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Without having any of the melee attacks from your secondary, I think you'll be struggling to beat the regen rate. Furthermore, you completely lack anything that drops toggles - now, quite how close you want to be to a Spines Scrapper is another question entirely... but if you want to get the 'kill', I really think you'll have to close in at some point, even if you can soften them up at range. I'd advise trying to keep them on their backs as much as possbile, cycling Power Burst, Power Push, and Power Thrust (and throw at least 2 Acc in PT, you don't want it to miss).
And talking of closing in - or moving away, for that matter - you're going to be hampered with your choice of travel power. The nature of attacks in Spines - -Fly, and some ranged - mean you're going to be spending a lot of time grounded and moving damned slowly, unless you've slotted Sprint and Hurdle. A lack of mobility makes you an easy target for anyone who knows what they're doing.
The biggest problem with Spine/Regen for a */Energy Blaster/Blapper, however, isn't in their -Fly/Immob attacks, it isn't their regen rate - it's Resilience (auto disorient res). If you're not planning on changing your build, though, that really doesn't affect you.
There's also really no point in 6-slotting single-type enhancements following ED, though. Sure, every little helps - but it's an infinitesimally small boost.
My gut instinct is that you're going to get schooled by any half-competent Scrapper in a 1vs1 situation. -
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they'll raise the cap for CoH too, some day ...
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That's merely speculation, though - whereas the raising of the CoV level cap is a certainty. -
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I dropped Syphon Speed because it looks like little use IMO
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Siphon speed is fantastic power not only does it slow the enemy it speeds your rechrge of all your powers.
Slip in 3 recharge So's and a couple of acc and you can tri stack it giving you triple rechrge boost. This in turn allows you to tri stack siphon power with easy and for a few brief seconds even quad stack it.
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Agreed - as great a buff as it is, its importance as a debuff can't be underestimated either... and there's nothing quite as satisfying as making high-tier mobs do the Baywatch walk. -
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Ah right cool, cheers Syn, I've been wondering how this works (im running a blapper type on the side at the moment. Do you just run Stealth or do you have Invis and drop it before you attack? And is Bonesmasher (or your equivelant strongest melee) your opener or do you start with crowd control?
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Used to have Stealth, 'specced it out in favour of Invis with my last free respec. Invis covers the gaps that Stealth left, although Rikti are a pain. Half the trick is in powering up on the move, then dropping Invis before cueing the first attack - timing is everything.
As far as tactics goes, I go by the general rule of "everything's going to drop" if it's a group of 4 or less - opening with Energy Punch usually, as I have a better attack chain that way; any more that that, or for specific foes, I'll apply a bit more forethought - and mezzes, although I'm not reliant on them... I generally find that the Disorients in EP and BS, and the KB in the Energy primary serve me well enough as 'control' in PvE. If there's a group that I think is impossible to tackle, I'll try to pull a small group off - but that rarely happens solo, and in teams there are usually other options available. -
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Power Push is a good control. Stun can be good in a chain. and both have very quick activations.
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Stun has a horribly long activation time, at least in comparison to the other powers in the set.
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I just think that for those 28 levels you'll struggle to have a good opening shot without Snipe if the mob's facing you. You'll be at half health before your first melee lands.
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FWIW, I've been blapping with Doctor Gonzo since Outbreak, only picked up Sniper Blast at 32, and I've never struggled for an opener - having the option of the Concealment pool helps to get that much closer before the first shots are fired. -
I don't really think making 40 is that much of an issue - when the level cap gets raised to 50, I imagine we'll start seeing more "X hits 50"-style posts.
Maybe I'm just old and jaded, but I just can't get excited about taking a toon to 40 - more cheated I can't get them to 50. -
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What can they do? Teleport us into Space?
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They could reduce all our ATs into 1 type. -
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But I wanted accrobatics more. The reason is that all pure melee PvPers have whirlwind, and its darn hard blapping some1 with whirlwind if you dont have knockback protection.
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The only issue is - as I see it - you don't pick up that KB protection until 50. If you don't intend to PvP outside of the level 50 PvP zone (when it arrives), or can manage without in BB, SC and WB then that's all well and good - but if I were going to spend a spot on it, I'd make sure to have it in ASAP. -
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Defiance pwns! In PvP even more so. Blatantly giving my tactics away, i hang around on the war walls and wait for enemies to pass, then drop a great height causing me damage, and thus increasing DefianceOh yes and i activate Aim + Build Up and Powerboost on the way down
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How often do you get one-shotted by players waiting for you? -
... I'd have thought that was a bread and butter tactic for /Devs, personally.
This was even more effective pre-I5, but it's still a decent maneuvre now. You have to weigh up the speed of Trip Mines against the speed of using normal attacks, but in those situations where there are a lot of mobs to clear there's still a place for Trip Mines - and Time Bomb, if you have a well-coordinated team. -
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Sonic = Res; FF = Def.
Similar sets, but with specific differences.
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I.e, IMHO Sonic owns FF
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Different tools for different jobs, Freezypop. -
Glad you had fun LP. PM me with the build you eventually went with? -
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Meh, true, but if you don't dream, you're wasting 5 hours a night
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On the contrary, I can think of far better things to be doing for that 5 hours a night. -
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+RES (Every status effect + knockback).
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Status Protection for Blasters just isn't going to happen shy of taking Force of Nature (47+), so you might as well drop any aspersions of being a tank mage right now.
The rest of the suggestion is horrendously overpowered anyway, FWIW. 30 seconds of God Mode for no danger? -
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And I hardly think dropping your Sonic Blaster to 1 Health/1 End counts as devastating; but perhaps in PvP it is just detoggle and Knockdown.
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For the sake of argument, I think it'd make more sense to have it just be a massive -Res and Knockdown, which leaves the issue of detoggling powers well alone entirely.
Still prefer my less complex solution, though - boosting secondary effects makes Blasters more Defender/Controller-y, not more Blastery.
In any event, none of these are going to happen anyway. -
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Energy : Knockback x 3
Assault : Disorient x 3 (Terminator Style)
Sonic : De-Toggles and lowers defences.
Fire : Char-type Hold : Damage is a 30 Second DoT
Ice : Hold x 3
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Poor forgotten Archery. :/ (And Elec...)
And you just made Sonic kinda crappy PvE except against AVs, and insanely powerful in PvP.
I don't care if you're ill, back to the board, back I say! *cracks whip* -
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Tankers, scrappers and controllers get a bonus essentially for doing what they do best. Manage aggro, hit bosses, control stuff - yay, there's your bonus.
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The controler inherant isnt much use either!!! Yay i do double damage great you may say but when you do naff all damage in the 1st place double naff all doesnt realy help!!!
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I hate to piss on your bonfire, but I've found Containment to be a great power - it's helped no end with my Fire/Rad and my Earth/FF - and my partner's Mind/Kin can crush mobs faster than most scrappers, so far.
What are you doing with it? -
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I.E. An Energy Blaster with his last breath smashes a PAV off his feet; An Ice Blaster seals one in an near unbreakable Ice block; A Fire Blaster ignites the Air in the enemies Lungs?
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An AR blaster...
Um...
...
Anyone feel free to jump in.
No, really.
If every Blaster primary had a noticeable secondary effect, you might have a point - sadly, that solution would just increase the gap between Blaster powersets. AR's secondary effect is, on some attacks, a paltry -Def - Woo! Fire doesn't have a secondary effect - right on! On the other hand, Ice would get almighty slows, Elec would be draining bosses, and Energy would be putting the same bosses through 3 floors wih KB.
I sense the drawing board calling. -
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I have to say guys that doesnt matter if your playing a Blaster or a Controller or even a Tanker. PvP is all about your knowledge of the games and how to use your powers most effectively.
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Ditto that, and happy birthday KS. -
Going to have to pull out as well, 'cel and I are going out for Xmas drinks with my old man.
Good luck to the rest of you though! -
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-Regen, -Recovery? Owcccch
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And yet, isn't it still more useful than Defiance? It also adds more of a need for Insp management and tactical ability than Defiance allows for - which is apparently, "get hit, get hit, get angry, get hit, WOAH BUDDY STOP GETTING HIT AND USE THAT ABILI-*rez*". I'd rather be able to look at my insp tray and have the choice of weighing up whether to risk debt or not with the small green and 3 medium blues I have left, than have the current choice. -
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If any PvP oriented corrupters would like to have a test fight in the arena (at any level) or in a PvP zone, I'd be more than willing to bring Gat along.
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I'll take you up on that when I get a Corruptor to an equivalent level, Gat. -
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I don't know about an overall replacement, but I would like to see greatly increased accuracy near death.
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That would be where my vote would go too, at bare minimum.
Personally, what I'd really like for Xmas - *jumps into Santa States' lap* - would be an inherent click ability that becomes selectable at 25% Health which acts as an additional Build Up/Aim hybrid (of sorts) for 20 seconds, with a 5% chance to crit to the damage cap for each attack. Whilst the ability is active, you can't regen Health, nor can you recover Endurance (although you can still use insps/be healed/buffed), and also suffer -Res and -Def penalties. I think that just about sets the Risk/Reward values to a sufficiently Cryptic level of balance and prevents any possiblity of abuse.
On that note:
Inherent Power: Parting Shot
Description: As the Blaster begins to fall in combat, he can focus his skill and leave his enemies with a devastating last impression. Parting Shot greatly increases the amount of damage you deal for 20 seconds, as well as greatly increasing your Accuracy - although you leave yourself wide open to attack in the process.
Power Detail: (Click) Self +DMG; +ACC; +Special (active at <25% HP; 5% chance to hit damage cap); -Regen; - Recovery.
Activation: 1 (you could just revamp the Domination animation, we're not a fussy lot)
Endurance Cost: 1
Duration: 20 seconds
Recharge: 1000 seconds
Some might love it, some might hate it - but I can tell you this: even on a 16+ minute timer, your average Blaster would use this ability more than Defiance in a 30 minute play-session.Plus, you could get rid of that ridiculous, inaccurate Defiance bar - everyone's a winner!
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Meh, leap off a tall building and the one shot a purple
No risk, massive reward
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Miss...
Miss...
...
"Res plz?"