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Posts
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Ice/Ice isn't bad. Though an Ice/Elec blappper is better.
If you want a controllerish blaster Sonic/Ice/Leviathan is the way to go. No blaster more controllerish out there. -
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Since it doesn't appear that we are getting anymore enhancement slots. I'll be picking a pool that is fine with 3 single slotted powers.
In this case it will be the concealment pool. Stealth, Grant Invisibility, and Invisibility will be come set mules for LotG +7.5s.
On the couple of toons that I have that use the concealment pool.... Well not sure yet. There aren't all that many pool powers that are all that useful one slotted.
Toons that have the medicine pool will probably pick up Resuscitation, Any toon that has Hasten but not Super Speed will be picking up Super Speed. Toons that have Combat Jumping but not Super Jump will pick up Super Jump.
There's not much else that I can think of that will be useful on most of my toons with only the base slot in the power. -
It means that you can pick up 3 powers in the concealment pool to use as slotting mules for all those LotG +7.5s that people will have from spending Alignment Merits.
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AR/Dev is the better of the two.
*AR/Dev has more AoE.
*AR/Dev has greater range on it's tier 1 and 2 attacks.
*Buckshot and M30 grenade both have a 50% chance to KB instead of a 10% (Empty Clips which does KD instead of KB) and 50% (Bullet Rain) and only when using standard Ammo. (This could be a plus for Dual Pistols if you don't like KB because you don't know how to use it to your advantage)
*Beanbag (single target Mez) activates much faster than Suppressive Fire and has a longer duration.
*Targeting Drone gives bonus damage to Sniper Rifle. Dual pistols lacks a snipe. (This can be a plus for Dual Pistols if you don't like snipes)
*Ignite + Web Grenade is Tasty.
*Full Auto is up twice as often as Hail of Bullets, doesn't require you to be in melee/close range to use, and does higher damage than Hail of Bullets average damage. Full Auto can crit which means that 10% of the time it does more damage than Hail of Bullets maximum damage (Hail of Bullets maximum damage occurs far far less often than 10% of the time)
*Most of AR's animation times are shorter than those of Dual Pistols.
*AR's animations are not distracting and are all possible using real world physics. Most of Dual Pistols animations are impossible in the real world. (This could be a plus for Dual Pistols if you like the "gunfu" style)
The only plusses that Dual Pistols has is:
*Swap ammo. Which allows you to change 30% of your damage output from lethal to one of the elements that you can switch to and provides a small debuff in the case of cold and toxic rounds. This could be a potential advantage when you have all of the mobs damage type resistances/weaknesses memorized (I've been playing almost 6 years and only know a few). (AR on the other hand has 2 pure fire attacks)
*A short ranged, long animating, Tier 3 single target attack. (AR has the snipe)
*The ability to be packed with damage procs. (Which is actually better for Defenders and Corruptors than it is for blasters.)
*Swapping Ammo on Suppressive fire changes the stun to a longer duration hold. (This isn't an advantage with DP/AR since that means that the mez won't stack with Taser if you forget to change Ammo types back to lethal.) -
Quote:I frequently frankenslot as early as level 12 (instead of switching over to DOs). Even low level dual/tri aspect IOs are worthwhile at this point as most powers are at best 3 slotted. With a level 15 rech IO in rest I can usually make a single bar of end last until rest is up again.Invention Origin enhancements are worthless below level 35. Wait until you're 32.
It makes the low level game much more enjoyable for me. I will then again frankenslot new set IOs at level 25. These will last me until I have enough slots (around level 35) to consider starting to slot sets. I can also usually tell by level 35 if I'm going to take a toon all the way to 50 or if it will just gather E-dust. If it's headed for the E-dust bin I just leave it frankenslotted.
A frankenslotted build is still miles ahead of SOs only and I played the game with just SOs for a long time..... -
Couple of quick thoughts as there's really 3 ways to approach it.
1) Maximum recharge build - This focuses on making the opposition fall over as fast as possible. With the Ice secondary that's not a bad way to approach it. Fairly affordable unless you want to Purple out. In that case it's VERY expen$ive.
2) Soft capped defense to Smashing/Lethal - Expensive but well worth it.
3) Soft capped ranged defense (or within a single small purple insp's worth of the soft cap) some AoE defense and hover. This is the cheapest route.
Another thing to note is if the power you are using isn't a travel power and you only have 2 slots in it you might want to re-evaluate that power pick. You are either not getting enough out of it or don't really need it. -
Quote:Yep, you got it in one. This is one of the reasons that many people don't like KB, because they don't "really" know how it works in game.So, what you're saying is that KB in CoH completely ignores any and all laws of physics.
If you aim your AoE KB power, Explosive Blast in this case, at the BACK of a spawn, then the enemies between you and the target will be knocked AWAY from you, even though the KB effect is coming from the opposite side of them?
If so.....well, that's just frigging stupid. Anyone with ANY knowledge of how physics works would come to the same conclusion I did.
Many people see a Trip Mine go off, a Time Bomb go off, a surrounded energy blaster cast Explosive (which is actually an excellent idea in that case), or an Energy Blaster in the middle of a spawn nuking, see radial KB and assume that all KB is radial.
It isn't though. All KB moves away from the caster at the moment the KB effect is applied. In the case of a stationary psuedo pet like Trip Mine or Time Bomb it is radial because the source can't move and it happens when the mob/timer triggers it.
In the case of a player it is an entirely different story since the player can (and does) move, the AoE attack that has KB as a secondary effect has range greater than "0", and Swift, Hurdle, and Combat Jumping can be well slotted for unsuppressed movement.
If you want to prove it to yourself, copy a high level blaster over to test, respec in to Munitions, choose LRM (it is the largest radius, direct fire, KB attack and it has snipe range so seeing the effects is easy) Slot it with 2 acc, and 3 KB SOs, find a spawn. Target the farthest mob and fire. 50% of the spawn will move away from you (because it has a 50% chance to KB) and all of them will have been in front of the one you aimed at. -
Quote:This is 100% incorrect and has been proven multiple times. AoE KB ALWAYS moves away from the caster at the moment the KB effect is applied. It has absolutely nothing to do with the target(s) unless the targets are spread out far enough that they are out of the radius of effect.And for the record, Explosive Blast applies it's KB from the point of impact, not necessarily away from you. If you aim it at a mob in the center of the spawn it will indeed KB them in a radius. Simple physics, if you apply KB to something from the opposite side of it, it will come toward you. If it knocked things in only one direction, Fireball would have to work the same way and only damage things in one direction. If you aim your Explosive Blast at an enemy at the front of the spawn, then it probably will knock stuff all away from you. If you aim at one in the back of the spawn it will probably send most of it toward you. It's just the difference between cones and targeted AoEs.
Since Energy Torrent is a cone, it will consistently knock things away from you, because it treats you as the emanation point of the KB.
This can lead to some very interesting effects if you kite foes with AoE KB.
My Energy/Energy/Force Blapper uses KB for mitigation and only runs about 7% defense to all positions. I have done all of the following:
Jumped toward a spawn and launched Explosive/Torrent at the front mob, landed at the back of the spawn and had the entire spawn, get KB'd to the spot I had originally been standing.
Leaped out of the center of a spawn just as I triggered nova. All of the mobs were KB'd in a cone away from the position I landed in when Nova went off. -
Quote:Actually, that's exactly the way that MoG works.The thing is, you are exactly as likely to see everything die at once due to your supercharged barrage with the Build Up proc in Targeting Drone. For serious. Putting it in Aim does not make it more likely to go off on your Big Alpha Strike. The odds of it going off on the Big Alpha Strike are exactly the same either way. Calling this burst damage vs. sustained damage tradeoff is like a scrapper turning off all his armor toggles after the first five seconds of fighting a spawn and saying it's so that he can have burst protection when the alpha hits. It doesn't work that way.
Think what you want. Unless your AoE attack chain is totally seamless, you are always perfectly positioned and have all your attacks recharged in every situation, and have no down time between spawns, then you are right and it would always be better to have it in Targeting Drone.
Since the above has never been true in my experience, nor even close to true often enough to make a difference I'll leave mine where it is thankyouverymuch.
There is a very good reason I don't have targeting drone on my Arch/Dev all of which I've said above. I did play around on test with targeting drone and it was actually much more likely to proc when I was setting up a trip mine, setting up Time Bomb, moving to the next spawn, etc than it was to proc right before I unloaded my AoE chain.
Since we are talking about an Arch/Dev here, on the times it procs in Aim my attack chain functions just like my Arch/Energy and RoA > Fistfull > Explosive is a spawn wiper. Any other time my AoE chain isn't a spawn wiper (except when I time it with Time Bomb which is every third spawn) and I have to repeat Fistfull and Explosive to wipe out the spawn then follow up on bosses with single target attacks or just wait and let him drive over the trip mine I set up.
95% of the time when I had it in TD on Test the result was the same as if I had not had it at all. It still took RoA > Fistfull > Explosive > Fistfull > Explosive. To finish a spawn. Sure on occasion I saved an AoE attack when it procced on one of the AoEs post RoA, but it was more likely to proc while I was single targeting the boss in the spawn than on my opening AoE.
By the by, since I don't have TD on my Arch/Dev because I can simulate all of the useful PVE features of it with set bonuses and inspirations, without spending a single endurance, while I'm mezzed, the only option for the proc is in Aim, which is where it will sit and where it will stay until such time as /Dev is brought up to this era of the game by the devs.
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There's a difference between burst damage and sustained damage. For sustained damage having the proc in the toggle is fine. I prefer to have the chance to proc affect all 3 of my AoE attacks at a time of my choosing rather than randomly at some much more er, random time. The chances of it proccing right before unloading the AoEs are MUCH higher if it is in Aim even if the toggle allows it to proc 3 times more often.
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You want a blaster Mastermind? All the damage of a blaster and 6 pets.
Go Elec/Dev/Mace. With enough recharge you can have sparky, 2 gun drones, and 3 spiderlings out.
Edit - I guess you'd have to call that a blastermind. -
That's not always the case as Seeds of Confusion does cause aggro. If you are too close to them when you cast it you'll still eat the alpha.
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Quote:From my personal testing the answer is yes, even if it's not a damage proc.You mean if confuse hits but the proc misses? Can procs miss, can procs fire if the confuse misses? I need to pay more attention to my procs I think.
I was rather hoping it would work like Dominate and Mesmerize. If you confuse an enemy, you can nuke them down with those 2 powers without aggroing the whole spawn until the killing blow is dealt. This is because of the way the ally/enemy targetings gets changed, guess it counts that an ally is attacking them until the confuse wears off and targeting is reversed to default. I've seen it in pseubo pets, like Longbow Nullifiers sonic disruption fields. If you kill a confused nullifer, their sonic field reverts to considering you an enemy.
I slotted Flash Arrow with Dark Watcher's chance for -rech. The entire spawn aggro'd each and every time even if the proc didn't fire on any of them. -
Quote:I'd agree that MA/Dark/Body scrapper is the way to go. You can get away with leaving Cloak of Darkness out of the build for concept with out gimping yourself and color tinting the rest of the powers to give the look you want. The 2 power sets play really well together in regards to stacking stuns especially now that Martial arts has gotten a bit of a make over.Scrapper: has the MA set which I think matches the kickboxer bit easier than KM. Starts as a licensed hero though, which jars with the concept.
You can split your animation choices between punches and kicks to give the feel that you want.
One caveat. MA/Dark is an end hog (both the primary and the secondary are end heavy) even with high end red slotting. You'll want 3-4 slotted Stamina with a performance shifter proc, Health 5 slotted with Miracle +, Miracle Heal, Numina +/+, Numina Heal, and Regen Tissue proc. Dark Regen slotted with a Theft of Essence proc, and Physical Perfection 3 slotted, 2 end mod and a performance shifter proc.
As far as starting as a hero is concerned, you were always a bad boy through out high school and college, hero classes were all that were available to you, but you lied on your entrance exam and again when you took your hero oath. -
Yes. It makes a very good melee focused Dom.
Open with Ice slick to mitigate the Alpha, use shiver to floor the mob's movement and rech, move into melee range with Arctic Air running, as soon as the confuse effect takes hold use frostbite to finish -rech and -movement capping the spawn.
Melee smash at this point. Tremor and Fissure provide decent AoE damage. I found Mud Pots to be skip-able. I highly recommend the Contagious Confusion proc for AA. I'm going to be respecing mine into the Fire Epic for more AoE damage. -
It does indeed. The actual loss is pretty minimal and as long as you do any amount of damage at all you get a chance for a drop. I soloed mine to 50. It went very fast. I'll run a couple missions tomorrow and post some screen shots for you.
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Plant/Fire Dom, Plant/TA controller, Sonic/Ice blaster all come to mind.
Plant begins to get good at level 8 and improves from there. Fire melee for the Dom gives you a mix of melee and ranged attacks.
Plant/TA control also gets good at level 8 and continues to improve. Don't take any of the TA powers that slow the mobs down or reduce their damage output. Do take all the powers that increase the amount of damage that the mobs do to each other while they are confused. Use Roots to keep the mobs bunched up (and to do AoE damage) so they kill themselves faster. Slot Strangler and Entangle for single target damage. As you level you add more powers that make the mobs damage them selves even faster, Acid Arrow at level 20, Carrion Creepers at level 26, Disruption Arrow at level 28, Oil Slick Arrow at level 35 (remember to make your origin magic or tech so you can light your own Oil Slick with your origin starter power). Going Fire Epic adds even more damage to the mix. My Plant/TA/Fire solo farmss on +2 or +3/8x. When I finish purpling it out I'll be solo farming at +4/8x.
Sonic/Ice/Elec blaster. It's a bit low on AoE Damage at first but you can solo well. It's like having a Dominator with Defiance. It starts out strong at level 18 with Sirens Song (which will allow you to sleep an entire spawn save bosses) and improves from there. At level 38 You'll be able to stack Sirens with Frozen Aura to Sleep the Boss too. You'll also be keeping the entire spawn at the -rech and -move caps. Keep the spawn asleep, Stun a tough lieutenant, take it out with ST damage while Sirens recharges. Once it's recharged Shiver, Torrent, Howl, Sirens, and go back to your single target strategy until Sirens is recharged again. At higher levels with lots of recharge you can chain that AoE so long as you knock the spawn into a corner. -
In my opinion Psi is a weak blast set for PVE. Blaster defiance tells us that blaster survival is defeat them before they can defeat you.
Psi deficiencies are:
- Single target focused. - Being low in AoE damage means that minions live a long time and can contribute a significant amount of damage to you before they are defeated.
- Pure Psi Damage - Except for Telekinetic Thrust all of the damage in the primary is pure Psi damage. Against things that are weak to Psi (only a few PvE mobs are weak to Psi) this is a bonus. Against things that resist Psi this becomes a significant problem. Things that do resist Psi usually have very high resistances to Psi (robots, carnies) making defeating these mobs with your primary excruciatingly slow.
- Secondary effect does not keep mobs out of melee range. - The secondary effects of Psi are -rech on the enemy. -Rech is a decent form of mitigation if it can be stacked up to the cap and can be applied to the entire spawn. Psi/ does not do this.
- Single target Mez does not stack in the primary. - Psi has 2 single target controls. Will Dom is a mag 3 sleep that does decent damage. The damage component means that it won't stack. Scramble thoughts is a very low damage power that takes 3 seconds to cast. If a Mob is in melee they can defeat you long before you can get it cast.
With the above in mind Psi can be made to work if:
- You slot set bonuses that provide you with capped (or near capped) ranged defense and a moderate amount of AoE defense. (to mitigate 1 above)
- You combine this with Hover to keep the mobs out of melee. (to mitigate 1 above)
- You select an Epic Power set that provides an other AoE attack (to mitigate 1 above)
- You pair the set with something other than Mental Manipulation so that you have a damage type that isn't Psi for when you run into Psi resistant mobs. (to mitigate 2 above)
- You select an Epic Power set that provides an AoE immob (to mitigate 3 above)
- You select an Epic Power set that has a fast activating single target Mez (to mitigate 4 above)
In regards to 1, 2, and 4 in the second section above, the Secondary Power set that provide the best fit is Energy Manipulation. It fills several gaps:
Smashing and Energy Damage, stackable stuns with moderate activation times (High Damage on Total focus but at the cost of animation time), and boost range to keep the mobs out of melee range longer.
In regards to 3 in the second section above, the Epic Power sets that provide an additional AoE attack that is not Psi based are:
Mace Mastery
Mu Mastery
Electric Mastery
Leviathan Mastery
Munitions Mastery (caveat)
Soul Mastery
The caveat on Munitions Mastery is that the AoE attack is extremely powerful, has tremendous range, but is on a long recharge timer. That makes in unsuitable for the intended purpose.
In regards to 5 in the second section above, the Epic Power sets that provide an AoE Immob are:
Mace Mastery
Mu Mastery
Leviathan Mastery
Soul Mastery
In regards to 6 in the second section above, The Epic Power sets that provide a fast actvating single target mez are:
Electric Mastery
Flame Mastery (caveat)
Leviathan Mastery (bonus)
Munitions Mastery
Caveat to Flame mastery is that even though the animation is fast the power has a slow moving (you can pass it with unslotted Super Speed) projectile making it unsuitable for our purposes.
The Bonus in Leviathan is that it has a fast activating ranged hold AND a hard hitting melee hold that provides Knock up. Using this first gives you the opportunity to stack a hold on a boss before it can retaliate.
Taking every thing into consideration the best possible combination would be a Psi/Energy/Leviathan blaster. I would not play or recommend it since it is about as opposite a traditional blaster as it is possible to be (ie: goes against the grain of defiance), would not come into it's own until VERY late game, and I can't stand the Leviathan animations. -
Quote:I neglected to mention that he was a perma-Hasten. RoA was up every spawn. I have no doubt that he had some 20-30 insps active and providing buffs at any one time. He had it timed so that he could just go from spawn to spawn on the wall in Cim (top then bottom) and the mobs would respawn a few seconds before he was ready.Dual pistols can do that as well, and it makes more sense with the pbaoe nuke.
I'd think that a ranged chain would make more sense with archery?
e.g. buff, RoA, Explosive, Psi-scream/Fistful the stragglers.
Shockwave's at 68 base dge in 1.97s animation.
Explosive+Fistful is 112 base dge in 2.17s animation, with a whole lot less maneuvering.
[If the KB's a problem, flip-flop fistful/explosive, eh?] -
One of the fastest blaster farmers I've ever seen was an Arch/Ment. He would stealth into a spawn, buff up, RoA > Drain Psyche > Psi Shockwave and move on to the next spawn.
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Quote:"Most" (in quotes to be sure that everyone understands that I know that each set has it's outliers) of the powers and animations as designed try to at least come close to the real world physics required to pull them off (barring programming limitations). Close enough that I'm comfortable using them, and accepting them without giving it too much thought beyond that. Most of the DP animations from the tier 3 on up (barring Executioner's Shot) do not fit that mold and are so far the opposite that I find my self being disturbed by them to the point of distraction. This defeats my purpose in playing the set and the game.I don't know how to respond. "Most" (why are we putting this in quotes?) of the things I do with my characters in this game are flat out unbelievable. Walk is fairly immersive and doesn't crash into my suspension of disbelief too much.
Quote:I am not entirely sure you know what the word bias means. I agree you are basing your comments on your experience. But your experience is not the only thing that should matter. It is fine to state that it has some drawbacks and that you think it should be improved. IMO, it is not fine for you to say, "DP as it stands now is not a good blaster set though it is a decent defender secondary/corrupter primary."
Quote:The fact is that it has middle of the road single target damage and low top end AoE damage when you want and can drop the damage to low tier for more control/debuff. Only your bias that that choice is not worth much makes the set "bad".
Quote:The set is simply not bad enough to actively encourage people away from it. It is not old Mace. It is not Barb Swipe.
Quote:Most of the veteran players that you know about and deal with in global channels. I doubt that is most of the veteran players on your server. Still, it is interesting to note that we both may be subject to groupthink.
For me, the unique things in DP detract from the overall playability of the set rather than enhancing it. My personal experiences with the set place it above Psi but still below my enjoyable threshold. All other primaries are in my enjoyable category. (Elec is the one directly above DP) -
A-Merits will get the market supply back to about where it was right before they decided to put merits in. It's going to get us very close to the ~20 minutes = 1 pool C hey day we had when Quick Katie and Quick Virgil were still the best way to go.
I can't say that that is a bad thing for the game. -
Quote:Yes the tier 1 and 2 are standardized. I have no doubt that had they not been required to be standardized by defiance we would have gotten over long animations for them as well. I remember well how long the animations for Archery and AR were. The Archer toon and Soldier toon that I played prior to their upgrades didn't need stamina for any reason. The animations were so long that as long as you slotted an end red in each power you recovered end almost as fast as you spent it due mainly to the length of animation times. With Hasten running my attack chain was Blazing, Fistfull, Explosive, Aimed. I didn't need other powers (Except RoA as an opener) because one of the above 4 was always recharged. The main point that I am making here is that the devs have NOT learned (or have forgotten) the lesson taught by Archery and AR where Blasters and animation times are concerned.It is not possible for your first point to be true, since new defiance made the tier 1 and 2 attacks be standard. Beyond that, you severely underestimate how long the Rifle animations used to be. While I wish at least one of the Pistol AoEs were in the 1.5 to 2 second range instead of them all being ~2.5 seconds (not counting HoB, which is fine in relation to the other tier 9s like it) and I would have liked to see Executioner's Shot at 2 seconds or a bit less, Dual Pistols has much better damage per animation times than Rifle and even Archery had at their release points.
Quote:Your second point is subjective. Outside of the forums I have only seen one person complain about how the animations look, while I have seen many express how awesome they thought they were. Even on the forums, despite the fact that negative criticism is more likely to be expressed, the praise for how it looks has been much more prevalent (although not nearly as oft repeated by those who like them).
Quote:Your bias against Dual Pistols has gotten to the point where if someone asks about the set, it is almost assured you will make a post in the thread decrying its deficiencies and painting the set in the most negative light possible. You even go so far as to tell people to not play it. You should take a more balanced approach to your description of the set, IMO, because there are plenty of things it does well.
When people ask a question I try to be as honest as possible. There is nothing that the set truly excels at except for the sheer number of procs that can be packed into it (which I have mentioned frequently). There is nothing in the power set that one of the other power sets does not do better.
I'm sorry I can't take a more balanced approach to my description of the set, as it stands now, as doing so would not be honest. There are deficiencies in the set and there is no corresponding strength to mitigate those deficiencies.
(This is the same reason that I will not play, nor recommend, Psi/)