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Posts
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Quote:Hmmm. I don't see why the damage has to drop so much. 305 is kind of misleading. Nova could do 375 now. To be honest, if 250 is the damage level, they didn't slightly lower the damage, they significantly lowered the damage.Currently:
- Recharge: 360s (Unaugmented)
- Damage: 305
- Crash!
- Recharge: 145s (Unaugmented)
- Damage: 250
- NO CRASH!
Current Nova does a minimum of 188. It has a 75% change to do 93.84 and a 50% to do another 93.84 (I don't think the 75% has to hit for the 50% one to work, but I am not positive).
That said, I always shot for the recharge on true nukes to be 3 to 4 minutes. At 2:25 recharge, base 250 damage is nothing to sneeze at (RoA can do 225, but all 3 ticks need to hit, which they generally do).
Love the direction, but I am thinking they reduced the damage too much. -
Uhm. Yay! Did I miss something important by not attending a coffee talk?
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Thought you were Water/Ice?
If you are going to re-roll, have high recharge, and skip most of the secondary, I'd consider using /Nrg for Build Up and Energize. And I wouldn't skip Build Up.
Steam Spray is a cone, so it won't take Decimations.
I'd put the Kismet into Combat Jumping (and likely would only put the +recharge LotG into CJ, so CJ would just have two slots). I wouldn't invest so much into Hibernate. Miracle Recovery into health first, then if you have room the Numina (and I'd likely slide a slot out of Stamina into health to get the Numina).
I might drop Whirilwind and Flash Freeze to pick up Tactics and Vengeance, use some of the slots from Hibernate to slot up Tactics. -
Here is an idea to get you started. One small luck from capping Sm/Le/Nrg/Range. I'd consider Agility for Alpha. You could drop Fire Sword and Atomic Blast to pick up Maneuvers and Tactics instead, if you prefer.
I don't know if Blazing Aura will be able to take Accurate Heal sets, so that may need to be switched out for something else (either a regular heal set or maybe Golgis.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Rad-Fire: Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 2: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A)
Level 6: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(17)
Level 8: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 12: Proton Volley -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Dmg/ActRdx/Rchg(13), Mantic-Dmg/EndRdx/Rchg(34), Mantic-Dam%(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
Level 18: Cosmic Burst -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(19), SBlastersW-Acc/Dmg/Rchg(19), SBlastersW-Acc/Dmg/EndRdx(21), SBlastersW-Acc/Dmg/EndRdx/Rchg(23), SBlastersW-Rchg/Dmg%(37)
Level 20: Blazing Aura -- Nictus-Acc/Heal(A), Nictus-Heal(21), Erad-Dmg(31), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(46)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Knock%(43), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 26: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg(29), Ragnrk-Knock%(31), Posi-Dam%(43)
Level 28: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(36)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 38: Web Envelope -- Acc-I(A)
Level 41: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-+Res(Pets)(45)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 47: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Knock%(50)
Level 49: Atomic Blast -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(50), Sciroc-Dmg/Rchg(50)
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), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Acc(23)
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That seems a bit melodramatic. I think most people have more belief than is warranted actually. While some few are cynical, most seem wildly hopeful.
Quote:The real changes that are necessary to make the game balanced - the real large-numbers-of-small-changes that is real gruntwork both from an analytical standpoint and a coding standpoint - those are the changes that the developers won't make. They're interested in maximizing the impact of their time working a project, but that structure and emphasis trends them towards being organizationally lazy, because they're rewarded for efficiency, not quality. -
It is important to note that during the lockout, Water Jet is still usable. You just can't use the fast cast, double shot. At least that is what I recall.
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Quote:It sounds like you want features of the game that cost money, so I recommend you pay those fees. If you are not happy with the game without the services that cost money, you have two choices.I'm trying to decide if I want to pay for this game again, either as a Premium or a VIP, and am getting annoyed that the game seems to be doing everything it can to sour my experience and discourage me. Not get everything for free.
1) Don't play
2) Pay for the features you want.
I choose 2, but choice 1 seems reasonable as well. -
Quote:6 slots of Thunderstrike in your 3 single target blasts, Aqua, Hydro, and Jet (I'd frankenslot Dehydrate, mixing damage sets with Accurate Heal sets).(btw, when you said 6 slots for thunder, is that for single focused attacks or are those for AOE? water doesn't have too many single strike attacks, so just curious) also I was looking ahead at the ATO set for blasters, and it looks great, for my brute I hands down decided to split it up for bonuses. but with Global accuracy as well as damage, I was wondering what to do with Blaster ATOs. Should I break them into 3/3 for acc/range bonuses or perhaps keep the full set for the damage? I was thinking if I really went nuts with accuracy I could do 2/2/2 in mules and I wouldn't have worry about accuracy at all....
Normally, I'd use Posi Blast sets for the AoEs to get the recharge bonus, but I have occasionally used Detonation for the AoE defense (I recommend Posi).
I'd six slot the ATO set, since that gives 5% ranged defense (and the 5th slots recharge buff is great too). You could put this into one of the AoEs, replace a Thunderstrike in one of the single target blasts, or add it to one of the secondary attacks, although as a ranger, you may choose to avoid the melee attacks, I'd strongly consider taking Freezing Touch for the Hold.
Keep in mind, my Accuracy first priority was targeted at low level slotting. If you slot IO sets in the mid to high levels, then Accuracy usually takes care of itself (although I monitor it to make sure I am comfortable with the level I have, you usually do not need to focus on it for high level builds).
Adding Tough and Weave is nice, giving you another place to slot LotG and the +3% Def Steadfast IO in Tough. I'd slot Hover with a LotG +recharge and at least one Fly Speed (and use Fly Speed in Swift instead of Run Speed). You could go a lot of ways in the APPs, I like both defense shields and resist shields and generally choose for flavor and then max out that flavor as I can. -
Quote:It depends how you look at it. The snipes all deal more damage per activation than the tier 3s. I am perfectly OK with BFR dealing 2.6 scale and BIB dealing 2.28 scale. Because of animation times you would have:In any case, I never said that the strongest attack in the set shouldn't also be a mez; I said that I felt it was wrong for BFR to be both the strongest attack and a mez and there is an important distinction between the two statements. Speaking for myself I think that making BFR deal more damage than Bitter Freeze Blast would upset the internal dynamics of the set but that's a personal opinion so you're free to disagree with it.
Bolt - 0.84 DS / sec
Blast - 0.89 DS / sec
BIB - 1.72 DS / sec
BFR - 0.98 DS / sec
BIB would still be substantially better for damage. -
Quote:It is a data entry just like any other. Should they charge me when I change my Influence value? How about when I slot an enhancement? What about when the amount and type of inspirations I have change? How about when I get a salvage drop? Or when I move a piece of salvage from my character inventory to my vault?So, changing your character's name isn't some willy nilly attempt to steal your money. It's a fee for a service.
Changing the data in our data fields happens constantly to any character. Changing the value of the Name field is no harder. Charging so much for changing the data on one field is appalling. -
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For lower level slotting, use Accuracy first, then I like to add damage. You could also choose to slot some end reduction in your attacks, but I prefer Acc first, Dam second, and then maybe End Red, but at low levels I don't often have enough slots to get to End Red.
Once you get to the mid-levels, Thunderstrike IOs are a great set for range blasters. 6 each in your single target range attacks. I'd recommend taking Chilling Embrace, since it will (likely) have the absorb shield in it eventually. I really like Shiver, lowers the enemy attack rate nicely. -
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Quote:They said they would be looked at and adjusted if needed. We know Pistols is getting something. We can also be pretty sure Electric is going to get something due to other dev comments.And why on earth would you assume that "every set but Water, ice, elec, DP get" will get better and that those sets will not? The devs already said non snipe sets would be adjusted to compensate.
Ice and Water may not have any changes specifically targeted at them (their tier 3s will go to 80 feet). -
I started with a Water/Storm corruptor. I will make my Water/Fire blaster after the blaster changes hit live.
Tidal Justice. Picturing the oriental dragon type, river spirit motif.
Still working on the blaster concept. Leaning towards tech or science origin. Is Water Purifier too glib? -
Quote:For damage. Water should be near the bottom of blast sets for damage and I hope it actually ends up there, but I am not convinced it will.THe set is fine now. Im just afraid its going to drop near the bottom when 24 comes out.
Even if it does end up at the bottom in relative ranking for damage output, it still does plenty of damage to keep a solid solo pace and contribute well on teams. The bottom will still be within a reasonable range of performance. -
Hey! Cauterizing Aura is a heal. That is different from regen, right?!? A small tick of health returned every two seconds is nothing like re... Oh poot!
Quote:Would this be a bad time to tell you my Energy/Energy blaster is built for pure recharge, and has the only secondary slated to get a click heal? -
Regen is top tier at a low to mid price range. They fall off slightly in the mid-high price range. But in any range they are good to great.
They do not work without effort though. A lot of their mitigation comes from interacting with the game outside of attacking. Using the clicks is important. This is a flavor/preference issue, not a power one. I love my WP and Regens, because I like to play multiple styles. -
Quote:But, but... I don't wanna! *stomps feet and pouts*and many of those that went psycho regen will take the new health recovery coming and back off their prior regeneration efforts to build for mitigation wrappers around that health recovery.
Grumble, grumble, bad enough I11 took Defiance away from me, then I13 catapulted defense possibilities to the fore, then rebirth comes along, and now this.
When can they do something that makes MY build better (preferentially) damn it! Why is it always others who benefit (more)? Why can't my regen and resistance blaster match a defense built one?!? Grrrr. Arrggh.
Oooh! I ranted. -
If they fix APP Melt Armor I will do a little happy dance.
*continues concentrating on APP Melt Armor* -
Quote:I always reference it in the Scrapper Issues List thread.So what is the damage formula anyway? People always talk about it but I've never actually seen it.
Quote:The following equations are the ones used to create costs for attack powers in PVE (powers whose primary function is damage)
AREAMOD = (1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
DMG = (0.2*((RECH*0.8)+1.8)) / AREAMOD
END = 5.2 * DMG
- have fun with these guys -SF -
This I agree with. I thought about trying to convince Synapse, but after playtesting, I felt I didn't really have much to stand on. The control I saw on paper actually ended up being more effective once I started playing it.
Of course, I remember Inferno used to recharge in 180 seconds. I miss that. When Synapse mentioned that nukes were originally designed for the long recharge, my first thought, was, "Nuh uh, they were nerfed to the 6 minutes but were originally designed much faster," but I guess only Inferno was faster.
My thought now is that it is better to release it at 3 minutes and change it to 2 if appropriate. I am sure they wish Rain of Arrows was 2 minutes instead of 1. -
Quote:Technically, if the recharge was bumped to 20 seconds, the damage should increase. 20 seconds asks for a 3.56 scale attack.Honestly at this point I'd favor just turning all Snipes into a standard hard hitting single target attack (with 20 second recharge and damage reduced to match) and then making all Snipe IO sets into Ranged Damage sets.
While BFR at 3.56 scale and 20 second recharge could work, I still think reducing the recharge to 14s for a 2.6 scale attack is the way to go.
It's kind of funny. 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:Water Blast has good control and a self heal. It should be behind AR and Fire in single target and AoE damage.Yeah its an allright set, but if you compare it to say fire or AR it comes out behind in both Aoe and single target.
Rifle's control does compete, but Water's is modestly better.