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Posts
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Joined
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Anyone else seeing a possible costume update for Issue 18? Also, "nipple-poppingly" just became my new favorite adverb.
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Dr. Vahzilok - Colin Clive: the original Dr. Frankenstein; just imagine him saying, "It's alive!"
Lord Recluse - Michael Ironsides: voice of Darkseid, another ultimate villain
Positron - Kelsey Grammer: from the Beast to Frasier to Sideshow Bob, the guy knows how to play geniuses -
I appreciate the input. Based on what I've read, I'm inclined to create a blaster with MM as a secondary. Probably go with Fire as the primary. Thanks all.
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Hello all. I've long been intrigued by the various psionic/mental powers but also put off by their weakness against machines. (i.e. drones, bots, mech men, etc.) I was hoping that players experienced with these power sets could answer some questions I have. I'm referring specifically to psychic blast, mental manipulation, mind control and psionic assault.
1) How do you deal with mechanical opponents? Do you pair your psionic power with another that is effective against these foes? Do you find certain tactics to be effective? Do you just avoid enemies of this type? How do you handle it?
2) Do the secondary effects affect machines? I'm not talking about psionic damage, but rather sleep, -Recharge, KB, disorient, fear, confuse, etc.
3) In checking out the Guides on the Blaster boards, I didn't see any dealing with Psychic Blast. Do any exist? Was I looking in the wrong place? Their absence seems rather strange.
I'd appreciate any light you could shed on these issues. Thanks. -
I agree. When you click on her in Outbreak for more info, she actually has a back story. Why not flesh her out a bit? Her heroic career should parallel pretty much every hero in the game since she starts out at the same time. Perhaps make her a contact/ally like Doc Delilah in Faultline.
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I generally try to stay out of melee range with my blasters, but this might be the exception. I'll have to give it a try and see if/how often I faceplant. Thanks.
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Quote:I enjoy being all sneaky and ambushy with /Devices but I also like the sound of "long range destroyer." Not looking to make another Archery blaster, though, until I've tried all the primaries. Hope /Energy's as good as you say so my level-6 sonic/energy eventually packs the punch of your archery/energy death-dealer.My Arch/NRG does so much damage so fast I whiped through mish's fast. She is a long range destroyer.
Quote:And I will go to my grave saying this, the people who think one shotting bad guys is silly or a waste, can't one shot bad guys. When your slotted well and are one shotting Lt's, dang that makes ya feel waaaaay heroic! Well, in a Rambo-gonna-kill-ya-but-don't-care sort of way. -
Quote:I've taken to calling him/her/it "Gunnie" as well.1) I personally don't know the exact distance you have to be for Gunnie to start firing, I've never tested it. Normally I'll summon him, move into attack position, and he'll do his thing. It's probably less than the full distance of snap shot, but not in melee range, and once he starts, he has a pretty good range. Someone with a definitive answer care to chime in?
2) As for the explosion bit, I've never tested it nor paid attention to what happens to mobs around him when he blows up. Setting that test up is a bit of headache, and it wouldn't really be a reliable way of damaging the baddies even if it did, especially on a hover build, since you are normally above the melee.
3) Yes, I refer to Gunnie as a he, but that by no means makes it male=P
Tactically, I approached the baddies while cloaked, deployed caltrops and/or mines as necessary and then activated Gunnie. If they were facing me, the baddies never noticed until Gunnie was actually summoned. The (interruptable) activation sequence itself did not alert them to my presence. Doing it this way seems to minimize downtime because the drone was already in attack position without the need to maneuver closer.
Gunnie also noticed some nearby enemies before I did and attacked them on his own, which tipped me off. All in all, there seems to be a lot of bang for your buck with this power.
Also, I couldn't test whether Gunnie's self-destruct explosion inflicted damage on bad guys because there were no bad guys left standing after his time ran out.
Consider me a card-carrying member of the Gunnie Fan Club. -
With regard to Gun Drone, I just picked it up for the first time ever on my energy/devices blaster. My initial reaction: way cool.
Yeah, its endurance cost is high, but there are ways to deal with that. On my /devices characters, I'm all about versatility and I like having the options that this power affords me. I can tell that, like Trip Mine, it's not for every battle. I'm already starting to get a feel for when and how to use it.
Before using it on a mission I took it for a trial run in a safe environment. (Thank you gray-con villains of Steel Canyon. Paragon City appreciates your sacrifice.) A couple questions come to mind...
1) The firing sequence seems to be activated by proximity. Is this the case? If so, how close do enemies need to get before the drone starts firing?
2) When the drone self-destructs, does this explosion inflict any damage on nearby baddies or is is just for dramatic effect?
All in all, I'm happy with the capabilities of /Devices because it matches my character concept pretty closely. This discussion has also caused me to reevaluate some of my preconceived views about certain other powers in the set. (i.e. I'm taking another look at Smoke Grenade, which I previously disregarded.) Always helpful to debate and see things from other another perspective. Lots of good ideas & info floating around here. -
Quote:I have a low-level sonic/energy blaster who I've neglected in favor of my two /devices blasters. I'll have to dust him off and work my way through the /energy secondary so I can play with some new toys. Variety is the spice of life, after all.I have never seen any reason to take anything other than /Energy on a blaster. Build Up, Power Boost and Boost Range are incredible to have at your disposal, not to mention some of the most powerful single target melee attacks available to Blasters and a high chance to stun in them all.
Not to mention, I love Boost Range + Aim + Build Up + Rain of Arrows -> Fistful of Arrows -> Explosive Arrow. Only the bosss will survive, which will at least be at Half Health, at which point you have a very nice single target ranged attack chain to finish him off. -
Quote:Actually, the first thing enemies do when I toss Caltrops at them is turn around to shoot at me before they take off running. From then on, it's a little bit like Terrorise - they'll run away for a couple of seconds, shoot, then keep trying to run away. I've gotten killed more than enough times doing just that to have been burned for life. These days I prefer a good Aim + Rain of Arrows + Explosive Arrow. If need be Caltrops and a single Trip Mine are at MY feet in case anyone gets any ideas. That and Hover actually very much makes Caltrops an unneeded power..
It's been my experience that, without the caltrops, the baddies will all keep shooting at you. The caltrops disrupt their attack sequence. I've had good luck with it.
Quote:As for Cloaking Device, I'll hand you that it's convenient, but I'd never call it the greatest power in the game, since it does almost nothing. Yes, you get Stealth without the movement penalty, but that's not saying much since Stealth isn't all that useful. It's good for toe-bombing enemies and not getting killed walking around corners, but once you're actually fighting, the benefits fade away. Cloaking Device suppresses, so you are no longer hidden and its defence buff evaporates (2/3 of it do, anyway) and you're left with basically a toggle that doesn't do anything.
I never called Cloaking Device the greatest power in the game. I merely pointed out how the various powers in /Devices, as a whole, lend themselves to ambushes and sneak attacks. Cloaking Device allows you to set up your shot and/or kill zone without being attacked. For this reason, I consider it a very useful tool in the /Devices toolbox. Your mileage and play style may vary. -
One of my favorite things about /Devices is how it allows you to become the ultimate ambusher.
Try this when cloaked... hover towards a group of enemies, engulf them in a field of caltrops, use web grenade to immobilize your primary target in the caltrops, then open fire. Usually, you can take out your primary target while the others are still scrambling to escape the field. You usually get a couple free shots at the others as well because they're slowed. Of course, while they're all trying to escape the caltrops, they're not firing at you. In addition, the crowded caltrop field is a good target for your cone/aoe attacks.
Good times, good times.
EDIT: forgot to mention how Targeting Drone and Archery's inherent accuracy bonus also help maximize the effectiveness of this tactic. -
"Don't waste your time with contacts in the Hollows, just go straight to Grendel's Gulch. No, you won't need a travel power in there."
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Quote:Some great info here. I didn't know this. Will definitely incorporate this into my Archery/Devices blaster. Thanks!Targetting Drone, this is the good stuff. Especially slotted with Gaussian's. With Gaussian's and this running you can have a chance for Build Up, which procs fairly often for me, and can be one tool to make up for lack of build up. Also, if you take the Decimation with Chance for Build Up and slot it in one of your Single Target Attacks, then you may not miss Build Up. Also, with TD running and the higher base accuracy of archery, you don't have to worry as much about slotting multiple accuracy enhancements, and will find yourself hitting more than other blasters, which in my estimation also makes up for not having build up. A steady stream of hits can be a good thing.
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We've all been there... The battle is going poorly. Perhaps you underestimated your opponents or had a run of bad luck. Either way, your health bar is leaking like a sieve and you'll probably be dead in 15 seconds. What do you do?
For example, my energy/devices blaster has two "panic button" powers. When he's getting pounded, he may use Power Push to get the enemy bruiser away from him. If there are multiple foes, he may cast Caltrops on his own position to "persuade" the baddies to leave the area.
What about your characters(s)? -
Stryker makes some good points about Build Up; many people avoid /Devices because it lacks that power. As with most things in life, there are tradeoffs. You have to choose between a well-stocked tool case (Devices) vs. a really, really good hammer (Build Up). You can make a strong argument for either alternative. It all depends on your play style, your character concept and what type of experience you want from the game.
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Quote:I've never been able to get a Defender into the double digits but I haven't given up on the archetype, so I appreciate your insights. Actually been contemplating Traps/Dark Defender myself.
Traps/Dark (A dark powered battle tank)
The synergy between your shield
defence and dark defense debuffs works well, making it hard for
the enemy to hit you.
One question, though... Did you mean to say "dark accuracy debuffs" rather than "dark defense debuffs?" It's my understanding that dark powers debuff accuracy. -
Can't really comment on /MM or /NRG, but I do have an Archery/Devices blaster around level 22. I play him solo and consider it a very effective combination. I also have an Energy/Devices blaster (my main) at level 37 because I enjoy the secondary so much.
The /Devices powers I've chosen for my main are: Web Grenade, Caltrops, Targeting Drone, Cloaking Device and Trip Mine. My reasons for each are below.
Web Grenade: you have to take it, but it's still a good immobilization power. The -recharge is good mitigation.
Caltrops: great protection for a soloer. Throw these down before opening fire and you can keep from getting overrun when the baddies counterattack.
Targeting Drone: Who doesn't love more accuracy? Also helps conserve endurance because you don't miss as much.
Cloaking Device: the benefits of stealth w/o the movement penalty. Allows you to prepare your attacks and fight on your own terms. (excluding enemies who can see you though the cloak, of course, like Rikiti drones) The ability to lay down caltrops and/or trip mines unmolested prior to attacking is very helpful for a solo player.
Trip Mine: fantastic safety net. You can plant a few of these before attacking and when the baddies charge you, KABOOM. If you slot for recharge, you can put down a decent minefield in a reasonable amount of time. It's like carrying around a bunch of scrappers with you as your own personal bodyguard.
With regard to the remaining powers, I'm planning to pick up Gun Drone because I want to increase my firepower. Never played it but love the concept.
Many Archery blasters also take Taser because they can combine it with the Disorient power in the primary. This allows them to stack the Disorient effects and stun Bosses. I'll probably do this myself.
All in all, I find /Devices a very versatile set for a soloer that works very well conceptually for a Natural-origin hero.
Hope this helps. Good luck.
EDIT: I think I was mistaken in my terminology. Originally had "Gun Turret" but the Red Tomax web site & Mids say it's "Gun Drone," so I changed it. -
Quote:I've been following this thread with interest since my experience with tankers mirrored the OP's. Anyway, Fire_Minded, your enthusiasm towards fire/fire tanks (here and in other posts) convinced me to try one myself.
Anyhow, to the OP, Play a Fire/Fire Tanker, or a Elec/Elec Tanker, and you wont feel the sting so bad when it comes to Tankers.
A pure Fire Tanker, can dish out decent damage at low levels, and towards the middle levels of there careers, they get 2 BUs that total a 180% damage boost to all your Fire Damage attacks, and Blazing Aura.
Not to mention at very early on, you can take Healing Flames, the best healing power in the entire game, because of its fast recharge, and Health recovery value.
Then a little further down the line, you get your higher up attacks, and no Tanker will compair with your damage.Youll feel like a Scrapper with more Health, and more Damage Resistance, and a bigger heal.
Still in the early stage (level 5), but it does seem promising. After 14 months of scrappers, blasters and, more recently, brutes, we'll see if I've found a tank that I can fully embrace. If not, then I'll try the ice/elec. melee combo that Minotaur recommended.
Thanks to everyone for the ongoing dialogue & debate on the boards. It's a good source of new ideas to try. -
Quote:You're probably right. Although I've never gotten a character higher than around 20, I haven't completely written off the archetype. I'm still pondering various powerset combos that lend themselves to solo play. I suspect I'll be experimenting off-and-on until I find the combination and setting that feels right for me. Never tried the combo you mentioned above (ice/ElM), so I might tackle that if I decide to delete one of my existing characters.I think you haven't explored the AT enough.
During the beta for I16, I made an ice/ElM tank, and solod with decent speed at +1/x8 against CoT who are not ideal for an icer, using only SOs.
The right combination of primary/secondary combined with the right difficulty setting (+3/4x1/2/3 with bosses for single target specialists, +1/2/3x8 without bosses for AoE monsters) can make soloing fun and while you can also do this on an expensively built scrapper, you can do it on a much more cheaply built tank. -
My reaction to the archetype is similar to the OP's.
When I started the game, I was eager to try out some of the powersets tanks had that their scrapper brethren lacked. (i.e. stone, super strength, ice powers) While I liked the powers, I missed being able to dish out the heavy damage.
In addition, I solo and tanks are at their best on teams.
End result: I concluded that not every archetype is suited to every player and that I was not a "tank person." I deleted my tanks and tried the powers out on brutes. Even though I'm still not 100% comfortable being a baddie, I really enjoy the capabilities of brutes. Fortunately, Going Rogue will soon allow me to have the best of both worlds in terms of powers and hero/villain choice.
I still haven't written off tanks. In the back of my mind are possibilities for "scranker" builds that I might enjoy. In particular, shields and/or willpower look promising.
All in all, I guess that's one of the strengths of the game... the different archetypes all provide different capabilities that appeal to players' different personalities.
So I salute tankers for doing a tough job, but I'm not quite ready to join your ranks. (at least, not yet) -
In answer to your question, no, it never gets boring.
One of my favorite things about the set is how well it works thematically for Natural origin heroes. I know that physics makes any power besides Snap Shot and Aimed Shot unlikely, if not impossible, but it still feels like the powerset could exist. (kinda... if you don't think about it too much)
It also has that whole Robin Hood/Hawkeye/Green Arrow thing going for it.
So yeah, I'm also a fan of the set. -
Quote:Same thing happened to me. Also happened when I was fighting the Red Caps... defeated one of them, who then morphed into a red-con Boss. Major faceplant and major WTF moment. This was during my first-ever Red Cap mission so I had no idea they could do that. To this day, I hate Red Caps. They're just nasty, little !@$%*!'s.
But to the matter at hand...it's not a glitch or anything, but one of my biggest WTF moments came a month or so after I started playing, and really knew NOTHING about CoH. I was in a mission, feeling all full of myself as I mowed down one Council member after another. I was master of all I surveyed...a golden god...and then...holy crap, that @#$% just turned into a werewolf! Cosmic faceplant.
I tell ya...if I had been wearing pants I would've had to change them...