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Posts
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Joined
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Quote:Thanks for the quick reply, and no, both Brute and Tanker are Fire/Fire. For whatever reason, Fiery Embrace has a 30-second duration in Brutes, while only 20 seconds for Tankers. Odd, given the huge damage advantage fury provides, I'd have though that Tankers would have the "longer" duration Fiery Embrace.Is your Brute Fire/Fire, but your Tanker Fire/something-else?
Fiery Embrace lasts for 20 seconds for all fire powers, but only 10 seconds for other damage types.
Wish they'd consider equalizing them at 30. **sigh** -
It seems as though my brute Fiery Embrace power lasts 10 seconds longer. Has there been any DEV talk about extending FE for Tankers?
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Hello folks, wanted to find out a few IO-specific answers, and my search-fu is not what it used to be.
1) I have both +DEF aura IOs muled for a controller pet and I'm not sure if I can slot both simultaneously (Edict of the Master and Call to Arms), Mids says I can, but wanted to confirm.
2) When slotting something like the BU proc in Soulbound Allegiance or Force Feedback: Chance for +Recharge, when does the proc check/fire? Is it when I summon the pet only? When the pet attacks?
Thanks in advance for your input! -
It's actually quite possible, however I'd make the following recommendation if you play "red side":
Elec/Kinetics/Mu
You'll have Short Circuit/Transference/Power Sink (the last being auto-hit).
Really, really nasty in terms of "sapping."
GL whatever path you end up choosing, but I'm loving mine!
EDIT:
Oops! Forgot to add one of the best reasons for going Corruptor - Red lightning! -
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I think you can't lay down an ice patch when you hover. It's somewhat inconvenience to toggle on and off hover to use ice patch if it matters to you.
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That's precisely right, must be in contact with the ground IIRC (haven't played /Ice in about 18 months). That'd be the only negative associated with /Ice in a "HoverBlaster" build. And given the great mitigation that Ice Patch affords, I'd say it's a rather large negative.
I've actually found Energy/EM to be a good hovering build (almost all KB is in essence KD), and perma Boost Range is absolutely wonderful. More solo-friendly given the current design of Energy Blast, but perhaps help is not too far off.
If you don't want the extended range while you hover, Archery/Dev is a fantastic "HoverBlaster" combo. You CAN throw Caltrops while hovering (and with 3 Range/Slow IOs slotted, you can throw 'em a good way). Can't say enough good things about Hover + RoA... -
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It is actually easier, just change the aoe's to knock down. There is little problem with single target knock back. When that happens the blaster/corruptor kill it quickly anyways. Also if the aoe's were knock down, then it increases the energy users aoe damage since they are still grouped.
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Very true. That would be the easier fix. I like the KB on the single-target attacks because even though it's only a few feet, the added distance of foe-to-target does buy you a couple more seconds in some instances, and I like the flexibility to blow a target off a ledge for example in order to focus on targets in a sequence I'm able to dictate.
Thematically, I enjoy the KB on all powers. And the one advantage in restructuring the KB/KD of the Energy Blast set that I suggest is that all attacks would do either one or the other (KB or KD) based on level of target. That keeps you from having to overly consider your single-target attacks (which in your scenario would still KB) in a teamed environment.
Good brainstorming regardless of the outcome, and if the Devs are able to address the KB portion of the set that seems to generate such resentment, it's a win for the powerset as a whole. -
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... which could all be fixed if NCSoft would just get over themselves and change KB to KD, or give us enhancements to do it ourselves. And then it would go from being a counter-productive powerset to being one to rival fire, and all those pretty graphics and animations wouldn't be going to waste.
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This right here ^^, KB is good for solo blaster that want to keep the enemy at range, however, most blaster secondaries require you to be in melee range. As for corrs, personally I know I am not a good support character tried defenders and corrs and I am just not good with them but I could see how that KB could be a problem like with /rad a lot of those debuffs require the foes to be grouped, kinda defeating the purpose if you are knocking them all away. Honestly though I think KD would make the set a lot better for all ATs that have the set. You can enhance it and turn it into KB if you want to.
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Couldn't disagree more.
The correct answer isn't to dumb down a powerset's secondary effect completely, removing usefulness for solo play just because some lesser skilled players can't make it useful in every situation.
I soloed over 80 levels in Energy Blast on a Blaster, and LOVED every minute of my KB, really helped my survivability.
The fix is this:
Lower the KB, so that if you're teaming (hunting +4s for example) you're doing KD instead of KB.
If you're soloing, and hunting even-con, or +1s/+2s, you're still able to get KB (players can "fine tune" this with a KB enhancement for example).
Not everyone groups exclusively (ok, maybe the "plz PL m3h!" crowd), so don't change the powerset in a way that would negatively effect the soloist, or someone who plays both ways. There should be a way to manipulate the level of KB to convert it to KD if the "con of the spawn" is high enough level.
My two pyreal. **shrug**
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I have an Ice/Dev myself and it's a gem of a character. I'd initially made him Elec/Dev and, ugg... but that's a story for another time.
Levels 1-12 I'd taken:
Ice Bolt
Ice Blast
Web Grenade
Caltrops
Hurdle
Combat Jumping
Targeting Drone
Ice Storm
I'd personally skip Frost Breath (not sure why I dislike it so, perhaps it's because IMO it's a second-class knockoff of Fire Breath, 2 instead of 3 tics?).
Take Bitter Ice Blast at 18.
I also delayed Freeze Ray until later, the duration was too short w/o SOs IMO.
Caltrops is indeed a great power. You don't get it for the damage aspect (although I've got mine slotted w/ Damage/Slow IOs), you get it for the AI it induces. Mobs forget running at you to melee, and start trying to run out of the Caltrop field. It's a huge damage mitigation tool at the lower levels.
Ice Storm is another good mitigation tool (before you can slot it effectively for damage), because of the higher accuracy out-of-the-box and similar AI interference mentioned above.
As I mentioned above, BIB is a fantastic single-target attack, get it, slot it, love it. This combo just keeps getting better.
Take Cloaking Device some time before you get Trip Mine and buy a Stealth IO. You'll be able to toe-bomb as soon as you pick up TM (or take Super Speed as a travel power, not my favorite).
Ice Storm and Blizzard together is a thing of beauty to behold.
I'd also skip Tazer if you're Ice. No other stun to stack it with (to stun bosses), and you've got two holds in your primary anyway.
Gun Drone is a long-overdue, sorely-needed upgrade of Gun Turret, and something that's almost perfect (needs short activation and/or non-interrupt IMO).
I went Munitions Mastery for Surveillence and haven't looked back (took Body Armor as an IO mule power to get there).
I can send you my build if you're interested, but my advice to you is to not bail out on /Dev as a secondary, if you solo, it's a wonderful toolbox that'll reward a thinking approach (as opposed to "target next, button-mash spam").
Best of luck! -
Well,
I think the truth is somewhere in between what's been posted so far...
Underpowered?
** In terms of AoE, you betcha, painfully so.
** In terms of a woefully neutered set (compared to Defender's Psi Blast), also a sad state. Particularly, if we as Blasters are losing almost all our AoE potential, why decrease the range? I would almost overlook the pathetic version of Will Domination we're left with if they'd give us the same 100' base range as the Defender version. Almost.
As mentioned, IMO the best pairings are EM (for perma-Boost Range single target "sniper" play) or MM (which addresses the existing AoE derth).
It'll force you to be creative, but some like the the challenge.
In all honesty, it's passable with the right secondary pairings, but it takes patience. It shouldn't just be "passible."
I would concur most heartily with those who've said the set needs a re-vamp. Take the range out to 100' base, give Will Dom back it's full "Sleep" potential, and full damage, and I'd be satisfied. Anything else would be gravy.