DarkBlaster_NA

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  1. Quote:
    Originally Posted by plainguy View Post
    Very nice..

    16 seconds on Full Auto (12 when FFB goes off), pretty impressive.

    Just a odd note. Your wrong on defenses, you had Combat Jump off. With CJ on and CD suppressed your at 38% defense.

    Bank error in your favor, collect 200 dollars.
    Is that with unsuppressed cloaking device? I kinda did the math in my head with that one.
  2. (Disclaimer: The build is meant for i24 and may not see EXTREME potential until then, but it still fairs quite nice at killing things.)


    Special thanks goes to Plainguy, as i used his build as a template.

    Perma Hasten with enchancer boosters.

    This build has roughly 34 defense to ranged, which as an AR/dev, should be the only thing that's attacking you anyways.

    Has clarion for mez resist, Intuition because i find it more overall beneficial to devices then musculature-It still adds damage, but benefits your other powers more as well.

    Procced out caltrops.

    It has trip mine, I skipped m30 grenade because, You really don't need it. Trust me.

    Buckshot has force feedback instead of overwhelming force because i find the recharge very nice, and i also find the knockback in buckshot to be not too bad.

    Flamethrower has a range enchancer to hit everything infront of you. It won't need more recharge, Feel free to replace the range enchancer with an endurance reduction though.

    That's all the obvious questions to address I think, Feel free to ask any questions about the build if i missed something.

    EDIT: Turn off tough, I used that as a mule and it makes the end drain look WAAY worse than what it really is.

    Code:
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  3. *Ahem*
    *In best Mr. Burns Voice* Gentlemen, I do believe this troll thread has been a complete success. Now for phase two of our operation.

    -Release the hounds.-
  4. Quote:
    Originally Posted by Nethergoat View Post
    Time Bomb is absolute garbage.
    I find Beanbag to be essential, not only for utility but for the 3.3% ranged defense set bonus provided by Stupefy (my guy is capped for ranged def).

    Gun drone isn't a good power, but it is a useful one- the instant cast means you can just drop one whenever you're taking too much heat and it will distract some aggro. And again, it's home for a 3.3% ranged defense bonus from Expedient Reinforcement.

    Taser is mildly useful for stacking stuns, but I have it for a ranged def set bonus. If I wasn't after capped range def I wouldn't take it.

    I don't have M30 because it didn't fit in my build, but it's not a bad power.
    Especially if you could stick one of those KB to KD IOs from the summer event in there.

    I built mine so that i need one luck for the ranged softcap, Yeah it kind of relies on insps for invincibility, but smoke bomb can cover it fairly well if i'm low. It's more based on offensive then anything really.

    I stuck a ragnarok and an overwhelmer on caltrops and it's quite nice.
  5. Quote:
    Originally Posted by Another_Fan View Post
    Why skip Taser and Bean Bag ? The combination is a nice way to stop bosses in their tracks.

    Anyway, Time Bomb in general, is really safe to skip currently.

    It has an insanely long cast time, Is a pain to use, insanely long recharge time, and what it can do trip mine can do better.
    I find that, The bosses die too quickly for the mezzes to be worth the trouble, and that's not even including a -Certain- buff coming up.
  6. Just curious, Currently i skipped time bomb, Bean bag, Taser, and m30 grenade.

    My build has around 150ish recharge and 32ish ranged defense, So I'm curious if i should drop gun drone for the grenade.

    Sorry, Ipod, No mids build for two weeks, On a vacation to NYC. (I don't own a lap top.)
  7. I have a thing where i can't stand to play the same primary or secondary unless it's on a different AT, So i only want to go with one. The only exception was really i went from a fire/kin to a fire time, But fire is a pretty basic set with not much gimmicks outside of "KILL UNTIL IT DIES", so it's easier to get used to.


    Lets just settle on a comparison then.
  8. Hey, I've been mostly a melee or a control player with some corruptors, so i don't really have any experience with anything that isn't dark fire or DP,

    I know that boost range and AR's cones can be good for murdering packs, But i am interested with devices and it's easy to obtain instant-snipe and field operative.

    Which would have better synergy? I'm really interested in both combos
  9. Nothing but an improvement, considering i either use it as a mule or don't pick it.

    Until now.
  10. Water/dark/ice blaster

    Perma Soul drain + Whirlpool+ two res procs + massive single target melee damage + two force feedback procs.

    Oh god.
  11. Quote:
    Originally Posted by Siolfir View Post
    Nin: Click mez resistance is an annoyance, but it also means it can stack (useful in ITFs when mag 10 protection still gets you stunned, but breaking LOS is just as easy). Can set minimal fx. "Layered" defenses consist of a heal and active mitigation, some psi resistance in clicky mez protection. No in-set KB protection. Only Stalker secondary that gets additional damage (Caltrops).

    Ice: More layers than Ninjitsu with -damage, -recharge, stacking resistance, regen, and defense with extra hp. Immune to slows. Blocky-looking, even if set to dark blues to minimize appearance. Debuff toggle can cause issues with ATO proc if you delay at all (to retarget, for example).

    Both, when played well, will do admirably.

    FX won't be an issue just because i found a bind that gets rid of the FX on MY SCREEN (I think everyone else can still see it(Which is all i really care about.))
  12. Hey all, I've been on the fence on these two and cannot find a decent comparison of the two anywhere, So any info on that would be nice.

    Thanks in advance.


    *EDIT* Include IOs, if it really closes(Or kills) the gap between them
  13. Hey all, i've pretty much done every melee set but spines, EM and DB, and DB has my attention, So does ice armor, So i'm curious what optimum slotting would be. (On ipod currently, Comp is at the shop, so i can't provide any mids data on my side, Sorry.)
  14. About that...

    Kinetic Combat proc does the exact same thing
  15. I would assume that after the nerf, Once something gets knocked down there is a good chance it won't be able to get up in time before getting knocked down again.
  16. Only read the first page, So i don't really care if i make someone mad by bringing something that was already mentioned up.

    I think it should be nerfed, and then i don't. The power was before a useless waste of a slot and it's only purpose was either, to make the tank mad at you or to scatter people away from your solo AOE attacks.

    Now its a useful little thing! ((Side note: thugs/traps/fire Bonfire + Trip mine is -VERY- sexy.)

    But now it makes controlling mobs stupidly easy and task forces a joke.

    But then again, Plant and earth on a dom do these sort of things too...

    But then again, masterminds and blasters can get this...

    But then again, its a fun power to use now

    But then again, its not balanced

    But then again, Castle no longer works at Paragon (Good Riddance.)
  17. My opinion has changed on this, I think it will be a buff of sorts for most of my toons.

    I don't really have the time to surf through this whole forum, So i am going to ask, How exactly will this effect pets? (Both traditional, and Psuedo), Like the soulbound proc or just plain damage procs. Achilles heel and such.
  18. Zwillinger, One does not simply forget to post the runner-ups.

    (- One does not Simp(i)y )
  19. I personally won't mind if PVP and Purple procs are not affected.


    **Edit** Synapse, I like you and all, Probably my favorite next to our old friend BaB. But this sounds like something Emmert would do(I went there.)

    If you nerf the ones that cost hundreds of millions of inf. People tend to get angry. They put a good amount of time in getting those, And if they don't farm, even more time. From my perspective, The game only lasted this long because they gave us many things we wanted (Ocassional nerf or two, Lets ignore i13.)

    Like i said, i don't care if it leaves purples and pvp enchancements alone, But this is really going to eff with my plant/fire/fire's carrions regardless.


    Double edit**: Then again, I can be a bit of an idiot when it comes to predicting the future, So maybe.

    MAAAAAAAAAAYBE this will be a buff in some form. I don't know. Someone chime in?
  20. Quote:
    Originally Posted by Leo_G View Post
    Hmm, I didn't even realize anyone would read the whole thing. Maybe I do have fans in the Suggestion forums...I tend to have lots of ideas that I just don't bother posting.

    And the only issue I have when people suggest sets and focus on knockdown, DarkBlaster, is that it's more a limiting factor than a design decision. I don't mind sets without knockback or that use knockdown over it, I just don't much care when focus on eliminating it instead of incorporating it logically. Knockback isn't hated, it's how it's placed in sets that is the problem.

    That said, a reshuffle of your OP as a sort of Earth/Stone Blast concept would work since Earth/Stone isn't really focused around knockback but instead knockdown (see Stone Melee[all] and Earth Control [Earthquake]). And fire damage would fit perfectly there too. I think one of the points made by other posters was that the proposed set didn't feel thematically cosmic but it could definitely feel Terra-based.

    Replace the energy/smashing with lethal/smashing, keep the fire, swap Meteor with Magnitude, Black Hole with Sand Pit, Super Nova with MegaCaldera (super volcano), use some of those earth gfx used by the Talons of Vengence and change the 'Cosmic Attunement' mechanic to Seismic Waves and keep the general effects the same.

    Earth control has always stricken me as a kinda "Lame" power in most games, Really only the Diablo 2 druid was able to catch my eye with a "Nature" vibe.

    I really want a power like that though, Something like telekinesis, Maybe when you lay down the patch it summons a circle of psuedopets that repel everything into the circle.
  21. I vaguely remember someone saying Arbiter Hawk confirmed a universal damage io that did this, Am i wrong?
  22. What the title says, I have assault radial on mine right now, but i am wondering what you guys picked, and why?
  23. Quote:
    Originally Posted by Leo_G View Post
    For one, your sets gimmick seems to use the term 'cosmic power', 'attunement' and alignment. I'd suggest choosing one of them and clearly state in the description that it grants or uses the combo counter. You have attacks that (apparently) build 'attunement' (only the tier 1 says it builds it but the introductory paragraph says the tier 1, 2 and 8 do), you have powers that don't build or are affected by 'attunement', you have powers that are boosted by attunement and then you have powers that also spends attunement.

    You should clarify when a power builds attunement. You should clarify when a power spends attunement or doesn't spend attunement. You should clarify when a power is not affected by attunement.

    On a personal note, without names for some powers, the theme this set invokes (hitting someone with a meteor) and specifically avoiding any actual visual express of power (namely knockback or even knockup), it ruins any impression this set may have. It's namely a ball of effects (and snipping away at unwanted effects) instead of imagining a specific theme and letting *that* dictate what effects should and shouldn't be there. A meteor must be a weak-*** chunk of dirt if it can barely cause someone to trip on their rear...it's not like anyone's trying to portray a space rock possibly composed of dense metallic ore speeding at a target hundreds of miles per second here. That'd definitely only slip up people some of the times.



    But yeah, color me unimpressed by this partial attempt at a powerset write up. Would probably be better suited as an 'earth' based blast set focusing on smashing, lethal and fire damage with a pension for knockdown for an expressly mitigative set.

    When I think of cosmic, I think of otherworldly or strange. If I were creating a cosmic blast set now, I'd probably keep a strong focus on negative energy, gravity-type effects and teleportation...like maybe a warshade. Reshaped as a blast set:

    1. Density Orb (ST foe: negative/smashing dmg, -movement/-ToHit, chance of knockdown, *special*) Fire an orb of super dense energy that expands over the foe and quickly contracts, strengthening the pull of gravity on the foe for a time. Cosmic Attunement swaps the -movement/-ToHit with a splash of AoE energy dmg (5 targets).

    2. Gravity Shot (ST foe: negative DoT, -movement/-ToHit/-fly, mag 2 immobilize *special*) Rain down gravity's pull on a target, forcing the target to the ground. If the strength of the pull is strong enough, it may slow down up to 3 foes nearby the initial target. Cosmic Attunement swaps the -movement/-ToHit/-fly/immobilize with knockdown and replaces the DoT with more energy dmg.

    3. Gravity's Pull (Targeted summon: Gravity Pull patch; area foe: -fly/-jump/-speed, chance of immobilize) Target an area and intensify gravity's pull at that location. Foes caught in it will find it hard to move which will leave them vulnerable for a celestial strike from the meteor that was attracted by the strong pull. (AoE foe: smashing/lethal dmg, chance of knockdown after 3 seconds). Cosmic Attunement does not create the -movement/immobilize patch but adds energy dmg and knockback to the meteor.

    4. Black Hole (Targeted summon: Black Hole; area foe: -ToHit, teleport) Not affected by Cosmic Attunement. Summon a black hole out of super dense gravity. There's a chance any foe caught within 25ft of its center will be teleported to the Black Hole's center. The Black Hole's area is vast (reaching as far 45ft) and controlled by you. Any foe you hit with either Density Orb, Gravity Shot or Gravity Spout will be teleported to the black hole if they are within the gravity's field of effect. If Cosmic Attunement is in play, Gravity Shot, Gravity Spout and Density Orb will not teleport foes to Black Hole.

    5. Star Fall (Targeted summon/AoE, foe: energy/negative/smashing, knockdown) Not affected by Cosmic Attunement. Target a point in space and yank celestial bodies from the sky to rain down on your victims. You create an initial impact of gravity (across the whole area) then afterwards comets and asteroids rain at random, splashing over parts of the area causing energy and smashing damage.

    6. Cosmic Attunement (click self 'attunement', +ToHit) For 30 sec, shift your cosmic attunement and wield powerful and explosive energies. All negative energy from your blasts are replaced with positive energy and/or replace all gravity effects with knockdown/back and additional energy dmg.

    7. Gravity Spout (ST foe: negative/smashing, foe knockup/-movement) Unleash a burst of gravity that knocks a foe high into the sky and a chance to knock up 2 more foes along with them. Cosmic Attunement replaces the -movement with splash energy dmg (3 targets).

    8. Dark Matter (Target AoE, foe -perception) Not affected by Cosmic Attunement. Use gravity to funnel some specialized dark matter around the foes. Foes tagged by Dark Matter will react violently with your positive energy and have a chance to be stunned by any cosmic attuned attacks.

    9. Collapsed Star (PBAoE nuke; self *special*, foe *special) Depending what attunement you use affects the effects of this attack. Using Gravity, you draw in your power around you, inflicting strong forces on yourself and foes around you (self: heal 100%, -75% HP, -100% dmg resist all; foe neg dmg, hold, -movement/-jump/-fly/-ToHit). If you expand your energy, the collapsed star explodes causing the foes harm while draining yourself (self: END crash; foe: energy dmg, knockback/stun)

    I like his version better, To be honest.

    Leo, make this a thread NAOW!

    Also, i only said no knockBACK because i know how much people hate it, I don't want to have something people hate so i emphasized knockDOWN and knockUP. I understand it's realistic, but if marauder can drink applejuice and take on 16 incarnates, then i guess i'll avoid realism xD.

    But seriously, Make this a thread. IT DEMANDS ATTENTION.
  24. Quote:
    Originally Posted by Megajoule View Post
    No, the real problem (IMO) isn't so much that your proposal is redundant with existing powersets, it's that it's a bag full of Kewl Gimmicks in search of a concept to justify it.
    So, Having gimmicks is a bad thing now?

    Water blast, Dual pistols, Staff fighting, Dual Blades, STJ, The stalker AT and dominators.