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Quote:It depends actually on your primary/secondary pairing.I've recently been thinking about trying out a Blaster as this is the only AT I have never played much. However, I keep seeing people talk about Blasters as having severe issues soloing beginning around level 30. Apparently this is due to mob hit point scaling and blaster damage just not keeping pace.
Is this really the case? Does the Blaster AT literally become mediocre damage and low survivability? That just....doesn't make sense. And if that really does happen, maybe someone needs to smack Castle in the back of the head until he fixes it.
So how about it folks? Are people over-exaggerating the situation?
(In case it matters, I would prefer to play an Energy blaster for concept purposes.)
/Ice and /Dev (/dev plays quite slowly, it's not everyone's cup of tea) are pretty high for mitigation.
Combine that with a primary that has alot of AoEs and cones (Fire, Archery, Assault Rifle) and you have a high damage output relatively survivable blaster.
You can also pair up with a high mitigation primary Ice/, Sonic/, Energy/ provide lots of mitigation. So any of the mitigation sets will survive well.
You can also (once you have gained a bit of familiarity with the blaster AT) pair a high mitigation primary with a high damage secondary.
Ice/Elec is very nice for going into melee range and doing lots of single target damage. Ice/Fire is good for melee range AoEs.
The problem with the AT is the blaster credo is defeat before you are defeated. In actual play it doesn't work that way for most players though with experience it can. The reason that this is so is that blaster damage output is limited by activation times. Even though your powers may do crap tons of damage you won't survive long enough to apply that damage.
High damage output/low mitigation combinations (which is the majority of blaster pairings) really need an alpha absorber. This is why so many players are slotting up blasters with defense bonuses from IO sets. -
Actually even that is pretty underwhelming. It won't save you if you've over aggroed a spawn but it can keep you even and eventually build you back up if you keep the spawn slept.
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Quote:Since when has any of this made any difference to the devs?Once we started down the road of switching alignment, a market merge was inevitable. Too many players would have changed alignment for economic reasons.
When characters could change alignments every few days, smuggling between the markets would have been rampant, and the in-game rationale for alignment changes doesn't make sense for constantly changing back and forth every week.
Probably the most practical consideration was Praetoria. If all three markets were separate then the Praetoria market would be totally worthless.
Ditto for the influence/infamy/information equivalence. It's just not practical to 'escrow' that.
So it didn't make sense to keep the markets separate from a practical, role-playing, economic, logic or customer satisfaction standpoint.
By the way
Posi -1
War Witch +1
I think Posi needs to clean the schmutz off of his crystal ball. -
If you aren't having end issues I wouldn't pick either as both will be highly situational for you. I'd recommend something that will be useful all the time such as combat jumping or stealth.
Since you've chosen the flight pool you may also want to consider Air Superiority. Its a decent melee attack and has nice secondary effects. -
There isn't any particular synergy with DP and anything else. Most of it is minor (like stacking the slows from Cryo with /Ice.)
What synergy you do get you would actually get improved results by selecting the appropriate primary instead. (Fire/Ice/Energy) -
Quote:Actually any proc (with a couple possible exceptions) slotted in non-aggroing power will cause the spawn to aggro even if the proc doesn't activate.Note that if you put a damage proc in Flash Arrow, I believe it will aggro guys if it does damage.
ie: slotting Dark Watchers chance for -rech in Flash Arrow will cause the entire spawn to aggro, even though it does no damage, and even if it doesn't proc. -
There's a brisk business in level 35ish stuff as that is where the bulk of the new toons are now.
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oh I'm in the same place believe me.
My Fire/Storm/Stone lacks Hurricane
My Plant/TA/Fire skipped all the slow and -damage powers
My Sonic/Ice/Elec blaster skipped the epic armor
My Energy/Energy/Force blapper lives in Melee range with 7% defense to all.
I have a Energy/Elec/Fire blaster with 5 (PB)AoE powers that do damage and knockback and I have them all slotted with KB sets.
Fire/TA is pretty straight forward. It's just not an often seen combination. -
It's not a bad combo and it's pretty fun. You will find that it is an unusual combination.
If you are looking for massive control Earth/TA would be a better combo. For soloing Plant/TA is better but not by much.
For Damage Fire/Kin and Fire/Rad will both be better.
Fire/FF is quite safe though it is slower. It's nice to pair Smoke up with Dispersion bubble, Bubbled Imps last quite a lot longer, and having mez protection means that Hot Feet doesn't get detoggled as long as you are mindful of sleep using mobs. It's a very nice team oriented controller. -
I'd bet the problem is Destroyers and Seers. Best tactic is just to buy a tray full of purple insps from the nurse before you head back from the hospital.
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Cryonite Armor, the Wedding Band, and Eye of the Magus aren't enough for you?
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Quote:Forcefields was never designed for offense and it's certainly not the weakest support set. It is in fact, the strongest support set. It's the only support power set out there that can transform an entire team of squishies into mez protected tanks....except in offense and variety. It's easily the weakest of the support sets end game because of that and it along with Sonic needs revision. Particularly in how detention/cage works (like why aren't these timed toggles?) and complete redesign of Force Bubble, Repulsion Field, and Sonic Repulsion.
I'll agree that all the detention/caging powers in the game need a rework and that Repulsion Field is vanilla enough that it's entirely skippable but Force Bubble works fine as is for those that know how to use it properly.
Other than giving Force Bolt tier 1 damage and perhaps a small (10%ish) chance for a mag 3 stun. I don't think I'd really want the devs to change anything with the power set. It does what it's designed to do quite well. -
Praetoria is pretty hard on squishies, especially low damage squishies.
Your problem with DP/MM in Praetoria is most likely 50% DP/50% Praetoria. -
A fire/rad is arguably better but tends to be quite a bit end hungrier.
Flash Arrow + Smoke, combined with the Rock Armor Power from Stone mastery (assuming ED capped slotting and when fighting even con mobs) will have you running the equivalent of 38% defense to smashing/lethal (a single small purple insp will soft cap you to smash/lethal). Some additional Smash/Lethal defense set slotting will soft cap you with out the purple insp.
Hot feet is your main damage power and you can combine the resistance debuffs in Disruption Arrow (can be double stacked) and Acid Arrow. You have 3 AoE control powers at your disposal, a ranged stun an AoE hold, and a PBAoE hold, 2 single target holds, 2 single target immobs, and AoE immob, and 2 AoE slows, 1 PBaoE the other ranged.
My Fire/TA casts Flash Arrow, then Smoke, then an AoE mez, I trundle into Hot Feet range and throw Fire Cages to keep the stuff positioned where I want it, toss in Disruption Arrow, Acid Arrow the tougher targets and control any loose targets while the spawn melts.
Repeat on the next spawn, quite safe and reasonable damage solo though most stuff will be dead on teams before you can apply all your debuffs. -
There is lots of endgame content where both sets are very useful. Hami raids, Ships raids (I'll submit that FF is much better on a ship raid than Cold Dom is), lots of TFs.
Buffing classes are always useful. Most any buff can be helpful in any of the various missions that are available in the game. The most important thing is that the buffer be alert, attentive, and team focused. -
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Quote:I will take the axe when they offer a 4th and final pick of the vet powers.Hey all I finally, finally, finally got my 1 year vet reward and I must say it is amazing!
Sands of Mu just helps out so very, very, very much at the early levels even with redraw times for certain power sets due to the fact that I can debuff and damage several enemies at once which is really useful. I had been having trouble with a mission when I last loged on, after getting Sands I dominated it!
I wonder though does anyoen take the Axe over sands? I have a hard time seeing under what conditions that that moderate damage single target leath damage Ax would be more useful over the High damage negative energy cone of sands but I have to assume the Ax is just as good as sands otherwise why offer you a choice right?
Are there really enough ghosts in the game that this Ax really pays off or it is just a non-choice and sands is always better unless you want an Ax for concept reasons?
The axe is single target, sands can hit up to 5 targets at once.
The axe does "special" damage against a very few targets, other than that it does lethal damage that is frequently resisted, Sands applies a to hit debuff against the targets it hits and provides an exotic damage type that is not as often resisted.
The targets that the axe is useful against typically use dark powers which provide anything from small to massive to hit debuffs, which means that the tie the axe is going to be most useful are also the times you are most likely to miss when attempting to use the axe.
My happy/fun/useful rating for the power? 1 1/2 stars out of a possible 10. -
A couple of points that I'll mention:
The problem that UnicyclePeon mentions about Ice Slick has 2 remedies:
1) Slotting 2 range enhancements in Ice Slick will allow you to cast it outside of mob perception range without being around a corner. This will stop that ranged alpha.
2) Flash Arrow - This does the same thing as the above. It reduces the mob's perception range by 90% which does the same thing as slotting range enhancements in Ice Slick. It puts you outside the mob's perception range. It also adds 5-7.5% to hit debuff (depending on your slotting) which is both Auto hit and un-resistible.
Slotting ranged defense set bonuses can also mitigate the problem and they stack nicely with both flash arrow and the -rech in Ice.
Shiver + Frostbite will -rech cap, even and +1 spawns, an additional application of Shiver will -rech cap +4s. Frostbite will also keep the spawn in the burning Oil Slick. It will also keep them out of melee range
Posi chance for energy damage in frostbite will add AoE damage and allow you to ignite Oil Slick. Grav anchor proc in Frostbite can turn the power into a part time AoE hold.
Magic and tech origin powers will allow you to self light your oil slick. The rune of warding power in Croatoa is infinitely renewable through flashback and will also allow you to light the oil slick.
EMP arrow gives you the ability to lock down an entire spawn from range. Block of ice and Ice arrow after EMP allow you to lock down 2 bosses. (If you don't mind sliding into melee range you can lock down an entire spawn of bosses with EMP arrow + Glacier).
Unless you are a masochist, don't expect to solo even at level 50. It's safe but extremely slow.
As for a name - Ullr or one of the optional spellings that you can find in Scandinavian/Norse Mythology. Ullr is known as a bow hunting deity that travels using skis.
EDIT - I have the character name Lilla Ullevi (which means "little shrine of Ullr") on Virtue. I don't play her because the damage is so anemic. (I have an Earth/TA for team lock down and a Plant/TA for solo play). If you want the name send me a PM and I'll delete her to free it up for you. -
eh, No one has mentioned a fire/kin controller? /e boggle.
For melee range a rad/fire/elec blaster or a spines/dark/blaze scrapper.
For a ranger an AR/Energy/Elec would be my choice. All the cones and boost range play very nicely together. -
I'd like to see several things to go along with this announcement.
1) 3 additional enhancement slots, one at level 29, one at level 31, and an extra one at 50 (so that level 49 powers can be 5 slotted).
2) The ability to select the tier 1 OR tier 2 power in the secondary set (and extend blaster defiance to the tier 2 secondary) there are just way too many tier 1 secondary powers that aren't that useful.
3) A "utility" power pool that contains:
Combat Jumping equivalent - (would lock out the leaping pool if you select this power)
Hasten equivalent - (would lock out the speed pool if you select this power)
Aid Self equivalent - (would lock out medicine pool if you select this power)
Acrobatics equivalent - (would also lock out the leaping pool if you select this power) -
Quote:That's true but I still focused on ranged defense since that's what the Alpha strike almost invariably is. Firesword Circle, and Combustion are radius 10' and radius 15' respectively, Hot Feet is radius 20. Most stuff is dead or running away (slowly) with DoTs ticking before they get a melee attack off./Fires best powers always require entering into melee range, hence why I recommend S/L over Ranged.
Fire Sword Circle, Burn, Combust, all PBAoE. And if you are not using those powers(Or at least FSC), there is no point playing Fire.
My Rad/Fire has 17% defense to Melee and AoE and 35% defense to ranged. When I'm solo I pop a baby purple, open with Neutron Bomb, jump in with Hot Feet running, Irradiate, FSC, Combustion. (Didn't have burn before prolly won't respec into it since the blaster works so well as is.) Most stuff is all ready running away as FSC is animating, By the time they get to the edge of hot feet radius I've got Combustion animating and they just sort of fall over as they exit Hot Feet.
On a team I usually don't even have to pop a baby purple since usually there's some one with some extra +def on the team.
Once I complete my trip to the dark side I'll switch from Force Mastery to Soul Mastery and slot a glad armor proc. I'll open with Night Fall, follow up with Soul Tentacles, then move into just outside melee range and melt stuff without having to pop that little purple. -
For a Psi/Fire I would go for ranged defense + hover. I'll echo that you would be better off with a PPP rather than Force Mastery as you'll want the AoE immob so that you can get the most out of your secondary without actually entering melee range.
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Quote:The Sonic/Ice/Leviathan offers:I'd be tempted to say that Elec/Elec/Elec's a bit better, if at least a close second. Short Circuit + Power Sink will shut down nearly everything with the right SOs, and anything left standing can be chain held with one of your three Mag 3s.
Siren's + Frozen Aura = Mag 5 AoE sleep (perma out of the box and easily stackable to mag 7)
2 applications of Shiver allow you to -rech and -move cap the spawn (without waking them up)
4 single target mezzes, 1 ranged mag 3 stun, 2 - mag 3 melee holds (easy to use on slept targets), 1 mag 3 ranged hold.
An AoE KB cone (for positioning and mitigation)
An AoE immob.
Single target and AoE resistance debuffs.
And all at blaster levels of damage. -
We just need the "Name Brand Heroes" on the blue side offer patron arcs so that those "Arrrrr Peeeers" can have access without having to "go Evil"