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Posts
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My favorite for offensive versatility - Sonic/Energy Melee/Fire Mastery
Perks
-res debuffs on attack
Smashing/Energy/Psychic damage, no enemy counteracts all three sets.
ST, Cone and AoE (location) KB
AoE Sleep
PBAoE Confuse
PBAoE Disorient
Single Target Disorient
Single Target Fear
Single Target Hold
AoE (cone x2)
PBAoE (nuke and psyshockwave)
Heavy Single Target damage (and -res builds synergistically with defiance)
Psy damage eats through t9 godmodes
-rec
-regen (enough to make hefty impact on AV's/GM's)
+rec (enough to counteract nuke crash)
+regen
Self Rez
Res Shield
That's a ton of mileage for a blaster. -
Nice guide, I think the Katie Hannon TF deserves it's own special mention in any devices guide if you feel.
That is one thing /devices does better than anyone else, the enemies spawn in huge groups at regular intervals in the same place during the kill mary macomber mission. Just enough time to get somewhere near 8 trip mines down. It WILL kill everything, every time, the instant they spawn leaving your team to just kill the AV.
Teams LOVE this, it's hilarious, it's awesome, it's one of the few reasons I haven't murdered my devices. -
If you guys get pictures or video I want to see it, the bullets must be amazing. gonna be awhile til I can make a char to consider tryin this out with you guys though.
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Can I get a little help with my DP/Fire? Both sets are new to me, and wasn't really sure what to do with the new power picks available so things got a little haphazard. I have TONS of Oblis from old characters I can scrap, so that's no problem. Rares and PvP IO's are out unless they're the cheap sort (under 100mil)
I have a few goals here.
1.) Near S/L softcap when in HoB, so 35%ish s/l is perfect
2.) Decent recharge on HoB
3.) The ability to enter an enemy group and be in HoB before they can react (1 stealth min)
Trading out Aid Self for something more useful (esp if +regen is higher) is fine, I never did like the tricorder, but I concede to it's usefulness.
I'd trade for the cold mastery shield and set, but I don't like the appearance.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(11)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), FrcFbk-Rechg%(21)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(27)
Level 12: Suppressive Fire -- Amaze-Stun(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(27)
Level 18: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 20: Super Speed -- Run-I(A)
Level 22: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-%Dam(34), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48)
Level 30: Aid Other -- Empty(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 35: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43)
Level 38: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42), DefBuff-I(42)
Level 44: Summon Spiderlings -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-Acc/Rchg(45), ExRmnt-Acc/Dmg(45), ExRmnt-Dmg/EndRdx(50)
Level 47: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(48)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Chemical Ammunition
Level 6: Incendiary Ammunition
Level 6: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(48)
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Set Bonus Totals:- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 11.25% Defense(Smashing)
- 11.25% Defense(Lethal)
- 1.563% Defense(Fire)
- 1.563% Defense(Cold)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 16.88% Defense(Melee)
- 1.25% Defense(Ranged)
- 3.125% Defense(AoE)
- 2.25% Max End
- 52% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 4% FlySpeed
- 45.18 HP (3.749%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 11.3%
- MezResist(Terrorized) 2.5%
- 11% (0.184 End/sec) Recovery
- 42% (2.113 HP/sec) Regeneration
- 4.725% Resistance(Fire)
- 4.725% Resistance(Cold)
- 3.125% Resistance(Negative)
- 4% RunSpeed
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Quote:Cool, that explains why my blaster was the only one having that trouble. Glad to know the power is as great for them as it seemed, and that it's just a very minor limitation on the epic pool version.For some versions of RotP the untouchablity doesnt kick in for 0.25 seconds i think. Just like all the rez temps. In that case yes it is possible to die. All that KB/stun should save you though i would hope most of the time.
The brute/scrapper/tank version, unless it was changed within the last 24 hours, gives you the untouchable right away. You can res in anything from those, ive even used them in the middle of apex blue patchs of death. One of the reasons i love that TF -
Quote:If you literally use RoTP all the time, and it is literally the key power in your attack chain, are you saying that your actual attack chain is Rise of the Phoenix=> Rise of the Phoenix=> Rise of the Phoenix=> Rise of the Phoenix ?I use RotP literally all the time on my Fire/Fire blaster. It's literally key to her attack chain.
You, Bone, are perhaps the most dedicated user of this power I have ever seen. The patience it must take is phenomenal.
Kudos. -
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You could claim the same with any crash nuke paired with MM or Fire or Elec Secondaries for blasters (either beating the -rec with drain psyche or drawing from the living in the spawn) however, we don't eat corpses. You Warshades are a little odd.
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Having recently teamed with a decent stalker I noticed two very distinct things.
1.) The group was able to spawn switch much faster and I got mezzed far less on my blaster because the bosses went down at the same time as everyone else. (Far outstripping the returns I was getting on Total Focus).
2.) The stalker was the only one who died, and repeatedly.
This made me want to make a stalker about as much as it made me not. Neither of those observations was true of the scrappers on the team, they kill +2-3 bosses as slowly or slower than my blaster, but they do live the entire mission. -
I've recently had this problem on my blaster (never had on my scrapper).
Kept trying to kill captain holtz and the honoree by hurling my body at them whenver the nuke was charged followed up by RoTP. Usually the knockback is high enough to knock anything that'd hurt you severely away, but EB's resist that, and often smack you down for more than your recovered life if you're a squishy type standing right next to them, happened twice in a row. -
Quote:I'll start by saying this so you understand we're I'm coming from. I am simply trying to stay focused. There are plenty of ways this power could be reworked, and there are plenty of opinions on how and why that should be done. However, each new opinion makes devs edgy, it shows lack of solidarity on what the community wants, so often no change is made for fear of stepping on somebodies toes.Thanks for your response. As far as the range, I would not call it enormous, or maybe it just didn't feel like it because your teammates flight speed is considerably lower than yours, and they would be outpaced, outranged and hit the ground fairly easily. Maybe just matching the flight speed or making the difference not so vast would be fine.
I still don't think it would be absurd to add a prompter. Let's say it was something like "Player 1 has granted you flight for 3 minutes. Do you accept?" Not something that will flash in and out as you come in and out of range.
Well hell, I just had another thought. Instead of Group Flight, why not make it something like Grant flight? Each member is given a prompt and the flight will last 3-4 minutes. Don't get all angry on me... just a thought.
The only thing that everybody I believe can agree on though is that the 25% -tohit group debuff is ridiculous and needs to be eliminated. So I see this as the thing people need to rally on.
Now
The prompter, perhaps if it had one of the "don't ask me again" things tagged in the options menu for response, would probably be perfectly reasonable.
I'm worried about mentioning the radius change because it seems like a big change to the power due to the fact now you can imagine it like a large spherical cushion of air... any larger though and it may as well be "grant group fly" which actually isn't too far off what you'd like.
As for grant fly, thats simply the cottage rule "powers must maintain their original intent" (something like that) in affect. Not a bad idea, but now that it's in the game there's also going to be plenty of people who took it, who'd be angry if the power was swept out from beneath their feet. That kind of decision usually needs to be made pre-release to avoid backlash. -
Quote:By instant activation I mean time from the point you click the power to the point the first tick of damage comes out (so, it starts killing faster than RoA for example), not to be confused with animation length. This is just my interpretation, I believe in the game your definition is actually listed as the activation time though.Oh, why HoB is awesome.
The animation is cool. Screw the haters, Equilibrium was awesome. Also, it doesn't activate quickly at all. It does have a knockdown and kind of a pseudo stun while it's going off though, and it gives you 10% positionals while the animation is playing.
The biggest 'pro' in favor of HoB is that you can chain straight into FSC, psishockwave or whatever other pbaoe ability you have and immediately kill anything HoB didn't quite finish off. I would definitely go either /fire or /psi if you decide on MM.
Glad to see one in on HoB, thank for the info.
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Quote:LRM How could I forget you, I'd better throw Time Bomb on the list as well, I had just been thinking about using only LRM, Full Auto and Flamethrower on my AR.Rain of Arrows is number 2.
My favorite is LRM.
HoB is the least awesome of the 4.
Thanks for the reminder. -
Take your vote, I'll tally it up each night.
1.) Full Auto - For your OG Blaster 360 camera spin goodness. Immediate activation, super narrow cone that begs to be range boosted. 10 Targets.
2.) Rain of Arrows - Back in the day this was a game changer, things like shield charge and lightning rod didn't exist, and NOTHING could level a spawn like this could excepting crash nukes. Easy to Target, Rain means high target cap, Comes with aim, can be used around corners and walls. Only downside, long *** activation time leaves you on the razors edge of aggro death, trying to beat the team to the next spawn before they could kill what you wanted to kill.
3.) Hail of Bullets - I haven't experienced this yet, but from what I can tell you've got an incredible animation, fast activation, and all the pros and cons of being a PBAoE (you have to be in the middle of the spawn, but you hit 16 targets and you don't need to take time aiming). Multiple ammo types is a bonus, and you do more damage than full auto, at the expense of twice the recharge of FA or RoA (2mins) ------ Of any, best pairing with psyshock.
4.) (L)ong (R)ange (M)issile ... Rocket - For those times you need to snipe EVERYONE, usually you're so far away the team has no idea why the spawn disintegrated and no one gives credit where it's due, but an honorable mention surely. And all you have to do is choose this EPP.
5.) Time Bomb - Are the other nukes too fast for you? Is there an unsurpassed feeling of joy when you time that remote mine perfectly with the explosion of the timebomb? Have you been wondering what those interruption time enhancements could possibly do for you? FINALLY a nuke you have to set three spawns in advance of your team, they might be questioning your actions when they see you rush off, but when that spawn FINALLY explodes 19 seconds later... they still wont know what you did and assume it was the fire blaster next to you doing inferno. But you'll know.
If you prefer Hail of Bullets, explain to me it's awesomeness, I'm thinking about making a DP and that may push me to getting it done.
Also, my personal preference? Full Auto is Awesome, but I like my spawns dead and covered in pointy sticks.
RoA, followed by FA and LRM.
P.S. Don't bring LRod and Shield charge in to this Those two powers make my blasters sick.
Results so far: Updated 2/28/11
1.) Rain of Arrows - 9
2.) Hail of Bullets - 7
3.) Full Auto - 3
4.) LRM Rocket - 2
5.) Time Bomb - 0
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RoA has pulled ahead, with that and HoB being the main contenders. FA is lagging a bit now, surprisingly with LRM right on its tail.
What I've gained of these results is - Numbers say RoA which rivals HoB, however they are able to be competitive because HoB has good damage, and the animation either gains full support or completely loses it. (The defense has helped in the decision once).
FA Seems to get by on sheer awesomeness (unsupported by statistically sound superiority in any area). Dev's might want to take a look at this, it's not just numbers that make or break a set, this is partially why we have low elec blaster numbers and low warshade numbers despite their both being good classes IMO.
LRM, People love it for the same reason I do. It makes the spawn explode, I just wish it came with a bazooka animation instead of your gun... however it does allow weapon customization to those without, so it's kind of hard to say.
Time Bomb sucks, so far it has gotten negative votes from people if those were allowed, and Milady's Knight who tried to support it a little had an excellent quote to sum up the power '1 thumb up and 5 thumbs down' I agree whole heartedly. I use it on my devices because I have an obsession with explosions... but, it sucks, it sucks so hard. -
I choose scrappers when I need to provide an extra line of defense between the squishies, the one tank, and the enemies.
Stalkers I take if we've got damage control handled.
If there's not a ton of people looking I just form whoever's looking, then add support/aggro control in the 7th/8th slot. -
Quote:The radius is already enormous, and a prompter like you and many people suggest is absurd. If you maintain mobility it'd be prompting constantly, it'd be like a person on your team trying to recall you every 8 seconds.1. Remove the to hit debuff
2. Increase the granter-grantee radius so I don't have to be in your back pocket
3. Add a prompt like teleport to allow rejection of the power
Also, it takes some of the very few uses of the power away. For example, you suggested the cave hole. Doesn't work to well when people still fall to the ground, get all the aggro, then accept and fly back up.
People who won't listen and turn it off when they should, should probably be kicked from the team. HOWEVER, people will not have that attitude everytime it's used, if it doesn't cause them to miss half their attacks. It should be "Oh cool, I can fly yet I did not select that power, how novel and mildly useful. Thank you my eccentric temporary friend"
There should NOT be a COST associated with this power, it's like saying vengeance needed an end crash, or superspeeds whirling whatever the hell could also throw teammates or confuse you or something.
This is a power pick, not a temp power. It doesn't NEED a downside for your team, maybe for you, but not them, that's how buffs work. -
Quote:I can see a bit of merit in that statement. My Spines/Fire (any spines really) is easily the most damaging character I have, and with the Fire EPP I've replaced lunges use with fireblast, and fireball is part of the chain after (Aim+BU or in this case FE+BU). What that means is that the ONLY melee attack I use is ripper, (which is considered another PBAoE not a melee actually.) This just adds to the illusion that I'm playing a blaster with a defense set.
However, that character is extremely survivable thanks to about 17% IO defense, the ONE self heal and the fact that everything dies so fast. and that's fire, regen in my experience is more defensively powerful easily. So it shouldn't feel like a so-so blaster if you're doing it right, it should feel like an awesome blaster with mez protection there's a world of difference there.
So, on your regen, some suggestions people miss.
Obviously, if you don't know everything there is to know about regeneration, totalHP:regen relationship, your own recharge, and your enemies attacks, you'll die more than you need. This is supposed to be your schtick.
Use MoG, use it well and often. You can take alpha's better than any other scrapper powerset when it's up, and have the best defensive emergency tier 9 there is. (granted there's no psion). This is one of many things that separates you from blasters.
Slot a single slow in quills, or if you're using sets, than get the spiritual Alpha (Recharge/Healing/Slow... can it get more perfect?) This will keep enemies whose recharge you've hurt near you, attempting and failing to run away while their attacks recharge.
Use Ripper for the KD, Throw spines is awesome, and remember impale is an immob when you need it.
You can do decently in PvP, not many can claim that. PvP IO's drop more easily than you'd imagine if you spend time killing people. -
Quote:Problems:thanks for all of the suggestions of maxing out defense ....
my spine/regen seems more like so-so blaster. maxing out those items just seem to be me trying to make him playable.
I just keep comparing my Katana/will power scrapper to him. There is just no comparison on who is going to survive a fight. The Katana doesn't have any work done on him yet (he's not 50) so If I take the time to max out the Katana/wp scrappers defense and stuff he would be a god compared to the regen. I know he doesn't have the automatic AoE but at least he's alive.
1.) Katana will make any scrapper incredibly survivable due to Divine Avalanch (and in this comparison, also from the KD ST attack).
2.) Spines generates huge amounts of AoE aggro, Katana does not.
It's worth noting that regen's gameplay and performance varies hugely on what you do with your primary set.
If you were to take a Katana/Regen, and take the time to max him out, he could easily be a god compared to the Katana/WP, because regen does not plateau out as soon. The extra defense in DA is enormous with multiple self heals and ultra high regen, and each point of global recharge helps nearly every regen power in the set.
What is true?
Regen with few enemies or a tank is stronger (the ability to predict incoming damage, and the self sufficiency without RttC is superior). Willpower on the otherhand, given someone to break the alpha is pretty much good to go. No need to predict damage or maintain, no real surprises as health will decrease steadily, usually you have time to run (However if you don't run, you WILL die, there are no miracles to save you in WP). Neither pro nor con is the case with regen.
Spines/WP would probably work better, WP Revels in bunched enemies, Spines attracts their attention, damages them, and holds them near with a slow. It also does not cause redraw.
Comparing unlike primaries though is one of the lead causes of the misconceived idea of fragility on regens part though. -
Quote:I honestly doubt we're going to get level shifted again any time soon. Main reasoning for those you've stated and taking hints from the incarnate arc mission, in which your fully incarnate self is level 51, also, from what we've seen in of the slots to come, there will be some major power enhancement, but not level shift.I'm more worried that high level incarnates will find things too easy and get bored than I am with casuals worrying they aren't strong enough. 99% of the game's content is balanced around non-incarnates (and even non-IOs). If we get to a point where we're +5 level shifted and there are only two missions in the entire game that pose even a small challenge, even at +4, that won't leave us with much to do.
I would assume the only new level shift will be when Omega is released way down the line, and there will probably few dedicated enough to reach that stage (at least with any more than their main.) for a very long time. -
I'm fine with nukes the way they are. Sometimes teams forget that a blaster isn't just your everyday DPS AT, for those moments I like to charge in to a mob alone after a couple of purple pills (team goes crap, blasters gonna get murdered as usual) and blow the entire spawn to kingdom come. I've never successfully pulled off a nuke (Aim+BU+LIVE+Full Spawn) without someone making some sort of remark (be it a lol, a face, a wow, etc)
That makes the AT shine to me. Crashless nukes are great mind you, but they aren't Glorious, They sometimes make up for this with sweet long *** animations (like AR's firing for 25 minutes). -
Quote:(laughs) You know, honestly even sprint pretty much does the trick.
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I found a similar problem on one of my scrappers, most things were enhanced to around ED (and I didn't really benefit hugely from the 15-20% more buffage)
Simple answer, since I do NOT ever exemplar that character? Respec, I removed a bunch of recharge slotting (sometimes I had been forced to forgo the 5th or 6th slots in a set) like fireball (posi set is awesome but crap for natural recharge), or only liked slotting 2 50 rech IO's in Build Up. Now I could remove those recharges and either fill their space with sets or move the newly acquired slots to other powers to do more with what I had.
I, personally heavily invested in IO's on most of my scrappers, find I have a huge global acc bonus. So nerve is unimportant, however, without IO's, I could see nerve taking the same role, removing the need to acc slot every attacking power. Or perhaps on an SR for example, you would gain a large amount of defense due to the number of defense abilities affected. (esp the passives, which we often underslot due to piddly enhancement returns, causing them to still be able to eke out another 1-2 def before even hitting ED) -
Quote:Personally? I would rather the person on my team leave me to maneuver my way around the caltrops with either ninja run or a jet pack. The knives are already a defense based group, better I not let the defense debuff go to waste.In certain situations, with leadership/tactics or rad/storm defense debuff, the accuracy penalty is NOT so delibilitating as stayin on the ground -- Knives of Artemis and the ninjas in the Chimera map. Nobody but nobody likes 3, 4, 5 stacked caltrops.
Also, caltrops produce a deceivingly spherical AoE (you get hurt while anywhere near the trops, so you could just stand at range to begin with)
Also, no one will take group fly to begin with because people start raging at you every time you use it.
Lastly, how often do you ever fight the knives (except that one time)?
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Good effort, but I can't let it be seen like it's useful ever (it's not) because the devs who may or may not see this article love to hate this power don't give them an excuse to continue. I'm lookin' at you magical devs who can change things like simple numerical stats. -
Isn't it about time you removed the 25%-tohit! in group fly (and PB group fly)?
I mean, come on.
/appeal
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(You've already given everyone jet packs and travel powers, at least make a stupid slow flight exist as a novelty without making it impossible for ANYONE to hit ANYTHING... it doesn't even make sense by any standpoint, except maybe the person USING the power) -
Quote:How is my Scrapper trying to beat your Blaster at anything? He's just running Task Forces with his buddies. Why do you care how well he does? Unless we decide to race, we're not competing.
P.S. I really don't have any interest in PvP either, I only mentioned it because I couldn't possibly conceive of what other kind of competition the OP might be talking about.Quote:If we never run into each other, we'll never have any effect on each other, of course.
But say we happen to team up while you're on your pimped out toon and I'm on a weak SO'd toon. While I'm desperatly trying to kill one npc, you'll be killing entire spawns. I will become jealous of your power and attempt to improve my build so that I can become more competitive. So that maybe next time instead of being basically just a waste of space, I will actually be able to add some value to the team.
Just like in PvP, you don't lose anything physical by having someone outperform you. But you do lose or gain personal pride, depending on how well you perform compared to other players. I'm sure that nobody likes feeling completely useless while teaming.
I'm think that's what Katten meant when he mentioned "being competitive".
More specifically, my pride in my character (and thus, the liklihood that I will continue playing them) is hurt if I am teamed up with a bunch of people that can outperform him in every manner on nearly every spawn.
If I ever find myself continually thinking "would it even matter if I wasn't on the team"? Because you're playing with people who can outdamage/outsupport/outcontrol/outsurvive you than before you either created a character that you thought was needed more, or you IO'd out your toon.
Now however, you can at least go "I'm going to do this ONE thing better" and suddenly you feel as if you matter again, because you can do something that SOME others cannot, or at worst close the gap. And you didn't have to IO that subpar toon to reach that level, you simply had to play the game. Voila, competitive concept character.