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*Checks his calender* Yep, it's about that time blaster's get a red name.
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Not at all true. If that were my attitude, I wouldn't even be trying to get some changes through. I can understand why you think that would be the case, though.
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Castle, we understand you are trying, but from our perspective, it seems like nothing or when ever will happen. Blaster's have been waiting a long time, and we do appreciate the effort you are at least attemtping.
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In an upcoming patch, here are a few things you'll see:
Increased minimum ranges for attacks like Blaze.
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Why must the 20 footers be nerfed? 0-20 feet wasn't good enough, it will now only work 5-20 feet? or per haps 10-20 feet?...
Oh...you ment increase the maximum range on 20 footers. WOOT!
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A very minor improvement for Gadgets...I mean, Devices! (Yeah, it was a dumb mistake -- typing in haste and all of that.)
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Woo hoo, Devices is getting an improvment. A nerf to nerf a nerf. Kidding!
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I have some ideas for other changes/improvements, but there is no ETA on when or if I'll get them in.
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Snipes, what about Snipes?!?!? And Defiance too! -
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Again, it's only Ifinity. I get the Issue Infinity part, but the lack of the N between I and F keeps throwing me off.
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Why didn't you tell me that in the first place? /smackbacksideofhead Fusilier
I went and corrected it. Hate it when I typo things.
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I did, twice. /smackbacksideofhead Outrider. -
Again, it's only Ifinity. I get the Issue Infinity part, but the lack of the N between I and F keeps throwing me off.
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It got put off to Ifinity
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If you made that up yourself that was [censored] HILARIOUS.
However, /Fire is good stuff. All I'd like to see done is the removal of burn in exchange for Fiery Embrace.
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Thanks Abysmalyxia, I think. Thought it was a bit subtle and nobody would get the joke. Your idea for Fiery Embrace is good, but I don't think it would work out that well for anyone who went anything/Fire which would be as useful as Powerboost is for Fire/. I think anything in the secondary should support the primary as well as the secondary. If it was changed to modify any damage type by whatever % for the duration and stacked with Build Up's 10 second duration then /Fire could be the king of damaging secondaries, see so few /Fire blasters post 15 I consider it to be small contender to the throne
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Outrider, I'm confused. Is it supposed to be: Infinity, where as I finity means finite issue? At least, I don't understand the punchline.
Btw, Fire Embrace does boost other damage, as well as fire damage; fire get's boosted longer. So, Fire Embrace would actually help any primary as well as Build Up. -
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So how does this guide measure up to I7/I8?
Is Tough at 7.5% base absorb still worth getting?
Does anyone bother anymore with Weave / Maneuvers at an amazing 2.5% base defense?
After I've dumped my first AE attack, is Stealth at 2.5% base defense really going to make a lot of difference?
Or is that about the time I should hit Phase Shift, with a 3 second activation time?
I'm not looking for Uberness here, just looking to avoid 1-hit deaths.
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Simply put, a blaster's best defense is his powers, control abilities, and their brain. Any blaster defenses (outside of APPS) offer so little defense, it's not worth putting slots into unless you actually have slots to spare; at which point, it will still be very little. -
Super Jump or Flight are my perfered depending on concept. But for my Blaster, I enjoying using the Medicom. Nothing like knowing that there's gonna be a beautiful nurse on the other side just a button push away before I smack pavement.
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Gothbat's talking out his/her [censored]. This quote, "...and you can toe-bomb as normal" among others clearly demonstrates this. Just ignore him/her.
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Oh, I wish that I could.
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Before ED, but it was wiping packs of evens with only 2 SOs. Unless the base damage was reduced when ED went in, I see no reason why they shouldn't still be able to do so. If youre fire/*, toss in fire ball and follow up with a quick fire breath and you can take out up to +3.
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Unfortunately, I'm AR/DEV. I have tried the SG + Toe Bomb right, unfortunately, I got tired of the endless miss 1 mob...try another SG...again miss 1 mob routine. I tried creating fields, unfortunately, they take too long to set up, are quite difficult to manuver ifoes nto the field, in dense patches a single mob will set everyone off due to the knock back, even after it's classifed as dead; in sparce patches mobs will walk past the majority of them, and in teams I will set them up when there is down time, even if it's quite close to the mob group, and the team simply rushs past the mobs and fight on the opposite side of where the mobs spawned initial.
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But, then, there are few powersets that the same couldn't be said for. It is my belief that the majority of the griping comes from being too used to the set's previously overpowered status suddenly finding themselves knocked down to the status quo.
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Have you even played Devices recently? There is absolutely no synergy in the set.
Smoke Grenade -what is it's basic function, -perception or debuff? If it was -perception, then it could at least be auto hit in pve when cloaking device is unstealthed. If it was debuff, it wouldn't be a paltry debuff maxing out at 9ish%...that's 3 slots..don't forget the accuarcy slot too.
TD won't help Smoke Grenade (which by the way can miss againt defense based mobs; how the frack does a puff of smoke miss?), because it has a paltry 13% base to hit buff, maxing out at 21%. Sure, it provides a constant tohit buff (provided it doesn't get mezzed off 6 times a fight), but 10 seconds of Aim or Build up with it's damage boost is more then enough to finish off most target(s). Newsflash: Focused Accuracy is 18% base! Why do they get more? I need my hits to land much more then they do since they have defense to rely on...but oh wait, I have Cloaking Device, a petance of 3.5% maxing out at 5.425% defense..WOW!...3 whole slots for a 1.925% boost, well worth the investment, provided again, it doesn't get mezed off 6 times a fight.
Time Bomb...Trip Mine....I only need one of these, either will function for the same purpose. Auto Turret, while great in concept, simply doesn't work....it has short range and immobility....oh hell, let's not forget mobs begin to outrange blasters way before Auto Turret is available.
Web Grenade, Taser, Caltrops, they work beautifully, but the other 2 thirds of the set are in dire need of work.
The set was never over powered, it did have the bug with Smoke Grenade, which was fixed, but a bug does not constitute over powering.
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Odd, always wiped out full packs of minions up to yellow when I used it. Toe bombing isn't a tactic for use while teaming, no, but for street sweeping hazard zones it's rather effective.
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Currently, trip mine 3 slotted for damage, deals about 80-90% damage agaisnt a mob, even with all three ticks of damage. It's basically an aoe snipe level damage.
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Oh, and if the SG doesn't hit everything...throw another.
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See, there lies in the problem. Once is risky, two is risker. Personally, it seems like that one mob you missed with the first SG, even thou unaggroed, is more alert to your presence on the second throw.
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Like I said, /dev is not the godmode it used to be, but it's not as horribly weak as people make out.
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Name a power with the exception of web grenade, caltrops and taser, and I can point out it's flaws. -
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It really is a ridiculous power, and not one that you ever see in comic books, except as a plot hook, such as when a group of heroes are teleported up to an alien space ship to be used as pawns in a intergalactic gladiator game.
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LOL,... /QFT (JLU ftw!)
As for Device Blasters... Atleast you've got 100% Damage and trip-mine in the 20's.
Try playing a /Trap Corr that only has 75%, and no TripMine until 35.
I'll give ya a hint, the FF generator doesn't make up for it!
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Wow, two mindless trolls in one thread. We should bottle this and sell it for bait.
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The funny thing is how people compare a corrupters 75% damage (and other archtype) to a blaster's 100%. Corrupters do 75% of the damage a blaster, but a corrupter's attack does 100% within it's own archtype. A blaster hitting a non resisted target for 100 damage does 100% damage, a corrupter doing 75 damage to a non-resisted target is doing 100% damage, plus the possibility at Scourge and buffs/debuffs.
People need to realize a blaster does 100% damage and only 100% damage. Other archtypes do 45%, 66%, 75%, 80% and 112% of blasters, while also having things like 75% defenses of a tanker and 75% or 85% the capability of a defender. Damage is not the end-all be-all. -
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You realize if you wait a few seconds after throwing the SG, CD un-suppresses and you can toe-bomb as normal?
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Toe Bombing is not an effective strategy; to get Trip Mines to work it's fine, but to use Toe Bomb as a strategy it' stinks. First, it requires you to toss an SG, hope it hits eveything (sG makes a to hit check) and you aren't seen, you have to wait 10 seconds for cloak, and then another 5 secons for the trip mine animation to finish. It takes far to long set up and get's tedious to use on every goup; and should not require powers outside the set (Super Speed) to function. -
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Devices is still called Gadgets in the powers database.
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Could be worse, it could of been called Dohickies or Thingamajickers. -
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At least controllers can buff.
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And dominators can do damage. So both archtypes get screwed. Buffing or healing, when you can't do anything else, isn't very exiting. I still think controllers get it worse against AVs, since their entire primary and most secondary powers are bearly effective; least doms can add a bit more damage where their primary fails too.
But seriously, it's not just those two. My blaster can do damage, but with out a defender to keep me up or -regen to allow my damage to work. All in all, Cryptic fumbled the ball on AVs. -
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You ought to go talk to the Dominator community before holding them up as a success. Blasters are far more effective at every facet of the game than Dom's and the most recent change isn't going to change that. I held off on deleting my Ice/Em to see what they came up with, but it looks like I am gonna get that slot back.
Defiance < Domination
Blasters >>>> Dominators.
Its not all about the inherent, how the AT performs is far more important.
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I don't even know what to say or where to begin. -
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Not only that, Domination can now build in like 16 attacks under the right conditions. That's nearly 5 times what it takes to build Defiance.
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I assume that you are saying it only takes a blaster being HIT 3 times to build defiance. Personaly, I think Dominators are now a real force in PvE. Too bad they still suck balls in the LRSF.
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Yep, right on the money. As for Doms sucking in the LRSF, I'm sure controllers will suck as much, if not more, if the STF is just like the LRSF and multiply +4 AVs. Controllers won't be happy when they can only use a few powers against the signature villians (namely -regens, heals, and buffs). Debuffs will barely effect them. -
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Wow, Domination got status protection and now it builds faster. Pretty nice. I mean, as far as inherents go I always said "Hooray for inherents that don't suck!" after using it. And this was before the status protection.
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Not only that, Domination can now build in like 16 attacks under the right conditions. That's nearly 5 times what it takes to build Defiance. -
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Doms who complain about no dev love get a buff to their inherent which makes them better for everything but the LRSF.
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I would have to say that's a great buff. Not sure how it stacks, but Domination should be able to build hella fast in a 7 man team. -
Well, it's my belief they just want the powers to be set up in one spot and not movable.
FREUDIAN SLIP: It's possible they ment immune to Teleport Foe, as in PvP. Recall Friend might still be able to move AT around. Trying to get the Test Server up and running, but not having any luck, besides also requiring a long down load. -
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I8 Test Server Notes:
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Many objects in the game which were meant to be immune to Teleportation have been made so. This affects several powers in the Traps Secondary and Gadgets secondary for players.
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Emphasis added.
Last time I checked, there is no Gadgets secondary. There is, however, one called Devices. Freudian slips like this and folks wonder why some hold the belief that the devs don't seem to know the Blaster AT all that much.
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Not so much a Freudian slip as half a lie. I don't believe that line for a moment -ment to be immune to teleportation- They wanted the powers to be immobile, set in one place, incapable of movement or to be moved. They never considered Recall Friend, made it immune to Teleportation, and worded as ment to be immune to teleportation when they should say ment to be stationary (as in one spot) and as such, can no longer be teleported. -
Any word on Defiance? Is it getting look into it; is it a rumor, is it getting pushed back, did Geko already nix the plans?
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Masterminds are sort of the other white Controller. They take the Controller's pet aspect and run wild with it, while retaining the same buff/debuff/heal secondaries. They're not quite entirely worked out yet I don't think, but I like the concept of them.
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One power available at level 32 doth not a pet class make. Controller pets are far more limited then what a master mind can do and is not what the other eight powers of each set being the basis of the archtype: holding foes.
Dominators get some of the same sets as Controllers along with the pets. Do you consider them a pet class as well? -
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Fury works so why doesn't Defiance? I can't imagine that the coding would be so different.
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Fury never takes large jumps. Defiance is known for going from 0.0 to 0.6 or 0.8 in less than a second. That's likely where the problem is.
And, yes, Fury does sometimes have a delay effect.
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Blasters are known for going from 1.0 to 0.06 or 0. 08 in less than a second. That's likely where the problem is.
Fixed your typos and spelling errors! -
Ok, fine, melee's get to keep their toggles on now most of the time. When you tried to level the playing field, you cut the legs a little to short on one side.
What about melee attacks being heavily loaded with status effects(not counting powers such as Stun)? Everytime a melee get's into a fist fight with me, my blaster get's hit with one or two status effects at a time. Why are melee's allowed to turn off all of my toggles then?
What about toggle heavy builds? If I just manage to get that small chance to drop one toggle, it could be Sprint or a travel power with instant recharge, or a single defense toggle which recharges rather fast. How about Sprint not being able to be affected by toggle droppers and Armors taking longer to recharge (15ish seconds) so that melee's would be vulnerable to that one damage type while the toggle is down.
They can also joust my controller through Hurricane and then speed off. How about debuffs apply the instant they enter the Hurricane or longer suppression of travel powers? -
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Oh, are you kidding me? Stalkers are going to get a snipe attack that does critical hit damage....The same damage that's currently NOT resistable in game?
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I could've sworn it was stated that they can crit from Hide. Not that the entire thing was critical damage. So, yes. HALF of it will be the same damage that's currently NOT resistable in-game.
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1. Stalker crits don't appear to be unresistable. Only Stalker Assassination Strikes have that attribute.
2. It's based around their ranged damage scalar, and as a result, does much less damage than a Blaster Snipe. Even with a crit, it won't be OMGing you.
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1. Assassin Strike applies a 6(?) bonus of unresistable damage, not unresistable critical like scrappers. For example, if a stalker can normally AS for 110, and 10 points are resisted, then the hit will look like:
Stalker hits you for 100 points of damage!
Stalker assassin strikes you for 600 points of damage!
2. A stalkers other attacks are twice damage after resist, so if a stalker hits normally for 100 and 30% is resisted, it would look like:
Stalker hits you for 70 points of damage!
Stalker critical hits you for an additional 70 points of damage!
Scrapper criticals are different. If they can hit for 100 and 30% is resisted, then it will look like:
A scrapper hits you for 70 points of damage!
A scrapper hits you for an additional 100 points of damage.
Basically a scrapper get's full unresisted damage on the critical and the damage after resisted. -
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Heroes will still own viliians in pvp. the patron powers didn't even the playing field at all.
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Really? Can I quote you on that? (Oh wait, I already did.) Villians may generally have less hitpoints, but they were designed to function in pvp with better inherents (Ever been hit by a corrupter by Ice Storm, Blizzard, and Snow Storm or Tar Patch and tickled to death? Trust me, you'll have time to get up and get a beer; because your character mostly won't be going anywhere when you get back). Granted, not all of them are as good as the others, but the only hero inheirents you can count on more often in pvp are containment and criticals. Don't forget, villians will be getting 10 more levels, 4 powers, and 18 more slots.
That Stormie using hurricane to keep out pesky stalkers and enjoy more then 5 seconds of pvp fun...Stalker pops a hold, placate, critical...(or his stalker buddy waiting near by runs in and finishes the job).
You get hit by a web gernade, and you don't want fight...but you can't run either.
Stalker A runs in, massive critical/AS, stalker B snipes to finish the job while Stalker A runs away.
Or that nice defense toggle you earned for hitting 41 on your blaster....Stalker pops a hold and it's turned off.
How about the fact that stalkers can get off snipers easier do to being hard to see?(personal biased) I swear that as soon as my blaster pulls out his rifle and assumes the Sniper Rifle animation, villians three zones away can feel the distrubance in the Force and come after me.
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Patron Powers
Villians got some nasty powers for pvp. They can also acess several froms of web grenades (one being a hold, another an AoE Immobilize), which is brutal with -recharge, -speed, -fly, and -jump if the status effect doesn't get ya. All archtypes can get a pet as well.
What I don't understand is why Stalkers get Snipes. I can see them getting a medium blaster attack (i.e. Slug) or a heavy damage attack (hello 20 footers!), but not snipes. That takes abilities away from other ranged villians against powers such as hurricane or force bubble. But I doubt they will crit from hide or there will be a lot of very angry corrupters.