Leo_G

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  1. Had recently made a thread about Rad Blast in the Blaster forums. A few people responded but not many were feeling chatty I guess.

    I felt the same way and, with the new shiny out, you'll be less likely to see a Rad Blast character lvling up.

    I recently made a blaster myself and is now lvl 28. I've seen: DP, Water (of course), Sonic, Dark, Beam, Energy and Archery...funny, haven't seen Fire though (and Ice seems especially rare...I'm going to roll one of those next rather than Water since I'll have 3 rain powers as an Ice/Storm corr...much more thematic too).

    As for mine, I rolled up a Rad/Dark. The synergy's nice: I'll have some stacking stuns and Soul Drain + Irradiate is hilariously fun. I love it and I like her theme too. She's another magic 'automaton' in the style of Tin Mage and her style is ORBS! ORBSORBSORBSORBSORBS!

    Although Neutrino Bolt is kinda an orb, I'm probably going to skip it (I like Xray eyes for variety). So Proton Volley, Cosmic Burst and Neutron Bomb are her go-to powers and I plan on picking more orbs up in Force Mastery (Personal Force Field and Repulsion Bomb).

    I wish Atomic Blast was an exploding orb outward from the character...but I can make due just imagining.
  2. Quote:
    Originally Posted by Captain-Electric View Post
    I've spent a few nights during my life proving that bouncers won't kick you out of a nice club just for puking everywhere.
    A bouncer pulled you to the side after you slipped on your puke pile and helped you call a cab?


    Quote:
    Originally Posted by Samuel_Tow View Post
    I don't know what strip clubs you go to that have tentacle people, but I would like to find out.
    ...What?
  3. Quote:
    Originally Posted by BunnyAnomaly View Post
    How about Radiation Blast recoloured?
    I find rad fits a kind of orb blasting motif which is cool by itself.

    Energy is like DBZ ki blasting which seems like 'solid' bursts since it pushes things instead of vaporizing stuff.

    Beam rifle is more a sciencey wave, like plasma or something.

    If they were making a light set, i'd hope for solid lasers like the robotics rifle but thicker beams. If it were holy, it probably shouldn't have a shape at all, more like flashes and glints.

    IMO of course...
  4. Quote:
    Originally Posted by EmperorSteele View Post
    I thought legacy chain was recolored fire blasts?
    That would be a bit redundant since some of their ranks have fire blasting/summoning guys in it.

    But 'divine'/holy light powers would probably be a combination of energy and fire....but the secondary effect? Dark does the tohit debuff and kinetic does -dmg...
  5. *tucks his picture from Haven House in his wallet*

    *pulls feathered mantle closed to hide his Director of Haven House affairs badge*

    Meh, evil is all about perspective. The truly evil ones are the ones that think they're doing good while they enact genocide and other atrocities upon the globe.
  6. Quote:
    Originally Posted by houtex View Post
    Here I iz Leo!
    You're one step closer to brawling a GM to death
  7. Quote:
    Originally Posted by Arcanaville View Post
    The changes being made to Dual Pistols are intended to counterbalance the snipe changes being made to other sets. That change is fundamentally a single target DPA/DPS change. What you're talking about is your opinion that dual pistols doesn't appeal to you, something that the devs haven't specifically identified as a problem yet.
    Like I need you to pretend to be the dev's mouthpiece. Goldengirl does an adequately annoying job of that as it is.

    If you're going to comment about someone's opinion why bother pretending it's what someone else's rational is?

    But then I specifically remember Hawk and Zw saying in the coffee talk I did get on that Synapse has something particular in mind for Swap Ammo specifically...so the 'haven't identified as a problem' is already counter to what has been said.
  8. Leo_G

    Radiation Blast

    Just an update, I did roll up my Rad/Dark blaster yesterday and got her up to lvl 20 today. Died a lot and got lots of kills and lvls on the team. Of course, I was teamed with someone with Water Blast at least 150% of the time and thankfully, they have some AoE + mitigation to keep the mob's attention.

    Once I got Soul Drain, I relish jumping into mobs with my blaster...and Irradiate is just mean. The defense debuffs helped against purples and bosses and Xray beam eyes is actually a decent hitting attack. All in all, it's okay but I find Irradiate and Smite do most of the leg work.

    Planning on going for Leadership (Tactics) + Fighting + Fly for pools, respec out of Neutrino Bolt and slot the immobilize for damage (save a power slot) and work with with the snipe as another ranged choice. With Tactics + Kismet, that's like, 16% ToHit + 7.5% from a small yellow = 23.5%. Should be fine.

    But since I'm only lvling to 33 and waiting for the changes to test, nothing's set in stone.

    But just wanted to ask if anyone else is underwhelmed by Electron Haze. Maybe if the KB chance was reliable, but as a cone, I feel I'm not hitting much of anything compared to, say, Empty Clips...no idea why. It's the same cone shape.
  9. Quote:
    Originally Posted by Arbiter Hawk View Post
    Fun factoid we didn't mention in the Coffee Talk - Boxing, Kick, and Cross Punch also grant bonuses to your Brawl as well. They're just thematic/easter-egg-y, but they are fun. If you have either Boxing or Kick, your Brawl has a 10% chance to proc a Recharge and ToHit debuff on its target. This debuff is double strength if you own both of those powers. If you own Cross Punch, your Brawl also has a 10% chance to proc a Regen and Recovery debuff on its target.
    Where is houtex? His Brawl Brute will probably get a kick out of this
  10. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Oddly enough Nova is the only example where I'd rather have more damage with the crash, due to the knockback involved. Scattered not-quite-dead enemies, ick.

    The point-blank nature of most nukes really never bothered me, since I activate them mid-jump and am at least 40 feet away once the rooting immobilizes me. (the instant acceleration of combat jumping really helps to in-and-out this way).
    I'd actually agree. Considering some of the mitigating effects of the other nukes, they often have the mez potential to put most things sans bosses out of the fight for 20 or more seconds (in the case of Blackstar, put you at practically capped defense and in the case of Psychic Wail or Blizzard, recharge debuffed into the ground).

    Heh, no one is even talking about that part though. While the KB in Nova is nice, it hardly amounts to 20 seconds of mitigation...no clue about Inferno.

    If nothing else, a mag 2 stun should be added to Nova with a % chance (maybe 50%) for an additional mag 2 so as not to make it guaranteed but possibly shut down targets that matter.

    Still not impressed with Dual Pistol changes. An increase to the damage swap would have been more useful than shaving off time from the attacks. While it does help DPS, it really doesn't help the mechanical reasons to pick dual pistols: for the variety and utility. If I want DPS, I'll play fire or ice or rifle. I picked dual pistols because it says I can shoot ice and fire bullets so why doesn't it do that (well)?
  11. I'm more interested in the secondary effects staying the same or not. Electric Blast can drain all a mob's endurance on a Corruptor if you slot for END mod and unable to recover for 20 seconds. Blackstar is a 35% ToHit debuff for 20 seconds. Blizzard is absurd...I think I'll just skip Water Blast and side-roll my Fire/Storm corruptor as an Ice/Storm corruptor since her powers revolve around 'rain' and not particularly water.

    The mag 3 hold/-def and stun/-rech in Atomic Blast and Psychic Wail isn't much to call home about but Dreadful Wail has a hefty -res debuff that can turn the tables pretty nicely.
  12. I can safely say, after teaming with water blast characters in the mid lvls and low levels, that there's no fear of them becoming obsolete.

    If only on the graphics and sounds alone, that carries the set so that assures people play it. I have to say, the impact on those water blasts and the sounds and fx is rather impressive...sure made my little Archer and Rad blasters feel like they weren't even shooting.

    Kind of understandable for Archery, but Radiation feels like it doesn't have any impact at all

    Can my proton torpedoes explode in a cascade of energy too?
  13. Quote:
    Originally Posted by BurningChick View Post

    The elephant in the room here is that CoH is easy. So easy, in fact, that a FF defender who can block 90% damage for a full team of blasters is looked upon as a near object of gimply pity. We simply do not need mitigation at the cost of offensive performance very often (and, in fact, in cases where we do need that mitigation, the devs tend to use insta-gibs and mez / KB resistant mobs to negate pretty much everything FF brings). It's more important to keep mobs clumped for controls, debuffs, and damage.
    The argument works the other way around too: if the game is so easy, if recharge is so down, costs so low, why do we *need* foes to constantly be clumped together?

    But I think we're all at a point in this thread where we're just done and apparently, raising a post to defy your claims of the contrary is just for the joy of contrarian stances.

    So have fun chatting with yourself, I guess.
  14. Leo_G

    Radiation Blast

    So I'm guessing Radiation Blast isn't quite popular in the Blaster ranks. I mean, I always hear about Archery and no one will ever shut up about Fire Blast, Water Blast will be the new shiny and everybody loves (to hate) Dual Pistols...

    But never anything about Rad. I wonder why...

    But your talk of Rad/Mental sounds interesting, Jackhammer. I just wonder how the sustain mechanics will play out with it in the end. I'm mainly liking how the possible changes will make the secondaries a bit more strategic...while it leaves me wondering why Mental has so many constraining conditions.
  15. Leo_G

    Opossums....

    Quote:
    Originally Posted by Blue Rabbit View Post
    Also, opossums are cute.
    You're a rabbit.
  16. It would be nice if the Water Blast set went on sale with those halloween fishman costume pieces bundled with it for the first week (like when Titan Weapons was released with the free weapon pack).

    I missed the halloween set this time around so am a bit sad when I see all those cool auras and costume change emotes.
  17. Quote:
    Originally Posted by Expeditor View Post
    You're right, SJ and SF are not built the same as DB - DB's combos are far more restrictive, to the extent that high end builds get better DPS by avoiding them altogether...
    ...and can still manage high-end performance that way even without extra secondary effects.

    You've got to remember to finish your sentences
  18. OP, I don't see the need to compare Dual Blades to Street Justice or Staff. Neither of those sets are designed the same way as DB. StJ is more a set designed after Martial Arts which has varying effects in its powers while exchanging the +% crit and some of the +dmg for combo and combo builders. Staff is more designed after Titan Weapons but trading momentum for forms.

    Dual Blades is designed after Claws, trading its rech and endurance discount for combos. It's not that DB gets no secondary effect (that's what combos are), it's that it doesn't really *pay* to have combos. Just like claws which is light on effects and streamlines the damage thanks to Follow up, DB adds combos to the mix on certain 3rd attacks. Not saying DBs should get that -def you're talking about, just saying it doesn't need it.

    That and the DBs combos are actually stronger than the combo finishers that StJ gets. Just some weak calculations:

    The difference between Sweeping Cross at lvl 0 and lvl 3 is about 23 points of damage. And the chance of disorient goes up by 10% (from 20% to 30%)

    Typhoon Edge with the Sweep combo adds 35 points of damage and a 100% chance of knockdown.

    So the effects of the combos/finishers aren't equivalent nor the sets they are designed after. One cannot simply view the mechanics of them side by side that easily.

    Quote:
    Originally Posted by Memphis_Bill View Post
    2. It would help the set as a whole. Chained attack misses = chain broken, and a bit of -def helps minimize that.
    The set has an enhanceable perma 10% ToHit buff...
  19. Leo_G

    New ATs

    Quote:
    Originally Posted by CoyoteShaman View Post
    Additional combinations within existing roles are possible, however, albeit more difficult to find. Control/Armor or Support/Armor would be possible (with Support/Armor being given more damage-oriented armors with weaker defenses) although they would require a lot of tweaking. Those are really just a simple example of what I mean.
    Not sure what you mean by damage oriented armors. But I think the devs learned a lot when they rolled out the villain ATs. They gained the philosophy that the AT should be capable of damage at some level. IMO, Controller is a kludge AT without a set capable of doing damage. They had to muss with an inherent to *cheat* and give them damage and control.

    If any ATs are to be had, they should be capable of doing direct damage but I don't think a Control/Armor or Support/Armor would unless you somehow cheat.

    Quote:
    Originally Posted by Techbot Alpha View Post

    I honestly thing we have all 'roles' covered, and should now be looking at what is both Cool and Comic Book/Hero/Villain inspired.
    If new ATs were to ever be invented, I'd presume they'd just vary the play of existing roles and use their own inspiration as to how to get that done rather than to look at comics.

    That is, just the option to vary how a defender does damage (use melee) or how a ranged AT prioritizes enemy threat (passive mitigation) and so forth. They already built the structure of ATs and have the field of vision to expand on their own. It's just a matter of balancing it all.

    Consider: an AT with decent scrap/stalk level armor and ranged dmg on par with corruptor. Some would consider that overpowered. I, personally, see the draw of it and the drawbacks of it balancing out those concerns.
  20. I think Water Blast has a heads up. Unlike the other elemental sets, Water already has a nuke that doesn't crash.

    The others will need more work to catch up.
  21. Quote:
    Originally Posted by EvilGeko View Post
    I hardly ever express this in absolutes. Because I don't believe that my experience is broad enough to make that claim. But as a heavy user of KB sets, I do feel strongly that PBAoE KB is the worst of the lot. I can dig cones, targeted AoE and as I said I actually like ST KB, but PBAoE KB can just curl up and die as far as I care.

    You might detect a bit of bitterness towards PBAoE KB. Most of it comes from Solar Flare.
    Well, I've been playing blasters and at times, when facing foes on an indoor map, things can get swarmy. If you don't have flight (or even if you do) I've been swarmed by foes to the point I couldn't move where I wanted. I guess that might not be an issue for purpled-out IO'ed to the gills characters, but for regular ones, a good PBAoE 'get out my face' could be the difference between life and death....so long as you're not mezzed that is.

    The main PBAoE KB I've used is Repulse (before it was changed), Repulsion Field, Force Bubble and Hurricane (did have Repel on a kinetic character but didn't care for kinetics) which work quite well for that purpose.

    But yeah, opinions vary as do battle tactics. I tend to play all kinds of characters, some whom could use a good Hurricane power.
  22. Leo_G

    Radiation Blast

    Quote:
    Originally Posted by Dr Harmony View Post
    Rad/Energy allowed for a close up stun-stacking play style.

    Creep up to the most dangerous boss you can find. Power Thrust, queued up Stun or Total Focus, followed by Cosmic Burst means they never get a chance to fight back.
    I thought about the stun stacking, mainly Dark Pit + Cosmic Burst although the 60 second recharge might not be so fancy.

    I tend to not repeat secondaries too much when I make characters but Blasters have so very few...I've got Sonic/Ice, Energy/Fire, DP/Fire, Dark/EM, Elec/EM, Arch/Dev but I don't have /Mental, /Elec or /Dark yet. Although I like to use sets I haven't paired yet, I like to make synergies more (and concept too) but Rad is damned hard to synergize with.

    It doesn't have anything for Power Boost to boost except a stun and -def (and hold) or good cones for Boost Range. It doesn't have good knock or mitigation and the only other effect it has is defense debuffs...so maybe just forget about trying to synergize?

    All I got to say is, PROTON VOLLEY! I MUST HAVE IT!

    I'm also kind of thinking about the new changes and what might be good...but concept ultimately chooses. But I'm just wanting to hear about your Rad characters since it's not talked about too often.
  23. Quote:
    Originally Posted by Nalrok_AthZim View Post
    The magnitude and power of buffs is reduced. So if a Freak heals while Weakened, the heal will be less. Sky Raider FFG's will give less defense if hit with Weaken. Anything with +ToHit will have less +ToHit. Like GP said, it's a reverse Power Boost.
    But Power Boost also improves debuffs like the -ToHit from my Dark/EM blaster. Does this reduce the effect of foe debuffs too?
  24. Leo_G

    Radiation Blast

    Well, just to state a point, I plan to attempt to test out the blaster and ranged blast changes whenever they roll out on beta but I'm reacquainting myself with these ATs. In doing so, I want to make new characters rather than testing the changes on my recent/IO'ed characters.

    So far I've got 2 that are coming in on lvl 32 and I'll probably leave them around there with just basic IOs to get a feel for how they change. One is a Beam Rifle/Poison corruptor and the other is an Arch/Dev. I'd like to roll 2 more to round out my experiences but I don't know what to pair with Radiation Blast (since I've never played it past lvl 12).

    My other will probably be a Water/Storm when that comes out but the last I want Radiation blast (because I like Proton Volley). What do you guys pair with it?

    My first thought was /Darkness Manipulation.
  25. Quote:
    Originally Posted by EvilGeko View Post
    I'm coming to a similar conclusion. Corruptors and Defenders get fast snipes far to easily while many Blasters are going to have to carry yellows to have access to it for more than when Build Up/Aim are on cooldown. That's just plain not fair. Of course as buff/debuff sets, they should be better at buffing to-hit, but they should not be able to leverage that into a major damage enhancement more easily than Blasters.
    I'm not really seeing the snipe change as a major improvement myself. It's better than current snipe, and if you can leverage it, it will improve your damage, but not by so much it's a balance shift here.

    Even still, I find just having a Blaster pull the 'one yellow from cap' trick is fine. Supplement with Aim as needed and you're not really losing anything. It's like a SR character who is over cap to all positions doesn't really have a use for purples much, but to Elec or Dark Armor, it turns them into gods.

    So a corruptor or defender can pull off 22% ToHit without inspirations? Well, those yellows go back to being useless as always.