Seraphael

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  1. Seraphael

    Levitate vs Lift

    Quote:
    Originally Posted by EmperorSteele View Post
    Gimped?

    Good sir, my Mind Controller can do just about anything short of solo an AV (...yet) , so i'd hardly call that gimped =P
    What can they do that any other set can't do better? At the end of the day all Mind Control really is left with, is the ability to solo easy material well. I stand by my words; it is as gimped set as a controller set can be and struggle where other sets shine. Which is too bad really, as the two sets I thematically fancy the most (Gravity and Mind) are also by far the worst.
  2. Quote:
    Originally Posted by St_Angelius View Post
    Yeah, this combo really does do the job, though, I go for FoA>EA as FoA sualy hit's before RoA does, but after aggro has be gained and then EA finishes off any survivors, the other way round and the KB from EA could scatter mobs away from the AoE of RoA
    I've got two 50 level archers which swear RoA+EA+FoA queued will all impact almost simultaneously and without KB from EA scattering the spawn away from the other AoEs. I might be wrong though, there's a lot of things happening all at the same time when I do.
  3. You took the advice to heart, but overdid it a bit. I threw together a sample build for you which shouldn't be overly expensive. Frankenslotting is a viable alternative if the sets prove to be too expensive.

    Main points of attraction:

    * High ranged defense (39.5% w/ Hover, CJ and Steamy Mist) should ensure your survivability.
    * Decent global recharge (+43.8% w/ +Recharge in Psi Tornado, you should fairly reliably incrase upon that).
    * Incorporated Hurricane and Spirit Tree in the build for hard targets like AVs.

    All in all I think it's a well rounded build. Hope you like it!

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

    Click this DataLink to open the build!

    Nintova: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Strangler -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(21)
    Level 1: Gale -- Acc-I(A)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Enf'dOp-Acc/EndRdx(15)
    Level 4: O2 Boost -- Dct'dW-Heal/EndRdx(A)
    Level 6: Hover -- LkGmblr-Rchg+(A)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(11), Mlais-Dam%(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Heal-I(A)
    Level 16: Freezing Rain -- LdyGrey-%Dam(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-Rchg/EndRdx(17), LdyGrey-DefDeb/Rchg/EndRdx(19), LdyGrey-DefDeb/EndRdx(19), Achilles-ResDeb%(21)
    Level 18: Fly -- EndRdx-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(34), RedFtn-Def(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx/Rchg(37)
    Level 24: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(50)
    Level 26: Carrion Creepers -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Dam%(27), AirB'st-Dmg/Rchg(27), Det'tn-Dmg/Rchg(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg(31)
    Level 28: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb(46)
    Level 30: Spirit Tree -- Heal-I(A)
    Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(43), BldM'dt-Dmg(43)
    Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(43)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
  4. Seraphael

    Gravity (Again)

    I wholeheartedly agree with the original poster. Gravity is the weak sibling of Controlers (along with Mind) and is in need of some developer TLC.

    Here are my suggestions:

    Lift: Change damage scalar as they did for Dominators so it compares better with Levitate. At present Lift is even worse than the pool power Air Superiority and Gravity Controllers are forced to take one of two very skippable primary powers at level 1 (Crush or Lift).

    1. Air Superiority: Dmg: 30.6, Rech: 4, Cast: 1.5
    2. Lift: Dmg: 24.5, Rech: 6, Cast: 1.03 (damage incurs after a couple seconds delay)

    Propel: Damage is sufficient as is. Lower animation time somewhat to limit the amount of corpse blasting on teams. Change feedback (on hit and miss) so it comes at the end of the activation and not the beginning. Knowing you'll miss somehow makes the seconds it takes to animate fully extremely long.

    Dimension Shift: Turn into toggle. Decrease radius of effect. I absolutely love the idea of making it a sort of reverse Earthquake/Ice Slick power with knock up instead of knockdown though! The reverse repel idea also has a lot of merit. Both suggestions have a much better thematic fit than an intangible power.

    Wormhole: Increase radius to 20. This is still less than other similar powers in other sets.
  5. Seraphael

    Levitate vs Lift

    Quote:
    Originally Posted by EmperorSteele View Post
    I'll tell you why Levitate does more than lift: Grav gets an autonomous pet. Mind doesn't (unless you count confusing a horde of minions who can't hit one another once every 4 minutes).

    Though it doesn't explain giving the dom version a damage boost =. *shrug*
    Yeah, go ahead comparing Gravity to the only other majorly gimped set and find that a good meter for overall balance why don't ya? You might as well ask why Plant get a better power at level 8 than Mind gets at 32, a pet and VASTLY more damage.

    I suspect the developers have ignored Gravity and Mind woes due to Controllers as a whole being and awesome, dare I say overpowered AT (certainly compared to poor old defenders). Then again, Scrappers were strengthened when certainly no performance boost was warranted. Devs have to cater especially to the most popular AT in the game I guess.
  6. Quote:
    Originally Posted by Turbo_Ski View Post
    Seismic Smash only deals 79.52 at base, 159 is actually the damage after containment.
    I stand corrected. That's what you get for trusting Mid's blindly. In Mid's all damage calculations of anscilliary powers automatically benefit from Containment it seems.

    All the same, the DPS difference between the two powers is pretty staggering with 50% more damage, 50% faster recharge and half the activation time in favour of Seismic Smash. A boss crippling mag 4 v. a simple mag 3 is just icing.
  7. I was part of the CoH US beta way back when and realized the balance issues between Defenders and Controllers even then. Since then, Controllers have been blessed with an inherent power which nearly double their damage output and have gained access to awesome epic sets. Defenders were given a truly bad inherent and decent epics.

    Below is a simple comparison I believe illustrate the imbalance quite aptly:

    Defender/Total Focus: cast: 3.3, dam: 108, rech: 40, mag 3 stun
    Controller/Seismic Smash: cast: 1.5, dam 159 (318 with inherent), rech: 28, mag 4 hold

    I'm no numbers man, but that speaks for it self. Controllers so outclass Defenders its ridiculous. How can the developers allow this and other imbalances go on for so long?

    A Controller significantly outdamages a Defender solo and on teams. Also, my defender builds end up with a LOT less to offer a team than my controllers. Defenders need dip deeply into their secondaries to be able to solo and are rewarded with the worst damage in the game. Controllers can save powers and slots and to dip into pool powers like leadership more freely. Why play a Defender when you can do just about everything better as a Controller?
  8. Seraphael

    Levitate vs Lift

    Amen! My main strike against this game is the developers seeming inability to right wrongs. They come off as either lazy or incompetent. No offense intended.

    These sets were designed before the inherent and epic powers were implemented. That changed a lot, yet the sets have largely remained untouched. Gravity is paying a hefty price for having Lift and Propel. Both which are highly skippable powers considering a pool power like Air Superiority gives significantly better DPS, not to mention epic powers which totally outstrips the DPS of these powers. For these two skippable powers, Gravity is sadled with subpar controls even compared to Fire which ends out outdamaging Gravity like there is no tomorrow. Even though Mind Controls Levitate is superior here, that set should be looked at as well (compare it to Plant Control and see how lacking it really is).

    /whine

    Lift animates faster than Levitate, but the damage really should be the same (they do the exact same thing after all). Blaster secondary powers Telekinetic Thrust and Power Thrust, for instance, has the same damage and effect - yet one has twice as long animation as the other.

    Propel is perhaps the most unique power in the game and really fun. And really fustrating on teams where you more often than not end up hitting a foe already down. When Hurl and Hurl Stone got their animation lowered, I was shocked to find no similar love was given to Propel. Lower animation to 2.5 secs and do it NOW.

    These two changes to Gravity Control can and SHOULD be done quickly. Enough is enough! Then at next juncture, look into how to address the reasons why these two sets underperform compared to the likes of Fire, Plant, Stone and Illusion with epic powers and pool powers in mind.
  9. Quote:
    Originally Posted by Klatteja View Post
    While I found a build or two, and a few opinions about Mind/Storm that were both positive and negative, nowhere did I see WHY the pairing was good or bad.

    I plan to use the character to solo, to duo, to team. Would anyone be so kind as to tell me why, specifically, they like or dislike this combo? Is there any synergy? Do they work against each other?
    I'll give you my honest, unsensored opinion since you asked.

    Mind is fairly fun and has a hectic blastery feel to it. Still, for me the only reason to pick Mind Control would be for concept reasons. Unlike most other sets, you start out really strong, but where as the other sets come to their own with pets and really become gamebeaters in epic levels - Mind is left behind. The main reason for this is that they have no practical way to leverage AoE Containment. To acerbate the problem, Mind have no way reliable way of leveraging containment on single hard targets like AVs either! Psionic damage is also resisted by mobs fairly widely on high levels. It is easy to see that the set was designed before controllers got an inherent that basically double their damage output and before controllers got access to their awesome epic powers.

    That said, Mind does have a large share of control tools and solos normal content well. However, for me the implementation of the Plant Control set some issues ago, was adding insult to injury. Seeds of Confusion, available at level 8, totally outstrips the level 32 crowning power of Mind. Plant have a brutal amount of higher AoE damage...and to be honest, better control as well (Seeds being so overpowered as it is).

    As for synergy between Mind and Storm; you lack the possibility of immobilizing spawns and then debuffing the hell out of their accuracy with Hurricane while they stay put. However, you do get access to a AoE mag 2 stun in Thunder Clap, coupled with Tornado and Fissure (50% mag 2 stun + AoE DMG) in Stone Mastery - you will be able to leverage AoE containment at least semi-reliably. Ultimately though, the combo is likely to be very endurance intensive and with no endurance management tool you might end up gasping for air now and then.
  10. I've never played plant control or storm before, but I see several glaring design mistakes in your build.

    First of all, you run way too many toggles for a build with no endurance management tool. To make matters worse, almost all your powers are severely insufficiently slotted with end redux. Even without running any toggles you would suck for air very fast with the current setup. Slot for endurance in all the powers you will use often.

    Secondly, control powers generally trumph debuffs. You have the (grossly overpowered - poor mind controllers!) Seeds of Confusion available at every spawn, why bother with Snow Storm, Hurricane and especially Thunder Clap? You don't have enough endurance to run that many toggles anyway. Get rid of 1-2 of these at least is my advice. This would free up powers and slots to pick your epic AoE (Psionic Tornado). Never leave home without it. With containment that damage is simply awesome and it even fits thematically with the rest of your build.

    Consider getting Trap of the Hunter damage proc in Roots and slot for endurance and not recharge as the above poster mentioned.

    Slot for defense/endurance in Steamy Mist. Consider getting Hammi-O Enzyme Exposures and another LotG +recharge if you can afford them.

    Hurricane is overslotted for tohit debuffs. Remove the pure -tohit and the proc and use the slots elsewhere.

    Seeds of Confusion should simply be slotted with the Malaise's Illusion (or the purple set if you can afford it!). The set bonuses are too awesome to pass up.

    Remove one slot in Combat Jumping or add one and slot them with 2 Blessings of the Zephyr (one of the -KB prot) if you can afford them.

    The recharge in Health serves no purpose and should be removed.

    There's an overload of damage enhancements in Fly Trap. Replace it all with 3 Hammi-O Nucleous Exposure if you can afford. Then go crazy with procs of your choice!

    You have 3 slotted Indomitable Will with end redux probably by mistake, change to recharge.

    Lastly, pick up Celerity +Stealth in Sprint. With Steamy Mist this should give you full invisibility.

    Phew! That was longer than I thought it would be. Hope any of this helps!
  11. Achery is awesome. At level 32 pick Rain of Arrows and slot it out ASAP. Or we will hunt you down.

    When you get RoA all you seem to do is Aim+BU, RoA, EA, Fistfull. Chain the attacks and they should all land about the same time. It's a thing of beauty. In the long run, you might tire of repeating the same attack prosess over and over though.
  12. Seraphael

    Dual Pistols

    Quote:
    Originally Posted by Caulderone View Post
    I think the Nuke will be a cone a la Full auto.
    Agreed. Probably a wider cone with shorter range.

    Quote:
    They could do a PBAoE where you spin around (typhoon's spin/attack animation with guns instead of dual blades), but I expect the cone.
    A gun kata move would be awesome, perhaps using the animation you mentioned or even something similar to the whirlwind animation.
  13. As I see it, a defensive build is the best choise for a blaster. It allows you to go full out 99% of the time where a non-defensive build would have to wait for tanker to run in and grab aggro and/or debuffs to take effect. This allows you to outdamage even full out offensive powerhouses.

    I've got a Fire/Ice/Elec which eat full team sized ITF elite boss spawns alive. On teams he never need hold back and wait for a tanker to get aggro (unless he's facing a very strong AV). He tends to be the sole survivor when a team (with tankers) wipes.

    Ultimately though, play the character you want. I'll admit some of the excitement of playing a blaster is lost when being a ultra strong defensive blaster (after the initial "hey, look at me I'm awesome!"-effect goes away ). You'd have to look hard to find challenges that can send your heart racing. Also I kind of miss having to play smart and tactical in order to get by.
  14. Quote:
    Originally Posted by Space_Goat View Post
    Rain of Fire does slow enemies. However the power doesn't accept slow enhancements or slow inventions sets. I don't know if the slow is literally unbuffable, though.
    Its slow works in conjunction with other slows. Like Hot Feet or Snow Storm from Cold Mastery.
  15. Seraphael

    Vigilance

    Quote:
    Originally Posted by Luminara View Post
    A TA could... Immobilize... the thing which is... already in melee range... pounding on him/her...



    So I could... Flash Arrow... the spawn which I already used Flash Arrow on... fifteen seconds before they mezzed me...

    Yeah, somehow I'm not seeing this proposal as being an improvement over the current Vigilance.
    I see where you're coming from. The last thing Defenders want is to have another inherent that rewards different power sets unequally. How about this then:

    A straight out status effect resistance bonus to all defenders coupled with something similar to the old Blaster Defiance. In which Defenders get a geometric boost to +recovery if endurance is low and likewise a boost to +regeneration if health is low.

    Such an inherent would be thematic, balanced and well worth having.
  16. Blessings of the Zephyr: Knockback Reductions (put in Travel powers) are best as they can be combined with another Zephyr to grat a +3% ranged defense. Karma: Knockback Protection (put in Defense powers) and Steadfast Protection (put in Resistance powers). For general gameplay only one (for a total mag 4 protection) is the best way to go.
  17. Quote:
    Originally Posted by MasterJediJared View Post
    So this is a perfect build for the purposes I mentioned then?
    I don't PvP much at all these days, but conventional wisdom dictates Inferno is much too slow to activate and really not that stellar in PvE either unless teamed with some sort of endurance dispenser. I would drop it for Boost Range which is very good in PvP. Also, no sniper blast? Coupled with Boost Range sniper blasts used to be very nifty at least.
  18. Seraphael

    Vigilance

    Quote:
    Originally Posted by Quaver View Post
    A good idea, however out of the three ATs without standard status protection, Controllers need it the least. The most frustrating thing about Defending is Vigilance (as it is now) working fine, but being stunned/held/slept etc and unable to react no matter how full your end bar is.

    No other hero AT suffers from this as obviously...Controllers rarely get hit, let alone mezzed, Blasters have Defiance and (solo) this is usually enough to live through the fight. So just my tuppence. Good idea though the style of it is very apt.
    You're of course correct. My suggestion was playig to he strengths of each AT, it could easily be altered to covering the weaknesses instead. Thinking of it, that sounds more like a defenderish role anyhow.

    As I see it, the three major problems of defenders are lack of status protection, endurance management and damage (worst of all ATs in all three categories really). On the other hand, Tankers has no real weaknesses they need defended. Any suggestions for how such a version might look?
  19. Here is what I threw together for you. It just fell short of soft cap of ranged defense (43% w/ CJ and Hover), but with Temp Invulnerability, Force of Nature and Personal Force Field you should have excellent survivability. It has a decent global recharge (47.5%). Energy Torrent and Explosive Blast both benefit from +recarge procs which should increase your recharge fairly reliably.


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

    Click this DataLink to open the build!

    LadyZealot: Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Force 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(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(15), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(42)
    Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
    Level 8: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), FrcFbk-Rechg%(36)
    Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-ResKB(27)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), EndMod-I(39)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(31)
    Level 24: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
    Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(37)
    Level 28: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-Travel/EndRdx(29)
    Level 30: Conserve Power -- RechRdx-I(A), RechRdx-I(34)
    Level 32: Nova -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(46), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50)
    Level 47: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), HO:Ribo(50)
    Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  20. Seraphael

    Vigilance

    Vigilance is by far the weakest and most useless inherent in the game. Controllers bring as much to a team or more (unless the Defender sacrifices solo ability and goes full support) and is still a much stronger soloist than Defenders. At epic levels, this discrepancy is worsened as Controllers get access to AoE attacks turning them into the dreaded magetanks. Controllers awesome inherent basically doubles the damage they do. All other ATs get strong inherents that often define the AT. Defenders get stuck with an inherent that might as well not exist.

    My suggestion would be to turn Vigilance into something similar to a reverse Kheldian Cosmic Balance. With this a Defender inherent would grant all team members, including him or herself, certain minor bonuses depending on what AT they are. For instance, Tankers would be given resistance/defense buffs, Blasters/Scrappers would gain accuracy/damage buff, Defenders would get recovery/regeneration buffs and debuff resistance, Controllers would get a recharge buff and status effect resistance. The bonuses would stack with each extra Defender in any given team. When solo, a Defender would retain only a single Defender bonus (Recovery/Regeneration and Debuff resistance) only.

    This way, the inherent would be useful in both team and solo situations, thematically appropriate and well balanced. What do you guys think?
  21. Seraphael

    Shield/Dark/Pyre

    @DSorrow: I'm obviously missing something here, cause I can't see what purpose the Hami-O Enzyme Exposures in Active Defense serves. They seem to do nothing but save you a smidgin endurance once every 2 mins?
  22. Quote:
    Originally Posted by Fulmens View Post
    Seraphael: Your experience differs from mine. Considerably.

    You are falling into the One True Way To Play trap.
    Well. We were talking about team setting here and lets be honest; for most teams the only true way to play is to maximize xp earnings. Knocking spawns all over the place is counterproductive towards that end and is bound to not to make you many friends among your teammates.

    Contrary to the impression I might have given; I do like playing out of the box characters. I've never made a Fire/Kin for instance, for me that is tantamount to cheating (allowing Kinetics for Controllers is one of the worst decisions in MMO history IMO). But not at any cost, teaming is where the fun is for the most part for me and I do like to feel that I contribute in a meaningful way. As a pure blapper I would be outdamaged by any Scrapper and with just a fraction of his survivability. Nothing in CoH sets your heart racing quite as much though, I'll admit to that.

    Quote:
    The only time I can think of that blappers may have had trouble with their ST damage potential was on Noise Complaint, a team of mostly Sonic Blasts, running mostly Assault, that took down archvillains in under a minute consistently. You may not have had time to run in and hit anything in that situation. Otherwise I get good ST damage in on Archvillains, Elite Bosses, regular bosses, Monsters and Giant Monsters, anything that wasn't in the cones or fireballs, and any weirdly lucky survivors that ended up within arm's reach. Consider the layer cake room in the blue caves... "Oh darn. I fell." SMACK BAM SLAM CRUNCH MANGLE. "Fortunately these Behemoths broke my fall."
    Heh. Sonic is broken in some ways, its secondary effect is only rivalled by the DoTs Fire get. But in a team setting there is no comparison, a full team of Sonics is simply unbeatable. It kinda "sounds" like you too may have fallen into a the same trap of playing for effect, doesn't it?
  23. For me the main problem with Rad Blast is the lack of Rad Manipulation to pair it with. No new animations would be required (both melee attacks are used by shivans).

    1. Electron Thrust (Melee, Minor Energy/Smash DMG, Foe Knockback)
    2. Contaminated Strike (Melee, Moderate Energy/Smash DMG, Foe Knockdown) Foe -Defense
    3. Accelerate Metabolism (Self Only version scaled to Blasters)
    4. Radioactive Smash (Melee, High Energy/Smash, Foe Knockdown) Foe Disorient, -Defense, -Fly
    5. Build Up
    6. Choking Cloud (PbAoE Hold, scaled to Blasters similar to WoC in power)
    7. Lingering Radiation (Ranged AoE -Slow, -Rech, -Regen scaled to Blasters)
    8. Radiation Infection (Melee, Single Target version scaled to Blaster)
    9. Fallout Mutation (Self Rez Fallout/Mutation hybrid, secondary effects scaled to Blasters)

    Without its (or something similar) inclusion, the issue is "meh" for this blaster fanatic. Too little considering a certain other superhero game is being released.

    As for Rad Blast being overpowered as a straight port? Not really. Rads -Def secondary effect is not very effective considering one at higher levels rarely miss anything anyway. Superfast recharge on NB would also hurt DPS as it won't benefit from high recarge. Including Achilles Heel procs in attacks is expensive and also precludes making use of Thunderstrikes which are about the only way Blasters can get some measure of survivability in the high level game.

    Quote:
    Originally Posted by Gaymer View Post
    It would make it so awesome if they would change it to toxic/energy damage. This would be great as for example energy blast's damage is energy/smashing.

    It would also make up for the fact as someone pointed out earlier- radiation blast has always been considered underwhelming.

    Indigo, leader of the City of Gaymers
    I support this statement.
  24. Quote:
    Originally Posted by Rush_Bolt View Post
    That depends on your definition of "much of anything."
    Sorry, didn't mean to sound so crass. I'm sure you're kickass...for a nrg blaster.

    From a pure game mechanics point of view, the only reason to pick a blaster over any other AT is to deal massive AoE damage. And only Fire and Archery need apply. Both can melt most spawns in a single alpha strike.

    Fire: BU+Aim, Breath of Fire, Fireball (Rain of Fire+Shiver if you're Fire/Ice or Psychic Scream/Shockwave if Fire/MM)
    Archery: BU+Aim, Rain of Arrows, Exploding Arrow, Fistfull of Arrows (The Prickly Trifecta)

    Other Combos just can't deal out that sort of large scale punishment and even fall short of a few other combos from other ATs.


    Quote:
    Agreed. Which is why I'm usually the first one to hit at a new spawn.
    I'm generally greedy and love seeing MY big orange numbers floating on top of the enemies heads. My archer needs to be first on point (excuse my pun ) as the RoA triple punch needs quite some time to execute. So I guess I'll race you there!


    Quote:
    Good points. But sitting back and Hoverblasting is limiting as well. You've got melee attacks. Use 'em!

    When I say I move around and alpha, I mean I pop BU and Aim as I'm running in and following up with Burst and Bonesmash on the closest thing still living.
    True. Realistically though, a blapper will never be able to make good on his great ST damage potential in a large team setting. At least not if you use any sort of AoEs (which blasters really should) which will gain you agro outside tanker agro/taunt cap. The survivability just isn't there on the higher levels. That said, Total Focus jousting purple bosses is fun, fun, fun!