OmegaOf9

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  1. [ QUOTE ]
    never saw tired pappy after perma hibernate was gone

    [/ QUOTE ]

    he and tired mom are tiring it out in wow with me now.. he has a 47 warrior.
  2. [ QUOTE ]
    Mal is absolutely right. Epic shielding is a real [censored] on scrappers and non-energy-melee tanks.

    Also, in my not-so-humble of opinions, ice/EM is currently the best tanker set for PvP. I pray you disagree with me though, it'd make things more convenient for me.

    [/ QUOTE ]

    don't you miss Tired Pappy?
  3. [ QUOTE ]
    Mage your domi kinda seems like it would be Citizen Zero's wife's name

    [/ QUOTE ]

    how can she be the wife? she's clearly the mistress..
  4. [ QUOTE ]
    Can't believe I never saw this guide..not bad, needs some tweaking but overall its good. Honestly, I didn't know there were other Fire/Fire blasters in the Arena..and definatly not another that does well for himself.

    [/ QUOTE ]

    the feeling is more than mutual! fire/fire isn't the most uber build, but we hold our own well. yes the guide definitely needs some tweeking, i wrote it when pvp first hit live. feel free to add to it.
  5. well, this isn't really a "guide", just my current build with comments. it's been working very well for me in pvp so far.

    I'd like to thank snipefu for sharing his anti-melee tactics. first time i fought him with my spine/invul, he totally caught me off guard, and restored my hope in blasters pvping.

    most of my powers are fully slotted with HOs, however, i'll list slotting for both SOs and HOs.

    FIRE SECONDARY:

    flare and fire breath are the two powers to skipped in fire primary. flare has long activation time and low dmg. breath does good dmg, but activation time is way too long. it's a must have power good for pve, but not for pvp.

    fire blast: 1acc, 5dmg (2dmg/acc, 4 dmg/range)
    fast attack, decent dmg.

    fire ball: 1acc, 5dmg (2dmg/acc, 4 dmg/range)
    fast attack, decent dmg.

    blaze: 1acc, 5dmg (2dmg/acc, 4 dmg/range)
    your bread 'n butter move. combined firesword you can 2shot kill a squishy(if they don't have any +hp accolade or resist)

    blazing bolt: 4dmg, 2 range (2dmg/acc, 4 dmg/range)
    the snipe is very good for team fights when you hover in the air. should be used with bu+aim

    inferno: 4dmg, 2 recharge (3dmg/acc, 3 recharge)
    inferno is a situational power in pvp. when you fight 1on1, when other person's health down to red or yellow(depends on AT), inferno can quickly finish him/her off quickly, without giving them much chance to pop greens. on a team fight, it's good to take out multiple squishies with 1 shot.

    aim: 3 recharge, 2 tohitbuffs
    since a lot of ATs have high defense(FFer, mog/sr/unstoppable scrappers etc), you need to slot aim up with tohitbuffs.

    FIRE SECONDARY:

    this is no news. fire secondary is sub par to other blasters'. however, the lack of good powers allow you to heavily slot other important pool powers.

    ring of fire: 1acc
    you're stuck with this one. it's a good move to use once you char someone. because it cost them another break free to get out of it. but most of the time, you're better off just kill with firesword+blaze instead.

    firesword: 1acc, 5dmg (6 dmg/acc)
    i never took this power in my pve build of 50 levels. now i can't live without firesword in the arena. hitting at the dmg cap, firesword does heavy dmg. takes about 45% hp off a squishy AT with dot. also the animation is super fast. this is your best toggle dropping power.

    fireswordcircle: 1acc, 2dmg (3dmg/acc)
    although firesword circle does more dmg, and have a chance of dropping 2 toggles, i didn't heavily slot it. i rarely use fsc unless i'm fighting a melee AT. fsc has a bit long activation and small radius.

    buildup: 3 recharge, 2 tohitbuffs (3 recharge, 2 membranes)
    since a lot of ATs have high defense, you need to slot aim up with tohitbuffs. when used with aim, you can hit a HOed out mog or SR scrapper no problem.

    POOLS:

    [SPEED]
    hasten: 6 rchg a must have.

    superspeed: 1 spd

    whirlwind: 1end redux
    now let's talk about whirlwind. it's not a hot power in pve, because once you hit a mob of enemies, you're out of end. however, in pvp, you most likely will only hit 1 person with it, so the end drain isn't too bad. i wouldn't advise to leave it on all the time though, unless Max Recovery is turned out. whirlwind allows you to be mobile while blasting. this is a huge plus for blasters. you're not rooted even when turn on other powers that have long activation time: fireshield, phase shift. etc

    [FITNESS]
    swift: 1 spd
    health: 1 heal
    stamina: 6 end recovery

    [FLIGHT]
    air superority: 1acc (1dmg/acc)
    AS is a neat power to ground flying ATs. while used on the gruond, it does a knockup. this buys you couple seconds of blasting. very good for against another blaster.

    hover: 1endredux, 5 spd
    6 slotted hover is my choice of travel. it's about the same speed as unslotted fly, perhaps a bit slower. but it's fast enough for pvp. it has no accuracy penality, and no slow take off.

    [CONCEALMENT]
    stealth: 1 endredux
    invisibility: 2 recharges
    phase shfit: 1 endredux, 2recharges

    concealment is a *Must Have*. a blaster without concealment is a dead blaster. on a team fight, the other team will milk you for kill counts if you don't have it. i put 2 recharges on phase shift and invisibility. they both have a quite long recharge base, espcially phase shift. the common tactics used for concealment powers are: start the fight with ps+stealth. when you're about to engage, turn off ps, attack with stealth on. when thing gets ugly, or your opponent dies and about to respawn, hit invisibility. wait for a ps to recharge, click on ps. then switch to stealth. rinse 'n repeat. phase shift + stealth = invisbility. i like to have phase shift on while i'm "scouting." beacuse invisibility alone dosen't protect you against people who have enhanced perception powers.

    [FLAME MASTRY]
    char: 1acc, 5range (1acc/mez, 5 dmg/range)
    as you know, us fire/fire blasters don't have a hold. no, ring of fire isn't a hold. we're subpar compared to ice, elec holds, or /eng stun attacks. char is our salvation. my char slotted with HOs, has longer range than the base blazing bolt. i recommend slotting char with ranges. because more 'n more ATs will reply more heavily on holds you need gaining the upper hand by out ranging their holds. char with long range is especially good against controllers.

    fireshield: 1endredux, 5 dmgresist (2 cytos, 4 dmgresist)
    fireshield 6 slotted with dmg resist SOs will put you around 48%-50% resist against s/l and fire/ice. always leave this toggle on.

    rise of pheonix: 1recharge (1dmg/mez)
    rotp is not as good as before when they added the "spawn protection timer." however, it's still a decent power to use. against those who don't have mez protection, rotp will cost them another breakfree or two.

    that's my build. now on to pvp tactics

    [GENERAL PVP TACTICS 1ON1]

    * always try to identify who you're fighting, view their builds, and buy insps accordingly. if you're about to fight a controller, or any ATs with holds, load up on more BFs. in a longer battle, BFs actually matter more than health insps.

    * always, always, stay invisible, or psed while not engaged in fighting.

    * ignore people who whine about you using concealment. people whine, it's life.

    * vs. squishies: rely on char+firesword+blaze+fireblast combo. this will kill a squishy.

    * vs. squishies: with mez protection: use snipe, ranged attacks. keep hovering around.

    * vs. squishies with conealment: a lot of controllers like to cast out pets, then go invisible. illu/storm controllers are infamous for this. however, most trollers use self buff powers while invisibile, e.g recovery aura, tactics.. etc. you still can locate where they are, even though you can't lock on to them. here's where inferno shines. walk up next to the invisied troller, pop a breakfree, hit buildup + aim, then turn off phase shift, inferno. this will 1 shot kill a troller, even he doesn't have any dmg resist powers. even if he does, you still can pop a blue, then do fireswordcircle to finish him off. most of the time, trollers get caught off guard by this move, they'd un-invisi, and try to attack you. also, it's good to bring some acc insps, so you can see where they are.

    * vs. blasters with concealment: this can be a tough fight. beacuse it can turn into a PS fest between two equally abled blasters. one trick you can do is, turn off stealth, just leave ps on. and hit buildup or aim, this sometimes leads to the other blaster thinking you're unpsed and are about to attack. they tend to drop ps first, and try to hold/attack you. you then unps, and use char+blaze+blast+firesword. of course good blasters won't fall for this.. here's where i say you two should just quit 1on1, and team up and kick some tankers [censored]!

    * vs. blasters in general: in a long fight, normally it's down to whoever runs out of greens and bfs first loses. there are tactics you can use to deplete their insps faster. e.g. when you take the other blaster down to red, instead of killing him, run off and invisible. also, do more applcations of char whenever it's rdy.

    * vs. squishies with high defense: drk/rad/FFer/storm/blasters with pff have high defense, either by def+ or acc- powers. you need to use aim and buildup. with the slotting i provided, you can always hit them regardless.

    * vs. rads: good rads always put lingering radiation on you first. now, you need to make sure you can kill the rad off with one chain of attacks. if you can't acheive this, you're screwed for a few mins, may as well just go phaseshift and wait till LR wears off. use char on rads. (rad trollers can get IW, so you can't always rely on char). then blaze+fireblast+inferno. yes i said inferno. even if it drains all your end, it's a guaranteed win. rads can heal themselves back really fast, especially if they have golgis.

    * vs. controllers: assuming they're not invisible, your range attacks are your best choices. just use snipe, fire blast, fire ball.

    *vs. storms: if you're ever pinned to a corner by hurricane, just bu+aim+inferno. dead stormie. if inferno is not rdy, then just turn on phaseshift. you can just walk out of it. or, type "/stuck"

    * vs. melees: most melees rely heavily on toggles. e.g. invul/regen/fire/etc/etc.. when the battle starts, go pre-emptive strike them. turn on whirlwind first, and superspeed charge towards their spawn point, and turn on fireshield( you won't be rooted while activating fireshield thanks to WW). it normally takes a melee about at least 10 secs to turn all the toggles on. by the time you reach to the tanker/scrapper, chances are he's still turning toggles on. as soon as you get in melee range, turn off superspeed, proceed with firesword, fsc. when their "mez protection toggle" is dropped, then proceed with char, air superiority, and the rest of your attack chains. the mez protection toggle for regen is Integration, for invul, it's unyielding stance. learn how these toggle effects look like helps a lot. integration has a green yellowish glow, and unyielding stance has a circle aura around scrappers' lower body. katana tends to have more criticals, due to fast attacks. make sure your fire shield is on, use EoM if you have it. watch your health carefully. once their toggles are dropped, you can easily 4 shot kill a regen.

    * vs. SR scrapper: SR is probably the easiset scrapper to beat, if you slotted our aim and buildup for to hit buffs. i normally don't use bu and aim both for a SR scrapper. aim alone does fine, unless the SR is HOed out, then i use buildup.

    * vs. invul/em Tanker: it's not the tankers' primary that scares me, it's their secondary. energy melee and superstrengh are the worst. they do heavy dmg, and can stun/mez you. i've beaten a few invul/em tankers 1on1, however, i don't think they were the best players. as a fire/fire blaster, our chance of beating a good invule/em tanker is rather slim. i think ice/eng blasters with force pool can do better. sorry i know this doesn't sound too encouraging

    * vs. fire tankers: do the same thing as you do with scrappers. drop toggles by using firesword, fsc, and brawl. then char..

    * vs. ice tankers: ice has high defense, but not very high against fire. this makes sense. chaim aim and buildup, you should hit them easily. ice tankers don't have any resist. so they should go down fast. make sure you hover in the air. no need to drop their toggles. in fact, do not get in their melee range, energy obsorbsion is their melee ranged targetted defbuff power.

    * stone tankers: granite armour has crazy resist. you'd be wasting your end by trying to dent them. instead, just superspeed away, let them chase you. granite armour slow them down. if they want to catch you, they'd have to turn it off. as soon as the armour goes off, use char, then proceed with the rest of your fire loving.

    * invul tankers: if the secondary isn't ss or em, you have a good chance. use the same strategy as for invul scrappers. if the invul tanker goes unstoppable, make sure you look at the timer. unstoppable lasts 3mins. at the end of 3mins, his hp/end drops to 10%. leaving him totally vulernable. so make this a habbit: tanker uses unstoppable, you look at the timer. while in unstoppable mode, the tanker can't be held, and has high resist. just toy with him, do blast 'n hover 'n run. don't get close. 3min is up before you know it.

    [GENERAL PVP TACTICS TEAM]

    * avoid rated fights while on a pick up team

    * remember those good players you teamed, and team with them again. in time, you'll develop a great team chemistry and tactics.

    * always tell the tanker/scrapper to taunt. they say they would, but sometimes they forget.. always remind them.

    * be sneaky. hover in the air while your melee friend aggros on the gruond. char/snipe/blst/ball gruonded squishies.

    * if you're teamed with a troller/def, make sure you're buffed first, before going in phaseshift.

    * always stay close as a team. have 1 person lead.(preferrably a melee person).

    * if your melee teamate is fighting another melee person, lend him a hand if there are no immediate threats around. you can detoggle better than he can.

    * blasterxN = uber. have you ever seen how fast 2 blasters can drop an invul tanker?

    * be a good sport. win or lose, you're in it for the fun. sometimes losing to a good team is still fun. although wining the fight is more fun..

    that's all. if you have any questions about fighting a particular AT as a fire/fire blaster. please let me know. also, i'd love to hear other fire/fire blasters share their builds, and arena tips. thank you.
  6. OmegaOf9

    Blaster Damage

    [ QUOTE ]
    I wonder what level your blaster is at the time of the writing and what power pool sets he has. A base blaster without taking power pool sets that make him a "Blapper" would be hard pressed to take a "group" of red cons to him or her at 30+... I play a 50th level blaster and i can tell you through experience that there is no contest when it comes to other archtypes.
    The blaster, as stated in earlier posts, is fine pre 20th level. This is due to the fact that the dmg of mobs prior to that level is relatively low, the defenses of mobs is relatively low, and the chance of comming across a slepp ect type mob is extremely low. Also the range of these mobs at this level is comparable to the blaster range.. and yes a blaster can out dmg a ranged opponant at these levels because of this. Post 30th the game changes and the blaster must come real close to the high range mobs even with snipes to do much against them. As for the Nuke type powers.. if you dont take every one of the enemies down, you are screwed mainly because you have done a short stun to yourself and have no end left to run any toggles.. even if you have a toggle defense such as the force field ancillary.

    [/ QUOTE ]

    my fire/fire blaster turned lvl50 last august.
    lvl29-38 is where i shined the most. my current live build for defense: 6 slotted stealth, tough, weave, fireshield.

    lvl29-38, i was in bricks, street grinding. spent a lot of time soloing. my tactics: ss+stealth makes you fully invisible. find the right angle, distance, bu+aim, breath+ball = dead orange mins. add fireswordcircle = dead red mins. finish lts with blaze. bosses have strong melee attacks that can 1shot kill you. so i never stay in melee range, always SSed around them.

    post 40s, life is definitely a bit tougher. but i still hunted +2s in PI. this was back before the mob nerf on PI docks. where i could nuke a pack of 10 +3Lts at once.

    the bottom line is, it's all about tactics. being a fire/eng blaster, one of the best pve blaster build, your comments shock me a bit.

    as far as enemies range is further than mine.. i don't see how that matters with my tactics.
  7. OmegaOf9

    Blaster Damage

    [ QUOTE ]
    Never said they couldnt.. All i said was they worry more about falling to the mobs (especially if they are sleep hold stun or mez mobs, or if even one of em is.. or if they are extremely long range mobs such as crey snipers). A tanker or scrapper is not going to feel that dmg (remember ranged dmg is less than melee dmg and scrappers and tankers have a higher resist to all dmg types) so they are going to be able to close on those mobs. Also with protection from sleep and all that, they are going to close on those mobs. The blaster need worry about falling to 3 white con mobs because they cant take the dmg cant get the range and cant do the dmg.

    [/ QUOTE ]

    a blaster can't take dmg from 3 white cons? may i ask how you built your blaster?? it's true that in the 40s mobs have more status effects however don't you think you're exaggerating a bit??
  8. OmegaOf9

    Blaster Damage

    [ QUOTE ]
    [ QUOTE ]

    i wonder what kind of blaster you've been seeing.. i can take down a pack of red mins np(that's not using my nuke either)...

    [/ QUOTE ]

    Well then I guess according to Abysmal you're overpowered.

    [/ QUOTE ]

  9. OmegaOf9

    Blaster Damage

    [ QUOTE ]

    You say the base line is 3 white mobs. I have yet to see a blaster at 30+ take 3 white mobs and not be wondering if they are going to fall and get debt (hence the nickname debt magnets).


    [/ QUOTE ]

    i wonder what kind of blaster you've been seeing.. i can take down a pack of red mins np(that's not using my nuke either)...

    [ QUOTE ]

    Lets also look at the slider. Blasters for the most part have to keep their slider at soft shelled taco.. Tankers and scrappers however, keep theirs at Titanium gonna take on Galactus and the gods of Mount Olympus.


    [/ QUOTE ]

    i set my mission to invincible, i'm a fire/fire blaster. i suggest you do not stereotype too much, until you have a solid build of your own blaster first.
  10. [ QUOTE ]

    ohmigawd, dont open this at work, people. 8)

    [/ QUOTE ]

    too late...
  11. for someone who's dead, you sure know how to [Censored]
  12. woot, glad this thread made a sticky.

    here's me
  13. i'm a humble servant of Space God Zargon of Omega Prime XACF.

    when i'm in the earth realm, my host is a web designer/programmer, with two human children and a wife.

    take me to your leader!
  14. OmegaOf9

    Boss Changes

    yeah i have a lvl50 herder for months now, i'm pretty familiar with those herding maps.

    my question was really directed at moridin. he says he sees people "routinely" solo a mission designed for 6 people. therefore, the teaming mechanic is broken. i pointed out to him that only certain ATs can herd spawns for 6-8 person team. then he said he wasn't talking about those herding missions. to which i asked him what mission he's talking about? no answer from him, and no surprise there. as far as i know, majority of ATs can't solo a mission with spawns that huge. even the typical herder ATs can't do that until a decent lvl(30s).
  15. OmegaOf9

    Boss Changes

    [ QUOTE ]

    Herding goes way beyond what I am talking about. Even on impossible the typical spawn for a 6 player mission is trivial for a large number of builds. The people herding pre issue 3 (and possibly post issue 3) were fighting 10+ spawns simultaneously. I.E. it was supposed to take a team of 6 people to fight one of these spawns and they were fighting/killing 10 of them at time, often solo.

    [/ QUOTE ]

    can you enlighten me which mission you're talking about? and what AT can solo a mission meant to be for a 6+ mission and what lvl? and just how do you know the "optimal" # of people these missions were designed for?
  16. OmegaOf9

    Boss Changes

    [ QUOTE ]
    [ QUOTE ]


    Teaming wasn't broken before, and this is not a fix to it.


    [/ QUOTE ]

    People routinely solo missions spawned for 6+ players. How can that not be broken? If one person can do is alone what challange does it offer a team of 6?

    [/ QUOTE ]

    i'm guessing you're talking about PLing herders *mainly*, which has nothing to do with teaming being broken or not. plus those who you're talking about are a very specific builds. most of the ATs can't do that.

    besides spine/invul scrappers, or burn/invul tankers, i don't know any AT that do it on regular basis.
  17. [ QUOTE ]

    That way a blaster would be committing suicide if he runs up to a large group and starts using AOE, but if he has a controller or a tanker (and there are three or more bad guys) he can quickly fire off his AOE attacks. That would be doing more damage for the team than a single target blaster.

    [/ QUOTE ]

    even with a tanker around, with the fire blaster aoeing, it'd still be suicidal. i think if they lower aoe's dmg, they should also lower the mass aggro rate from an aoe. even if the tanker aggros first, and a fireblaster breath+ball afterwards, all the mins would be shotting at the poor fire blaster. i doubt any emp can heal fast enough.