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Quote:I ran at least 4 a day (two of each trial), sometimes more, for a week solid. That's only two separate events, being repeated at least twice each day for seven days. Take any two roller coasters in the world, ride each of them twice a day for seven days. Eat the same two meals for lunch and dinner each day for seven days.More seriously, I think admitting its boring and you dont want to play it kind of defeats the point of the argument.
If anything, that I didn't get bored sooner is a bolster to my argument. -
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Well, another thing to remember is that even one ounce of AoE splash on you will suppress all of your stealth, opening you up to all the wrath of the spawn.
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Quote:Oh SHI--The base values for Brutes and Scrappers may be lower, but when you've got them capping their Defenses and walking around with Destiny-level self buffs and team buffs that take them WAY ABOVE their base values, that narrows the survivability gap considerably; it pushes them further above the immortality line for most content where more survivability doesn't really matter. But the damage gap and low Tanker damage cap remains.
Johnny's right guys!
Blasters are getting the exact same* survivability as tanks in trials, and they deal way more damage with AoEs and such from range even! This isn't fair for anybody! Blasters have the best damage, and the highest damage caps! NERF BLASTERS! BUFF EVERYONE ELSE.
*Or marginally close when buffed to all respective caps by a perma destiny team, since they all are. -
Quote:I've liked that kind of idea, I know I've seen it before. Here's how I'd do it:I agree it's an elegant idea. So, what would the base buff be? Half of your potential? Say, 35% damage bonues and 20% resist bonus (round up).
Also it doesn't fully address the Mez Protection you get from Trollers and Doms. Do you always get 1 pt of Mez protection? Do you lose it if you team with anything other than a Troller/Dom?
The base buff for solo should be (in my opinion) two teammates worth of each buff, then subtract some of each as teammates join. This is kind of like the Defender Vigilance, once there's two (might be three) teammates, your damage buff is gone.
Solo, that works out to 40% damage buff, 20% resistance, 2 mag status protection, and 40% slow resistance.
Adding a teammate would take away half a teammate's share of each buff and add that specific buff back in. 1/2 of four buffs means you lose 2 teammates worth of buffs before adding one back in. Up to four added teammates technically makes you weaker, but the last three can push you over where you started. -
There have been plenty of times I've used "not invisible stealth" to great effect. Even getting to the Tree Room of the STF, you can do it without invisibility. I know I have.
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Quote:If I had to guess, it'd be: "Fly over their heads." He never mentioned that he'd be stacking anything.What would you plan to stack it with to get "full invisiblity" (i.e. so that bosses couldn't see you)? A friend with a stealth aura like Steamy Mist maybe?
Outside of team help, there isn't anything you can stack with that IO in Nova to get invisibility. -
Quote:You know, I got bored of the trials within about a week of playing them with my tank and Mastermind.I'm amused by defenses of the incarnate system that tell you not to play the incarnate system.
I unlocked three slots and had a Tier 3 destiny, T2 Judgement and T3 Interface on my brute who had only set foot in one trial. WSTs are a wonderful thing. If you don't want to do the incarnate trials but want the incarnate goodies, it can be done.
All those defenses of the incarnate rewards system are valid. If you want the rewards, you have to engage in the content. There are other ways to get these rewards, and while they're less efficient, they're not terribly so. If you want to switch alignment, you have to do tips. There are no alternate paths for this. I wonder why hasn't this issue been brought up? -
It would help if you could specify whether you're talking about a PB or a WS.
Regardless, Kheldian builds will vary more by taste than for any other AT. You'd do much better to post your build and let some of us look it over. If you just want to find builds to copy or alter, use the forum search or just page through a bit.
I'll take this opportunity, though, to point you to my MFing Warshade guide, linked in my sig. It takes into account a specific playstyle which revolves around all three forms of a Warshade. -
Quote:That almost works for a PB. But the attacks are on completely different scales of damage. And you can't just give Nova a damage bonus to compensate; it already has one, and increasing it would only do the AT a major disservice. Enhancements in nova form would do less and you'd make the damage cap much easier to reach (which is not a good thing in this case). Further, there are people who shift mid battle. Dwarf Flare then Human Flare, for example, is a common combo which would no longer be possible. PBs would also lose a heal.Even better idea: Shared attacks. Nearly all the Kheldian form attacks are clones of human-form attacks, so instead of having seperate ST, Cone, and targeted AoEs for the Nova, just give the Nova access to the Human-form ranged attacks. Similarly, give the Dwarf access to the Human-form melee, shield, and self-heal abilities.
Et voila. Slot crunch over.
It's even worse for a Warshade. Human Warshades don't have an attack analogous to Nova Emanation; Gravitic Emanation is a low damage stun. Dwarf Drain may be easy enough, but Smite and Strike will come from where, exactly? Gravity Well, the hold? The two mires function in completely different ways, as well. One is a long duration, longer recharge buff. The other is a fast recharging AoE attack that happens to buff you for a short time. On top of that, you'd remove the ability to double mire.
In short, it's a phenomenally bad idea. This would be the equivalent of fixing a broken toe by amputating the foot. -
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Quote:Fair enough, I'll get back to you when I've had the time.Uhmm no because that thread gives you the numbers a scrapper can put out while being survivable, you can then simply do your calculations for a blaster for theoretical maxes.
Well said. Again, I'll get back to you. -
Quote:Because this game revolves around Pylon soloing.Which one, that damage is to within 10% ? Go look at the pylon thread and do your own numbers. That AoE damage is wasted when you don't have enough targets for it to be meaningful ? That is practically tautological
Not only that, a blaster has to sacrifice offense to attain the kind of survivability required to stand toe to toe with a pylon. Let my tank do nothing but taunt the pylon and I'm sure you'll see that 10% margin grow quite large. Yes, I'm aware that the scrapper can survive the pylon on his own. Nobody's meant to solo pylons in the first place. This kind of comparison shouldn't happen outside the SO environment. -
Ah, I just missed the joke. I meant you could always flip a coin if it came down to it. Unless you didn't have a coin for whatever reasons, in which case I would gladly flip one and report its outcome to you.
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It is a self nerf to throw out another desired power as well as taking a place in an attack chain.
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Quote:I'm not saying there aren't a few inconsistencies.Meanwhile, Clobber gets buffed to be one of the best Mace attacks and Screech and Stunning Shot remain low damage. Ice Melee Frozen Aura becomes a fantasitc damage power (on the most survivable AT in the game) while Ice Manipulation Frozen Aura deals ZERO damage on the damage specialist AT.
What I will claim is that blasters do enough damage and can survive well enough on their own. They are not meant to be a solo AT, but they can be built that way just as much as a defender or controller can. With dual build functionality these days, every blaster would do well to have a solo build that maximizes their survivability and an all out damage build that relies on melee teammates to take the brunt of the attacks. -
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One of the problems is that you can't compare apples to apples, but yes, as close as we can compare, they do more damage.
Every time I see this brought up, everyone seems to ignore the real survivability that blasters have. They have a lot of control powers in their tool box, defensive powers in their epics, and let's not forget range itself is a means of survival.
Blasters do more damage to more targets than scrappers and brutes. Yes, it's harder for them to stay alive. No, it's not impossible. -
Pretty sure they're all the same, actually. Pyronic maybe with the DoT.
Also maybe Ion, so long as you've got more than one target. I've seen it hit the same target multiple times. -
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