TwoHeadedBoy

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  1. Quote:
    Originally Posted by Zwillinger View Post
    This is indeed one of my mains, albeit one that's been gathering dust for awhile. I've been playing my controllers and tank much more these days. This Scrapper was the first character I created after beta. I remember IH being a toggle and basically being a better tank than some tanks .

    So yep, this character is almost 8 years old.

    I still stand by my submission, but if you ever get tired of playing inferior archetypes and better at making inf, you should make a Human-Form Warshade.
  2. My movie suggestions for Freitag (and anyone else reading this.)

    The Fountain
    The Science of Sleep
    Trainspotting
    This is England
    Eternal Sunshine of the Spotless Mind
    This is Spinal Tap
    The Darjeeling Limited
    The Royal Tenenbaums
    A Scanner Darkly
    The Wrestler
    Bottle Rocket
    The Life Aquatic
    Rushmore
  3. Quote:
    Originally Posted by Blue_Fenix View Post
    To that end,

  4. Quote:
    Originally Posted by Little_Whorn View Post
    On unlimited budget builds, I'm still not noticing a way to build decent (I guess that's relative) AoE damage. DD and OD seem to be the only low rech AoE damage available. Am I missing something? If human forms are meant to be usually low AoE, high ST, that would be fine. I just want to have a better idea of what to expect with heavy investment. Thanks in advance.
    Yea Tri Form AOE is better than Human Form, but Orbiting Death and Dark Detonation with a FF+Rech proc in it are nothing to sneeze at. The FF proc keeps Unchain Essence up decently often which is a beastly AOE attack. Basically though, going human form only means sacrificing the AOE of tri form for better ST, better survivability, and better control.
  5. Quote:
    Originally Posted by RogerWilco View Post
    I would just like to end this discussion now. It's already gone further than was my intention.

    Stone Deamon, Mister Gerald, and anyone else who replied, your answers were appreciated, and I do understand some aspects of the game a lot better now.

    For now I have 12 other characters that I find fun to play and don't have trouble with. Apparently Warshade has a much higher learning curve, I will revisit the Archetype at some point in the future, but for now I've decided that I don't want to invest any more time.

    Thanks for all the help provided. I did learn a lot.
    I agree that a Warshade is probably not the best thing for a new player to make. The learning curve is high, but once you familiarize yourself with the game more and more, you'll eventually be ready to take on the mantle. I sort of think it was good design to have Kheldians locked behind playing a character to level 50 because of the added difficulty and plethora of diverse play style and build options, but what can you do.

    All this being said, once you acquaint yourself better with mechanics and get a better "hang" of things in general, you'll find that a Warshade is one of the most potent AT's in the game with an incredibly rewarding experience to boot. If you ever feel the need to get inspired, myself and I'm sure many others would be happy to provide you with an in-game demonstration at any point. For now though, enjoy the game. There's so much fun to be had that it's ridiculous.
  6. TwoHeadedBoy

    Kheld Grace

    Quote:
    Originally Posted by Dechs Kaison View Post
    APositron's Blast is a poor set. It happens to be the best available TAoE set, but that doesn't make it good by any stretch.

    Now wait a minute. I still prefer Ragnarok and Javelin Volley over both, the latter probably only being true on my personal build.. But Ragnarok stomps Posi Blast and Kheldian's Grace on a global level every time in my book.
  7. TwoHeadedBoy

    Kheld Grace

    Oh geez. You guys made AIB start a monologue.
  8. Everyone is also free to borrow my characterization technique- It's a blanket concept that I apply to all of my characters.

    What I do is, I roleplay my creations as schizophrenic-paranoiacs who are convinced that they're characters in a video game. They're also avid practitioners of doublethink, which allows them to not only believe that they're fictional video game characters controlled by a benevolent being named TwoHeadedBoy, all the while speaking in character, but also that they have super powers and are completely capable of saving or destroying the world as they see fit.

    I'm constantly roleplaying all of my characters at once, even as I type this. My creations believe that their incarnate powers came to them by something called "Developers," which are essentially a god-like entity that exists for the sake of making their world more interesting.
  9. TwoHeadedBoy

    Kheld Grace

    Can't we all just agree that Ragnarok is best, shake hands, have a hug fest, or whatever?

    Quote:
    Originally Posted by Dechs Kaison View Post
    Now, Alien, you're entitled to your opinion and all that good stuff, but next time you go spouting stuff like you're someone who contributes to the site with guides, check your *** **** facts.
    I know the tone is a bit more harsh than we might be used to, but for what it's worth I'm pretty sure Dechs was being ironical and at least partially kidding with this, since Alien clearly does write guides and contribute to the community, lol. Dechs is a stand up guy, I think he deserves the benefit of the doubt on this one.
  10. TwoHeadedBoy

    Kheld Grace

    I feel awkward standing in this thread right now.
  11. TwoHeadedBoy

    Kheldian Fashion

    I took a screen of my Warshade and did some crafty editing. I'm pretty happy with the result:

  12. I gave it a whirl. Softcaps s/l defense without Divine Avalanche in order to run a higher DPS chain (I think the best chain is Cut>Soaring>Cut>Dragonfly,) but I still kept it in there with decent enhancement values (and for some set muling) in case you find yourself up against enemies with ridiculous tohit (also puts you past the melee softcap.) Good global recharge (hasten 2s from perma) Capped HP, high recovery, ungodly regeneration, great enhancement values. I didn't put too much emphasis on having MOG up since imo you should be plenty survivable without it... I see it as more as an "oh <expletive>" button than a power that should need to be used whenever it's up.

    I'm assuming you don't plan to off-tank since you're playing a regen scrapper, so taunt isn't included. The ST on this thing should be beastly. I would rather have used the FOTG -res in Dragonfly since the achilles procs won't stack with themselves, but you said no PVP's. (On that note I'd also rather use Panacea sets than Doctored Wounds, the Gladiator's Armor 3% would have freed up some set muling, and the Shield Wall 3% would have added some needed resistance, but you're the boss Z.)

    Edit: Made some revisions.

    Make sure you turn accolades and incarnates on.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- RgnTis-Regen+(A)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13)
    Level 4: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19)
    Level 8: Quick Recovery -- EndMod-I(A)
    Level 10: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), HO:Nucle(23), LkGmblr-Rchg+(25)
    Level 12: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 16: Integration -- EndRdx-I(A)
    Level 18: The Lotus Drops -- 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 20: Resilience -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(34)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37), RctvArm-EndRdx(37)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), HO:Nucle(40), Achilles-ResDeb%(40)
    Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Rchg(42)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43)
    Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(45), Achilles-ResDeb%(50)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46)
    Level 38: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
    Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Moment of Glory -- LkGmblr-Rchg+(A)
    Level 50: Agility Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    And just for fun, this is what I'd do without budget restrictions (the rule of 5 conflicts are from HP bonuses from Kinetic Combat and Panacea sets, but HP is capped anyways so it doesn't matter.) This build can actually switch Agility for Musculature and still be softcapped, but then it would lose perma hasten by some seconds. Spiritual might honestly be the best bet.

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  13. I just made one of these. I am friendless.
  14. Does anyone know if the ATO's can be dropped in brawl and/or boxing? I've been toying with the idea of one-slotting some of the uniques for the global bonus.
  15. Port the sash over to males and I'll be happy. >.>
  16. Why must you insult such a perfectly fine looking baby by calling it the next Statesman?

    Also, Layla roolz.
  17. Quote:
    Originally Posted by Tool_Of_War View Post
    I did not like your build.
    Quote:
    Originally Posted by Black_Assassin View Post
    Well its better than yours


    Man, the PVP folks give this game a bad name... Not that there are too many of them, but I've never seen any other "sub-sect" of this game be as rude and downright unhelpful as the few people who PVP. The min/maxers are nice compared to the PVP crowd, and the RP'ers make them all look like Satan in comparison.
  18. Quote:
    Originally Posted by MisterD View Post
    To THB..
    Not disputing your super blaster will do better aoe damage than basically anything.

    However, I really doubt it can be, or will be as survivable as a Brute. You use ss/fire as an example.

    The brute can get the same amount of defence, easily. Most likely more s/l with more melee attacks.
    More s/l? Nope. Actually, building both SS/Fire and Archery/Mental to 45% and 32.5% s/l defense, it hurts the Brute much more in terms of damage output. The recharge suffers drastically on the Brute whereas the Blaster can have the best of all worlds (there are more than two) when it comes to high end optimization.
    Quote:
    The brute has all ROUND resists (not to psi obviously) were your blaster will be 53% to JUST smash and lethal.
    Yeah, but the Blaster has close to hardcapped regen, which is arguably more useful than rounded resists when you stack it on top of the Blaster's "kill to survive" capabilities, which are by no means inhibited in my build approach.. Oh, and 53% s/l resists are covering it also.
    Quote:
    The brute has Mez (bar kb, fixed with IOs, just the same as the blaster) protection, something the blaster can NOT got aside for incarnates. And you say you took ageless..so no mez prot at all besides at most, accro.
    A Break-Free macro goes a long way. Ageless is good for optimizing AOE and definitely worth taking, but more than one Destiny power can be had per-character, so there's nothing wrong with equiping Clarion against mez-heavy enemy groups.... But that also involves assuming they can hit you A.) Through your defense, and B.) Before you kill them.
    Quote:
    The brute has a click heal on a great rech. CLick heal beats regen.
    I respectfully disagree. Regenerating 130 HP per second and having a personal force field wins every time in my book. Plus the previously mentioned stuff.
    Quote:
    The brute has at least 400 more hp, or a decent build. Regen doesnt mean much if you get hit for 1800 damage.
    With 53% resistance and softcapped defense with one small purple to most damage? Assuming your target isn't dead already? Practicality needs to be taken into account. If something is hitting you with that much damage, anyone is going to be in trouble, regardless of AT.
    Quote:
    The brute could get to about 50 (sorta guessing) hp per sec regen, which when combined with better resists, is not much of a difference.
    Yes. Yes it is. It's a huge difference. My SS/Fire regenerates 12.82 HP per second with 51% s/l resists. My Blaster regenerates 130.4 HP per second with 53.1% s/l resists.
    Quote:
    Again..not arguing about the AoE damage. But I really dont think it is anywhere near as survivable. I know that regen alone can frequently go bad..and as soon as you get hit with def debuffs..or mez.
    I'm not talking about regen alone. I'm talking about almost hardcapped regen, on top of 32.5% s/l defense, 53% resistance, and capped HP (which I haven't mentioned yet.) All of that on top of the Blaster's natural ability to absolutely demolish everything before it's even touched.

    *EDIT* Just to clarify. I'm not arguing that, overall, Blasters have more survivability potential than Brutes. That'd be silly. I'm just arguing that Blasters have competitive and often better survivability as opposed to /FA Brutes which is the only set that can even attempt to compete with Blasters' AOE output at the highest end, and still loses.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    I agree with the OP about Blasters overall.

    I'm not 100% convinced that just adding more damage fixes the issue though. The issue may be that they don't do enough damage in lateral ways (based on target caps, based on enemy rank, etc). Just throwing higher damage numbers is IMO not going to fix everything the AT is struggling with.

    "Damage as a defense" though was always IMO unfortunately a fairly unrealistic proposition. I don't have a specific solution, but I can say with some degree of authority you will never do enough damage for that to work out in practice, because survivabilility will always have a different curve than kill rate.

    Seemingly sidelong issue that is IMO integral to the problem: Mezz protection as a whole in this game is wonky as heck. The whole mezz = detoggle/suppress business combined with melee ATs just being functionally immune to 95% of the mezz thrown around (and BOY is it thrown around) to me creates a pretty much impossible equation for AT balance. There's pretty much no fixing that now because it's so integrated into the game, but I wish when the designers were deciding what and how many mezzes an enemy should deal, that they looked more closely at how severely it tilts the play field. This is the only game I ever played where all of the melee ATs are just flat out immune to control powers, and everyone else gets mezzed constantly, dropping their armor and preventing them from using potions/inspirations unless they stocked the right one to break the mezz first. What I will say for it is, "Having now seen it, I would never recommend such an implementation again to a new game."
    Drain Psyche and 20 billion influence is Blaster defense. I know it sort of sucks for balancing sets, but it's just too good not to use if you're serious about your Blaster's performance. You can almost hardcap your Blaster's regen, while achieving almost 200% global recharge and ridiculous enhancement values in all of your attacks, plus softcapped or 32.5% defense to most damage and ~50% resistance.

    I know I'm regurgitating at this point, but this is what I was talking about earlier.

    First: I know the game isn't "balanced" around IO's, but I just don't care at all. Berate me or disagree with me because of that, but that won't make me care either. I just don't.

    Second: I use IO's. I use the best IO's when I take a character seriously. I discuss things on the forums that I take seriously.

    Third: You're welcome to disagree. I don't care what you use in your builds. I don't care if you agree with me or not. If you're personable and fun to play with, and you take the time to be aware of your surroundings, I will probably enjoy playing with you. I'm only talking about the standard I set for my characters.

    Alright. Now that's cleared up...


    If you invest the maximum amount of inf. into the best Brute combination and the best Blaster combination, here's what happens. The Blaster does more AOE damage. The Blaster does more ST damage. The Blaster has comparable, if not better survivability, assuming a damage oriented build. Read the rest of my posts in this thread for elaboration, but a Blaster's potential is higher than probably any other AT assuming max investment.
  20. Quote:
    Originally Posted by MaestroMavius View Post
    I am interested in seeing this megabuild, I'm assuming it's Fire/MM ;p

    Nope, SS/Fire beats out Fire/Mental on AOE. I have one of those too- It beats out Archery/Mental on ST damage and has the same survivability potential though I haven't really invested in mine yet. Read my last post, Archery/Mental wins overall due to the crashless nuke and is my current project. Sent you a PM with the build.

    Quote:
    That's my point. Not that Blasters are still fine with high end builds. That is obvious, everything is viable with high end builds. It's that Blasters are no longer demonstrating this design ingame out of the box. *Shrugs*
    And my point has been that Blasters aren't just "fine" with high end builds. Blasters win with high end builds, compared to anything else with a high end build, when it comes to straight-up shredding. SS/Fire is the premiere Melee combo and that's why I've been using it in my comparisons so often.. But the point is that max investment considered in both SS/Fire and a high end Blaster set (I've only looked at Archery/Mental in comparison, but I'm sure other sets could beat it as well) the Blaster does much more damage and has better conditional survivability (see:10 targets) to boot.
  21. Quote:
    Originally Posted by MisterD View Post
    Of course, maybe you are accounting for the fact the blaster is squishy and cant (mostly) just wade in swinging. However, as you say..blasters SHOULD be much weaker defence wise (really agree with you here..I am sick of threads saying fix blasters by giving them defence powers).

    Honestly, with IO's and resources considered, Blasters are completely broken in almost every sense, including survivability.

    For reference, my Blaster project is Archery/Mental. The build I'm working on has 32.5% s/l defense (softcapped with one small purple) 53% resistance, 1948% regen, permanently, assuming 10 targets (even without full saturation, just holy-crap-insane almost hardcapped regeneration) and has over 190% global recharge. The crashless nuke is up every 14 seconds- Even less when you consider FF +recharge in the tAOE that recharges every 4 seconds, and Ageless. It also has Psychic Shockwave up in less than 5 seconds, and standing in melee isn't going to be a problem. After all of this is considered, it also has a regen debuff and an ST chain that can solo Giant Monsters.

    If anything, Blasters are broken in the best way possible, assuming you can afford to optimize one. I know that not everyone has the time or capacity to make the inf. to do so, but that's alright. Games like this are great because you can set goals. Try to save up the resources for one high end IO a week to make a beastly blaster. At the highest level of investment, once you put the effort into making a good Blaster, you'll blow every other damage dealer out of the water.
  22. Quote:
    Originally Posted by MaestroMavius View Post
    Any AT you have to pump billions, or even just millions into, just to get them to where they were designed to be in the first place. Hasn't kept pace with the games progress.
    Blasters are designed to be the kings of damage. IO's are designed to maximize performance. At the highest level of investment, and performance optimization, I cannot find a single AT's combinations that can even come close to the capabilities of the Blaster I am working on.

    It is not only the best AOE damage output I've ever concocted on paper, but it's also more survivable than the majority of high end Brutes I've come up with on paper- Granted, those Brutes always use Fiery Aura because the damage from FA is too good not to use if you plan on investing in a character whose primary role is damage dealer.

    The Blaster beats out SS/Fire in terms of AOE damage. The Blaster beats out SS/Fire in terms of ST damage. The Blaster beats out SS/Fire in terms of survivability, in most cases. The last point isn't definitive because it assumes decent saturation for Drain Psyche, but everything else is 110% guaranteed.

    Quote:
    Blasters are the damage kings, we suffer with being weaker defense wise for this, this is how it should be.

    I just find it hard to believe that Blasters have kept up when in todays game my Scrappers and Brutes do much more damage, from level 1 on. This wasn't the case a few years ago.
    You're just not optimizing your Blasters, or you're not playing the right sets. Blaster's damage potential is obscene, and it makes Brute and Scrapper AOE look like a joke. Not to mention the fact that Blasters have access to a regen debuff, making them much better at handling tough targets.
  23. I think that Blasters are one of the most unnecessarily complained about AT's in the game and I'm working on a personal project that will help reinforce that idea. I have 13 out of ~20 billion saved up for a Blaster build that will out-survive the average Brute, do more AOE damage than SS/Fire, and pump out the ST to solo GM's.

    This is all on paper, granted, but no other ATcombination that I came up with could replicate these results (on an unlimited budget) based on my mad scientist experiments. I'm sure some will give the generic "Game is balanced around SO's" response, and to be completely honest, I just don't care. For my personal play experience, SO's are 110% irrelevant and they have no place being used on a character that I personally take seriously.

    But anyways.. Blasters have absurd potential for survivability, damage, and redonkulous solo Scrapper feats. They get short changed by cheap people who don't invest enough time/inf/both into them, and that leads to the assumption that there's something wrong with the AT. At the highest end, some Blasters make all other damage dealers look like gray con minions in comparison.
  24. It's also worth noting that so far, all the Warshades who have posted here are under 5 feet tall.