Miladys_Knight

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  1. To be honest Gravity has never been a strong set, except in single target damage, and even post "buffs" is still pretty weak. Recharge is the most helpful to this primary to get your controls up as often as possible.

    /Sonic is an endurance hog. The majority of it's powers are team focused. You'll want to heavily slot for both resistance and endurance reduction. The last thing you really want with Sonic is global recharge since the faster your powers recharge the more endurance you burn.

    Poorly played, a Grav/Sonic can actually cause a mission/TF to take far longer than it would have if that player had not joined the team.
  2. Quote:
    Originally Posted by Energizing_Ion View Post
    *shrugs* I've always liked the new Defiance. Being able to attack while mez'ed? Yes please.

    I know it's saved me at least 2 times that I can think of (when solo'ing).
    All it does for me is save an occasional breakfree and once I have clarion I just forget about it.

    Once I9 and inventions hit I often wished for the original defiance. Softcapped defenses are the way to go for a blaster and that would have meant an almost constant damage buff.
  3. Miladys_Knight

    Which Kin?

    2 more thoughts for you.

    1) Kin/Ice defender - Not all that flashy but blizzard doesn't get reduced by the defender mods. Fulcrum Shift + Ice Storm + Blizzard is a thing of beauty. A quick CaB and Transference and you are ready to start on the next spawn while the previous one finishes dying.

    2) Fire/Kin controller - There's good reason that this was the ultimate farming build for a loooong time. It's flashy. It's relatively safe. It's extremely powerful. The only issue is that it's slow to level solo unless you slot the hold, single target Immob, and a Pool attack for damage. Proccing out Fire Cages is helpful too.
  4. Quote:
    Originally Posted by Darth_Khasei View Post
    So "fixing" Blasters comes down to giving them full on mez protection and armor?
    Nope just the mez protection. They should still be squishy. Since damage is a blaster's mitigation they need to be able to keep slinging pain full time.
  5. I think that if they fix blasters first that no one will use it.
  6. Obiwan to the devs....

    This is not the primary set you are looking for. You can go about your business. Move along.

    /Obiwan
  7. Quote:
    Originally Posted by Another_Fan View Post
    Classic Castle, do what is easy instead of what is right. I swear that guy always seemed to make changes as if he got bonus points for aggravating players.

    Look at the tank "improvement" its tied to using what is usually the worst attack tanks have. The /psi doms needed more than just the overpowered psychic shockwave altered. When that was changed the low tier attacks with their incredibly resisted damage needed changes as well.

    Just goes to show you can completely violate the spirit of the cottage rule, by changing what a set is good at, without violating it on any individual power.
    I actually tend to think of that as cottage rule #2. It's ok for the devs to give blasters a power that produces a cottage when cast if it previously produced a mansion instead.
  8. Quote:
    Originally Posted by Snowzone View Post
    I personally think it's a boring one-trick pony. Can't go wrong with Flashfire, Fire Cages, run into melee with Hot Feet and watch things melt.

    Is there much else to say?
    This.

    Fire is still awesome the problem is (was, before converters) that permdom with the fire primary was quite a bit more expensive because you wanted purples that were more expensive and couldn't get away with the cheap sleep and confuse ones.

    Converters have changed that though.
  9. Its clearly because you are a blaster at heart and don't really know how to play staff yet
  10. Quote:
    Originally Posted by Dr Harmony View Post
    The tricky part is coming up with an idea that works for all Defender primaries - the support sets are the most diverse in the game in that they all work using very different mechanics.

    For example, Sypher, your idea has a bonus that happens when you apply shields. Only a few sets do this: Force Fields, Sonic, Cold, Thermal, Empathy and Kinetics. Some debuffing sets do "protect people" in a vague sense eg Storm and Dark have +defence/resist auras, but how would you apply this bonus? What about Trick Arrows, which does absolutely nothing to any ally ever?
    For the sets that do have shields. Doesn't this encourage spamming of shields to up your bonus? The alternative would be to only give the bonus if the shields weren't already on the target, but this encourages bad play too in that a Defender is rewarded for letting their shields lapse.

    Milady's Knight - your idea of using your primary powers suffers the same problem. How do you differentiate the spamming of shields or rocking the aura from legitimate use of primary powers? I guess the maximum number of stacks help, but its still going to lead to some power spamming between fights.

    The current Vigilance (end reduction and +damage in small teams/solo) is fine by me. It's very plain, but at least it works for all Defenders, since all Defenders use endurance, and all do damage.
    Why do we care? If the defender rocks the aura they get an increased recharge buff that lets them... rock the Aura.

    A bubbler that keeps bubbling just wastes their endurance for a recharge buff. Dumb on their part.

    Those 2 examples are examples of the bad defender that we want to penalize anyway they aren't really doing anything for their team or themselves.

    A buffer like a bubbler will bubble the team to get their recharge buff going. Then they will enter the fight. Firing attacks from their secondary will increase their endurance discount. If they add in mitigating attacks from their primary like Force Bolt and Repulsion Bomb they can keep both their recharge buff and endurance discount maxed out until the end of the fight.

    At the start of the next fight the defender will rebubble to start their recharge buff again (no forgetting to bubble the team this way) and repeat the cycle.

    A defender that is built to be clicky with their primary will get increased recharge which potentially leaves them more time to use secondary powers. A non-clicky defender is going to have a higher endurance discount but secondary powers are the ones that use the most endurance anyway and that's what they'll spend the majority of their time doing anyway. It's a 2 pronged solution to a 2 pronged problem.

    The beautiful thing? The primary that needs the most help gets it. TA/? is going to be the big beneficiary here since they will spend an equal amount of time doing both things and should be able to keep both buffs maxed out.
  11. Here's a totally outrageous suggestion....

    95% of all mezzes that hit a blaster simply have no effect. That would put the blaster on par with all the other ATs.

    Scrappers, Tanks, and Brutes have mez protection, mez resistance, and some of them have built in defense that further reduce the number of mezzes that hit let alone have any effect.

    Debuffing defenders and corruptors can floor mob to hit values meaning that only 5% of all mez effect them (with the very notable exception of Trick Arrow). Some defender buffing sets have mez protection built into them. The other defender buffing sets have no real need to enter combat on a team.

    Controllers get all of the above and can lock down entire spawns with hard controls.

    Dominators can lock down entire spawns and if they get mezzed accidentally, can use domination to eliminate the threat.

    Master minds can still use their pets for attack and defense even while mezzed and some master mind secondaries provide mez protection.

    HEATs and VEATs get mez protection.

    What does the blaster get? They get to play as if they were level 2 and die in a high mez environment, while 95% or more of all mez launched at other ATs has absolutely no deleterious effect on them.
  12. Fire/MM is probably it but I'll still give the nod to my Rad/Fire/Mace simply because I don't think I'll ever get around to making a Fire/MM since I'm mostly played out on Fire/
  13. Quote:
    Originally Posted by Arcanaville View Post
    My reasoning compared /Devices to other sets. Yours doesn't. Under ideal conditions, /devices can do what you describe. But that's with cherry picked situations. The targets you don't kill, like say bosses, have only a 50% chance of being knocked. And after that, your mitigation drops to zero for that minefield and it comes down to the defensive strength of the other powers in the set. /Ice can perma Ice patch and get good mitigation against minions, LTs, *and* Bosses. And if we're talking about best case potential, then the best case potential for Drain Psyche by itself is +1500% regen. That's on top of the incremental mitigation of WoC and Psychic Shockwave. And once again, Drain Psyche's regeneration works as mitigation against bosses.
    Lets leave the the completed overpoweredness of mental out of the discussion for now since we know it's an outlier.

    I'm not talking about cherry picked situations. It's not all that hard to consistently set up 3 mines in such a way that you destroy or damage a majority of a spawn. All you have to do is place caltrops in such a way that the spawn bunches up enough that the mine detonations catch most or all of them. That's a trick that you can learn pretty quickly.

    I can pop out from cover and use an AoE or 2 to finish off what is left with perhaps the exception of the boss. Some of the mobs will be running because too many of them took too much damage too quickly and I can assess that and either use ranged attacks to finish off runners or let them run while I deal with a more serious threat and just finish them off when they get back.

    Even after my mine field is gone I can still keep what is left (including the boss unless it's immune to slows) at range indefinitely simply by backing up and dropping caltrops again (and again if need be). Which iirc you have said that keeping mobs at range is like reducing damage by ~40%.

    Since blasters are usually defeated by taking too much damage and being mezzed I see a lot of potential value in the 3 mine field. I can greatly reduce the enemy alpha by eliminating a large portion (or all of it) before they ever launch their Alpha. I reduce incoming mez the same way. Trip Mines and Caltrops still function even if I mess up my pull and get hit with an Alpha mez. That gives me time to use the tier 1 & 2 primary and tier 1 secondary without the remainder of the spawn reaching melee range or perhaps until the mez wears off and I can move again.

    Quote:
    So unless you think its just self-evident, I don't see you making a case that /Devices actually has more total offense than Fire or Dark, or more mitigation than Ice or Mental. You're just listing the best case scenario for /Devices. That best case scenario is pretty good, but everyone's best case scenario is pretty good. The best case scenario for Energy is keeping three to four bosses almost permanently inert with stuns and the KB from power thrust. I've done it before myself.
    No actually, I'm asking a serious question especially considering the other threads where we have been discussing blaster weaknesses. We know that the "players" have a perception that blasters were "fine" or "ok" and the dev's data mining showed that perception to be far off the mark.

    Could our perception of /devices be off as far as it is with blaster weaknesses? Is that the reason devices has languished so long without an update other than gun drone? The player base thinks it "sucks" but dev numbers and data give the lie to that perception?

    Is the safety and burst damage from Devices actually worth the trade off for the time it takes to use it? Does it save enough return trips from the hospital to equate?
  14. Quote:
    Originally Posted by EvilGeko View Post
    I am not seeking your validation. I do not agree with your reasoning, primarily because you are not comparing the sets. You seem to be offended because I chose one of your favorite sets for this alt. I do not intend to argue the point further with you.
    You needn't and "offended because I chose one of your favorite sets" is an oxymoron at best.

    I just believe that you will be back again in a few weeks looking for a new pairing simply because this combination won't provide the challenge you seemed to be seeking in your first few posts unless you purposely play it badly which also appears to go against your first few posts.

    I could be reading you incorrectly.
  15. Quote:
    Originally Posted by Arcanaville View Post
    In terms of damage mitigation, I would place Devices behind Dark, Mental, and Ice. In terms of offense, I would place Devices behind at least Fire and Dark (counting the offensive effect of Soul Drain). Unless you're going to use minefields on everything, I wouldn't classify devices as a high offense secondary, even with gun drone. Its burst damage can be quite high, but averaged over the set up time its not exceptionally high.

    Opinions differ on secondaries, but I don't think its a prevalent opinion that devices is a high offense high defense easy mode secondary.
    I'd have to differ on that.

    No other secondary has a PBAoE attack that can be stacked multiple times that can deal 400-500 damage per application. No other secondary has a built in crashless, half strength, nuke that can be placed with near perfect safety using the tools that are in that secondary and detonates with the blaster potentially out of line of sight of the mobs or even entirely out of range of the mobs.

    On SOs alone a /devices blaster can layout 3 mines in 51 seconds (without hasten) that will deal 1137-1461 damage in less than 1 second to a 16 mob spawn without the blaster being subject to even a single return shot (if the blaster properly uses the terrain).

    So the /devices blaster can layout a field that will wipe out entire spawns except for bosses (which should go down with a single application of the tier 3 blast after the triple boom) without being exposed to a single point of return damage.

    That sounds like both huge offense and huge defense to me (and that's the way that it works for my Arch/Dev). By your own estimate you could wipe out 2, 16 mob spawns (without using inspirations) in the time it takes for any other SO'd level 50 blaster to return from the hospital once (actually you can start doing that at level 31 as soon as you have trip mine 6 slotted).

    The only time I die on a /devices blaster (post trip mine) is when I get sloppy because I've gotten impatient.

    So I don't follow your reasoning.
  16. vig·i·lance
    noun

    1. state or quality of being vigilant; watchfulness: Vigilance is required in the event of treachery.
    2. Pathology . insomnia.

    Synonyms
    1. alertness, attention, heedfulness, concern, care.

    The current vigilance mechanic has absolutely nothing to do with being vigilant since the defender that gets the largest endurance discount is the lax, inattentive, unheedful, unconcerned, careless buffer or the reactive, healing focused defender. None of which make good defenders and actually rewards poor play while penalizing good play.

    Vigilance in it's simplest terms means being prepared. That means a proactive defender, buffing the team before a fight or surveying the field for the best places/targets for debuffs and applying them with aplomb.

    A better mechanic (or one that would at least match the name given to the inherent) would be:

    Each time a defender uses one of his/her primary powers they get a small self stacking boost to their global recharge that lasts for a moderate amount of time (a max of say 5, 5% boosts that last ~20 seconds). Additionally each time that a defender uses one of their secondary powers they get a small self stacking endurance discount (again a max of say 5, 5% global discounts that last ~20 seconds).

    Viola' "vigilance" the proactive vigilant defender is rewarded, the negligent reactive defender is penalized.
  17. Quote:
    Originally Posted by EvilGeko View Post
    What I wrote:
    Well since you also wrote this:

    Quote:
    Originally Posted by EvilGeko View Post
    I'm just looking for a "hard mode" experience.
    And this:

    Quote:
    Originally Posted by EvilGeko View Post
    Devices scares me because I tend to get a lot of leverage from things like stealth and targeting drone.
    And this:

    Quote:
    Originally Posted by EvilGeko View Post
    I'm looking for weak in offense and defense.
    I was confused as to why you selected a high offense, high defense, easy mode secondary.
  18. Quote:
    Originally Posted by EvilGeko View Post
    Struggled a lot with the choice, but I actually roled

    *drum roll*

    Psi Blast/Devices

    It was difficult. Rad/Devices was a choice, but ultimately the low resistability of critters to energy lost me. Psi will either be decent or really, really bad against critters.

    As for the secondary, that was harder. There were things in each to speak for them. Most have either too much control or utility or damage or all of the above for me. Devices isn't weak, but it's the weakest I can determine.
    Except that devices isn't weak. It just trades agonizingly slow for its strength. If you play slowly and carefully as a trapper with devices you can almost completely ignore your primary.
  19. Quote:
    Originally Posted by Erratic View Post
    Dark Blast attacks lower the target's to-hit and has a heal. Ice Manipulation has both a cone slow to movement and recharge and an area knockdown. It strikes me as having obvious survival potential.
    Actually its very survivable especially with a +rech build. Dark's -to hit self stacks. You can slot 5 posi in the Cones and a to hit debuff enhancer and using just the 2 cones and Shiver (and a convenient object or hovering) can keep a 10 mob spawn at -25% to hit, -rech capped, and out of melee range. YOu can add in Electric mastery for a 3rd damage cone.

    The only problem you'll face is the same that every blaster faces against a 10+ mob spawn, alpha survival and mez.
  20. I'd put my vote in for Psi/Dark.

    Psi's secondary effect is -rech which doesn't keep the mobs out of melee range.

    Dark's secondary effect is -to hit which doesn't really add much especially since the PBAoEs don't have it. The main AoE attack is Shadow Maul which you can leverage an average of 3 targets with but as a too squishy blaster the 3+ second animation can be a death sentence.

    Your problem will be that most of the combinations "can" find something to synergize.

    In this case a recharge focused build relying on Soul Drain + Dark Pit + Psychic Wail + Cab + Dark Consumption. If you add in Electric mastery you get EMP, Surge of Power, and another Cone attack. It also gives you 3 damage types so no weakness there.

    Adding Burn out could make it scary. Of course it would be a complete PitA to level up to that point.
  21. Quote:
    Originally Posted by PleaseRecycle View Post
    Are you aware that you're allowed, even encouraged, to talk to your teammates? You can say anything from casual banter to strategic advice! But wait, what if a teammate won't listen? Good news: you can even talk to the team leader; unless someone hawked it for booze money, they should have access to a kick button.
    Yep, well aware. Problem of course was that the star holder was a friend of the bad grav player. Had I not been mentoring a n00b I'd have been gone less than halfway through mission 1.

    Quote:
    Originally Posted by JayboH View Post
    I read the two first comments you made in this thread and I am appalled. What a prejudicial elitist attitude towards other players... good lord - I don't care what one or two people did to you to slow your progress a little, but not even wanting to help them, just wanting to plain kick them, or not join based on veteran badges (because we all know how amazing they are at showing knowledge/skill) or quitting a group due to a powerset + badge combo raises all kinds of red flags.
    I'm reminded of the old adage that goes, "conceit is self respect in someone we envy."

    What part are you appalled at? That I mentor n00bs? That I have correctly assessed a bad power set and no matter how well it is played will at best be mediocre and at worst will purposefully grief the team?

    There are 3 offending powers in the set. All 3 are set defining powers.

    Propel - leaves the propelled object behind (when the set first came out this was not the case) some of the objects are large in size and even though you can shoot and target around them you can't see around them. For toons that rely on positional awareness (like blasters) this is very bad.

    Dimension Shift - as previously discussed there are only a couple of situations where this power is adequate and in most of them any other power from another player or power set is likely superior but using this power prevents or interrupts the use of those better powers.

    Wormhole - used improperly (and sometimes properly) it is worse than having an uncontrolled energy blaster on the team. At least the blaster will do damage while spraying things willy nilly.

    People have/take these powers to use them and they will use them which is usually detrimental to a good or even average team though they just "might" save a horrid team.

    When you are freezing to death jumping into a bonfire may seem like a good idea but there are some kinds of stupid you don't have to be twice.

    Since you and I are both VIPs we both still pay to play. Since the name on the credit card that pays for my account is not yours I am appalled by your sense of entitlement. My time to play CoX is limited. I play (and pay) to have fun. Grav is not fun to play nor is it fun to have on my team no matter how good the player is. I give back to the community by mentoring new players. Your role is what exactly?

    In any case you should go back through the thread and actually read my posts for comprehension rather than skimming. Your comments show that you've pick out only the parts that you find offensive and glossed over all the other parts.

    Lastly, you should know that the n00b I was mentoring quit the game over that particular ITF, that is just how bad the player treated the team, and how badly the star holder allowed it to happen.

    Quote:
    Originally Posted by Slaunyeh View Post
    On behalf of Gravity controllers everywhere, I would like to take this moment to thank you for your consideration. Teams are much better without this kind of attitude on them.
    You and the other 12 grav players are welcome

    ----------------------------------------------------

    In any case none of this has anything to do with the OP at this point so you all can continue your mud slinging at your own leisure.
  22. Quote:
    Originally Posted by Zombie Man View Post
    You don't have to worry about how I use Dimension Shift because I'm constantly Team Teleporting everyone around to where they should be so, therefore, you won't run into it.
    You are running group flight while you do that aren't you? Otherwise you aren't doing it right.....
  23. Quote:
    Originally Posted by eth_Nargy View Post
    Sounds like you had an idiot.

    If I had to avoid every team with a certain AT/powerset which at one point caused the rest of my team trouble, I'd be forced to solo.
    Indeed, he was the worst ever but like I said I've never seen a "good" one. I've seen Amazing tanks, Amazing Doms, Amazing Blasters, Amazing Scrappers, etc.

    I've never seen an Amazing grav anything. Even the "best" ones are mediocre and anything not the best usually griefs the team even though it may be accidental. I think its baked into the power set to be honest.
  24. Quote:
    Originally Posted by Vimes_NA View Post
    I decided to make an elec/ dominator because I hadn't made an electric control character before and I have too many controllers (as much as such a thing is possible). After much agonizing I settled on dark assault to go with it (I liked the balance of melee, mitigation, and aoe). So I leveled it up a bit and got a power I've never had before. Night Fall.
    Head-->desk
    A lowish damage cone compensated for by a short recharge is just fine when you don't have a busy aoe lineup. Make it deep+narrow though and it combines terribly with melee and pbaoe attacks.
    So now I'm reevaluating my aoe plans. I want to stick with an APP instead of a PPP and I don't want to pick up fire mastery, so here are the main possibilities I'm rolling around:
    1. learn to live with night fall in melee and accept that I'm only ever going to be hitting a few targets with it. Sleet from Ice Mastery will make up for it, and it does have a pretty cool animation. Ice mastery also makes for a very survivable dominator.
    2. drop night fall, pick up psi mastery for link minds+psi tornado. This has the advantage of helping me build my defenses while fitting a force feedback proc into my regular attack chain. It's a bit hard on the endurance bar though.
    3. drop nightfall, pick up primal mastery for energy transfer+energy torrent. This gives me a high damage melee attack with even better dpa than smite (with life drain the health cost isn't a problem) and a wide cone that can also take the force feedback proc. Easier on endurance than psi mastery, but not such a great choice for defenses. I'd probably just rely on CC+life drain for defense and build for pure recharge.
    4. drop night fall, get some procs into electric fences and use it like an attack in addition to it's end drain/immob effect. Stick with Ice Mastery for sleet and survivability.
    So, any thoughts? What are the rest of you doing for aoe damage?
    Actually that's a pretty common issue with most Dom pairings. Perma Dom is part of the answer because you have enough recharge to skip the AoE attack that doesn't play well with the rest of your choices.

    Elec/, Ice/, and Fire/ are designed to be played in melee range primaries. That means that I skip the cone. For all the other Primaries I skip the PBAoE.

    So to answer your question..... Option 4 with Perma dom and I'm replacing Nightfall with Spring Attack from the leaping pool.

    BTW Preemptive is a nice Interface power to use with Elec/
  25. Quote:
    Originally Posted by eth_Nargy View Post
    You do know that the chances of a 4 year vet playing just as badly as any 3-day newbie is about 90%, right?
    Yep. In fact the Grav/FF previously mentioned was a 5 year vet that had PL'd his Grav toon. He thought he was supposed to Dimension Shift every thing and then anything he missed was supposed to be Detention Fielded. He ran Force Bubble constantly so any melee focused toons couldn't benefit from Dispersion Bubble and he made sure that he pushed stuff off of all the debuff patches. He was really fond of Worm Holing stuff all over the map because he was "saving" everyone.

    He single handedly flung everything except the squid nicti off the temple platform in the first mission of the ITF. We literally had to clear the entire map to find all the romans that were in the spawn guarding Sister Solaris. The TF went downhill after that.