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Posts
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Joined
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Thanks for chiming in on the Mind Control combo.
I'm still interested but yeah, there's definitely a few clashes between the two sets. -
Experienced Dominators:
Any thoughts on pairing Mind Control with Martial Assault? -
Quote:It's actually Sunday Punch - but I love your ideas about Inferno. I've never tried Fire blasting but this is motivating me.Yes, your Monday Punch won't be quite so spectacular, but you can swing it more often and it's STILL pretty damn terrific.
Seems like Fire/Something it would be a good follow up to the Water/Time character I'm working on (nearly 32 now!). -
Quote:I never really got to know my Nova - so if I overwhelm it with force right out of the gate, I can make it into the Nova I want instead of loving it as the Nova it is.It sounds efficient, but I don't think I have the heart to do that to my Nova. To me, its just not the same if wriggling feet aren't sticking out of walls in all directions.
That's how healthy relationships start, right? -
Hey! That was my first thought too. I don't think you could beat this idea fun-wise. Sure it might be more efficient in Explosive Blast but yeah, a no KB Nova sounds super fun.
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Quote:Yeah, I was thinking of a no KB Nova followed by an Explosive Blast for clean up. Should be easy to pick off the stragglers at that point with Energy Torrent and single target blasts.I think it'd be a more like 'do I want them knocked back/ragdolled but possibly scattered, or do I want them only knocked down but all still in the same place?' Ragdolling them will provide mitigation for a longer period, but if they end up scattered and it takes longer to finish them off as a result it might be overall more advantageous to suppress the KB.
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I feel like I should get the rest of the Overwhelming Force set and slam it into Nova as soon as possible.
Unless that wouldn't be good for some reason. -
Water/Time
Put 22 levels into it on test and I love it. I happen to be off Tuesday so that sweetens the deal. -
Thanks for the input guys. I love how these sets pair thematically. Feels very cosmic, very buff.
Sadly I haven't been able to play much. I'm sitting at level 10. I've been using Perez Park as my training ground - easy access to purples makes it a breeze to stay upright and try different tactics on large groups.
Endurance is providing the biggest challenge at the moment - and I suspect that will be true for a dozen more levels at least. -
Hello Doms!
My "main" is an Energy/Energy Blaster. I don't have a Dom but I enjoy crowd control and I really enjoy blasting.
This is part of my long term goal of having a 50 of each AT.
I whipped up a Grav/Energy build in Mids and I was able to get some really impressive (to me) defense numbers with easy to obtain sets.
A few notes on playstyle etc...
I usually play solo but I can manage my KB if in teams. I prefer to play at range. I favor hover blasting. I am not loaded with inf despite years of playing. I have about one billion to my name. No purples. No crazy procs. I usually play lower difficulties - no aspirations of solo'ing on max difficulty. I usually run radio, tips or street sweep. I use the AE on occasion.
So Grav/Energy. How is that? I remember reading some ...negative posts about it in the past. I do have a concept and good stuff like that - and I'm not exactly a min/max player - so unless there's a lot of pain and a severe lack of fun - a few negatives probably wouldn't dissuade me.
Maybe.
Thanks in advance! -
I took a Rad/Fire Blaster and an Elec/Elec Blaster to 22 or so using Amazing Lowbie Action. I'm learning to play them solo using radio missions. I wanna feel good and familiar with their abilities before teaming up.
Effective numbers-wise or not - I find this mission incredibly helpful for "hurdle" or "speedbump" levels - say a Dark Miasma character who has just gotten Fearsome Stare and wants to slot it up ASAP. That's just an example from my personal experience - I do a lot of soloing. -
Quote:I've been having good times on test with my Dark/MM Blaster as well. I'll definitely roll one on live. Life Drain is great and Psychic Scream replaced Night Fall for me. Good stuff. It's a very magic-y feeling combination of sets if you care about concept at all.I've been playing around with it a Dark/Mental on test, and it's actually worked pretty well, though given the secondary, I've more or less been able to replace Night Fall with Psychic Scream (skipping Umbral Torrent completely). The Life Drain buff is pretty freakin' nice, even with just SOs. Abyssal Gaze'll need some Frankenslotting, but will be extremely potent when slotted properly (I'm so far just using SOs).
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I'm not sure what I was asking either - but your response was pretty much exactly what I wanted to hear.
Maybe I was just daunted by the prospect of IO'ing a few melee characters. I sometimes fall victim to "Mids Syndrome" where I become fixated on the finish line before even starting.
Another thing I hadn't considered is that my only melee character reached 50 years ago and I have never seriously looked at IO'ing a melee character before today.
I guess I'm just used to masterminds and controllers. You have lots of options for reaching crazy effectiveness. With scrappers and brutes I'm only seeing one way - get those expensive and in demand recipes so you can do lots of damage.
Slotting sets for secondary effects on a melee character doesn't seem like a good idea - slotting Smite with Dark Watcher for example - sounds like a bad idea.
Or maybe I'm just bellyaching today and I need a nap, haha. -
I have a related question ...sorta.
I play solo nearly 100% of the time. I've spent a year or more away from melee, focusing on my masterminds, controllers and blasters.
Now I'm looking at a few melee characters I'd like to complete and like, woah. The prices on these sets are incredible. They're also not readily available.
A personal side note - I have a hang up about gaining 2% defense and spending millions of influence and hours of my life to do so. I'll just use a small purple inspiration. I also usually wait until 35 to IO and even later to start using sets. I don't know if this is standard practice but it makes sense to me.
The problem is - when it comes to melee sets there's no comparison in my eyes - you need Obliteration, Touch of Death, Crushing Impact etc... The other sets don't have the bonuses to warrant using them over standard IO's.
Long term character goals for the win? -
Quote:Yeah. This is awesome.[*]Storm Blast
- Combines Ice, Electric, and Wind powers in a single set
- The faster the caster blasts, the stronger powers become as storm builds up and rages around the caster
- As the storm rages, powers gain extra effects (e.g. single target electric powers gain power and begin to arc between multiple enemies)
- Nuking is only possible after sufficient build up
- Makes liberal use of the amazing sound effect found by Thunderclap
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Quote:Very educational! Thanks Arcanaville!For a ranged Energy/Energy blaster, I'd say its going to be one of the following:
Musculature, working towards Partial Radial rare, then eventually pick one of the very rares. Partial Radial has damage and end mod, which are the best two buffs in Musculature for ranged Energy/Energy.
I would not recommend Nerve at all. If you had a ton of defense toggles and were close to, but just not quite at the soft cap, maybe. An SR or EA that was sitting at like 43% defense in their build, for example. Ranged En/En gets not much from this.
If you want a marathon build that almost never runs out of endurance (and no matter how much people think they have unlimited endurance, they usually don't) you could go Cardiac, and specifically head towards Total Core, then Core Paragon. Those get you 45% endurance reduction and 20% range, both useful to a ranged build.
Spiritual would make more sense for a blapper. You're more likely to need recharge to keep melee attacks flowing and you get stun duration increase out of this as well. The main reason for a ranged En/En to take this would be, separate from just wanting a ton of recharge, if you have Aid Self. This will make AS not just come up faster, but much more importantly boost its heal. AS costs a lot in inactivity time, and sometimes it can heal for less than the damage you actually take during its total cast time. Boosting the heal as high as possible makes it much more valuable. Again, more likely for a blapper to have than a ranged blaster, but you had it in your posted build and lots of blasters take Aid Self when they feel like they are getting hit too often. Which a high ranged defense energy blaster with knockback might not experience often, but occasionally.
In either case, the rare Alpha with level shift is what you want to work towards. Very rare is four times as expensive and mostly gravy. Level shift has a huge impact on blasters: it significantly impacts survivability. Also, you aren't soft capped but if you play at +0xAnything, all level 50s in your missions will be shifted downwards, which means their base tohit will be 45% and not 50%. So that's like having 5% more defense, bringing you even closer to the effective soft cap.
(Note: level 51% have base 50% chance to hit and an accuracy bonus, so level shift doesn't impact them nearly as much as it does level 50s relative to a level 50 with a level shifting Alpha; it will just eliminate their accuracy bonus for being +1).
I like to play to my strengths so your breakdown makes things much easier to digest.
I'll really keep an eye on my endurance usage from here on out to help me decide between Cardiac or Musculature. -
Hey guys, thank you for the continued advice.
I have some good news, I managed to hit 50 Monday and I unlocked my Alpha the next day.
The good news continues as I got my first Purple drop shortly after my Alpha unlock! A cool 510 million solved a lot of my influence concerns. In fact, I'd say I no longer have influence concerns.
I have Thunderstrike in all my primary attacks now. I added Total Focus to my build along with Bone Smasher and slotted both with Mako's.
I feel...invincible.
Now I'm whittling away at two sets of Positron's Blast, a set of Doctored Wounds, and a set of Red Fortune.
I'm really debating what to slot my Alpha Slot - if anyone has advice in that area, I'd be glad to hear it. I can't think of a single aspect of my character that demands attention. -
Quote:I totally see where you're coming from.I have to concur. I have an energy/Energy blaster (made in i6, hit 50 in i7) and I've tried a TON of build with him. When I went pure ranged I noticed a HUGE dip in my damage output. Those melee attacks are huge. That having been said, if it's what you want to play, then that's what is important.
Going all range was a thematic choice. If you choose Archery, you're arrows guy. If you choose Ice, you're ice guy. With energy I could make the powers match the concept, a frail nerdy guy wielding a bit of the power cosmic. You know, that guy. It just didn't seem right to have these devastating punches. The utility powers make a lot of sense for him, as does the Force APP.
No one has called me out for doing too little damage...yet. I'm sure it'll happen. I just haven't met that special someone. -
Thanks guys. These are all things I hadn't considered. Optimizing some of the slots and whatnot is something that eludes me, figures I'd overslot a few things.
I am questioning the usefulness of Aid Self but when I need it, it works amazing with PFF.
Maneuvers is really tempting, I really don't use Aid Self that much and I don't see myself using Nova much either. Nova was a mostly fun and thematic choice. I might dabble with an alternate build - I have several vet respecs and I haven't done any Terra Volta trials.
Any thoughts on placing my Chance for End Mod and Force Feedback Procs? -
LOL
I wager it'd be me. I haven't had a drink in years and I play really cautious.
I even got a tell from a team leader after a marathon of missions: "Damn, I didn't have to rez you once!".
I do cut loose when I solo. When teamed I don't wanna be the guy that pulls the whole room. I have to be especially careful with Boost Range perma'd! -
Since I posted this, I got a Respec Recipe drop in a radio mission while solo. So, that should help with the whole Thunderstrike thing. This is the latest in a string of what I would consider lucky drops but it reminded me of a few questions I forgot to include in my initial post.
Is there a good place for a Chance for Recharge and a Chance for End Mod in my build? I also have a Luck of the Gambler on another seldom played character I could pull over to this character.
I've often seen the Chance for End coupled with two regular IO's. I don't really have a problem with endurance so that seems feasible to me.
Any advice on that front? -
I've been playing my ENG/ENG since release or so. Recently he's been my go-to character. I'm really enjoying him.
I've invested about 10 million in him at level 47 and I feel like I'm doing well. I'm a weekend warrior player with just under about 67 million influence to my name. As such I have to rely on Merits and such if I ever hope to have several full sets of Thunderstrike.
At the moment, my goal is affordable Ranged defense. I'll probably never be able to softcap and that's fine. I just want an appreciable amount. Something I can cap/near-cap with a purple inspiration.
I've used multiple sets of Kinetic Crash to achieve some recharge bonuses and have reached my goal of perma Boost Range. My attack chain is somewhat smooth, I feel mostly satisfied with it. With the late game abundance of slots I've gotten a few damage bonuses just for laughs.
I have Bone Smasher as my single melee attack and I'm considering going with Total Focus instead. Same with my ranged attacks I'll have to slot it cheap until Merits rain down on me.
Is there anything I should shoot for/change on this sloppy and unconventional poor person build? Am I going to have to sit tight and wait for Thunderstrike sets to achieve my Ranged Defense?
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Sci Fi Issue 20: Level 50 Science Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(19)
Level 1: Power Thrust -- ExStrk-Acc/KB(A), ExStrk-Dam%(39), ExStrk-Dmg/KB(50)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Energy Torrent -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Dmg/KB(5), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(19), KinCrsh-Rechg/EndRdx(36), KinCrsh-Acc/Dmg/KB(37)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(40)
Level 10: Bone Smasher -- Stpfy-Acc/Stun/Rchg(A), Stpfy-KB%(21), Stpfy-Acc/Rchg(21), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(37)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-Rchg(40)
Level 14: Hover -- DefBuff-I(A), Srng-EndRdx/Fly(34), Flight-I(37)
Level 16: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(50)
Level 18: Tough -- ResDam-I(A)
Level 20: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Explosive Blast -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Acc/Dmg/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Dmg/KB(31)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Conserve Power -- RechRdx-I(A), RechRdx-I(40)
Level 32: Aid Other -- Heal-I(A)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42)
Level 38: Aid Self -- H'zdH-Heal/Rchg(A), H'zdH-Heal(39), IntRdx-I(39)
Level 41: Personal Force Field -- DefBuff-I(A)
Level 44: Repulsion Bomb -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(45), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(46)
Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Nova -- Dmg-I(A), Dmg-I(50)
Level 50: Musculature Boost
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
Level 4: Ninja Run
A note on playstyle. I'm a very considerate player. I blast from above and try to avoid being the annoying "Knockback guy". As such I rarely use anything but the first three blasts, torrent and the occasional Repulsion Bomb.
Thanks for looking. -
Strangely enough - or not - the only thing bound to ENTER was "startchat".
Using the /unbind enter did the trick.
Now I can interact with other humans! Thanks Master-Blade! -
I've looked at the keybinds.txt and the chat options in-game but I can't solve this problem I'm having.
When I press enter, without fail I say:
<border black>
This may be a lingering issue from way back. It hasn't become a problem until recently, I've been teaming a lot more.
Thanks in advance. -
On the topic of fun - what is fun AND effective with DP?
I'm one of those players that is somewhere between casual and min/max'er.
I really want a DP character - DP "feels fun" - but I can't ignore the "feeling" that I'm under-preforming. I'm dying to add one of these to my roster of regulars but every time I try a combination, I don't recapture the carnage of my Fire/MM or even my Eng/Eng.
I've tried DP/Force Field to 17, DP/Storm to 10 and I'm contemplating DP/Kinetics.
Advice?