Snakebit

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  1. [ QUOTE ]
    This game has PVP?

    [/ QUOTE ]

    lolpvp.

    I remember the purple patch, and so many people getting stomped because of it.

    I remember the forum flames when they finally fixed smoke grenades stacking bug.

    I remember going to the arena for the first time thinking :this might be great fun: (crickets).

    I remember countless prisoner street sweeps, until they nerfed prisoner xp.

    I remeber my irritation when they nerfed street sweeping out of existance with the 1/2 debt and mission xp bonus. And then solo street sweeping anyway.

    I remember being grief ported into mobs. And rezzing at the hospital into grief ported bosses.
  2. [ QUOTE ]
    I decided to get my hands dirty.

    [/ QUOTE ]

    Get them really dirty, then update the guide. Right now they're just smudged.
    [ QUOTE ]
    It is pretty obvious that this class is capable of putting out the damage equivalent of two of any other archetype.

    [/ QUOTE ]

    You should play a few other AT's before making a statement like this.

    [ QUOTE ]

    I call it a corner drag and I have found it being invaluable to anyone choosing to solo a rugged or higher missions. Drag a multiple mob pull to the closest corner you can find and force them to bunch up on it. Fill it with an AOE (usually Rain of Fire or Fire Ball) and force them to take ungodly amounts of AOE damage.

    [/ QUOTE ]

    A single fireball or RoF won't defeat anything. This doesn't work against a large variety of mobs for a large variety of reasons, though it is effective situationally.
    [ QUOTE ]
    Hasten
    Anyone without hasten as a blaster should not be a blaster. This skill is essential to being a viable player in a team or soloing. The only way I see possible to be able to solo rugged or higher missions is with hasten.-- Skill needs 6 slots ASAP! All recharge reduction. Completely needed for any blaster in general.


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    This is wrong on so many levels I'll just say it...Wrong.

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    Flares -
    -- First off this is a must have skill.

    [/ QUOTE ]
    A must have? If you are going to keep using the "must have" you need to justify it better. I've played a few fire blasters, and I've skipped it on all of them, and regret it not. In fact, I'm certain that I would be less effective as a fire blaster *with* flares.

    [ QUOTE ]

    Fire Ball - its AOE effect is minal
    Rain of Fire - This is a must choose skill at level 1
    Fire Breath - -- this power I have not chosen with my character. I found it to be useless as the cone effects a maximum of 4 mobs at its total range. And it’s not as accurate as it says.


    [/ QUOTE ]

    Both technically inaccurate and completely subjective. Many players consider Breath and BAll the cornerstones of the Fire primary.
    [ QUOTE ]

    Ring Of Fire. -- I see this as an amazing must have skill.
    -- I would recommend at least 4 enhancement slots. 1 recharge reduction and 3 damage. You won’t regret it.


    [/ QUOTE ]
    yes, it's a must have, because you have to take it at level 1.
    and yes, you will regret slotting it that much.

    [ QUOTE ]
    -- useless as you should never be close to mobs as a blaster.


    [/ QUOTE ]

    Now I'm beginning to wonder if you actually play the game.

    [ QUOTE ]

    Fire Sword Circle --- Another trash skill you shouldn’t ever be this close to a mob. But this is my opinion.


    [/ QUOTE ]

    I have now come to the conclusion that not only do you not play CoH, but you actually are a Champions Online agent planted here to create dissention.

    Please add an addendum to your post telling people that you don't really know much about the game, much about blasters, and very little about fire fire blasters.
    Thanks, have a good day.
  3. [ QUOTE ]
    [ QUOTE ]
    One more thing though: Is it possible to test just the second (or third, or fourth, etc) mission? Without playing the ones prior to it?

    [/ QUOTE ]
    Those mission "book" icons at the top of the editor can be dragged and dropped to change what order they're in. Drag the one you want to test to the front.

    [/ QUOTE ]

    5 stars for you!
  4. Snakebit

    MA good for PvP?

    I would suspect that this:

    [ QUOTE ]
    Conflict u r Full of Sh** u didnt fight me. u ust talkd to me a minute ago and ran back here to talk sh**.
    Like i told Conflict this is a calout to stalkers and brutes. I dont use inspir because i dont eed to if im goin down im goin down. Man up! I feel if u have to usinspir in a 1on1 duel then u dont trust ur build so u need to leave the duel.

    [/ QUOTE ]

    is the more likely cause of people not wanting to PVP rather than this:

    [ QUOTE ]
    I think people will still have issue when they know its another player consciously trying to defeat them.

    [/ QUOTE ]
  5. I thought all that stuff was grey to you
  6. I won't say that it's a perfect fit for everyone, or that everyone should like it. But I do believe that it does what it's supposed to do, when it's supposed to do it. Comics aside(not dismissively mind you), the role of the tank in CoH is an aggro controller. Gauntlet supports that role, and it does it quite well, with no real weighted disadvantages to the tank or the team. The mechanics of gauntlet I find faultless. Hit mob, aggro mob. Lead into a spawn, aggro spawn. Hit a few, and you've got their attention so the team can do it's thing.

    It may not be suited for certain peoples playstyle, or people may find it unpalatable, but that holds true for each inherent.
  7. Hrm, Gauntlet

    Does it support the tanks role (that role being aggro management, not damage output)?
    Yes.
    Does it require the tank to be near death to use?
    No.
    Does it require other teammates to be near death to use?
    No.
    Does it require constant micromanagement to use?
    No.
    Does it perform within the stated description?
    Yes.
    Is it useful solo?
    No.
    Is it a hindrance solo?
    No.
    Does it require the tank to actively participate in order to gain it's benefits?
    Yes.
    Does it burn endurance?
    No.
    Can it be altered by the player to enhance it's effectiveness?
    Yes.
    Does the use of gauntlet change the risk vs reward scheme?
    No.

    Sounds like it was well designed to me.
  8. [ QUOTE ]
    I read a bunch of the posts in this thread, not all of them though (yet). A lot of users hit the nail on the head when stating that you can't think of Dominator as "CoV's Controller". We went through a lot of effort to make sure that the ATs played and felt different between the two games. Dominators give up a bit of control for some good direct damage attacks that Controllers would give their left mouse button for.


    [/ QUOTE ]

    When I'm playing my dom, I feel much more like I'm playing a blaster than a controller.
    I find that the need for situational awareness, combined with the need to carefully prioritize targeting and maintain a variety of "ready to go" attacks for general and specific threats makes this by far the most fun AT I've played in CoV.
    The combination of low hit points and showstopping holds alongside some pretty decent damage is well done.

    Thus far, this is the only AT in CoV that I actually get exicted when playing.
  9. I respec'd out of the stealth pool before Issue 5, and I don't miss it. Setting up for for an Alpha isn't that hard with SS on, I rarely draw unintentional aggro, at least I haven't since the late 20s.
  10. [ QUOTE ]
    In my 11 thousand + posts I haven't done anything productive.

    [/ QUOTE ]

    You've made me smile on numerous occaisions.
  11. ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Iluminata
    Level: 50
    Archetype: Blaster
    Primary: Fire Blast
    Secondary: Fire Manipulation
    ---------------------------------------------
    01) --> Fire Blast==> Acc(1)
    01) --> Ring of Fire==> Acc(1)
    02) --> Fire Sword==> Acc(2)Dmg(3)Dmg(3)Dmg(9)Rechg(11)Rechg(29)
    04) --> Fire Ball==> Acc(4)Dmg(5)Dmg(5)Dmg(7)EndRdx(7)Rechg(9)
    06) --> Hurdle==> Jump(6)Jump(40)
    08) --> Swift==> Run(8)Run(11)Run(27)
    10) --> Fire Breath==> Acc(10)Dmg(13)Dmg(13)Dmg(15)Rechg(15)Rechg(17)
    12) --> Hasten==> Rechg(12)Rechg(17)Rechg(19)
    14) --> Super Speed==> Run(14)Run(46)
    16) --> Build Up==> Rechg(16)Rechg(19)
    18) --> Aim==> Rechg(18)Rechg(23)
    20) --> Blaze==> Acc(20)Dmg(21)Dmg(21)Dmg(23)Rechg(45)Rechg(45)
    22) --> Stamina==> EndMod(22)EndMod(42)
    24) --> Fire Sword Circle==> Acc(24)Dmg(25)Dmg(25)Dmg(27)EndRdx(29)Rechg(40)
    26) --> Aid Other==> Rechg(26)
    28) --> Combustion==> Acc(28)Dmg(36)Dmg(39)Dmg(39)EndRdx(39)Rechg(46)
    30) --> Consume==> Acc(30)Acc(31)Rechg(31)Rechg(31)Rechg(33)EndMod(40)
    32) --> Inferno==> Dmg(32)Dmg(33)Dmg(33)Rechg(34)Rechg(34)Rechg(34)
    35) --> Aid Self==> EndRdx(35)Heal(36)Heal(36)IntRdx(37)IntRdx(37)IntRdx(37)
    38) --> Combat Jumping==> EndRdx(38)Jump(48)
    41) --> Char==> Acc(41)Acc(42)Hold(42)Hold(43)Rechg(43)Rechg(43)
    44) --> Bonfire==> Rechg(44)
    47) --> Rise of the Phoenix==> DisDur(47)Rechg(48)Rechg(48)
    49) --> Fire Shield==> EndRdx(49)EndRdx(50)EndRdx(50)DmgRes(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  12. [ QUOTE ]
    How did you get Build Up so early? The CoH / CoV Character Builder by SherkSilver version 1.7.6.0 (1.0.176 Powers DB) doesn't let me get build up until level 16...

    Also, I see Aid Other and Aid Self and Combat Jumping. My character concept is a djinni, so I'd like to throw hover and maybe stealth/invisibility in there some where. Are those three vital to survival, or just part of your character concept?

    [/ QUOTE ]

    The build up at level 8 is a nasty little error. It's not available until level 16. Don't know what happened there.

    I played with both stealth and hover quite a bit. I took out stealth because it became less important to have when Phase Shift was changed. I took out hover after ED because of the speed hit it took in ED.

    Hover still has some playability, especially if you have a speed booster around. Stealth would be a personal preference IMO.
  13. [ QUOTE ]
    Had a chance to test some builds a bit more last night & came to a key question: How do you survuve the return volley after you launch Fire Breath when solo'ing?

    I tested (not comprehensively) by street hunting mobs of 8-10 white/yellows in Creys Folly where I died a lot trying to get through my opening 4 hits: Fire Breath, Fire Ball, Combustion and then maybe Fire Sword Circle. I could get Aim, Buildup & fire breath away but would get knocked back, stunned or mezzed immediately after. Basicly I struggled to get the 2nd or 3 attack off without being sent to the hospital. To be fair I am lvl 31 and all of my enhancements are now -1 (yellow) so I am losing some effectiveness there but this still seems a little too "high risk".

    I tried a variation on the build which was to take the leaping pool with CJ, SJ & Acrobatics. Also it helps popping aid self before the battle so you get a disorient resistence. So with Aid Self, CJ & Acrobatics running I had another go at it. I found I could jump into mobs after I used Build Up, launch Fbreath, Ball & FSC & the mob was either dead or running. I slotted Fire Blast & skipped Fire Sword because I could then take down the runners with a fast ranged attack. I died less (still died a bit) but on the whole it was more successful. Of course that is an outdoor area & I don't know how it works in a full team scenario.

    I did try a Freakshow mish set on Rugged & that was a bit easier too - but only mobs of 3-4 white/yellows/orange. The build means that it now cant use SS & Stealth which blows but if you need disorient, knockback & immob resistence then something has to give.

    [/ QUOTE ]

    Hunting in Hazard Zones with an AOE blaster that needs to get to melee for full effect after Enhancement Diversification is a recipe for disaster. You can't do enough damage to clear the spawn, you can't survive the mezzers, and the return alpha's just melt you. Stick to City Zones and missions unless your content to fry greens and the occasional blues.

    Acrobatics is a huge boon to any blaster thanks to it's protections, and CJ is definetly worth the end cost to keep out the immobs.

    The key for fire breath is the opening. Hitting the entire spawn is pretty important, as you don't usually have enough time to cycle through an additional series of attacks, and you want to use your heavy single shots on the bosses and LT's if possible. You really need to be in a good position to line up the cone to clear out the minions ASAP. 2-3 minions with 1 hit point each mauling you while you try to deal with a boss or LT can be a deal breaker.
  14. Sorry I'm so tardy with my replies, I've been AFK for a while due to work constraints.

    1. In your build you stated you had respec'd 5 times. Is the build you posted a respec build or is it how you would build a toon from scratch taking all the powers as they become available? Is there an early build vs a midlife build (if that makes sense….?).

    The build I posted is my current build, and if I was to remake a fire fire blaster with the intent of AOE blasting, it's the route I would take.

    2. With that in mind I note you have Aid Self at lvl 35 meaning its lvl 37 before you can get it fully slotted. Would Aid Self not help a lot in your overall survivability? Is it not worth getting & slotting earlier?

    It would, absolutely, and it is, absolutely. I personally feel it's more critical to pick and slot according to the strength of the primary and secondaries though, which in this case means damage output is more of a priority for blasters.

    3. Did you experiment with slotting for defense? I know its not great but is adding Tough or slotting Combat Jumping etc. worthwhile? While I think I know the answer, I was wondering about your thoughts here.

    This is an age old question from way back in Issue 1 forward. I am of the opinion that the increased defenses that you can get from the pools don't increase your surviveability enough to make up for what you lose offensively.

    4. How do you fimd the endurance usage without consume? It has such a long recharge do you only use it after inferno? Can you put it off until lvl 35 ish?

    I don't generally use consume to add to my endurance. I almost exclusively use it to overcome the Inferno cooldown. The recharge is prohibitive. You can certainly put it off til 35ish, but I liked having ready to go prior to gaining Inferno.

    5. Fire breath - is it really that good? Cant remember the stats but does it not blow your cover etc? I was even thinking about skipping it until I read your post.

    Yes, it is absolutely that good. I'm not sure what you mean by blow your cover, unless you mean breaking you out of stealth, which all attacks do. The damage and cone range of fire breath are simply too good to pass up for an AOE blaster.

    6. You chose the Fire epic - how come? I was thinking about the Munitions epic particularly because of LRM's. Any thoughts?

    This toon was first I made in the game, and I chose fire fire to match a long ago tabletop RPG character. I chose the /fire epic for the same reason. Char is awesome, bonfire cracks me up, and RoTP is the best looking power in the game. I considered Muntions, but decided to stick with fire.
  15. It might be easier to give it it's own AI that causes it to move in a manner similiar to a 100% KB attack when it takes damage? Give it something like 1 million hit points with a 1 million hit point regen per second, and mag 50 resist.
  16. [ QUOTE ]
    Somone really should pm a developer with a link to this thread, as it seems to have been met with universal approval.

    [/ QUOTE ]

    Sent.
  17. Perhaps I was unclear. I believe the most efficient combination is to take fire sword in lieu of flares. Take blast, but don't slot it.
  18. Thanks for the feedback. If you like, PM me and I'd be more than happy to show off erm, I mean demonstrate.
  19. There are occassions when a pull is not only justified, it's just about suicidal not to. Smaller rooms with multiple spawns are just one example where a good pull will keep everyone standing. Another is in situations involving foes that have multiple status attacks. (Malta, Carnies, Rikti, Tsoo)

    It has been my experiance that if a tank or scrapper calls for a pull, it's a good idea to know how to do it.

    It's only an inferior tactic if it gets everyone defeated. If everyone is happy with the defeat rate, then it's fine.
  20. Some things you might want to add:

    If you really want to pull as few minions as possible, use the least damage causing attack. Unslotted fire bolt is a much better pulling tool than 6 slotted sniper blast.
    Pull priority for thinning the herd: Any wandering MINION. The MINION that has the most distance from bosses and LT's. The MINION that has aoe buff/debuffs or status effects.
    Don't pull with attacks that do DoT.

    Certain aura effects from the defender sets are incredible pulling tools. The debuff they generate along with the fact that the mob will most likely move as one instead of staggered out makes them easy prey.

    Ranged AOE combined with a good tank/controller can make an excellent pull. Toss out a fireball to aggro the entire group, then fall back out of line of sight. The tank/controller can lock them up and the rest of the team can attack.