Demon Keeper

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  1. Comeuppance, in PBAoE you forgot Obliteration, which gives 3% damage bonus and 5% recharge. It's a great set. Also, I'm fairly sure that Touch of Death had it's damage bonus increased from 2.5% to 3%.
  2. Well, here's a little update on my Blaster. After hitting level 11, I ran a Positron with two other Blasters and a Tanker. When I got Aim at 12, the Blasters would take turns Aim + AoE'ing the groups, which would in turn drop like flies. I think we had two deaths and the final time was 1:46 or so.

    After Positron I ran a Synapse with my brother and some friends. It was a full team, but I could definitely notice how much the other Blaster and I were contributing in terms of damage--it seemed like all the minions would drop and the lieutenants would be down to about .25-.5. Due to a herd-happy Tanker, the Tanker/Scrappers got their fair share of kills while the Blaster AoEs were recharging, though. The completion time wasn't nearly as impressive, but still a respectable 2:28.

    And then last night I ran a Sister Psyche with my brother and some people from a global channel I'm in. Due to a lack of mentors and someone being set to Invincible, we were sometimes fighting +4-+5, and for one person, +6 Freak Tanks. We didn't have a huge amount of deaths (three Defenders and two Tankers), but the killing was very slow. So slow, in fact, that I eventually stopped being annoyed about the time and was making jokes about it. When fighting the +4-+5 Freaks, my damage wasn't very impressive, even with Aim+Build Up. However, once they got into +0-+3 range, I started melting mobs and feeling like a Blaster again. I picked up Ice Patch at 22 and used it to full effect on a group of Council by dropping it on a corner and pulling a full group of Council around. Only one or two had the LoS to hit me, but my Fireball hit all of them for a nice chunk of their health. >

    All in all, I'm enjoying my Blaster very much. Hover Blasting has proven much more effective than I thought it would, and this Blaster attempt is much more resilient than my others. I'm looking forward to getting some of my other utility powers from Ice Manipulation. Maybe I'll post another update at the point.

    Wow, that was a lot more verbose than I thought it was going to be.
  3. [ QUOTE ]
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    Is Sniper Rifle from AR also seeing a damage boost?

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    I dunno if you read the OP, is AR villainside?

    [/ QUOTE ]

    Yes, yes it is.

    Psychic Kitty:
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    You know sniper shots where not always this bad.

    They actualy did have a long range and did some pretty descent damage once.

    But now they are simply a hold over from the past that will get you a a good laugh from other people watching you use them.

    I realized the death cry for the sniper shots...when i had to send in a bug report becasue my high damage second attack in my blast set had a longer range and did more damage then my enhanced sniper shot.

    [/ QUOTE ]

    Umm...How did you slot your Snipe? And your single target blast, for that matter? Unless you heavily slot your single target blast for range and put none at all in your Snipe, this is impossible. In fact, the only Blaster power that I know of that this *is* possible with is Slug, and only by three-slotting it with Range enhancments (putting it at 158.5 units [not sure what unit of measure Mids' uses]).
  4. I just threw this build together in Mids'. How does it look, overall? Mainly it would be a Hover Blaster, sometimes closing for a quick Freezing Touch + Ice Sword. I wasn't sure whether I'd like Surge of Power or Charged Armor more, but I went with Surge just to keep my toggles down so I'd have more endurance for attacking. This is just a rough draft, mind you. I'll probably start tweaking it for more +Damage, Ranged and AoE Defense tomorrow.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Coldfire Knight: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(39)
    Level 1: Chilblain -- Acc-I(A)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dam%(11), Posi-Acc/Dmg/EndRdx(23), EndRdx-I(31)
    Level 4: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(37)
    Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Frbd-Stlth(40), LkGmblr-Rchg+(46)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(25), Range-I(34)
    Level 10: Swift -- Run-I(A)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(13), RechRdx-I(13)
    Level 14: Health -- Heal-I(A)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(17), RechRdx-I(17)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
    Level 22: Ice Patch -- EndRdx-I(A), RechRdx-I(46)
    Level 24: Fly -- Zephyr-ResKB(A), Zephyr-Travel(39)
    Level 26: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(39)
    Level 28: Shiver -- Acc-I(A), Acc-I(40), EndRdx-I(43)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Inferno -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(34)
    Level 35: Freezing Touch -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Surge of Power -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx(46)
    Level 47: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 49: Weave -- RedFtn-Def/EndRdx(A), GftotA-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]19% DamageBuff(Smashing)[*]19% DamageBuff(Lethal)[*]19% DamageBuff(Fire)[*]19% DamageBuff(Cold)[*]19% DamageBuff(Energy)[*]19% DamageBuff(Negative)[*]19% DamageBuff(Toxic)[*]19% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]26.1% Defense(Energy)[*]26.1% Defense(Negative)[*]3% Defense(Psionic)[*]3.63% Defense(Melee)[*]36.1% Defense(Ranged)[*]11.8% Defense(AoE)[*]25% Enhancement(RechargeTime)[*]48% Enhancement(Accuracy)[*]7.5% Enhancement(Held)[*]12% FlySpeed[*]18.1 HP (1.5%) HitPoints[*]12% JumpHeight[*]12% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 9.9%[*]MezResist(Immobilize) 4.4%[*]MezResist(Stun) 2.2%[*]11% (0.18 End/sec) Recovery[*]3.15% Resistance(Fire)[*]3.15% Resistance(Cold)[*]12% RunSpeed[/list]
  5. [ QUOTE ]
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    At its core, I disagree with this definition. Inferno, Short Circuit, Fire Sword Circle, and Havoc Punch are just a few very good melee-range attacks.

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    The exceptions are not the rule. Blasters, overall, do their most effective work outside of melee range (you know this).

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    No, I don't know that. I know how I play, and I'm in and out of melee range all the time. What's the total damage on a Bonesmasher/Energy punch combo? What kind of ranged singletarget damage can you do in that time?

    [/ QUOTE ]

    Hey, I'm totally fine with my ranged ST attacks. You can have a pee pee contest with someone else.

    Anyway, the powersets make my point for me. Just compare the number of ranged attacks vs. the number melee range attacks.

    [/ QUOTE ]

    I think you would be hardpressed to find a Blaster that isn't able to do more damage in melee range than it can "from far away."

    I've decided to give Fire/Ice a shot, first. I hopped on a (surprisingly) good PuG earlier this evening and shot to level ten and grabbed the Zero-G Pack. Even on the large team, my damage contribution was quite noticeable (after 8, Firebreath + Fireball was melting the groups). Thanks for all of the advice, everyone. I especially liked your mini-guide, Fulmens. Maybe I'll keep you guys updated on how the Blaster progresses.
  6. [ QUOTE ]
    Actually, its a little known fact that the Black Market (as well as Wentworths and the Vault) are all secretly owned and operated by....
















    ...DJ Zero.

    Thats right. The same benevolent soul that gives us Pocket D and the Winter and Spring events also is the genius behind the whole market system. Thats why all of those places are all safe zones. And you thought it might be another Nemesis plot. Ha! Whenever something goes wrong for Nemesis he wonders if it's a DJ Zero plot.

    So feel free to keep paying your market fees Ladies and Gentlemen. Winter's not far away and buying all those brightly wrapped packages isn't cheap.

    This message is a paid advertisement for DJ Zero Enterprises LLC.

    [/ QUOTE ]

    DJ Zero is a Positron plot.
  7. In a self-set quest to get all archetypes to 50, I've stalled at Blasters. Over the years I've made numerous attempts to "crack" this archetype, yet haven't been able to make it past level twenty-two. That's right, my highest Blaster ever was level twenty-two.

    So I've come to the experts to help me make something that will stick. To get the full experience of a Blaster (whether to make me come back for more or to make sure I never have to come back, I'm not sure) I want to play a character that epitomizes the essence of a Blaster.

    To help, I suppose I should tell you how I am as a player:
    I enjoy lots of (big) orange numbers. I enjoy seeing "You have defeated X" on almost every enemy when grouping. I take pride in my characters being (almost) completely self-sufficient, that doesn't mean I need to be able to go solo 8-man groups, but I never like to be the first man down every time. I don't mind being at range or in the fray, but I like having both options available. I don't mind redraw, but it should not be excessive (I would define "excessive" as "happening every second or third power"). I'm not a fan of "rain" powers when I cannot keep the enemies stuck in them (i.e. When I don't have additional slows and/or immobilizes).

    Now, I know that that was a very basic run-down on a playstyle, but it is getting late. Therefore, I am now opening to floor to any and all answers to the following two questions:
    1) What is the quintessential Blaster?
    2) Why?

    If you have any other questions for me, ask away.

    Edit:
    My past (fairly) successful Blaster attempts were Fire/Fire and Ice/EM. I deleted the Fire/Fire because it would always leave a battle either almost at full health or with a sliver of health. I deleted the Ice/EM because of the lack of AoE damage.
  8. [ QUOTE ]
    Bane by far. Hands down no questions asked. Whoever stated above that Banes are the squishiest either has no skill, or has never played a Bane spider.

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    This just has me wondering whether or not you have played a Widow...
  9. [ QUOTE ]
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    -Speed and -Recharge are debuffs. The developers are on record stating that they're debuffs. They're debuffs. Period.

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    If Castle tells me that he considers KB/KU a control, then I'll call it a control.

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    Interesting then that -Recharge, -Speed, and Knockdown are half the bulk an Ice Controller brings to the table.

    [/ QUOTE ]

    Erm. I guess Mitigation =/= Control? I'm not sure of the reasoning behind not considering Knockback/up a control, other than "Castle hasn't said so." I'm sure there are other things that Castle hasn't stated that we accept as fact, though. Needless to say, I consider Knockback/up a "soft" control and have for quite some time.

    As for Slow and -Recharge, I can see a case being made for either side of the argument. Personally, I just see it as a form of mitigating debuffs, similar to -ToHit and -Damage.

    Of course, my opinion doesn't really count for much...
  10. [ QUOTE ]
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    Kheldians Teamed >> VEATS >> Kheldians Solo.

    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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    Whaa...usually I'm a huge booster of Khelds, their my main and favorite AT but even I can't stand for this statement. For one, I don't back the Khelds doing more for an 8 man team then the VEATs. Two there is now way a Kheld is worse soloing then a Defender even Pre-I13. Veats just got more with their Leadership, pets, buffs/debuffs then the Khelds, who really don't give much to the team other then another hammer to hit the enemy. As for soloing, you'd be calling up an optimum build Defender and even then if the Khelds at worst are comparable I would be straight dumbfounded.

    [/ QUOTE ]

    Sorry you disagree, but I've found khelds to be extremely powerful in PvP and PvE on teams and kinda wimpy solo. All the leadership buffs from VEATS don't matter when a) recharge is being debuffed or b) when all the enemy's def is being debuffed. I had my Human Only PB on an 8 man team once, all blasters/scrappers/a tank and me. I was the 'healer' with glowing touch. We PWNED the entire mish, and yes, I kept EVERYONE alive.

    YMMV...but I stand by my statement:

    Kheldians Teamed >> VEATS >> Kheldians Solo

    but I'll add one more piece:

    Kheldians Teamed with VEATS >> Kheldians Teamed >> VEATS Teamed >> VEATS solo >> Kheldians Solo

    A solo VEAT is stronger than a solo Kheld.

    [/ QUOTE ]

    Anecdotal evidence is just that--anecdotal. Because you managed to keep a team alive with Glowing Touch doesn't mean Kheldians do more for teams than do VEATs. Perhaps the Tanker on the team was strong and experienced? Or maybe the Scrappers (like most Scrappers) were self-sufficient and all of those melee characters kept the enemies off the Blasters so they didn't die either. Maybe your team just had enough damage to destroy the mobs before they got a proper chance to react? No, I'm sure the team was saved solely by virtue of your Glowing Touch.
  11. Figures. Now that there is something on the Test Server that I want to test, my Test Client borks. *sigh*
  12. [ QUOTE ]
    May I vote more than once? I come from a fine old tradition of ballot-box stuffing.

    Voter fraud FTW!

    [/ QUOTE ]

    Maybe your name should be Ad_Acorn? *rimshot* I'll be here all week.
  13. [ QUOTE ]
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    1. Pistols
    2. Dual Wield
    3. Empty Clips
    4. Aim

    These are a given.


    [/ QUOTE ]

    Gunslinger has an ice hold (Freezing Shot?) and a fire shot?

    I am hoping Dual Pistol can have combos too like Dual Blade. Not every set needs Aim.

    [/ QUOTE ]

    Gunslingers have Liquid Nitrogen Rounds, Incendiary Rounds, and Explosive Tipped rounds. Their other powers use normal ammunition. Boss Gunslingers have Narcotic Dart, also.

    Also, I saw somewhere (maybe in this thread?) someone suggesting a Follow Up-esque power for Dual Pistols, rather than Aim. I think this would be a nice change of pace for a Blast set and it appeals to me more in general. I was never a big fan of Aim nor Build Up.

    I'm having trouble imagining a Dual Pistols set without a mixture of ammunition types. How are we going to explain an AoE other than a cone or PBAoE? Would Dual Pistol users have to make due with just two AoEs (one of which would almost certainly be the tier 9)? Would they have two or three cones? What would differentiate them? What about a third tier single target blast? Do we just shoot the target more times? I'm all for a very skill-and-finesse-based set, but I'm having trouble seeing it. Anyone care to enlighten me?
  14. "Sir, this is outrageous! You're drunk!"
    "Yes ma'am, I am. And you are very ugly. But in the morning I shall be sober."
  15. Three Corruptors, one Dominator. For the Corruptors, any mix of Fire Blast and Ice Blast for the primary, secondaries would be Thermal, Cold Domination and Kinetics. The Dominator could be anything with a AoE immobilize (though I would prefer Earth Control because the current setup lacks -Def, which helps tons in the early game). For a secondary for the Dominator, Fire for good all-around damage, Electric for single-target (unnecessary though), Psionic for late-game AoE.

    Maybe make the Dominator the alpha soaker, as it will be benefiting from all buffs available.

    This probably isn't the best team, but it would be pretty fun in my opinion.
  16. [ QUOTE ]
    Yes, DP/Poison would be good.

    I swear every time I see that Abbrev. now, Im going laugh my [censored] off...D.P.... HAHAHAHA



    JJ

    [/ QUOTE ]

    Because DP reminds you of that episode of Aqua Teen Hunger Force with "D to the P"/"Donkey Puncharello"/etc., right? I mean, there is no other possible connotation for that abbreviation...Right?

    Edit: On topic: I'm looking forward to Dual Pistols; they may motivate me to level a Corruptor or Blaster past 14.
  17. I'm always late to the party. Oh well.

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    Its like a blaster not blasting... why fill a spot with a kin that doesn't sb anyone? I didn't even suggest that the entire team be SB but not SB anyone is lazy. It takes seconds and helps the TEAM tremendously. So give me a break about tanks not helping the team... go be lazy somewhere else.

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    You're right. These are exactly the same. Because Speed Boost is the only possible way a team can benefit significantly from having a Kineticist.
  18. Guess what? (What?) Chicken Butt. Guess why? (Why?) Chicken thigh. Guess who? (Who?)...Really? You don't see where this is going? It's poo. Chicken poo.
  19. [ QUOTE ]
    Well thats 1:07 minutes I'll never get back.

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    This. There's just so many things wrong with the concept of this movie, and I just finished high school, I don't want to get into it. I'm not ready for biological debates so soon.
  20. I actually had one of these moments today:

    You know you're addicted to CoX when you see a Frank Sinatra poster with "Sinatra" in the background and say to yourself: "Isn't it spelled Sonata?"
  21. [ QUOTE ]
    Well atleast my Dell still runs CoX.

    Funny.. I posted this on the tech forums and got 8 hits in 4 days.. And I just posted this today and I got 4 hits in under 5 minutes.

    [/ QUOTE ]

    Cross-posting is against the forum rules.

    Edit: <--Added to make sure it comes off as jokingly snarky.

    P.S.
    In more pressing matters:
    [ QUOTE ]
    Championettes: Always willing to speak up, and shove our advice down your throat. Whether you like it or not.

    [/ QUOTE ]

    Championettes or Championites? Discuss.





    Yeah. I'm bored. No homework today
  22. Return of the 5th Column
    by: @Demon Keeper
    ID #: 28454
    Length: Four missions. Shouldn't take too long.
    Morality: Neutral
    Level range: Varies. 20-24 for the first mission, 25-54 for the second, 1-54 for the third, 30 for the fourth.
    Enemy Group: Council
    Synopsis: Give Ubermensch Raskolnikov the help he requires so the 5th Column can return to their place of power in Paragon City, and get paid for your hard work. You have to face Vandal at the end, but have Reqiuem to help you, so it shouldn't be too hard.