Rush_Bolt

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  1. Rush_Bolt

    Lifetime Access

    Quote:
    Originally Posted by The_Alt_oholic View Post
    Where do I sign up for this mythical bank account that pays 8.5% interest per month?
    Seconded!

    Jeez... 102% yearly interest? WANT!
  2. Quote:
    Originally Posted by Rodion View Post
    If you select the right power sets, the right powers, and use the right tactics, an experienced blaster will not die any more frequently than other archetypes.
    I think the highlighted portion is the key phrase. It's the issue of getting said experience that matters.

    That aside though...

    As others have said, welcome to the game. Blasters are quite refreshing to play. I usually go for Defenders, but it's always nice to cut loose and just focus on blowing stuff up instead of the support side of things.

    If I was a new player and looking at Blasters, I'd probably aim for a primary that had a good deal of mitigation built in. This usually means either hard (sleeps, stuns, holds) or soft (slows, knockback) controls. That kind of rules out Archery (only 1 hard and 1 so-so soft), Radiation (1 hard and 1 so-so soft again), Fire (none at all), and Electric (1 hard).

    Usually this means I'll go with Energy Blast. I'm a bit biased though: I love how it looks. But it's also a great starter set since it's middle of the road in terms of damage, but also has incredibly underestimated mitigation.

    Hope you enjoy the game.
  3. Quote:
    Originally Posted by SerialBeggar View Post
    The Devs said Smoke Grenade's purpose is a "stealth". The -tohit debuff is a secondary effect perk.
    Explain Flash Arrow.

    Explain Smoke.

    Explain Night Widow Smoke Grenade.
  4. Quote:
    Originally Posted by Miladys_Knight View Post
    There is no question for me that TA/ needs a buff for defenders but I don't actually see a way for the devs to do that with out making it overpowered as a controller secondary.
    They could make two versions of the power. One for Defenders, one for everyone else.

    They did that before, when they made Electric Melee. Thunder Strike in Elec Melee has a lower DS and only does Knockdown, whereas Thunder Strike in Elec Manip/Elec Assault has a higher DS, longer Rech, higher END cost and will do Knockback.

    Also, we already have the powers that summon up pseudopets call up different versions based on what AT the caster is. Those could be relatively easily changed to boost Defenders while keeping Controllers as they are.

    So they could make specific powers that the Defender version calls up... but it's just far "easier" to just tweak the scalars and allow the AT Mods to "fix" it. Unfortunately, that means they run right into that balancing issue you bring up.


    EDIT: Of course, it's far easier for the game to read Electric_Melee.Thunder_Strike vs Electric_Manipulation.Thunder_Strike as two different powers while Trick_Arrow.Poison_Gas_Arrow does look rather similar to Trick_Arrow.Poison_Gas_Arrow.
  5. Quote:
    Originally Posted by DarkEther View Post
    After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
    Yes... but they were far, far, far, far easier to get in Old Faultline.

    So I guess you were referring to Old New Faultline, whereas I was referring to Original Flavor Faultline?

    Oh well.
  6. According to Parawiki, Smoke Grenade's -Perception debuff was made autohit, but the -ToHit debuff still requires a hit check. That's kinda dumb.

    As to the DW proc: Yes. It would cause aggro. For note, it doesn't have to be damage to alert enemies. Pretty much EVERYTHING alerts enemies. Only powers/effects specifically flagged for it will not aggro. Procs are not flagged, so they default to aggro.
  7. Not that I'm aware of. It could be possible with the new GR Ultra Mode graphics, but those aren't out yet.

    Also, how you managed to get your villain to the KR Tram is beyond me.

    Also, also, pics or it didn't happen.
  8. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'm torn between whether or not I'd like to see this as maybe some sort of Ouroboros or raid-style event, but I think overall they made the right decision to not actually implement this trial in the game. 45 minutes of straight fighting, suggested for melee ATs, at a level with no ability to have Stamina or half your defensive powers... no thank you!
    I think it'd be pretty cool to see it as a Hamidon sort of raid. 50 level 45+ players defending the structures from waves upon waves of enemies.
  9. Quote:
    Originally Posted by Mylia View Post
    Sorry for some ignorance on this question.

    I was wondering do we have any info on the Faultline Trial anywhere? I have tried a quick look around and found nothing on it, so is all we know there was suppose to be one and never got put in place?
    It was intended to be a multi-team SG Trial.

    Teams of heroes would have to defend 4 Generator thingies from waves of enemies. Y'know those 4 pillar like things that are in that back area behind the dam? That's them.

    It's a bit like the Terra Volta Respec Trials, but bigger.
  10. Quote:
    Originally Posted by Fulmens View Post
    Well NOW how am I supposed to boost my postcount?
    Hrm... maybe you can post saying you can't post?

    Nah, that'd never work.
  11. Quote:
    Originally Posted by Oldeb View Post
    It's just a comparison of how much damage an AT does relative to the others.

    http://wiki.cohtitan.com/wiki/Damage_Scale

    Everything is relative to a Blaster at level 50.

    So for ranged attacks in a power set like Energy Blast, which is shared by the two ATs, I know that with identical slotting and no buffs the Defender will to only 65% of the damage of a blaster.
    Everything's relative to 55.61.
    55.61 is the amount of damage you'd do if you did 1.0 scale damage and had a Damage Mod of 1.0.

    It used to be said that everything was relative to a 50 Blaster, because a 50 Blaster used to have Damage Mods of 1.0 for both Ranged and Melee.

    Also, since the Blaster's Ranged Damage Mod is now 1.125, a Defender (0.65) would only do ~51.7% the damage of a Blaster.


    EDIT: And just to cut ahead: the 55.61 value is at level 50.
  12. Quote:
    Originally Posted by DarkEther View Post
    The zone "monster" in Faultline used to be hunting Vahzilok for the Numina TF...it's been tamed now, and is just a fluffy puppy.
    Isn't that backwards?

    Hunting down the Vahz in old Faultline was a piece of cake. Dang zombies were everywhere and in huge groups. Turn a corner and you're done.

    Now you're limited to small groups in a small section.
  13. FFFFFFFFFFFUUUUUUU

    This would happen when my compy's all sickly and can't run CoH and stuff.
  14. Quote:
    Originally Posted by Kelenar View Post
    *Corpse-Based Powers: Things like Stygian Circle and Fallout suggest that enemy corpses can be used as targets for basically anything that a living enemy can. So, we could have corpse-focused buffs in the style of Soul Drain. Or maybe a PBAoE toggle that makes every corpse in the area give off a debuff every few seconds to reflect that the user is just that good at demoralizing enemies.
    Most of these ideas sound really cool and could be a lot of fun... except for this one.

    The problem being is that corpses tend to fade out relatively quickly. Plus it would be that by the time your power effects come into play, you don't need them: they're already dead. Also, what happens when you come up against a single hard foe (GM/EB/AV/Some Bosses)? With no corpses to fuel yourself, you're at a disadvantage.


    I do like your notions on -Range though. That should be more prevalent, I think.
  15. As has been pointed out, old Faultline had no zone monster.

    Old Faultline was a Trial Zone which pretty much meant there wouldn't be any sort of draw except for its Trial. A shame the Faultline Trial never made it in-game.
  16. I thought they called them "personal massagers."
  17. Quote:
    Originally Posted by Illumancer View Post
    Maybe things are different in the /energy world where you don't have a second quick and reliable hold. *shrug* But if a melee power with that long a casting time's what you're relying on to hold down a high level boss... Seems dangerous to me and not worth the risk.
    Well, see, that's your problem.

    You keep using Total Focus's animation time as the baseline. It's not. It's an incredible outlier.

    Look at all the more common (and more readily usable) ones:
    Power Thrust: 1s
    Charged Brawl/Energy Punch: 0.83s
    Havok Punch/Bone Smasher: 1.5s
    Shocking Grasp: 1s
    Fire Sword: 1.33s
    Mind Probe: 1.17s

    Stop looking at TF/TS as the only Blaster Melee worth taking. Or at least quit using it as a strawman.

    Also, stop thinking that a Blapper would walk into melee against foes seriously dangerous in melee (your 2 +4 Cim boss example). No smart Blaster, or Blapper, just walks in. They pick off at range then hop in to take a quick attack of opportunity with a melee attack that tends to outdamage the blasts, second for second.

    And finally, what's too dangerous for you is exciting for someone else.
  18. Q: Why take blaster melee ST attacks?

    A: Because sometimes it's more fun to run up and punch 'em in the nose than it is to sit back and pew pew 'em from afar.
  19. The servers will be merged on January 52nd, 2013.

    You are now informed. Be prepared.
  20. I'm gonna have to say no.

    None of your options come close to matching the utility OM currently has. Omega is just one of the best powers ever, IMO.
  21. Exactly what do you want Flash Arrow to do? I'm not sure what it is you're asking for.
  22. Quote:
    Originally Posted by EricHough View Post
    What do you consider to be the OMG powers in rad and dark? I mean, I think there are a number of good powers in both (actually, practically all of the powers in both are good) but nothing that I would consider OMG, although dark servant is pretty nice. It seems to me that TA is the one that is weak early on in exchange for the OMG power that is Oil Slick Arrow, which has never seemed that fair a trade to me.

    Rad has RI, AM, EF, LR and EM Pulse as all very nice, effective powers. The rez is even pretty darned good, just not as globally usefull as the other powers - heck even choking cloud is fairly usefull on, say, a fire/rad controller. Pretty much the only questionable power is the heal - and it's not bad, just not great. In dark you have twilight grasp (arguably one of the better heals in the game), tar patch, darkest night, howling twilight, shadow fall, fearsome stare and dark servant as all being extremely usefull and reasonably powerfull - petrifying gaze is not even a bad hold, at least as good as ice arrow even if you get it later. The powers I would consider 'good' in trick arrow are glue arrow, acid arrow, disruption arrow, OSL and EMP Arrow and only when you add in those last two does the set even begin to stand up to rad and AM - and it still falls a litle short.

    EDIT: Fixed typoes
    Perhaps "OMG Powers" was a misleading term... how about "cornerstone powers" or "must haves"? Basically, the powers you "must" take if you pick the set.

    For Rad, RI and EF, without a doubt. They're why you take the set. If you don't take them, pretty much everyone would agree that you're gimped. They define the set. Without them, it does not work.

    A little tougher on Dark, though. DN is definitely one of them, but the rest of its power is spread throughout the set well enough that it could still function without it.

    But if we look at TA: What are the must haves? There's lots of good ones, but no single one that completely dominates.
  23. Quote:
    Originally Posted by Vicar View Post
    I dont see how making an attack recharge slower but hit harder makes a build more surviveable but *meh*. I would much rather have the fast spamming attack that builds defiance and debuffs defense.
    Because when you have the ability to front-load your damage (via Aim and/or Build Up), and when enemies don't lower their damage output based on how hurt they are... it's a lot safer to get a foe down immediately rather than slowly over time.


    Quote:
    Also saying they are a damage at not a dps at is a little odd considering their inherrent is more about attacking fast to get a damage buff. To me that suggests they are a dps build and that slowing down recharge times on attacks is counter productive to the inherrent.
    I didn't say they weren't DPS. I said they were Damage, whether that be DPS or Burst.

    Let me repeat.
    Blasters are not SOLELY DPS.
    Blasters are not SOLELY Burst.

    Blasters. Are. Damage.

    You CAN build for DPS. You CAN build for Burst. But that does not mean the AT was specifically designed for that type. That flexibility is in the sets and is part of the strength of the AT.
  24. Pretty much.
    It all boils down to ideas of set design in the end.

    Rad (and Dark) were designed back when it was thought that having one or two real OMG powers in an otherwise kinda meh set was good. TA was designed with a "the sum is greater than the parts" idea in mind.

    I don't think TA will ever get the OMG level powers that some would like, but with numerous small changes spread through the set (like the myriad Trick's suggested), it can probably be "fixed" in more subtle ways.