Seraphael

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  1. Seraphael

    Blaster Balance

    Quote:
    Originally Posted by Obitus View Post
    The OP doesn't prove anything in particular, and I probably would have chosen different sets for comparison purposes if I were inclined to make the same case -- but his conclusions aren't totally wrong, either. They're just really old news.
    I know. It's just one last charge before I finally leave the game behind forever I guess.
  2. Seraphael

    Blaster Balance

    Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Snipes
    Do what they do, they snipe and have the longest range. They deal a fair amount of damage, even my Doms snipe does nice damage. Snipes are situational yes, but that's not because of damage. It's because they can be interrupted, boosting the damage wont give snipes anymore use.
    Given the long cast and interruptable nature, snipes will always be situational. Claiming a significant damage boost would not make them more useful is ludicrous though. It would make a Blaster actually consider using snipes to take out one particularly dangerous opponent instead of always opening with the same move.

    Quote:
    Nukes
    A nuke is a massive buildup of "power" from the blaster that comes from within. The power is extremely exhausting, it fits thematically. Hence why Archery and Assault Rifles "nukes" do not drain. Doubtful a change will come that will let you deal a lot of AoE damage w/o heavy penalties.
    I agree. But I hate having my tier 9 virtually unused because of the endurance crash. The power simply doesn't mesh well with todays fast paced game. Many spawns are already Shield Bashed and/or Foot Stomped half to oblivion by a single Tanker before my blaster get to attack anyway - a nuke would be overkill. Somehow making the tier 9 powers less situational would be a good thing IMO.

    Quote:
    Epics
    All epics are getting updated in i16 so its a mute point.
    Wasn't aware of this. Guess it makes it a moot point. Not a mute point mind you, I won't be silenced this easily.

    Quote:
    Short Circuit
    Ok, this made me laugh hard, you're comparing a scrapper AoE power to a power that's main focus is to drain endurance. lawls. I'll leave it at that seeing as its a seriously sad attempt.
    The endurance drain functions in conjunction with one power from one set and two powers from another, so to say that its main focus is to drain endurance is overstating matters a bit. I won't get into the feasability of drains, it's an all or nothing thing in PVE, but suffice to say that if successful it simply provides a little bit of the survivability Scrappers have through their secondaries. I feel a damage boost is definitely warranted in a underperforming set.

    Quote:
    Voltaic Sentinel
    Blasters are not pet type ATs, you need a better stance as to why this needs to be done. I don't see a balance issue here.
    I added this suggestion (and the similar for Gun Drone) not for balance, but to make the sets more smooth to play. Getting rid of a little bit of tedious micromanagement is a good thing.

    Quote:
    Frozen Aura
    Why, are you somehow lacking damage from your primary?
    Frozen Aura for Blasters is the by far most gimped tier 9 power in the game. Adding a damage compartment would make /Ice Blasters actually consider getting the power. Besides that, it would give the secondary more 'ooomph' compared to big hitters like /Energy, /Electricity and /Mental. It would also afford Blasters with weak AoEs to consider the set to compensate the lacking AoEs in their primary.

    Quote:
    Scare
    Another one that made me laugh, make a mind/* Dom if you really want this.
    Glad I was able amuse you. I think Mental performs decently as is, I just don't believe in the inane way developers approach balance in this game. Like one crap power ever outbalances a overpowered one (they are simply skipped). I added this suggestion to make the power at least become a consideration. An 8-rad AoE with 40-60 sec timer would make it a balanced power as opposed to an eminently skippable one.
  3. Seraphael

    Blaster Balance

    Quote:
    Originally Posted by Panzerwaffen View Post
    You failed to take into account animation time. If you look at the actual DPA figures, which I added in above, you will see that the two sets are much closer in terms of actual damage output. So, your assertion that "Clearly a Spines Scrapper outdamages an Energy Blaster" is wrong to begin with. You also did not even look at secondary powersets.
    Adressing the Blaster secondaries would require a lot of work as the difference between Energy and Devices or Ice, for instance, is humongeous in the damage department. Also, if purely comparing damage as you do with your inclusion of attacks from the secondary set, then you don't take into consideration that a Scrapper has survivability that ensures the damage potential can be met, while a Blapper would not be able to consistently do so due to the lack of survivability. Not to mention only half of the sets provides those kind of DPA attacks.

    DPA does not tell the whole truth either. Sustainable damage is where its at in most situations. Recharge is not a factor in your DPA numbers, Area of Effect is also not a consideration, nor is the ability to actually make good on them as mentioned above.

    Quote:
    And don't forget, most blasters will have both Aim AND Build-Up to even further increase their damage.
    While Scrappers have Build-Up, Follow Up (basically a permanent BU with enough recharge), Fiery Embrace, Quickness, Against All Odds (basically a permanent BU/Aim in large teams). Your point being?
  4. Just take a look at Dark Miasma guides and Sonic Blast guides. That said, I had a Dark/Sonic build lying around. Hope you like it!

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

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Nictus-Acc/Heal(27), Nictus-Heal(29), Nictus-Heal/HP/Regen/Rchg(29)
    Level 1: Shriek -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Acc/Dmg(9)
    Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Darkest Night -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-ResKB(13)
    Level 12: Howl -- Range-I(A), Posi-Dmg/Rng(15), Posi-Dmg/Rchg(37), Det'tn-Acc/Dmg/EndRdx(39), Det'tn-Dmg/Rchg(39)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(34)
    Level 18: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(21), Cloud-%Dam(23)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), EndMod-I(31)
    Level 22: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), RechRdx-I(48)
    Level 24: Shadow Fall -- HO:Ribo(A), HO:Ribo(31), S'fstPrt-ResDam/Def+(34), LkGmblr-Def/EndRdx(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 28: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
    Level 30: Howling Twilight -- RechRdx-I(A), RechRdx-I(34)
    Level 32: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitDeb/EndRdx(33), DarkWD-Rchg/EndRdx(33)
    Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(42)
    Level 38: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 41: Oppressive Gloom -- Acc-I(A)
    Level 44: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 49: Dark Embrace -- HO:Ribo(A), HO:Ribo(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  5. I don't exactly know what you expect to prove with this experiment, Biospark. We all know it will take much longer to solo that build than any other set combo in the entire game.

    Anyway, do you use veteran powers? If you do, you shouldn't as the majority of the player base (I guess) don't have access to these attacks. Defenders benefit from these more than any other AT as the damage is the same regardless of the AT.

    Personally I'd rather had my tonsils removed by a rusty spoon than soloing an Empath/Electricity Defender to 50. I tip my hat to you for your obvious self loathing, sir.
  6. Quote:
    Originally Posted by Obscure_Blade View Post
    Plant is heavily built around Seeds; nerf it and you cripple the set.
    Such a blanket statement!

    Fact is, Plant has better control than most (all?) sets and better damage too. Of course Plant is built around SoC, it is so overpowered that it becomes the natural lynchpin of any build. Outside of SoC, Plant does very well with a very damaging AoE immobilize, and good damage from Creepers and thet pet. As such, nerfing SoC will definitely NOT cripple the set.

    My fix for SoC: Place it on a 90 sec recharge with a 10 max target cap as is natural for cones. It would be balanced with other sets AoE stuns having the same recharge, lower max targets, but longer duration.

    All in all, it would still do better than any other set imo.
  7. Seraphael

    Blaster Balance

    tl;dr warning!

    Blasters got a much needed boost with the new inherent some issues back. Where as it certainly helped matters, it hardly balances the AT vs. the new kids on the block. Spine Scrappers or VEATs or even Shield/Super Strength Tankers have comparable or better damage AoE than most Blaster sets. These ATs though, have excellent survivability and get mez protection while Blasters in general only get to perfect their faceplant specials.

    Lets compare Energy Blast with Spines for Scrappers (both being on a 1.125 scalar):

    Power Bolt: End: 5.2, Rech: 4, Range: 80, Cast: 1, Dam: 62.6
    vs.
    Lunge: End: 5.2, Rech: 4, Range: 7, Cast: 1.63, Dam: 88.8
    (ST ranged vs. ST melee)

    Power Blast: End: 8.53, Rech: 8, Range: 80, Cast: 1.63, Dam: 102.6
    vs.
    Ripper: End: 11, Rech: 11, Range: 7, Arc: 90 degrees, Cast: 2.17, Dam: 167
    (ST ranged vs. wide melee cone)

    Energy Torrent: End: 11.9, Rech: 12, Range: 40, Arc: 45 degrees, Cast: 1.07, Dam: 60.1
    vs.
    Throw Spines: End: 13, Rech: 12, Range: 30, Arc: 90 degrees, Cast: 1.63, Dam: 100
    (Both cones, Throw Spines with superior area of effect)

    Explosive Blast: End: 15.2, Rech: 16, Range: 80, Radius: 15, Cast: 1.67, Dam: 56,3
    vs.
    Spine Burst: End: 15.2, Rech: 16, Radius: 15, Cast: 3, Dam: 82
    (Ranged AoE vs. PbAoE)

    Power Burst: End: 10.4, Rech: 10, Range: 40, Cast: 2, Dam: 132.6
    vs.
    Impale: End: 5.2, Rech: 8, Range: 40, Cast: 2.43, Dam: 137.9
    (Both ranged ST)

    Clearly a Spines Scrapper outdamages an Energy Blaster both in AoE and ST damage outside nukes (which use is highly situational). All Scrapper Epic pools have several ranged attacks, single target and area of effect, which make further ensures that the best Blaster in CoX in fact, isn't a Blaster at all.

    Despite this fact, Blasters remain one of the most popular ATs. Why? Because the AT encourages fast paced and exciting play. The AT is also very attractive to new players as Blasters are strong early levels, but becomes relatively weaker compared to all other ATs as you progress.

    Going Rogue is soon upon us and we will likely be faced with stiff competition from villain ATs as well. Why would anyone pick an Energy/Ice/Psychic/Electricity blaster over a VEAT in a team setting? VEATs have more AoE potential, while being able to break soft cap in all positional defenses as well as having several team buffs and benefitting more from pool powers.

    I feel that Blasters then is in need of a little pick me up, here is what I would do:

    General:

    Sniper powers are mainly only useful solo and as an IO mule. Even solo, my Blasters tend only to use them as a break from tedium. The game has soooo moved on since hover sniping was considered a bad exploit. Increase damage with at least 50% for these powers.

    Nukes are largely situational. Blasters as an AT already suffer from lack of endurance management tools (outside of /Fire and /Electricity and to a lesser part /Energy) and nukes compound this issue. Make nukes cause endurance crash as before, but get rid of the 15 sec recovery stop. Alternately, make it similar to EM Pulse, where you get to keep your endurance but can't recover endurance for 15 sec.

    Flame Mastery: Add 5th power. Smoke or Melt Armor (faster recharge and lower duration than Tanker version).

    Force Mastery: Add 5th power. Repulsion Bomb or better yet, Energy Absorption (Blasters are endurance intensive, but is the only AT blueside w/o any endurance management tools in their ansciliaries).

    Radiation Manipulation: Make a thematic secondary to the upcoming blast primary.

    Specific powers:

    Short Circuit: Up damage by 25%. Spine Burst will still be superior.

    Voltanic Sentinel: Increase duration to 240. Recasting this power really is a chore and Blasters need to blast.

    Gun Drone: As above. Lower cast and endurance cost.

    Frozen Aura: Add damage compartment as done with Tanker version.

    Scare: Make it a small radius AoE on a longer timer.

    Any and all imput is welcome so long as its at least a little bit constructive. Any more powers/sets which are lacklustre and not mentioned here?
  8. Would be interesting to see the build if you don't mind.
  9. Quote:
    Originally Posted by Psynder13 View Post
    Ive been really bummed since that last round of these that Fire Mastery for blasters didnt get a 5th move, but I honestly dont know what id give them to help fill in the gaps.

    What powers do you think should be added as the 5th? Or which DO YOU THINK they will end up with.
    To be honest, I think Blasters should get access to positional defense based armour. The glass cannon is already for a large part outgunned by Spines Scrappers, VEATs, even Shield/SS Tankers is up there, and could do with a bit of defensive compensation.

    What I realistically think they will get? Smoke or Melt Armor.
  10. Quote:
    Originally Posted by Jibikao View Post
    Oh and I also think Stalker is way overshadowed by VEATs in general. Sure, Stalker has Assassin Strike but both Night Widow and Bane provide EXCELLENT team buffs while providing similar damage. Are VEATs just too good?
    Of course they are too good! A properly built VEAT breaks soft capped defense in ranged, melee and AoE like a rocket, has mez protection, damage output comparable to Blasters and team buffs to boot. For me, VEATs illuminate how game balance is not a priority for the developers.

    Quote:
    I honestly think the dev should just give Stalker a bit more aoe. I never understand why Claw needs Swipe or how Martial Arts need all the single kicks. If the dev gives Stalker at least one aoe per set, that should be a lot more team-friendly.

    Many people just don't want Stalkers on the team and I don't blame them even though my Spines/EA is built for team. I have 3 aoe in Throw Spines, Spine Burst and Ball of Lightning. My aoe damage is nothing to be laughed at and yet my stalker gets the most "no thanks" whenever I PM for invite.
    My impression is that Spines Scrappers outdamage all Blaster sets but Fire and Archery in teaming situations and all sets solo. A significant proportion of that damage is ranged. It really is incredible to see how the developers have turned away from their early axiom that range is defense with the latter implementations of Spines and VEATs. In comparison Blasters are virtually broken. I wonder how an Energy/ Blaster for instance, will compete for a spot on teams when VEAT builds easily can outdamage him on teams while also being team friendly and superbly survivable.

    Giving Stalkers more AoEs would likely just be one more nail in the coffin for Blasters come Going Rogue time. Then again, Blasters always seem popular despite their obvious flaws. I certainly like them because of the challenge they provide.
  11. Quote:
    Originally Posted by Garent View Post
    Oh, someone finally pointed out that defender vs. controller imbalance only occurs at high levels once epics and inventions come into play? Awesome. This thread's finally getting on track.
    I strongly disagree. The only advantage a Defender has over a Controller at any point is in low level teaming. Mid to late game a Controller brings a lot more to a team than any Defender while being a vastly better soloist throughout the career. A Controller is also able to farm quite well even without IO sets, a Defender on the other hand, is not.
  12. Quote:
    Originally Posted by Ahmon View Post
    I refuse to play a Blaster without Hover nor soft-capped ranged defense, except as a leveling build. The world is just too dangerous!
    QFT.


    The way I see it, a soft capped blaster is the only blaster that is balanced vs. other ATs. A max DPS build is just smoke and mirrors. It requires optimal circumstances to actually make good on its damage potential. In most circumstances a soft capped blaster will outlive and outdamage a purely offensive build. By a large margin.
  13. Quote:
    Originally Posted by Knowmad View Post
    Just one traps defender will make a team awesome. 2 or more would be insane fun.
    Really? Traps have a well deserved reputation for being more solo friendly than team friendly. Just look at the two last powers of the set; Trip Mine and Time Bomb. As I see it, a Traps Defender will bring a little mitigation to the team from Force Field Generator, a little Force Multiplier (but less than all sets but Force Field and not much more than Empathy) and a little control in Web Grenade, Caltrops, Poison Trap (nerfed). For solo purposes I'm sure it's a decent set (won't come close to Rad, Dark and Storm though) but for teams I can't see it touching most/all other sets. Or am I missing something again? I would love to hear from someone with hands on experience of the set.
  14. Quote:
    Originally Posted by Talionis View Post
    Tankers have disappointing damage numbers, but are very survivable. The bigger the team and the harder the content the more important having a tank that can taunt the aggro off of other players are more and more important.
    Hardly disappointing if you're a Super Strength Tanker in combination with Shield Defense or Fiery Aura. These combos will enable a Tanker to pump out damage that will make most Blasters green with envy. While being practically immortal too.

    Quote:
    Controllers are a super support archetype till they hit later levels and then they tend to be able to solo pretty well. They are next to impossible to solo at low levels because they burn through endurance with their holds and their damage is fairly low. Buffs and Debuffs are almost as good as Defenders. Containment helps with their damage at low levels and can make them unfair at high levels. They are the games great late bloomers. They are the most well rounded and bring the most to teams at late levels.
    Controllers are superbly able to solo at ANY level (that includes low level). They have excellent damage, only edged out by Blasters and Scrappers at low/middle levels. If you by well rounded mean they almost have the survivability of Tankers, as good or better damage than Blasters while also bringing more to a team than any Defender...then sure, they're "well rounded" in their overpoweredness."

    Quote:
    Defenders get their buffs and debuffs earlier than Controllers. So at low levels they are slightly better to get that synergy role going. Defenders don't have controls so they tend to focus a little more on buffing and debuffing. As the game goes on though they are mostly dwarfed by Controllers ability to control and thus provide themselves and the team mitigation. As well as containment, buffing and debuffing provides Controllers generally better late game damage dealing. Definately the more Defenders you have the better the team will be though. Defenders always make the best healers though.
    Defenders are by far the worst to solo early on. Low damage for high endurance cost and very vulnerable to mezzes. With Controllers you lock the spawns down, providing almost perfect mitigation. As a result Controller heals are more sufficient for a team than any Defender heals.
  15. Quote:
    Originally Posted by Blue_Mourning View Post
    Perception is, very rarely, reality.
    ...in the psyche ward. Defender-Controller disparity however, is very real. Only question is; are Defenders underperforming or Controllers overperforming (level 1-50 solo and teamplay)? Personally, I'm conviced both is the case.
  16. Capped ranged defenses, +23% damage, on the (relatively) cheap:


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

    Click this DataLink to open the build!

    EU_Damz: Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Power Bolt -- 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(7), ExStrk-Dam%(9)
    Level 2: Power Blast -- 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 -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(15), RechRdx-I(15)
    Level 6: Energy Torrent -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(17), ExStrk-Dam%(17), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/EndRdx/Rng(21), Det'tn-Dmg/Rchg(21)
    Level 8: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
    Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 14: Combat Jumping -- DefBuff-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Hover -- DefBuff-I(A)
    Level 26: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
    Level 28: Explosive Blast -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(37), ExStrk-Dam%(39), Det'tn-Acc/Dmg/EndRdx(39), Det'tn-Acc/Dmg(39), Det'tn-Dmg/Rchg(43)
    Level 30: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(31), Mantic-Acc/ActRdx/Rng(33), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(34)
    Level 32: Nova -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
    Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(46)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), TtmC'tng-ResDam/EndRdx(46)
    Level 47: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  17. If money is no object, then you might consider the below. The purples can be dropped for a slight hit in global recharge.

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

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(23)
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Heal(19), Nictus-Heal/HP/Regen/Rchg(19)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(37)
    Level 4: Siphon Power -- Acc-I(A), RechRdx-I(21)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17)
    Level 14: Siphon Speed -- Acc-I(A), RechRdx-I(15), RechRdx-I(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Boxing -- Dmg-I(A)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(40)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-EndRdx(40), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(46)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(40)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34), BldM'dt-Acc/Dmg(39)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
    Level 44: Seismic Smash -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Knock%(45), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(50), Heal-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  18. Uriel is often identified as a cherub and angel of repentance. He "stands at the Gate of Eden with a fiery sword," or as the angel who "watches over thunder and terror."

    Archangel Michael is said to be the closest to God and is heaven's greatest defender and mightiest warrior against evil. His symbol is a fiery sword.

    I'd say any number of combos fit:

    Shield/Fiery Melee Tanker
    Invulnerability/Fiery Tanker
    Fire/Fire Blaster
    Sonic/Fire Blaster
    Psychic/Fire Blaster
    Fire/Mental Blaster
    Sonic/Mental Blaster
    Psychic/Mental Blaster
    Sonic/Sonic Defender
    Empathy/Sonic Defender
    Mind/Empathy Controller
    Mind/Sonic Controller
    Mind/Thermal Controller
    Fiery Melee/Shield Scrapper
    Fiery Melee/Invulnerability Scrapper
    Fiery Melee/Shield Scrapper
    Broad Sword/Shield Scrapper
    Broad Sword/Invulnerability Scrapper

    Pick your poison.
  19. Quote:
    Originally Posted by Optimator View Post
    One point you are missing is personal DPS vs contribution to the team. While a Scrapper's personal DPS will eclipse that of a Defender, the DPS and/or survivability that the entire raid gains from the Defender adds up to significantly more than the difference in personal DPS between the two. Make of it what you will, but adding another Defender to a team is almost always more useful than adding another Scrapper.
    I wasn't comparing Scrappers to Defenders. Their roles are meant to be very different. I was merely pointing out that certain Scrapper combos bring more to a team than some Blaster combos (more ST/AoE dmg and multifunction role) while being a much stronger soloists to boot.
  20. For mainly solo play Sonic would be the obvious choice. In teams though, Blaster Sonic is lacking as it has a negligible amount of Area of Effect damage. Blasters are there to bring the pain, not play a defenderish force multiplier role.

    I would recommend Fire, Archery or Assault Rifle. Fire solos quite well despite lacking any sort of mitigating power. Killing really fast is mitigation in itself I guess. Archery and Assault Rifle has access to and generally need their stuns solo. Hover-blasting will decrease your own pain by a large margin so make sure to take the power into consideration. End game, these three powerset are the only ones pushing the envelope when it comes to damage compared to your typically more overpowered non-blaster teammembers.
  21. Quote:
    Originally Posted by Umbral_NA View Post
    No, Scrappers have to choose between soloAwesome and soloAwesome+2. Scrappers sacrifice the significant amounts of synergy that every other AT brings to teams. If you're trying to look at Scrappers compared to all of the other ATs from a solo perspective, of course you're going to find everyone else worse compared to Scrappers but that's because are designed as expert soloers. They've got just enough defense and everything else goes into offense. On a team, that's less important because you don't need to balance your characters internally. You just need to balance the team and you get better balance and performance by choosing role specialists, which scrappers are not.
    That is a truth with some pretty hefty modifications. A Spines Scrapper for instance brings more to a team in terms of AoE damage than all Blaster primaries except Fire and Archery. While being much better than all vs. single targets (possibly except Fire). Since Scrappers faceplant a lot less, they are able to make good on their damage potential when Blasters often are not. In teams, a Scrapper can fill in the role as tanker/alpha absorber while also dealing out heavy punishment.

    In a super team, only Plant/Fire/Illusion Rad/Kin controllers need apply. However, in practice you can't choose the perfect team composition. Scrappers then in general brings as much or more to a team than a Blaster...while also being solo gods able to take on AVs where as Blasters struggle against EBs.

    Scrappers are balanced fairly vs. the stronger ATs in CoH: Controllers and Tankers. Who also are overpowered. Defenders and Blasters generally struggle to hold their own.
  22. Why would people not play Scrappers? Of the two traditional damage dealing ATs, Blasters and Scrappers, Blasters are paying through they ears for the privilege being mainly ranged.

    Remember the old joke about Spines Scrappers being the best Blasters in City of Heroes? Even with the new improved Defiance, that still rings true to a large degree.

    Compare Spine Burst with Short Circuit: Same activation time, range, recharge, endurance cost. Spine Burst have 82 damage where as Short Circuit does 56.

    Spines tier2 v. standard Blaster tier1: Same recharge, endurance cost, melee v. range, 1.63 act v. 1. Spines damage is 88, where as the blasts do 62.

    Impale v. Power Burst: 8 v. 10 rech, 5 v. 10 endurance, same range, 2.4 v. 2 act. Spines do 138 damage, Energy does 132.

    Throw Spines v. Frost Breath: 12 v. 16 rech, 13 v. 15 end, 30 v. 40 range, 90! degree cone v. 30, cast 1.63 v 2.67, Spines does 100 damage, Ice does 87.

    Then Spines have a melee range wide cone (Ripper) that does not compare to anything in the Blaster arsenal. Sufficient to say that its damage is comparable to Fire Blasts Blaze (for a single target, much more if hitting several).

    A Spines blaster will clearly outdamage a middle of the road set as Energy Blast by a pretty huge margin both v. single targets and v. several foes. Add then that the Scrapper has a defensive secondary that make his survivability manyfold that of the blaster and you see part of the reason Scrappers are popular.

    All these imbalances are going to make this game easy to leave even after several years to be honest.
  23. Quote:
    Originally Posted by Miladys_Knight View Post
    The solution there might simply to be to make FS not affect the caster (it would still affect pets however). With the exception of Grant Cover though all group buffs affect the caster.
    Kinetics already suffer from being a "ally only" set with powers like Increase Density and Speed Boost. Making it's crowning power more of that line would be much too harsh.

    AFAIK Fulcrum Shift is like this:

    Defender: +50% damage initial target, +25% damage per additional target
    Controller/Corrupter: +40% damage intial target, +25% damage per additional target


    ...virtually no difference and vs. large spawns a Controller or Corrupter is equally able to damage cap the team as a Defender is. Make it into something like:

    Defender: +50% damage initial target, +10% damage per additional target
    Controller/Corrupter: +40% damage initial target, +8% damage per additional target


    ...and FS would be very powerful still, but lose some of its overpower in large spawn situations. Solo ability would virtually be unnaffected by such a change.

    To compensate the set, Siphon Speed could be made to have an AoE slow compartment. Increase Density could even be made into a lethal/smashing resistance toggle with a slight slow foe effect but no mez protection (similar to Chilling Embrace). Speed Boost could get mez resistance added with longer duration (mez resistance is more logical here than in Increase Density anyway). Such changes would benefit Defenders and Corruptors more than Controllers. It would make the set less of a one trick pony and be more fun to play for Defenders/Corruptors.

    I would also look into lowering the damage cap for all ATs slightly.

    Ultimately though, this is just pipe dreams (nightmare for Kinetic farmers ). Powers rarely get changed and FS has been allowed to exist in its current grossly overpowered form for far too long. Chances are the devs will continue to neglect balance issues.
  24. Having read through a gazillion suggestions to a new Vigilance, I think most would accept the following:

    When a Defender is seriously injured he begins to radiate an aura (15 radius) which grants the Defender and any nearby teammate geometric scaling mez resistance, recovery and recharge bonuses. The Defender is unable to stealth while this aura is in effect.

    This would both help the Defender with two of the weakest aspects of the AT, endurance usage and mez vulnerability. It would work in teams, benefitting the Defender and nearby teammates alike. It would enforce the role of a Defender as the natural rally point in a hard pressed team. It would not encourage the Defender to let his teammates get in harms way to leverage the inherent unlike how Vigilance 'works' today. It would also help the lackluster Defender solo ability.

    We have a winner, right?
  25. Quote:
    Originally Posted by _Tundra__EU View Post
    Elec/Fire is simply awesome when it comes to close range AoE damage. Pretty much nothing gets up after a Ball Lightning, Short Circuit, Combustion, FSC chain.
    Ball of Lightning, Short Circuit, Combustion & Fire Sword Circle: 303 dmg in 9,74 secs in melee.

    It's very good close quarter AoE damage, but it won't touch the horrific:

    Rain of Arrows, Exploding Arrow & Fistful of Arrows: 338,4 in 7 secs at range (all hit just about simultaneously).

    How do you even stay alive through the elec/fire chain? You need a tanker or controller to help with agro I guess?