Snakebit

Legend
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  1. [ QUOTE ]
    Thanks so much for the quick responses, everyone.

    I'd read the Martial Arts / Super Reflexes, and had been tempted to try it, actually, though I was worried, being a beginner, that there would be certain concepts I wouldn't be able to grasp easily. .

    [/ QUOTE ]

    Only one concept you need to grasp with scrappers:
    Scrapper+beginner=win. Scrapper+long time player=more efficient win.
  2. [ QUOTE ]
    My fiance is set on playing a Blaster, not sure which yet but right now she is NRG/Fire. What would be a good duo? I have experience from the last time around playing controllers and scrappers.


    Thanks again!

    [/ QUOTE ]

    If she's playing a blaster and you want all around good support, while she gets the "glory" try a */kin controller or a */rad controller.

    If you want to play up close and personal, try a spine/dark or dm/regen with either scrapper having some taunt.

    Any tank would make a blasters life easier, as would any defender.
  3. [ QUOTE ]

    Why don't you think NRG/Fire is all that great? It will at least give me something to nudge her in a different direction with her Blaster.
    Thanks!

    [/ QUOTE ]

    The energy primary mainly uses Knockback as a soft control and as damage mititgation. It provides a nice way for a ranged damage dealer to keep those mobs at bay.

    The fire secondary in every power (except the single target immobilize that every blaster secondary has), require the blaster to be in or near melee range to make use of the power.

    Combustion is a pbaoe.
    Fire Sword is melee.
    Fire Sword circle is a pbaoe.
    Consume is a pbaoe.
    Burn is a pbaoe drop that's more of a toy than anything.
    Hot Feet is a pbaoe.
    Blazing Aura is a high endurance melee range (7ft) pbaoe toggle.

    It's really hard to find synergy in the sets when the primary is knocking the majority of the targets out of range of the secondary. Using FSC (which is a great power) on 1 mob is a huge waste of endurance and time (long animation) when there multiple mobs out of range that could be in range.

    I can see building a controller that supports the blaster with aoe immobs and other powers that will help mitigate or control the splash of the knockbacks. I can also see it being a big frustrating cup of fail.

    The fire secondary would be less difficult to use with the fire or ice primary.

    The energy primary would be better supported with most other secondaries.
  4. I do hope you continue. I learned more about set bonuses from this post than I have in a couple of months.
  5. Snakebit

    Market Issue

    He can't do that without infamy, which was his reason for going to the market.
  6. Snakebit

    Market Issue

    Freedom has plenty of AE opportunities.
  7. Snakebit

    Market Issue

    [ QUOTE ]
    since I need enhancements and I am poor

    [/ QUOTE ]

    Single origin enhancements are 75 tickets in the MA for a level 29 toon. You can earn enough tickets to slot up a level 29 toon in two missions with an 8 person team. Cost in infamy? zero.
  8. Snakebit

    Can't decide...

    [ QUOTE ]
    [ QUOTE ]
    Stone/Ice tanks ftw solo.

    [/ QUOTE ]

    You sir, are a masochist.

    [/ QUOTE ]

    It's like playing a controller that just.won't.die.
  9. Thanks for you're feedback. I'll definetly put them in an alternate build and see how I like.
  10. I'll defintely check it on test.

    Mass hyp doesn't draw aggro, and telekinesis and total domination are both aoe holds. You can grab a spawn that's been Mass Hyp'd with tk, push it into a corner, and leave it up (it's a toggle) and do whatever you want until you're OOE.
    If you drop it while Mass Hyp is still in effect, you don't even break the sleep because it doesn't do damage. (At least that's how I remember the Mind troller I used to team with doing it.)

    Total Dom's drawback is the recharge, 80s even with Hasten and AM.
  11. According to mids CC is a mag 2 hold 50% chance and mag 1 hold 80% chance for under 8 seconds each with .83 end use. It seems a bit counterproductive to burn that much endurance waiting for the holds to maybe stack, when I'll have so many other holds available by then. I'm planning on relying mostly on Mass Hyp to keep the larger spawns mezzed while I ST my way through. Sands of the Mu generally only hits 3-4 gathered target, and I'll have mezzes for them.

    But I don't have any experiance with it, so I don't know.
  12. I'm in need of yet another alt, and I'm seriously considering putting in some time with a mind/rad. I've never played either part, and am less familiar with rad than mind.

    I'd like to think that while slow moving, I should be able to handle difficulty 5 missions post SO's, do some serious EB damage, and maybe even solo mission instanced AV's.

    I'm not perma solo, but I do solo about 75% of the time.

    Not interested in sets right now, just playstyle and power advice.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Levitate -- EndRdx-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7)
    Level 1: Radiant Aura -- Heal-I(A), Heal-I(43), Heal-I(43)
    Level 2: Radiation Infection -- EndRdx-I(A), DefDeb-I(3), ToHitDeb-I(15), DefDeb-I(19), ToHitDeb-I(31), DefDeb-I(34)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(9), EndMod-I(19), EndMod-I(27)
    Level 6: Dominate -- Acc-I(A), Hold-I(7), Hold-I(31), Hold-I(31)
    Level 8: Mass Hypnosis -- Sleep-I(A), Sleep-I(9), Acc-I(27)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Air Superiority -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15)
    Level 14: Fly -- Empty(A)
    Level 16: Telekinesis -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(17), RechRdx-I(23), RechRdx-I(23), RechRdx-I(43)
    Level 18: Swift -- Empty(A)
    Level 20: Lingering Radiation -- Acc-I(A), Acc-I(21), RechRdx-I(21), RechRdx-I(25), RechRdx-I(25)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(46)
    Level 24: Health -- Heal-I(A)
    Level 26: Total Domination -- Acc-I(A), RechRdx-I(29), RechRdx-I(34), RechRdx-I(34), Hold-I(37), Hold-I(37)
    Level 28: Stamina -- EndMod-I(A)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(46), EndRdx-I(46)
    Level 32: Tactics -- ToHit-I(A), ToHit-I(33), ToHit-I(33), EndRdx-I(33)
    Level 35: Terrify -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), Fear-I(37), Fear-I(40)
    Level 38: EM Pulse -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40), Hold-I(40)
    Level 41: Fire Blast -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42)
    Level 44: Fire Ball -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45)
    Level 47: Maneuvers -- EndRdx-I(A), DefBuff-I(48), DefBuff-I(48), DefBuff-I(48), EndRdx-I(50)
    Level 49: Mutation -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  13. Snakebit

    Love/Hate Thing

    Blasters have been the red headed step child of inter-AT balance forever.

    ED, the GDN, Defiance, the damage adjustments have all brought the Blaster closer in line to inter-AT balance then they have ever been. Scrappers have always been easy mode CoH, Blasters have always been hard mode, and it will likely continue to be so.
  14. Snakebit

    Love/Hate Thing

    Define positive input.

    I see some negative posts in that some of them are overly aggressive.

    My input is simply that your experiance with your fire fire blaster has led you to believe that something is wrong with the AT as a whole. My experiance with the AT as a whole is that it's well balanced, fun to play, and performs as I expect.
  15. [ QUOTE ]
    Never been a fan of TFs myself, they're always either grueling endurance tests or moving at such speeds that I have no idea what the hell we're doing. There's never an in-between, and I certainly don't care about them enough to start my own team. I'll do them occasionally when invited, but I have to be in a certain mood and in need of the badge too, a very rare occurrence.

    [/ QUOTE ]

    That's me. Except ITF's with RO.
  16. Snakebit

    Can't decide...

    Stone/Ice tanks ftw solo.
  17. Snakebit

    Love/Hate Thing

    I make wall runs with fire/fire. No defense, 1 hold, 1 location aoe kb, no fire shield.
  18. Snakebit

    Love/Hate Thing

    And I'm saying I completely disagree with you.

    I've been playing blasters a long time, and I've never felt like it underperformed in it's role, a damage dealer.
    I don't need help from other AT's to do my job as a blaster. I just don't. The aggro managers manage the aggro, then I drop everything. It's not a problem with the AT.

    Solo blasters need to put the playing field on a tilt that gives them the edge. They've been glass cannons since the beginning, are (or were) described as such in the original description on the website. (not checking it).
    I've solo'd malta, carnies, KoA, freaks, CoT, Crey, ad naseum. I spent many hours solo'ing even spawns in Dark Astoria, Crey's, Boomtown.

    There's a player who posted about solo'ing the friggin ITF for heaven's sake.

    The AT is certainly not broken.

    If you are coming from a high level defender, scrapper, tank or controller, you are certainly going to have issues dealing with aggro that those AT's don't have. They all have ways other than damage output to deal with aggro. Even in the blaster AT there are tools for aggro management that are not available to fire fire blasters. Welcome to hard mode.
  19. Snakebit

    Love/Hate Thing

    Slot aid self for intredux and you can set it off between ticks of dot damage. Just need to use it before you get to red health or you'll faceplant during the animation.


    I disagree with the OP on blasters being broken.
  20. I joined an AE farm for the first time last night. After the second run, I had to quit because my eyes were bleeding from the boredom. I cannot imagine doing this for 50 levels.
  21. Snakebit

    Are cones flat?

    I was playing with a corruptor earlier today in a council map. I had about 8 minions lined up for a dose of frost breath to finish them off. I was standing on a platform with the spawn either coming up the stairs or on the ground just below. The height of the platform I was standing on was just above waist level from the ground, so I was aiming downish. The mob I targeted was in the back of the spawn and the only one on the ground. The cone only hit that mob, it didn't affect any coming up the stairs. I didn't check the combat logs to see if it registered as misses, but I can't imagine hitting only one of eight even con minions with an aoe. Is this a mechanic of cones (a differance vertically putting the mobs outside the aoe), or just a slight shifting of the universe? I've never noticed this happen before, and I've not tried to reproduce it.
  22. [ QUOTE ]
    Was trying to decide between Plants/kin and plants/storm.

    Settled on the plants/kin. I'm gonna be perma-grouped with a fire/fire blaster so I hope this works out for us. Can't help but feeling the /storm would be more fun overall, but the /kin seems more useful. Plus, I wanna shoot for perma carrion creepers, are they affected by fulcrum shift or siphon power?

    [/ QUOTE ]

    Yes, I agree that the /kin would be a better choice of /storm. One mezzed spawn+/kin + fire fire blaster=instapermawin.

    Unlimited endurance, damage cap, mez resist, spawn holds. Storm would be a lot of fun and it's a great set, but /kin will turn the fire fire blaster into a very very powerful toon.
  23. [ QUOTE ]
    everyone wants to make a buck

    [/ QUOTE ]

    God forbid.