Seraphael

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  1. Quote:
    Originally Posted by MondoCool View Post
    This is completely untrue.
    You only say that because you live a lie and get everything backwards.
  2. Quote:
    Originally Posted by je_saist View Post
    Let me add my voice to this.

    The developers have a pretty short list of never gonna happen things for City of
    That being said, there's ways around the lack of an automatic automating of a power generation. A topic of interest would be the Paragon Wiki page on Macros: http://paragonwiki.com/wiki/Macros

    Some people set various macro's to do certain tasks in the game depending on the key press. Some set a power, such as a heal, to always attempt to fire when pressing the W key. Some set their power tray's to always reset to the default configuration listing when pressing the S key. Some set Hasten to trigger by mouse clicking.

    If you desperately want to auto a power so that it always fires, bind the command to fire to a button that you know you'll be clicking / pressing on a regular basis.
    That's actually a very helpful reply. I've tried to get into macros in the past, but suffer from altitis which force me to constantly research more macros. And I'm all for simplifying if you couldn't tell.

    EDIT: Using binds isn't practical. Queuing a power that way blocks any other power you've set on auto-attack if the queued power is recharging.


    Quote:
    Originally Posted by Panzerwaffen View Post
    Nope, not at all. I'm sure the various multi-boxers, afk farmers and RMT'ers would be more than happy for the extra help.
    Hehe, I appreciate that aspect. But isn't selfimposed restrictions on changes that could improve gameplay for everyone rather backwards when imposing nerfs on offending sets/powers that is widely used for farming and imposing restrictions specifically designed to combat botting, clearly is the right and proper thing to do?
  3. Quote:
    Originally Posted by MondoCool View Post
    So... why not press the number buttons?

    Anyway, this is a stupid idea. There's no reason to have any type of automatic power activation. Is it so amazingly hard to press a key on your keyboard once in a while?
    It's not a stupid idea, it's just too clever for you to appreciate. In busy builds, there are more powers recharging with various timers than is possible to keep track of in between the intense fighting and chatting (making pushing most buttons to control your toon amazingly hard) that is on most teams.

    I know my /Energy Blaster would have liked to auto Power Thrust the baddie that is intent on smashing me to bits in melee. Yet I also have long recharging Hasten which is easy to forget to reactivate when it's back up. I also have Conserve Power on a different lengthy timer. Power Boost is up every 15 secs, Boost Range is up every 30 secs. Aim and Build Up, which I usually alternate between spawns, is up every 25 secs or so. To add to this I have more attacks, melee, ranged, AoEs and cones, than I know what to do with as per usual for Blasters.

    Is another auto-attack power really so much to ask for to help out?


    Quote:
    Originally Posted by Lachlin View Post
    Strongly suggest learning more about key mapping..... Under Menu > Options > Key mapping.

    If your mouse clicking all your powers.......god help you....errrr your team rather .
    Oh, the internet tough guys are out in droves tonight!

    Listen. As a Blaster I tend to take more risks, ki...errr...arrest more, yet I'm consistently defeated less than most team mates who play safer ATs and take less risks. As a support toon, I usually contribute more than other support team mates both as a force multiplier and towards keeping the team going. This is true prior to pimping out my toons with IO-sets, and even more true afterwards. So I like to think I manage to hold my own and more in just about any team I'm in, thank you very much.
  4. Breath of Fire, perhaps with and added range enhancement for a bigger cone. It lets you alternate Aim and Build Up every other spawn. Also consider yet another AoE for even more mass-arresting.
  5. Seraphael

    fire/ice

    Fairly solid combo, where the secondary provides the mitigation the primary lacks (apart from killing fast that is). Shiver has excellent synergy wih Rain of Fire. Freezing Touch has good synergy with any single epic pool hold. Ice Patch is great mitigation solo or on smaller teams if used for corner pulls or centered around a static tank. It tend to lose some/much of its edge in endgame play though. The Fire/Ice combo also tend to lose the edge if you plan on making an expensive defensive IO-set build; it makes you wish you'd taken a secondary with either more damage or different utility.

    In short, I agree with everything Frosticus said but would like to add that eventhough /Ice melee kina sucks; the Ice Sword looks pimp!
  6. Unless I'm badly mistaken it's only possible to set one single power as an auto-attack. I'd VERY much like to see this changed to allow an additional power to benefit similarly. I'd wager most players simply put Hasten or a fast recharging attack on auto. Why not both?

    On large teams with many mobs my system tend to slow down and make mouse clicks on the powers hotbar exceedingly unreliable. An extra auto-attack power would help a little in this regard. I don't really understand this restriction, mashing buttons doesn't require much skill and is a bit tiresome when even the slightest things must be micromanaged. Especially in the fast paced game CoX has become.

    Voice your support here. Or dissent if you must!
  7. Quote:
    Originally Posted by NekoNeko View Post
    I'm with you so far, because Primaries are more powerful than Secondaries. Defenders buff better than they blast because buffing is their primary. And Blasters are better at blasting than Defenders because blasting is the Defender's secondary.
    In this particular case, given the short duration, single target nature and high effect of Speed Boost buffing, it renders the Kinetic Defenders primary and secondaries at odds on large teams. A Kinetic Controller is not faced with the same conundrum; his expected primary task on teams is to control.

    It would be a little like turning all the Tanker Primary defense powers into click powers with short duration, making them at odds with their secondaries. It's purely poor gameplay and bad game design.


    Quote:
    Hmmm, given that Primaries are more powerful than Secondaries, how does this make sense?

    Or more tactfully, what in your experience makes you say this? Are you saying that the kinetics buffs synchronize better with the control sets than with blast sets? (Just trying to see where you're coming from.) Because Kinetics, like Rad, like Storm, (like blast sets) is a much superior set as a Primary than as a Secondary.
    Blanket statements like "primaries are more powerful than secondaries" is simple rhetorics and not entirely true.

    Kinetics as a set is fairly balanced on Defenders as it for them is a matter of high risk (little defense) vs. high reward (very offensive). Controllers on the other hand, are the safest or second safest AT, and for them Kinetics is purely about reward. More reward than Defenders can hope for as Controllers can buff their pets with the Kinetics buffs affecting allies. Like Speed Boost and Fulcrum Shift.

    A Kinetics Controller is in just about every situation just as able to cap damage (despite slightly lower values on FS and SP) as a Kinetics Defender. The Kinetics Controller is similarly easily able to restore maximum endurance. The Controller Speed Boost and Siphon Speed have the same exact values as the Defender versions. So as a matter of fact; Kinetics is a VASTLY more powerful secondary on Controllers than it is a primary on Defenders.

    As for the second suggested "fix" (turning Speed Boost into an AoE debuff/PbAoE buff), clearly it would be much more of use for Kinetics Defenders as they have little actual defense (as opposed to Kinetics Controllers). Most importantly, not having to constantly recast SB would make the set more fun to play.
  8. My first CoH love was a Kinetics Defender back in US beta. Every time I attempt to revive the love affair though, it comes to an abrupt end a few levels after procuring Speed Boost. I imagine spending the rest of my career as a buffbot and that's usually enough to stop playing until I forget the reasons why and start up another one. Speed Boost is awesome. It's overpowered. As a Kinetics Defender, you generally serve your team a lot better by acting as a buffbot, than to blast.

    I really wish the devs would change how this power works. A simple "fix" would be to make it a PBAoE with longer recharge. The recharge and run/fly boost should be halved, but recovery kept at present levels. Perhaps adding a similar penalty in recharge and run/fly speed for the caster. Another "fix" would be to turn it into something resembling an AoE Siphon Power; an AoE slow/-recharge debuff (moderate), with a buff for allies centered around the caster. This would be more useful for Defenders than for Controllers, which would do a little to restore balance (Kinetics is a much superior set on Controllers).

    Yeah, I know I'm dreaming.
  9. In my opinion, you sacrifice too much to soft cap ranged defense. I've moved around a few powers and slots to increase DPS, while retaining the same amount of defense.


    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kerroscene: Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(23)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(21)
    Level 8: Swap Ammo
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Bullet Rain -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(23), ExStrk-Dam%(31), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(39), Det'tn-Dmg/Rchg(46)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
    Level 18: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(33), AdjTgt-Rchg(34)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(40)
    Level 22: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(48)
    Level 24: Boxing -- Dmg-I(A)
    Level 26: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(31)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc(45)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(46)
    Level 32: Hail of Bullets -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43)
    Level 35: Fire Sword Circle -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Dmg/EndRdx(50)
    Level 38: Tough -- HO:Ribo(A)
    Level 41: Bonfire -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(42), ExStrk-Dam%(43)
    Level 44: Fire Shield -- HO:Ribo(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
    Level 47: Rise of the Phoenix -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48)
    Level 49: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run
    Level 8: Chemical Ammunition
    Level 8: Cryo Ammunition
    Level 8: Incendiary Ammunition



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    You might consider going for a soft capped S/L-build instead as DP/Fire is best in melee:

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  10. Quote:
    Originally Posted by Frosticus View Post
    It is not difficult to softcap everything on a traps with the exception of psi. However it is worthwhile to softcap psi too to cover that weakness.
    Am I to understand then that positional defense (AoE, melee & ranged) doesn't defend against pure psi attacks?
  11. Seraphael

    Dark/Sonic Build

    The following build is what I'm going to opt for when I get around to it. It should be able to dish out much more damage (fully slotted attacks + Soul Drain), while having considerably better defense. One application of Fearsome Stare would be enough to softcap all your defenses. Bosses can be mezzed almost instantly by stacking stuns in Screech and Oppressive Gloom (aura) which in my opinion is superior to casting two seperate holds, it also rids the build of two (IMO) redundant controls. It would likely be cheaper with no purple sets, but with a little less recharge.

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Seraphael: Level 50 Mutation Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Sonic Attack
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/Heal(3), Nictus-Heal(5)
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(42)
    Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(46)
    Level 4: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(25), RechRdx-I(27)
    Level 6: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Range-I(36)
    Level 8: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(25)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Fearsome Stare -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15), Acc-I(15)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Shout -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(17), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Thundr-Dmg/EndRdx/Rchg(39)
    Level 18: Howling Twilight -- RechRdx-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(46)
    Level 22: Shadow Fall -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31)
    Level 24: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 28: Super Speed -- Zephyr-ResKB(A)
    Level 30: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
    Level 32: Dark Servant -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(40), DarkWD-ToHitDeb/EndRdx(40), Theft-Acc/Heal(40), Nictus-Acc/Heal(42)
    Level 35: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
    Level 38: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(45)
    Level 41: Oppressive Gloom -- Acc-I(A)
    Level 44: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(45), P'Shift-EndMod/Rchg(46)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Dmg/Rchg(50)
    Level 49: Dark Embrace -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 6: Ninja Run



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  12. Quote:
    Originally Posted by Fire_Minded View Post
    I havnt noticed anything running from my Acid Mortars either.Then again, Most things are typically dead shortly after they start getting nailed by it.
    I'm in my early teens and the Acid Mortar certainly scatters low level enemies. Some of them run away to resume fighting at range, others flee entirely. This experience is so annoying I've actually decided to redesign my intended trapper. Feedback always welcome.



    Hero Plan by Mids' Hero Designer 1,704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mandroid: Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(23)
    Level 1: Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg(5), Apoc-Dam%(5), Achilles-ResDeb%(7)
    Level 2: Slug -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(17), FrcFbk-Rechg%(21)
    Level 6: Acid Mortar -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(23), Achilles-ResDeb%(25), RechRdx-I(25)
    Level 8: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Rchg+(9), HO:Enzym(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
    Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(33), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), EndMod-I(36)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), HO:Enzym(27)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 26: Caltrops -- Slow-I(A), ImpSwft-Dam%(50)
    Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 30: Triage Beacon -- Heal-I(A)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
    Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
    Level 38: Full Auto -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
    Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), P'Shift-EndMod/Rchg(46)
    Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 49: Super Speed -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 1: Ninja Run
  13. This thread is quite informative but lacks specific build examples, and this is the reason I post here. I've never played a trapper and have decided to give it a shot (quite literally). Could someone critique my current planned creation please?

    Specific points of concern:

    • Keeping mobs inside mortar/trap AoEs. Will my lack of Caltrops (took Web Grenade to use with Ignite) be an issue? Anyone with experience with Provoke (AoE taunt) to keep the mobs clustered?

    • Defense vs Recharge. Is 53% positional defense overkill? Would Haste be a better way to go to increase recharge on mortar and trap?

    • Will the Chance for +ToHit proc in Seeker Drones affect the Drone or the targets (Mids seem to indicate the latter, but I doubt this would be the case)?


    Any and all replies much appreciated!


    Hero Plan by Mids' Hero Designer 1,704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(23)
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(21)
    Level 6: Acid Mortar -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(23), Achilles-ResDeb%(25), RechRdx-I(25)
    Level 8: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Rchg+(9), HO:Enzym(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
    Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-%ToHit(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), EndMod-I(36)
    Level 22: Boxing -- Dmg-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(27), HO:Enzym(27)
    Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37), HO:Enzym(37)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
    Level 38: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Acc/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
    Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(46)
    Level 44: Oppressive Gloom -- Acc-I(A)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 49: Triage Beacon -- Heal-I(A), Heal-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 1: Ninja Run
  14. He is mistaken.

    Patch type powers with continuing effects roll once at the beginning and then once every 10 secs for the duration of the effects. Caltrops lasts 45 seconds which will yield 5 chances to proc throughout its duration.
  15. Seraphael

    Drain Psyche

    There is no single best slotting of Drain Psyche as it depends upon what you're looking for. Are specific IO set bonuses or optimal efficiency of the power most important to you? Do you want/need to circumvent nuke endurance crash?

    If you care about optimal efficiency of the power, then frankenslotting is the way to go. Two Efficacy Adaptors (EndMod/Rech + EndMod/Acc/Rech), Performance Shifter (EndMod/Rech), three Touch of Nictus (Heal + Heal/Rech + Acc/Heal) will net you some fair IO bonuses while providing pretty good boost to the power (+48% Acc, 74% EndMod, 92% Heal and 95% Rech). Hitting 8 targets would negate any nuke drain.

    If you care more about set bonuses and need ranged defense, go for 6-slotted Numania's. If you need global recharge go 5-slotted Doctored Wounds and consider adding a single accuracy IO. Alternately go full out Efficacy Adaptor if you need endurance more than health.

    I'm sure someone who has tinkered more with the power can help you further.
  16. Quote:
    Originally Posted by je_saist View Post
    Well, no. Because then toggles wouldn't end.

    In the past the developers have indicated they "want" a complete crash. They do want to make the ranged avatar that launched a full nuke to be "completely helpless." [snip]
    For me the key word here is "in the past". At present, the developers seem to consider old school nukes as poor game design. The fact that since the early days, every nuke (or its equivalent) has been made without complete crash should make this apparent to everyone.

    Initially small changes were made, like the kheld nukes with complete crash yet with the tools to circumvent said crash. Assault Rifle, Archery, and Dual Pistols (semi-) nukes are all exponents of the new more gameplay friendly style. The VEAT Crabs Omega Maneuver is a completely crashless nuke. The Fortunata version of the Psychich Blast nuke doesn't crash either.

    This isn't only a Blaster issue though, for Defenders nukes with crash are even more of an issue than they are for Blasters as they lead to a crash without generally making a significant dent in the targets and Defenders without endurance fail to defend their teams. Old school nukes and snipes are remnants of a different era where flowing gameplay wasn't valued nearly as much as it is today and I would like nothing more (CoH related) than to see such powers revamped.
  17. Quote:
    Originally Posted by Nintova View Post
    OK I couldn't leave well enough alone and tweaked it a bit further. I think .. *THINK* this is really the final version.
    Hehe. Think again?

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(37), ExStrk-Dam%(37)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
    Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
    Level 6: Buckshot -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(9), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25)
    Level 10: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
    Level 12: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(37)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- RgnTis-Regen+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(33)
    Level 22: Flamethrower -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Conserve Power -- RechRdx-I(A), RechRdx-I(36)
    Level 28: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(39), Numna-Regen/Rcvry+(39)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(39), RedFtn-Def/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
    Level 32: Full Auto -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Dam%(45)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A)
    Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-%Hold(46), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(48)
    Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Surveillance -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance


    Sacrificed Hasten for Aid Self. You get a little bit better recharge (outside of Hasten), better ranged defense (but worse AoE def). A little less offensive in general, but better survivability.
  18. Quote:
    Originally Posted by Umbral View Post
    It was never intended for anyone to be able to solo the entire game. It has happened, but only for a specific few that are specifically built for it. AVs were never intended to be solo content. Trying to claim that, because your Defender can't solo AVs, you're too weak is simply ignorant.
    Ultimo does touch on another subject though; disparity between the blast powersets. Energy has been politely considered middle of the road as far as blaster sets go. It really isn't. Boosting the weaker sets, such as Energy and Electricity, would not only benefit Defenders, but also Corruptors, Blasters and Dominators. Of course, it wouldn't alleviate the specific Defender issues - but it certainly would help the hapless Defenders stuck with these sets.
  19. Quote:
    Originally Posted by Ultimo_ View Post
    As for Tankers, I've often suggested adding an endurance discount to Gauntlet that increases with the number of foes (like Invincible) - that is, the more foes affected by Gauntlet, the greater the endurance discount.

    That would help them solo OR in teams.
    I didn't know Tankers needed endurance discounts, or help soloing, or in teams...given it is among the very best performing ATs in the game.

    1. Endurance: Tankers have access to endurance management tools in, on top of my head, 3 primaries, 1 secondary and 1 epic Pool. They have significantly better damage, and generally run cheaper toggles than Defenders...which indicates their endurance difficulties are less than that of Defenders.

    2. Solo: Did I mention Tankers have better damage than Defenders? They have much better survivability too (too much tbh). That makes them better soloists.

    3. Team: Tankers are pretty much required in teams (esp. on hard missions which we all love to do) where as Defenders are better replaced with Controllers.

    Doesn't sound like Tankers are in need of buffing the same way Defenders are does it?
  20. Quote:
    Originally Posted by Dispari View Post
    Not all. I sort of like my ability to kill all badguys in one go. I think the nukes are okay how they are. Some are different, like Archery (which I also like), but I still enjoy Nova and Inferno.
    What's not to like with total annihilation? Still, way too often do I find myself not using my nukes as I do more consistant damage w/o the pause the end crash enforces. The nukes are bad game design, something I believe the devs have acknowledged with the introduction of crashless VEAT nukes.

    Quote:
    This I would like. Kind of a crappy tier 9.
    "Kind of" is kind of an understatement. It's the worst tier 9 power in the game by far.

    Quote:
    Something more useful yes. +DEF, no. Devs don't like to replace powers. They'd probably, if anything, make a similar power. Omega Maneuver would be the perfect replacement though.
    I generally don't like very slow recharging powers (though crashless semi-nukes defenitely aren't bad). I know devs don't like to replace powers, but EA Brutes will get a replacement for Conserve Power, so it's definitely not unpresidented. Perhaps a new power called Flashbang (mag 3 stun, 8 rad, very short duration with a long recharge) would be a better fit?

    Quote:
    These I could get behind. But there's another thing I'd like to do for the pets. Increase duration to 4 minutes, with recharged changed to match. Having to resummon pets every 90 seconds is just an annoying pain.
    Agreed. Needless micro-management is simply annoying. I don't see why the duration couldn't be increased to match that of Black Servant for instance (240s).

    Quote:
    This would probably never happen, and Subdual was changed to be in-line with the other Blaster immobilizes. Changing it would be unfair to the other sets.
    Yup, I just resent the fact that all but one Blaster secondary set forces you to take a power seldom used and rarely slotted. No other AT is really saddled as much with that poor enforced secondary powers. Besides, knockback is a lot more fun than immobilize.

    Quote:
    Ehh, I don't think so. Foot Stomp and Psy Shockwave both have stats higher than they're supposed to be already. Buffing either one is probably not going to happen. The power has merits of its own anyway, like recharge debuff and stun. And the end cost is comparatively low.
    I don't buy that Blaster Psy Shockwave does more damage than the Blaster scale dictates it should. Anyway, the situation is out of whack; lower damage of Foot Stomp. SS would still be an overperforming set.

    Quote:
    I always thought that myself, since KO Blow has TWO secondary effects. I think, though, the reason it was changed is because KO Blow has no other holds to stack, while Energy has tons of stuns to stack. You can already hit mag 4+ easily with other attacks, so having a power that does mag 4 off the bat is a little nutty.
    Total Focus is a tier 9 power which is blatantly inferior to the tier 6 Knockout Blow. KO Blow's hold is better than TF's stun and can be stacked by most Tanker epic sets. The second secondary effect is a high mag knock Up which is instant mitigation almost as good as any mag 4 in itself. Adding insult to injury; Knockout Blow animate more than a second faster than Total Focus (2,23 v. 3.3). Tier 9 Seismic Smash is a guaranteed mag 4 hold (again better than stun) and animates in 1.5s. Both powers are clearly significantly superior to Total Focus. Either boost TF or nerf the other two. Blasters shouldn't pay the price for Tankers having Energy Transfer on top of TF.

    Quote:
    While I don't like the fact that a Blaster gets not one, but TWO AoE "kill me" toggles, I don't think they'll replace one. Also note that no Blaster set has a "tier 9" attack in it, because they'd do a tremendous amount of damage with it.
    Total Focus is a tier 9. Blasters have only damage going for them, replacing one extremely malplaced power (which, to be frank, reveals the original devs really didn't know their own game very well at all) for a useful and appropriate one is a good thing imo.

    Quote:
    Ew, no. FE has a way longer recharge for just an added +25% damage. And if your primary isn't also fire, you lose damage.
    Scrapper FE differs from the Tanker version. The Brute version differs from both. I see no reason the Blaster version couldn't be made slightly superior (ie 20s duration no matter the damage type). Still more of a thematic alteration than an actual useful one and for me it's low on the priority list.

    Quote:
    Wishful thinking. I never did like Conserve Power. Without the heal it might be doable.
    Conserve Power is just another example of poor game design. Super slow recharging powers generally are. Conserve Power could be changed to half the recharge time with half effect of the current version to make it more reliable.

    EDIT: Last improvement I can think of would be to increase Full Autos max targets hit from 10 to 16. It's the only tier 9 primary power with less than 16 targets. Besides, a cone like Seeds of Confusion also benefit from 16 targets.
  21. If I was a dictator in charge of Blasters, I'd do something like this:

    * Fix all Snipe powers. Reduce interruption to 1s as mentioned and increase damage.
    * Fix all Nukes that cause endurance crash. Make them something in between the new VEAT nukes and the old Blaster nukes; slightly less damage, no end crash - but no end recovery for 15s.
    * Fix the Blaster version of Frozen Aura. Make it similar to the Tanker version with Blaster scale damage.
    * Fix Time Bomb to make it more useful. A self only Blaster scale Force Field Generator would be fantabulous.
    * Give Gun Drone Heavy Burst. Rebalance recharge as needed.
    * Give Voltanic Sentinel Lightning Bolt. Rebalance recharge as needed.
    * Increase damage of Short Circuit.
    * Shuffle powers in /Mental Manipulation. Make Telekinetic Thrust tier 1 and give the Defender Subdue (all damage up front, 6s rech) instead of Subdual (slow DoT, 4s rech).
    * Increase damage of Psychic Shockwave. A Tanker Foot Stomp have almost the same damage.
    * Remake Total Focus to a mag 4 stun. It is quite inferior to Knockout Blow or Seismic Smash as is.
    * Remove Blazing Aura from /Fire Manipulation. Replace with Greater Fire Sword.
    * Remove Build Up from /Fire Manipulation. Replace with Fiery Embrace.
    * Remove Conserve Energy from /Energy Manipulation. Replace with Energy Absorbtion w/o defense or the new Energize power (proposed for EA) w/o heal.
    * Reduce animation of Energy Burst.
    * Reduce animation of Shout.
    * Introduce Defiance to epic powers.
  22. Quote:
    Originally Posted by Prof_Backfire View Post
    Main damage type: Energy
    Main secondary effect: Stun, Knockback

    Pulse Rifle powers:
    1: Pulse Rifle Blast (see Robotics)
    2: Pulse Rifle Burst (see above)
    3: Pulse Ray (Small cone attack, Medium damage, fires a wide energy ray)
    4: Photon Grenade (see Robotics)
    5: Stun Setting (does no damage but has a high chance to Stun)
    6: Charge Beam (standard snipe, superior damage)
    7: Beam Barrage (large cone, high damage, fires a lot of beams in quick succession, similar to Heavy Burst)
    8: Energy Sapper (similar to the Malta weapon we all know and hate, does a lot of endurance drain, has a chance to stun)
    9: Heavy Beam Cannon (Somewhere between the standard nuke and a Full Auto-style mininuke; fires a massive beam of energy in a long cone that does lots of damage, knockback and/or stun, costs maybe half your end bar)
    Snipes are redundant and should NOT be included in any new set. I'd replace it with either a 3rd tier single target attack or some kind of +damage power. Build Up (renamed Overcharge) would fit the bill.
  23. Changing Smoke Grenade for Taser and moving 2 slots from CJ to 6 slot Taser with Stupefy would allow you to break soft cap and get a little extra global recharge. It would also allow you to stack stuns vs. bosses. Ultimately the Smoke Grenade approach might be superior as defenses gained from Cloaking Device is halved after being discovered.
  24. Seraphael

    Blaster Balance

    Quote:
    Originally Posted by Obitus View Post
    That said, if you are just looking at damage output versus survivability, it's pretty clear that Scrappers are far closer to Blasters in terms of the former than Blasters are to Scrappers in terms of the latter. By orders of magnitude, in many cases. This should come as no surprise; it's always been this way, and in fact, before the Defiance buffs and accompanying buff to the Blaster damage scalar, the balance was even more skewed in favor of Scrappers.

    It's not debatable. What is debatable is whether you think anything should be done about it. Except for maybe some very minor tweaking here and there, I don't; I personally enjoy playing both ATs, and a marked survivability boost for Blasters in the name of balance would also make them less distinctive. A marked offensive boost would make them ludicrously powerful.
    This is the point I was trying to make. I wish I had your eloquence (english is not my native tongue) and factual knowhow. I was basing this mostly on anecdotal experience.

    Some of my detractors indicate that I might not be playing Blasters very well. I beg to differ. I know full well what the AT can and cannot do having played the game on and (mostly) off since US beta. I just feel that the glass cannon design that some people talk about has, to an extent, been made redundant. Tankers have been given damage boost to make them more fun to solo (their damage output can be rather impressive while the survivability is so good it borders on broken). Controllers have been given their cake and get to eat it too and does everything in this game excellently.

    Compared to VEATs the amount of survivability a Blaster gives up just makes no sense. Generally speaking, VEATs have access to more AoE firepower than most Blasters, especially if including epics. They have superb survivability, all have access to two or more damage output increasing/force multiplying powers (Aim, BU, Follow Up, huge radius Blaster level damage and -res, permanent +rech). They can also bring good control and excellent team buffs. +30% damage anyone (TT+pool assault)? How about a quadruple strength (compared to the best Blasters can do) aura defense? Multiple pets that can be made close to permanent. Solo VEATs have little difficulty completing the RWZ challenge with SOs only. With IOs they easily can do AVs.

    It's this disparity I find hard to live with. Especially now that Going Rogue will bring villain ATs in direct PVE contention. I'd also like to see the weaker power sets within the AT be boosted somehow. I am a Blaster at heart and consider the AT fun, most other ATs is easy mode and/or requires less finesse or tactics to succeed. For them the game content is rendered so easy it, for me at least, becomes boring. I appreciate the allure of little risk and high reward is attractive to a lot of players though. I'm not asking for universal buffs for Blasters here (though on grounds of balance they are warranted). I'm just asking for at least a little developer TLC. Boosting nukes and snipes and a few underperforming powers (Frozen Aura, the worst tier 9 in the game for instance), would go a long way to alleviate my concerns.
  25. Seraphael

    Blaster Balance

    Quote:
    Originally Posted by Fulmens View Post
    Comparing "average" to the best of the pack can go both ways. How does a Broadsword/Inv scrapper compare to AR/Mental in AOE?
    And how would the AR/Mental (gah! overkill on the cones! ) compare to Broadsword/inv in ST? We can play with words, but I can't help but feel you argue my point. To a point. If you admit to imbalances between the ATs powersets, my nuke suggestion for instance would help the sets with traditional nukes. Letting Frozen Aura benefit from a damage compartment, would make Ice Manipulation more viable. That sort of thing.