Mercator

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  1. Mercator

    Energy Blast?

    In the end it's all about whether you're having fun with the powers. I love Energy, using the numbers and my own experience, I've seen where I might hit a curb of sorts. Not a problem, just something I'm keeping in mind.

    There's some arguments out there about Fire doing the most damage, but I think if you consider Energy brings it's own mitigation in the form of Knockback, you'll have an easier time soloing.

    Red Tomax has a compilation of the stats on all the powers
    http://tomax.cohtitan.com/data/power...etype.php?at=2

    And Paragon Wiki has an explanation of the Defense mechanic
    http://paragonwiki.com/wiki/Defense

    And this is a spreadsheet showing you just who would be most resistant to your attacks at any point in the game.
    http://boards.cityofheroes.com/showthread.php?t=115749

    Hope that helps.
  2. Quote:
    Originally Posted by Another_Fan View Post
    I can certainly agree with that. As it is AR is a very good blaster set on its own certainly top tier. If you pair AR with a set with buildup, it has no problem reaching the magic numbers to kill enemies in short order. When you mix it with devices it just gets very iffy.

    I already see the shiny wearing off DP. There just aren't nearly as many of them around as there were.
    Gah. "Iffy" is just such a horrible word in this argument. /Devices isn't iffy. It's defensive.

    Trip mine is a great backup plan for when something comes running at you. In a large group, that isn't often, but it does happen. Specially when you start laying in with your AoE's.

    It's a great front line plan if you work with your tank. The problem is that you need to communicate. Of all the teams I was on with my ice/ice blaster, about the only communication we blasters ever offer is "I'm going to nuke the next group" or "Nuke ready".

    Now mind you, to the OP, /devices doesn't offer the same tricks that other secondaries do. That's a good thing. Every set having Build Up just means a lack of variety and imagination.

    But AR trades some of the things you see in other primaries for the amount of AoE it brings and that crashless nuke. That nuke, for the record, is unique to Archery and AR. Everyone else is crashed and many of us are standing pantsless in a pack of thugs. -usually- those are dead thugs. But i've seen my share of Energy and Fire blasters run, hop and nuke only to get smoked by the LT they just missed, or the Boss that wasn't quite killed.

    Now, it's personal opinion whether an extra AoE or two and a crashless nuke is a fair trade to Aim. I think it is.

    As for numbers, you can have a field day comparing the numbers on red tomax to find a set that does optimum damage and includes all the wondrous AoE and ST options you could care to have.
  3. Mercator

    The Utili-toon

    I've had this notion. This consideration for that character most everyone wants in their TF. The buff/debuff team assistance guy who makes the going easier.

    I started with the ideas that would lead to power choices. This guy would have teleport, recall friend. He'd be first to missions and summon people to him. Shard got you down? No worry. Utili-Toon is there, waiting for you.

    Need someone to stealth to the last room for sniping the boss? Stealth/Invisibility a must, possibly even phasing.

    Team buffs? No problem. Make that a defender with leadership and you get some of the greatest team aura buffs in the game. And they stack.

    And then I stumbled. What would you take for your primary set. It seemed easy, Kinetics is the Crack of the CoX World. Just about everyone loves having a Kin around. But there's also that occasional cry for a debuffer, the -regen Radiationist who'll make the AV slaughter a cinch.

    So I decided I'd get some feedback, your input on what this great toon would have to bring to the team.
  4. Quote:
    Originally Posted by D-Void View Post
    I'd like to ask a related question:

    What are some good uses for Time Bomb?

    Every time this thread arises, it seems that Time Bomb gets panned by a seemingly implicit communal understanding. My AR/Dev isn't there yet (two more levels), but I'd like to think that someone has found a positive use for it.

    Mostly what I'm visualizing is setting up ahead of time with layered stealth, using the time while it's counting down to place a couple mines and, if timed right, use FA just prior to the TB's sploding while you still have a taste of the Defiance from the mines.

    The argument seems to me to be that the same result can be done in significantly more efficient fashions, but are there circumstances where Time Bomb is at least as viable an approach as the other tools in an AR/Dev's toolbox?
    Without any relevant technical data, I like to believe that Time Bomb has a place at the feet of an AV or GM.

    The Reichsmann fight comes to mind. Where it takes a while. ~10 minutes, iirc. Longer if things don't go well.
  5. I'm sorta curious 'when' you're logging in. Everytime I log in, there's people all over the place on Virtue. Mind you, I don't much play past 130am PST or before 9am.

    There are a few static teams forming, something else to consider is hashing out a theme and forming your own static team. Or shooting for some other dedicated folks who play frequently/regularly to group with.
  6. Mercator

    Video Recording

    Likely in the wrong listing, but here goes.

    I'm considering putting together some videos of powers in action, play styles. Wondering what tools are good or suggested for recording your play sessions.

    Any ideas?

    Thanks in advance.
  7. So, if I am to read this right, most if not all Epic Power Pools are not available to color customization?

    Like Pyre Mastery or Force Mastery?
  8. Even if you did have some end left afterwards, as i've run into on rare occasion with various buffs applied to me, the problem you'll see if that that handful of end. Say, 13. Doesn't last long when you have toggles running.

    The nukes crash you into a bad place. Specially when you missed some of those mobs and they're looking to show you your mistake.
  9. Funny you ask that. I just happen to have my projected build right here. Crisis is only level 4 so far, but I plan ahead. I hate using respecs to correct mistakes I could have planned my way around.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Crisis Overkill: Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    ------------
    Level 1: Burst Acc(A), RechRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(7)
    Level 1: Web Grenade Acc(A), Immob(46)
    Level 2: Slug Acc(A), RechRdx(7), RechRdx(9), Dmg(9), Dmg(11), Dmg(11)
    Level 4: Caltrops Slow(A)
    Level 6: Swift Run(A)
    Level 8: Combat Jumping DefBuff(A)
    Level 10: M30 Grenade Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(31)
    Level 12: Sniper Rifle Acc(A), IntRdx(13), IntRdx(13), Dmg(15), Dmg(15), Dmg(25)
    Level 14: Super Jump Jump(A)
    Level 16: Health Heal(A), Heal(17), Heal(17)
    Level 18: Flamethrower Acc(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Dmg(23)
    Level 20: Stamina EndMod(A), EndMod(23), EndMod(25)
    Level 22: Cloaking Device EndRdx(A), EndRdx(31), EndRdx(31), DefBuff(34), DefBuff(36), DefBuff(36)
    Level 24: Targeting Drone EndRdx(A), EndRdx(43), EndRdx(45), ToHit(45), ToHit(45), ToHit(46)
    Level 26: Ignite Acc(A), RechRdx(36), RechRdx(37), Dmg(37), Dmg(37), Dmg(43)
    Level 28: Trip Mine Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
    Level 30: Acrobatics KBDist(A)
    Level 32: Full Auto Acc(A), RechRdx(33), EndRdx(33), Dmg(33), Dmg(34), Dmg(34)
    Level 35: Smoke Grenade Acc(A), ToHitDeb(46)
    Level 38: Gun Drone Acc(A), RechRdx(40), RechRdx(42), Dmg(42), Dmg(42), Dmg(43)
    Level 41: Body Armor ResDam(A)
    Level 44: Surveillance DefDeb(A)
    Level 47: LRM Rocket Acc(A), IntRdx(48), IntRdx(48), Dmg(48), Dmg(50), Dmg(50)
    Level 49: Sleep Grenade Acc(A), Sleep(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run

    Now, it could be a totally faulty build and isn't worth the paper it's printed on. But it looks solid and I like it. I'm not expecting to be able to hit x8's or survive a fight with an AV. But I do expect I'll have fun.
  10. Keep in mind, in terms of Stealth there are some enemies that just don't care what you have covering you, they See You.

    Rikti Drones (dodgy little frakkers)
    Rularuu Observers (The Giant Eyeball)
  11. My observations thus far:
    Dual Pistols has slightly lower damage overall but includes elemental subtype flexibility. If you learn your enemy resistances, you can easily play to their weaknesses.

    The base damage is Lethal, which just about every enemy in the game has some measure of resistance to. Except Carnies. They, except for Strongmen, take more damage from Lethal attacks.

    DP is flashy, very animated. Can look a bit silly as you dance around throwing bullets every which way.

    AR is sorta mundane. You've got this Franken-gun. It's potent, has an excellent array of AoE's to play with. The nuke doesn't crash you and it blends excellently into the Munitions Mastery ancillary. Also. You'll be using that nuke at least once in every mob with it's 60s recharge.

    Also, if you want to go for some stretch of individuality, roll AR. At this stage in the game, odds are about 1:3 for every blaster you cross being DP.

    /energy is a crowd favorite as it includes a Build Up, Conserve Power and Range Boost among it's options. Also comes it handy if you want a Gun-Fu approach with it's Melee options.

    /devices is a fine example in a very defensive set. Caltrops can keep thugs from pounding your face in, or slow them at a corner as you lay into them with your cones and AoE's.

    Cloaking Device is the only defensive toggle available in blaster secondaries, handy for sniping missions or stealthing across hostile territory.

    I'm partial to AR/Devices for theme, but I weigh my decisions on thematics first and technical objectives second.
  12. Mercator

    New Blaster

    You might also consider putting an End Reduction in some of the heavier powers. Beyond toggling off my travel powers, which I forget on occasion, the single greatest drain to my power is the heavier attacks that I want to use at every turn.
  13. Mercator

    Hai

    Quote:
    Originally Posted by Leandro View Post
    Darnit! Now who am I going to use this ****** link on?
    If it'll make you feel better, I can go fake it on Freedom and give you a fair chance.
  14. Sorry, lost track of the forums and this post til just today.

    I don't believe I'll have time until Wednesday night. Ping me ingame @mercator and we'll coordinate. And thanks a ton for your help.
  15. Back a couple years ago, there was a small 'bug' regarding pulling the mission from the DJ in Pocket D where you could bust Snaptooth a few times outside of the Valentine's day event.

    Now, I've a character who's missed the event, but I was wondering if that was still an option and if someone wouldn't mind meeting me Thursday night, around 7pm Pacific and help me out.

    I'd be happy to discuss payment or exchange.
  16. Nemesis, if anything, teach me the value of skirmish tactics.

    Can't tell you how fast and shocked I was to round the corner into 20+ automatons who then proceeded to rock me into oblivion.
  17. They might get a mix of Stalker and Brute, as I could see it.
  18. Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Snap Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
    Level 2: Aimed Shot -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(9), Dev'n-Dmg/Rchg:50(11), Dev'n-Acc/Dmg/Rchg:50(11), Dev'n-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 4: Build Up -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(15)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(15), Thundr-Dmg/Rchg:50(17), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(19), Thundr-Dmg/EndRdx/Rchg:50(19)
    Level 8: Aim -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(21), AdjTgt-ToHit/EndRdx/Rchg:50(21), AdjTgt-EndRdx/Rchg:50(48), AdjTgt-ToHit/EndRdx:50(50), AdjTgt-Rchg:50(50)
    Level 10: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/Rchg:50(23)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(25), Posi-Dmg/Rng:50(27), Posi-Acc/Dmg/EndRdx:50(27)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Health -- Heal-I:50(A)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(29), EndMod-I:50(29)
    Level 22: Ranged Shot -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Dmg/EndRdx:50(31), ExtrmM-Acc/ActRdx/Rng:50(31), ExtrmM-Dmg/ActRdx/Rchg:50(31), ExtrmM-Dmg/EndRdx/Rchg:50(33), ExtrmM-Acc/Rng/Rchg:50(33)
    Level 24: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
    Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-EndRdx/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36)
    Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(39), RedFtn-EndRdx:50(39)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(40)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(42)
    Level 35: Boost Range -- RechRdx-I:50(A)
    Level 38: Total Focus -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dmg/EndRdx/Rchg:40(45), T'Death-Dam%:40(45)
    Level 41: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(46), Posi-Dmg/Rng:50(46), Posi-Acc/Dmg/EndRdx:50(46)
    Level 44: Body Armor -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(48), S'fstPrt-ResKB:30(48)
    Level 47: Surveillance -- Achilles-ResDeb%:20(A), Achilles-DefDeb/Rchg:20(50)
    Level 49: Acrobatics -- KBDist-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run

    Datalink at the top will download a .mxd you can open in Mids. But here's the export in Official Forums (vBulletin)
  19. Mercator

    Rularru weapons

    And dual Nictus Swords. That would also be nice.
  20. Mace blast could add an amusing ranged element to some serious melee scrappers.
  21. Mercator

    Rularru weapons

    Quote:
    Originally Posted by Postagulous View Post
    I'm not understanding.

    Currently I'm hunting overseers in my spare time with my katana. I can't get my black-eyeball katana?
    Hmm... ahright. Context. I keep forgetting context.

    My BS/SR scrapper has the Rularuu sword. But I do not have the Rularuu Katana or DB weapon.

    But the Rularuu Broadsword looks quite nice. And it's huge.
  22. Mercator

    Rularru weapons

    I had heard something about Vanguard swords and can see them on the listing when I go to craft my Broadsword.

    Having earned my Ru' blade, I can say for certain I cannot equip a Ru katana or dual blade.

    As DB, you might have better luck.
  23. Mercator

    Help with Mids

    I find some of your slotting sorta curious. More in the direction of "Well I hadn't thought to look at it like that." than anything else. Specifically, Shocking Bolt.

    For solo work, which I used to do a fair amount of on my ice/ice blaster, I relied on my two holds to keep bosses from ruining my day.

    And to this day, I'll do a lap in front of Portal Corp, just to keep in practice. I've considered slotting for damage and using them like any other blast, but I never followed through, believing in slotting a power for what it's good at. Slow powers get slow's, etc.

    That being said, I have a friend who has a lot of fun with his elec/elec blaster, using both the ranged blasts and the melee bashes to get the job done.
  24. This is my build, focus on damage options and heals as a mock 'fender. Leverage toggles for late game defenses, use Light Form as a panic button or Overdrive switch before I leap into packs and make trouble.

    That being said, what's good slotting for SO's? I have them slotted for what I think would be good, but i'm not sure if it's better to slot some -def or what.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fitness

    Hero Profile:
    Level 1: Gleaming Bolt -- Acc(A), RechRdx(3), EndRdx(3), Dmg(5), Dmg(5), Dmg(7)
    Level 1: Incandescence -- ResDam(A)
    Level 2: Glinting Eye -- Acc(A), RechRdx(7), EndRdx(9), Dmg(9), Dmg(36), Dmg(37)
    Level 4: Gleaming Blast -- Acc(A), RechRdx(37), EndRdx(37), Dmg(39), Dmg(39), Dmg(39)
    Level 6: Essence Boost -- RechRdx(A), RechRdx(40), RechRdx(40), Heal(40), Heal(42), Heal(42)
    Level 8: Radiant Strike -- Acc(A), RechRdx(11), EndRdx(13), Dmg(13), Dmg(17), Dmg(17)
    Level 10: Swift -- Flight(A), Flight(11)
    Level 12: Build Up -- RechRdx(A), RechRdx(50)
    Level 14: Health -- Heal(A), Heal(15), Heal(15)
    Level 16: Luminous Detonation -- Acc(A), RechRdx(45), EndRdx(45), Dmg(46), Dmg(46), Dmg(46)
    Level 18: Incandescent Strike -- Acc(A), RechRdx(19), EndRdx(19), Dmg(31), Dmg(34), Dmg(36)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Reform Essence -- RechRdx(A), RechRdx(23), RechRdx(23), Heal(25), Heal(25), Heal(31)
    Level 24: Conserve Energy -- RechRdx(A)
    Level 26: Glowing Touch -- RechRdx(A), RechRdx(27), EndRdx(27), Heal(29), Heal(29), Heal(31)
    Level 28: Solar Flare -- Acc(A), RechRdx(48), EndRdx(48), Dmg(48), Dmg(50), Dmg(50)
    Level 30: Quantum Flight -- EndRdx(A)
    Level 32: Photon Seekers -- Acc(A), RechRdx(33), EndRdx(33), Dmg(33), Dmg(34), Dmg(34)
    Level 35: Restore Essence -- RechRdx(A), RechRdx(36)
    Level 38: Light Form -- RechRdx(A), RechRdx(42), RechRdx(43), ResDam(43), ResDam(43), ResDam(45)
    Level 41: Shining Shield -- EndRdx(A)
    Level 44: Thermal Shield -- EndRdx(A)
    Level 47: Quantum Shield -- EndRdx(A)
    Level 49: Dawn Strike -- Dmg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Ninja Run -- Empty(A)
    Level 10: Combat Flight -- DefBuff(A)
    ------------

    Thanks for your feedback.

    Edit: And then the question that crossed me as I was commuting home. How much +dam do you need before you start hitting like a blaster? I know it'll never be as good as, but i'm just curious on the number.
  25. Can it solo an AV: I'd say yes.

    Which AV? Well, that's a real question. Some are worse than others. Myself and others aren't thoroughly versed on what it takes to solo an AV. So you might be waiting a bit longer for an educated answer.