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Part of what Doctor_Kumquat said was why many, many of us took TF in the first place: for the guaranteed Mag 4 stun. Now that it's down to Mag 3, i.e. no boss stuns w/o stacking, it's of considerably less use. Seriously, what lt or minion mob do you really need to stun that badly that you're not going to likely kill off w/TF (or EP + BS) anyway? A +4 Sapper?
Packing in much damage in 1 shot vs. 2 does have its utilities. PPs are a prime example, as are fake Nemmies (PFF) and other things you want to take out before they activate their near death powers. -
Obitus, you touch on a lot of points that I was actively trying to avoid, not wanting to turn this into another "why blasters?" topic. Still, you echo a lot of my own sentiments.
I'd actually rather solo blasters than defenders--I really hate defenders' kill speeds. As you mention, you have to setup your debuffs (or mag 6 holds!) before your attack chain, and I can IO my blasters to the point where I can easily survive any return alpha, so basically use the "killing is the best form of mitigation" method of survival. They're not scrappers or controllers (nevermind the vil ATs) in terms of solo speed vs. survivability, but they beat defenders in raw, burst damage, and being survivable enough, they also outspeed tanks through most solo content. Of course, not everyone can def-cap their blasters, but as soloing occurs largely in a vacuum, I'm not really worried about how I20 hurts *my* blasters' soloability. TBH, solo Judgment's 90s recharge really does seem a bit long for, say, my defenders. As an aside, on my tanks (brutes/scrappers), I'd prolly use that 90s to drag my aggro limit to another spawn to hit w/a Judgment nuke.
On teams, if you're already getting good debuffing from your teammates as many are asserting in this thread, and assuming you're getting good aggro/crowd control, and your blaster is just allowed to let loose (these seem like rather unfair assumptions that other ATs rarely have to make, but it happens often enough so let's go with them), an AoE blaster's overall damage contributions should still top everyone else including serious outliers like SD/ELM, SS/SD, Fire/Fire scrappers, etc. Of course, those outliers don't exactly need an ideal team situation to always cut loose w/minimal fear of personal safety.
It's also been argued that just as Judgement steps on blasters' toes, other Incarnate slots steps on others' toes as much. IO'ed out melee are already survivable enough and added buffs (including pet buffs) may not really help them all that much, while they give blasters exactly what they need to solo better and contribute more to teams. Of course they also give similar, added benefits to already survivable (but not to melee extremes, though more than blasters in general) defenders and controllers (and corrs, doms, etc), so no net "gain" for the blasters in this line of reasoning either.
So what's the bottom line? There may or may not be a need to visit roles blasters play *right now* before we even get to address Incarnate effects on the AT. However, I see no hint that the devs are looking at this issue, but since I20 is in beta, those powers are "in play" if you will. If nothing changes... well, if you think blasters are already deficient on teams, I20 will make it worse. Even if you think blasters are okay now, it's my opinion that I20 will make you... less. -
I'd say controls. We have defender(corr/controller)-like buff/debuffs, MM(controller)-like pets & blaster(corr/defender)-like nukes w/I20. Those buffs also replicate many melee-style protections. Pets might be a controller thing, but their (and Doms') main powers (to be encroached into) are controls, so I figure that's what's coming next, as I see Incarnates as becoming largey AT-free.
4 Trees of control: Holds, Stun, Confuse and... Sleep? Fear? Immob? All w/various debuff side effect, sub-branches. -
Did you read the part about "what I currently play" and have played? I have zero direct experience w/Traps; by all means feel free to share yours.
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Quote:Forget the def bonus, I take CJ on *all* my toons just as a QoL issue. I hate not having CJ on melee toons for combat mobility, and most of my squishies have SS for movement, but again, not having CJ while running at 92.5 MPH is painful for maneuvering mid run. And again, for combat, esp w/free Hurdle, CJ makes you vastly more maneuverable w/no suppression.My Blaster has almost softcapped range (41%) and Combat Jumping. I don't particularly like Flight/Hover so I take CJ for combat movement and use a combination of kiting, Caltrops, Web Grenade, Electrifying Fences and knockback to keep enemies at range.
I will admit it's a somewhat esoteric build but it works well with my preferred play style.
The extra def and the ability to carry a LotG +rech are gravy. -
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I think currently, that's the only way to boost Judgement's damage, other than via debuffs (so, basically, Cold/Son defenders ftw, more so than now come I20). Still in beta so subject to change, obv.
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Just from what I currently play, and according to the OP's description (i.e. controls & damage aren't "support"):
First tier: Cold, Rad
Second tier: Son, Dark, Kin, TA
Third tier: Therm, Storm
What I actually think *contributes* the most:
First tier: Cold, Rad, Kin, Storm, Dark, Son, TA
Second tier: Therm
Don't currently play Emp or FF, but from my experiences w/them, I'd put them in the 2nd tier for both lists. Yeah, I don't much like Therm. -
Musculature is *currently* a poor choice. W/Judgement coming around the corner, an extra 30% or 45% damage for those nukes is sounding mighty tasty (~700 point, 40', 32 target fireballs every 90s? Yes, please). Still, Spritual (for faster & bigger DP, faster Rage & FT, etc) or Cardiac (limitless end, more resists) are both solid choices. Nerve's def bonuses are kinda weak, and Rage will give you all the to hit you'll ever need.
SS >> BA for both ST & AoE damage. By quite a bit, actually. Only Fire beats SS for AoE damage (and ST damage too, but there are other contenders for tanker ST damage king as well). -
Quote:This is like saying I like X powerset, because it has some obviously skippable powers, which is about as backhanded a compliment as you can get. Assuming your Corr has a steady attack chain, you can absolutely choose to do nothing but insta-damage w/every button you press. You choose not to, because some of your buttons do other, *better* things.My fire/kin corr can kill pretty quickly, but i'm only doing damage about half the time i could be, due to my kin heals, SBing people, hitting fulcum, etc, where my fire/fire blaster does about the same damage, but everything he does deals damage, every button i press will instantly do some form of damage up front, with maybe an secondary effect.
If we gave every blaster SB, do you think we'd all mash our blasts every chance we got? Well, some would, obviously, but the great majority of us, who understand the concept of power multipliers, would choose to forego some immediate pow-pow gratification to buff our teammates so that they could pump out even more damage, and the team would benefit. Oh wait, corrs already play like that, even though they can absolutely just do damage. So how do blasters currently compete w/corrs? Well, they do more damage(*). But if you give both blasters & corrs equal amounts of yet more damage, you don't think the blaster suffers by comparison?
(*Blasters doing more damage than corrs is debatable and situational. I think we can agree that blasters have the best advantage doing front-loaded, burst damage, using Aim+BU chains to open fights (maybe after the tank has taken aggro... maybe not) w/o worrying about scourge. Hey, guess what Judgement blasts are really, really good at, and w/o relying on Aim+BU?) -
AT differences will absolutely matter less and less going forward, but again, if that means your AT-specific strength is taking a hit, who suffers the most? Most things being equal, I'm taking someone w/natively better defenses and/or buffs & debuffs. There's very little argument for taking someone who's base is just more damage, when there's so much yet more damage to come in the game. Unless of course, that upcoming damage is also increased by your native strengths (i.e. give blasters defiance for Judgement).
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Yeah, this is the point I tried to make earlier--IO slotting for S/L def *just happens* to work perfectly on the BM fight. That same toon would be just as squishy as an SOed equivalent to non-S/L dealing mobs. Okay, I exaggerate; I assume there'll be some ranged/aoe defs from various global & ancillary bonuses, and likely KB protection in there as well, so quite a better than SOed. Still, there are more and more non-S/L typed (mixed, or otherwise) damage being thrown around in the end game, so I'm far happier going for positionals.
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Quote:So I take it the highest recipes (non purp, non PvP) are going for around 150M on the markets ((75M for 1 AM - 10% transaction fee) x 2)?To be "worth it" I need to get 67-68 million inf per roll on average.
Edit: Does that mean there should be a new ceiling for PvP recipes as well at 2.625B? So off market transactions should never go over 2.362B, right? -
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Quote:Nitpick: I think more "squishy" types go for ranged/AoE def cap than S/L. You're particularly well suited for the BM fight if you happened to have gone the S/L route, but I tend to think most of the game favors positional defense, esp to toons who can pretty much always stay ranged.I also think you underestimate the power of SM/L softcap against SM/L using enemies, a self heal, two AoE debuff toggles and excellent mobility in terms of what survivability they can provide.
My Son/Son who has both ranged def cap & S/L resist capped can totally laugh off both BM and all the swords & champs in that fight. My Ice/Storm controller also happens to have ranged & S/L capped defenses and similarly can treat all threats as a joke. My other various ranged def capped controllers & blasters can't. Well, the hovering ones can (don't like using temp fly for the suppression, though I will). The grounded ones tend to get nailed by the swords far more than the blue patches, and this is where melee can help. Even if they can't do their optimal DPS chain on BM, they can keep the freakin' swords out of my Fire blaster's hair. 1 tank (unless he's exceptionally good) isn't going to cut it bet. BM & all the spawns on the map--I'd far prefer at least 2 melee on the scene at all times. -
Quote:This is a bit of a tangent, but you're absolutely right, you can only stack so much debuffs. Which is why stacked Rads are so popular, cuz they have the most stackable *buffs* in AM as well as debuffs. And you wouldn't want more than 2 Colds any more than 2 Kins, but you can still find other flavors of buffs & debuffs that will better fill out a "super" team than 2 blasters. Still, this is somewhat tangential to this topic, since I'm not just talking about purely optimal teams & blasters' roles in them.As much as I love all Corr teams and the likes, there also comes a point where you don't really need anymore debuffs and adding a dedicated damage dealer will make things go even faster.
Quote:I'm not sure what everyone's worried about, I don't invite Blasters to a team for there nukes, just damage in general. Yeah, debuffers may actually be able to get more out of Judgement, but you're talking about Blasters on teams where they'll take advantage of the debuffs too.
And once again, my very simple "fix" is to allow blasters' defiance to affect Judgement. Applying the full damage scalar might also be an answer though I fear that maybe a bit too unbalancing, favoring blasters & scrappers. -
My Invul/Fire is going for Psi. Currently (and he's still a work in progress), I'm vacillating bet. a couple of configurations. I'm too cheap to buy PvP IOs, but I still get...
All w/1 in range of Invinc:
(1) 43% S/L, 37.7% F/C, 37.1% E/N, 36.1% Psi, 18% Psi resist
Or
(2) 46.4% S/L, 37.7% F/C, 39.6% E/N, 32.4% Psi, 15% Psi resist
I figure, a single small purple and I'm capped everywhere anyway, and it takes very few extra mobs in Invinc to cap S/L either way. No insps or outside buffs, and w/(1), I need 7 mobs in Invinc to cap all; 6 for (2). I'm leaning towards the (1) for the higher Psi def. Oh, 251% regen either way, and of course perma-DP. -
Quote:The 710 was from an earlier calculations that I sorta repeated ottomh. Checking back on a screenshot of the T4 pyronic + a T4 Musculature, I seemed to have misremembered. Or did I?(BTW, I'm not sure where you're getting 710 if the base damage on Judgement is presumed to be 450. Musculature isn't a ~58% damage bonus. Am I missing something?)
621 (428 * 1.45) would be the "base" damage w/the above evidence, but the T4 offers added Fire DoT damage. As a comparison, check out Void's T4 which shows the same 428 base damage, but states an average damage of 460. I gotta think Pyro's going to be higher than that, so I don't think a base avg of 490 is out of the question, which would make the Musculature buffed total come out to near that 710 figure (and that 710's kinda burned in my brain for some reason--gotta think I saw it somewhere...).
Oh, and also note the 40' radius and 32 targets max for Pyro. All from an 80' range to begin with. W/a 40' radius, you can just aim around a corner to a mob right at the edge of a spawn (while the rest is shielded from you), and hit pretty much everything w/almost no return fire. With an activation of 1s.
Quote:Because nuke all you want, a blaster can then kill things about as fast between those 12 second windows faster than all folks, or new spawns. Add in debuffs from interface from the team, blasters' high damage can become astronomical if other team members go with -res procs. Things that debuff a crowd are perfectly setting them up for a blaster. A team of 6 controllers/corrs/defenders/masterminds +2 blasters > 8 controllers/corrs/defenders/masterminds. -
You completely miss the point, and you may want to at least skim over the rest of the thread. It's not that 1 AoE shot for 450 (or, you know, 710 w/Musculature) replaces a blaster. It's 8 of them on a team (more on a league). And it's by ppl who can better debuff crowds, or just ignore any return fire, than blasters. So tell me again why a team of 7 nuking defenders/controllers/scrappers/tanks will want a blaster.
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Honestly, I'm not a big fan of DB for tanks. Love it on my scrapper, even though it's all lethal and isn't the best ST or AoE (decent for both, though), but I don't know how well the combo system works for tanks, where you're maybe switching up targets a lot more often for punchvoking, working in other powers more like Taunt (which doesn't technically interrupt your combos, but you have to hurry to catch up), etc.
As for how many attacks, if you're satisfied w/just the Attack Vitals combo, you'd still want Blinding Feint & likely Typhoon's for the AoE, so that's 5, which isn't horrible. Unfortunately, Nimble Slice is required, and if you add Taunt, that's 7. Now, Sweep might also be highly desirable for tanks, which adds 2 more, which is... all of them. Which is another reason I don't like DB for tanks, the fact that you're forced to take Nimble Slice, unless you want to settle for the Empower & Weaken combos instead, but most ppl prefer the AV and/or Sweep combos. My scrapper has both, and mostly uses AV, but Sweep is nice when I'm completely surrounded, which as a tank, you're likely to face more often.
If you want high damage, Fire is king. If you want high damage w/mitigation, Mace isn't too bad. Better w/AoE than ST, but not bad w/either. Axe is close to Mace, but not quite as good AoE, maybe better ST damage. Both are available w/SD (another thing you can't do w/DB), which will help your damage output, and fit nicely thematically. Both have BU though. -
Quote:Okay, but why is it not fun for you? I mean, subjective notions of fun aside, from your postings, you seem to be primarily objecting to the fact that you can't use your entire bag of tricks. But that applies to most of the game, except we're mostly oblivious to the fact, and we get away with our mistakes, because most of the challenges in this game are simple and rudimentary. I mean, who cares if you finish a kill most ITF run in 45 min instead of 40, because the controller kept spamming his AoE immob too early, right? Apex just makes these "mistakes" stark.I feel plenty useful regardless of having devices, after all I can still use my ST chain between puddle dodging regardless of the other issues. I did "learn" how to dodge them after all. But it doesn't change my opinion on the TF simply not being fun, not as doable on a pug or a team of any AT as it should be, and feeling that its the wrong direction for coh as a game to head.
There are many, many powers we use incorrectly depending on the situation, team makeup, etc, but we do anyway, because we're all too focused on our own individual contributions. Insofar as CoX is a very easy game, I think the truly skilled players are the ones who are the most situationally aware and choose the right action for each situation, not the ones who can solo a pylon in 3 min (that's a different skillset, though).
Apex is currently the biggest extreme of a situation where not everyone can contribute equally or optimally, and it depends on run to run, but if everyone does what they can do, there's zero reason the fight shouldn't go smoothly. If that's not fun for you, well, we differ in opinion, and certainly on whether the game is going in the right direction as a result of it. -
Quote:There's a related problem that comes up in the controller forums. Treat it as a parable, if you will.In the game, I don't have a problem making myself useful in Apex with a blaster.
Many Ice/Storm (or equivalent) controllers will bemoan how Frostbite will negate their Ice Slick, but then they need it to control Tornado KBs. There'll also be less frequent complaints about AA & Hurricane being somewhat mutually exclusive (not really, but that's how the complaints go). I (and most experienced controllers) invariably reply, well, then don't use all the powers together. Learn to figure out what powers go best in what combinations and under what circumstances. Don't expect to use all of your powers, all of the time.
Apex takes it to another level. There are whole power classifications (immobs, anyone? Though I argue for them sometimes--see the scrapper forum) that are taboo on the last fight, and other entire ATs (any melee, it seems) that feel frozen out. Again, my reply is, adapt. If you're a controller and your team doesn't want immobs and holds, don't use them. Use your secondaries, or concentrate on locking down other mobs. If you're a tank w/o Taunt, smack BM w/bruising every 10 sec or so, then keep the swords out of the squishies' hair. And if you're a blaster... well, damn, just shoot the bi...attle maiden.
Or, you know, you can just whine about it as your corpse lays cooling while the rest of the team finishes the TF for you, refusing to hosp because, "I can't do anything useful!" Not saying this about any of the posters, but I'm sure you've seen this behavior in that fight, and it drives me crazy. -
First off, nice analysis of all the ATs' affected by I20, though I may nitpick with the details. However...
Don't take offense, but this is a straw man argument. I don't think anyone is saying blasters have no place in the future. I, at least, am saying blasters will have less of a place. Of course blasters contribute, and a lot, and will continue to do so. The question is, do they contribute as much as someone else, and more to the point, does that contribution decrease overall as I20 kicks in? It's my argument to the latter that they will, and this should be addressed. -
Quote:Except the general population don't take the first 7 to turn up. In my experience, you take the 1st 4-5 that show up, then start looking to fill holes. Mostly, that's debuffs, and a tank/brute if you don't have one. Ocassionally, you'll hear calls for blasters, or just "more damage". Those calls will be drying up w/I20, and that's my concern.But only in the mind of Min/Maxers. It wouldn't make much difference to the general population who just take the first 7 to turn up.
Yes, there are teams that will take any 7 that come forward first, and others that will min/max from the 2nd slot. The great majority are in between, and I do fear fewer places for blasters going forward. Also, I know there are other ATs that are even less desires atm, but their lack of attraction won't be adversely affected by I20, at least not to the extent blasters will be. -
Quote:So, you're saying some blasters will fill the ST damage specialist niche. Do you think ST blasters will fill this niche better than, say, scrappers or brutes? Or even MMs and Controllers who can solo a pylon in under 4 min, while bringing other buffs/debuffs/controls to the table? And these are all far more survivable than even a def capped blaster.That's nice, while you guys nuke all the little stuff to heck and back I'll be over here with my ice blaster, my build slotted for recharge proc'ing -res, my defiance bonus, and a nonstop ST attack chain wrecking the AV.
Mind you, stats like pylon solo times are made in a solo vacuum. If you're assuming the rest of the team is providing adequate protection (from aggro, through buffs/heals & other mitigation) and debuffs, I suppose a Fire/Elec blaster will output more pure DPS than a high end Claws scrapper (actually, I don't know this for a fact, but I suspect it from just looking at DPA figures).
Still, blasters are best contributors of AoE damage--it's just what they do better than everyone else in the game--and I fear encroachment in that "niche" more than ST damage, which is already crowded enough w/pretty much everyone and his brother able to solo normal AVs. For the buffed AVs in Incarnate content, stacked debuffs (and again, Interface only goes so far) seem to matter far more than who can pump out an extra 10 DPS, just like it has in pretty much every facet of the game so far.