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Quote:Interesting and easy! This clearly isn't ready because there's powers missing. They could be a travel power and its prereq, or with some shifting around they could be CJ, SJ, and Build Up.Thanks for the feedback guys.
Red, would you mind posting your build? I had capped my Huntsman to Ranged before the BoTZ nerf but I'd have to rebuild him a bit now, and gettin capped melee def would be interesting.
Thx.
It's just to show how easily a Bane can get nuts-o defense. This would give you soft capped S/L and Ranged, even when CD is surpressed. Melee and AoE aren't far behind.
Most of these sets are really cheap, too. Positron's is probably the most expensive right now, but it's not adding any defense. It's just an awesome targeted AoE set that's a little low on recharge so it's nice to have a few.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Example: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(13)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(13)
Level 6: Swift -- Run-I(A)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 10: [Empty]
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rng(21)
Level 14: [Empty] -- Empty(A)
Level 16: Health -- Empty(A), Empty(23), Empty(23)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(25), Posi-Dmg/EndRdx(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27), FrcFbk-Rechg%(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31), P'Shift-End%(31)
Level 22: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(31), EndRdx-I(33)
Level 24: Cloaking Device -- DefBuff-I(A), DefBuff-I(33), EndRdx-I(33)
Level 26: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Immob/Rng(34), Enf'dOp-Acc/Immob/Rchg(36), Enf'dOp-Acc/Immob(36)
Level 28: Combat Jumping -- DefBuff-I(A), DefBuff-I(50)
Level 30: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(40), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(50)
Level 32: Mental Training -- Run-I(A)
Level 35: Bayonet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), RechRdx-I(37)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39), C'Arms-EndRdx/Dmg/Rchg(40), C'Arms-+Def(Pets)(40)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46)
Level 47: Summon Widow -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50)
Level 49: Wolf Spider Armor -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 1: Ninja Run
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Quote:I agree with this.With Dark? Either. Healing isn't an issue. Dark's debuffs are fantastic.
Necro has more to stack with Dark, Ninjas do more damage.
Honestly, if you're going to team most of the time, do Necro. If you're going to solo/small team do Ninja. The -ToHit that you and the Lich would put out seriously increases the survivability of your team. The damage is so low though that soloing will feel like a chore. I played Necro/Pain to 50 and soloing was an absolute chore. -
Quote:Haha, /superhero high fiveThis is absolutely amazing! Thank you very much.
/superhero high five
No problem.
Quote:One of the guides listed at the top of the forum says Power Push is awesome because it's useful for control. Other people seem to think it's pretty bad. Similarly, some people seem to love explosive blast, some seem to hate it. What's the story?
Explosive Blast just isn't as good as Energy Torrent. It's not even close. If you had to pick one, it has to be Torrent. So much. The only "problem" with Blast is that between ET and EB you can really scatter whole groups, especially if you do EB secondly. That will everyone elses' AoEs less effective. If you know how to play KB and walls (and you can sneak with your stealthing to get positioned every time) it's pretty good.
Quote:From the secondary, I'm normally a huge caltrops fan, but I'm wondering whether they might be less effective with all my knockback. I'm also quite fond of targeting drone, as it seems to really noticably improve my accuracy (in the sense of "chance of hitting things", not the in-game statistic "Accuracy") back at the low levels where I haven't got everything full of set bonuses.
In that case, take Targeting Drone and respec out of it later.
Quote:As far as having 100% stealth - just get a stealth IO and stick it in hover or fly.
Many enemies see through Stealth. If you want to toe bomb them (sneak up and Trip Mine) or be able to ninja on past them... you will need Smoke Grenade. -
Quote:That's true. I just read this thread through and the call for "show when and how Stalkers are better than Scrappers" was answered thoroughly both in terms of math and situation.You asked what was better. Using the 'well I don't see that as valuable' rebuttal shows your bias and makes further discussion with you pointless.
Moreover, the argument that Scrappers will out damage and survive a Stalker means Stalkers are useless is immensely flawed. Why's that you say? Because it's been proven over and over that Brutes will out damage and out survive a Scrapper... with one exception. A Scrapper can burst damage on the first mob. Oh, what do you know? That's what the Stalker does better than the Scrapper.
If the argument held any water at all (to denounce Stalkers in lieu of Scrappers), it would follow that you should never roll a Scrapper again in lieu of Brutes. Scrapper's only scrap of dignity left would be that they are moderate in both ST burst and AoE/large team/survivability/etc. So why ever roll a Scrapper again?
Again the argument makes no sense. Mazel tov on making more Scrappers, Stalkers, and even Brutes. -
Quote:Well, as you alluded to with mez protection, the "true answer" is going to come out in if the Huntsman out survives the blaster. Also, if the circumstances are something like "take down a single target," then a Huntsman built with stalker flavor will give the Blaster a run for her money.Out of curiosity, has anyone compared the damage of a huntsman build @ 50 to a comparable blaster build @ 50?
I've always liked the mez protec and pets on my huntsman build. Just not sure how he compares side-by-side for dmg against blaster builds. My guess is less than my Fire/MM but more than, say, AR/DP/other?
Under most circumstances though, the Huntsman will lose. Their ranged damage modifier is 1 vs 1.125. Their build up is 80% vs 100%, and they don't get aim. Now, if you consider the Huntsman has access to 3 T.AoEs and a Cone before PPPs (which can add up to 3 more), the Huntsman could make a continual AoE attack chain pretty easily. That would give them an edge over Blasters whose primaries and secondaries both lack in AoE. So with a primary like Ice Electric or Psy and a secondary like Electric or Ice, the Blaster might lose.
Losing to AR though? AR has to its advantage the only chance the Bane had. It can also easily make a killer continual AoE attack chain. All the damage values are higher than the comparable powers, too. You may be right about DP though, at least with one of the secondaries I mentioned.
A Soldier's damage is much more comparable to a Corruptor... and that's a Corruptor with weaker debuffs. -
Quote:What do you mean I missed with my mez? Power Push!mind/energy - confuse one, mez another, dominate another, confuse another, levitate and power push those in your face mobs over and over... never gets tiring
That's why I took /Energy. Because I love using KB as mitigation. -
Quote:I agree with your sentiments about "Market Manipulation," but something to remember in short about this game's economy... people pay for convenience. You don't have to hit the market, the vendor, and the craft table if you're willing to sell cheap and buy high. With so much influence floating around, many long time players will do that rather than be bothered to run errands. That's not really manipulation, just taking advantage of the circumstance. That is, if you sell high and buy low.Hey guys I am reading about a lot of very powerful AT's and builds. I definitely want to try them but they seem to take heavy investment.
So I want to make a Hero who can essentially be the breadwinner, bring home the bacon as it were. Something able to I guess "FARM" lots and lots of money. So I can begin to make money for the future Heroes I am planning on.
Naturally, it seems there would be a vicious cycle of needing money to make money, but that is why am here.
Is there a toon that can do this with minimal investment? Or at least a toon that can be decent enough at first to then fuel it's own IO's eventually to unleash it's true power? You know be able to build up and keep up the momentum.
I might name it my "Little Nest Egg"
Fire/Kin controller, Archery/Energy blaster, a Tanker or Brute with WP or Shield and then SS , Stone, or Electric Melee. There's other stuff too.
The thing to keep in mind is almost any AT can farm, and many builds can farm as well. The trick is matching the mission you farm, the team size / difficulty, and the cost of the build. On my Archery/Energy Blaster, I like Battle Maiden at +2/x6 no bosses and solo. If I were on a larger team against Nemesis or Freakshow, my SS/Electric Brute would be my first choice. Against Rikti, he doesn't fare so well.
Fire/Kinetics is so common because it can solo high numbers and high difficulty, with or without assistance. You would just want to avoid enemies with a lot of mez, or bring a friend to solve that for you. -
Quote:Just to note... devices is "slow" because it lacks build up and trip mine/time bomb take time to lay. /Ice has little more than BU to add to your damage. He's absolutely right though, you want one of those two sets.For a new player damage mitigation (to keep you alive) will be the thing you want most.
The safest secondary is /Devices. It is also the slowest secondary in terms of dealing damage.
For decent mitigation and decent speed /Ice is your best bet.
I'd recommend /Devices and say you make sure to take smoke grenade, cloaking device, and trip mine. Then you can sneak in and bomb enemies, and follow it up with Hail of Bullets or Bullet Rain. Not much will survive.
If you take /Ice just make sure you get Ice Patch, and you could take Freezing Touch to stack with DP's Suppresive Fire... and hold bosses. -
Energy/Devices is going to be able to do some crazy stuff if you farm *alone.*
Stealthing trip mines stacked with lots of AoE knockback, etc.
However, if you're interested in steam rolling / farming with teams / etc, it's one of the last combinations I'd go with.
The best farming primary for blasters is Archery... hands down. Great secondaries for it are /Energy and /Mental. If you want to break the mold, /Ice would be okay...
Assault Rifle is okay for farming, too.
Some people swear by Fire, but you have to remember it has less AoE farming potential that either Archery or AR, since you won't be Infernoing on every group, and if you RoF in most circumstances you're actually going to make things worse.
/Fire on the other hand has some potential. If you build a Blaster who can survive the repercussions, /Fire would add loads of good old fashion PBAoE. -
Luminara's "Codex" on Archery is the first (and maybe only) place I'd look...
http://boards.cityofheroes.com/showt...ht=enchiridion
Aside from being the most exaustive guide on the set, it was probably the biggest push towards debunking the myth about redraw, that is that redrawing the bow adds to your activation times so you shouldn't mix TA with other sets. -
Quote:I might mix up 4,5, and 6, but this is almost exactly what I would have said. That an Electric isn't weak ST, it's weak on AoE. With the VS it's ST is actually above average.1. Archery. RoA, EA, Fistfull all hit almost simultaneously to create unparalleled large area burst damage. Fair Single Target.
2. Fire. Great AoE and Single Target. Lacks mez power that makes other sets easier to solo.
3. Radiation. Good all-rounder.
4. Dual Pistol. All around decent. Lacks Aim. Very pretty.
5. Assault Rifle. Great AoE, poor Single Target. Lacks Aim.
6. Ice. Good Single Target, very good mitigation, weakish AoE, endurance heavy.
7. Energy. Knockbacks is good solo, but poor on teams. At worst, Energy Blasters detract more from team damage output than they generate. Weakish AoE.
8. Psychic. Good Single Target, fair mitigation, very weak AoE (why play a Blaster w/o notable AoE?).
9. Sonic. Neither here, nor there. Too slow, rooting animation on Shout, weak AoE. Annoying sound fx.
10. Electric. Unimpressive. All or nothing secondary fx. Weak Single Target.
Quote:Think of it this way then: The best Blaster soloer is still sort of only winning the Special Olympics since all other ATs solo better on average. Most solo a lot better.
It is true that most of the ATs will solo better if the player is brand new to the game... but it doesn't take much time before that flips around. -
qr -
It's worth noting that "Follow" isn't actually necessary, just that they be in defensive mode and within the range of supremacy. The Issue 7 patch notes were misleading on this note and caused the confusion.
Naturally, "Go" and "Stay" are not going to keep them in range like "Follow" does, but having them stay around a corner or head in first can be helpful... and they will still be in BG mode. -
Just to clarify, a "Huntsman" is a bane who uses the Assault Rifle rather than the mace, as per the NPC that shows up from Arachnos sometimes.
I like to call what you're thinking of a blaster crab, but there's not really any convention. Here's the build for mine. I did almost every single arc on her through Ouroboros and had a ton of fun doing it.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Arachnupir: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 1: Crab Spider Armor Upgrade -- ResDam(A), S'fstPrt-ResKB(7)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Acc/Dmg/EndRdx(37)
Level 4: Combat Training: Defensive -- DefBuff(A)
Level 6: Swift -- Run(A)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(29), Achilles-ResDeb%(40)
Level 10: Tactical Training: Maneuvers -- DefBuff(A), DefBuff(11), EndRdx(11)
Level 12: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Acc/Rchg(13), Mocking-Taunt/Rchg/Rng(31)
Level 14: Health -- Heal(A), Heal(15), Mrcl-Rcvry+(43)
Level 16: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 18: Frag Grenade -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Acc/Dmg/KB(19), KinCrsh-Dmg/EndRdx/KB(27), FrcFbk-Rechg%(43)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21), P'Shift-End%(31)
Level 22: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(34)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam(25)
Level 26: Mental Training -- Run(A)
Level 28: Serum -- RechRdx(A), RechRdx(29)
Level 30: Wide Area Web Grenade -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/Rchg(31), TotHntr-Acc/EndRdx(37), TotHntr-Acc/Immob/Rchg(40), TotHntr-Immob/Acc(43), TotHntr-Dam%(45)
Level 32: Omega Maneuver -- Dmg(A), Dmg(33), RechRdx(33), RechRdx(33)
Level 35: Summon Spiderlings -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Rchg(36), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(45), C'Arms-+Def(Pets)(46)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(45)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
Level 44: Shatter Armor -- Dmg-I(A)
Level 47: Summon Blaster -- KinCrsh-Rchg/KB(A), KinCrsh-Rechg/EndRdx(48), KinCrsh-Acc/KB(48), KinCrsh-Dmg/KB(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 49: Combat Jumping -- DefBuff(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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Quote:Hahahahaha! That's the funniest thing I've read in a long time. A 6 year old game rivaling the player base of many brand new games (See: Warhammer Online) has "nobody" playing. This is one of the oldest MMOs, with terabytes of data that can be mined for balance. If it feels like a ghost town, try another time of day or another server. I know Champion is dead from 2am-5am, so if I can't sleep and decide to get on, I get on Virtue. I've played many MMOs and done the same thing on those.Do you notice that except for this new expansion NOBODY PLAYS THIS GAME! And in a few months it will be a ghost town again. Yet the same people are applauding how well the developers "balance". Are you kidding me? This is the very worst balanced MMO of them all, by a substantial margin.
Again, if you or anyone else feels like their Brute was toned down then *good*. Too many people were saying Tankers would be replaced, and from a numbers stand point Scrappers would go, too. If we really want an MMO with 14 ATs, they need to be distinct AND balanced. That means pro's and con's. If you want an MMO that homogenizes survivability and damage, go check out WoW. -
All requests made with two minor caveats:
You have to be hovering OR cloaking device not be surpressed.
If you want to try to make up that slight difference, put another Explosive Strike in Trip Mine. Also, if you're a big fan of Explosive Blast you could swap Trip Mine for that. I wouldn't though.
Secondly, Numina's is in there and that sucker's expensive. Expensive enough that I usually don't use it for this purpose.
I like these sets so much though I had to try this:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Gehnen: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(36), TotHntr-Acc/EndRdx(37), TotHntr-Immob/Acc(37), TotHntr-Acc/Immob/Rchg(37), TotHntr-Dam%(40)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 8: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(36), ExStrk-Dam%(36)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(45), Numna-Regen/Rcvry+(46)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), P'Shift-EndMod(21), EndMod-I(23)
Level 22: Cloaking Device -- DefBuff-I(A), DefBuff-I(34)
Level 24: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(25)
Level 26: Aim -- RechRdx-I(A), RechRdx-I(42)
Level 28: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(48)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31)
Level 32: Nova -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Recall Friend -- RechRdx-I(A)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Personal Force Field -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(45), RctvArm-ResDam(45)
Level 47: Repulsion Bomb -- ExStrk-Dmg/KB(A), ExStrk-Dam%(48), ExStrk-Acc/KB(48)
Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50), ResDam-I(50), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run
Thunderstrike is our friend
Edit: Oh and 42% s/l resists... Totally awesome when stacked with high defense like this. -
Pop the Force Feedback proc in there and it's even more amazing. Fire E.Arrow off after RoA, then see RoA pop back up much faster... oh and everything's dead.
Plus, as always, the trick to knockback is to learn how to use it... avoiding it isn't a good idea. -
Quote:However, if they are ranged at all or immune to immobilize, your TA dies without 6-8 Defense inspirations.Quote:Four small purple inspirations.
The boss has now been trivialized.
As for the OP, if you're having a lot of trouble soloing you may want to try an AT that's got more leverage solo. Corruptors and Defenders can solo when built for it and played well, but you may want to play something else. If ranged is really your game, a Blaster would be my first recommendation. -
Quote:I know this was earlier in the thread, but I agree 110% so I had to say something. With 10 ATs running around together, we need to accentuate their differences not homogenize them. Increasing survivability on Stalkers closer to Scrappers sounds like something the WoW community would promote. Eww! We like our diversity here though!My opinion
* Keep the HP cap at 1606 (Lowest of all melee AT's)
* Raise the damage modifier to 1.25 (highest of all melee AT's)
* Increase the allowed radius for team-size-based criticals from 30 to 60 feet. (Agreed 100%)
* Increase the damage buff modifier from 0.8 to 1.0 (same as Scrappers). (Agreed 100%)
There has to be a trade off for having the lowest HP and that is having the highest damage output. I think the max damage should be raised from 500% to 675% to exceed the new brute max damage.
As a simple change, I would love to see Assassin Strike's damage increased out right. With BU and a couple Enrages, an easy boss should go down in one hit. What's the point in being a ST glass cannon if you can't take out a Boss in one hit?
Oh, and give the sniping PPP powers a higher critical as well. How could would it be if you could snipe out hard Lts without any extra support? -
My main at Issue 18's release is a Brute, and I'm very happy to see some adjustments on them. As if it weren't bad enough that they out damage and survive scrappers, they also take it upon themselves to replace stalkers and tankers in team dynamics. If so many people weren't chattering on the forums that tankers were going to be replaced, and if it weren't for what seems more obvious but less talked about, that scrappers would be replaced, then perhaps brutes would have stayed the same.
As it is, mixing all the ATs, I'm really glad to see Brutes toned down a bit. A lower but easier to maintain fury bar was a perfect idea. It helps to make their role more unique without changing the flavor of their inherent.
Aura of Fear was mag 3? I'm just disappointed it took them so long to fix that... -
Quote:Okay, just to clarify because I find statements such as these very misleading. Even level minions have a 50% chance to hit us. Anything over 45% only applies to certain enemies and provides faux defense debuff resistance.The softcap you keep hearing about is only in regards to defense. The term is used to talk about a point of defense where you can add more, but there is no benefit to doing so. Enemies have 50% chance to hit us, and they will always have a minimum of 5% chance. Anything defense over 45%, then, is wasted.
But PhroX sums it up very well when he says each percent of defense or resistance does more than the percent it builds on.
The last 5% of defense does as much for you as the first 40%.
The last 10% of resistance does as much for you as the first 80%.
The last 5% of defense will have the same proportional reduction in your damage taken as the first 40%. For example, if you were hit 100 times for 1 damage, at 0% defense you'd take 100, and 40% you'd take 20 and at 45% you'd take 5 damage. That's on average of course. The first 40% drops your damage by about 80%, 45% drops it by about 90%. So if you're looking at ratios, it sounds like a ton. The actual damage taken? That is, 5 instead of 20? Not that big.
Theoretically what you can "handle" will quadruple, but as a tanker at that point you might be trying hard to find something you can't handle at 40%. It's not like you're a brute ;-)
The same statement can sort of be made about resistance, but the last 10% doing as much as the first 80% is a little ... out there. In the same secnario, but replace defense with resistance of 0%, 80%, and 90%, the last drop is from 20 to 10. That's even less of a difference when you consider actual damage.
With resistance, you're not dealing with the purple patch as drastically (harder enemies having a higher chance to hit you) and it's its own debuff resistance. Defense is the name of the game when it comes to IOs, but purely on power picks you may as well max out your resists and pick up tough. -
I've actually played both of these combinations to 50! It is a HARD choice.
Archery/Dev was probably the most fun combination I've ever played. It was my fastest run to 50. It's awesome for soloing, and if you're wise about stealth/mining/bombing you can have fun with steamrolling/farm teams. You can ninja, handle gigantic spawns on your own, and be the cliche "pure damage" ally if you need to be. I took no travel power (this was a while back when that meant a little more), but picked up Aid Self and eventually Personal Force Field. It's an incredibly diverse setup.
Archery/Energy fits much better into the steam rolling team. Boost Range+Aim+Build Up+Rain of Arrows + Explosive Arrow over and over. On my build I do that every 30 seconds (or less if Kinetic Combat procs on E.Arrow). I duo'd this with a friend with the same build. Very late in the game we took //Fire. Double Bon Fire with the above combination made us capable of farming certain missions (like Battle Maiden) insanely fast.
So really I would let it come down to two things: Archery/Devices for soloing/stealthing, Archery/Energy for teaming/farming. -
Excellent breakdown, Circuit_Boy. I just wanted to throw in the fact that one Kinetics Corruptor can keep all the Blasters at their damage cap. Extra */Kinetics wouldn't help anyway. Multiple Corruptors stay useful only as long as their power(set)s are conducive. Blasters always do what they came to do.
Quote:Blasters, (for which I was a long advocate and later apologist) do not compare and cannot compete.
As Circuit_Boy already showed at length however, Blasters can compete. It depends on style, skill, and builds, of course. That's about how every AT vs AT debate goes in the end. -
Quote:-50% recharge and run speed. Chillbain is better than Web Grenade. The small damage on the others does not out weigh the benefits of Webnade.IMHO
Web Grenade - Since it does no damage, this is inferior to the other tier 1 immobs all the other secondaries get. I think it should have a small damage componant or be a pure hold(with no damage). There are some PvP uses here. 2/5 stars
Quote:Taser - Power sucks. It can be used for stacking, but as a blaster, I would rather stack two serious attacks. This power should be removed and reworked completely. 0/5 stars
Quote:Smoke Grenade - This power is helpful, but also skippable. Others may disagree. I would rather have this replaced with tear gas or sleeping gas even. 2/5 stars
Cloaking Device - Sadly, a once set defining power has been replaced by an IO. So this power used to get 4 or 5 stars, but now I give it zero. For a brand new player who can't afford a celerity IO, this is fine choice, but for many, it's very outdated. The defense is negligible, however I have not tried to soft-cap a devices blaster, so perhaps someone has a use for it. This power would be better if it had defense increased to 10%-ish range and/or offered full invisibility and it did not require endurance. Replace with FFG from traps is my recommendation. 0/5 stars
Quote:Time Bomb - Great idea, but complete fail. This power needs to be revamped. If left alone, I think the damage should be extreme extreme to compensate for the suck factor it brings (in other words, make it the most powerful attack in the game, but good luck getting it off and getting a team to wait for you to set it). Better to have a sticky bomb (time bomb you stick on an enemy) or to have a grenade. Personally, I would just drop the power and add something totally new like (thinking off the top of my head), electrical field (this would be an electrical aura with Pbaoe stun for any melee that gets too close. Good damage mitigation at least. I am sure someone could do better than this though. 0/5 stars
Quote:Gun Drone - So this is a huge improvement over its predecessor. Its a blaster pet. End to summon is high. This power should not require re-summoning to justify the endurance cost. I would also like it to function more like a typical pet with more than one attack. I like the concept of it however. 2/5 stars.
The nice thing about Devices is the powers synergize amazingly. Breaking them down one at a time is a very short sighted way to evaluate any set. Though I have to say, this is one of the more reasonable break downs in the sense that you are not trying to just homogenize all the sets.
The idea that every Blaster secondary needs to do the same damage, the same AoE, keep the same pace, etc belongs in other games. See: WoW. If the diversity was removed from this game, it would seriously undermine the spirit of it. There are so many options it's hard to believe people complain about what's available at all. If you don't like devices, don't play devices. There's lots of us who really do like it, like playing it, and are not big on the idea of it changing. So perhaps it's time to stop beating the dead horse. -
How willing are you to bend on these power picks?
I'm playing with the slotting, and I can't figure how to soft cap any defenses. The other problem I'm seeing is you have 2 cones and a bunch of PBAoE. I think it'd be better to drop Empty Clips and Piercing Rounds and pick up Blazing Aura and Consume.
Another thing to consider is to replace your APP with Ice, and you might have a shot at soft capping Smashing/Lethal defense. -
Quote:Blaster's Psy Blast doesn't have a longer range than any of the other blast sets. It's Defender /Psy that has a longer range than standard (20' for most, 25' for snipe).For Blasters, I see Psy/Energy thrown out a lot, mostly for the longer range it gives you.
Along the lines of what's been mentioned, the BU+Aim attack would probably win it for the Blaster. Aside from Phasing, the Defender could have sets with holds. Now if a heavy debuff Defender, like Radiation, got close enough for long enough to gimp the Blaster, he'd probably win. Otherwise it's the Blaster.