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Posts
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Quote:I don't think he expected to receive all 4 by now, but if he has honestly ran 115 and not received any, I think it's understandable how discouraging it can be (especially when your gauge for drops is someone you can closely monitor, who managed 4 in less than half the time, by what's claimed).Why do you expect to have all tier 4's already? Sure it can be done (and has) but nothing in the system says get them quick.
And like others have said, do the up/side/down grades to get what you need.
It's the downside of having a partially random system, where reaching the minimum qualification for the reward, doesn't necessarily correlate with any extra effort and/or overall time invested.
I'd like to say I somewhat understand why the devs chose this method for rewards, and there are workarounds, but I can't think of many systems where I'd willingly call these conditions favorable. I'm a bigger advocate of the reward being equal to the contribution and time invested, among other criteria (but understand the downside to this, too). I haven't kept count of how many trials I've ran, but I'm positive I've received 2 very rares within the first 20-30 successful attempts. I consider that lucky, if I'm using the acquisition of 30 Emp merits as a gauge.
IMO, the tier 4's aren't that good that I think they should take months at a time to unlock. However, it's also interesting to see what people's impression of 'quick' is, in context of how long the realistic expectation is to unlock them (especially when currently angled towards repeating two trials, daily). For now, it is what it is.
To the OP,
Can't say much more than try and follow the suggestions, and wish you better luck. -
Quote:I can't count the amount of times such a situation has presented itself, where I'd have to decide-- especially given the large team-oriented nature of the trials. I'll take any and all buffs.I will always invite a Cold Domination (with +defense shields) over Force Field. And if I want defense, I will always invite a SoA.
Quote:The problem with feeling shafted by incarnate buffs is that people don't USE them. That's where you have an advantage. As a FF'er, you know how to watch your allies shields, when to re-cast, how to position yourself so the squishies get the benefit of your shield, and just generally know how to play the set. Some Blaster who casts Clarion when no one's near him isn't a threat to your role as the team's protection.
Now granted, if you're on a team with 7 other guys who're so well-organized that they know to have only one of them cast barrier every 20 seconds when people are nearby, then yeah, you're a bit redundant. But I honestly don't see that being an issue!
I'm one of those players who likes to push the pace. I'll gladly take both, but won't ever deny a good defense buff which allows me to play to potential for 4 minutes. -
Quote:Just to note, you have some builds which don't see a huge sacrifice in Damage/Recharge for the defense. It's also arguable as to whether or not focused dmg/rech builds outperform the latter, especially when taking into account the player piloting a given build (I find this to be the greater factor, really).Any comments that could improve my strategy is appreciated. I am very new to blasting. The general point of the post of course is why spend all the effort/money/limited enhancer bonuses to get any defense when just getting more damage bonuses and smarter killing strategy seems to work like a charm?
My main blaster is more oriented towards dmg/rech, and methods exist to boost survival when you aren't relying on direct defense, but it's made even easier when I can effectively avoid being the first to die on the team. As they say, you don't have to outrun the bear, you just have to outrun the next guy-- in this context, it means generous use of PB'd veng if I'm on an inefficient team. If the team is more than capable of holding it's own, there are typically fewer problems.
Variety is a good thing. Play what most suits your play style, but remain open to other styles which work.
Quote:But one cannot claim to be pure damage and then discuss low or no damage control tools.
My fire/em makes ample use of power thrust on bosses, which specifically opens up a full damage chain before they can return to their feet. There are other mitigation methods, but it's arguably helping damage output, and not so much disrupting it, given the quick animation time and ability to queue an attack to fire from the same rooted position. -
With Aim being a 62.5% damage buff, how are you accounting for the additional ~10%+ damage bonus (I'm assuming a blaster at rest)?
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Indeed. I ran an ITF just yesterday, and the DoT from reactive alone, was in the 250,000+ total damage range, only behind fireball (260,000+), in total damage contribution. Considering it's 'free' damage, that's a nice boost...and it's only at 50% chance, currently, as I need the T4.
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Quote:Though it may touch on the category of character creation, if you have the slot to spare, consider a 2-slotted hurdle in combination with combat jumping. The two together almost deliver suppression-less movement, and will give you an advantage as you change ranges to maximize cones, AoE, and melee damage, as well as an active defense. This is especially the case if you can joust and kite to properly set up your next attack, and 'avoid' some of the rooting/animation times.I didn't go all in like JohnnyKilowatt but yes, I play as fire/fire/fire and I do have around 30% damage increase from IO's and I do have assault, plus it's not really a damage buff but I do have melt armor and my reactive interface alpha. However, the first line of my original post says I'm looking for anything -after- character creation, as in I'm not looking for the best or most damage dealing class (entirely debatable) but rather things that will definately add bonuses to anyone willing to work for them.
A nice find I obtained yesterday was Geas of the Kind Ones. Though it's only once every 25 minutes, with everything else I have I hit the recharge cap easily for at least a minute.
It's little things like that I'm looking for.
High damage and recharge is always great, but delivering the combination of the two more efficiently is just as important. -
Since you're sold on Rad, but also want the resist debuffs, consider slotting the Achilles Heel: chance for -res proc into your rad attacks.
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Quote:It's not just damage, but consistent ranged burst damage. At the point we consider a teams performance to be strong enough to invalidate a good blasters ability, that same team wouldn't miss a scrapper, brute, tank, dom, etc. for the respective added survivability.So on the one hand, you're saying that Blasters' damage advantage isn't marginalized by buff/debuff in high-end teams, and on the other hand, you're saying that Blasters' damage is marginalized, but no more than than the damage of other ATs? Isn't that precisely the point? Blasters' schtick is damage. Other ATs have other things going for them, after all.
However, in my specific example, I alluded to the added benefit of ranged high burst potential, giving blasters and other key ranged ATs, first strike ability, in addition to the AoE potential previously praised, and buff caps high enough to make most content a negligible threat. Keeping within the realm of reason, I touched on this not being absolutely critical for a team to steamroll content, but its a valid counter-argument to the idea that blasters aren't good on teams.
From my perspective, your point reinforces the dominance of force multipliers in the game, not so much that blasters need tweaking-- much less to levels which would make them stand out on a team that dominant.
Quote:If everything's dying that fast, then the Blaster is superfluous. If things aren't dying that fast, then Fulcrum Shift becomes far more important than the Blaster.
This isn't to say FS isn't helpful, but I'll say there can be a synergy between the two-- if it's in my interest to get the damage boost, then I'll make it a point to close to the appropriate range to get the boost. Unless we're just being unreasonable, it's no more an automatic death sentence for my blaster, than it is for the Kin alerting the mobs with FS (or if it's coming after a mez, then I'm near guaranteed safety). If the consideration is that the Kin is at least surviving reliably, then I'll also assume there are enough factors at play which will let me operate closer to potential, both in theory and actual practice.
Quote:The problem here is that people are assuming that their Blaster's offensive contribution is not just superior to everyone else's (which isn't necessarily true) -- but rather, that Blaster damage dwarfs the damage output of everyone else. That, I'm afraid, isn't even close to true, except perhaps when you're fighting trash spawns that'd die promptly regardless.
Quote:And the second you do run up against something that's tough enough to warrant exhaustive DPS comparisons, the Blaster's best practical advantage is nullified -- that is, burst damage, especially AoE burst damage, provided you're not playing an AoE-light Blaster build, like Ice Blast.
Are you stating that for their lack of survivability when solo, that any combination of blaster power set(s) should clearly outdo all other ATs in damage (ST, Ranged, and AoE)?
Or are you saying we should have something more subtle, like increased solo viability?
In either case, to what degree are you advocating, and how will that translate to teaming (if at all)?
Quote:To add insult to injury, Blaster AoE becomes less efficient against tough spawns, unless the team has a way of dealing reliably with scatter. Sure, I can take Web Envelope (the most wide-area AoE immobilize available) on my Blaster, but it has a glacial animation time, with a bonus redraw penalty. Oops, there goes my ranged first-strike advantage.
Lastly, if you want to make sure mobs stay within the radius of the AoEs, there are multiple ways to accomplish or approach that. I just can't say I'm interested at this time, but you're not wrong in that its a concern.
Quote:Are Blasters generally better suited for high-end teams than Scrappers? Sure, I'll buy that.
Quote:In situations like the one you posted above, for instance, I frequently see Scrappers go off and solo whole spawns by themselves as an indirect help to the team.
But again, it highlights established facts. Force multiplying ATs are strongest when they stick together. Scrappers and other melee ATs are equipped to be self-sustainable, albeit at a slower pace.
Quote:By contrast, Blasters are not great at teaming, and they're not really even good at soloing, relative to the alternatives. What was your list for ranged first-strike ability again? Oh yeah -- Blasters, Doms, Defenders, Soldiers of Arachnos, etc. The two bolded ATs are better at soloing than Blasters by a wide margin, and they have more general team utility. Defenders, needless to say, are tops when it comes to teaming.
Quote:Blasters can be fun to play, and I think there's even some room to argue that their mechanical weakness actually makes them more fun to play, for a lot of people. But there's no good reason that they couldn't be thrown a bone or two. Sorry for the ranty ramble, which wasn't entirely directed at Krouget. -
Quote:This really doesn't reflect my in-game experience-- or at the very least, it doesn't hold any more true for my Blaster, than it does another AT.Yes, a buffed Blaster will deal more damage than a buffed Defender. That's true. The problem is that there comes a point after which the Blaster is superfluous. A buff/debuff that increases the whole team's damage output tends to trivialize any advantage Blaster's have over the next highest damage dealer within that team. And on the subject of Scrappers, they're usually in a better position to receive the best damage buff in the game (Fulcrum Shift) because they live in melee range.
I play with super-teams pretty regularly, and it's usually a matter of who fires the first to third AoE, depending on the attack, as the burst damage does the job. In my specific case, that's happening every 4ish seconds, before buffs, from ~80+ ft out, with staggered usage of Aim and BU (5 sec. downtime between the two, when used this way). Any hard(er) targets are usually dropped in a barrage of ST spike damage, but its less likely anyone is repeating a chain, unless it's an EB or AV.
Either way, it's not abnormal to force the pace of any melee AT(s) who are present, who typically have to close to melee distance for PBAoE, excluding patron AoEs. In this same scenario, FS usage is actually trivialized, as the mobs are usually dead before it can be cast for full effect-- the same holds true for longer animating rad debuffs, for example. In other words, it's not making or breaking the teams speed, as again, 2-3 AoEs clear most mobs, while a combined damage spike drops bosses as the team is on it's way to the next group. Range and the first strike ability of blasters, doms, defenders, SoA, etc. usually take precedence. Being more sturdy from the get-go doesn't mean much, if I'm also able to hit the soft cap for defense, etc. and kill fast enough to decrease the rate of return fire.
Nonetheless, I can't say blasters are bad at teaming, nor will I say it requires any special dedication that a good player doesn't already exercise. Playing to your strengths, it's more a matter of force multipliers acting in unison with a ranged AT, that has a good amount of AoE and ST burst potential. -
Quote:In my experience, I'd lean towards no. However, it depends which qualities we're assigning to a *good* team.On a good team, with a good tank does a blaster need his own survivability? Not everyone was made to solo equally afterall.
While there are many obvious exceptions, I've found 1 of 2 things to usually be the case:
1. The team is good, and it moves comfortably or rapidly through content.
2. The team isn't so good, and moves slowly and/or with lots of deaths.
In the former team, a good player on a blaster should have no real issues, and/or is likely to have buff support. I'm lucky enough to frequent these teams, but I consider myself to be one among a group of experienced players, so there isn't so much need for personal survivability. We're reinforced by good builds, we know each others play styles, we know the content, and embrace the force multiplication idea. You pretty much have to be trying to throw something off, in order to fail. This makes the answer to your question a pretty comfortable "no".
On the 2nd type of team (usually a PUG), I'd say the answer leans toward "yes"-- but personal survivability doesn't need to be passive power selections or soft defense caps, on paper. For example, I get a feel for the team first, and I'm a lot more selective with power usage to minimize aggro, especially before laying on the AoEs. If the team is just bad, then it's usually in my interest to survive longer than the next player, so I can powerboost veng, and assist in carrying things, while using other tactics to survive. There have been times where after a PB'd veng, I could then set a kill pace quick enough to bring in inspiration to top things off, while allowing me to keep moving, in combination with accolades, phase shifts, etc. or other small perks like the chance for KD, properly timed patron holds, and use of KB on bosses. All of these help to boost survivability, in a more active respect, or at least retard the amount of incoming damage vs my outgoing damage-- it gets back to being an experienced player.
Would I like more personal survivability? Sure thing, and as you've stated, there are a lot of good points in this thread to back it. However, there is always a tricky balance to be established. -
Quote:While true to some degree, in a game balanced for SOs, this isn't really the case. IO's have largely enabled all ATs to shine with copious amounts of +rech or +def, for example, which have served to close a lot of gaps between players builds. Playing solo without IO's, there is no way I'm alternating lightning rod/shield charge every 11ish seconds, while running around at the defense soft cap.Ill gladly grant you that blaster have the largest number of AoE attacks but its like having the fastest car in the Lincoln tunnel at rush hour. Once you have enough AoE to kill the small stuff in a spawn the rest is well just wasted.
With SO balance as the consideration, my attack chain would typically include a greater number of powers, and even then, it may not be seamless. In this regard, I can't say having access to them is a waste. Just the opposite, it provides more depth to the gameplay, by making power usage more situational.
Quote:Single target the best theoretical claim was 350 dps for a fire/elec
Frosticus with his illusion controller had 400+ dps realized
And the best scrapper dps was around 300 realized
This isn't to say other AT's can't dish it out-- but it doesn't disqualify blasters as offensive "juggernauts". A well played blaster (or player, rather) is an asset. -
Quote:The descriptions have always been a bit sensational, but yes, I do. I don't take it as a literal representation, but with a blaster, there is not much question as to what my contribution is. Arguably, there are sets which overlap, but in general, I'm not emphasizing or meeting expectations to buff or control-- I'm putting up orange numbers, in range, melee, or AoE quantities, as the situation dictates.Does anyone really think blasters are offensive juggernauts?
My herostats data only reinforces this, as opposed to my Doms, Brutes, etc. (who while they certainly do high damage, also have other interest in play).
However, I'll gladly accept more damage on my blaster, if that's where this is going. -
I'd have to agree. My main blaster also enjoys Ageless as a remedy to my nuke end crash. I can't say I've been marginalized in any way, which didn't exist before-- especially with my regular team of players who solo content for eight.
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Quote:Depends who you team with, or how you look at it.However, WE, the support toons are under the obligation to save you. If we don't we might not get flack from you, but like in all games, you will get the "Heals Suck" "Buffs not constant", "Where were you" "We wiped it's your fault"
If you fall in action, then we just powerboost veng off you, and continue...
Blaming takes time. Keep it moving...
Me: "What's this scrapperlock thing? (joking)"
SG partner: "Something you had, way before you ever made a scrapper..." -
Quote:Lol.But... I do remember situations where I dive into spawns headfirst and faceplant on a squishy after having spent time playing a tank or a scrapper. Scrapperlock takes too long to wear off
One of my SG mates, in response to a rhetorical question about "what this scrapperlock" thing was, stated: "it was something you had before you ever rolled a scrapper".
Its fun with squishies, too. -
I'd say Ill/Storm can be a fine team-player, but I place emphasis on less being more, in most scenarios. Entering every situation with every power active is a great way to cause chaos and do more harm than good. Selective use of powers, however, makes the combination one of the more powerful and fun builds out there, especially when the time comes to cut loose.
Also, I disagree with the idea that an Ill/Storm doesn't have equal interest in adapting to a team. A bit of consideration can leave most any team better off, without a huge sacrifice to specific players. -
Quote:Not that I encounter behaviors anywhere close to what most on the forums seem to contend with daily, but the last time I experienced this on my Kin, I twice had to inform the leader that I wasn't a healer and left the team-- not because I had a chip on my shoulder, but due to the fact that I could, and was, contributing far more with my other abilities, as opposed to spamming transfusion in the hopes of landing the power on the enemy, and then hopefully healing anyone within range who didn't bolt off as their bars dipped into orange.Either way, if you come with a heal, you're going to be deemed healer, if you come with buffs...do the math. So on and so on.
Designating a player as a healer by virtue of having a heal, is a terrible way to pigeonhole players into a specific role. This isn't to say that HP support is unnecessary (love that term), but when overreliance rears its head, most times, its detrimental.
So far as the math goes, no set with heals exists without buffs/debuffs, so deeming someone a healer, when the majority of their set contains buffs/debuffs, still doesnt make sense. When players make calls for a healer, they literally are interested in powers which have ally heal effects, which as others have stated, are not the best way to keep a team alive. -
Arguably my 2nd favorite character, my Kin/Elec/Power sapper has been nothing but fun to play, in both PvP and PvE.
Further down the list, an Emp/Elec, Cold/Dark, and FF/Psi round out my defender roster (until /fire comes along). -
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Conceptually, would he suffer from more damage? I'd have to stop taking you seriously if you answer in the affirmative.
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Of course not. But since it is a matter of concept, and the basis for suggested changes are on anothers interpretation of a concept, then its a matter of perception.
I think Tanks are fine.
You think they aren't.
The extent to which anyone can be wrong or right won't be be realized, as based on this criteria.
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I disagree. Rage does not.
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Case in point. -
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After reading most of this thread I've come to the conclusion that Gauntlet as it is now should stay as it is. Not all comic book tanks are super INV/SS Tankers. (as his two examples is) but should be set as a power in either a secondary set or better an APP set. I personaly don't see tankers, especially in this game, as people that are "holding back"
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I'd have to agree. My main Tanker isn't based on any of the popular comic references found in this thread, and conceptually, wouldn't benefit at all from more damage.
As someone stated before, I think Rage properly represents the idea originally proposed in this thread, while any further changes along these lines, with respect to the AT as a whole, are unnecessary-- at least when justified by comic characters, who at an authors discretion, can do near anything. Also stated before, I think the line between concept and mechanics should stay put, here.
Aside from the original point of the thread (or rather, where it went), I do like some of the teaming ideas being tossed around for Tanks. The reverse BG mode one sounds interesting. -
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I hate this bug.
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512125125You know, there's something just all-around nice about seeing dev hatred for a bug.
Here's to a successful hunt.
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The only bug I don't hate is the one with using any power that calls the "Smashcast" animation while you have the Nemesis staff in hand.
I've been very slow to 'fix' that particular one.
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And here, I thought that was intentional...go figure. -
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and this is on victory, where pvp in zones and arena isnt dead, but not at 100% either.
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Lol, on Victory, thats a pretty slim margin of difference.
Between the span of i7 and i13, of which I played actively, the server has always been relatively slow/dead, so far as PvP goes; though the arena night has been consistent for some time now.
Either way, the server did lose a number of the quality players it had, first to the server transfer ability, and then i13. It's good to hear that some still participate and have fun. -
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/Psi will go down in history beside EM and Devices. For good or ill, justified or not, people will be whining about PSW getting nerfed still three years from now.
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I can live with most of the changes to PSW, but I'd actually say I miss the range, most. I think the previous radius did the power more justice, but otherwise, the set has been balanced nicely enough.
I just hope the changes are enough to retain new dom players. -
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Sooo I wanted to try and solo one in a ae (being a 37 mm fully so)
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The AE AV would depend on the powerset. As someone stated, some are next to impossible if honestly built to assassinate players.
In general, though, I'm capable of solo'ing AVs with my Thug/PD MM. I rely heavily on the power pool taunt, then make sure I constantly avoid melee range, while sticking to the outskirts of BG mode. I frequent the patron immob usage, while applying buffs and keeping tabs on my pets who may catch stray damage.
From there, its pretty much a battle of attrition, where I'm usually the victor. -
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I actually wish we could slot our attacks for Taunt, it would give them a definate purpose, but those MMs that didn't want to Tankermind could leave them unslotted so they wouldn't draw as much aggro, like they do now.
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I've been flirting with the idea of a taunt-aura in one of the MM patrons, for some time now. Something like slotting taunt enhancements into oppressive gloom, would be great.