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Power Push: Increased this powerÂ’s damage scale from .4 to 1.64.
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Holy [censored].
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lol too funny. -
Haven't tried anything yet but I am glad to not be the only one though.
Edit: Are the Devs going to do anything to fix this? -
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Control is largely irrelevant in AV fights - you now bring damage to the table and that's something teams will seek.
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Do you expect tanks to turn off their shields for AV fights? Do you expect scrappers, brutes, blasters, corrupters to not attack? Do you expect Masterminds to dismiss their pets? Yet Controllers and Dominators just ignore their primary during the big fights, and you think that's not something that needs to be looked at? I'm not suggesting that Doms need a buff, I'm suggesting the way mezzing works in this game needs to be looked at.
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Nothing needs to be looked at, not every fight in the game has an AV in it, most Villain TFs don't even have that many AV fights so that point is irrelivant. Lets talk about how you won't need to worry about being hit when a whole mob is stunned or held, what good are debuffs then, you don't need shields when you are not getting touched. But that is only regular mobs, which only consist of like 80% - 90% of the game but that doesn't matter.
Also Castle stated that Dominators have a dual primary so even though I am not using the control portion I can still damage.
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In terms of damage, corrupters can bolster the team with buffs/debuffs, SoAs have their Leadership powers, Brutes can deal out more damage and take a hit, and Masterminds with their 6 walking meatshields as well as their own buffs and debuffs. Every single one brings damage plus something else to the table, meaning they are more useful. Which, again, leads me to suggest the way mezzing works in this game needs to be looked at.
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And just to let you know Doms will be bringing blaster level damage so if you have a problem with that then you also have a problem with what Blasters bring to the team.
Stats
Blaster Power Bolt - 62.52
Dominator new Power Bolt - 69.73
Corruptor Power Bolt - 41.71
Those are base values.
To me there is nothing to complain about. -
Castle states.
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Edit: Just checked and the Melee/Ranged table change is not in the version patching today. That'll be fixed for next patch.
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Nearly every power listed in that thread had its Recharge and End cost increased. This is not a good thing for drawing in new Dom players, if that was the idea behind all of this.
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True But Pre-Stamina most everything has fits of endurance woes so its not like its that big of a deal, and with Domination being free to do something other than be a damage Crutch, while you are a lowbie you can pop it in longer fights for the Blue Bar Boost.
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With the higher End and Recharge for your powers, you won't be able to attack as quickly to build Dom as quickly though. This is particularly an issue in the lower levels when many people form their first opinions of whether they want to play an AT or not. Not being able to do anything because either you're out of End or your powers haven't recharged yet is already a problem in the pre-Stamina levels. From what I can see, this would only make the problem worse.
And for those people saying Dom has only ever been a damage crutch, I think they're a bit delusional. Status Protection and extra Mag on your mezzes is huge. That's why I built for Perma-Dom, not the damage buff. The damage buff was just icing on the cake.
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From your initial assessment, this is a problem. Unfortunately, this is only an assessment made based on examination of the issue on paper - my recommendation is that you actually try it out before you make any judgements from this.
If it's at least better then my Stone/Stone Brute is out of the gate, I'd have to consider that a bit of a win. Unfortunately, Test just went down for maintenance, so I can't really get anything verifiable at the moment. :/
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Hey before you get too happy here is what Castle had to say and I don't think anyone caught it yet.
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Edit: Just checked and the Melee/Ranged table change is not in the version patching today. That'll be fixed for next patch.
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I would also take Crowd Control a lot earlier, same for Poisonous Ray if it's your only ranged attack; it's very handy for finishing off runners.
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Yeah didn't see that but yeah, you definitely want to get CC at 32 as for poisonous ray well there are a couple more things but I will look it over in more detail after I get off. -
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The set is good, but sometimes I wonder where all that balance is when the set with redraw has such weak debuffs as well as no reactive mitigation. And I don't think it's a case of TA being the balanced set.
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Hmmm so does anyone know what brings it into balence with the other buff/debuff sets? -
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All VEAT team >> Kheldians Teamed (with ATs other than epics) >> VEATS >> Kheldians Solo = Kheldians Teamed with all Epics.
It's that simple. Teamed up on an 8-man, kheldians are the most powerful AT in the game PERIOD. Solo, they aren't much more powerful than defenders.
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You are right one or two Khelds on a balenced team are good. But on a team like all Khelds and VEATs the only thing they will have is high slow resistance (I really think that should be changed). If you are on a team with all trollers and doms you are only getting high mez protection, Khelds need a pretty balenced team in order to get the damage and resistance. My all hum PB really shines on teams when he has capped resistances and about a 40 - 60% damage buff, and well my WS I think at 38 on full teams he will be capping damage and resistances. -
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If you like Blastrolling, then you need to roll a dominator. Plain and simple, they are the quintessential Blaptrollers, and are being buffed soon as well. They are very enjoyable to people who like that sort of playstyle.
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Agreed a Dom is probably what you want. If you were going for matching sets Ice/Ice/Mako is definitely a nice combo. With the new buff coming out their base damage is going to be kinda close to blaster level. So I would give them a try. And on top of that you get a pet at 32 and another at 47.
Fire/Fire is a nice combo too. -
I have never played it but numbers wise it looks like a great set, two AoE res debuffs looks sexy for teams.
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I did it with my Kat/WP scrapper, to me it is just something to really brag about, and it is kinda boring. I would much rather use this build and shine on a team. But it is good to know that if he rest of the team falls you can take care of business.
Me personally I just like hearing the complements from the other players and the "wow's" and just the stuff you get from other player that you don't get from soloing. -
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cuz i love this guy
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This is all that matters. Looks like a nice build 30% damage is nice it you were going for damage though I would find away to get the power pool maneuvers in there for another 15% -
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You'd think Longbow would be their natural enemy, but they don't seem to be in any way vulnerable to them.
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VEATs are definately vulnerable to Longbow but not in the same overt manner that Khelds are vulnerable to Quantum weapons.
Just about all Longbow mobs have the ability to debuff the VEATs main form of survival, Defense. Since VEATs lack resistance to these debuffs the odds of cascade failure are higher. But it requires larger numbers of enemies concentrating their fire to achieve as opposed to the lone Quantum Array Gun blast with its bonus damage and Stun.
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This could apply to probably only Bane Spiders, Widows (both branches get defense debuff resistance and Godly defense so if even by the slightest chance they get hit with one it would not be affective and would probably wear off). Crabs have Defense, high resistance, and a self heal. Bane is the only one with a small resistance increase, and no defense debuff resistance, but by the way my Bane kills I have enough defense and damage to kill before anything becomes a problem.
It only takes one void boss to be a problem for a Kheld, VEATs can take on multiple Longbow EBs. So by comparison the threat of Longbow to VEATs is not as dangerous as Vs to Khelds. -
Yeah at lower levels you may have kryptonite, but once you reach a certain level (28 with my PB) they tend to not even be a bother, working on a WS right now. But in the later levels their powers are godly. My PB is all Hum and through IOs and tough he pretty much gets about 70% resistance to all damage except toxic and psy. A plethora of attacks, 2 self heals, and God Mode power. Yeah I would think one would need some Kryptionite, but I have also played with the VEATs and they need one more than Khelds do lol.
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This issue may have already been addressed but does anyone know why this power doesn't support accuracte to hit debuff io's?
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If it is anything like the Blaster version I think because it is an auto hit power which doesn't make sense because it take acc enhancements. -
With Maneuvers it is easy to get 7.5% global with just one slot.
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I'd take Kheldian shields, unite all of them into one power and make room for two new powers, and no, I don't care if that seems overpowered.
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With the way IOs and a Khelds inherent works it is not hard to cap resistances in Human Form, plus I believe both Khelds have 2 self heals plus pets and a Nuke. What you are suggesting is so far beyond OP.
And WS's can easily perma Eclipse, and on any half decent team you should be able to get about atleast a good 8 foes in a mob capping you resistances for all and if you have any teammates that give you the res bonus that is less enemies you need. -
Whoa whoa whoa. I think people got my post mixed up, I said
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Most APPs that offer defense are typed defense more than likely S/L with another type or just S/L very few in the APP category are positional, only one I can think of is Shadow Meld. It would be nice to change but I also don't see two toggles in an APP either.
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I was just giving suggestions of Powers to use, I know the value that I placed the the toggle was high, but honestly I meant to put 5% to all. As for PB, I have 3 permadoms and as much work as it took for me to get that amount of recharge, it was worth the reward, if you have a build that focuses on recharge then you will have a hard time trying to build up defenses too. But overall I agree with most the set wouldn't work, it would be hard trying to find or create a logical set of powers to go with it and fit the Blaster APP critera. -
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Suggesting APPs is not a competitive activity
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Self-quote for those who missed it. Treating archetype design improvements as a form of PvP will get this game nowhere fast. Otherwise, there is always some other AT that'll claim to be more needy, and every idea will get stonewalled on that basis.
Best to implement good ideas as they come. Scrapper board is down there; construct new scrapper APP ideas to your heart's content, and maybe, just maybe, nobody will crash your thread and shoot your ideas down just because their own AT has a sob story.
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Not trying to be competitive just fair and bring balence, why give something at the top even more?
But anyway it is your post and I should respect that and comment on it. It is a nice idea and well thought about, however, I don't see this working. Most APPs that offer defense are typed defense more than likely S/L with another type or just S/L very few in the APP category are positional, only one I can think of is Shadow Meld. It would be nice to change but I also don't see two toggles in an APP either.
To make it more balenced with the other blaster APPs it would need some sort of mitigation. I would probably mix it with MA and call it something like Natural Mastery.
Power 1: Quickness passive: 20% rech buff, plus move buff, slow resistance
(This power was perfect)
Power 2: Practiced Brawler but with the stats of Indominable Will 90 sec duration with 360 sec recharge
Power 3: Hightend Senses toggle: 10% defense Melee / ranged / aoe, 15% defense debuff resistance.
(Not too powerful)
Power 4?: Crippling Axe Kick or Cobra Strike
Power 4 or 5: Eagles Claw I would say this or either Crane Kick
Power 5?: Maybe like a Shadow Meld Clone and it could be called Natural Selection. I think that may be OP though but I sometimes think FoN is OP for a Blaster but you don't get it til 47 and it can't be perma. -
I would like to start off by saying thank you all for your input.
This seems to be the most reasonable answer
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Why, I do not know.
[/ QUOTE ]Because they thought stacking resistance would be too beneficial to players
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Yeah, my guess is that Defence bonuses can be debuffed (whereas resistance resists Resistance debuffs) and always allow a lucky shot through, so leaving a little bit of risk for the user.
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This makes sense also.
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I still think all resistance set bonuses could be doubled without introducing any exploit.
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Me too, I atleast think the resistance unique IO should be 10% to all
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Defense sets have def debuff resistance. Does this debuff resistance not apply to the set bonuses? I don't know if the game can tell them apart in practical terms. Also, those debuffs still have to hit you. :P
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defense debuff resistance is not a bonus offered by IOs and there are very few sets that offer def debuff resistance. -
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What about a Practiced Brawler with stats equivalent to the controller APP version of Indomitable Will?
P.S. Villains need APPs even more than Scrappers. Suggesting APPs is not a competitive activity, though -- the more APP ideas there are out there, the easier it is to create and balance even more APPs.
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Villians have PPPs
And Scrappers NEED more APP, having three pools to choose from sucks.
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Glad you got to that before me I was really going to comment on that fact also. Every AT not including HEATs but including VEATs has more APPs than Scrappers, Blasters already have to most, why would they need to add another one to Blasters when they have the most and everyone but Scrappers have 4.
I say Psyche Mastery for Scrappers, Drain Psyche on my Kat/Wp would be awesome.
As for Blasters, after everyone gets 5 APPs, then Blasters should be next in line for an APP, until then, Scrappers are first in line. Hopefully. -
Exactly and it is far easier to hit 45% for all three positionals with defense than it is to hit even 20% resistance with one
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Just a quick question, why is it easier to maximize defense with IOs, than it is to maximize resisitance?
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I went Munitions. I like Freeze Ray, for looks if nothing else, but handy. Body Armor, but my Build has Tough and Weave. Weave benefits wonderfully from Boost Power. LRM Rocket is nice, but recharge is neuterous.
And I may take Surveillence again at 49, but at 49 there is so much else and the -14% res to a single target is weak, it's strength being based on an 8 player team... and... and... what if all the Blasters had Surveillence!!!???!!! oh my!!! Fake Nemesis laugh at Surveillence, then hit you with a 500HP Stun Bolt!
What MM really needed was Self Stimulant which relieves mezzes and boosts damage! Leaves you drained when it wears off.
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Yeah so far I am liking my Munitions on my Fire/Dev/Mun. Freeze Ray helps add to the story of my toon. Body Armor good place to get a free 6% defense to all and the passive resist is ok. Just got LRM last night, wow, talk about a ranged mini nuke only got one slot in it so far, but I see the the potential. Looking foward to getting Survallence for boss fights to go quicker. -
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Umbral in your build you had Health, Stamina, and Drain Psyche, wouldn't drain psyche be enough.
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It could be (emphasis on could), but the OP asked for Stamina. Personally, I'm not that big of a fan of Drain Psyche. It requires that I get in the middle of a large group of enemies and, even with this much defense, that's not going to guarantee you stay alive. It's perfectly fine for a blapper (though */MM is sadly lacking in really good blapper powers) that expects themselves to be in melee already, but, if you're hovering around the edge and letting loose with ranged attacks, it's going to take time out of your damage to get the buff back.
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Forgot this is Blasters, I am used to it on my Fire/Psy Dom.