StrykerX

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  1. I doubt it would be possible without code changes. The game engine would have no way of knowing whether the attack would kill the target or not until actually applying the damage, and KB is generally applied at the same time as the damage so by the time it could test for the mob being dead (assuming "enemy is dead" is even a valid flag to base an effect on) the KB would already be applied. It might be possible to fake it with a delayed KB that applied a couple of server ticks after the hit lands to give the damage time to resolve first, but that would look rather odd and still might not be possible since once the enemy is a corpse it may not be targetable by KB. Best case: you'd either have a power that applied its damage before the hit reaction so the KB could play at the same time as the hit FX, or you'd get a "he got hit and then a quarter of a second later he went flying" effect that looked like a bad stunt man messing up his timing. Most likely case: it isn't technically possible at all.
  2. Quote:
    Originally Posted by Rieze View Post
    I say fort. Not only do you have stealth, you get high def to all positions (mine is in the 50s with mind link on), mez and kb protection, a crashless nuke, and a confuse power that give total confusion a run for its money. Not to mention scaling res like sr, and leadership. I just wish forts got mental training.
    Forts are great if you can stand the sound effects for psionic attacks. I personally find them rather annoying so I prefer a good old fashioned gun. I'll probably make a Fort at some point but it'll be a second build for my Night Widow if / when I ever level her up and I suspect I'll be in Widow mode most of the time.
  3. You should be fine using pretty much any AoE on a /Dark Corruptor, just be sure to remember that Fearsome Stare is an AoE to-hit debuff that happens to scare things and slot it accordingly. With Fearsome Stare and Darkest Night both ED capped on to-hit debuff you'll pretty much be softcapped to most enemies with only a little effort, and once you get Fluffy too it just gets better. HoB + Tar Patch should be a very fun combination and Tar Patch in general will help make up for no Aim... it's just too bad that HoB is mechanically an odd form of DoT rather than a "rain" type power so it can't start Scourging midway like Rain of Fire or Ice Storm can.
  4. Quote:
    Originally Posted by Kioshi View Post
    Oh I just remembered, on some thread about these interviews (Player Summit?) with Zwillfweqfqdfa and Synapse, Synapse talked about i22, possible Stalker changes, etc, and mentioned that he would maybe look into Empty Clips and E. Shot because he thinks they have lower DPA than desirable, so who knows, maybe he'll speed up the animation soon, or up damage, I don't know. But I remember it was a 'maybe' thing, like 'if I have time I'll see what I can do'.
    That would be nice, though remember that even a long animating AoE is generally worth taking simply because it's an AoE. Empty clips has an unenhanced DPA of around 31 at level 50 using Incendiary ammo while Blaze (pretty much the highest DPA attack in the game) has a DPA of 159, so hit 6+ targets with Empty Clips and it has a higher total DPA than the best single target attack a Blaster can get. People gripe about Empty Clips because it's slower than almost all other blaster cones and Blasters in particular benefit from mobility (and therefore low rooted times), but in the end you'll still clear a spawn a lot faster with Empty Clips than without it (unless you are DP/Fire and just go nuts with PBAoEs).
  5. Actually, /Mental works fairly well from cone range if you skip Psychic Shockwave and just use Psychic Scream and occasionally move in for a quick Drain Psyche. /Mental has the only cone in a secondary so it's worth taking just for that if you are already cone heavy, kind of like taking /Energy just for Boost Range if you want a long range build.
  6. Try a Huntsman build SoA. You basically take all of the basic gun attacks from the default Soldier set and then add in Cloak and Bane Spider Armor from the Bane tree. You can also grab Call Reinforcements if you want pets or Surveilance, and if you don't mind pulling out a mace for a second Build Up is nice. You'll have a much tougher character than an AR/Devices Blaster at the cost of a bit of damage, and you'll add a lot of team utility thanks to the SoA leadership skills.
  7. I don't have a lot of experience with DP so this is mostly based on theory, but I would certainly take Empty clips. No build will ever let you have Hail of Bullets up every spawn (at least not unless you take 40+ seconds a spawn) so you will want decent AoE on the spawns where HoB is down. Empty Clips is actually a bit stronger than most Blaster cones (aside from Fire Breath), especially with Incendiary ammo... about the only way I'd ever consider skipping it would be on a DP/Fire that's optimized for PBAoE.

    I'd probably skip either Executioner's Shot or Piercing Rounds. Piercing has nice range but too long a recharge to fit into a standard attack chain, and Executioner's has a decent recharge but short range. Taking both would use a lot of slots for minimal benefit, especially since I believe the Piercing Rounds -resist debuff is only applies while using Standard ammo and you'll probably be using Incendiary 90% of the time. I'd be most likely to skip Piercing so I could get a seamless ST attack chain, but I can also see skipping Executioner's and using an AoE or your ST immobilize as filler for your ST chain if you prefer staying further back.
  8. Oh, /Traps works very well too. You have to be a Corruptor, but since DP is better on Corruptors than Blasters anyway that's not a problem...

    (Sorry, couldn't resist)
  9. I usually recommend Tough as a 3% defense mule and Weave actually used... Tough on a Blaster isn't worth the endurance (though if you can run it with no endurance issues you might as well).
  10. StrykerX

    Stacking holds

    Technically, I believe Bosses need mag 4 to hold and EBs need mag 6, but since almost all holds are mag 3 it won't make a practical difference to a Blaster. But I don't think the mag 4 "critical" holds Controllers sometimes get will hold an EB. Also, EB versions of AVs / Heroes still get the purple triangles so those are just as hard to hold as a true AV is. In fact I believe they are marginally harder since I think AVs do have only Boss level protection while the triangles are down while EB versions have a couple extra points.
  11. Quote:
    Originally Posted by Flower View Post
    Blasters don't have to be squishy, they can be built with quite a bit of survivability.
    The main problem is that this is only true at high levels, and especially at 50. Until you get enough slots to stack defense set bonuses and enough firepower to quickly thin out spawns you are going to be squishy, so if the OP has trouble making it through the early game on Blasters I'm not sure the lure of what you can do in the endgame with a multi-billion inf build will be enough. I love Blasters but you definitely have to either like teaming or be willing to put up with much lower difficulty settings at the lower levels (especially compared to a Brute).

    That said, there's really nothing that compares to a Blaster for damage. My suggestion would be either Archery/Energy (hover Blaster, pure ranged build with perma-Boost Range) or Fire/Mental (devastating at both cone range and PBAoE range). But only if you can put up with being squishy for 2/3 of your career and you don't mind spending a lot of inf or always teaming... solo Blasters need very high end builds to perform well enough to please someone who is used to Brutes.

    If you want something tougher, you could go with a Crab or Huntsman but honestly their damage isn't that great. Crabs get pretty nasty if you go the perma-pet route but then you're more of a Mastermind with decent attacks rather than a ranged specialist... if you want that why not go Bots/Traps and be done with it? I like my Crab but she doesn't come close to my Blasters on damage... she's more like a very tough Corruptor. I would suggest a Fire/Dark or Fire/Rad Corruptor (maybe Fire/Time, though I haven't played /Time enough to really know how good it is yet) rather than a Crab unless you are focusing on solo survivability. Another option for a more team-support oriented character is a Rad/Sonic Defender... you'll get decent damage while solo while providing a ton of debuffs for a team. Cold/Sonic might also be good if you want a bit more speed in soloing hard targets... Rad/Sonic can solo GMs and AVs, but I suspect Cold/Sonic would do it faster since you get more -resist.
  12. I like the idea of an undercover arc, but it doesn't really make sense from a lore perspective to just allow patron powers to all heroes since they are specifically tied to villains who would not want any heroes learning their secrets.
  13. Quote:
    Originally Posted by Talen Lee View Post
    Yeah, stacking good defence on moderate resistances seems a better plan than outrageous defence. Still, we'll see how it goes.
    That's generally true if you only look at damage prevention, but with a Blaster you also have to consider mez prevention and if you like to play in melee you're looking at lots of stuns, most of which have a S/L component. It might not be an issue if you use the mez protection Destiny ability but I've yet to get an Incarnate slotted that high so I tend to rely on defense (and Acrobatics, in the case of holds) for mez protection. You'll still need the occasional Break Free but the idea is to get your Break Free usage down below the speed you get new ones.
  14. /Energy would work if you don't mind the oddity of a "long range" pistol set, though to be fair considering how short the weapon ranges are in CoX I could see not caring.

    /Fire or /Mental would be good for PBAoE use, though redraw will be a bit of an issue. I'd actually prefer /Mental to /Fire since it adds some mitigation and a cone... with DP I'd rather spend most of my time a couple dozen feet in front of a spawn shooting in and then occasionally duck in to fire off HoB or a PBAoE.

    /Devices is probably the absolute worst fit. It matches well conceptually, but no Aim or Build Up? Blech!

    /Ice might also be a pretty solid choice since it gives decent mitigation to help with using HoB (and for not dying in general). DP/Ice might even have a reason to use Cryo ammunition for stacked slows, though considering how puny the slow is on Blaster Cryo I doubt it.
  15. Quote:
    Originally Posted by Call Me Awesome View Post
    If you use your insp tray most characters who aren't terribly gimped can solo these arcs, obviously some do it faster than others. My best time on SSA 1 is just under 7 minutes (like 6:59 or so) and all my characters tend to run under 12, I've gotten SSA 2 in just under 12 with a long of just under 20 and SSA 3 I haven't run as much but I've done it in around 15 on average and 25 would be the max. Adding it all up you're in the 30-60 minute range for the majority of characters to run all three arcs.
    I was thinking mainly certain Doms, Controllers, and Defenders when I mentioned having difficulty soloing them (especially #3). Blasters can just chug a few insps and smack an EB down before running out of pills but some of the lower damage squishies may not be able to. Granted, soloing on something like an Empathy/Archery Defender isn't ever going to be easy but hey, Cupids need A-merits too! But certainly any character with a decent damage output can pick up some free A-merits fairly easily (though they may need to stop and buy specific inspiration loadouts at times) from the first two SSAs... it's #3 that I suspect might be hard for lower damage types. I know my Crab had a bit of trouble due to low ST damage and no pets yet, though in the end she made it simply because she's rather tough to kill. I'm not 100% sure non-debuffing Defenders or Corruptors or lower damage Controllers would be able to get through it before running out of inspirations though, assuming they were only level 30-something and not 50s. Pretty much any 50 that isn't pure team build should be able to do it simply because of their extra slots and larger inspiration tray (and especially if IOed out), but for a non-IOed or frankenslotted low 30s character I could see SSA #3 being a royal pain.
  16. High Ranged defense plus Acrobatics will provide pretty good mez protection. Most mezzes that can be used at range are flagged as Ranged attacks, and the ones that are not (usually flagged as only Psionic) are usually holds, and Acrobatics blocks a single hold. The enemy has to basically get lucky twice in a row with Ranged holds (doesn't happen often) or hit you with two non-Ranged holds (and usually only one or two enemies per group has those) to actually hold you so as long as you pop Break Frees in the rare cases where you are fighting enemies with AoE mez like stun grenades (I say "rare" because when soloing a Blaster I avoid those factions like the plague) and don't let stunners get in melee you should be good. By all means keep a column of Break Frees in your inspiration tray, but you shouldn't need them continually even against most mezzers. Of course eventually you can get mez protection from the Destiny Incarnate slot, but that's not very helpful at levels 1-49.

    Go for around 33% Ranged defense (one Luck from the softcap), Acrobatics, Aid Self (mainly for downtime reduction) and maybe some AoE defense and +HP if you can fit it in and you should have a decent leveling build. Upgrade to softcapped Ranged defense once you have enough slots (probably won't happen until the 40s) and you'll be fairly survivable. The nice thing about a high damage combo like Fire/Mental is that while you can't eliminate the alpha strike you can eliminate a lot of the enemies before they get to shoot again. Just accept that you will be keeping the difficulty turned down fairly low while soloing until you get some IOs and you'll be fine... at least you will once you break that Scrapper / Brute mindset and remember to stop and heal up after each fight because you really do need the whole green bar a lot of times. (That's why almost all of my Blasters have Aid Self.)
  17. You won't be having inf issues for long if you are doing Incarnate trials. It shouldn't take too many of those to fully IO out your character (as long as you don't feel you have to have purples or PvP IOs) so I'd go Musculature. Blasters rarely have real endurance troubles unless they don't slot their attacks for end reduction or they run a ton of toggles... since you aren't running Leadership toggles or Tough and Weave I can't imagine you still having trouble once you are well slotted. You might also look into slotting either a -KB IO or four Kinetic Crash (I like using the whole set in Power Thrust for the -KB and recharge) to deal with most KB and not running Acrobatics unless you are up against holds or high mag KB... that would pretty much solve your endurance issues even on SOs.

    You can run two or three sets of Kinetic Crash on an Energy/Energy without too much trouble... it's a cheap way to get recharge and KB protection. I wouldn't put it in a major attack since it only has around 69% damage enhancement, but Power Thrust and Power Push are both perfect places for it. For that matter, with Musculature you can still get 112% damage slotting from a level 50 Kinetic Crash set and ED capping only pushes that up to 130% or so... so you may want to slot Kinetic Crash in Energy Torrent and Explosive Blast too for more recharge than Positron's and a much lower price. Four Kinetic Crash sets would pretty much mean you never had to worry about KB aside from the handful of stupidly high mag attacks that knock back everyone who isn't immune to it as well as giving you 30% recharge, and you can drop cheap Thunderstrike sets in your single target blasts for ranged defense and accuracy.
  18. You're right, PFF can slot LotGs. Even better...
  19. Quote:
    Originally Posted by Blue_Centurion View Post
    I came up with Fire/Psi. Probably not a shock to many of you. In fact a few of you have throw it out to me before, of course. I'll have 4 big range AoE attacks I can spam before even hitting epics. Fireball, Fire Breath, Rain of Fire, and Psychic Scream. I really want to avoid close contact for the most part. However, with 4 years experience, I know when its safe to drop in for a free leech with Drain Psyche. I will get Psychic Shockwave and concentration, of course. I will start looking at epics or patrons next. Ranged AoE is what I am looking for. Not sure how much I will throw at the build, if anything besides SOs. Just gonna play test it for a couple weeks, sorta relaxed. (I am currently endlesssly iTrialing my new main) This will be the off hand project.

    Now I just need a concept. (I always build backwards) Demon/supernatural seems the natural here. Going to do a little research on-line for ideas.
    Fire/Mental is probably the best ranged AoE combo that doesn't use a crashless nuke. You do need to jump in to melee range to use Drain Psyche but there's nothing that says you have to stay there... it's perfectly fine to skip PSW and focus on cone and fireball spam or else save PSW for times you know it's safe to use rather than trying to use it every spawn. And since you're going to go the ranged route I'd suggest building for Ranged defense and going with either the Electrical or Flame epic. Electrical gives you another cone, a hold, and a nice resist shield plus the option to take Surge of Power for a weak version of the Overload power from Electric Armor. Fire gives you a hold, a nice resist shield, and Rise of the Phoenix... dying isn't near as annoying when you can self rez and blow the hell out of any nearby enemies at the same time. I suggest a resist shield because if you softcap to ranged you'll already be hit as seldom as possible, so why not get hit for less when they do get lucky?

    As far as concept goes, remember that both Fire and /Mental can be colored to suggest radiation-based attacks. I'd suggest coloring both bright green and making a walking reactor / energy being type of character. Well, or just do a Phoenix clone, but I'm hoping you're more original than that.
  20. I'm not sure SSA 2 or 3 are very quick or even soloable for some characters, but if you have one who can either stand up to EBs well or else kill them before running out of inspirations (ie, Blasters) they're pretty good.
  21. Honestly, I believe the main reason you had trouble was that you were trying to play a pure ranged Blaster without allowing yourself to use the sets that are actually best for a pure ranged Blaster. Archery is, bar none, the best option for an all ranged Blaster (and Assault Rifle is one of the next best). You get the single best ranged AoE attack in the game (Rain of Arrows), a complete single target chain with an 80 foot base range, and a longer than normal cone attack to go with your standard targeted AoE shot. You even get a decent ranged stun for Sappers or mezzing Lts. Add in /Energy for Boost Range and Hover and you simply don't have to get close to things at all. The key is getting plenty of Ranged defense and some decent recharge... which brings up the number one rule of soloing as a Blaster:

    Solo Blasters that actually fight large spawns require high end IO builds.

    There's no such thing as a decent cheap solo Blaster if you are used to Scrappers and Brutes. Mowing down +1/x6 or so spawns at the speed of an average Scrapper is possible, but will require either softcapped defense or high recharge and a crashless nuke (and some defense). Taking on +2/x8 mobs at Brute speed requires even more investment and probably picking high end power sets (Fire/Mental, for instance). If you just want to solo tough spawns a Blaster is a bad choice, not because they can't do it but because they take more skill, inf, and build planning to do it. Where Blasters become a good solo choice is if you have near-unlimited inf to spend, are willing to face a much steeper learning curve, and are just tired of how slow your purpled out SS/Fire/Soul Brute is and want to see what real destruction looks like. (Granted the Brute can survive better, but nothing kills as fast as a high end Blaster.)

    Note: I'm not saying a high end build is required to solo on a Blaster. I'm saying it's required to solo on a Blaster at the level that a Scarapper / Brute player is used to. Blasters have soloed the ITF, but you can bet that many billions of inf and a great deal of painful learning was involved.

    Before resorting to a ranged build on a melee AT I'd suggest giving some of these a try though, even if you do write off Blasters:

    Plant/Fire or Plant/Psi Dominator - Seeds of Confusion is probably the best every-spawn AoE control power in the game, and perma-Domination gives you mez protection if you want to spend that much.

    Fire/Traps Corruptor - good ranged AoE plus defense, mez protection, and debuffs.

    Rad/Sonic Defender - not as fast as a Blaster but one of the few builds that regularly solos giant monsters without Incarnate powers. Build for ranged defense, debuff the enemy into mush, and yell at them until they fall down.

    Huntsman build SoA - no spider legs, just a badass guy with a gun that can dodge almost anything and call in pets.

    Archery/Energy/Munitions hover Blaster - build for enough recharge to fire off Rain of Arrows every spawn and enough ranged defense to get within one Luck of the softcap (if you are soloing large groups you should get enough inspirations to maintain one Luck and if needed one Break Free at all times). Ignore the melee attacks in Energy, it's just there for Build Up and Boost Range. Sit back at 100+ feet wiping out 90% of the minions in every spawn before they can fire a shot, then shooting the surviving mobs with lots of pointy sticks, flaming pointy sticks, and exploding pointy sticks. Go Munitions so you can occasionally pull out a missile launcher and toast a group so far away you can barely see them.
  22. Quote:
    Originally Posted by Siolfir View Post
    Electric Armor gets Overload now? >.>

    Every part of Power Surge is flagged to not stack from the same caster, including the crash. This is also true for Unstoppable. In Energy Aura, Overload has almost every part set to not stack, except for the -100% endurance crash (the -recovery is set to not stack though). That's why you don't avoid it with Energy Aura but it can be avoided with Invuln and Electric Armor.
    Interesting... I'm surprised that a HP or endurance loss counts as "stacking" in that sense. I would have assumed that only parts of a crash that are directly offset by the power itself (like a recovery debuff crash on a tier 9 that gave +recovery) would be avoided entirely. Good to know, since a 6 minute Unstoppable is a lot less likely to wear off in the middle of a tough (iTrial or +4) AV / GM fight than a 3 minute Unstoppable.
  23. Most Tankers are relatively low damage pre-Incarnate, even if slotted for damage output. They can solo (and certainly tend to die less than most ATs) but no slotting will make them do it anywhere near as fast as a Brute or Scrapper with the same budget. The main benefit Tankers have for soloing is that you can make them tough enough to handle large spawns much more cheaply than Scrappers or Brutes and it's cheaper to make the offense-oriented sets like Fiery Aura or Shield survivable. But the only tanks that will even come close to doing Scrapper level damage are things like Fire/Fire, which also has Scrapper level survivability. My Fire/Fire Tank plays a lot like a mid-range Scrapper in terms of damage and toughness... he's tougher than a /Fire Scrapper but not really tougher than a /Willpower or /Invulnerability and does damage similar to a Scrapper with a non-damaging armor set. But most Tanks do a lot less damage and are a lot tougher.
  24. Quote:
    Originally Posted by DarkSideLeague View Post
    ...You do realise 3 minutes later you'll get another crash, right? And that Burnout can only be up every 6 minutes, making it impossible to chain them together? So really, while one is more survivable, the second is the same as always.
    Well yes, but the question was whether you could get a double-length Unstoppable, not whether you could perma-Unstoppable or avoid any crash at all. And my guess (I don't have a character with Unstoppable and Burnout) is that you can mitigate the first crash (but not the second) by keeping the resists and recovery but not prevent it entirely.
  25. I would assume you would still get the crash from the first Unstoppable since it is technically a set of effects that trigger when you click the power but have a 180 second delay rather than something actually triggered by the power wearing off. Using Burnout to hit Unstoppable again right before the crash should leave you at 10% health and no endurance but with Unstoppable's resists and recovery boost active. If you slot Unstoppable to cap your resists with no toggles going it should make the crash much more survivable, especially on a tank (10% health + 90% resists is still reasonably sturdy).