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Posts
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Joined
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Quote:Ok, let's see.
Bruise: Why should I drop Haymaker? I do not mind losing Grand Cover as it was just a filler, which can be seen on the slotting. The reason I chose Hurl is mostly so I won't need to run after enemies, although I realize that that might not happen with the taunts... Thus, I would like an idea as to what to choose instead of Hurl, and gladly Grand Cover too.
I do not plan on losing OwtS, as I always like to have pre-cautions, for example if it should happen that I'd like more Max HP/Res while fighting an AV.
Your comment about not going that much after regen bonuses is understandable, but as I can see it, I only have one set that is giving a Regen bonus, and I am gonna switch that set out with Mocking Beratement.
About Jab, I'm gonna at least remove 1 of it's 4 slots, into Taunt, but having the power rather mentionably slotted is in my opinion 'smart', as I can't respec it out and thus might as well use it.
I was merely pointing out not just what I would do, but what I did with that build
And yeah, I didn't think you were going all out for regen, just saying use a different set to get something like hp or recovery instead of regen
Now as far as Hurl/ Haymaker/ Jab/ Grant Cover:
Is it your aim to mostly solo? mostly team? pvp? all around everything?
You can't have everything so decide which way you want to go... but, IMO Jab slotted with the ToD with the proc is as usefull over time as Haymaker, and it's certainly not a question of attack chain with Jab's recharge, and that frees up a power selection
Grant Cover offers not only team def, but res to def debuff and slow - What I did was drop it and put three recharges in Active Defense so it doubles up more often and slotted a Winter's Gift for the slow res
There are so many different things you could do besides Hurl as it doesn't increase dps/dpa/dpe and between taunt and your origin attack I can't see what it adds
OwtS is something I find no use for as I don't even rely on insps for normal everything gameplay (but they are there if you need them)
So there you are tanking who knows what that is handing it to you, and you think "uh oh, I better hit OwtS" so you fire it and feel confident for the next two minutes... well whatever was owning you better be defeated before that or you will plant, it's not like you can run around a corner and rest (there's no crying in tanking)
The build I posted is softcapped with decent resists and aid self - the only time I relied on Aid Self was tanking LR
This is all merely advice based on what we've all tried and tested and if you want or don't want certain powers or bonuses you'll still have a sturdy character that does good damage
It's good to hear other points of veiw as you might get another idea of what you can and can't do
As always YMMV -
Drop OwtS as being softcapped you'll never use it and you already have two minor end crashes
You have too many attacks you wont use
I'd get rid of Haymaker and definitely drop Hurl
Don't slot for accuracy or regen bonuses as Rage is perma and the amount of regen you can get is not going to save you - again you're softcapped - work towards bonuses that stack with what you have like hp
Doesn't seem like inf is a problem so check this build - it will go anywhere do anything without inspirations - it's close to my first endgame build and I was able to tank LR
If you want to fit Haymaker in you could drop the medecine pool, but if it was me I'd drop grant cover and steal the slots from jab
Also, look at the hp values if you add the accolades
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You're still not softcapped and endurance is going to be a problem
Forget the LotGs and you could do a whole lot better for what they cost
Focus on softcapping first then end management - hit points after that and recharge lastly - no need to worry about accuracy with Rage
You can drop OwtS as you won't need it with being softcapped
Slot the Gauss set in Rage - slot the Steadfast unique in Tough - slot the Miracle recovery in Health
At least two recharge reductions in Active D
Once you're softcapped and working on end try for 2 points or better a second (you're at roughly 1.6 now)
The most efficient ways to do that are adding to max end, end reduction in attacks, and increasing recovery, the least is end reductions in toggles -
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Those were not AT nerfs, they were game balance changes (good ones). They affected all AT's equally. Controllers got hit the hardest, becuase they had AOE controls doubled in recharge time AND had duration cut in half. The GDN didn't just change tank defenses, it also hit scrappers and pools. The taunt limit wasn't a nerf. It didn't reduce a tanks ability to do anything but taunt more than 5 foes.
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Yes, and also the ability to hold aggro was capped at 16 (along with aoe's I believe)
I didn't get here till i6 but I've heard the stories of lore and wasn't some of that to put ATs closer in line? To counter tactics like dumpster nuking?
I'm certainly not complaining and there's agreement some changes were made for the better, otherwise we'd all be playing fire tanks -
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Overall, not solo vs team or good team vs bad team, but in a truly balanced situation in which all ATs should be on a level playing field
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1) I still challenge your premise.
Why do they need to be on a level playing field? really, why not just have 1 AT then?
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So is that a vote to go back to issue 1?
As far as I understand it the devs are trying to promote balance throughout all ATs to give everyone the opportunity to experience the game at a relative rate teamed or solo no matter what AT they choose
Otherwise, why the tank nerfs? or blaster nerfs? or stalker buffs?
I feel a lot of changes (buffs/nerfs) have been done with that in mind and I feel blasters should be next
And I've stated several times I don't think a damage buff is the answer -
It's not about whether a blaster can solo AVs or TFs
That is not indicative of the blaster's overall career
It is about the disparity between ATs
Sure, if you like how it feels to ride the rollercoaster of risk vs reward, you are certainly entitled to your opinion, but that's all it is- your opinion
The blaster description was written a long time ago and a lot of things have changed since then, but my opinion is that if described as an offensive juggernaut, why is my damage not double or triple other ATs? (not that I'm asking for more damage)
For what is given up in survivability, there is no corresponding factor of outright superiority which lets the blaster pull much farther ahead of a scrapper or brute
Now, the Dominator description states that with each attack one gets closer to the true sadistic nature etc..
But with so many achieving perma domination that doesn't hold true
Many felt that without permadom the AT was lacking when compared to others, hence the changes- to bring it in line with the overall feel of the AT vs others
Once a blaster reaches epic pools, many of the problems have been solved and yes, they feel quit powerful, capable of feats to turn other ATs green
But there is still that element of having to play more careful than any other AT
So let's talk about what a blaster feels like from the teens untill they reach 40
Overall, not solo vs team or good team vs bad team, but in a truly balanced situation in which all ATs should be on a level playing field -
Which type of boss are you referring to? Carnie? Malta? Council?
Or a Skull?
Or do you mean while teaming and possibly mezzed with no follow up attacks and you just sleep and blast away -
If you've been mezzed, there is certainly aggro directed at you
At that point you have access to your 3 lowest tier powers
That may seem significant to some but it it's certainly not the most built in mitigation- before the teens it's awesome and can save you, but once you hit Tsoo, mezzing CoT and the like, you're done
At that point I'm usually eating a break free anyway -
Started playing when i6 hit and my first few were all blasters
My first 50 is the nrg/nrg
Soloed him about half the time
There have been changes, some of them not for blasters only, that help
But I still fell the same way about them
Some is more than none
I thought there would be more "right on, bout time!"
Heh, I know one of the posters and have talked to him about this, so I had a good laugh when he was all lrn2plynoob -
I agree that they really bloom late game, and seem to have it pretty easy in the beginning too- it's all that time in the middle tho...
I wasn't aware of what was considered in those beta tests, but even so, seems a little overpowered to me too
Goes to show a lot more people are happy with the status quo than I thought and maybe appreciate the fact they're not as easy to master as some ATs
And it's not necessarily the toon I'm working now, I think in the AT they're pretty balanced (my nrg/nrg, for instance, is a little safer, but doesn't bring as much to teams damagewise, which is ok)
And this one isn't giving me any more trouble than any of the others I have- he's 45 so there's certainly more tools to work with and the build is coming along nicely
I'm ready to embrace the fact that it's a certain playstyle (which I enjoy- I also have a bunch of /kins and kins/)
Hmmmm... maybe an elec/elec next -
When I said 3+ years playing all the ATs etc... I was merely trying to say that MY PERSONAL OBSERVATION is that there seems to be more separation between blasters and the others, and my experience was not in a vacuum
I'm not claiming that you shouldn't have to eat inspirations, I carry them, eat them, love them- but I disagree when it's said that I should carry or use x when my observation is that my other chars don't need to
Fulmens and Snakebit, I think, have put it best, and probably stated my position more clearly than I have
I don't think a damage boost would work as it would, after all multipliers, be too much, but if Fulmens is right saying blasters do 1.5% to scarappers, then I don't think there's enough separation between the two- my feeling is that's not enough seperation in damage output vs damage mitigation
My interpretation of blasters is that they, bar none, deal more damage than any other AT, and not by a little
OK so, on a good team there's not too much worry about survivability and it's great to go hogwild and really feel like a contributer- BUT, what happens when you put out so much damage that all the aggro is directed to you? That doesn't seem right
Or, when solo, it takes a certain amount of time to go thru an attack chain which, sometimes is longer than how long it takes to be put down
Just a couple examples of where my opinion came from
I'd like to be able to make a couple suggestions, but I don't have any- if I did, I'd be posting over there -
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Blasters have been the red headed step child of inter-AT balance forever.
ED, the GDN, Defiance, the damage adjustments have all brought the Blaster closer in line to inter-AT balance then they have ever been. Scrappers have always been easy mode CoH, Blasters have always been hard mode, and it will likely continue to be so.
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Absolutely
More succinct than I have been
A lot of posters are trying to bring up points I'm not disagreeing with and I apologize for not making myself more clear
Forget IOs entirely, I'm talking about straight up SOs
Forget about the QOL changes for every AT that didn't bring blasters closer to any other AT
Forget fire/fire, I already stated I think blasters are balanced against each other and I know what I got myself into with this one
I am merely trying to start up some dialogue which may or may not culminate in some cool ideas to bring them a little closer
Now I haven't been backing up any of my statements with any kind of numbers or ridiculous claims, but if anyone, redname or otherwise, would like to post some proof that this AT absolutely competes with all other ATs across the board in terms of levelling efficiency, xp gain vs debt accumulation, etc... well then I'll pour myself a nice tall glass of shutty
Otherwise I'll get this guy to 50, make more, and be happy in the knowledge that blasters are more of a challenge than any other AT -
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My input is simply that your experiance with your fire fire blaster has led you to believe that something is wrong with the AT as a whole. My experiance with the AT as a whole is that it's well balanced, fun to play, and performs as I expect.
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And that's cool- I have more than just that one (whos at 43 now)
And I think blasters are pretty balanced against each other so I know what to expect out of fire/fire
But they're just not balanced with other ATs -
There seems to be a majority of agreement
And if you say things like
1) inspirations ftw
2) build with IOs
3) lower your difficulty
then you are in agreement
So where do we go from here?
I doubt raising damage will help- there are already some monster builds out there
Adding defensive powers would take away from the original intent of the design
Changing pool power values seems to be a good idea to expand upon
There was quite a bit of dialogue already about the inherent leading to the change, and while attacking when mezzed helped immeasurably, the damage bonus is lacking (what I meant when I said I wouldn't miss it)
Be nice to see some more positive input -
I must be me not getting my point across
I like blasters- I solo them without trouble- they are great on teams- I like defiance- I enjoy blapping and when I try to pull off some craziness and buy it, I don't lay there complaining that the AT is broken
My personal observation after 3+ years and playing every AT with a very wide array of powersets is that blasters are the ONLY AT that can struggle at what they are designed to do without outside help
Yes, they can be built to do extaordinary things and yes insps help a lot but that only makes it difficult to pinpoint what changes would not screw up the balance
If we have reached the point where a character HAS to be IO'd then let's just say that and forget all this, but across the board what other AT has to ? (besides Doms, and that's changing)
I ask again- is it my imagination that blasters faceplant more than any other AT?
To clarify- I think the word "broken" is too strong and I don't really think they're completely broken
Just threw that in there for a little humor -
OK, if I have this right
I'm just whining and there's nothing wrong
I just need to constantly eat insps or I can IO for defense JUST to be viable- which is what I'm saying - they require too much outside help to do what they are supposed to
It's not about what you or I or anyone else has become capable of with a certain build or incredible amounts of patience, I could solo the ITF with a defender if I had to
So if a blaster CAN solo the ITF, how long does it take? Not that that's the benchmark but a scrapper could do it much easier and faster
Aren't blasters supposed to be the bar none damage dealers?
It doesn't matter which sets I choose, they do all perform differently but when you're standing next to a controller, or brute, or scrapper, and your damage is not completely exceeding theirs at much more risk then there is something out of whack, or is it my imagination that they faceplant more than any other AT?
When stalkers had trouble and the tweaks came it worked out well
The -range change to taunt helped tanks out a lot
Doms are getting it next
I'm saying blasters need SOMETHING and defiance 2.0 isn't it -
I am aware of all that
Not complaining about the mezzing just dmg output vs dmg intake
Not asking for build advice or strategy
(and aid self is not saving a blaster's bacon)
I'm not saying I don't know how to or can't solo, and I mainly team
What other AT steals aggro from the tank?
What other AT has to constantly break LOS?
What other AT NEEDS so many inspirations to do the job it was designed for?
OK, I mentioned a bit about defenders but they can still do their job competently, in fact every other AT can do what it was designed for without the outside help blasters need
Let's consider all ATs from a working as intended standpoint
Or any powersets introduced in the last year (give or take)
Or VEATs
If I'm looking to create a support char I'm not going to complain about the lack of damage- it clearly wasn't designed for that
But if I want to be a damage dealer, why a blaster over a scrapper, controller, maybe a tank, or anything redside?
I guess I'm trying to say blasters are not performing properly in the role they were intended for
I'll be back -
Love playing them.. they embody for me what a true comic book superhero should be, but...
Blasters are broken
There, I said it
I'm now working on a fire/fire and it never felt so true
I've seen the fixes come down the line for other ATs: Tanks/ Stalkers/ Khelds/ etc...
And I'm aware of Doms being looked at, and I remember the whole Defiance thing
And I know Defenders have a crappy inherent and need help
But c'mon now, what other AT needs so much outside help to do what others can do? What other AT NEEDS a team? Or NEEDS to carry inspirations? Or NEEDS to alter tactics to solo?
So it's said that range is mitigation- ok, what about wolves and nemesis?
And the best defense is a good offense- ok, that's how I drive, but if my fire/fire has trouble with two mobs close together on a solo unyielding map, what does that say about the rest of them?
And no other AT can put out damage like a blaster- ok, I have some scrappers that can compete with some blasters
I've played every other AT, and most of them to 50, and while I don't need to be a tankmage, I should expect that with all the attantion being paid to "balance" that Blasters should not fall so far behind
So, what needs to be done? I don't know, but there should be some dialogue at this point
Defiance- old version was exploitable, new version... if it was taken away I wouldn't even notice
Damage scale- maybe should be raised, I think for the lack of any mitigation there should be more damage than any other character can produce
Let's try to be productive, SOMETHING needs to be done
I'll be back
Edit- For all that read this and reply to it without checking the rest of the thread, I don't really think they're broken, and I probably shouldn't have led with that... so much gets read into stuff -
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anything with metallica is fail.
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How DARE you!
1st 4 albums are classic, yet I agree, everything after is forgettable
Ministry- Just One Fix - or - Jesus Built My Hotrod
Monster Magnet- Negasonic Teenage Warhead
Incubus- Vitamin
Finch- What it is to Burn
Primus- My Name is Mud (just kidding)
Les Claypool Frog Brigade- Whamola (seriously)
Megadeath- 99 Ways to Die
...to name a few -
It's so hard to actually get all that great dmg from Burn with the weird mechanics unless they're held
But there's satisfaction in being able to go in with an even crazier look in your eye knowing you can get right back up and keep going -
There is no comparison
I ran a PB to 50 and wouldnt waste my time on the dwarf- in fact he's already deleted
I know WS are a whole other vegetable but still...
I have a 50 SD/SS and I'm VERY happy with him in all aspects you ask about including dmg
I have a sgmate with a SD/Fire that he built for farming and I have to say I was amazed at what he could do unbuffed
It was the reason I built mine -
Had some thoughts about heroics, villainy, and our fair city
Have you ever felt, as you go about your crime stopping and defending, that Paragon seems a little sterile?
Or, as you beat on cops and other baddie types, that you're really only stealing from, and creating a general nuisance for, the part of the population that's lower in the caste?
Especially redside, going about the intended badassery, it feels like we're all in it together.. as long as we're doing it in this cordoned off little area that is so downtrodden no one cares if we wreck it anyway
So, here comes Going Rogue
And if conjecture is on the money, we will now be able to play ATs on either side
Sounds good- I want to see what some of the red ATs can do with the blueside content
I'm not complaining or asking for anything, but...
What if you could play AT specific content on the other side?
Take your blaster to the Isles and join in the battle to take it back from the ne'er do wells
Get smashtastic in the part of the city that's so shiny and clean it makes you just want to... break something
I don't know.. maybe I'm navelgazing out loud
But then again maybe... just maybe some good ideas could come out of this
Thoughts? -
I have an idea for a brute and EM/DA would go nicely but I've heard a lot more negative than positive about each
Is it EM? I haven't taken it to 50 so I don't mind the changes much and I'd like to be able to be the hard target bane
Is it DA? I'm a fan of it on scrappers (not worried about the end problems) and I'm also aware of the fury issue but I'm more interested in the survival it brings
I intend to build for recharge for the heavy hitters and the heal
If it seems like a gimp build I'm also thinking EM/SR but I'm thinking there's less room to build for recharge and two attacks with 20 recharge doesn't float my boat
Thanks in advance -
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Never, ever start an ITF with more than two sidekicks.
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As always, reality is only a matter of perception
On a pug last night 4 mentors- 4 sk's and took us 1:45 IIRC and we were in it for the xp
On my SD/SS tank and my sgmate on his cold/rad defender it doesn't matter who else is with us- we run them all the time and average 30-45 minutes