Miladys_Knight

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  1. I slot 5 oblits (all but the proc) and a Multistrike dam/rech.

    I don't set up "mine fields" anymore unless I'm trying to one shot an EB.

    Slotted as above each mine will deal ~400 damage. 50% of the time the mine will "crit" and do ~500 instead.

    I usually set out 3 mines and 2 caltrop patches if there are bosses in the spawn (2 and 1 if its Lieuts and Minions). I open with an AoE or 2 (depending on Primary) and duck around a corner. 3 Booms later any thing that is left gets a single target attack and is gone.

    Self buffs copy to the mines but most of them don't last long enough to be worthwhile. (Targetting drone lasts .75 seconds, Assault and Tactics last 2.25 seconds, Aim lasts 10 seconds). The notable exception to that is red inspirations. They last 60 seconds.
  2. Quote:
    Originally Posted by eth_Nargy View Post
    You'll leave entire teams based off the powerset choice of a single player you haven't even seen in action?

    Wow.
    Yep. I usually check vet badges first though. Far far far too many bad experiences with bad grav players. I once was on a 3 hour PUG ITF (I was helping a newbie I was trying to mentor) that featured a grav/FF controller. If we had kicked him we'd have been done in an hour.

    I won't go into that particular missions details again lets just say that I won't stay on a team with a grav player that I don't know unless he/she has at least 4 years of CoX experience and even then its a first 5 minutes type thing.

    To date I've never teamed with a "good" grav player and the recent "update" to grav means that there are lots more "bad" grav players out there. To save myself the hassle I just don't team with them.
  3. It's still one of the most annoying powers in the game though.

    I've nova'd right as a grav teammate dimensioned shifted "most" of the spawn. I wound up nuking 3 mobs and still had the end crash for my troubles.

    When you cast a rain power on the mobs the pseudo pet shares your state, so if you were outside when you cast it, and your teammate dimension shifts all the damage (and secondary effects) of your pseudo pets goes to waste until you move into the phased area (which if you are a built for range squishy you may not want to do).

    All in all (in my book) dimension shift went from being a "0 of 10 stars" power to a "2 of 10 stars" power. It's still a skip power for me and I still leave teams that have grav players unless I know their play style or have teamed with them frequently in the past.
  4. Quote:
    Originally Posted by UberGuy View Post
    You can still queue powers.

    However, sometimes the queue is canceled. The red circle will go away, and thus the power will not fire. I do not know why this happens, though I have theories about network packets between the client and server arriving at one or the other out of order. When it happens it irritates the hell out of me.

    If you are experiencing this consistently, check your netgraph (/netgraph in game) and see if it looks "clean". You should not see red or yellow spikes, and you should see very low "duplicate in", "retransmitted" and "lost in" counts.

    Dull Pain has a delay on activation of its benfits. Even if you activate the power exactly when you mean to (with no loss of queue), you do not get the heal immediately. This can result in untimely defeat, as well as a wasted activation of DP.
    Actually this is an issue that has been present since the KB bug reared its head. I think it might be related. I have experienced delays and "unqueueing." It usually happens right after I am hit with a mezzing or KB attack.

    It "feels" as if the game is making me wait while it checks to see if I am affected by the KB or Mez and it decides to unqueue my attack even though the offending attack doesn't exceed my KB or mez protection.
  5. Quote:
    Originally Posted by HwaRang View Post
    I wasn't soloing. I was the sole melee toon for a full PUG. The Alpha strikes are what killed me. I would go to group of Freaks-swing at em then i'd see my green bar instantly drop--i tried to click "heal" or, sometimes, followed by "dull pain" resulting in a 4 second death.

    All because of what appears to be changed game mechanics.
    You might try hitting Dull Pain "before" jumping in for the alpha. Dull Pain not only heals you but it increases your max hit points. That gives you a larger hit point buffer to work with. It increases your regen rate because you are regening with a larger hit point pool. It also makes any orange or purple insps you used more valuable.
  6. Masterminds in general.
    Ice/FF controller - Bubble stuff every 4 minutes, drop Ice slick when it's recharged, and use an occasion(yawn)al Ice block.
  7. Found and tested this with my Ice/earth Dom.

    If you cast Ice Slick and then phase shift Ice Slick phases too. When you cancel Phase Shift the Ice Slick remains phased until it's duration expires.

    Is this a known issue? Anyone else seeing this?
  8. Quote:
    Originally Posted by DarkCurrent View Post
    So with AH testing an Ice/TA controller, does that mean he's going to look into Ice Control at long last?

    http://boards.cityofheroes.com/showthread.php?t=286479

    All praise AH!
    It's more likely that he's looking at Trick Arrow.
  9. Quote:
    Originally Posted by Carnifax_NA View Post
    And Mind, Earth, Elec, Dark and then Gravity again. Plant really doesn't need a pass at all.

    Ice really needs a pass to bring it up to speed. At the moment it suffers from having no decent Alpha and the fact it's main control is easily countered by teammates and a poor relation to one of the 3 AOE controls Earth has.

    I don't think Fire will get a pass, it's not in the same boat as Ice in terms of just being all-round meh (and I say this having played an Ice/Thorns and an Ice/Psi Domi).
    Some of Dom issues could be solved by having domination affect the controls in psuedo pet and toggle type powers. The devs reduced the durations on those compared to controllers and then made Domination not work on them.

    Having Domination affect the confuse duration in AA would make a pretty big difference (or putting the fear [if it is terrorize] back into the Dom version). They should probably reduce the end cost of AA to .5 end/sec since it looks like we are still paying the end cost for the fear effect that isn't there any more. Inceasing the range in Flash Freeze to 80 and reducing it's recharge would also go a long way in helping Ice as would increasing the range of Ice Slick to 80.
  10. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    Is there anyone here that:

    a. Thinks blasters are not broken
    b. Does not fix the gaping holes in blaster functionality with IOs

    and meets both conditions at the same time? I haven't read all of the threads about blasters sucking, just curious. In my experience a scrapper with no IOs at all has comparable performance to a blaster filled with (non-purple/pvp) IOs. I guess I could be a "12 year old" idiot noob, or maybe my blasters were manufactured in Suck Town and I didnt have 20 billion influence to fix them.
    If you don't mind the horrendously slow pace and leveling speed you can make a very survivable Arch/Dev blaster with SOs only. Problem is that it will be slower by about a factor of 4 than any other non-/dev power set combination (even elec/ and psi/)
  11. Quote:
    Originally Posted by Arcanaville View Post
    Even if it can't be driven, it can still be used by the Mythbusters.
    The situation as portrayed isn't a random one. The one described was my college roommate's car.

    It had a pinhole in the top radiator hose (it went through a bout a gallon of coolant every 2 weeks.)

    It had a slow brake fluid leak (he had to put a pint in every couple of weeks and he could tell when it was needed by how squishy the brakes were).

    The crankcase leaked oil. It would leak 4 quarts overnight and he would put a plastic pan under it when he parked it, take the pan and pour it back into the engine, drive it to work and put the pan back under it while he was there. Repeat. He'd have to put about a cup of oil in every 30 miles (no pan while driving).

    Reverse gear didn't work. He'd spend several minutes on campus looking for a place to park that had 2 stalls back to back so he could pull in and park facing forward to exit. He also left plenty of following room while driving so he never got caught in a place where he would have to back up.

    One of the engine cylinders had a bad valve and carbon would build up on the spark plug. Every couple of weeks he would take that plug out, soak it in gasoline over night, wire brush the loose carbon out, regap the plug, and put it back in.

    There were more things wrong than right with that car but, in the middle of winter, in 20 below temperatures, it would fire right up first time and he'd be out jump starting the cars of his friends that wouldn't start. Funniest one was his professor that bought a brand new car. The new car wouldn't start (this was in November on a cold day) and my roommate drove over in his junk heap of a car and jumped it and got his professor going.

    It all kind of reminds me of the blaster AT. A bunch of junk powers (with a few decent ones) all thrown together in a jumble. Only someone with a lot of experience would even consider it "ok" (kinda like my roomie and his college car). A bunch of broken pieces, in an ostensibly broken whole, still plugging along as if mortally afraid of dying.
  12. Quote:
    Originally Posted by FourSpeed View Post
    When my glass is broken, when my car is broken, when my air-conditioning is
    broken, I *cannot* use them... period.
    A provably false premise:

    A broken glass may still hold liquid at the bottom. Trying to drink out of it may cause you to ingest glass shards, cut your lips, your mouth, your hand. It still ostensibly functions as a "glass" it is also still demonstrably broken.

    A car can be leaking oil, leaking coolant, leaking brake fluid, and have reverse be non-functional. It can still be driven (forwards), It can still be put into motion (though you may have difficulty stopping it). It still "works" as a car but by reasonable people's definition is broken.

    An Air conditioner with a broken fan still puts out large quantities of cold air, however since the air doesn't move the unit will freeze up, thaw out, freeze up. It still does what it is designed to do (cool the air) it is by most reasonable definitions "broken"

    A blaster is one of those ATs that work fine only part of the time (like all of the above examples). Most reasonable people consider that "broken"

    Thank you for playing, please drive through.
  13. Quote:
    Originally Posted by Blue_Fenix View Post
    Gather Shadows is a self-buff, not a melee range power. Are you confusing it with something else?
    Yep, Soul Drain from the PPP, sorry for the confusion.

    Quote:
    I'm not sure I'd agree with "half as effective", but the various cone sizes and ranges are definitely the reason I skipped both the Cone Immob (Living Shadows) in Dark Control and Nightfall (the cone DoT) from Dark Assault in my main level 50 build. That leaves me with Fearsome Stare (the Fear) as my only cone, which I can open with before moving into melee range to lay down the smack down with all my other powers.
    I haven't run hero stats on it yet but with other combos where I can ignore either the cone damage power or the PBAoE my damage actually goes up once I have Perma because I can use a seamless chain without having to bounce around. Dark/Dark has too many powers that are cone/melee even with perma I still have to bounce around to be effective which is .... less effective.

    If I don't take a second to realign the cone power(s) or my target mob is in motion before the power activates I sometimes hit only 1 target or just a couple drastically reducing their total effectiveness. It may not be half but it is too much of a ding for me to seriously consider playing dark much more.

    I'm just glad it's not a power set that I had to pay for and then find out that I didn't like it (I'm looking at you Beam Rifle).
  14. Quote:
    Originally Posted by Blue_Fenix View Post
    So skip the cone immob. You don't need it on a Dominator at all. Frees up a power choice for something more useful.
    It has it's uses (I never overlook an AoE to hit debuff). The problem for me with dark control is the range dance is exacerbated. Cone range for Fearsome Stare, Living Shadows and Night Fall. Melee range for Gather Shadows, Engulfing Darkness, and Heart of Darkness.

    You have to bounce back and forth like a psychotic ping pong ball to get the most use out of the powers (not really an issue for the controller). If you miss lining up during any of those bounces you waste the power(s) and you are all ready only half as effective because of all the time you waste bouncing back and forth.

    Its also the one primary that you can't solve that with perma and skipping the powers that don't fit in one category or the other.
  15. Quote:
    Originally Posted by Comicsluvr View Post
    However this is the quality of the player, not the AT. The same thing could be said for almost any AT with AoE attacks or hefty debuffs/attacks on long recharges. It's not just about laying down damage (which Blasters do) but seeing where and when to do it. I've seen Blasters turn the tide and I've seen Blasters turned to Jell-o. Neither one was as much about the power of the character as the smarts of the player. Any Corr or debuff Defender could have done the same.
    and the corr and defender likely done it better.
  16. Quote:
    Originally Posted by Dz131 View Post
    Ok, what about soloing with out temps/lore or insps(aside from healing), so you're really relaying on your trees to do the work. Keep dying and coming back from the hosp till you grind it out doesn't count.
    If you don't want to rely on inspiration drops you've completely eliminated the blaster AT which is silly. There are tools a competent player can use. I was rotating things like Eye of the Magus, Force of Nature, Nova, PFF, Phase Shift, and inspiration use (and when I was flat out of stuff the wedding band for a few seconds) just like I always do with this toon.

    I didn't really die more often than normal (caveat: it's still more often with blasters than any other AT though)
  17. Quote:
    Originally Posted by Arcanaville View Post
    DPS and ability to kill things quickly is something theoretically Blasters can do, but in terms of turning the tide of a fight going badly its very difficult to make the case that blasters have such overwhelmingly higher damage that they can do that fast enough to make a bigger difference than any other damage dealer could.
    The thing I have to interject here is that, unless the blaster PLAYER is a top tier player, then when the fight goes badly the blaster won't turn the tide at all but will be the first to hit the pavement instead (which is just the opposite). In that case what will make the blaster turn the tide is someone else on the team having vengeance (or the defender(s) on the team getting to leverage vigilance).
  18. Quote:
    Originally Posted by Dz131 View Post
    What type of toon can solo all the Dark Astoria quest chains at 54x8?
    Any type actually. I did it with my Energy/Energy/Force blaster that has almost no mitigation but is purpled out and has Perma-Hasten. There is no IXP debt so a trip to the hosp is no biggie except for travel time back the mission.
  19. Quote:
    Originally Posted by idea123 View Post
    If I don't want to email myself some infl to a new toon, I just vendor common IO recipes and make a million in 10 minutes. (I have /auctionhouse, btw, so I can stand in front of the vendor with the auction window open, which speeds things up.) And no matter how often recipe vendoring is mentioned, I never have a problem finding recipes or lvl 48-50+ magic SO's. I think that shows how few people know how the market works, especially the new player.

    When I'm not doing the new DA incarnate content, I find myself in AE or demon farming. I have over 50 billion liquid, so I really have no need to use tickets to roll for any recipes. I figure why not make Luck Charms affordable? I'm sure there's many in my predicament. What to do with AE ticks I don't need? Buy Luck Charms, of course!

    I just want the lowbe to have a shot at crafting that shiny lvl 15 Accuracy recipe that they pickpocketed from a thug they just mugged before sending him to the Zig.
    Honestly you're probably hurting the newbie more than helping them. Since market access comes before IO access most newbies are going to be selling low tier expensive salvage to build up a nest egg rather than buying it to craft.

    Even Newbie VIPs will also quickly learn that you make more on the market selling the luck charm than you get wasting it to craft an enhancement that you'll out level next weekend and just want to over slot with a higher level Acc IO or start frankenslotting for effect instead.

    Your real target should be tier 2 common salvage. That's the stuff that a newbie is going to slot and keep in their build. That level salvage is also particularly annoying for a new player because of the level breaks of where it drops compared to what's required to craft in that level. (It drops only half as much from level 35-40 because tier 3 drops the other half of the time but is still 100% of what you need to craft with from level 35-40)
  20. IIRC they dropped from killing Hami buds in the OLD Hami raids. They "should" drop in the Itrials too but the RNG has to like you. End mod and intangible SOs are the rarest SO drops as I recall.
  21. Quote:
    Originally Posted by firespray View Post
    It is as much the case as the ridiculous assertion that ANY fix that improves soloing will improve teaming as well.
    Hyperbole much? Strawman much?


    Quote:
    Well, the tank gets the aggro IF there's a tank on the team, and IF the tank is in the same place as the rest of the team, and IF the tank is playing intelligently, and IF the tank's taunts overcome the threat generated by the blaster's damage, and IF there aren't more enemies present than the aggro cap. There are plenty of opportunities for a blaster to get plenty of aggro even on a team, and a lot of those if's are out of the blaster's control.
    So tell me exactly how adding damage as you want helps the blaster teamed in these situations? These are the EXACT teaming situations that the solo performance buffs we've been talking about will be useful on a team. Right now blaster damage is almost high enough to steal aggro even from a good tank. Buff the damage as you want and it very well could mean that the blaster could steal the aggro even from a good tank on a consistent basis (I'll trust Arcanaville to run the numbers on that I don't have her gift where that is concerned) this makes survivability buffs even more important than any damage buffs especially of the level that you are contemplating

    Quote:
    This is a ridiculous assertion. There are absolutely things that would benefit solo players that wouldn't benefit team players, or wouldn't benefit them as much I know this because I've thought of some. Just like there are things that would benefit team players but not solo players. I consider both these cases unlikely though. I think it's far more likely that any changes that benefit one playstyle will benefit the other roughly as much, and these are the sorts of changes that should be pursued.
    I notice that you didn't deign to share. Perhaps because they are trivial or not germaine to the real issues?

    Quote:
    Pursuing changes only with the end goal of improving soloing and just assuming that they'll fix teaming problems too is a terrible idea though.
    You mean like adding damage will fix them? You can pour gallons and gallons of water into a 16 ounce container.... it will still only hold a pint no matter how hard you wish for it to hold more.

    Since blaster problems on teams and solo boil down to being mezzed too much and being defeated too much I don't see how you could even spout such nonsense. Any fix that addresses these 2 issues will provide benefit solo and teamed.

    There is a difference between a fix and a buff. I want the broken parts of the AT fixed. You just want a damage buff.
  22. Quote:
    Originally Posted by firespray View Post
    And any fixes for teaming will be just as valuable while soloing, what's your point?
    My point is that this is not the case. On a team the aggro goes to the tank (if its a good tank) solo the blaster gets it all. A team fix may still not solve the solo problems. The converse is not true.

    Quote:
    Yes, I do want blasters to be the best at damage. That's what blasters are supposed to be. It always has been. AT balance doesn't get in the way of that. AT balance happens with that as the goal.
    Have to keep the horse in front of the cart.
  23. Miladys_Knight

    A Crash Blaster.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Dark has an AOE stun and some tohit debuffs. Drain Psyche on its own isn't going to keep you alive, good as it might be. If you get hit with enough burst damage (no defense) and you're feeling the full impact of it (no resistance) you're not going to have a chance to regenerate the damage taken. You can also go /Force Mastery for Repulsion Bomb (an AOE stun to stack with /Dark's) that also does KD for mitigation and a Soul Drain>Inferno setup, but then you'd miss out on ROTP.
    You can take spring attack for the KD mitigation and still keep the Fire Epic
  24. Quote:
    Originally Posted by Comicsluvr View Post
    2) Non-tracking for several seconds. Enemies around the target don't notice he's down for 2-3 seconds because everything happens so quickly.
    Actually a 25' radius Knock down after a (random 2-4 second per target delay) would be thematic.

    "SNIPER! Hit the dirt!"
  25. Quote:
    Originally Posted by Arcanaville View Post
    EMP has a 22 second mag 3 hold with a 50% chance of mag 4 which holds bosses, it does not crash endurance, and it only suppresses recovery for 15 seconds, which is shorter than its mez duration. It doesn't deal damage (usually) but its mechanics are actually logically designed to be a panic button. You can still act (you still have end) and you will recover before the targets and you will take out a significant percentage of even boss-class targets.
    Blaster version is a stun and it's in the Electric Epic. I have it on my Sonic/Ice/Elec.

    Sirens > Frozen Aura > EMP (doesn't wake them up since it does no damage) > Dreadful Wail.