MutantX_7

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  1. Quote:
    Originally Posted by Trilby View Post
    So I've read a few people complaining about duel pistols so I made a duel pistol blaster and got her to 20. I found myself jumping alot for the extra style points in each attack.

    So, here is the question. If you had to pick between style and damage, and only 1 of those 2 choices, what would you pick?

    Personally, in a game like City of Heroes, I would go for style over power because of the huge emphasis I like on costumes, damage is nice, but I would rather look cool, spitting peas at someone, that have a boring generic power that murders everything.
    Regarding Dual Pistols specifically, I have both a Fire/MM//Mace blaster and DP/MM//Mace blaster with almost identical builds, and there is not TOO much of a performance difference. The amount of AOE damage of empty clips, Bullet Rain, and PsyScream are close enough to Fireball, breath of Fire and psyscream that I don't have to much of an issue. IME While certain sets do MORE damage, a lot of the time that extra damage is made irrelevant.

    I play both and enjoy both, each has a completely different feel for two characters with almost the same build.

    To I would play a set that does less damage vs another, as long as I didn't feel I was too far behind the others performance, which thankfully I've never felt.
  2. MutantX_7

    Comic Relief

    I think a Hockey Stick for the swords would be awesome (Swing from the butt end, and use the "Blade" to hit with).
  3. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    While they're nice on their own, it definitely created a culture of have/have-not that wasn't present in the game beforehand, and I've been criticized and even passed-over for events due to having sub-optimal builds. I currently have a Fire/Kin 'Troller that I'm trying to Incarnate out, and I've received tells that I "should really work on my slotting first" since he's only using SOs and common IOs.
    This is nothing personal nor argumentative, but just something I wanted to mention, but before IO's we had "multi-aspect Enhancements" (HO's) earned from the Hami raids, whether you had an HO build or not could really alter your character WAY before IO's did, and created a have/have not culture, whether it was as extreme as the IO culture some perceive is up to them to decide, but it definitely existed.

    The only reason I could say I wish that the IO system wasn't introduced was because old style hami raids were one of the funnest social events in the game, that were made almost obsolete by the IO system, since the need/want for HO's wasn't nearly as great.

    Regarding game play, I love the IO system. I have created far more builds with IOs then I could dream of playing, soft capped, rech intensive, hp/recov, all sorts of things that only could have been with IOs.

    I don't know if I've ever looked at someone's build to see if/what IOs theyve slotted for. Ever since I've started playing I will look at a player's build to see what powers they have to decide how I'm gonna play, what kind of tank is there, do I back off on my scrapper to let him absorb agro, is there another large AoE character/ should i focus on single target, is there a scrapper on the team that I should keep targeted and make sure I power push his targets throughout the missions? (I only ever did this to SG friends, or cocky arrogant bastards that seemed elitist)

    I've never felt better then anybody because of an IO build or felt insignificant to anyone because of their IO build, I honestly think the Incarnate system makes a larger gap in overall performance then the IO system since that is a necessity for specific content.
  4. MutantX_7

    Dark/MM viable?

    Quote:
    Originally Posted by Kioshi View Post
    Mine's still on SO level but I love having a 3-cone attack chain and a good 3-single attack chain before level 20, and they recharge quite fast for a SO toon. Even the hold does respectable damage (and in three dots, not 'forever' like the tier 1 immobs), and with life Drain and Drain Psyche you'll be very survivable. Since I never have to be in melee except for a DP refill (and PSW later on), only melee power I took was TK Thrust but I don't think I'll need it later for survivability unless I want to slot if for a set mule like a kinetic crash.

    It's been the ideal blaster combo for me because I hate 'all I do is damage' toons. Well with DP's -regen it might even be able to solo AVs since it's the only dark blast set with a good ST chain (I don't solo AVs, but it mighht be a good choice especially since you have both DP for regen/recov to yourself and a self-heal in Life Drain). And soloing Av's or not, I'm guessing it might be the most survivable blaster combo because of those powers not to mention dark's -tohit.

    Damage feels very solid to me, not 'OMG FIAR' but also not below any good set should be imo, like Dual Pistols which I can only play on a Corr, I just don't get the blaster 'wow I kill fast' feeling with DP.

    I'd say the only possible negative is the difference in arc/range among the cones, but since I'm a very mobile player and I find cones fun, I don't mind. I also don't mind the KB in Torrent, just be sure to use it last after you have Psy Scream and Tentacles (unless you are using it to get mobs away from you).
    My altitis is tingling...I blame you Kioshi!
  5. Quote:
    Originally Posted by Screwyrabbit View Post
    I have always wanted a character with Ice blast. I know ice isn't the "OMG PWN" numbers of fire blast but that is fine.

    I can't decide what to combine it with though and when is Ice blast most effective - as a blaster, corr, or dom.

    So any of those classes (although leaning heavily towards blaster) that lets me do the following:
    * Solo at a decent rate
    * Contribute on a team
    * Hopefully have some sort of synergy with the other powerset (I'm not a min/max'er but I do like using synergy between powersets to try and go the extra mile).

    Not super hung up on cost either.

    Appreciate any help on this, tnx!
    One of my First 50s and favorite blasters ever was an Ice/Elec//Elec. He was a strait up blapper, with 4 holds, he was amazing.

    Then I made a Ice/MM who I couldn't put down until lvl 36 (dual pistols was released) and while he has barely been touched he is still amazing to play, just I have too many /Mental blasters, all with relatively the same builds so he's on hold.

    I have to say that I really liked the Ice/MM (Maybe more then the /Elec, Psy Scream is a boon to AoE dmg).
  6. I'd suggest either Claw or Dark/ Willpower or Electric Brute or Scrap. Claw if you want some extra AoE, Dark if you want more mitigation. Willpower is 100% fire and forget, while Electric has a click for healing, but also has a dmg aura what adds extra damage.
  7. Quote:
    Originally Posted by Gunbunny View Post
    Like all 'good' Tf's it takers practice to make a perfecrt run. Especially the get out of the cave part is tricky here. I wonder if even 1 person managed to do this on the first go.
    I just use my O-Portal or WW's porter, like I do on most "find the exit" missions. *shrug*
  8. Quote:
    Originally Posted by ChrisMoses View Post
    Hm. That's unfortunate.

    What primary would you suggest for hover-blasting then? When playing my Energy/Energy, I couldn't help but think that maybe he would have been the best bet, but I couldn't change his entire play style and slotting at this late stage.
    Fire/ or Arch/; /EM or /MM really shine for a hover blaster, /EM for power boost and boost range, and /MM for the extra AoE (psy scream).
  9. MutantX_7

    ???/energy aura

    Quote:
    Originally Posted by PleaseRecycle View Post
    DA is one of the only things in the game that gives lethal defense without also giving smashing. On a positional or defenseless set this doesn't matter but on a typed defense set this leaves you wide open to a large array of smashing attacks. Thus, EA does not benefit from DA once its other defenses are in place.
    I guess I'm thinking in a leveling build vs lvl 50 build, where ANY added defense is welcome. With DA you can cap your melee def soft capped, so without soft capping your "natural" defense you will have defense to a nice chunk of attacks that you would be facing.
  10. MutantX_7

    ???/energy aura

    Quote:
    Originally Posted by Pinny View Post
    I'm really liking Katana/EA. You take a lethal damage set that does respectable damage and recharges fairly quickly, and make it recharge even faster. That and since EA is typed defense instead of positional, divine avalanche isn't all that useful, allowing you to pick some other power.
    I don't get how positional vs typed makes a difference with DA since it gives lethal and melee. What am I missing?
  11. MutantX_7

    Cebr

    Quote:
    Originally Posted by Aneko View Post
    AE is cross-server. Maybe you meant something else?
    Think they meant a Claws/Ela brute on exalted
  12. Quote:
    Originally Posted by Positron View Post
    Foster City Stealth (Positron) 104
    SF RabidChihuahuas (Crosscheck) 129

    Team Robo Dominato (Giant Monster) 82
    Pacific Outsiders (Friend of Studio) 74

    St. Martial Pai Gow (Alpha Wolf) 102
    Los Gatos Bastardos (Clockwork 01) 85

    Philadelphia Stars (Skippy Sidekick) 99
    Fremont Traffic Jam (Zwillinger) 84

    Yup, I lost Week 1 with the SECOND highest score of the week. The only team that could have beaten me was... the one I played against. I was all prepared to blame my loss on Nate Keading's Out For The Season 0 point performance on Sunday, but I don't think he would have scored me 25 points.

    Lots of scores in the 80's (or less), so my performance in week one bodes well for the rest of the season.
    Same thing happened to me, the only team with a higher score was the one I played against, 142-136...freaking Tom Brady putting up 53pts. If McFadden had scored on his long run, I probably would have squeaked it out.
  13. Either a Dark/EA or Fire/EA scrap, not sure.
    I like the look of the Dark/EA, but I think I'll like the AoE of the Fire/EA.

    Well it'll give me something to think about at work today.
  14. Quote:
    Originally Posted by Dark_Respite View Post
    Okay, so NOW I have a deadline for my trailer...

    *dashes back out to continue work on her trailer*

    Need the four gamer food groups: caffeine, chocolate, fat, and salt.

    Michelle
    aka
    Samuraiko/Dark_Respite
    French Fries dipped in a Starbucks Mocha Frappacino?

    And YAY FREEDOM/I21!!!
  15. Quote:
    Originally Posted by Hyperstrike View Post
    Call me weird, or unamerican or whatever (not like I give a damn), but I never "got" the draw of Fantasy Football.

    Then again, I'm one of those people who doesn't really "get" the draw of professional sports either. I'll go to games now and again and have a blast. But following teams? Watching it on TV? Checking the papers for game scores? NAHHHHH!
    I had never been involved with fantasy football myself, until this year, a friend asked me to take the last spot of a 10-man league, so I accepted just to see what its actually like, and so far I've had fun. "Scouting" players, seeing who is good for points vs just good on the field, it adds a very interesting dynamic to the football season.

    As far as following sports, I never really started following regularly, until I tore my 2nd ACL and couldn't play anymore, now I love nothing more then coming home from work, popping on a hockey or baseball game (Watching Football is strictly relegated to the bar) and playing some COH. I can totally understand why people lack the desire to watch sports, I however love following them, not sure why, myself, but after playing there are some things that I think I notice (and probably some others as well) that most people don't look for/see.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    First, and this is minor, there is no apostrophe in my name. I don't understand why so many people put it there.

    I got the odds by determining who was most likely to win. I did this by consulting with two of my friends to who are better sports experts than myself. Judging by the draft choices and standard ESPN fantasy rules, we ranked the teams by strength. Skippy Sidekick came out on top, the next two were tied, all the way down to Friend of the Studio, who is at the largest disadvantage in our eyes.

    If you're actually asking why betting on certain teams will pay differently, it's so people will be inclined to bet on the long shots. If every team were to pay the same on the bet, then the only people to bet on are the top three, and I'm not likely to be able to pay anyone their winnings. But since Friend of the Stuido pays sixteen times to one, it becomes worth it to place some influence on him for the chance that he puts the right players in, makes a few good trades, or one of his players takes off. Basically, my odds are there to make everyone a fair bet. Skippy is about three times more likely to win than Zwillinger, but Zwillinger pays three times as much if he wins.
    First, sorry about the apostrophe, I probably did it from seeing you responded too that way.

    I was just curious how the you calculated the odds is all. It's not like you can look in the paper and see what odds are, there had to be a process.
  17. Quote:
    Originally Posted by Clouded View Post
    Hi.

    I'm a player that has to max out their level 50s with heavy IOed builds. I'm up to #8 or 9 now since I tend to work on multiple alts at once. My ingame time is starting to decrease which means I'm finding less time to spend outfitting these characters. Now, being a min/max person it's very hard for to think about playing a 50 with just common IOs but I wanted to get some feedback from the community about doing just that.

    Are level 50 characters without Set IO-ed builds still viable in the late game? Will I still be able to perform in the trials, high end TFs, etc without having to resort to buying large amounts of wakies?

    Right now, if I know I can't outfit a character with the IOs I want then I tend to just shelve the character, prior to level 50, and let them collect dust until I'm ready or have the inf to start again.

    I almost feel like a drug addict trying to quit but needs some support, lol.

    tl;dr version: If I just slot Common IOs, then will my characters still be viable in the late game or will I be the weak link on many occasions? I take pride in my gameplay.
    I've been giving this alot of thought myself, mostly because I hate the IO'ing process of a character, I usually start filling in set pieces at SO lvl (lvl 22) with lvl 25 set pieces.

    However with the introduction of the ITrials I'm thinking it's really a lot less "necessary" then it used to feel. I'm usually shielded up too or beyond 100% defense to all positions (unnecessary but its there). The only bonus I'd look at getting on a character that will be performing on Itrials would be recharge.

    Doing trials you'll probably earn quite a decent chunk of infl. so you could then eventually suit up in set-io's if you're still feeling "weak".

    Also Frankenslotting early on (lvl 25-30) works really well for saving influence, since the enhancements won't lose effectiveness.
  18. MutantX_7

    AT and Powers.

    Quote:
    Originally Posted by Hasael View Post
    Whats a good AT/Powers for Soloing with just TO/DO/SO's. As a new player to this game, my mindset can be easily bent to fit any playstyle. The restriction with Enhancements is due to a low funding of about 35 mil. Any advice would be highly appreciated.
    I think that the most solid SO'd (technically standard IO'd but no set bonuses) character I have was a Claw/WP Scrapper, and would highly reccomend that as a good starting character. Read some Claws threads in the scrapper forum and you should be good to go.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    OK, before I give you the odds, I'm going to make some quick clarifications.

    1. Any bet placed must be in even amounts of 100m influence.
    2. I must receive the bet by global email or trade for a bet to be "placed."
    3. All bets must be placed by September 22nd.
    4. Odds are subject to change while betting is open for future bets, but odds on bets received will not change.

    So, here's the odds, based on my analysis of teams:

    Skippy Sidekick - 1:1
    Alpha Wolf - 3:2
    Crosscheck - 3:2
    Zwillinger - 3:1
    Clockwork O1 - 5:1
    Positron - 8:1
    Giant Monster - 8:1
    Friends of the Studio - 16:1

    For those who need the odds explained:
    Your bet is placed on a team. Skippy Sidekick is the favorite to win, which means he's going to pay the least on your bet. 1:1 means if you bet one, you win one. On a 100m bet, if Skippy wins, you get 200m back, which is your bet plus the winnings.

    Alpha and Crosscheck are each the next in line for favorite. Their odds of 3:2 means that you bet two to win three. If you place a 100m bet on Alpha and he wins, you will be paid 250m, which is 150m winnings on top of the 100m you bet.

    Friend of the Studio is the long shot, which means if you bet on him, it will pay the most if he wins. 16:1 means you bet one to win sixteen. If you place a 100m bet on Friend here and he takes the cake, I'll be paying you 1.7 billion influence (bet plus winnings).

    Alright, let's have some fun with this!
    Dech's I get how the odds work, but I'm just curious how you got those odds?
  20. Quote:
    Originally Posted by Dany12 View Post
    Alright I will read through the links. I had a question i didn't fully understand. Why is vengeance the only way i will be able to farm in a S/L farm. I know it helps a lot, is there a way to get around it? Last thing if i wanted vengeance on the build you posted wht would u get rid of? Thanks BTW, this has been very helpful.
    I am posting my build, only as food for thought, and to demonstrate that my build's number's aren't that far off of that other build with purples and PVP IOs.

    The most costly sets in my build are Oblits, Kinetic Combats and LoTG's.
    I put together my build with only 500 mil (some things i know I over paid, with patience probably could have been 300mil) and ample merit use. (Use your second build to frankenslot a decent mid level 20's build (6-slot all powers you would get before lvl 30) and you can run some really nice arc's for some really nice merits.

    Here's the build, again only for a demo, I don't recommend just building it, it's for comparison sake:


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(25)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(36), Enf'dOp-Acc/Immob(36)
    Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(25)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(23)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(23)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(29)
    Level 12: Suppressive Fire -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(37), NrncSD-Acc/EndRdx(43), NrncSD-Hold/Rng(45), NrncSD-Acc/Hold/Rchg(48), NrncSD-Dam%(50)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
    Level 18: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(21)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(37), RedFtn-Def/EndRdx(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(43)
    Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Concentration -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(27), AdjTgt-ToHit/Rchg(29), AdjTgt-Rchg(40)
    Level 28: Drain Psyche -- Dct'dW-Rchg(A), Dct'dW-Heal(43), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-EndRdx/Rchg(46), Acc-I(50)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Hail of Bullets -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(34), Oblit-Dmg(34)
    Level 35: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(45)
    Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(42)
    Level 44: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 47: Phase Shift -- RechRdx-I(A)
    Level 49: Summon Spiderlings -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Incendiary Ammunition
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(31), P'Shift-End%(34)
  21. True, I suppose player ability will have ALOT more to do with any play ability then an actual build.

    Like you said earlier, the more time you spend on a blaster, the less it seems problematic and the more it just is.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Powersets are balanced around their SO performance with regard to whether or not they are consistent with standard difficulty missions. That is not the *only* balancing criteria placed upon them, but it is one of the foundational ones.

    Its pretty obvious this rule had to be true back when there was no other real slotting option (above a certain level) and the devs did say that they used hypothetical SO slotting back then to compare powerset performance. Since then, with the advent of ever more powerful slotting options, the devs have disavowed altering their base balancing criteria to factor in more powerful slotting: from HOs to inventions.

    That doesn't mean those things are ignored: it means they are looked at separately. In deciding if a powerset can meet the minimum requirements set for it, obviously the devs look at SO slotting because to look at invention slotting would be contradictory to their statement that inventions are optional for standard gameplay. They also look at SO slotting for powerset intrinsic design strength. But they do look at inventions and HOs when it comes to things like maximum credible strength to make sure its not too easy to get to ridiculous levels of power, and they do game-wide balancing based on player average performance in-game which obviously factors in the average slotting of the playerbase, which includes some (probably small on average) amount of HOs and inventions.

    "Powersets are balanced around SOs" is an oversimplification because "balancing" is not a single step process involving a single metric. I once posted that to my knowledge, there were at least fourteen separate individual metrics that go into powerset balancing during design and implementation that I was aware of, and Castle posted in reply that his list was somewhat longer than that. "Powersets are balanced around SOs" is one of the bigger ones, though.
    Oh I know that and I had spoken with Castle a few years back, I just don't like when people state it the way it was earlier.

    Basically Castle told me, a power set has to perform up to a certain level with SO's to be considered playable, and can't be too powerful with IOs. I get that, but in a conversation about AT playability in a world that doesn't need topend builds to play, just irks me the wrong way, when its presented as it was earlier.

    Regarding what I bolded, I guess what bother's me is that a lot of players seem to use the word balance in the context of, does x=y, if their answer is no, then its not balanced, but the actual metric that seems to be used is (overly simplified),
    does x=y in z.

    x= a powerset or AT (also a problem)
    y= a different powerset or AT
    z= the game
    I would really like to see an actual play ability analysis on AT's using only the "average" (SO) play ability. Is x blaster better then y scrapper with ONLY SO's?

    I just put together these two "AOE Damage" Builds, One Fire/MM Blaster and the other Fire/SD scrapper, which is better, I suppose I could also throw in a corruptor build as well, but this illustrates what I'm saying I believe.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Acc(A), Dmg(3), Dmg(15), Dmg(21), RechRdx(34), RechRdx(40)
    Level 1: Subdual -- Acc(A), RechRdx(50), RechRdx(50), EndRdx(50)
    Level 2: Fire Blast -- Acc(A), Dmg(3), Dmg(15), Dmg(17), RechRdx(34), RechRdx(45)
    Level 4: Fire Ball -- Acc(A), Dmg(5), Dmg(5), Dmg(13), RechRdx(29), EndRdx(29)
    Level 6: Mind Probe -- Acc(A), Dmg(7), Dmg(7), Dmg(23), RechRdx(36), EndRdx(45)
    Level 8: Fire Breath -- Acc(A), Dmg(9), Dmg(9), Dmg(21), RechRdx(31), EndRdx(37)
    Level 10: Psychic Scream -- Acc(A), Dmg(11), Dmg(11), Dmg(23), RechRdx(31), EndRdx(37)
    Level 12: Aim -- RechRdx(A), RechRdx(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Concentration -- RechRdx(A), RechRdx(17)
    Level 18: Blaze -- Acc(A), Dmg(19), Dmg(19), Dmg(34), RechRdx(36), EndRdx(37)
    Level 20: Drain Psyche -- Acc(A), EndMod(43), Heal(46), Heal(48), RechRdx(48), RechRdx(48)
    Level 22: Tough -- EndRdx(A), ResDam(27), ResDam(45), ResDam(46)
    Level 24: Weave -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(27)
    Level 26: Combat Jumping -- DefBuff(A)
    Level 28: Super Jump -- Jump(A)
    Level 30: Acrobatics -- EndRdx(A), EndRdx(31)
    Level 32: Maneuvers -- EndRdx(A), DefBuff(33), DefBuff(33), DefBuff(33)
    Level 35: Assault -- EndRdx(A), EndRdx(36)
    Level 38: Psychic Shockwave -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), EndRdx(40)
    Level 41: Scorpion Shield -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(42)
    Level 44: Stealth -- DefBuff(A)
    Level 47: Invisibility -- DefBuff(A)
    Level 49: Phase Shift -- RechRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(46)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(43), EndMod(43)



    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Scorch -- Acc(A), Dmg(3), Dmg(13), Dmg(17), RechRdx(40), RechRdx(42)
    Level 1: Deflection -- EndRdx(A), DefBuff(5), DefBuff(7), DefBuff(29)
    Level 2: Fire Sword -- Acc(A), Dmg(3), Dmg(15), Dmg(40), RechRdx(42), RechRdx(42)
    Level 4: Battle Agility -- EndRdx(A), DefBuff(5), DefBuff(7), DefBuff(29)
    Level 6: Cremate -- Acc(A), Dmg(9), Dmg(11), Dmg(15), RechRdx(43), EndRdx(43)
    Level 8: Build Up -- RechRdx(A), RechRdx(9)
    Level 10: Active Defense -- RechRdx(A), RechRdx(11)
    Level 12: True Grit -- ResDam(A), Heal(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Against All Odds -- EndRdx(A), EndRdx(17)
    Level 18: Fire Sword Circle -- Acc(A), Dmg(19), Dmg(19), Dmg(21), RechRdx(21), EndRdx(40)
    Level 20: Phalanx Fighting -- DefBuff(A)
    Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(23), ResDam(27)
    Level 24: Weave -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(27)
    Level 26: Combat Jumping -- DefBuff(A)
    Level 28: Super Jump -- Jump(A)
    Level 30: Incinerate -- Acc(A), Dmg(31), Dmg(31), Dmg(31), RechRdx(34), EndRdx(34)
    Level 32: Greater Fire Sword -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), EndRdx(37)
    Level 35: Shield Charge -- Acc(A), Dmg(36), Dmg(36), Dmg(36), RechRdx(37), EndRdx(37)
    Level 38: Maneuvers -- EndRdx(A), DefBuff(39), DefBuff(39), DefBuff(39)
    Level 41: Ring of Fire -- Acc(A)
    Level 44: Fire Blast -- Acc(A), Dmg(45), Dmg(46), Dmg(46), EndRdx(46)
    Level 47: Fire Ball -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), EndRdx(50)
    Level 49: Assault -- EndRdx(A), EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(45)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(43), EndMod(45)
    Level 4: Ninja Run
  23. Quote:
    Originally Posted by Shubbie View Post
    Also even post multipurple, guess what, a Corruptor is STILL a better choice.
    Except I don't want to worry about buffing/debuffing, I want to worry about dealing damage, so no a Corruptor would not be a better choice, because I'd need my secondary, to make my primary do more damage, I'd rather just us my primary and secondary to DO damage.
  24. Quote:
    Originally Posted by Diellan_ View Post
    The Devs have regularly stated that powersets in non-Incarnate play is balanced around SOs. If they want to change that decision, then they can and I'll change the basis for my argument (at which point, I've got a whole can of worms to open up about how the ubiquity of defense set bonuses provides an unfair disadvantage to playing Fiery Aura, Electric Armor, and Dark Amor, over other other sets).
    Ya know, I didn't finish reading the few more posts in this thread yet, but I had to stop and respond to this immediately. I have never seen, nor has anyone ever showed where it has been said that powersets are balanced with SO's. I remember that upon the introduction of IOs it was said that the GAME was not made any harder do to the introduction of IOs and no playable game content would be designed or redesigned to make IO's necessary.

    This has been the only sentiment I can remember every being relayed to the playerbase ever since the introduction of IOs, so players wouldn't have to worry about "keeping up" if they didn't have the funds or want to make the effort to IO there characters.

    It regarded the game world in which we play, not the tools we use to play in it.
  25. Quote:
    Originally Posted by pomo View Post
    popularity and/or fun is really a seperate thing from the relative strength and performance of a blaster.

    I mean they make things go boom and hit like a mack truck for the first 30 or so levels. They are devastating in the early game.

    Not sure about most people but the higher level my toon gets the less likely I am to willingly delete it. For me a toon that hits 30 is unlikely to be deleted until i run out of slots on the server. As a result I've had 2 of my 3 lvl50 blasters sit in the mid to high 30's for an extended period of time before eventually pl'ing and double xp'ing them to 50.

    When every other AT I have played seems to get stronger and stronger as they level blasters kinda go in the opposite direction. However, given the investment of time and effort I'd already sunk into them I eventually just sucked it up and finished leveling them despite them being nowhere near as effective as i'd hoped they would be.

    So to sum up the main issue for me is that they start off like a bat out of hell and if you have experience with the other AT's you have an expectation that you will continue to get stronger and stronger, but they don't. They peak early and really fizzle out. Unsatisfying (for me) if you care about the process of ascending to the pinnacle of super poweredness. However, if you are a habitual alter and rarely break out of the level 30 game then blasters are likely the best ride you can go on.
    While I experience the same thing as you do, I however enjoy that the blaster reaches its most powerful in the 30s (or earlier). I HATE having to wait until lvl 32 to get my most damaging attack on a scrapper (perhaps this is why I like claws, you get your two best attacks, focus and spin, before lvl 20).

    I like having my ST and AoE chains before lvl 20 on my blasters. I use the rest of the time to slot IOs and to build myself a better character. My latest blaster a DP/MM was soft capped to S/L at lvl 45 because i had all my bonuses and powers in place once I got frozen armor, if I had made him after sideswitching, he'd have been s/l capped at lvl 42 when I could slot Scorpion Shield.

    It's funny that we both experience the same thing, however while its the reason you don't enjoy the character, it is the reason I do.