Dveight

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  1. Dveight

    Placate Nerf

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    Stalkers' Placate ability no longer grants the same strength Stealth in PvP as Hide. It is now roughly 75\p of that value. This should reduce the ability of Stalkers to fade out of view of an entire group of players after attacking.


    [/ QUOTE ]


    Let me be the first to say...


    DOOOOOOOOOOOOOOOOOOOOOOOOOM!

    Ah, that felt good.

    Seriously though, what do you guys think? Whenever Im attacking a team, I usually get beat down right away. Stalkers always get the most hero aggro. Even with placate, attacking a team that has half a brain and surviving is tough. Nerfing placate lowers my already low chance of survival.

    AS nerf, placate nerf...looks like all the stalker nerf callers are getting their way. Cant wait for the 40-50 zone and the scrapper/tanker focused accuracy party.

    What do you all think about the placate nerf?





    EDIT: Added the actual text from patch notes as suggested.

    [/ QUOTE ]

    Useless. None of the stalkers I've seen are even bothering using placate unless fighting scrappers or tanks. That's it. This nerf is just another lame duct-tape job lik eall the others.
  2. not sure what you mean. Are you saying that superstrength might be more viable or less than you previously thought now?
  3. Dveight

    Placate Nerf

    [ QUOTE ]
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    AS nerf, placate nerf...looks like all the stalker nerf callers are getting their way.

    [/ QUOTE ]

    That's why I quit playing my Stalker months ago. I knew the whiners would get their way, and now it's happened.

    [/ QUOTE ]

    excellent news. both of them.
  4. Dveight

    I predicted this

    [ QUOTE ]
    Well, the patron powers have been released, and of course we got NO stealth options. This means that any stalker regardless of dark or SR, will be able to see us from 100 yards away, even in stealth + hide. SR and dark stalkers will see us from even farther. In addition, we didn't get any kind of an accuracy increasing toggle such as Focused Accuracy. We are going to be hit a LOT more, because our defenses don't get any better, while their offense gets MUCH better. We will be seen nearly 100% of the time, and from much longer distances. On top of everything else, we got a pet for our high end patron power choice. Great....even if we aren't seen, our pet WILL be (even with grant invis on it, there is no way to get our pets boosted to the same level of stealth we would have).

    Our snipes would be nice, if they weren't at a base damage of HALF what a blaster gets. We have to crit from hidden status just to break even.


    What a crock.

    [/ QUOTE ]

    As per the I4 burn tankers, I1 fire/dev blasters, etc:

    welcome to being brought into line with the rest of us. Might I advise not chossing an AT that's overly advantaged next time? Saves for less headache in the long run.
  5. [ QUOTE ]
    I know you're right. It's too bad that pvp is turning into the clone wars. Meaning its all storm controllers and blappers with superspeed vs. stalkers

    [/ QUOTE ]

    I actually saw an ice/eng FotM blaster teamed with an ill/emp FotM troller and the controller played buff bot to the blaster while invisi-healing her. Then when either of them started to lose, they ran like mad to the hero base. They never went further than the edge of the water on the beach so that the safe zone was always quickly accessable.

    These are the kinds of poor sports you must deal with every single time you PvP with strangers. You know, the same cheeseballs who come in the forums here and get angry and defensive when you call them cheap/lame for being it.
  6. edit: nevermind, missed it, but then found the answer
  7. [ QUOTE ]
    bump. needs to be added to blaster guides

    [/ QUOTE ]

    I have put a placemarker in the blaster guide to guides thread a while back to ask for this to be added, they just haven't updated it yet, but thx for the bump
  8. [ QUOTE ]
    Nice guide. It has me working on a Sonic/Energy blaster in Hero Builder. However, I'm having a tough time deciding on an APP. Admittedly, this is still a decision that is a ways off as I haven't even started the toon yet, and you've said in your guide that you haven't reached that stage yourself. But, there just doesn't seem to be much that grabs my attention. You say you like Shocking Bolt b/c it offers "another" hold. However, from what I can tell, Sonic/Energy doesn't have any holds. Therefore, I'm not sure how useful it would be. It would be one thing if you were Electric or Ice and could stack it on a boss. But, without another hold to stack it with, it doesn't seem worthwhile. Now, Sonic/Energy does have plenty of disorients which could make the disorient in EM Pulse useful if not for the absurd recharge time. Anyone have any thoughts on an APP that would have a better synergy with a Sonic/Energy build?

    [/ QUOTE ]

    Angry, thanks for that update on EMP, I wasn't aware of that. But extra disorient is still great considering all the disorients already present in both sets
    Derrik, by 'another hold' I guess I should have said 'another mez' just to clarify that. If you don't like the electric APP, I would reccommend the Force APP as my next choice. thanks for the input guys!
  9. whay are pistols so asked for? Is there some popular preteen pistoleer cartoon hero I don't know about?? I mean of all the boring low graphical effect powersets to ask for...
    yeesh.
    Give me energy melee or electric melee, but get off the yawn-fest pistols already
  10. [ QUOTE ]
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    Well, I, for one, am certainly glad to see Blasters get their come-uppance in PvP. After all, we all know they're running around, one-shotting everyone with Brawl and Sprint.

    I bet with maximum Defiance and Build-Up and Aim, they could one-shot a tank!

    This is a nerf, folks.

    It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

    There's an AT that definitely needs... let's call it "balancing"... in PvP, and it ain't Blasters.

    This just makes it that much harder for Blasters to deal with that AT in PvP.

    Kudos to you, Jack. Seriously. You've helped clarify some things for me today.

    [/ QUOTE ]

    Nice attempt at sidelining. No one is worried about blasters with brawl. But a blaster with an Energy Secondary outmelees Brutes regularly. What's more, toggle dropping was put in place as a result of the insanely high defenses specific Defense sets allowed for. That level of Defense is no longer possible, therefore toggle dropping is no longer needed. It's not a nerf, it's a step towards fixing something that is broken.

    [/ QUOTE ]

    bullsht. My scrapper with only SO's wipes the floor with Hami'd /energy blasters every time and I'm a total incomepetent at PvP. If yours isn't, then you sir, suck at PvP even worse than I do. The only ones who have a right to [censored] about toggle dropping are tanks and maybe brutes. In that case, improve the tanks, and leave everyone else alone. god knows they need it.
  11. [ QUOTE ]
    Then we repeal the hated stealth nerf. The reason why: many well reasoned posts. It's that simple. You guys pointed out the problems.

    [/ QUOTE ]

    oh


    my


    god!


    you actually listen to us nowadays!? Halliliuah!!!!! ( or however you spell that) The end of time must surely be near!!!!!
  12. [ QUOTE ]
    No Sonic stuff yet?

    [/ QUOTE ]

    please add:

    The Supa Sonic Blaster Guide v1.0
  13. The Issue 6 Sonic/Energy Blaster Guide v1.0

    Introduction


    The Sonic/Energy Blaster is a versatile and fun powerset combination that is not only powerful, but an excellent synergistic concept choice as well. Within these two powersets can be found elements of blasting, control, and blapping that will easily leave your teammates Oooh-ing and Ahhh-ing at the destruction you wreak on your foes. Sonic/Energy performs equally well both in team and solo environments. I originally started this blaster when the Sonic powerset was introduced as a new addition to the blaster AT with issue #5 as a mostly ‘blasting’ style of blaster. With the introduction of ED and Issue #6, I found my damage became somewhat sub par but I also discovered that with the controllish powers within Sonic it lended itself quite nicely to ‘blapping’ as well. So I used my free respec to become more of a blapper But then I found that by leaving out certain blasting elements I was limiting myself in the opposite extreme so I respeced once again and this guide is a result of fine-tuning which has created a very well rounded happy medium with the best of both worlds. My personal experience having tried both ends of the blasting/blapping spectrum has shown a hybrid of the two to be the most enjoyable and effective build for the Sonic/Energy powersets. Your personal preference may differ. Now onto the powersets themselves:

    Sonic Blast

    This powerset would fall under the ‘single target blaster’ category along with Ice and Energy Blast. The beauty of Sonic Blast is that it has a very low endurance cost. Because of this, I’ve found that Conserve Power or any other endurance saving/recovery powers from blaster secondaries are unnecessary. All that is required is a 3 slotted Stamina. More on this is covered in the Energy Manipulation section. Sonic also comes with a secondary effect. Many Sonic attacks and utility powers also have secondary effect, which is a damage resistance debuff. What this means is that the more you hit your foe, the more susceptible to damage he becomes, which means the damage of all of your following attacks increases! And this stacks if you hit them fast enough. This comes in especially handy if you prime your target with a couple of sonic blast attacks and then nail it with one of the devastating melee attacks from /Energy like Bonesmasher or Total Focus

    Sonic Blast, similar to Ice Blast, has slightly lower ranges than other blaster sets . It also has no snipe. However it comes with some controllerish powers in exchange which makes it a very good set to make a blaster/blapper hybrid since you have crowd control and are already a little closer already. The trade off of a little range for these is quite devastating as many Ice/Energy blasters can attest to. I like to think as Sonic as a cross between Ice Blast and Energy Blast because it combines certain features of both.

    Here they are broken down separately. I didn’t include tedium like brawl indexes or endurance cost. Hero planner numbers aren’t always reliable for new powersets, and if you really want to know them you can test for yourself. Suffice to say that sonic blasts are completely competitive with all the other blaster primaries, in addition to being able to increase their own damage via the damage resistance debuff secondary effect.

    Shriek - Fast recharge time and activation time, similar to Power Bolt from the Energy Set. This is one of your staple attacks, and I recommend taking and slotting it early. Some people skip this and try to make up for it with Howl, but as you’ll see later, you’d be better off taking howl later as an addition rather than a replacement.
    Recommended ED slotting: 1 Acc, 1 EndRdx, 1 Recharge, 3 Damage

    Scream – This is your second staple attack, similar to Power Blast from Energy/. Since ED no longer lets us one-two punch like we used to, I took a suggestion from another thread in here about Sonic/ and slotted it with 2 recharges by omitting an EndRdx SO. That raised my DPS and its low endurance cost hasn’t hurt my endurance bar at all. This is much more efficient. Take it and slot it early.
    Recommended ED slotting: 1 Acc, 2 Recharge, 3 Damage

    Howl – A very wide cone attack. I personally detest narrow cones, and enjoy the number of mobs Howl can encompass. I very very rarely use this solo, and its damage isn’t very impressive, but in teams this is a gem because it applies the Dmg Resist Debuff to a whole crowd of mobs, thereby increasing everyone’s damage J . I’d advise you to use caution with it. I only use it on teams that are heavy with crowd controlling AT’s. Otherwise the large aggro it draws becomes rather risky. You don’t need this power, but it comes in handy for the above, you will have room for it, and lastly I find it useful for missions like “Defeat 50 mobs” so I can go to a zone with really low level mobs, drop 50 of them in a couple of minutes and complete the mission uber fast.
    Recommended ED slotting: 1 Acc, 1 EndRdx, 1 Recharge, 3 Damage

    Shockwave – Yuck. It’s a cone that has no damage resist debuff, scatters mobs, and does horrible damage. Think of this as the Explosive Blast power from Energy/ but as a cone instead of a targeted AoE. Skip this. I’ve seen the odd poster extolling its virtues, because they say the knockback is a useful crowd control. You’ll already have enough of that, and all the negatives to this power are certainly not worth skipping better powers for the miniscule damage and KB that annoys melee AT’s. And yes, it does annoy them despite claims that tankers and scrappers are thankful for it. You won’t be needing this solo either. Skip it, Skip it, Skip it. You don’t see any of the really good Energy guides tealling you that Explosive Blast is good, and Shockwave is no better. Did I mention you should skip this? :P

    Shout – This is your typical very short range, high damage burst type blast. Take it early, slot it early. Makes for a powerful heavy hitting 1-2 combo at short range with Bonesmasher. Also, since ED has negated our ability to take down higher con minions as fast with shriek/scream, I’ve found that Shout/Shriek or Shout/scream works quite well. Your stun and sleep and stealth utilities will often let you safely position for this.
    Recommended ED slotting: 1 Acc, 1 EndRdx, 1 Recharge, 3 Damage

    Amplify – This is the same as Aim, ‘nuff said. Take it. You don’t need to hurry that badly to slot it.
    Recommended ED slotting: 3 recharge

    Siren Song – mainly a solo tool, this is a wide cone sleep. For a blaster, this is pimp! Doesn’t come into play much in large teams but can be used to hold off a secondary spawn that was aggro’d by accident. This is going to be one of your best soloing assets. Slot it somewhere after you get your main attacks and stamina etc done. You won’t need a sleep duration in it because you’ll be taking Power Boost and it has a decent duration right out of the box. Be aware that it does to damage, but it’s minimal and not worth slotting as an attack power. And because it does damage, mobs will be aggro’d once they awaken, but you’ll find that you’ll have them all beaten in a solo mish long before it wears off, especially power boosted. Some mobs are immune to sleep like robots and BP zombies. I’ll discuss its uses later.
    Recommended ED slotting: 1 Acc, 1 EndRdx, 1 Recharge

    Screech – A ranged mez you say? Oh yes! Screech is a single target disorient. Take this as soon as it comes available. I 2-slotted it by level 31 with an accuracy and a disorient duration, and then added a recharge at 37. It also does minimal damage not worth slotting, but it also has the Dmg Resist Debuff effect that your blasts have. I’ll discuss how Screech plays into your strategy later as well.
    Recommended ED slotting: 1 Acc, 1 Disorient Duration, 1 Recharge.

    Dreadful Wail – Ah yes, the eagerly awaited plum of blaster sets, this is your big nuke. Take it as soon as it comes and slot is as you would nova or inferno, with 3 recharges and 3 damage right away. Massive damage, a huge inherent accuracy bonus and a secondary disorient makes this an awe inspiring AoE attack. I wish I could count how many times I’ve used this and had teammates who never saw it before go “Holy crap! What the hell was that!?” Use Amplify + Buildup before hitting this and it’ll drop +3 and many +4 minions.
    Recommended ED slotting: 3 recharge, 3 damage

    Now onto your secondary, Energy Manipulation. This is my favorite, and a favorite of many others for good reason. Many have claimed it’s the best secondary out there, but I won’t go so far as that. Personally I love it because it just seems so fitting to take with sonic blast as a concept. PvP blasters favour this secondary for well known reasons, however at the time of this writing, Statesman has declared that toggle dropping is being toned down for Issue #7’s release. But that applies for all toggle dropping not just this set. As I dislike PvP anyway, I’m hoping the powers of /Energy remain unaffected for PvE but I won’t hold my breath. Without further ado…

    Energy manipulation

    There’s already tons of great guides around for this powerset so I’ll just discuss it and how it applies to sonic in general. You’ll be able to see which /energy powers and how I slotted them in my Recommended ED build below, so I’ll briefly touch on which powers I skipped, and why.

    Energy Punch – I used to have this on my second respec into a blapper until I discovered the effectiveness of combining only BS and TF as my melee attacks with my blasts. It’s a safer route than blapping, and I feel more effective now without it. However, if I were to be into PvP, I’d most likely pick this up in place of Howl.

    Stun – Again, better suited to blapping, I found this to be overkill for me and required me to be a blapper instead of the hybrid solution I created. It also has a longish activation time.

    Boost Range – not a bad power really, but once again, since I have controllish powers that allow my hybrid blast/blap build, there’s no point in taking this for me. I’ve never needed range longer than what I have. Indoor missions rarely have range long enough for this to come in handy for me anyway.

    Conserve Power – Although I did take CP, I added it to this list as a nice-to-have bonus power that I’ll take at level 50. I don’t need it at all with sonic’s low end usage. I used to have it until respec’d out, but the only purpose it really served was to be able to blast quicker after hitting Dreadful Wail, which drains your endurance and halts recovery for a few seconds. But I can achieve this by chewing a couple blue pills so I left it for last this time around.


    Pool Powers

    I won’t go into detail about all pool powers, but I will tell you what ones I found most useful and why. One thing I found about this build is that it allowed a lot of slotting efficiency and leeway. I always hated slot heavy AT’s and I found this build let me slot pretty much every power I needed to an acceptable level as soon as it came available and that’s nice to be able to do.

    Fitness – This is pretty standard. Take and 3-slot Stamina by level 22 or so. As lead up powers I found swiftness more useful than hurdle because I took hover, and a 3-slotted health improves your downtime noticeably. Again, another lesson learned here. I experimented with not taking fitness and trying to get by with just Conserve power and regretted it terribly. Stamina alone will fill your endurance needs. CP alone will not.

    Speed – Hasten is no longer a ‘must have’ since it can no longer be made perma. But I’d highly recommend taking it and 3-slotting it anyway. It help bring your Aim and Buildup up faster as well as Dreadful Wail. It certainly helps your attacks chain dramatically as well. Superspeed is my main travel power, since it works with Stealth to grant virtual invisibility.

    Flight – only took and 3-slotted Hover from here. This serves 2 purposes: one is vertical movement. The other one is Knockback protection and hover-blasting. There are times when using melee attacks is just to risky, and on those occasions hover becomes invaluable.

    Concealment – Only took Stealth from this pool and slotted it with one EndRdx SO. Stealth plays an integral part of your game strategy, which I’ll be discussing after APP’s


    APP’s (Ancillary Pool Powers) – I haven’t reached this stage yet, I stand close to hitting level 41 at the time of writing. So far I’m planning on taking Shocking bolt for another single target hold, Charged Armour because it has smash/lethal AND energy resist, and EMP, which is considered by many to be the one of the best AoE holds in the game. I’ll update this guide again when I reach 50 and have sufficient experience with this APP to draw upon. There are some APP guides available in the player guide forums and the blaster guide thread if you wish to know more.


    Tactics

    I won’t tire your eyes with a big detailed play by play of every possible scenario, but I’ll tel you in brief what I found works best for me. In my solo game, my tactics are pretty basic but effective. I will use my SS+Stealth invisibility to approach a spawn and try to best line them up in to cone range. Then I’ll hit Power Boost (which increases mez duration) and Aim (if I know they’ll be especially hard to hit, or there’s a boss around and I REALLY don’t want his minions awake!) and then apply Siren Song to sleep them. Once that’s done, it’s a very simple matter of alternating between Screech and Total Focus to disorient them (since attacking a sleeping foe wakes them up a wee bit angry) and take them out one at a time. I can usually do this at leisure in a nice cozy safe manner. Take the time to learn which attack combinations work best on various enemies. For example, after sleeping a spawn of 2-4 mobs, which is normal in solo missions, I’ll use Total focus on the first one I want to take out. If he’s not one-shotted outright, he’ll only have a sliver left and a quick blast of shriek will take care of that. Then I’ll Screech his buddy to disorient him, and use either Shout + Bonesmasher if they’re +2’s or +3’s or Either one of Shout + Scream, Shout + shriek, Bonesmasher + scream, Bonesmasher + shriek. In other words, let the situation dictate. Lastly I’ll move onto the Lt.. For him, I’ve saved a Buildup + Total Focus + Shout (to apply that dmg resist debuff we talked about earlier, remember?) and then Bonesmasher if still needed.

    Bosses are a little trickier. I’ll stealth+SS up the the group, and line them up for a cone sleep, same as before. This time using Amplify (Aim) is a must. The trick here is to either sleep the minions and then TF the boss (TF has a high magnitude stun which will stun most bosses in one hit) or if I know the boss is too risky to not hit first, then I’ll TF him and then sleep the minions with Siren Song. Either way, you’ll be pleasantly surprised how fast even +3, +4, and even +5 bosses go down to a fully slotted TF+Shout+BS+ blasting combo when led with Buildup. For especially stubborn bosses that refuse to stagger like a drunk after one TF hit, you can follow up with screech which usually does the trick. I’ve ran across some really resistant bosses which didn’t stun until I nailed them with TF, then screech, then BS. Some have even required waiting for TF to cycle back for a second application before it took effect! For those nasty ones, make sure you have a good supply of inspirations and prepare for an edge of your seat fight. Damn fun though! Alternating between dmg resist debuffing sonics and heavy hitting blaps is a thing of beauty . Being able to do so while they’re all mezzed? Priceless.

    Teaming requires a few changes. Like I mentioned earlier, this is where you’ll find more use for Howl because it applies the Dmg Resist Debuff to a whole crowd of mobs, thereby increasing everyone’s damage. Once again, I’d advise you to use caution with it. I only use it on teams that are heavy with crowd controlling AT’s. Otherwise the large aggro it draws becomes a risky liability. I also blap a little less in teams. This is one of the reasons I spent 2 respecs before I settled on a blaster/blapper hybrid. I now have enough ranged artillery to blast from a distance in more safety. If I can tell there’s not too much risk involved, I’ll often jump in to help the melee AT’s take down bosses with my TF, BS, and Shout.

    The Build

    OK, here’s where all you lazy buggers skimmed past my guide just to copy a prefab build :P lol. In seriousness though, I realize that a lot of guide posters dislike posting exact builds. It doesn’t really matter to me either way. I’m suggesting this as a guideline to show you what I found to me most effective but by no means am I suggesting you use it as anything other than what it’s intended as, which is simply a guideline for the new folks. As long as I make that clear, I don’t feel I’ll be hampering anyone’s personal preferences or creativity. This can be changed around any way you see fit to match your concept and personal preferences. Like I said, this is what worked best for me so far:

    (Note: It only goes to level 40. As I stated in the APP section, I don’t wish to comment on APP’s until I have personal experience with them. You’ll notice I only have 2 slots in Aim and Buildup. I eventually intend to take them to three each. But 2 each is serving me very nicely right now. 3 will just be cherry on top.)

    Exported from version 1.5B of CoH Planner
    http://joechott.com/coh

    Archetype: Blaster
    Primary Powers - Ranged : Sonic Blast
    Secondary Powers - Support : Energy Manipulation

    01 : Power Thrust acc(01)
    01 : Shriek acc(01) endred(3) recred(3) dam(5) dam(5) dam(7)
    02 : Scream acc(02) recred(7) recred(9) dam(9) dam(11) dam(11)
    04 : Build Up recred(04) recred(36)
    06 : Hasten recred(06) recred(29) recred(29)
    08 : Shout acc(08) endred(13) recred(13) dam(15) dam(15) dam(17)
    10 : Bone Smasher acc(10) endred(17) recred(19) dam(19) dam(21) dam(21)
    12 : Amplify recred(12) recred(37)
    14 : Super Speed runspd(14)
    16 : Swift runspd(16)
    18 : Sirens Song acc(18) endred(23) recred(37)
    20 : Health hel(20) hel(23) hel(40)
    22 : Stamina endrec(22) endrec(25) endrec(25)
    24 : Hover fltspd(24) fltspd(27) fltspd(27)
    26 : Screech acc(26) Disorient(31) recred(37)
    28 : Stealth endred(28)
    30 : Howl acc(30) endred(31) recred(31) dam(34) dam(36) dam(36)
    32 : Dreadful Wail recred(32) recred(33) recred(33) dam(33) dam(34) dam(34)
    35 : Power Boost recred(35)
    38 : Total Focus acc(38) endred(39) recred(39) dam(39) dam(40) dam(40)
    49 : Conserve Power Empty(49)




    There you have it folks, the very first Sonic Blast guide, I hope you have as much fun with this formidable, versatile, and enjoyable blaster as I do!

    -Supatroll
  14. I could care less about the toggle drop issue. As long as this 'toning down' does not affect the damage or the stun of /energy in PvE, I'm happy. I know they'll screw that up for the sake of PvP though. As usual. Man an MMO without PvP and the type of people that flock to it would be a refreshing change for once. Hurry up with that DDO release!
  15. You know what pal? I really could care less. I do not engage in PvP at all. Thank god, because You guys have made a dog's breakfast of implementing PvP in this game, but that's no secret. My concern is you're going to continue your track record of ruining the PvE game because of the PvP fiasco.

    Again.


    fictional poster will say:
    [ QUOTE ]
    But Black Adder, it's not even out so you don't even know how it'll be yet but Jo0 are attacking it lol!!!111

    [/ QUOTE ]
    After almost 2 years of their track record for nerfs being evident for anyone possessing eyeballs, all I can ask is, you're kidding me right?
  16. [ QUOTE ]
    [ QUOTE ]
    lol it's not nuclear science. Brutes are so popular simply because they're the strongest AT in the game. as in overpowered. just like every other 'popular' AT in the game. once they get balanced, it'll stop. City of Blasters was stopped, City of Scrappers was the next wave, then it got stopped. City of Tankers happened. Got stopped. Hard. Now we're currently in the City of Brutes stage. Guess what's comin'?

    [/ QUOTE ]

    dude, quit nerf herding. you called for nerfs in another post, and from a previous one that you deleted, you dont even own the friggin game and therefore have absolutely zero grounds in which to claim that they are overpowered.

    [/ QUOTE ]

    you're only upset because you know it's coming.
  17. lol it's not nuclear science. Brutes are so popular simply because they're the strongest AT in the game. as in overpowered. just like every other 'popular' AT in the game. once they get balanced, it'll stop. City of Blasters was stopped, City of Scrappers was the next wave, then it got stopped. City of Tankers happened. Got stopped. Hard. Now we're currently in the City of Brutes stage. Guess what's comin'?
  18. [ QUOTE ]
    when i created my brute, a message just popped up on the screen saying "you win at cov, congratulations!"

    man, i can't wait to get my passive unstoppable at level 2!

    [/ QUOTE ]

    lmao
  19. haha I just wanted to be the first *evil grin*


    edit: omgbbqnerfitnerfit!!!!
  20. pffft. severe case of battered player syndrome is what that is. how many times will you take a kick in the nuts before you walk away from it? The only answer should be once. Staying for abuse ain't being a scrapper. That's being a whupped puppy.
  21. [ QUOTE ]
    My guesstimate from the Test Server Forum thread for I6... along with a few modifications since then...

    Dull Pain will get the nerf bat and be un-perma-able even with Perma-Hasten, AM, Speed Boost, and Adrenaline Boost. The boost from DP will be reduced to +10% max health, without the healing aspect, and your heal rate will act as though you have 110% max health with DP active rather than 100% (meaning that each heal tick will take the same amount of time whether you have DP active or not).

    Integration will move to Resilience's spot in the power tree. Justification will be that high mez protection plus healing is too powerful for a level 16 power.

    Resilience will move down to Instant Healing's slot. Dmg Res & Mez protection too powerful to take down any lower.

    Instant Healing will move to Integration's old spot and also be reduced to 400% base due to 800% base being too powerful for a level 16 power.

    Empathy > Regeneration/Recovery Auras now supercede all comparable /Regen effects (even when the auras have a lesser effect than the comparable /Regen effects). This change makes Empaths more valuable.


    As for bugs... I see them goofing up somehow which results in Fast Healing & Quick Recovery REDUCING their respective attribute regen rates (in the same manner as recharge enhancements do) and not being corrected for at least 1 Issue. Reason for that would be the bug isn't game stopping.

    [/ QUOTE ]

    you're a sick, sick man.
  22. All I have to say is I'm beginning to understand why a lot of vet players are leaving melee AT's to join the blaster club. The trend I've been seeing has been that the devs have been paying far more attention to 'balancing' the scrapper secondaries (and tanker primaries) but scant has been done to the actual attack sets of either. This seems to indicate that they seem to feel that damage mitigation is more of a threat to balance between AT's than offence is. Seeing as how melee AT's rely more heavily on damage mitigation than other AT's, I get the gut feeling that their ultimate goal is to dumb down scrappers to be more in line with blasters defensively than the other way around. Therefore I feel safer from the nerf bat playing squishy blasters now as it is more unlikely that their data mining is going to show my debt collecting blaster mowing through spawn upon spawn of +3 and +4's solo without taking a ton of trips to the hospital doing it. I know one thing. I'll be avoiding stalkers and brutes like the plague when I get CoV. There's no damn way I'm going to go through the nerf roller coaster to 50 like I did with my scrapper all over again. Any AT that relies heavily on protective toggles and self buffs always seems to get the devs attention when they start saying that norty 'balance' word.
  23. archery is weak? I was almost thinking archery might even be a little bit overpowered, not weaker. but after thinking some more on them, they seem pretty even-keel with the rest of the blaster sets.
  24. [ QUOTE ]
    I am still getting vertigo from the sonic bubbles

    [/ QUOTE ]

    this is the sonic blast thread, your comment was directed at the defender sonic primary.