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Quote:I've got another one, shortly after the Manticore incident. Same Scrapper, a few levels later. We were on an ITF (I think it was that ITF that dinged me to 50 actually), on the first mission, up on the platform. As usual the tank went to herd some Romans, somebody ran in after him, somebody went straight for Sister What's-her-face, and as usual we ended up in a mess of angry Romans, several dead squishies, with a Nictus ambush coming up behind us.
At some point the tank dropped dead, very very fast. I think he was SS/Shield, so it must have been either a Rage crash or CDF on a massive scale, since we had bubbles that would have put him well over the soft cap. As soon as he went down, one by one the squishies started dropping. Before long, I am alone in the middle of an angry seafood buffet.
Doesn't count as scrapperlock if you're simply the last survivor of a team wipe right? Well I think it does if you stand there fighting for a good three minutes or so (around the time my bubbles dropped and some of the Nictuses started going down, making way for def-debuffing Romans) before you notice that nobody has actually led the chick to the altar, do it, then continue fighting for another few minutes after the mission has completed and your audience has punched out.
oh no...it counts.
Was supposed to have a duo night with a bud of mine, who didn't show cuz of company, so decided to break out a toon i haven't played in a while. As soon as i picked him on my select screen...this thread popped to mind.
He has to be my absolute worst case of general scrapperlock...like...ever. MA/Regen scrapper. Name: Ninja T. Character premise (and the ONLY thing written in his bio): What if Mr. T was a ninja? ....Need i really say more?
It's almost too bad that /WP was made after this toon was, it would so fit him to a T (uumm...yeah...pun kinda intended), tho /invuln would kind of fit too...but invuln don't have fast recovery. -
I rather LIKE the animation...but hey...to each his own.
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Another option, which is one i'm trying on my ninjaz/thermal mm is to pop in extra slots into sprint. My ninja runners are all using swift and hurdle from the FITNESS pool (not health...but close
). Normally i add 2 slots to swift, hurdle, AND sprint (which really isn't that big of a deal to me as i'm not going for min/maxing and soft-capping via IO's and all that jazz. Anyhoo...my lastest experiment is working rather well with just the 2 extra slots in swift. A 3 slotted hurdle will also give you a good vertical boost in jumping and a VERY good jumping speed...usually FASTER than what you can achieve running! Something to think about. After all...that run speed is good...till you jump and slow down tremendously (yes...it is noticable). Then again...i normally don't pick health unless it's on a toon that has +regen to stack with it (again...i don't trick out stuff with IO's very much).
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Hmm...just remembered another story. Used to run on a regular 3 man team of an Ill/Emp troller, AR/Dev blaster, and me, a TA/Archery defender. The 3 of us together were a collective case of scrapperlock...so much so that the scrapper that USED to run with us left out of sheer boredom. He never really had anything to kill because between my debuffs+rain of arrows and the blaster's full auto little ever survived.
ANYHOO...41 eventually rolled around (we only played every tuesday night for a couple of hours...so it took a while) and i got epic (read:ancilliary)...Power Mastery. Main reason: PBU...something to stack with my debuffs and Aim for MORE Pointy Sticks of DOOOOMMM from the Heavens goodness. That lasted for a time...until one night. Our controller was MIA and it was just me and the blaster. We never knew until that night just how essential to our survival he had been. (Although i later learned that the blaster was an essential part as well...as was i when we were forced to play without the blaster one night and they without me another night.) To say we were having a tough time of it was an understatement. Then inspiration struck me...RESPEC!! Changed Power Mastery out for Psychic Mastery and Mass Hypnosis becoming epic once more (read: oh yeah!)
Normally...i avoid sleeps like the plague...but in this instance...i opted. Turned out to work quite well. With enough recharge...it usually came back fast enough to be used most every fight. I got scrapafenderlocked into MH+Various debuffing arrows+Aim+Rain of Arrows finishing out with Oil Slick Arrow (when it was charged) and lighting that sucker up. Worked...BEEEEEAUTIFULLY! Until another fateful day came bearing new gifts.
DEFIANCE 2.0!!! One of the greatest boons to blasters everywhere...and soon to be the bane of my Defender's existance (aside from warwolves and their constant forcefeeding of rocks down my throat...oh, and IGNORE SLOWS...but that's a whole other ball of...well...rocks...and fur). One of the Praetorian arcs...robot things (specters, i think...energy blast bots).
Mob one: MH+Disruption Arrow+ ...BLAST BLAST BLAST! WTH?? FLY AWAY!
.....oookaaaayyy...that was wierd.....maybe i just had a really bad shot of sleep there.
Mob one, take 2: MH+Glue Arrow+....BLAST BLAST BLAST BLAST OMGOMGOMGWTFFFFFFFF <Dead>
A Wakie and a rez hangover later...
I'm so gonna freakin shishkabob these things into the middle of my next BBQ...
Mob whatever i don't even care at this point...something's gonna die...
Heck with sleep...EMP ARROW and HOLY HELL I'M GETTING MURPHEY'D THAT'S NOT RIGHT THESE SUCKERS SHOULD BE <long fall to digital terra firma> .........ow
Ok...i know...i just KNOW those things SHOULD have been HELD! There is just NO WAY that arrow missed ALL of those things. That's when it struck me. These things are basically blasters...and.......blasters have...........AW SUNNUVA...THEY HAVE TOO!!!!!!!!!!!!!!
OK...............so i'm a slow learner sometimes.....sue me. -
I'll add in one of mine. Was running on a team doing a level 40'ish bank mission when one of the team got clobbered. For whatever reason, the rest of the team kept going ahead full steam to the bank, leaving our poor fallen member to fare it alone in the PPD jail on a full 8 man team. So, being the kind of person I am, I seperated from the team and bee-lined it to the jailhouse to rock and do some damage. A few minutes later, our jailed teammate and i met at the elevator doors downstairs and cleaned house on everything that stood in our way. Poor cops and Longbow never stood a chance. And this was AFTER i had already cleared out everything in the police station on my way to the holding cells by myself.
Wait for it...
....wwwaaaiiiit for it.....
Did I forget to mention...this was all done on an Electric Melee/Electric Armor...
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Admittedly...as much of a fan of fly that i am...particularly on my squishy, ranged toons, ie blasters and defenders...i've really started to use ninja run as a replacement. With the normal slotting that i've been doing on a few of my toons (+2 slots in swift, sprint, and hurdle...which isn't much more than what i would do with teleport), most of them have turned out running just about as fast or faster than capped flight speed with an even faster jump. There are a few exceptions to this though. My Kin/Sonic defender has only the base slot in each..but with siphon speed and inertial redux...he doesn't need any extras. Both his run and jump speeds can be capped (thus far...he's lvl 23 right now) with a little self buffing/speed stealing. My El/El stalker has another +2 slots in lightning reflexes and is hitting speeds of 72 mph running and 73 jumping. My current experiment is my new ninjaz/thermalz mm, with +2 slots in sprint and hurdle...and he's already doing remarkably well at lvl 12. He's at like 38-39 mph running with sprint toggled on and 51 mph jumping with just 2 DO's in sprint and hurdle.
I hate to say it but...I might not be dipping too much into travel pools at all anymore with the advent of NR...unless it's for concept. I can actually get around just about as fast or faster than with fly...and if i have a tall obstacle i have to navigate...GVE Jump Pack or a temp flight. Plus...it's just a damn fun power! Yay martial arts pack! And best of all...it saves me power choices.
That said...there will be toons that will still have/take fly. IE my lvl 50 TA/Archery defender. He's geared towards perma hover/fly. He stayed airborne most of his carreer and shall forever remain that way. And i may still make other toons along this line.
Now...if and when (mostly if) fly ever got a top speed buff...I'd be one of the happy folkz in the "Yay! It's about time!" bandwagon. The only real times that I got really sick of the slower speeds of fly is when i had to fly 1+ miles across a zone (i'm looking at you IP and Nerva) to get to a freaking mission door/contact. O...MG! HATED fly then. It's definitely times like that i wished fly was faster. -
Quote:No...he's dyslexic. If you actually read stuff...you'd have seen that...you illiterate <BLEEP!>I don't think its so much that he's angry as it is he's semi-illiterate.
LOL
oh...and uh....yay fly...still use it...wouldn't mind a buff...but eh...good without it.
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Quote:I agree with Dispari on if it comboed with CJ/SJ/SS that NR would be over the top as far as travel power goes...but as far as the "weaker" is concerned...not so much. Well...maybe in some ways. When compared to SJ/SJ....most certainly. When compared to Fly...some give and take there.It doesn't work with CJ because you can't do CJ+SJ. Castle said it's by design.
NR is a poor man's travel power. It's not something meant to enhance your current travel powers and give you an advantage. It's not meant to be used in combat and allow you bonus move and run speed unsuppressed. It's meant to be SJ before you get SJ, or SS before you get SS.
It's weaker than SS and SJ because it's free. If it did the things you said, it would give an actual advantage and be too powerful. It's meant to be better than not having a travel power, but not as good as having a REAL travel power. You CAN opt to rely on NR instead of taking a normal travel power, but it's weaker. It's a tradeoff, not a pure advantage.
If NR stacked with SS, SJ, or CJ or didn't suppress it would need to be nerfed, and I don't want that.
Fly certainly has the advantage of Z-movement (up)...course...it had that over pretty much EVERYTHING short of teleporting up there. No big surprise there. Speed wise..they come out fairly evenly with similar slottings (assuming you slot up hurdle, swift, and possibly sprint...flavors vary). At least with the flat out running. Several of my toons i've tweaked NR style have ended up with capped Jumping speed...which is pretty nice. My former flying blaster, turned NR'er, pretty much kept up with his SJ'ing duo partner all night long last night...where before he lagged behind a bit. This was mostly due to his capped jumping speed. Now how long it REMAINS capped is to be seen...he just dinged level 30 last night.
My Elec/Elec Stalker is by FAR the fastest i've managed with 71-72mph running speed and capped jumping speed that's faster than he runs. Granted this took some serious slotting that most sane people would probably avoid...but i'm a speed freak that likes to mess with slottings. Still...even after the re-arrangement...he's still not gimpy as far as i'm concerned. He still kicks much booty in his tried and true style of ***-kickery.
SJ, and SS it ain't in alotta respects. Poor man's travel power...meh...kinda...depends on how you look at it, i suppose. Needs some lovin via slotting a couple of different powers that you have already or were going to pick anyway (fitness)...certainly doesn't hurt.
My only thing with it is this...it was released SSSSOOO close to my 60 month badge so i could get a travel with one power selection! Oh...the sheer irony...HAHA!
As a side note...in a somewhat ironic turn of events...NR DOES stack with the Warshade's Nebulous Form (their phasing power that gives a bonus to jump height and speed, for those not in the know). Granted...this is on an AT with an inherent TELEPORT...but still...kinda nifty. As an added bonus though, when you think about it, NR does give the warshade a bit of speedy movement inside mission without having to resort to teleport to keep up with people (REALLY handy for indoor missions) free of cost. My warshade had SS before this...which i dropped. Might drop a +Stealth enhancement in sprint or swift to combo with Shadow Cloak for invisi- goodness. -
WOW what a threadjack!
From Ninja Run, to Pirate Run, to Batman's D&D alignment. That poor train of thought is so far off it's tracks now it has NO idea where to go next...LOL! -
Admittedly...no...but to my recollection...i've only got one toon that has movement bonuses from IO sets...and that's my stalker...and none of the blasters i mentioned have IO sets at all and all 3 have different speeds from ninja run.
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Actually...did some further investigation into the different numbers situation with ninja run.
IT'S JUST PLAIN INCONSISTANT!!
I've got one blaster at lvl 50 who's run speed on NR is 20.05mph...a 28 blaster who's NR speed is 20.25mph, and a lvl 9 blaster who's speed is 17.something. Now...thing is...i don't think it's level based cuz i have a lvl 30 scrapper that has the same 17.something ninja run speed as the lvl 9 blaster.
So...I don't think that the AT system actually DOES have anything to do with it...or if there's even a system at all, at this point. Still trying to figure it out. -
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Quote:Very true...and I plan to do that very thing in a little while here. Thought about it earlier and plan to run in thru a few tests to see what the various results will be. Will take notes and post them afterwards if anyone is interested to see (which i'll be testing on a lvl 50 for absolute max results).If you're experimenting with builds on test I'd suggest starting with one enhancer in a passive like Quickness or Swift and checking your speed each time you add another. The speed gained per additional slot may not be enough to justify adding that second or third slot. (YMMV)
Ok...these are some pretty fast and loose numbers I ran. For simplicity's sake I'm just running numbers with the specificed number of slots in each applicable power (save obviously for ninja run as we know we can't tweak that one...but god if we could <drool>.
Numbers are based on level 50 toons using even con SO enhancements. Not including base speeds without enhancements as it's almost a given that these combos will AT LEAST be using the base slots.
Swift+Sprint+Ninja Run 1 slot: 57.69mph, 2 slots: 54.65mph, 3 slots: 58.10mph (side note: got hit with random SB cranked me up to 82.10mph)
Lightning Reflexes+Swift+Sprint+Ninja Run; 1 slot: 57.27mph, 2 slots: 63.00mph, 3 slots:67.87mph
Hurdle+Ninja Run: one slot: 57.69mph, two slots: 63.64mph, three slots: 68.69mph and jump height ranges from 41.10-45.21 ft
Obviously...+'ed/higher level SO's and IO slotting can vary these numbers a bit. I'm also under the impression that the numbers of ninja run may vary depending on chosen AT. As an example...the toon i tested the LR+Swift+Sprint+NR numbers with was my lvl 50 Electric/Electric Brute. My level 43 EL/EL Stalker clocks in at 72.96mph running, 73.84mph Jumping, and jumps 48.51 ft high. He's slotted with 3 lvl 45 IO's in swift, sprint, LR, and hurdle (run, run, run, and jump respectively) AND his run and jump speeds from ninja run itself are ~2mph FASTER and ~3 feet more height than the brute's. So...it appears that, at least in the stalker's case, Ninja Run will vary from AT-AT...though I have no clue as to what AT's get what numbers from NR as i don't have the toons to test these with.
Ok...correction...I believe I've confirmed that different AT's DO IN FACT get different numbers from Ninja Run. Logged into my 44 dominator...and his ninja run numbers were LESS than my brute, and logged into 2 of my MM's (lvls 36 & 37) and their numbers fell between my brute and my stalker. ...Guess not everybody is cut out to be a ninja? -
Not sure if this got mentioned...too lazy to thumb through the whole thread...but...
As an experiment i did the following.
On most toons...3 slot for run speed in swift and sprint (your choice of which one) + ninja run puts you faster than a 3 slotted Fly. My lvl 28 blaster flew at like 47...49 mpp...somewhere in that range. As a test i did the above and he ran @ 58 MPH...and Jump Speed was maxed out! ....Yeah...I respecced.
On toons with a +speed power (super reflexes, electric armor) if you do the same as above PLUS 3 slot for run speed on Quickness (I think that's the SR Power)/Lightning Reflexes...you top out MUCH fasters...like just a wee bit shy of capped run speed faster. Did this on my Elec/Elec Stalker...72 mph running and 73 MPH jumping (CAPPED for lvl 42).
NOW...For you Kinetic's people. I tried this on a lvl 13 Kin Corruptor...no swift...no hurdle...
As a side note in regards to spending slots. For most toons, ie those that are not super reflexes or electric armor, 3 slotting swift, sprint, and hurdle only costs one more slot than if you were to six slot teleport. Which all in all to me...not that bad at all for a power that can get me around faster than flight. 8 slots for the afore mentioned powersets. For me...worth every slot...and still had plenty of slotting for my other powers that needed them. But, as they say, what's good for the goose may not be good for the gander. YMMV.
Sprint+NR+Siphon Speed...71 MPH!!! Double Stack of Siphoning...CAPPED RUN SPEED!!!!!! If i figure right...if he had swift...one application of SP would put him at the cap. Not sure how this would go in higher levels however.
Also...NR's run and jump speeds DO scale slightly as you level up. So it's not constant.
If you are willing to put in some loving to this power...it can turn out to be a very viable travel power on it's own. I've tested this power even in vertically challenging zones like Grandville...Minimal problems getting around there, even if you can't jump as high as SJ. And if you have the GvE Edition Jump Pack........what problems (tho i haven't used it at all yet save for once...as a test.)
I really could go on but....i must get to BED...lol. -
Quote:This is one of the exact reasons many people simply REFUSED to team with stalkers for the longest time in this game. Most early stalkers simply used this "hit and run" tactic and pissed off most other players because the stalker was doing very little to contribute to the overall team effort. Yeah...sure....you just wiped out a pesky minion or LT...or nearly wiped out that annoying boss. But what did you do afterwards? You hauled *** to the other side of the map while your hide re-engaged so you could come back and AS something else...which on a good team...is pretty much already gonna be floored by the time you got your butt back to begin with. FAIL!Let me ask you a question. What is the point of a stalker?
Let me answer that question. The job of a stalker is to do hit and run damage. A stalker hides in the shadows, then pounces a single target, then fades away from view. Proper stalkers hit their prey as hard as they can, then book it to a safe hiding spot.
If you play a stalker right, you should have an experience of an expert assassin. Darting in and removing the lethal and annoying foes. Able to go anywhere and everywhere, past the massive defenses any enemy is able to provide.
***
Now, let me ask you another question. What is not a stalkers job?
Let me answer that question as well. A stalkers job is not provide consistent in-mob dps. A stalkers job is not to take aggro for a team, take an alpha strike, or remain in melee combat.
If you are playing a stalker as you would a scrapper, brute, or tank...
YOU ARE DOING IT WRONG
This is one of the reasons why I, personally, loathe tools like MIDS. MIDS does not tell you how a class is supposed to be played, nor what the purpose of a class is.
Actually PLAYING THE GAME will tell you what a class feels like to play.
Of course the numbers on Stalker damage are going to come up shorter than scrapper or brute damage.
But, if you've actually played the game, you'd know that stalkers now get critical chances outside of hide while in a team. The larger the team, the more likely the stalker is to critical if the stalker winds up in a position where it has to do consistent or extended melee combat.
So the line you wrote here:
Is absolutely tripe. You do not understand the point of Hide and Assassin's Strike and the critical capabilities. The developers. DO!
I've tried a few stalkers during my time...and thus far i've truly enjoyed playing one. My electric/electric. Post lvl 32 (33+ really after getting a few slots into lightning rod) I RARELY every break out my AS. Don't really need to all that much. With a good grouping of mobs...BU+Lightning Rod+Thunderstrike...most everything is either dead or dying. And more so when on a good sized team and seeing CRITICAL on pretty much everything in thunder strike's AOE. Anything that's left over, i stay and fight. I finish my battles...i don't run from them and make everyone else do the work. I am an assassin...and assassins do not allow his enemies to live to see tomorrow.
So please...stop perpetuating this false assumption that Stalkers are "one-hit wonders" that should only AS things then run for the hills because they are not viable or should not engage in sustained combat. -
I've actually not had any problems with blapping on a perma-hover toon...which is a normal tactic for many of my blasters.
As far as the KB situation goes...you do still get knocked back a smidge...but not nearly as bad as if you were ground-bound, and recover much faster (you still do just the little backflip animation and keep on trucking). So for me...perfectly viable. And with the base speed increase + a few flight speeds...keeps me moving right along with no troubles.
Since i tend to stick to one travel pool...my hovers also have fly...which i use for long hallways in missions.
YMMV -
Of the travel powers i usually take on blasters...it's usually SJ or Fly.
I'll start on the pre-req's first...
CJ does offer pretty good combat mobility straight out of the gate...and gets a bit better when you add it hurdle for added distance and height. It also has the immobilization protection, although you are still often stuck to the ground as many immobillys also stick you to the ground (-fly, -jump)...which can still get you into some trouble.
Hover, as mentioned, gives the same defense bonus as CJ (read: minor) and doesn't give you the same degree of mobility. On the other hand, it does give you a different DEGREE of mobility. Many moons ago...hover was sssslllllooooowwwww. It's still not the fastest thing around..but it's now at least fast enough to manuever around a bit in combat. With some love (which all my flyers give it) it can be boosted to REALLY close to normal running speed with swift (sprint NOT turned on)...which is fast enough to pretty much keep turned on full time, with the occasional switch over to fly for those longer hallways. For me...3 flight speeds in hover and 1 in swift and i never touch the ground unless i nuke or something.
I won't really even go into the Fly/Super Jump thing. We all know that flight is the slowest travel, but with some love it's not TOO horrible (however...temporary flight powers like raptor pack...will always be TONS slower than the actual travel power). But...you make a good scout in outdoor missions...lol. (find that glowie)
In some cases, and don't know about yours...don't think it applies to you though, you'd have to think about what powersets you have. If you've got a power that you need to be on the ground for...jumping is probably the way to go...at least if you're like me with flight...i tend to stay airborne. -
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I believe the detective you get is based on your origin, I could be wrong though.
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No it appears to be random, as I have run a team of 2 of the same character and gotten 2 different guys (I dual box, so a team of 2 Fire/Kins or whatever, exact same build).
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but were they the same origin, though? The powersets and builds are different than your origin (natural, mutant, etc.) -
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Unlike consume...power sink is auto-hit in PVE. Very nice little feature that one is. -
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Getting my Psi/MM blaster to 50 was very close to the most fun, if not the most fun, I've had playing this game.
Fully IO'd out, she's a beast.
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I would have to agree.
Walking into a group of enemies after hitting Psychic Focus, then firing off Drain Psyche, Psychic Shockwave and then Psychic Wail is almost as blissful as using Build Up and Aim and Blizzard.
I also love Psy Focus then Tornado, followed by Psy Scream, nothing but dead enemies all around.
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Hmm...i usually tack on PSW at the end of 'nado and scream...but hey...i enjoy overkill. LOL.
Concentration+PF+PSW+PsyWail=GLORIOUS!! True...most of the minions are half dead by the time Psy Wail kicks off...but hey...i'm just being thorough. Hehe -
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One issue that you pointed out and wasn't addressed is mob resist/defense.
As sad as I am ot say this...if you're looking for a damage type that isn't resisted by any enemy in the game...you're pretty much going to find yourself boned. It just ain't gonna happen. Every damage type in the game is resisted by SOMEBODY. Smashing/Lethal is typically the most resisted, IME.
Some sets don't suffer QUITE as much as others, in this regard. AR and Archery have multiple damage types in their arsenal. A bit of smashing, lethal, and fire as i recall. Ice is a mix of lethal and ice. Energy (and i think sonic?) is a mix of smashing/energy. So in these cases...if the mobs are resistant to one type...they're usually not to the other. That helps some.
Psy is not as resisted in lower levels as some are...but the things that are resistant to it are usually REAL resistant. Robots, zombies, and the like. And late game this gets pretty bad with malta bots, carnies, and others.
So...really...you're just gonna have to grit your teeth from time to time, depending on what you're fighting on any given mission. Resisted damage types are unavoidable, i'm sorry to say. Even Fire and Ice are resisted by some mobs (hellions, behemoths, hellfrosts). Sorry...there's no way around this little snag. -
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Pogo Stick power activate!
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A perfect compliment to a "toy summoning" power set.
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Minions: GI Joe (random Joes a la Thugs MM)
LT's: Transformers Optimus Prime and Megatron (the CLASSIC ones)
Boss: HE-MAN!!!!
Attack my toys of doom!! <boing boing boing> -
wow...this again...lol.
i'll echo the statements mentioned earlier....there aren't healers in the game...blah blah blah...
To the credit of many of the players of CoX...they're learning that "healers" are NOT a requirement around here. Helpful as the are, can't deny it, they're far from the end-all/be-all here. My favorite defender i ever played was a Trick Arrow/Archery defender. No heals what-so-ever.
Pretty much the only time he really ever got an invite outside of his normal team was during the double xp weekends. He did manage to squeeze into a team a few times outside of those times...and usually because someone thought i was a "healor". when they found out i was TA/A...if i didn't get kicked from the team immediatly...the team at least initally thought "omg...trick arrow? SUCKAGE!!!". At least until they found themselves wiping the floor with stuff cuz i was debuffing the crap outta the badguys. They usually changed their tune soon after. Then i was getting stuff like "holy crap! that was awesome!" and "trick arrow rocks!" ...and so on.
My personal fav defenders are sonics and FF'ers. Kins are sweet for the obvious reasons, too. darkies are awesome debuffers with the added splash of heals. Same goes for Radiation. but i'll also take a well built empath...backed by a player than actually KNOWS how to play it! Well built and well played are often 2 different things.
And for the record...for anyone that thinks otherwise that might read this...TURNING HEALING AURA ON AUTO FIRE DOES NOT A GOOD EMPATH MAKE!!
"Rocking the Aura" full time does nothing but ANNOY THE PISS OUTTA ME! Unless crap is hitting the fan THAT BADLY...click it only when it's needed. Try using the rest of the set too! -
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1. Snipes suck. It has the lowest DPA, freezes you in place for close to five seconds, is interruptable and really provides nothing. Well, it can serve as a set mule, there's some awesome and cheap sets for them.
2. You want Snap Shot, you won't have an attack chain without it. It's also a good attack.
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I have to disagree with #1 but totally agree with #2 here.
I use the snipes on my blasters. While i don't use them in my normal attack chains...i DO use them as openers/big hitters on stuff i'd rather not have live long...ie SAPPERS. Or, i might use then to tag that runner that took off in that direction ~~> My Psy/Mental blaster regularly one-shots even con and +1 minions with BU+Psy lance and LT's are usually hurtin pretty bad that an extra shot or 2 and they're out of the fight. Stack with aim for even better results. Worth the price of admission to me.
As for #2...I'll echo the statement: You'll want it....definitely. As a blaster...you've got jack for mez protection...so you'll get slammed with those a lot. Having 3 attacks is better than none (T1&T2 from primary and T1 from secondary). This will do you service.
I can't say much on the IO end of things as i've never really dedicated myself to really slotting out my toons with the sets...and not one of my 50's has a single purple set.
LRM...three words. AEWSOME...FREAKING....POWER!!
I went for almost 5 years and never tried the power myself, until fairly recently after seeing a friend use it. So..i second builded it into one my my 50's just to see the potential for myself. With just aim (he's a elec/dev blaster...wierd i know, but it worked) he could ALMOST wipe out every even con minion in a group. If he had access to build up...they WOULD have been toast. This thing is practically a mini-nuke snipe. It's THAT GOOD! My psy/mm blaster is almost level 47 and already has body armor and surveilance. Guess what he's picking up when he dings. Hehehehe. And no frankengun for him...WEAPON CUSTOMIZATION! LOL
And speaking of weapon customization...might i recommend getting your hands on the Talsorian Bow from rikki war zone when you can. I think it was like 100 V-Merits. It's just too cool, imo. -
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I've found my psy/mm blaster to be loads of fun to play...one of my favorite toons. On anything that isn't psy resistant...he's been a holy terror. Stuff usually doesn't live long around him. Downside...against stuff that IS psy resistant...ugh. Almost makes me feel like a defender trying to kill stuff...almost. General rule of thumb IMO...if it has a mind (and is not a psychic itself)...it's gonna get hurt. If it's a brainless construct (robots, zombie, and the like)...not so much.
Carnies are gonna be a bit of bad news. Most of them have some psy resistance. Mistresses and illusionists are big time resistant.
CoT ghosts. Muahahahaaaa. You're gonna eat these things up. I've learned that they are either psy vulnerable or that they just don't resist it like they do most every other damage type. Either way they fall FAST to a psy blaster in my experience.
All in all, I was happy to finally see the psy blast set be ported over to the blasters. True they did re-arrange things so that certain atttacks wound up in a secondary, causing you to take said secondary to have access to all the attacks defenders can get...but that's hardly an issue as the /mm set is pretty darn good too.