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Posts
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May I suggest in that case a Fire/FF controller?
The Force Fields will give increased defense for you, your Imps, and your teammates (especially combined with smoke), reduce the likelihood of having Hot Feet detoggled by Mez, and still give you enough damage to solo at a reasonable speed (especially if you slot up a pool attack power). -
TT with +3 TOs and 1 Acc, 3 Immob in 4 slots (what you are likely to have at that level) will not allow a single player to triple stack it (which is what it would take to immob a Ruin Mage) and it would take more than 30 seconds to get it to that point in any case.
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If what you really want is a team support toon then I would mention an Earth/TA/Primal controller. You have the ability to lock down entire spawns (especially if you put the grav anchor proc in stone cages). You can "Insta-Lock" a boss with Ice Arrow + Fossilize or you can "insta-lock" an entire spawn of bosses with Volcanic Gasses + EMP Arrow.
oh noes got an ambush? You can still stun them Stalagmites and lock the boss with Ice Arrow + Fossilize.
Earth has several powers that debuff defenses that can also take an Achilles Heel proc and you get to stack -Res from Trick Arrow.
You'll be busy, but neither you nor your team will be in much danger. -
Ruin Mages have dispersion bubble.
IIRC this gives them +defense so you miss more often. It also gives them protection to Hold (abys gaze), Stun, and Immobilize (TT).
That being the case you'll miss much more often and you won't effect them with your hold or immobilze. Any sleep power will allow you to detoggle their dispersion bubble however (provided you can hit with it through their +defense).
Edit - Since Ruin Mages are bosses, unless you are solo, that sleep has to have a mag higher than 3. That means that you have to have a sleep that does no damage so you can stack it, you have to have Mind Control's Mezmerize which is a mag 3.5 sleep, or you have to have a dominator with domination active. -
I use Time Bomb as is on my Arch/Dev. It's easy to plant it, back away, drop a caltrop patch and then time RoA, and Explosive Arrow to hit simultaneously (that's an easy spawn wiper and puts you in minimal danger).
Not so good with any of the other primary power sets though.
You can also double toe bomb with it.
Devices needs a serious rework.
Time Bomb needs a much lower animation time. (1 second - all interrupt), and it needs to be set up so that it can be remotely detonated by the user when ever they want it to go off.
Trip mine also needs to have it's animation time reduced to one second and all interrupt.
Targeting drone needs to have it's pulse duration increased to 60 seconds so that it will provide its benefit to the pseudo pet powers and it needs to either provide a resistance debuff (finding weak spots in the target) or to provide a damage increase (about 10%).
Cloaking device should give a substantially higher amount of AoE defense when not suppressed (similar to stalker hide but with lower values) and have much higher -perception values.
Gun Drone needs to be a permanent pet instead of on a timer and it needs to have a "stay" command so that it can be used without interference by players that prefer to play as a stealthy trapper. -
Quote:Try a Mind/Icy Perma dom and you may change your view point. You have an AoE control every spawn that will hold even an entire spawn of bosses. With enough recharge above Perma and proper use of Power Boost you can (all by yourself) perma confuse an AV even through PToD.I can't argue with the premise that an experienced player will make almost any build look pretty good when they play. But, I guarantee you that despite my low post count, I know my way around CoH. I know what domination is supposed to do - that's not the part I don't get. What I don't get is why people build for it - because now that I have it, I'm not in the least bit impressed with it.
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No point in running Mud Pots if you skip the AoE immob. The avoid in Hot Feet can make it so that mobs aren't even in mud pots for a single tick of damage.
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A few more random thoughts:
If characters are net inf burners before level 30 and that is the level that many blasters are abandoned then there may be many sitting there with expired enhancements, unfilled slots, and no influence.
Gleemail could account for some of that also. A player has multiple alts most of which are abandoned and they all have some small amount of influence on them. They have 1 level 50 that they play as a main that they wish to outfit decently. They siphon off all the influence from all their other alts to "uber out" one toon. Leaving the rest of the account (and the level 50 once it is outfitted) literally barren.
I logged on to a level 50 of mine that is on a server I no longer play on. I had not played it since before I9. It was all level 50++ SOs and had a handful of HOs (some of which were HO+). The toon had a total of 1.7 million influence on it.
You all remember how many people we used to get in here on almost a daily basis that complained about how hard inf was to come by and that ebil marketeers were destroying the game?
Remember when base construction switched over to using invention salvage and how angry the base builders were about that? They blamed US for making it hard for them to build their bases because "salvage" was too expensive for them. The few of us that went in there to try to help them with influence earning tips were run out on rails and not at all politely.
I could believe that most accounts are near 0 inf accounts if that represented a majority of the casual players rather than a small fraction of the player base.
I can believe that many or even "most" casual accounts are flat a$$ broke. Especially those that level to 50 and then alt "because that toon is finished." -
Quote:Same issues that a blaster has except the perma-dom has all the tools required to deal with it. If you take a comparable blaster you "will" definitely notice the difference.Perma-Dom basically means you can't be mezzed at all, it means you get a fresh endurance bar regularly and it means you can mez bosses with one application. These are basically the three main weaknesses of Dominators - powers can be expensive, you're completely helpless if you get mezzed and bosses take multiple applications of mez.
To the OP. Were you Exemplared down on the league team that you were on? If so that could have cost you enough global recharge to drop out of perma.
Also I usually put Domination on Auto and when I hear it pop I check to see if hasten needs refreshed. -
A couple of notes on this subject:
I routinely gleemail my new alts 5.000.000 inf at their "birth." It used to be that prior to level 25 I used more than I earned.
However at level 25 this trend tends to reverse now and I start earning a bit more than I spend. A majority of the reason for this is that at about level 22 I start frankenslotting IOs for effect. Since I never need to replace these IOs I no longer spend inf upgrading them.
Every 2 levels to level 30 I have to create 3 new IOs but usually by this time I am earning Merits, A merits, and now converters. Slotting what I want as I get it and selling the things that I don't need or want. I usually get each character a minimum level miracle +, Numina +/+, and for the squishies a Zephyr -KB. When I hit 50 I am completely frankenslotted and have 25-50 million inf on hand and I have a large stash of unspent Merits, A Merits, and some converters.
The stash that is left and the pile of other rewards is usually enough for me to complete my build (sans purples) before I start working on incarnate content. So I only consume more than I produce from level 1-25.
One Caveat to that. I started a character and neglected to gleemail myself. I jumped in the sewer trials and sold the SOs I couldn't use that I got as drops, used the veteran IOs that I got as powers opened up that could take them, and when I hit level 12 I had enough influence to buy shiney DOs for every slot that didn't have a vet IO in it and still had some inf left over.
I struggled a bit from level 20-level 22 but I think that I could actually make a go of hitting 50 without using more than I produce if I used all the tricks I've learned over the years......
Won't happen 'cause I'm rich, but I think I could probably do it. -
Try an Elec/, Fire/, or Ice/ Dom. Depending on the secondary you take you can still get several melee attacks and still play something different from a typical melee toon.
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Quote:Yes indeed. Early in my Dom's career I could drop Static Field, wait a couple seconds until every thing was asleep, and then move in with Conductive Aura running. I could then Tesla Cage one of the Mobs and single target it while the spawn drained.Doesn't the pulsing sleep from elec come with a pretty powerful end drain?
When the Static Field expired the entire spawn would close to melee range with me and just stand there staring at me. I'd use Chain Fences (slotted with end mod and 2 damage procs) to lock them into place then drop Static Field again.
I could then move around a bit to maximize targets and use Psi Scream, Sands of Mu, and Chain Fences.
In the higher levels I could layer controls - Sapping (including Drain Psyche), Sleep, Confusion, Holds and juggle 2 +0/x8 spawns all by myself just with Franken slotted IOs.
With Perma Dom I could sail through +4/X8 solo no problem I also added Invoke Panic from the presence pool.
When I get my Alpha I'm going to go with Vigor Radial Paragon and I'll switch out of Mu and into Ice Mastery for Sleet.
Safest toon I ever leveled, effective, and did decent damage too. -
I can keep entire spawns blue bars empty with my Elec/Psi/Mu Perma Dom. Damage output is also very nice.
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Quote:Actually a "Good Player" will use many of these strategies simultaneously. In my experience once I learned these and other tactics I found most other ATs (barring Doms and Controllers) boring, however because of the design flaws in the blaster AT there are still many situations even considering the above where no matter what you do you will fail/lose on a blaster because the blaster is the only AT that lacks a diverse enough set of tools to handle those situations outside a team.These situations are more uncommon than a "Good Player" can actually manage. The teamed situation only works when the team is playing up to snuff. The tank isn't continuously over aggroed. The support characters are actually throwing useful buffs out there, etc etc. When that does come together it reflects well on everyone else but the blaster who's only contribution was to get on a good team.
Trying to maintain an insp cascade on a blaster that is fighting enemies with any damage type they are weak to or let alone a mez is a plan to fail.
On a small team (or even an unbalanced large one) you may still be missing critical components required to make the blaster play like any other AT. Blasters are the only AT so hampered. -
Quote:That's just it though. For a scrapper it is trivial. For the blaster its a way of life (or death). The blaster doesn't fit the category (unless you are a highly experienced player and know how to leverage it) and they are rated at 8. The problem being that the blaster lacks other tools to get an "8" value out of that "8" rating.Oh, definitely. The need to be in melee range is very rarely meaningful as a limitation. Trivial as it is, it does still exist though, and Blasters are not subject to it. And they are distinctly unlike the other ATs in the category. They don't fit the description of the category, and they are unlike the other things already in the category. It doesn't seem like a stretch to say they don't belong in the category.
What shouldn't seem like a stretch is a revamp so that they actually do fit into the category OR a revamp so that they are not so overestimated by the devs. What you are trying to compare is the scrapper with a situational power to an AT with a situational power set.
Quote:Should Blaster changes allow them to belong in the category? Arguably, sure. But currently, they do not, which makes the omission both intentional and justified, not evidence of neglect. We don't have to dig so far to find evidence of that.
Quote:I am going to say that is going to far. I do not think it is that rare and I am not sure what you mean by contrived. Honestly, in almost every case where you simply let someone else run in first and eat the alpha, any blaster can do fine in melee for a few seconds (yes, there are exceptions). That should not be a rare situation, although you are (and should be) contriving to make that situation occur.
What I mean by contrived, is intentionally creating the situation. We do that several ways as blasters, combining Stealth and Super Speed for PvE invisibility, teaming with a Brute or Tank, pulling, slotting for mitigation through IO set bonuses, using PFF/hibernate/phase shift to splash the Alpha, munching inspirations like candy and using an inspiration cascade, Sizing up the battlefield before opening to identify the most serious threats, etc.
All these things are very useful and helpful to blasters while simultaneously being virtually unneeded by all the other damage dealing ATs.
Indeed. -
Quote:Not exactly. Personally I believe the numbers are extremely artificial and don't bear up under even mild scrutiny.Honestly, I think the only thing any of this means is that those numbers are pretty meaningless... as most everyone has said since they first showed up in Freedom beta.
You're taking the reverse stance... that those numbers are meaningful and the reality is off!
BUT, the devs released these numbers as a tool to help new or indecisive players. That is, at the very least, indicative that the devs believe these numbers to be accurate enough for the player base to make good choices based upon them. Which allows us to see the counter intuitive dev thought processes where blasters are concerned.
Bottom line is that either blasters don't measure up and should be modified or the ratings don't measure up and should be modified.
Modifying the ratings would mean that the devs have to admit that blasters don't work the way they want to believe that they do. -
Quote:A scrapper needs 1 power and only one power (ie: any travel power) and they can continue to use every power from primary and secondary without any artificial limitations. In comparison the blaster "gets to do better" only on those rare or contrived occasions that it is safe to move into melee range.Right, which is a significantly less strict limitation than needing to be close to the target to use ANY of our powers. Scrappers need to be close to the target, period. Blasters do better when they're close to the target. These are not the same thing.
The astonishing thing is how large a portion of the player base actually believes that this is equitable. -
Quote:We don't "need" to be close to the target.... unless we want to use most of our secondary powers. Ignoring our secondary powers makes us an AT that really only has one power set and if you study posted IO builds that is frequently what happens. We give up large parts of our secondary to take power pools like Fighting, Medicine, and Concealment.Because Blasters are good at melee, and benefit from being in melee range. Not all builds, but many. But unlike scrappers, brutes, and stalkers, we don't need to be close to the target. We want to be close, at least sometimes, but we aren't near-helpless past melee range like e.g. most Scrappers are. It's not our only nor even our primary method of attack. So we don't belong in the category that says "needs to be close to the target".
Quote:What are the categories even for? Helping new players choose, mostly. Would it be helpful to a new player to put Blasters in the melee damage category? No, mostly it would be confusing/misleading. Blasters play very differently from everything else in the Melee Damage category. If part of the problem with Blasters is that people try to play them like Brutes, listing them in the same category as Brutes will only make that worse.
"You shouldn't take and use your secondary powers as a blaster unless you have lots of blaster experience because you'll just get killed trying to use them in melee range."
To me that means the devs have either given the blaster a very misleading rating in regards to melee damage or the blaster AT isn't really intended to use it's melee attacks which is why its omitted from the Melee Damage category.
The 2 points of view can't be reconciled because one refutes the other. -
The things that jump out at me are:
1) Dreadful Wail - yeah its a fun power but if you are really relying on, Targeting Drone, Combat Jumping, Tough, Weave, Scorpion Shield, and Maneuvers, then the last thing you'll want to do is crash your endurance with DW.
On the bright side you can substitute Time Bomb with out changing your defense numbers or enhancement slotting or you can take a different power entirely and just rely on Judgement as your nuke when you get it.
2) Caltrops slotted with the Ragnarok proc will conflict with Web Envelope. You would be better off with just a rech IO in Caltrops or an End/Rech/Slow from one of the slow sets.
3) Save yourself an enhancement slot. Move the Celerity Stealth to Sprint and put a Zephyr -KB in Super Speed instead. That will free up the slot in Combat Jumping that currently holds the Karma -KB. -
Quote:Actually I don't think it means what you think it means.I don't think this means what you think it means...
You can't classify an AT as melee when most of its Primary Powers are Ranged!
Yes, a Blaster is a mix of Ranged and Melee, but to classify them specifically as "Melee" along with pure Melee ATs (even the ranged heavy Spines and Claws don't count enough to be classified as "Ranged") would be entirely misleading!
Master minds are listed in support with a secondary set that is rated at a "5" for support.
Defenders are listed as Ranged Damage with a secondary set that is rated at "6" for ranged damage.
Dominators and Controllers are listed in the Pets category with a Primary pet power that gives them a rating of "5" for pets.
Blaster Melee damage rating is an 8! yet the devs don't list them as a melee damage category AT. That's pretty revealing of the dev thought process where blasters are concerned. -
Quote:So what you are saying is that since Brute and Scrapper survival numbers are high and that is part of their secondary that their survival isn't part of their intended style of play?To play devil's advocate:
While a blaster has high melee damage to be able to dispense foes, melee is not its intended style of play.
Quote:Yeah melee is their secondary set for a reason. It's intended as a last resort burst of damage when things do get close. They also don't the other criteria besides damage. Especially not 'needing' to get close.
If the powers in the blaster secondary are meant to be last resort burst of damage things then why are some of them AoEs?
Why are /Fire's long DoTs?
What is your excuse for Trip mine? Time Bomb?
Why do the powers that hit the hardest take so long to cast if they are supposed to be last resort?
Why don't ALL the nukes operate from range since the primary is supposed to be RANGED damage and the blaster isn't supposed to "need" to get close?
Why is Irradiate a PBAoE?
Then why such a high melee rating? If you aren't intended to use it all the time and therefore have no need to be in melee frequently why give it such a heavy weight. If it isn't intended to be used that often it should have a much lower rating right? -
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Quote:You can easily solo +0/x5 on SOs with a Sonic/Devices without being the least bit frisky.The Goals: I want to be able to solo content at 0/x2 with bosses, x3 if i am feeling frisky. Definitely want to be able to solo the new DA missions at the same difficulty. This is not to say i do not want to team ever. but i am counting on my ghosting abilities and debuffs in my attacks to help me contribute. I do not have Inf falling out of my pockets so have to rely on merits and rewards for the more expensive IOs
Quote:The Questions: Firstly,Taser.. i really like this power but can not think of a way to take it early.. and i am wondering does this stack with screech to stun bosses both screech and taser are mag 3 stuns. If they do stack would dropping caltrops in favor of Taser be advisable?
Drop caltrops in front of you so that the boss can't get into melee range with you. Screech > Taser. The boss is neutralized and you are free to either AoE the remainder of the spawn and take the boss out later or take the boss out now while you ignore the rest of the spawn.
Quote:Secondly Epic powers..i chose mace for the defense shield.. but really? the rest of the powers from that pool are just bleh maybe i am missing something ( ok mace volley adds another cone and spiderlings are cute!) is there a suggested epic that would give me the same surviveablity? no not Ice yuk i have that on my main and wow i hate it so much if i wasn't a SG leader i would side switch in a heart beat!
Quote:I am not sure where to place a stealth IO since you only get one should it go in sprint or hover.. and will Ninja run + Sprint+ Stealth IO be as good with CD as using SS?
ok i am rambling
Mostly i am hoping on some feed back on this build i made it with defense in mind added hover for times i want to hover blast seemed like a way to go.
Thank you all in advance.
Play style choices - If you are planning on using Sirens and Trip Mine/Time Bomb then Gun Drone will not be that helpful as it will wake up sleeping mobs and nullify your stealth advantage.
My personal recommendations for this combination would be this:
Open with Smoke to reduce enemy perception range. This will be important to help control the Alpha response.
Next move closer to the spawn (but not too close) so that all targets are within the cone of Sirens.
Now drop Caltrops either where you are standing or BEHIND you. The goal here is to have the patch as close to the spawn as possible without alerting the spawn by causing any damage ticks. (You can also drop a safety mine if you like)
Note - when facing a spawn without a Boss you can skip the caltrop step.
Next use Sirens to put the spawn (except for the boss) to sleep. Mobs that are missed (including Bosses) will open with their ranged Alpha attack.
Take a step or 2 back to keep caltrops between you and the still fully awake Boss and any awake mobs.
Screech the Boss.
Taser the Boss.
Now you can Webnade the Boss and Web Envelope the Boss and a good portion of the spawn. Web Grenade and Web Envelope do no damage and thus will not wake the spawn.
At this point the spawn is pretty much neutered/neutralized and its up to you to decide how to pick it apart. Single target attacks on the Boss to take him down right away is a good idea (it depends really on how many other Mobs aren't asleep).
If the entire spawn is sleeping I'll move in and drop Time Bomb in their midst. Then go back and continue working on the boss. When the light on the Time Bomb starts blinking faster I'll > Amplify > Howl so that the entire spawn is resistance debuffed just before the time bomb goes off. -
Quote:I just think the devs should examine powers that they won't give to PVE mobs. They know those powers suck but they saddle players with them.I don't have time to get into a long post, but I have never found it proper to compare one power of one set to another power of another directly. The entire set has to be compared. It's the combination of effects that can be applied to a number of groups over time. The -tohit mixed with the -rechg and the -dam matters. Then there is specific advantages like anchorless debuffing, Oil Slick and its DPS overtime potential versus 16 mobs and EMP. Some powers can become OP on some archetypes if you're not careful. We all know TA works well on Controllers when it comes to control.
As for Devices, regarding peoples last couple of posts. Changing Timebomb maybe the only fair change left. /Devices has its niche as Blaster sets go, some people are well why not make a /Traps as it's better. I am less likely to use Mines or Timebomb with a /Traps because I am less likely to need to when solo, so despite having the two, my playstyle isn't the same, my experience against a faction isn't the same and so the way I have to go about things isn't the same.
What's better is a matter of opinion, are things better because they make life easier? Are things better because you don't have the trapper mindset, never liked rogues in some DnD game or simply from comparing one power to another? I like to jump on as many different characters and be challenged differently myself. As long as I can see something as having the means to provide adequacy for a thinking mans team then I'll be alright.
I'd expect to tank the entire inner circle together using a TA for support. It's not something I can say when it comes to all defenders. I'd call that a Pro whilst some other defender gets a Con for me not being able to suggest that. I am more interested in what can and can't be done than figures.
Gun Drone is an excellent example. Why do Malta have one version and the players another? Because the devs know that the PLAYER version is unworkable for the mobs. That should be a huge clue to them that it is not good as a player power either, yet we still have a disparity. -
Quote:Yep and Time Bomb + Aim + RoA + Explosive will all land at ~ the same time and will wipe out most/all of a +2 spawn.Wait, you can actually toe bomb with it and get out in secrecy? Smoke grenade/Cloaking Device/SS +stealth?
You only need 2 forms of stealth for PVE (I have 3) I use Super Speed + Stealth IO + Stealth (I took Stealth instead of Cloaking Device because Cloaking Device doesn't open up phase shift).
The only time I ever missed Smoke Grenade is against things that have +perception (that is rarely, usually just against Rikti)