StrykerX

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  1. StrykerX

    MM or Crab pets?

    Quote:
    Originally Posted by Psylenz View Post
    Level 50 content is highly biased against masterminds. Level 50 tip missions still work, but the TFs, and upper level missions are designed with bosses and AVs that wipe out all the pets within 10 seconds.
    This depends a lot on what sort of pets you use and your secondary. A Bots/FF or Bots/Traps with near-softcapped pets or a Demons/Thermal whose pets have Tanker-like resists won't lose nearly as many pets as, say, a Mercs/TA or Ninja/Poison would. It also depends on how you use your pets... parking them out of AoE splash range (and frequently sending them back when they decide to run in to melee anyway ) helps a lot on ranged pets... melee pets, on the other hand, do tend to die a lot to AVs with PBAoEs or melee cones.
  2. Quote:
    Originally Posted by Starjammer View Post
    I don't often need Unstoppable but it's nice to have when I do, most often when I'm fighting Toxic-heavy critters or huge spawns spamming e/n attacks. I mule an Impervious Armor Psi Resist in it (one of five, collect them all!).
    Do you really notice 15% psi resist making much difference?
  3. StrykerX

    Concept

    Quote:
    Originally Posted by Jade_Dragon View Post
    I dunno, I have to agree with BlissfulChaos. It seems like a waste to slot your attacks and then not use them. There should be options in the Pool that would support your choice to use only a single ranged attack while still providing places for Set IO mules.
    I'm guessing he's making a Cyclops style character, one who just uses regular hand to hand attacks when he isn't shooting lazers out of his eyes. Personally I'd make a Martial Arts Scrapper and take Laser Beam Eyes from Body Mastery, but that would require waiting until level 43 for the lazers...
  4. 30% sounds about right. Most NPCs don't really "cheat" on defense powers like they do on some others, so figure they aren't going to have more defense than a player character would. SR Scrappers top out at around 30% defense from their actual SR powers and those are about the best (non-IOed) defensive characters (except maybe Ice Tanks but I can't think of any NPC Ice Tanks). Well, unless there are Widow AVs who get Mind Link, but that wouldn't be a full time power.
  5. My views on when it is (morally) acceptable to download things for free are:

    Movies - After they have been shown on regular (non-premium channel) television.

    TV shows - As soon as they are shown on a non-premium channel. Forgetting to set your DVR / VCR shouldn't mean having to buy a DVD.

    Anime - As soon as the fansub is produced if it is being licensed by one of those companies who mutilate serious stories because they think all animation must be kid-friendly (hello, Funimation ). If there's an English dub or official subtitled version that isn't censored then the "after it's been on TV" rule applies.

    Software - Once it isn't available commercially any more, either because it is obsolete or the company that makes it has folded and no one took it over. (Feel free to download and play a cracked version of anything that has idiotic copy protection like StarForce that can screw up your computer, just buy the legit version first.)

    Of course that's just my view on when it is morally acceptable. In the US, sadly the legal answer is generally about 50 years after whatever format it is in has become completely obsolete. Even if there's no chance of a legit version ever being offered again.
  6. StrykerX

    Epicness??

    Regarding Electric Control, it's a very fun and useful control set but it doesn't do much damage at all. If you plan to solo much I'd go with a Dominator rather than a Controller so you can add some decent offense to it or you'll take quite a while to beat anything (though you'll be pretty safe doing it). If you are mainly going to team an Electric Controller is a lot of fun though.

    As far as survivable Blasters go, it depends on what you consider survivable. You can make them quite a bit tougher with IOs but no Blaster (even one with 10 billion inf worth of IOs) is really going to survive as well as a decent Scrapper. For blasting plus survivability you'll want a Defender or Corruptor with a good debuff set, like Dark or Rad... Rad/Sonic Defenders and Fire/Dark Corruptors are both absolute beasts that can take on things no sane Blaster would attempt. A few of the insane Blasters do manage to also beat those sort of fights, but that takes a combination of lots of skill, a great build, and an absolute disregard for debt. Taking Rise of the Phoenix and slotting it for lots of recharge helps too...
  7. StrykerX

    Epicness??

    Just going by looks, some of the more epic sets I've played are:

    Bots MM (it's not just an army of minions, it's a hail of lasers and missiles)
    Super Strength or Stone Melee Brutes or Tanks (both are very "smashy")
    Axe Tanks or Brutes (come on, you smash things with a huge axe...)
    Fire Blasters or Corruptors (the more brightly colored you make their blasts the better it looks)
    Dual Pistols (if you watched Wanted and Equilibrium and thought "meh, too realistic" )
    Storm Summoning (you knock things flying with tornadoes and hurricanes!)
    Crab Spiders (you're an evil looking spider guy tossing energy blasts all over the place)
    Energy Blast (knock enemies flying with big glowing blasts)
    Peacebringers (see Energy Blast, but you also get to look like seafood)
  8. Quote:
    Originally Posted by plainguy View Post
    The game plan with Dark is you try to get either the 7 damage types defenses to mid 20s or the 3 positional type defense ( ranged, melee, aoe ) in the mid 20s. Then with darkest night slot that up enough that it will add its hit debuff value which is pretty much equal to defense number wise to your total defense numbers to obtain the soft cap of 45%..
    Don't forget Fearsome Stare. It has the same to-hit debuff as Darkest Night and it doesn't rely on an anchor. I find I don't even bother with Darkest Night unless there's a boss or higher once I have Fearsome Stare up every spawn.

    As far as Dark vs Traps, Bots/Traps is better in my opinion. Your Protector Bots will give you about 10% defense to all positions and your Force Field Generator adds another 15%... that leaves you only 20% away from the softcap and your non-Protector bots only 10% away. Add in Maneuvers and a 5% defense aura and you have SR Scrapper bots and very high defense yourself, no matter what you are fighting. Dark's to-hit debuff is good but AVs will shrug most of it off while real softcapped defense (or close to it) still works. And most importantly, FFG gives you hold and stun protection so you are less likely to get mezzed and have to stand there and watch your bots get trashed (not that they're easy to kill even without your help if they're in FFG range).
  9. StrykerX

    RoA....wow!

    Quote:
    Originally Posted by Supermax View Post
    Is explosive arrow knockdown or knockback? I figured it was KB, so I was avoiding it, since I hate scatter.
    Explosive Arrow is an almost exact clone of Explosive Blast from Energy. The only differences are that it's Smashing/Lethal damage instead Smashing/Energy and it only takes one second to animate (same as Fireball). The KB is only mag 3.3 so it doesn't really scatter things that far, though the fact that it's a 50% chance does mean some get knocked back and some don't. I really like it though because it's very fast and does decent damage, plus it adds a bit of mitigation. Fistful + Explosive makes a good dent in a spawn if RoA isn't up, and RoA plus explosive is enough to finish off Lethal resistant minions that survive RoA alone with a sliver of health (think Malta or Longbow)... provided you learn to time it so you don't knock things out of the rain.

    Really, Archery is a lot more than just Rain of Arrows. It has a full 80 foot attack chain (including a very powerful tier 3 attack), a larger than average cone, and a decent stun too. In fact, Archery is pretty much the absolute best set for pure ranged blasting because you never have to get closer than 50 feet to use any of your powers and you can pair it with Energy for Boost Range and never get closer than 80. RoA is a great power, but you have plenty of tools to use while it's recharging so anyone who just spams RoA in groups is missing out.
  10. Dark Miasma can be colored to look like smoke, and Dark Melee / Dark Armor can also look smoky / misty.

    As far as poison goes, the only power sets that deal any significant toxic damage are:

    Spines (Lethal with Toxic DoT)
    Night Widow (also Lethal / Toxic)
    Bane Spider (Energy / Toxic and Smashing / Toxic I believe)
    probably Thorny Assault
    Dual Pistols with Chem Ammo (80% Lethal, 20% Toxic)
    Demon Summoning (the whip attacks are Fire / Toxic and Hellfire based demons do some Toxic)

    A few other sets have a little toxic damage, but those are the main ones I can think of. The Poison MM set is (obviously) poison based, but it doesn't actually do any damage. It just debuffs the heck out of things.
  11. If you are going for perma-Boost Range then two high level recharge IOs should do the job unless you have no global recharge bonuses (and if so, consider getting some because modest global recharge makes Blaster attack chains a lot smoother). If you just use it occasionally, one level 50 recharge is fine.

    Regarding Aid Self, the most important thing is the heal value. You probably won't use it as often as it's up, and you can just hide for a few seconds to fire it so interrupt reduction isn't a big deal. Ideally you'll want five Doctored Wounds (probably all but the recharge) for the set bonuses and possibly an interrupt reduction IO for use in combat, but if you can't spare the slots three heals is fine.
  12. StrykerX

    Hail of Bullets?

    I don't see it as cosmetic. Honestly, it's not much different from other nukes that have a chance for extra damage. Besides that, it's just a mechanic used to provide a bit of staggering between the tics. Missing one doesn't ruin the rest and rolling bad doesn't mean you get nothing. And frankly, if you think about how a pair of pistols actually works, you shouldn't be able to hit more than 2 targets at any given shots. It makes sense when you think, I can shoot the guy on my left and the guy on my right...but the guy behind me?[/QUOTE]

    When I said it was cosmetic I meant that you are not actually still attacking at that point... you are just performing an animation while a DoT ticks (much like Fire Breath or Full Auto) and therefore it no longer matters where you are in relation to the enemies. (Some people assume that as long as the animation is running they have a chance on each shot to hit a nearby enemy, rather than all targets being selected and rolled against at the beginning.)
  13. I'd rather follow up with Explosive Arrow... it may be a bit less damage but I don't have to stand in the middle of a bunch of very annoyed bad guys to do it.
  14. StrykerX

    Hail of Bullets?

    Just to add, Hail of Bullets is actually a DoT with a less than 100% chance for each tick to go off, much like some of the Fire DoTs. However, unlike the Fire DoTs HoB does not stop checking for further ticks on a miss, so it won't end early the way other DoTs can. What this means is that HoB rolls once to hit each target in range when you fire it off, then from that point on all the spinning around and shooting is just cosmetic. Any enemy hit is subject to the full 24 potential ticks of damage, even if it immediately moves away. Likewise, any enemies who wander into the area after you start firing are not subject to being hit, and any enemy you miss on the initial roll is missed completely even if it stays in the area. HoB doesn't keep making new attack checks like Rain of Arrows does, it's just an unmodifiable 60% chance for each damage tick spaced out over a few seconds for anything hit by the initial to hit check.

    Quote:
    Still not sure how Full Auto or Rain of Arrows does less damage if we're talking about any ammo and not just incendiary.
    Rain of Arrows does significantly more total damage than HoB, but HoB does more to a given foe a lot of times. Remember that you get to use RoA twice for every use of HoB, so it does more damage over time. It's also possible to get RoA up every spawn with high recharge, but you can't get HoB up every spawn without external buffs (or really tough spawns of course).
  15. Quote:
    Originally Posted by EricHough View Post
    As far as powers go, my first choice to get some extra def to all is combat jumping - its cheaper to run than hover or manuevers AND you can keep it on all the time (unless you like hover in combat - I don't but YMMV).
    Actually, you can keep it on all the time even if you hover. Running both at once gives you the defense bonus from both, so if you can spare the power pick you can get a tad more defense and another LotG on a flier by grabbing Combat Jumping (or another Red Fortune set if you can spare the slots).
  16. Hell on Earth can slot the resist and defense auras from both the Pet Damage and Recharge Intensive Pet sets. Slotting all four gives every demon near you +20 resist all and +10 defense to all, and putting them in Hell on Earth means you still have six slots free in all your real pets. That's good, because demons need all the slots they can get. The only thing HoE itself needs is a couple of recharge IOs... the actual mini-pets it summons are distractions to pull aggro, not actual damage dealers so enhancing them is largely pointless.
  17. Procs are fairly useless in Caltrops. However, slotting anything else except recharge and maybe a little slow is almost completely useless, so if you want to enhance them procs are the way to go. The KD proc is probably the best one to use since it has a higher chance to fire and stopping an enemy from shooting for a few seconds is generally better than hitting it for minor damage. Just realize that you're spending a slot and a very expensive IO just to knock down one or two enemies every 10 seconds on average... be sure you couldn't use that slot (or the inf, if that's a factor for you) somewhere else to better effect.
  18. StrykerX

    ST Blaster

    The highest single target damage primary is Fire, and the highest single target damage secondary is Electric, so Fire/Electric has the most ST damage. However, it also has very little mitigation so you will be somewhat limited in what you can fight without a very expensive build (and even then other sets can do more). The combos I'd probably go with are:

    Ice/Electric - two ranged holds, good solid ranged ST damage, and massive melee damage. Should be good for small groups of hard targets. Ice/Energy has almost as much damage and more control if you prefer.

    Sonic/Energy - pretty much the safest ST build. Put the spawn to sleep, then wake them up one at a time with stunning punches... you'll rarely even get attacked by non-bosses.

    Fire/Energy - combine a good melee set full of stuns for control with the single highest DPA ranged attack and you have a very good Blapper build that is a bit safer than Fire/Electric due to more controls.

    Energy/Energy - very good for mostly ranged ST damage, since the knockback and Boost Range helps keep things at range. You also have some heavy hitting punches to deal with anything that does get close, or you can just swat it back away from you.
  19. Assuming you mean farming for you in PvE, any Blaster with decent AoE can do that. All you need is enough inf for a good S/L softcapped build, then cherry-pick enemies with no Lethal resists who have a S/L component in their attacks and minimal mez. Basically pick a farm map and make a build tailor made for it and you'll do very well on that map. The Elec/Shield Scrapper, on the other hand, does quite well on almost every map.

    If you meant PvP rep farming... well, who can't do that?
  20. I personally like Plant/Storm. You get a nice AoE resist debuff and significant damage from tornadoes and lightning storms while things are immobilized thanks to the -KB. Or you can decide not to use the immobilize and toss things everywhere for more mitigation (and because it's fun ). A Dom is probably a bit faster, but Plant/Storm is a lot of fun and it can take out large spawns pretty quickly.
  21. Quote:
    Originally Posted by Dispari View Post
    I don't even have Psychic Scream on my DP/MM. I don't like the redraw or the long animation (I know that's a weird comment considering DP, but PC has a boring animation). I have enough AoEs without it.
    I like Psychic Scream because of the extra range. I can fire it off from outside normal cone range, then by the time my primary set cone activates things have moved up into its range. Then by the time the enemies are actually reaching me my targeted AoE goes off and hopefully most of the minions drop... or else I back off quick to avoid getting dogpiled. The -recharge helps too, since many enemies only have one ranged attack it delays their second shot... hopefully long enough to kill them.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    One thing about the Mental secondary vs DP primary I'm not too sure about is which attacks do the best damage overall. I suspect Empty Clips could/should be replaced with Psychic Scream.
    Empty Clips is marginally lower damage than Psychic Scream using normal ammo and a bit stronger with incendiary. However, Psychic Scream has a longer range. My advice would be to use Psychic Scream -> Empty Clips -> Bullet Rain as your AoE chain, then either moving away or hitting Psychic Shockwave depending on your health. I would also avoid Subdual in your single target chain... redraw after an AoE is no big deal since you get a lot of damage out of it, but DP's redraw animation is kind of long so adding in a low damage filler attack probably isn't worth it unless you just need something immobilized. You'd be better off using Piercing Rounds when it's up and Bullet Rain when it's not (Bullet Rain does the same base damage as Subdual, but to an area).
  23. Quote:
    Originally Posted by Moonlighter View Post
    To have a gapless attack chain with only tier 1 and tier 2 you'd have to have Dual Wield recharge is 1.188 seconds. Isn't that impossible due to the recharge cap?.
    Yes it is (though at the recharge cap you'd only be 0.012 seconds off). With 300% recharge counting enhancements (a truly massive amount) Dual Wield recharges in 1.5 seconds, leaving a 0.32 second gap. With a more sane 200% recharge you're looking at a 0.82 second gap. So with a perma-PA level recharge build you can have only a small gap, but that still knocks your DPS down a few percent below what adding in Executioner's would (around 10% less). On the bright side, such a build would get Hail of Bullets back up every 30 seconds.

    For optimum ST DPS every Blaster set must take a third attack, period. Dual Pistols gets closer to optimum than most with only the two basic shots, but it still performs better with Executioner's than without it... provided you don't mind getting close. But at least you only give up a few percent damage to stay at long range with a high recharge build, most sets give up more.
  24. I would love a martial arts based Blaster secondary... or failing that, a "no FX" version of Energy Manipulation so we can have non-glowing punches.
  25. Quote:
    Originally Posted by PleaseRecycle View Post
    Edit: Okay, it takes closer to perma-hasten recharge to chain them gaplessly, but that's hardly outside the realm of how people actually play. Didn't bother on my pistol blaster as I typically have things I would rather be doing than using my tier 1 and tier 2 blasts, the exception being while mezzed of course.
    It's certainly outside the realm of how most people play, and it's far outside of what the game is actually balanced around (SOs).

    I personally believe all Blasters (except possibly pure TF builds) need a solid single target attack chain. You need your tier 1 and tier 2 blasts because you will be mezzed frequently (again, unless you are only teaming) and you need something else with good DPA to fill out a chain because AVs, EBs, bosses, and so on are targets that need high DPS. Executioner's Shot is actually about on par with Power Burst if using Incendiary ammo, and I can't imagine not using Power Burst on my Energy/Energy Blaster.

    After all, you'll never have an AoE-only attack chain so you need to be doing something while waiting for Empty Clips and Bullet Rain to recharge, and Piercing Rounds isn't going to fill that gap by itself. You'll pretty much have to be using at least Dual Wield unless you want to run in and punch stuff...