...imagine if the chance occured three times in a row >It would be awesome!
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Quote:It certainly does, i think it was because the entire time i played i had open air missions, or ones with high ceilings at least, so it was more convenient to just use super jump.Interesting. I've never done that... I always found Combat Jumping + Hurdle gave plenty of mobility.
It also doesnt help that i build my previous blaster to run SS constantly, so keeping sj on felt natural xD
Otherwise, would you say it's a survivable build? -
Thanks StrykerX & StratoNexus for the intensive tips and help! It's GREATLY appreciated.
Some major changes I've made:
1. 3 slotted weave, maneauvers, and scorpion shield with end/defense Hami O's
2. Dropped stealth to grab, my newly loved Piercing Rounds
3. Triple slotted burn w/ Armageddon (Dam/rech + acc/rech + acc/dam/rech)
4. Added +recharge to consume, dropping it to 85s
5. I one slotted Spiderlings for +recharge, not permenant tho because if i don't like them i'll respec out for the AoE immob from that set or hasten.
Edit: Stryker, I kept the /end on SJ simply because while playing today i respec'd from SS to SJ and i used it almost non-stop throughout combat as a tool to get out of AoE range due to lack of defense (he's level 26)
Overall my total end consumption w/o incarnate cardiac is 1.14end/sec (not accounting consume either)
Here's a data chunk:
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With this refurbished build, and your guys help, I've come up with a build that gives:
41.3% S/L defense
41% energy defense
31% neg-energy defense
34.9% melee defense
31% Ranged defence
My damage resistance isn't enough to make a huge impact, imo.
14% S/L resistance
Would you guys consider this build survivable? I haven't made a build that is very defense intensive, so i'm not very sure how to make it very survivable. Here's the data chunk.
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Quote:That's not to bad of an idea, I wouldn't mind if they were a targeted AoE, it would totally get rid of the whole crappy A.I problem. And it really wouldn't change the power much at allI'd be happy with them lowering the recharge and maybe upping the damage a bit.
Ideally, on top of the lowered recharge, I'd like the summon animation to remain the same, with three balls of energy but change it to a targeted AOE. So you summon, and they speed off to a targeted baddie and go boom. That's essentially what happens now if you are close enough to a mob of baddies only their target choice seems rather random.
If they are going to be pets then I suggest making them permanent and give them some pew pew like the new polar lights incarnate pets. And yeah, I don't care about the cottage rule. -
Quote:Oh, i clearly understood that. I was just saying that reading your guide turned my Khelid playing style from the "average player" to something FAR from it, i didn't intend to imply that yours was the only good one, there are others out there that are probably equally as good. (it all depends on your playing style)The real problem is that there are no "average" warshades. The one's I've seen have been either pretty bad or incredible.
I'm not saying that my guide is the only way to be a good warshade. Far from it. I'm just saying that if you get into it, you have to know what you're doing. As a warshade, the motto really is "go big, or go home." -
Quote:Well, firstly I would say that making them motion-sensor based would remove the derpy A.I they currently have...so that's different.I'm still waiting on coffee to brew, so I don't think I'm firing on all pistons, but how is this any different from how they are now, apart from the shortened recharge time?
Or is the shortened recharge time the point? (where's that frickin' coffee?)
Also, like i said in my post above, to actually make a useful change make them an AoE aura/pesudo pet that will detonate when an enemy gets to close, making a mobile mine suit sorta thing; plus with your suggestion of the damage buff i think it would be VERY useful on teams and to a PB in general. It would really contribute to teams more, and raise them up closer to the level of a WS, considering that a PB can't cap its resistances permenantly and have pets that can still attack even if you're dead. -
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It's pretty bad, I usually run out of endurance before my intangibility runs out, and with conserve power I'm JUST making the 30 second intangibility duration.
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BRILLIANT! I love it, but i have suggestions(:
Quote:I like your idea, although they wouldn't be as beneficial as a WS fluffy BUT it totally eliminates the A.I problem with the seekers. I can't really see any drawbacks, since it removes the problem of the A.I and on top of that you can create your mines at a distance, and not worry about them "derping" behind you while u rush into a mob.Another Counter-proposal:
What about re-conceptualizing Photon Seekers as (essentially) Pet Based Trip Mines?
Trip Mines in the Devices and Traps power sets are stationary proximity bombs, which have a duration well in excess of their recharge time. The most common way to deploy Trip Mines is to lay a "Flower Garden" of them, stacked, and then either drag aggro across them or use TP Foe to drop a hostile into them. When stacked up in large quantities, Trip Mines *can* operate as a location based crashless nuke power.
So what if Photon Seekers were reworked into being a "mobile" Trip Mine styled power? They'd be doing Energy Damage, instead of Fire Damage. They'd still be doing Knockback. You'd be able to summon more than one Photon Seeker at a time, limited only by the recharge+animation time cycle measured against the "duration" of the Pets before they start to reach their self-destruct limit.
So I ask you ... what's a good argument for NOT reworking Photon Seekers into being a mobile pet-based version of Trip Mine?
on that thought i would advise having them act as a type of aura, so we wouldn't have to worry about them lagging behind if i decide to fly into a mob and bomb them; and on that note:
Would it be considerable for the bomb to drop like a standard AoE mele? around the first target that it's triggered on, so i can literally fly THROUGH a mob then go nova for AoE mop up?
BRAIN BLAST!:
Maybe we can take this idea and combine it with Joe's idea of the damage buff. (QUOTE BELOW)
Quote:As an alternative to spawning a second pet you could give the exploding seekers a pbaoe ally damage buff that lasted for 90 seconds. (or an energy damage component added to attacks ala fiery embrace)
But I love, LOVE the omega maneuver idea!
It's a bit more indirect than simply buffing the seekers themselves, but adding a PBAoE ally damage buff would bring damage to the ENTIRE team, like how multiple WS Fluffies can bring in massive damage; accept here you're helping everyone, so PBs would, in turn, be more desired on a team, and also, as a solo player I won't have to worry about the seekers crapping out when i need them to hit a single target. I can just pull a boss/lt away so that the seekers hit the guy i want!
Think about it, Who doesn't love a team-mate with vengence? Seekers would be REALLY close to that, w/o needing a dead mate.
I would name it "Photon Shield" -
Thank you(:
What would be good to put on Hot feet? I only went oblit for the +mele/S/L Defence.