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Posts
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Quote:I swore it must have been a Regen scrapper, but I feel the same kind of sad about losing my three Singularities, so I get it.Which pretty much stopped once Fire Imps got nerfed, and my heart shriveled up as I grew bitter and angry, cursing this cruel world! I haven't played my Fire/Rad since then.
Pull the Fire/Rad out of retirement before we all have to go. Respec and IOs. One last spin, even if just to make your self angrier and more bitter!
I remember once in Issue 4 playing my Kat/Invuln in PvP against two Fire controllers. 18 Imps swarming over me. It burns.
It's fun, you know you want to. -
Thanks for all the fun. You made my Macro bar (even though I spelled it wrong).
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It was a privilege to play and immerse ourselves in this world. The only minutes of time in Paragon I regret will be the ones I missed.
Great game. Great players. Great devs.
Thanks you. -
I am going to FRAPS as many of my characters as I can. I am going to FRAPS as many of my SGs characters as I can.
I am gonna drink. I am gonna cry. I am gonna hope and help any effort to save CoH. -
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Quote:Clarification?It's completely broken, no point building for it at all but someone should post a vid to clarify.
Here is an incarnate version -
Another thing to consider is that damage mods do not fully take effect until level 20. So, at level 50, a brute deals 16% more base damage than a defender, but at level 10 the brute's base damage is only 6% higher.
At level 20 a blaster deals 1.73 times the base damage of a defender (ranged), but at level 10 the difference is only 1.29 times as much.
Don't get me wrong. I think defenders and corruptors should deal more damage than they do, but the 1-20 scaling of vigilance is not an issue (frankly, brute's damage buff should have always had a similar scaling). -
Choking Cloud is not auto-hit. RI and EF are auto-hit.
I don't know why CC does not take ACC enhancements, but ACC from set IOs work, as far as I know. -
I have a build in mind, although I will likely have to tweak it more once I24 is finalized.
I think I will be using 4 pieces of Unbreakable Guard in Charged Armor and the remaining three slots in Drain Psyche will be Preventative Medicine. For better mitigation, you could drop Psychic Scream and add Maneuvers. If you don't Ex and pick up up Clarion, then you could drop Acrobatics for Assault.
I am considering moving the third slot in Hasten somewhere else, although I like having the third slot for when I do Ex and lose the Alpha.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Alluring Flame: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(50)
Level 1: Subdual -- Acc-I(A)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(7), Ragnrk-Knock%(31)
Level 4: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(50)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(46)
Level 8: Fire Breath -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(9), SBlastersW-Acc/Dmg/Rchg(9), SBlastersW-Acc/Dmg/EndRdx(13), SBlastersW-Acc/Dmg/EndRdx/Rchg(34), SBlastersW-Rchg/Dmg%(43)
Level 10: Psychic Scream -- OvForce-Acc/Dmg(A), OvForce-Acc/Dmg/End(11), OvForce-Dmg/End/Rech(11), OvForce-Acc/Dmg/End/Rech(13), OvForce-Dam/KB(34)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 18: Blaze -- Apoc-Acc/Rchg(A), Apoc-Dmg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(25)
Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Empty(23), Empty(23), Empty(29)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Dmg/ActRdx/Rchg(27), Mantic-Dmg/EndRdx/Rchg(31), Mantic-Dam%(37)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf%(29), CoPers-Conf/Rchg(31), CoPers-Acc/Rchg(37), CoPers-Acc/Conf/Rchg(43), CoPers-Conf/EndRdx(46)
Level 30: Boxing -- Empty(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), M'Strk-Dmg/Rchg(33)
Level 35: Shocking Bolt -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37), UbrkCons-Dam%(50)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), GA-3defTpProc(45)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 47: Charged Armor -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Surge of Power -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 50: Agility Radial Paragon
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Set Bonus Totals:- 30.5% DamageBuff(Smashing)
- 30.5% DamageBuff(Lethal)
- 30.5% DamageBuff(Fire)
- 30.5% DamageBuff(Cold)
- 30.5% DamageBuff(Energy)
- 30.5% DamageBuff(Negative)
- 30.5% DamageBuff(Toxic)
- 30.5% DamageBuff(Psionic)
- 9.75% Defense(Smashing)
- 9.75% Defense(Lethal)
- 9.13% Defense(Fire)
- 9.13% Defense(Cold)
- 18.19% Defense(Energy)
- 18.19% Defense(Negative)
- 6% Defense(Psionic)
- 13.5% Defense(Melee)
- 22.88% Defense(Ranged)
- 7.56% Defense(AoE)
- 77.5% Enhancement(RechargeTime)
- 61% Enhancement(Accuracy)
- 10% Enhancement(Range)
- 4% Enhancement(Confused)
- 9% SpeedFlying
- 108.4 HP (9%) HitPoints
- 9% JumpHeight
- 9% SpeedJumping
- MezResist(Held) 2.75%
- MezResist(Immobilized) 2.75%
- MezResist(Stunned) 4.4%
- 14% (0.23 End/sec) Recovery
- 50% (2.51 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 14% SpeedRunning
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I really like Midnight Grasp. I wouldn't want to slot Hoarfrost heavily, since the blaster HP cap is so low. Once I24 comes out Touch of the Beyond (which is currently Touch of Fear) is going to want slots. Not sure how I'd slot it, I am waiting to see how I24 shakes out before I think about it too much.
I would consider swapping out Hibernate for Dark Pit (just one Acc in Dark Pit).
I'd go more like this:
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Darkness Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Dual Wield -- 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: Penumbral Grasp -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 2: Empty Clips -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(7), SBlastersW-Acc/Dmg/Rchg(9), SBlastersW-Acc/Dmg/EndRdx(9), SBlastersW-Acc/Dmg/EndRdx/Rchg(11), SBlastersW-Rchg/Dmg%(11)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(48)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Acc/Rchg(15), Ragnrk-Knock%(17)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Knock%(48), KntkC'bat-Dmg/Rchg(48)
Level 16: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(25)
Level 20: Touch of Fear -- Empty(A), Empty(25), Empty(43), Empty(43), Empty(43)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), GA-3defTpProc(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Dam%(29)
Level 28: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 35: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(50), LgcRps-Acc/Sleep/Rchg(50), LgcRps-Acc/Sleep(50)
Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 44: Hoarfrost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 17.25% Defense(Smashing)
- 17.25% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 23.5% Defense(Energy)
- 23.5% Defense(Negative)
- 6% Defense(Psionic)
- 20.06% Defense(Melee)
- 26.94% Defense(Ranged)
- 6% Defense(AoE)
- 10% Enhancement(Range)
- 4% Enhancement(Sleep)
- 87% Enhancement(Accuracy)
- 78.75% Enhancement(RechargeTime)
- 12% SpeedFlying
- 63.25 HP (5.25%) HitPoints
- 12% JumpHeight
- 12% SpeedJumping
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 3.3%
- MezResist(Immobilized) 6.05%
- MezResist(Stunned) 6.6%
- 14% (0.23 End/sec) Recovery
- 20% (1 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 12% SpeedRunning
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Quote:I don't find the statement that they are equivalent in mitigation obvious or else I wouldn't be quarreling with it. I can't see how you think Ice is not noticeably better at mitigation than Psi. Psi is very good, but Ice is simply better. More AoE mitigation, equivalent or possibly better -recharge, better mezzes, and an easier time keeping enemies at range.Again, all I'm saying is that Psi is EQUIVALENT. We can go back and forth, but I don't see why you quarrel with that statement because its obvious. Sure one might be slightly better than the other in one situation or the other. But for the most part the sets are equivalent. They both give you plenty of ways to keep NPCs off you and not hitting you.
Since it is not easily quantifiable, I don't see how either of us will convince the other. And, again, I am still not saying that this justifies fast snipes exactly as they are, nor am I saying BFR should be as poor as it is. However, if we agree that there is going to be a range of damage output possible, then someone has to be on the bottom. If I were to pick the set I think should be there, Ice would be it, because I find everything else it brings to be very valuable. -
Quote:Getting mezzed some of the time (maybe even frequently) is unavoidable until incarnate powers come into play. But there are some things that can help.Are there must have enhancements for blasters? I'm really tired of being knocked down and held etc..
Break Frees. These aren't really optional for leveling a blaster. You will need some occasionally.
Combat Jumping will prevent immobilizes from stopping you (and is handy for movement anyway).
Acrobatics will protect you from 1 hold as well as prevent almost all KB/KD. But other mezzes will still get you.
One KB protection IO will prevent most KB/KD.
Defense can help mezzes miss, so your instincts to look for defense are good.
In I 24, mez resistance from IOs will become stronger. Combined with toggles that only suppress, it might be possible to use mez resistance to make some noticeable differences, especially if you make sure to keep Touch of the Beyond active. Mez resistance does not prevent mez, but it will shorten the duration and hopefully it will do so noticeably in the the future.
I think one of the items on the Paragon market provides some actual protection if the budget allows. -
Quote:It should be noted that Paragon Studios themselves asked what they could do to make being a VIP seem more valuable at the Pummit. That says to me this is likely something they feel is an issue and that they want to improve the VIP experience.
Shouldn't the devs be doing things that make me want to pay for VIP status?
I see this as something of looking a gift horse in the mouth. Relating back to my parenthetical comments above, most folks who feel free to drop down from Premium to VIP status feel free to do so because of the Paragon Rewards tiered feature unlocks. This system was put in place to (a) reward those who had been long-time subscribers before Freedom, and (b) reward future players who invested comparable expenditures in either VIP subscriptions, raw points purchases, or both. Complaining that VIP status becomes less valuable over time is tantamount to complaining that this system was created - that the devs should have just said "screw it, lock more things behind VIP status." Is that really what you want?
Therefore, while I do not agree with the OP, I am guessing enough people do that Paragon is concerned. So rather than laugh it off,
What can be done to make being a VIP more valuable to more people, not just those of us who already can't fathom not subscribing? -
For a near melee blaster I like the combination of Sm/Le/Range defense (and you often end up with considerable En/Neg defense this way as well). I'd recommend either Cold or Mace mastery, unless you can invest a lot to have a resist shield as well as lots of IO defense.
Combine inspires into lucks and try to keep 2 to 4 break frees on hand. Do you have Suppressive Fire? If so, make sure to use it early in a fight. After Issue 24, Touch of the Beyond will be a big help and the faster cast times for Empty Clips, Bullet Rain, and Executioner's Shot will also be nice.
It is a shame they haven't increased the radius on some of the /Dark powers, 8 feet is just too small for a blaster (even the 10 feet of Soul Drain should be bigger, IMO). -
Quote:Sigh. Sure I guess we can go there. But I think some of it will be hand-waved away because you won't think it is valuable and the value is not easily quantifiable.I just note you haven't bothered to try to quantify that statement.
Psi Dart: 30% -recharge for 6 seconds
Mental Blast: 30% -recharge for 6 seconds
TKBlast: 60% chance for good KB
Will Dom: 80% chance for mag 3, 19 second sleep, 20 second recharge
Psi Lance: 15% -recharge for 10 seconds
Psi Nado: AoE 30% -recharge for 10 seconds, 50% chance for modest knockup
Scramble Thoughts: mag 3, 11.92 sec stun (I must note the very bad 3 second cast time, which I think should be improved, significantly)
Psychic Wail: huge AoE mag 3, 11.92 sec stun; 70% -recharge for 20 seconds (and it makes dead things), longish recharge (145 seconds?)
Ice Bolt: 20% -recharge and speed for 6 seconds
Ice Blast: 20% -recharge and speed for 10 seconds
Frost Breath: AoE 20% -recharge and speed for 10 seconds
Freeze Ray: mag 3, 9.536 second hold, 10 second recharge
Ice Storm: -10% recharge, -40% speed, Avoid, duration up to 15 seconds, but enemies can escape early
Bitter Ice Blast: -7% to-hit for 6 seconds, 20% -recharge and speed for 12 seconds
Bitter Freeze Ray: 20% -recharge and speed for 18 seconds; mag 3, 9.536 second hold, recharge 20 seconds
Blizzard: huge AoE -20% to hit for up to 20 seconds, -30% recharge for up to 20 seconds, -50% speed for up to 20 seconds (Fly is -60%), good KD patch, Avoid (and it makes dead things), longish recharge (170 seconds?)
There it is. I think the combination of hard and soft controls Ice has is better mitigation than the combination of hard and soft controls Psi has. Due to the longer durations, can Ice stack more or equivialent -recharge? The movement slow is likely a big part of my experience, although the potential to have two mag 3 holds, the early AoE debuff in Frost Breath, the Avoid and debuff in Ice Storm, and the excellence of Blizzard contribute, but I don't know how to quantify the fact that I can easily keep Hewers out of melee on my Ice blast characters, but they still more easily run up to my Psi blast characters (well, one of my psi blast characters is Storm, so that isn't true for him) and Avoid is also hard to quantify. The extra range Psi has had in the past is a help, but the slows of Ice worked better IME, and now Ice will have 80 feet to work with as well (although blaster Psi could have 120' after a snipe and defender/corruptor Psi get 100 feet). -
I just wish stalker regen got some form of Quick Recovery back. Some amount of +recovery could be added to any one of the following /Regen powers: Hide, Fast Healing, Reconstruction, Integration, and Resilience all are good candidates.
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It might be reasonable if there were less stuff included with the subscription but more points given.
Of course, certain carrots they include with the subscription are worth significantly less than they charge a la carte (server transfer tokens, most notably, but the sin is not that they include one free each month, but rather that they charge way too much for them).
The sub is a huge value to me. But if I played few alts, stayed on one server, and preferred leveling content (actually, I generally do prefer leveling content, although I like the Incarnate stuff too), I might prefer not to have 12 slots per server and incarnate access, but rather would prefer an extra 200 points a month. -
Quote:My agenda against Ice stems from playing it. I love my Ice/Elec blaster and my Emp/Ice and Rad/Ice defenders. My agenda is not really against Ice blast, but against the belief that Ice blast is a suffering set that is a poor performer. I just do not believe that to be the case.Dark: -to-hit; cone KB; ST hold; heal; cone immobilize
Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun
Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown
Where's the better mitigation? Are you serious? What's your agenda against Ice, because I can't believe you actually see better mitigation.
You may not believe it, but I feel Ice has noticeably superior mitigation to Dark and Psi. I have several dark and psi blast characters, although none are blasters.
Despite those thoughts of mine, I am not opposed to a buff for Ice Blast as I also suggested a change for Bitter Freeze Ray:
Quote:I'd rather not see a fast cast version of BFR, personally. I'd love if it got changed to a 14s recharge, 13.52 end cost, 2.6 damage attack and the hold duration was upped to 11.92s (but the Hold duration increase is something I want across the board for blasters). That would be awesome.Quote:My request is a huge buff. Double the damage, reduce the recharge by 6 seconds, lower the end cost, and increase the hold duration. But people focus on the fact that I want to keep the current animation. With the current animation, an 80 foot range, 2.6 damage scale attack with a mag 3 hold on a base duration of ~12 seconds and 14 second recharge is a phenomenal power (plus it adds to the slows as well). -
Quote:Possibly. I think Ice has more mitigation than either of those as well as a better nuke.So Psi Blast and Dark Blast get to have significant mitigation and snipes?
Quote:Relative performance is important to many people. If my set is #2 for damage now, but then goes to #10, then I have every reason to be upset. You may not care, but others do.
Current performance range:
------------------------------------------------------1-------2-------3-----------4--------------------5-----------6----------7----------8-----------9-----------10---------
New range:
---1--2--3---4-----5---6--7----8----9-----10--------------------------------------------------------------------------------------------------------------------------------
In the first situation, set 10 has more to be upset about. In the second, they are all much closer together; while going from 2 to 10 can be a concern, if new 10 is still better than the old 2 AND the spread from 2 to 10 has been tightened, I think it is a net win all around. I am not positive this is how the I24 changes will work out, but so far it seems to be that (given the same build investment) even the best blasters that exist now will still be noticeably weaker than even the worst blasters after I24.
The snipes are strong though. Not good enough to make me forget all the benefits Ice blast has, but I can see some people really chasing that damage increase.
Overall, will I24 increase or decrease the range of performance amongst blaster primaries? Will I24 be improving all blaster combination's possible performance? Are there any combinations worse off in I24 than in I23 in an absolute scale? Those sets whose "relative" performance is decreasing, is it only one facet that is being measured (damage (which is a very important facet, but still not the only thing to consider))? -
For damage? It should be above average for most players. Bitter Ice Blast is that good. Blizzard is also still going to be exceptional.
Compared to builds that max out the use of snipes, it will fall short on single target damage. It's AoE will be OK, but still lower than many other sets.
Ice has significant mitigation built in, so it is arguable it should be at or near the bottom when just damage is considered. -
I like the new skulls. Ironically, when I first saw the hair-do some seem to dislike I called my wife over to check out the "cool hair on this guy". It is not a style I would want for my son nor myself, but it seems to fit a youthful ganger.
The one thing I do not like is the hard skulls on even minions. Minions should only have painted faces, but that is minor. -
Quote:Blasters do not have access to +to-hit in their APP pools.I'm a Corr guy, and we don't have Ice Mastery to softcap s/l, with mace mastery it's an easy choice to have tactics and pic up Focused Acc from mace for perma 22+%, i'm not near mids so I'm unsure if that's a choice available to blasters. But if it is, problem solved.