-
Posts
344 -
Joined
-
I would pair Elec/ with /SS or /Stone melee. Both very good dmg sets (especially SS), heavy on the endurance side, alot of control (especially SM)... they have a very good synergy with Elec/ and all its endurance tools.
-
Stryker summed it up well. Everything I've played as a blaster so far has been from slightly better to immensely better than DP, in my experience. I havent played AR tho, and only paired Elec/ with /Elec/Elec for the mana sap.
I'm puzzled about that, why did they put their "GR signature set" toward the bottom of the pool... It doesnt seem like a smart move to advertise the future of the game. -
So far the set is a big disappointment for me as a Blaster.
The animations are great, but on the other hand... if feels very sluggish, and kinda weak. It gives me the feeling I'm playing a corruptor without a secondary. I spent a part of the week end in teams where half the players were Dual Pistols Blasters, and I couldnt help to start thinking how faster our teams would have been if we'd been Fire Blasters instead.
ES was definitely the killing blow for me on the set, I've put my blaster on the shelve and started another scrapper for the end of the double xp week end instead.
I really hope the set gets buffed fast. Because it was the reason behind my preorder and reactivation. -
If your blaster is /MM, I'd really go for S/L then. You'll often want to go in the middle of a mob to use Drain Psyche and Psy Shockwave, and WoC while being a decent mitigation and a good spot for the purple set, wont prevent you from being hit/stun alot. The main annoyance is the cold armor spoiling your costume, as well as the price of the kinetic combat sets.
On the other hand, if you think you can maintain range almost all the time because it fits better to your playstyle, then go for range soft cap for sure. Stacking zephyr sets is not that expensive at all. -
Let me restate the OP question in a different way, cause I'm really wondering also. "How many chances do you guys think we have to see some buffs for Dual Pistols in a close future ?"
I really like the set, the feeling, the animations. But atm I feel my blaster is closer to a corruptor on the dmg side, without a good debuff secondary. -
I used to slot Ranged on my blaster, until my last one, an Arch/MM who is soft capped to S/L.
I must say that I feel better with a S/L soft cap, and it makes for more survivability on the average especially if you're into blapping, or your blaster has some close range AoEs to use often. It's also more expensive (kinetic combats cost alot !) and kinda force you into Cold Mastery for the armor. -
Quote:Wow and I thought I was alone ! Even if it's less optimized at the end I really prefers the flow of a claws attack chain without slash also.Edit: And if you're asking me, I take Swipe and Strike and skip Slash, because I hate the animation.
To the OP, as someone said Claws/ is more of a dps set than a burst set. And that's the reason why it may feel weak from a certain point of view. It's strong when you double stack Follow up with some recharge, and keep hitting your targets without any interruption. It's relatively weaker on a /regen for example if you're used to kite alot move back and forth in between hits.
I have a good friend, not usually fond of scrappers, but who leveled a claws/regen some time ago and had exactly the same feeling as you. And he's nothing close to a bad player. He finally kept playing his SD/Fire tanker more instead. -
I feel exactly the same as the OP. /Shield Defense is just too good, once you factor IOs in. Nothing can beat AAO + SC for the offense, add soft cap defense and a good tier 9 with no crash on the top of that on the defense side. And level 50 IOed performance is what I'm looking at when I plan on leveling a new toon : I usually spend some hours on mids looking for a good 50 IO build.
Furthermore the problem is triple : it's the same issue whenever i look at scrappers, brutes or tankers, my favorite ATs. It really narrows down the possibilities.
Or maybe I should accept to roll something less "optimized", but still... it hurts
Actually I wish AAO could be changed to a kind of defensive toggle, like 1-2% resist per mob around, it would make the set smoother to level with, and less "mandatory" when you look at a expensive level 50 build. -
I think this inconsistency has been reported many and many times during the DP beta. And I'm pretty sure the devs know about that, but still havent decided to change it yet for a reason I'm not sure about.
Sometime I think they are afraid of giving too much AoE power to a single powerset, because it makes solo farming much easier. At the same time they recently gave Shield Charge to Shields, which is a tremendous farming power.
At this stage, I just wish they still have a little buff for HoB in their sleeve incoming soon. Because it clearly deserves it. -
I had not heard about motion sickness until very recently. Then I realized it was what I experienced in some very particular spots in CoX.
- Killing the 100 fake nemesis for the hero accolade (especially on a Super Jump character).
- Turning around in an indoor mission looking for the last glowie or last defeat all mob to kill.
So generally when it involves alot of turning around for more than 10 mins with a travel power (SJ being the worst for me).
The last one is particularly annoying, because it prevents me from finishing solo missions time to time. That's the reason I really can't wait for the new feature they've annouced, the one that will highlight the last objectives of a mission on the map. -
Quote:By miles ? That gets me a little confused. SS has been considered the best AoE/Farming brute primary for so long, the most obvious choices for a farming brute still being SS/Fire and SS/SD. And we know farming is about AoE more than anything else in the game.Yeah, I'm comfortable saying Spin > FS, and that for AoE, Claws > SS by miles by virtue of having -other damaging AoEs-, which SS does not.
Never heard about Claws/Fire or Claws/Dark farming scrappers. And I don't think the proliferation of the set to brutes has changed much to that.
Sure Claws has very good AoE options. But in reality at level 50 with a decent IO build, and as far as methodic AoE clearing goes, I think SS is above. You can easily get FS on a 6-7 sec recharge, and slot a FF +rech proc in it. Also +87.5% radius approximately equals +250% surface covered if you want to specifically compare Spin and FS. Spamming FS allows you to methodically get rid of the whole spawn's minions/lieuts, whenever they're ranged or melee, while focusing on the bosses with Haymaker and KOB, you can also factor in the decent AoE options you get in the patrons.
Of course, we're talking about level 50 well IOed toons. If you want to take 1-50 leveling into account, it's a different matter. But when people compare powersets on the boards, they usually consider their endgame potential above all. -
I'm actually impressed you can play 8/+1 on a 38 Spines/Fire. I thought the secondary makes it way more too squishy to run at this difficulty pre-IOing. I was wrong obviously
-
Thanks for the info Uberguy, that's good news. I'm going back into the game then to keep on working on my build
-
Umbral, I see a contradiction reading you here. If you think Tremor is that good because of its large radius, you have to agree Footstomp then has a pretty big advantage over Frozen Aura. Radius x1.5 => Surface covered x2.25.
"Manipulating enemy location" as you say takes time, and time is damage. Depending on the map, the type of mob, your team setup... etc, it cannot be 100% of the time, not even 80% of the time you'll get all those mobs standing between 11' and 15' to you inside your 10' radius... at least not in my experience -
My vote for Shield/SS. Unfortunately /EM has been a shadow of its former self since the nerf bat hit it pretty hard one year ago.
-
I was working on my arch/mm new build, and had to stop because of this data loss. I had to remove specific expensive IOs from other toons I do not play anymore : now I don't know which are those things exactly
-
Same thing here. I hope it's a bug that gonna get fixed soon... otherwise it would be very annoying.
-
I'm pretty sure the -health component was the reason why ET did so much dmg/dpa. I'm not saying it was balanced as it was (obviously in certain situations it was not). But, why would you use a power hurting you, if you can get one doing the same kind of dmg/dpa that only hurts your enemy ? The devs must have factored the -health in one way or another in the ET equation... at least before the nerf
And even after, it still does one of the best DPA in the game. It's just annoyingly slow, and I know many people who would have prefered to keep the old animation with a slight dmg nerf instead.
Concerning the state of EM, the set does not shine as it used to, but we cannot say it's totally broken either. It does not feel great anymore, but it works, and people who did not play it before the nerfs may have fun with it. That's the reason why I don't think we will see any improvement to the set coming soon. -
Quote:I agree. I realize that my vision is biased because I used to play my Fire/Psi for farming the Nemesis map relying mostly on PSW, and after the changes she's twice less good at that task (she's unslotted and on a shelve now...). Obviously my point just stands true for one very specific type of gameplay I got addicted to. I should have written instead "PSW got nerfed but doms got buffed as a whole"Wait, so if one power gets nerfed and most of the rest of the set buffed it counts as nerfing the whole set?
Quote:Hmm, that one I'm not sure about. What's better:
* Getting exp from +7 enemies while on a team of 8
* Getting exp from +3 enemies while on a team of 2, set for 8
Right now, all of this is not possible anymore due to the auto-sk. And I must say I find the game much more enjoyable now as a whole. The i16 changes to sking, difficulty and the MA were really the features the game needed in my opinion. -
The game is still alive and kicking despite not being as active as it used to be a few months ago. Many are waiting for Going Rogue (which will be the first true expansion to the game), but it's not going to be released before something like 6 months.
What could you have missed as nerfs during 2 years ? ...
- Energy Melee got hit hard by the nerf bat
- /Psi for dom also (RIP Psychic Shockwave), but otherwise doms got buffed as a whole.
- No more powerleveling with sidekicking at 45 (sk is automatic now at -1 lvl below). But that's certainly not a bad thing overall and it makes it even easier to team with anyone now.
- PvP has been butchered and is a shadow of its former self.
PvP if you liked it is prolly the biggest nerf of all those, and sadly most of the good PvP folks left. If you were purely a PvE player, the game is still as awesome as it used to be and you won't be disappointed.
And many great things have been added too. Power customization, Scaling difficulty system, Player created missions, Cimerora & Romans with an awesome TF, and also alot of power proliferation... I may have forgotten a few
Well, you'll see by yourself... and welcome back to the game -
Could any of you guys post a video about a top end Arch/MM farming by any chance ? I never saw one really good at it, and I'm really curious to watch it.
My Arch/MM is sitting at 50 without any really good sets atm, as I was never convinced about her survivability, so she's on a shelve. I could decide she's worth the inf anyway if I think I may like it.
(If you wanna make a quick movie and don't have fraps, you can use wegame, it's very simple and free and they host the movie also : http://www.wegame.com/ ) -
I have a bunch of lvl 50 brutes, and my EM/(WP) does prolly feel the weakest, from a primary point of view. I really wanted to like her, I invested alot cash on her a while ago, but it did not help at all. She still remains subpar to my other brutes, at least for my taste.
The AoE is non existent, and the ST dmg, while not bad, does not make up for that big loss in my opinion. Above all, your big hitters are incredibly slow and that's a pain in any team : you fire a big ET or TF on that boss and bam it's already dead before your attack lands.
I'd really like to see some EM improvements, but that's very unlikely to come. After the big nerfs hit like 1.5 year ago, the devs prolly think the set is fine now. -
I use the old ones, I was very disappointed with the new I16 MA anims, I'm among the few ppl who think their punches do not look like Martial Arts at all unfortunately...
Maybe they wanted to give the set a "street fighting" feeling, but the result is sad, at least for my taste^^ -
Quote:"Hey, devs! Please buff up the damage auras? Maybe cut the endurance in half? As everyone knows, the endurance on those damage auras is just unfair. They could really use a buff. What? You'd need to add a taunt effect to it to balance it out? OUCH. Man, that'll suck. That's a whole lot of aggro. That's going to make it hard to survive, particularly on teams. Wow. Boy. Tough decision. Really tough. But yeah, OK. I guess it's worth it for me to stop bottoming out my blue bar. Do it if you must."
-
I'm not sure the issue is that much about the scrapper taunt auras, or more about mobs tending to flee a bit too much in this game.
However I totally support this idea. I've unslotted and stopped to play my Spine/DA and rerolled her into a Spine/Invuln for this precise reason.
And I would consider it also for /SR, as the brute version of the set has a taunt aura.
Add to that, that many people still think that Spines/Fire, /Dark, /Elec reign supreme over hero solo farming, that is not true in my opinion. Spines nerfs mobs recharge, once they cant fire an attack they also start to run, so it aggravates the problem even more. Those combos are still very good at killing +0 minions/lieuts very fast before the running problem occurs, but against tougher opponents alot of fleeing make them much less efficient in my experience.