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Posts
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Joined
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It's still at the bottom of the dom primaries but it might come up to the level of Ice Control now.
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Beaten it to death all ready. I have no more time for the lameness of blaster psi or the people who skip Carnies and Robots.
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Quote:Yeah, I've mentioned that. Just about any other blaster that has decent AoE can mow through spawns at easily triple the rate and with IOs that provide defense set bonuses nearly as safely. Dropping Time Bomb and Trip Mine's cast time to just 1 second would solve much of the problem both solo and teamed. Dropping Time Bomb's delay to 5 seconds (or making it triggerable at will) would make it usable on a team instead of a wasted power pick while teaming.Sure it can deal all that damage in one quick burst, but it does so with a significant set-up time which makes it easily the slowest paced blaster secondary around when played as it seems was intended.
Used to play stealthily and set traps it's damaging, and safe, and slow. -
@plainguy - I'm not trying to paint a rosey picture of time bomb. I simply mention that my Arch/Dev actively uses it while solo and puts it to very good use.
Time bomb and trip mine are very slow to use. The time for safety trade off is far too high but changing either power in a way that results in lower damage does not solve the problem and potentially makes it worse.
There are several TFs/missions where trip mine is useful. Respec trials, Katie Hannon, and the stop 30 firbolg from entering mission just to name a few. It used to be good on the ITF when the post crystal ambush spawned at the door instead of in a random location. I could set a nest of mines while the team worked on the crystal spawn and blow up the entire ambush.
Your point with taking a single point of damage is just that, a point. While solo I've never had a time bomb fail because I make sure that I'm not moving and neither are the mobs before I set one. Stealth and super speed are really good for that ya know?
Also the bed of caltrops I'm talking about when placing trip mines are the ones that I dropped not caltrops that Knives or Tsoo scattered so I'm not interrupted nor am I taking any damage (taking damage would notify the mobs you realize.)
I'd be happy if Time Bomb and Trip Mine just had the interrupt removed and had a 1 second cast time. After all if I was doing that for real I'd be packing set and forget stuff. Pull the pin or set the fuse in 1 second and clear the area.
As far as gun drone goes. I just want to buy mine from the same store Malta get theirs from. 1 second of interrupt to cast, 5 endurance, and it stays until destroyed.
@jibakao - I use them both. It's not really creative its just the way the set works if you are built as a trapper. Time bomb is a crashless mini-nuke, it just takes 24 seconds from the time you cast it til it delivers that damage. Teams can kill spawns in less than 24 seconds which is why the power isn't good on a team.
I can drop a trip mine, drop time bomb, drop another trip mine, drop caltrops and deal 1400 damage all at once with out even getting shot at. Name any other blaster power set that can deal 1400 points of AoE damage without any return fire, in fact name any other blaster SECONDARY that can deal 1400 damage in the span of 4 seconds.
It's not the damage output that anyone is complaining about. Its the much too long time it takes to set up and the clunkiness on a team.
@Bionut911 - it's fun but I wouldn't roll one for that reason only. My toon was a concept character at the start but once I got trip mine 3 slotted it evolved and I took it to 50 and IO'd it for recharge. I didn't need defense of any kind. Nothing lived long enough to shoot back more than once. I can't really reccommend devices to anyone unless you are good with a trapper play style. It's almost as painful to level a x/dev as it is to level a Psi/x or Elec/x. I have no interest in using the power set on any other character with perhaps the dubious exception of creating an Iron Eagle.
Hmmmm.... that gives me an idea..... -
Energy blast is exactly a middle road set on damage but it is one of the best primaries for damage mitigation a blaster can use. My Energy/Energy Blapper is a recharge build and uses KB as mitigation. I only have about 7% defense most of which is accidental and I rarely die.
Quote:KB is NOT radial. KB radiates from the source (ie: the caster) at the time the KB occurs. When explosive blast hits a spawn they ALL travel away from the caster. (This can be especially humorous if the caster moves while casting the power but before the KB is applied.)I've played an Energy/Energy Blaster since I first started back in May of '04, and I've never heard a single complaint about KB from teammates. It's the AoE radial KB that gets the hate, so I recommend skipping Explosive Blast.
You can easily prove this. Target a mob in the back of the spawn. Fire Explosive Blast. If KB were radial all the mobs would be knocked TOWARD you and they aren't, they are knocked away from you.
Repulsion bomb is the same way. If you slot it for KB the mobs travel away from you whether you drop it in the front, middle, or back of the spawn.
The ONLY time KB is Radial is if the source of the KB is PBAoE or simulates PBAoE. Trip Mine, Time Bomb, Bonfire are all "radial KB" because the "caster" is the pseudo pet. Nova is radial because it's PBAoE. Explosive Blast can simulate radial if it is used at melee range.
Here's a fun little experiment to try:
Super Speed (with combat jumping) toward a spawn. Target the front mob and launch Energy Torrent and at the same time jump over the spawn. You will land behind the spawn, the Energy Torrent graphic will PASS you, but the mobs will all spray away in the opposite direction (back the way you came from) because YOU are the source of the KB and the KB direction is determined by the position of the caster at the time the KB is applied. -
Quote:I did that with my Psi/Nrg (now deleted) and my Elec/Nrg (also deleted). They were single target focused and they were hideous to level and I had absolutely no desire to keep either. They both hit 50 with the 1st debt badge and were the toons that took 1/5th the time of the Arch/Dev.I am pretty sure a decent player could achieve the same accomplishment with most blaster combos and with a good number of them do so considerably faster. All that is required is a willingness to play at very safe settings, and live with a comparatively glacial rate of advancement.
Quote:Fully agree. I have a DP/Dev blaster, and I had fun trying to come up with strategies to use Time Bomb and Trip Mines while playing solo. It took forever to set up the "boom zone" where I would usually set up a bunch of Trip Mines, then stealth over to set a Time Bomb, then set up some more Trip Mines and a Caltrops. Time Bomb explodes, aggroing any foes who survive to chase after me . . . right into the field of Trip Mines.
Time Bomb isn't useless . . . it is extremely situational. It could use some improvements to make it more useful and less situational.
At level 50 my usual play is:
Spawn 1
Caltrop patch near the spawn > Trip mine at the edge of the caltrop patch > Trip mine at the edge of the caltrop patch > Caltrops on the other side of the trip mine > Super speed back to max range for ROA > Aim > ROA.
Boom, pointy sticks, Boom, Boom. Pick off any stragglers with single target attacks.
Spawn 2
Caltrop patch near the spawn > Trip mine at the edge of the caltrop patch > Trip mine at the edge of the caltrop patch > Caltrops on the other side of the trip mine > move back to max RoA range > Aim > LRM > RoA > Wait for the remainder of the scattered spawn to step on trip mines > Move in to mop up with single target attacks.
By the next spawn Time bomb is ready again. 2 Spawns in about 100 seconds (my S/L soft capped Rad/Fire easily finishes the same number of spawns in about 30 seconds)
Quote:MK I get what your saying about Time Bomb and Trip mine. But I honestly think your failing to say that the only time your going to place either one of these is at the beginning of a fight. Further your failing to say that if you fail to place Trip mine you will loose the endurance. If you fail to lay down a Time Bomb you not only loose the endurance but also loose the Time Bomb as well until it recharges. So at most if you try to place a trip mine and fail you have about 3 other attempts before your endurance drops so low you will not be able to.
Quote:I think everyone by now knows about the whole toe bombing idea and laying down 20 mines, which btw laying down 20ish ( will say 20 ) at a really good recharge rate of 5 seconds per recharge your talking between cast time of 5 seconds and recharge a total of 200 seconds to place 20 bombs. Your talking over 3 minutes from start to finish. Again 5 seconds is a real good recharge number.
Quote:Personally I think many would agree eating 3 or 4 reds inspiration and hover blasting would probably prove better results in a shorter amount of time compared to 3 minutes.
Quote:The only time I can see Time bomb being of any worth while value as well as Trip mine is with Traps which affords you defense cap and allows you to place bombs at will.
Quote:The end result is if your talking about optimal builds Time Bomb or Trip mine for that matter does not have much room in a device build. I am not counting it out all together, but it is very limited power compared to many other T9 powers or even other device powers.
Quote:Yes in a concept build by all means this is all a moot point. But I am sure we are not discussing concept builds here.
Um, yeah. I use 5 pieces of Oblit in both time bomb and trip mine. Time bomb is just a power I use while I wait for caltrops and trip mine to recharge..... -
Quote:I still seem to have better luck in the 30-34 range. I usually get at least 1 Kin Combat per 3000ish tickets though I've only gotten 1 regen tissue proc ever. I can usually count on a few Reactive Armors which sell very well, some Thunder Strikes, Crushing Impacts, Red Fortunes, and the occasional Decimation Acc/Dam and other mid value stuff that may not sell for oodles but they sell for enough and they turn over quickly. Having open sell slots available is usually more of an issue for me.Those all exist in the 10-14 bracket, and there's significantly less garbage. Granted, 25-29 and 30-34 include a chance at Kinetic Combats, but those never drop for me anyways, so I just roll 10-14 when I'm after -KB and Steadfast Res/Def IOs.
In the 10-14 range you either hit it or fail. There is no middle ground. Its a good pay off or its junk. When I was rolling in that level range too much of it was junk for my tastes so I went back to 30-34. I only roll 10-14 now if there is something specific I am looking for in that level range that has 0 available in the market. -
I'd go with a KM/SR scrapper unless you can uber IO out your toon easily. If that is the case then KM/EA would be the way to go.
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Quote:Then we simply disagree. The only reason I see to maintain imbalance for the "sake of balance" is to annoy your long term customers that still pay to play. Let's face it the players that plan builds to use lots of enhancement sets are long term metagamers that like things to either balance out without messy remainders or are goal focused and want to squeeze every ounce of performance out of every thing.No, I believe that balance should be maintained because power creep kills games. It's already happening, no need to speed it up. And your suggestion is WAY past the current balance levels.
I agree that we need more TAoE sets. I do not agree that we need a Yellow or Orange TAoE set that's better than the PVP and Purple ones.
Our current invention system is not really conducive to either goal that metagamers want to use it for. Also the more different types of sets introduced the harder it is to complete a set even using the market. We may need a different type of invention system that is more universal and takes us completely away from the concept of "sets". -
I have to disagree with all the time bomb haters as I do find it "useful" while solo.
My Arch/Dev/Munitions is the only blaster I ever solo'd that hit 50 without getting the first debt badge. The trade off was of course that it took 5-10 times longer to hit 50 even with repaying debt for the other blasters figured in.
My Arch/Dev will drop a trip mine, stealth to the center of a spawn, set up time bomb, walk back to near where the first trip mine is, set up another trip mine, drop caltrops on the mines, Aim, Rain of Arrows. Doing it like that makes rain of arrows hit at the same time that Time Bomb goes off leaving only a lieutenant or 2 with a shred of health and an almost dead boss or 2 (depending on difficulty settings) to finish off with single target attacks and the caltrop/mine nest. Safe and easy mode.
I have before "one shotted" an end mission Elite Boss that had no KB protection by setting up a stack of 20ish trip mines, stealthing behind it and setting up time bomb, and waiting for it to go off. The time bomb's kb tossed the EB onto the stack of trip mines and the huge explosion left a tiny tick of health on the EB. A single snap shot finished the EB off.
So there are uses for it. The set just requires a different and solo based play style.
All that said, I would not complain at all if the devs buffed time bomb (or the rest of the power set) to make it more team friendly while still maintaining it's solo "flavor".
So I like time bomb. Would I accept an improvement to time bomb?
In a heart beat. -
Quote:So you are in favor of maintaining the devs status quo which amounts to "enhancement balance of sets should be skewed to maintain game balance" a fallacy on the level of "villains will be unfairly harmed if the markets are merged"What it's intended for and how it's used are two totally different things. Unless you think that all those melee types using it in their builds for softcapping are slotting it in nukes. Regardless, Obliteration does not give "reasonable enhancement values in all values that need enhancement." It is incredibly lacking in Endurance Reduction, which IS a "value that needs enhancement."
I see absolutely no reason for the devs to create sets that have unbalanced enhancement values. Of course I also see no reason to have 3 non-purple/non-pvp TAoE sets compared to the number of TAoE powers in the game, 5 snipe sets compared to the number of snipes in the game, and 10 non-purple/non-pvp single target "ranged" damage sets yet have RANGE as an enhancement in only one of those sets and one which exists from 10-25 at that.
I tend to file those things in the "makes no obvious sense" section of my thought processes. -
Quote:I believe that Oblit was dev designed with crashing nukes in mind. It was released BEFORE non-crashy was the design model. I believe that PLAYERS use it in everything regardless of it's dev intention and then complain about endurance management. I personally use it in crashing nukes and PBAoE powers that are either light on endurance costs or have extremely long recharge. If I'm building a melee defense capped toon or an S/L defense capped toon I mix and match with multistrike until I get the balance of recharge, endurance management, and defense that I want.Okay Roderick probably could have phrased that differently but is that last sentence really necessary?
I disagree that obliteration was meant to be used in crashy nukes primarily because since obliteration went live the devs have shifted dramatically away from crashy powers in general. Its lack of endurance enhancement is certainly meant to be a trade-off, but surely you would agree that the vast majority of sets of obliteration are slotted in non-nuke pbaoes? I think that if the devs were to come up with new taoe sets they would probably try to give them their own unique flavor rather than simply recreating something that exists in another category.
As far as obtuse goes, that's the politest term I can think of when outlying examples get repeatedly sighted as PROOF of a point. Using the fringe cases and ignoring the heart of the issue.
The game is changing, ALOT of change is happening since F2P started. There are lots of things that are happening now that would not even have been dreamed of in terms of power levels at the time I9 was released.
I personally see no reason why a rare set should not have both balanced enhancement attributes AND good set bonuses especially considering the time it takes most players to amass enough of a particular bonus to make it meaningful. Since the bonuses are still not as good as those given by purple sets and the bonuses are still lost if you exemplar more than 3 levels down, any claim that they better than purples, is disingenuous at best. -
Quote:Depends on your play style a bit. If you regularly team with a kinetics player having the higher damage cap means that you at at it all the time. The Brute's taunt aura means that you'll be getting the maximum number of mobs hit with fulcrum shift each time.For many, Brutes doing a bit less damage than Scrappers (which if I'm not mistaken, Scrappers win in the damage department with this combo), is more than made up with an aggro aura (though I have no idea how good SR's is, it's still more than nothing) to keep themselves surrounded and not chasing after enemies and higher survival, which in this case is just a matter of extra HP and the extra regen that gives.
Note however, this is going the solo route. And outside of a few minutes of staying at the damaage cap by downing a bunch of reds, having a higher damage cap means nothing if you can't reach it solo.
Solo, if you are playing a primary that has a decent variety of and/or fast recharging AoE and you choose an epic with fast recharging AoE you can keep yourself at (or near) the damage cap by munching and converting insps especially if you write macros to convert the insps quickly. A brute with lots of AoE can (if you are a power gamer/farmer and practice) self damage cap this way because insps drop faster than you can eat them. -
From the Jan 10th patch notes:
Mission Architect
* Corrected an issue where Tickets in Mission Architect were being distributed unevenly between different members of the team.
The ticket rewards decreased at this time also.
The same enhancements that sell well before still sell well now. Pool A rares that are part of sets that give bonuses to defense, recharge, Karma -KB, Steadfast Res/Def, Steadfast -KB, regen tissue proc, etc. These can all be had by rolling 30-34 bronze and weeding out the garbage. -
It's pretty clear that Oblit is custom designed to be used in a long recharge, end crashing PBAoE nuke where end reduction is almost completely unneeded. Were you unaware of that or are you just trying to be purposely obtuse?
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I thought we were talking about a ranged Oblit?
Or is there some reason that a set can't have useful bonuses in all positions and reasonable enhancement values in all values that need enhancement.
Let me also point out that a toon with SOs and T3 incarnate powers is nearly as good as an uber IO build and no incarnate powers and incarnating to T3s from scratch took me a fraction of the time that it takes to IO out from scratch and I'm a dedicated marketeer.
IO sets shouldn't have to have a sucky side when compared to incarnate powers when the time it takes to get that power is so vastly skewed. -
Quote:Hardly overpowered. Don't you realize why ALL the TAOE sets have problems? Because, unlike melee powers, there are 6 aspects (Acc, Dam, End, Rech, Range, secondary effects) that need enhanced rather than 5. To give similar power enhancement values when compared to melee sets it takes all triples.I'd say that was overpowered, but that beat up Overpowered, stole its lunch money, and kicked its puppy on the way out.
Seriously, five triples? And those set bonuses? Not gonna happen. That's better than a purple set.
You are right about the enhancement values though. It should probably be more like this to be reasonable:
Acc/Dam/Rech
Acc/Dam/End
Dam/End/Rech
Dam/Rech/Range
End/Dam/Range
Proc 2% chance per target hit to cast a 10 second break free effect on the caster
That gives pre-ED level 50 enhancement values of:
Acc - 42.4%
Dam - 106%
End - 68.6%
Rech - 68.6%
Range - 25.2%
Why are the set bonuses bad when compared to Oblit?
* Two enhancements reduces the duration of Stun effects on you by 2.2%.
* Three enhancements improves the Damage of all your powers by 3%.
* Four enhancements improves the Accuracy of all your powers by 9%.
* Five enhancements improves the Recharge of all your powers by 5%.
* Six enhancements increases Melee Defense by 3.75%.
* Six enhancements increases Smashing and Lethal Defense by 1.875%.
set bonuses
2 - 2.5% recovery
3 - mag 3 KB protection
4 - 5% global range increase
5 - 5% global recharge
6 - 3.5% defense to ranged, 1.75% defense to energy
With AR as the only outlier (and lets face it, it needs some help) the most any blast set will be able to slot is 3 sets of Castle's turrets.
2.5% recovery is a fairly normal set bonus as is 5% global recharge, 3.5% defense to one position is less than that provided by Oblit which has both recharge and defense.
As for the other 2 bonuses? a 15% global range increase is going to raise powers with 80' base range to 92'. That's 2 feet longer than Burst and 8 feet shorter than Slug and I can't recall hearing anyone say that those 2 powers are OP because they have a tiny bit extra range. It still leaves the short ranged problem powers (Shout and Power Burst as examples) at a still too short range of 46, and medium range, 60 foot powers, (like freeze ray) at a still miserly 69 feet.
As for the mag 3 KB protection. If you play squishies much you'll know 2 things. That mag 3 doesn't protect against enough KB powers in the mid to high level game (mag 4 does, mag 3 doesn't) and anything greater than 4 but less than 10 makes absolutely no difference in protection as there are no mob KB powers (outside those +level mobs that are affected by purple patch) that have KB values higher than 4 and less than 10. The only time that a KB protection value between 5 and 9 makes a difference is those extremely rare cases of when you get hit by 2, mag 3-4 KB attacks at nearly the same time.
Mag 3 KB protection is also found as the 4th bonus in Kinetic Crash so it's not truly out of bounds either.
* Two enhancements improves your Run Speed by 3%.
* Three enhancements increases Smashing Resistance by 2.5%.
* Four enhancements provides 3 points of protection against Knockback effects on you.
* Five enhancements improves your Regeneration by 6%.
* Six enhancements improves the Recharge of all your powers by 7.5%. -
For my Plant/TA it would be fire armor but then, with the exception of Flash Arrow, I took NO powers that reduced the damage that the mobs do to each other.
Glue's -rech, no thanks.
PGA's -damage, no thanks
Flash Arrow has an End reducer in it and that's all. I use it almost exclusively for the -perception -
And Brutes have a higher damage cap and get Fury.
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Castle's Turret
Acc/Dam/Rech
Acc/Dam/End
Dam/End/Rech
End/Rech/Range
Acc/Dam/Range
Proc 2% chance per target hit to cast a 10 second break free effect on the caster
set bonuses
2 - 2.5% recovery
3 - mag 3 KB protection
4 - 5% global range increase
5 - 5% global recharge
6 - 3.5% defense to ranged, 1.75% defense to energy
Done and done. Let's get it created devs. -
Red side is pretty much dead. This is the only way at the moment to get some population red side for how ever long...
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Quote:I've never been of the opinion that blasters should have more resistance/defense.This is exactly what people predicted would happen when they changed Blasters allowing them to use tier 1 and 2 attacks while mezzed. People would want full fledged mezz protection for Blasters as well as more defense/resistance. I don't think the devs want anything near this kind of deal for Blasters.
A blaster's mitigation "should" come from staying active and from the secondary effects in their power set(s). The problem point here is the staying active part. Mez stops you from staying active (ie: not letting a mob close to melee where their attacks really hurt you), it stops you from activating any powers which prevents any mitigation from secondary power effects, and (with the exception of Body Armor from Munitions Mastery) all defense/resistance toggles suppress when mezzed which is exactly when you need them most.
Being mezzed for a blaster is a huge "you lose button." You lose everything that makes you a blaster for the entire duration of the mez (which is longer than it takes to kill you a majority of the time.) All the new defiance means is that you've been neutered down to a level 1 when mezzed. My blasters have never needed more defense, more resistance, or more damage. They've always needed what you can only get as an incarnate from your Destiny slot (Clarion). -
By the way, in case you hadn't noticed, the PvE mobs cheat.
You can be chain KBd until you are dead (ie: hit and KB'd, as you are standing up KB'd again, as you are standing up KB'd yet again etc. ad nauseam) all the while keeping you locked out of activating ANY powers or using any inspirations. You will notice that there is an occasional bug that if you are just beginning to activate a power and are hit with KB at nearly the same time you "may" be KBd but land on your feet. This is not a bonus as you still can't activate any powers for the duration of the KB (ie: the time it would take you to get back up again.)
PvE mobs on the other hand have KB suppression. They can be hit with KB and if they are hit again immediately (or shortly thereafter) are unaffected by the KB in that subsequent attack. They also are not locked out of activating powers immediately (notification and mob attack queueing apparently happen before the KB is applied and powers are locked out.)
PvE mobs also have a version of the above bug. They will sometimes be mid-power activation when hit with KB and will land on their feet. This does NOT lock them out of activating any powers as the power that was activating while they were hit will fire and they will frequently fire off another before they finish moving backwards. (The distance the mob is KBd in this instance is also much less than it should be.)
One other source of KB prevention that no one else has mentioned yet is Acrobatics from the Leaping pool. The problem with Acrobatics is that it requires 2 other powers from the leaping pool be chosen before it is "unlocked" for that character and it's .26 end/sec cost can be prohibitive. It provides mag 9 KB protection that can be enhanced somewhat (a single, Single Origin KB enhancement will increase that to mag 10.2) it also comes with mag -2 hold protection (with your inherent mag -1 this will allow you to avoid a single hold) and it gives 44.84% hold resistance (this is not really that much. It would reduce the duration of a 30 second hold to just under 21 seconds which is still 15 seconds too long to keep a blaster alive).
The reason that most people don't mention Acrobatics is that the opportunity cost is too high. -
One caveat to that. If you are under level 50 you'll need 12+. My Fire^3 tank had 12 points of -KB slotted, I was level 48 and was tanking on a Hami raid with PSL Animal.
Hami hit me while we were retreating (yeah it was a long time ago back when we were still doing retreat raids) and I got knocked down (not back, just down). That happened to me until I hit level 50 and 12 points of KB protection was enough then.