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Quote:Wow! Awesome tips! I love these boards.Click on the link in my previous post. I use movement keys to trigger the auto-toggle switch, but you could also use attacks if you wanted. I'm not gonna tell you that it's the most convenient arrangement on earth, but I think perma-PB would be about a bajillion times more annoying than my Domination setup. YMMV.
Plus, the Villain-Alignment power, Fury, gives me instant Domination if I happen to let it lapse. I haven't checked in awhile, but you used to be able to jump-interrupt snipe a bunch of times to fill your Dom bar even out of combat, too. -
Quote:You can make Power Boost permanent.Do you know what exactly is changing in Energy to make those comments.
Your saying Perma snipe but is that based on a click method or always on ?
Power boost atm does boost your defenses for 7 seconds I think. Is that what your saying or is there something different coming for it ?
Admittedly I do not have test installed on my Mac and am a bit hesitant to install it.
This not only boosts your defense and stuns, but come the next issue (assuming nothing changes - a BIG assumption) you get 22.6 ToHit from Tactics + Karma ToHit + Power Boost to use fast snipe. -
Quote:Um, Power Boost is what caps my defense. If it goes down I die. There will be no change of play there.In actual game play, your /Energy blaster doesn't have to use Power Boost as part of your attack chain... yet. Come i24, you will.
Quote:And, again, using at least one click power every 10-15 seconds is a non-trivial amount of time not spent attacking, regardless of whether you find it qualitatively annoying or not. -
Quote:For me it will be Tactics + Karma + Power Boost. No need to time and Aim and Build Up with Snipe. You get 22.6% To Hit once Power Boost is perma.Perma-fast snipe for EM requires that you juggle Power Boost with Aim and Build Up. Really, all non-Devices Blasters have become significantly more click-heavy in I-24; that's one of the reasons I don't like the snipe change.
Quote:As for perma-Dom? That's why god invented keybinds. It's easy to set up the auto-toggle to alternate between two powers on a relatively long-term basis (~80-120 seconds, in this case); it's not so easy to manage four extremely short-duration clicks, and even if we ignore the qualitative complaint, the activation of all those short-duration clicks does eat up non-trivial amounts of time. -
Quote:In actual game play, my /Energy blaster isn't really that hard.Sure, I'm not saying it's undoable, and I'm not disputing that the options EM offers are advantageous, even if you don't consistently make use of them.
What I do question is whether the pay off is ultimately worth the effort. That's largely a subjective question, but I'm also not entirely certain that the mechanical trade off in terms of dead time doesn't offset the DPS advantage of EM's perma-fast snipe, even on paper. If, for the sake of argument, you're hitting Boost Range and Power Boost once each per 30 seconds, then that's, what? 2.64 / 30 = 0.088, or almost 9% of your potential attack time eaten.
That's on top of the 9+% of dead time that most any IOed Blaster will incur through the regular use of Aim and Build Up. Now, sure, the EM Blaster is getting offsetting benefits over and above the perma-fast snipe (a part-time DEF and control/debuff boost, and a significant boost to the coverage of any ranged cone), but if the perma-fast snipe isn't an unreserved advantage, then that changes the complexion of the discussion by a not-inconsiderable amount.
My offhanded comparison between Blaster EM and Scrapper Regen wasn't a wholly whimsical. Rightly or wrongly, people have complained for years that as Regen approaches its (defensive) performance peak, it loses more DPS -- and Regen's clicks aren't available anywhere near as often as EM's. Clearly, EM will be very strong, perhaps even the strongest Blaster Secondary in I-24 (based on what we know now), but it's not obvious to me that EM will be significantly superior to its peers, all things considered.
You don't need to include Boost Range in the rotation. You only need to click it right before a cone sequence as a spawn starts. It is very useful, but in actual play you are not hitting it once things get mixed up unless you break away and want to start another cone burst.
Basically it's Hasten on auto, hit Power Boost as it cycles, and otherwise it's the same Aim-Build Up-Attack sequence other blasters use. At least that's my experience playing my /Energy blaster. -
Quote:Energy Manipulation isn't as clickie as Regen. Once Power Boost is perma you basically put Hasten on auto and hit PB as is comes up. That doesn't seem that bad to me.I dunno, man. On paper, you're probably right. Energy already had a surprising amount of utility before I-24; the (needless) mechanical quirk of the snipe change only adds to that utility, relative to the utility of other Blaster secondaries.
But realistically? Managing all of those extremely short-duration click powers (Power Boost, Boost Range, Build Up, Aim) is going to be a PITA. The dead animation time you'll incur in the regular use of those powers shouldn't be underestimated either.
Someone recently (either in this thread or another) compared I-24 Energy Manipulation to Scrapper Regeneration, and I think that's an apt comparison: EM will give you high theoretical performance potential, but that potential will come at the cost of constant micromanagement.
Boost Range doesn't need to be refreshed as soon as it comes up.
Really, perma-dom is much worse to me than any /Energy build. You can't put both Hasten and Domination on auto. The penalty for missing either click for too long is very severe - Domination resets.
With Energy is you miss a Power Boost click it's no big deal, you can just hit it again as soon as you realize it's down. -
When in doubt I end up playing both.
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On the topic of blappers:
With the current proposed changes blappers still have 2 significant advantages:
~ The basic melee attack chain (which will now include fast-snipe if they have the correct secondary) will still do more damage than the all-ranged option.
~ For Energy and Elec secondaries melee attacks still carry with them heavy mez. -
Oh, I forgot to address your question on Thunder Kick. When determining the effectiveness of an attack, we usually talk about its damage per second. More specifically, it's damage per animation second. What that means is if you insert this attack into your chain how much damage over time will it contribute as it cycles into rotation.
Thunder Kick has a poor damage per animation second. You can use it to round out your attack chain at lower levels, but you will want to develop an attack chain that doesn't use it later on.
Your best attack in terms of DPS is actually Storm Kick by a fairly large margin. That's why attack chains that use that attack as often as possible are so good. -
Quote:I'd amend this to say:I think if you pumped the devs with truth serum, they'd tell you that a good number of Dom/Brute/Scrapper builds are overpowered,
I think if you pumped the devs with truth serum, they'd tell you that a good number of Dom/Brute/Scrapper/Controller/Widow/Soldier/Stalker/Defender/Corruptor builds are overpowered...
(I have no practical experience with Squiddies, and I don't have a end game Mastermind to say.) -
Quote:ED stands for enhancement diversification.Moonlighter ty for the detailed tips i appreciate it very much.
but.. and excuse for asking.what is ED cap? and you dont recommend getting thunder kick? since i dont see it in your chain.
For most power bonuses, after around 90% total enhancement bonus from slotting you begin to see less and less bonus from further slotting. Some bonuses, like defense, actually drop off after 60% total enhancement bonus. A good rule of thumb is that after 3 SOs it probably isn't worth it to slot more for that bonus.
So for SR each or your defense powers will need 3 SO defense enhancements.
Now, if you have access to IOs, both plain and sets, you get slightly larger bonuses. This allows you to save some slots here and there because you can at level 50 hit that point of diminishing return with fewer enhancements.
For a defense power, for example, you could hit near the cap with a Defense IO, and then get two Defense/Endurance reduction IOs from different sets and still hit the practical cap at level 50. Not only have you boosted the power's defense by 3 SOs, but you also get an SO worth of Endurance Reduction.
This is the game you play once you start building characters, mixing set bonuses, and moving slots around.
If you are going full out and getting expensive IOs my default slotting is usually this:
The three toggled defense powers, Weave, and Combat Jumping get Luck of the Gambler IOs - Defense, Def/End and Def/+Global Recharge. This give you lots of extra hit points, regeneration, and Recharge for all your powers.
The three passive defense powers get 2 Defense IOs. -
Quote:It's also possible to play the various blaster sets on test and give feedback that it doesn't make blasters competitive with other similarly equipped characters and let them decide if they want to do something about it.And you have to prove to the devs your idea works better than the results they are seeing which you can't see. And you have probably a couple of weeks, maybe, in which to do that, before it hits beta and effectively moots the objection. Ready, set, go.
I honestly don't know how these changes will pan out. I may be blown away with the effects on test and be totally satisfied with the changes. I have a very good idea of the effect of another X percent of defense will do for a build. I honestly have less intuitive understanding of what another X regeneration will do.
For snipes, I am dubious of using this to buff their ranged damage. The buff isn't applied equally to all blasters. Some don't even get a snipe. Many can't leverage this in a normal attack chain. I see too many holes - blasters that really won't see a significant benefit.
For the increase of the third tier attack to 80 I see this as a wonderful quality of life buff that will really help.
For the regeneration/recovery buffs I am hopeful. This might make a huge difference to blasters. I will have to test this.
For the nuke changes - they will be effective, maybe fun solo and less fun in big groups with lots of characters who can nuke.
For the Dual Pistols changes, I suspect it will finally bring the set on par with other blasters just in time to see other blasters use the snipe mechanics and their own crashless nukes pull ahead of the set again. -
Any scrapper, properly built, can solo an AV. MA/SR is actually one of the easier combos to do it.
Soft cap your defense. This will require:
All six of your basic defense powers slotted to the ED defense cap.
Combat Jumping slotted to the ED defense cap.
Tough with the Steadfast Res/+Def unique.
Weave slotted to the ED defense cap.
Tactics or Focused Accuracy with a complete Gaussian's set.
After that you will need health recovery. It could be greens, it could be Aid Self, or it could be the Rebirth incarnate power for the Destiny slot.
Build a well slotted, good attack chain and there you go. The best DPS chain for MA is SK-> CAK-> SK -> CS (or CK). I prefer to go for the slightly less recharge intensive chains so I can stack other set bonuses like +Damage. -
The devs seem to value two things most: raw math and actual game experience. I doubt they are rushing to make any adjustments until this stuff is up on test even if players seem up in arms against it.
This discussion has value to me because it gives me lots of data points to test when the beta does go up. I can direct my feedback productively. Since I have spent a good chunk of time going through the mental steps of what is being done and what effects it might have I will have a much better plan when it hits beta to give good feedback. -
Quote:It's not free. In the course of the game - all those years - they have made [1] attempt to fix blasters. People would like it done correctly. If the powers that be wave flashy buffs in the face of players and they nod but it doesn't fix the core problem and there is never another blaster review (or at least not for another how many years) then blasters as an AT have basically lost the chance to become competitive.It seems that, no matter the change, no matter how utterly it is good and how there is no bad qualities to it whatsoever, there is always at least one person compelled to argue against it. Something to do with forums, I'm sure.
The +recovery and +regen comes at the cost of absolutely nothing. It is completely free. Just tacked on to some otherwise unchanged powers. It is an unquestionable buff with no downsides whatsoever. And yet people argue against it.
The nuke change comes at the cost of about 8% damage and makes nukes recharge more than twice as fast and have no crash. It is a buff in every conceivable way. And yet people argue against it.
I theorize that if everyone were given a free power that gave you a free IO every day, people would argue against it somehow.
No one is saying "No we don't want these buffs."
What people are saying is "these buffs may not fix the problem."
I am still unconvinced that the buff to snipes, for example, is going to make blaster ranged damage worth the poor mitigation. -
Quote:I just wanted to say that this is a good reply.Do the changes announced by Arbiter Hawk "fix" blasters? Wrong question. They *change* blasters into something else, and the only reason this doesn't violate the cottage rule is because in a real sense they were nothing else before. Arbiter Hawk isn't replacing what they were supposed to be good at with something else: there wasn't anything penciled into that blank to begin with. Now there is.
I'd say that doesn't so much solve a problem of the blaster archetype, it solves the problem of the blaster archetype.
Edit: Clipped much of the reply for brevity. -
Quote:Your Aid Self comment exactly hit on my point. You can obtain out of combat recovery, you just have a fabricated rule based on personal bias that characters shouldn't have to get powers from a power pool. Well, except for travel powers. Then it's okay.it is reduced blaster downtime as well as fewer defeats because you can easily get back to full hit points between fights. Aracanaville already posted that most blaster defeats happen when they go into a fight below full hit points.
and every AT should function fine without needing a power pool except for travel. Needing to get aid self is a crutch.
The end result of changes designed to increase out of combat recovery is that people offended by needing Aid Self don't need to take it. Look that's a good thing. It isn't giving the AT anything it can't already get.
Blasters are the most fragile AT. I think we can all agree on that. They need to be less fragile, and they need combat benefits to make it worthwhile to deal with that weakness. I just don't think the ability to recover between fights without the need of Aid Self is the silver bullet to Blaster issues. -
Quote:First, a *lot* of people run DFB a couple of times for the buffs. This is not some edge case. I am running the content as designed by the devs. I am not running up to 22 in DFB, but I do run it two or three times before running off to the Hollows. Your suggestion that this is some farming edge case is out of touch.1. It might not help your blasters. If more than 1% of all blasters follow that build trajectory I would be tremendously surprised.
2. Even with everything you mention the only way to not run out of endurance past 22 is to hold back on AoEs, not have AoEs, or stand around idle a lot. Or, it occurs to me now, you can die a lot.
Your vision of blasters seems to be extremely specific and marginal. Kiting Medicine Pool invention proc frankenslotters that DFB to 22 and then fight +4s. Those blasters don't need help and never needed help. The changes are for the benefit of all other blasters.
Second, I am not fighting +4s. When teaming, however, I often end up fighting +2s. I side kick to -1 and at even con +1s can appear. This, again, is not an edge case unless you are suggesting that teaming is an edge case, in which case I again think you are out of touch.
Third, I acquired a couple select IOs with my hero merits. I am not farming AE, handing down influence, or playing the market. I am getting hero merits by running tips and Signature Story arcs which are advertised to new players by the game's marketing. It is my experience that many players participate in the game this way.
If you are trying to convince me that extra endurance recovery is a nice perk then no need, I agree. If you are trying to tell me that blasters *need* extra recovery and this will fix the AT then I disagree. Saying that blasters *need* extra recovery is basically saying all ATs need extra recovery. Blasters tend to have less stringent requirements than most other ATs because they lack defensive toggles and end hungry debuff toggles. You can't have it both ways.
Endurance Recovery is a nice perk. I see that it is an advantage. I don't mind blasters getting it. It does nothing to address the problems of the AT. It's like seeing a car with a flat tire and fixing the engine to get better gas mileage. -
Quote:But the goal Arcanaville stated was "sustained combat", not "out of combat". Blasters are (currently) inherently better in short fights than long fights, what with burst damage and nukes and Aim/Build Up. It's after Build Up wears off and enemies start shooting back and things turn into a race between running out of enemies and running out of health that most problems happen, and Sustain will help with that nicely.Quote:
But any fight they can walk away from is going to be a good one, because they'll have the healing and recovery to face the next one at full or nearly full strength.
Between combat recovery is a nice perk, but a neutral alternate animation for Aid Self would, to me, also be effective at doing that.
WARNING: Rambling thoughts ahead.
What I would like to see for blasters is two things: better single target ranged damage and mitigation tools to prevent face planting and/or allow blaster to operate in the mid range game as well as most of the other ATs. What I am seeing is a lot of changes with alternate design goals that are getting thrown into the "make blasters better" pile when that's not really their primary goal.
If I had to guess what is going through the designer's minds here's what I see is happening:
Goals:
~ Bring the blaster AT as a whole up to par with other characters.
~ Make Snipes worthwhile.
~ Make Nukes worthwhile.
Although these are really three separate goals it makes sense to link them all because both power specific goals affect blasters. Do the current proposed changes do that successfully? Maybe not. As evidence I point to the fact that blasters are the least likely to leverage the Snipe change. Is that an overall issue? Not to me - the change fulfills its desired goal of making Snipes more useful. Will blasters see a benefit? Yes, although only a couple of secondaries will be able to fully leverage it. Am I okay with that? Yeah, even though the changes seem "gimmicky" to me because I see making Snipes useful as a separate design goal that crosses the boundaries of many ATs.
As for Nukes, while I fully understand the design goal of making them useful, and they will be useful to blasters, I think the problem with them is that the original launch design for them isn't good for game play. I don't find the strategy of using them to annihilate 1 out of 4 (or 3 or 2) spawns to be compelling, particularly on teams. But it definitely *does* make blasters more effective, and it benefits them most out of all ATs.
Are the new regeneration/Absorb mechanics enough to solve in combat mitigation issues so Blasters faceplant less and edge closer to mid game effectiveness as other ATs? I honestly won't know until I test them.
As for the "Wow" factor, the nuke changes will certainly help. My preference is to see a lot more single target "wow" factor, like I see on my stalker when I spin and one shot a minion with an in combat Assassin's Strike crit. The secondaries that can leverage fast-snipes will certainly get some of that.
If I had my druthers I'd like to see these changes:
~ The ability to eliminate a higher spawn Lt. immediately by opening with a Snipe. Even if the snipe has the interruptable animation, if it did enough damage to one shot a problematic orange Lt. from the spawn that would probably make it worth it.
~ Better single target ranged damage. If I am flinging around single target ranged attacks I want to see stuff dying quick like my stalker's larger attacks.
~ Better combat mitigation. I actually think that between the new Blaster Set and regeneration this might be accomplished. Blasters will gain a mez resistance proc in a fast attack and good regen. I wouldn't mind each blaster getting one decent 3.75 defense power to help them along but it's a start. -
Quote:Two more nice things about toggles: You don't have to wait until end game to leverage them as a constant buff, and you don't have to stack +Recharge which gives you more build options. Sometimes it can be very effective to just accept a lesser attack chain at lower recharge if your mitigation doesn't require it and make up the difference by stacking damage or just hunting alternate set bonuses.Another factor that will make discount and energize in general not the unambiguous run away favorite is that toggles are immune to slows, while clicks can be reduced in effectiveness by slows. When it comes to the two sustain effects other than heals (+regen and +discount) in energize, while slows can reduce their effectiveness speed cannot improve them beyond making them perma - I believe Arbiter Hawk intends to make those effects non-stacking (the benefit to higher recharge will come from accelerating the heal in Energize, but not in stacking the regen or discount).
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Quote:Note that I am not criticizing the proposed design, or using regeneration as a mitigation tool. I am talking about the goal of keeping Blasters going by giving them tools to manage out of combat recovery. I am not particularly excited by that specific design goal for blasters.I feel the need to state for the record that this game is not composed of 1 second fights surrounded by one minute travel. I feel compelled to state this because almost everyone that comments on regeneration seems to believe it has no significant in-combat benefit. In a 30 second fight, the 1.5%/sec regeneration of I24 sustain powers will be almost as strong as popping two small greens. That's a huge benefit *in* combat, and it happens continuously with no activation cost.
Why bring it up if I have no problem with regeneration as a mitigation tool? It is because when this goes live I would like to be examining the practical effect it has on combat mitigation rather than getting hung up on how great it is recovering between fights because blasters can already do that.
Quote:Aid self is currently interruptible, and to gain the same benefit from it as from the regeneration in the typical sustain toggle in combat would require using it once every 25 seconds. That's about 4.5 seconds of idle time every 25 seconds when you cannot act due to Aid Self's cast time, which is a whopping 18% idle time when you can't attack.
For defense based defense I find burst healing to be more useful than Regeneration. Don't get me wrong, on a high resist build or a situation where you have a lot of little attacks adding up regeneration is great. And I do find situations where strong regeneration is a great tool, even on blasters. Since defense also staves off CC, however, I tend to stack it in favor of resists.
Quote:I can run out of endurance at level four once I have three ranged attacks if at least one is an AoE. Certainly by level six when I can have four.
The only way to not notice the endurance costs of offense without having a very strong recovery power is frankly to be idle much of the time.
Quote:I'm aware of Scorpion Shield. Scorpion Shield has 10.5% defense base. Power Boost will boost that by 78.7% to about +8.3% higher defense. That's the incremental benefit of power boost on Scorpion Shield. If we throw in CJ and weave in there the total base defense is about 15.8%, and power boost is offering an additional 12.3% defense, which is substantial.
But lets compare to /Devices. Cloaking Device offers 1.75% defense (suppressed) or about 2.73% defense slotted. Smoke Grenade has a -4.9% tohit debuff slottable to about -7.6%. Against even con critters without tohit debuff resistance that's a total of 10.3% additional effective defense.
Energy's defensive benefit is slightly higher and is immune to resistances and combat modifiers. But it can't generally be up all the time. /Devices benefit is slightly lower and drops with resistances and combat modifiers, but its effectively up all the time with minimal effort. -
I am not claiming they don't spend endurance on attacks. Every DPS character is constantly attacking. That is the norm for this game. Blasters don't have more endurance cost than other DPS classes, and they have substantially less toggle costs. Solving their endurance issues is easier, at least for me, than for toggle hungry DPS classes.
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Quote:Here is my issue with this goal. I have that already with Aid Self. While it is annoying to me that I feel compelled to take Aid Self on all my blaster builds, especially since the only animation for it is tech/science specific, it completely solves the issue of between fight health. If blasters can't leverage the coming buffs for substantial in fight mitigation then they really haven't gained anything except a moral victory for people who don't like Aid Self.
The overall intent is to make blasters the masters of sustained combat. Their vulnerability will be burst effects: burst damage and to a lesser extent mez. But any fight they can walk away from is going to be a good one, because they'll have the healing and recovery to face the next one at full or nearly full strength. And during combat the intent is to ensure that blasters can wield their full arsenal against the enemies at very high levels of activity in a sustained fashion.
Incidentally estimates suggest that if blaster energize has a similar endurance discount to melee energize and a similar endurance cost, its net endurance management effect when used perma would be comparable to a power that offers about 1%/sec of recovery which is in the ballpark of the recovery value of Field Operative.
As for endurance management, blasters are the lightest in terms of using endurance. A buff to that is cool and all, but it won't make blasters more fun leveling. They just don't have enough in set toggles to need that much endurance recovery. I don't even notice endurance recovery until the forties when I have Tough, Weave, my Epic defense toggle, and maybe Manuevers if I built that way.
The reason /Energy is a beast is because Scorpion Shield plus Power Boost can pretty easily reach the soft cap, and even if Power Boost isn't perma it is up enough to absorb each alpha. Not only will that defense stave off CC, but it also means I don't have to waste animation time on mitigation tools (outside activating Power Boost as I approach a spawn) when I could be dealing more damage.
But I am in the minority in that I am not impressed with Drain Psyche. I understand it can be awesome if leveraged with high defense against specific groups while farming, but anything substantially less than soft cap (so you can survive the incoming damage from a group large enough to leverage the full effect) and the power just can't be leveraged to full effect. It's the kind of power I would spec into once I hit 47. -
Agree that having Ninja Run turn off Combat Jumping is annoying and something I'd like to get fixed.
In the meantime try a special binding so when you turn off Ninja Run it automatically turns on Combat Jumping:
bind r "powexec_name Combat Jumping$$powexec_name Ninja Run"
Now when you hit the "r" key it will turn on Combat Jumping if Ninja Run is on, and turn on Ninja Run if Combat Jumping is on.
The "r" above is the key I use but you can change it to whatever key you want.