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The objective of this overview is to provide a general reference point to the Blaster Ancillary Pools. While a majority of the powers have been tested by myself or others, please bear in mind some data may be missing (such as recharge times/endurance costs) as it was written by myself and other Blaster boards persons who just like you want to get in some game time in addition to testing. There are some things that are easy to test like Range and Damage Resistance while there are other things which are more difficult and lengthy such as Defense Buffs.
The Ancillary Pools work just like regular pools. A Blaster may select his/her first Ancillary pool power at Level 41.
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Munitions Mastery
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Body Armor Damage Resistance from Smashing and Lethal Attacks. It is a Passive power (like Stamina for Example) so it's always on.
Range: Self
Endurance Cost: N/A
Duration: Always on
Recharge Timer: N/A
Activation Time: N/A
Brawl Index: N/A
Base Damage Resistance: 9% Resistance Smash/Lethal
Recommended Slotting : 1 - 6 Damage Resistance
Cryo Freeze Ray Blue Beams fire from an Assault Rifle and if a successful hit is made will Hold a single target. The Cryo Freeze Ray is of enough magnitude (Mag3) that it will Hold an LT instantly on a hit . Against a Boss two applications are needed.
Range: 50 ft (Roughly)
Endurance Cost: ?
Base Hold Duration: 8 - 12 seconds (?) vs Even con minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: .04784 Cold
Recommended Slotting: 1-2 Accuracy, 1-2 Hold Duration , 1-2 Recharge
Sleep Grenade The Sleep Grenade is an Area of Effect Sleep that fires from the Assault Rifle. It does a small portion of Smashing Damage and any mobs successfully struck will do a "choking" animation (similar to Char) and are considered "asleep". Any mobs that are unaffected or missed by the Sleep Grenade will instantly aggro to the attacker. There is currently however no ZZZZ type of animation associated it with it. The mobs will remain asleep for a period of time (scales with mob level I've observed) unless attacked. The Sleep Grenade is of enough Magnitude that it will Sleep Lt. Based Mobs on one application.
Range: 80-85 ft (roughly)
Endurance Cost: ?
Base Sleep Duration: 20-25 (?) Seconds vs Even Con Minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: .04784 Smashing
Recommended Slotting:1-2 Accuracy, 1-2 Sleep, 1-2 Recharge
LRM Again firing from the Assault Rifle the LRM is basically an Area of Effect attack that has long range. The damage is a 40/60 combination of Smashing/Lethal Damage.
Range: Rougly 45 Yards (135 Feet)
Endurance Cost: ?
Duration: Instantaneous
Recharge Timer: 4 Minutes (240 Seconds)
Activation Time: ? (Best guess is the same as SniperRifle?)
Brawl Index: BI - 4.139 Lethal + 2.777 Smashing (6.9170)
Recommended Slotting: will vary depending upon Primary/Secondary but should be a mix of Accuracy/Damage/Recharge Enhancements.
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Force Mastery
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Personal Force Field The Personal Force Field is from the Defender/Controller Force Field Power Set. When toggled it will provide both a Defense Buff bonus in addition as well as a Damage Resistance bonus to all attacks except Psi. One can only use powers that will affect self. Hence one cannot attack while the PFF is active.
Range: Self
Endurance Cost: need more data, but approximatly the same as acrobatics, imo (Muldamai)
Duration: Toggle
Recharge Timer: 30
Activation Time: 2
Brawl Index: N/A
Base Defense/Damage Resistance: Base Defense ?/28% Damage Resist to all vs Psi (Unenhanceable)
EnergyStar's Recommended Slotting : 1 - 3 Defense Buffs 1 Recharge
Muldamai's thoughts on BaseDefense: opinion only, I will submit 45%. I had 8 even level minions shoot at me for an hour to test it out, it looked like approximatly 1 in 20 attacks would hit.
Repulsion Field The Repulsion Field is another power derived from the Force Field set. While it is active the hero/heroine generates a pulsing field around his/her person which will repel all foes in its proximity. Each foe repelled costs some additional endurance. This field seems to extend about 5' or so out. The Repel strength is powerful enough to send Boss Class mobs flying.
Range: PBAoE
Endurance Cost: There is a base cost to run Repulsion Field as well as an additional cost per mob that is knocked back with the field.
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Recommended Slotting : Endurance Reduction
Temporary Invulnerability Temporary Invulnerability is akin to Temporary Invulnerability from the Invulnerability Power Set availble to Scrappers/Tankers. While it is active it provides a degree of Damage Resistance to Smashing and Lethal attacks.
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Base Damage Resistance: 22.75% Resistance Smash/Lethal
Recommended Slotting : 1 - 5 Damage Resistance/1 Endurance Reduction
Force of Nature When activated Force of Nature grants the user a degree of Damage Resistance to all types of attacks except Psi and additional Endurance Recovery. Once Force of Nature wears off, the user's endurance will drop to zero, shutting off all toggles.
Range: Self
Endurance Cost: ?
Duration: 120 Seconds
Recharge Timer: 780 Seconds
Activation Time: ?
Brawl Index: ?
Base Endurance Recover Per Second:?
Base Damage Resistance: 35% Resistance to all save Psi Recommended Slotting : Mix of Damage Resistance and Recharge
Muldamai's Recommend Slotting: From my practical use, I don't bother with recharges, I have Hasten, and that brings it up fast enough for my purposes. I only use this bad boy when the chips are down, and I need a boost in a close fight.
Quibble note: At the time of this writing "Force of Nature" is typo'd as "Foce of Nature"
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Cold Mastery
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*the Descriptions for Cold Mastery may also incorporate descriptions from fellow poster Agent Virgo.
Snow Storm Snow Storm is a basically an "anchor" power area Slow. A user selects a target and clicks Snowstorm and all the mobs in that area are affected while the power is active and selected upon its target or "anchor". Little in the way of hard numbers on this since we don't know base move rate for enemies or base recharge rate for them either. Should be testable in the Arena. -SPD and -RCHG targeted AoE Toggle (Anchored). For additional information including a screenshot consult this Guide to Anchor Powers
Range 80 feet with a 25 foot sphere AoE.
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Recommended Slotting : Mixture of Slow and Endurance Reduction Enhancements
Flash Freeze Very similar in operation to the Sleep Grenade Flash Freeze is a targeted Area of Effect MAG 3 Sleep (affects LTs with one application). Slept mobs will appear to be "encased" in an block of ice trying to "wiggle" free. IIRC, there is no "ZZZZ" type of animation associated with it.
Range: Range 60 feet, area of effect 25 foot sphere.
Endurance Cost: ?
Base Sleep Duration: 20-25 (?) Seconds vs Even Con Minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: Minor Lethal and Cold (50% each type) with a BI of 0.2778 for each.
AV's Recommended Slotting: 2 Accuracy, mix of Sleep/Recharges
Agent Virgo's notes: Forgot to mention.. Flash Freeze has a base -20% Accuracy too. Got me killed plenty at 41 trying to test it.
Frozen Armor When activated Frozen Armor encases one in somewhat transluscent coating of Ice. This coating provides Defense vs Smash/Lethal attacks as well as some Resistance to Cold and Fire.
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Base Defense/Damage Resistance: ~20% (Tankers claim 22%, but DEF numbers are hard to get so exact) DEF vs S/L. 9% RES Fire, 30% RES Cold.
Recommended Slotting : 1-5 Defense /1 Endurance Reduction
Hibernate Another Power from the Ice Tanker set. When activated the user is encased in a block of ice and is completely invulnerable to attacks. The user will regenerate a substantial amount of Health but is unable to perform any other action.
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: 2 Seconds
Brawl Index: N/A
Base Defense/Damage Resistance: Special - 100% Invulnerability to all attacks during it's duration
Recommended Slotting : Recharge
Agent_Virgo's notes: Not slottable for Heal, but is listed as Regen Extreme, just like the old Instant Healing was. I'd be willing to bet the numbers are the same, but I admit I haven't tested this (two levels to go...) personally. Activation time is 2.0 seconds with a cost of 0.0 making it an attractive post-level 32 primary attack survival tool. So long as you aren't dead two seconds after you Nova, you'll survive. Of course making sure everything is aggroed on something else before thawing out is recommended. Electricity Blasters take note since you have the advantage of not being in melee range when you Thunderous Blast. Also handy for solo down time.
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Fire Mastery
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Char Char is a ranged Mag3 single target Hold. When a mob is struck by Char he/she/it will do a "choking" animation. Char has enough Magnitude to Hold a LT class mob on a single application if a successful hit is made. Char also has a Damage over Time component (Fire) to it though at the time of this writing is unmeasured by me.
Range: ?
Endurance Cost: ?
Base Hold Duration: 8 - 12 seconds (?) vs Even con minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: ?
DB's Recommended Slotting: 1-2 Accuracy, 1-2 Hold Duration , 1-2 Recharge (*/Devices Blasters just use Hold/Recharge)
Bonfire Bonfire is a ranged placeable Area of Effect Knockback tool. Bonfire's AoE is circular in shape and when placed in an area mobs are Knocked Back away from the center of the circle. Even Boss class mobs can fall suspect to it's KB effect - indicating a Mag4 KB effect. Like Char, Bonfire also has a Damage over Time component (Fire most likely) which at the time of this writing is unmeasured by me as I was testing it's functionality rather than damage.
Range: 70 ft
Endurance Cost: ?
Base Duration: 45 Seconds
Recharge Timer: 120 Seconds
Activation Time: ?
Brawl Index: ?
Recommended Slotting: 1-3 Recharge depending upon frequency of use.
My notes: When I tested Bonfire I found it's best use was in an area enclosed with 3 walls. I essentially had two Boss class mobs (Fake Nemesis and Warhulk) pinned in opposite corners bouncing during it's duration.
Fire Shield When activated Fire Shield engulfs the user in a coating of flames. This coating provides Resistances VS Smashing/Lethal/Fire and Cold attacks
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Base Damage Resistance: 21% Resistance to Smash/Lethal/Fire, 7% Resistance to Cold
Recommended Slotting : 1 - 5 Damage Resistance/1 Endurance Reduction
Rise of the Phoenix From the Fiery Armor Tanker Set, Rise of the Phoenix is a self resurrection power. When the user is defeated and activates this power all mobs within it's proximity (the exact proximity is unknown at the time of this writing) suffer a Mag4 Knocked Back effect and a Mag4 Disorient(Stun) effect. The user will regain 1/2 Health and 1/2 Endurance.
Range: PBAoE
Endurance Cost: ?
Duration: Instantaneous
Recharge Timer: ?
Activation Time: ?
Brawl Index: ?
Recommended Slotting: Recharge
My notes: Graphically speaking RoP is one of the most eye appealing powers. I used my Level 47 Build on Test purposefully dying against all types of mobs to test it's KB and Stun effect. It had enough Magnitude to work on the Level 50 Death Mages (although very short duration).
Credits:
This is a compilation overview from many posters.
Force Mastery numbers courtesy of EnergyStar and Muldamai.
Cold Mastery numbers courtesy of Agent_Virgo.
Mage Storm, SnipeFu, Ohms, LightWave, Stormrayvn, tonydanza, WG, that dude on Test server who kept giving me respites while I was testing RoP, posters in the Blaster forum, and to you the reader
Version-030105-.9x -
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shadowybc,
I am Level 33 now. As stated above, I have Nova 4 slotted. I did neglect to say that they are all S.O. damage 36 or 35+. Aim and Buildup are single slotted with recharge (S.O. 35 but that shouldn't make any difference). Some testing I did last night, I tried Nova with a big red and yellow pill in a mob of +1 and +2 Nemesis and about half or more of them were still standing. Thanks for the help!
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Like what kind of +1 and +2 mobs - sounds like a mixed pack of minions and LTs.
I can easily nuke +2 minions with Nova (6 slots all Damage - no aim no buildup ) and +3 minions (depends on the resistances of the mobs). -
Has anyone tried to create a permanent Channel (ie linking 2 SG's for example) then log out/in successfully?
At work right now or else I'd be helping field questions hehe. -
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Ice Patch usually does knockdown, but I have seen it slow higher level mobs, instead of knockdown. Not sure about knockback, tho.
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For mobs even to within four levels below you Ice Patch does Knockdown very reliably.
Currently on Live (well as of yesterday)
For mobs below four levels Ice Patch does Knockback - mobs are KB'd from the center of the Ice Patch (kinda like Bonfire). Did this use to do this before? - I haven't had a chance to log onto Test yet (been do busy playing hehe).
Now mobs that con higher - I notice a slow effect then a Knockdown. Depending upon the con of the mob I don't see any Knockdown at all just a slow effect. (I'm at level 26 atm and tried to tackle two level 30 Crey LT's for an experiment).
I am primarily abusing the Ice Patch, Flamethrower and Ignite combo - which works very reliably for 0 - +1 minions but against anything higher - er not so much.
Anyways there are patch notes on Test - if I have time tonight I'll log onto test to see a difference. -
I play an AR/Ice as well as an Ice/Energy.
When you say Bitter Ice Blast has short range like how short? Is it like Power Burst (meaning a lil more than melee range).
The diameter of Ice Patch seems to measure 10-12 feet (my SG mate kept moving when I was testing). Additionally if mobs are 4 levels below you the will be Knocked Back from the Ice Patch (did this change afterI3 ? - I noticed something in the Test Server notes haven't had a chance to copy and Test my character yet).
Personally I'd slot Freeze Ray with 2 Accuracy, 2 Hold , 2 Recharge. BFR I'd probably just slot 2 Accuracy (I don't have it yet but it looks to be my opener on Bosses then a queue'd up FR - at least until I get my Total Focus).
Does Buildup and Aim affect Rain Powers like Blizzard? I remember reading a post a while back by Geko saying that it as yet didn't. Did this change? -
Not bad AG. Not bad at all - I'd probably pick the Fire Mastery for concept reasons but I like the slotting and power choices.
Levels 1-20 is almost exactly what I would do with an Fire/Energy build.
I didn't do too much testing with Health - I couldn't slot it on my Eng/Dev/Mun build - I got one respec left perhaps I'll pick it up. -
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In the meantime, the post that got me here was concerning the dmg descriptor on the nrg snipe attack. It says 'Superior' as opposed to 'Extreme.' I was told that superior is lower than extreme and I am irked by this. NRG is supposed to be mainly single target, so why is our main single target attack lower than everyone elses?
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AFAIK all the Sniper attacks do the same amount of damage (for Blasters relatively speaking) - Compare the base of a level 26 Blazing Bolt to a level 26 SniperBlast and they should be around the same (should be in the brawl index).
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Also, the defender secondary sets Dark Blast and Psychic Blast get their 'Snipe' attacks in the 3RD SLOT! And both are EXTREME! [censored]?!
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Defenders also do 64.99% of Blaster Damage so again the EXTREME thing may be related to a it's specific archetype.
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Teloportation as my travel power, much to the chagrin of many of my close friends. I can see why, high end cost, interruptible, no combat bonuses, and it requires slotting to be useful just for traveling!
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I had Teleport and I used it for combat with my Invulnerability Scrapper (before they removed the self root from Unyielding). I have Stamina and TP is slotted with a single Reduce Endurance.
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I also plan on going through the Stealth tree and getting phase shift or invisibility.
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If you are going for Phase Shift take Stealth then Grant Invisibility then Phase Shift.
Stealth and Phase Shift = the same effect as Invisibility
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I also plan on picking up the Force Mastery defensive powers (not sure which).
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Personal Force Field, Repulsion Field, Temporary Invulnerability, Force of Nature
Either take PFF and slot it or take Phase Shift (if you're looking for that oh heck button). Even slotted up mobs will still have a 5% chance to hit you with PFF on. However unlike Phase Shift you can use powers that affect self like Aid Self for example.
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So I guess my question is what do you(meaning anyone on here) suggest for working Nova into the build?
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IMO, Nova should be taken at 32 when it is available.
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Was thinking of getting Power Push....hmmm
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If you solo frequently Power Push is highly recommended in my book for keeping stuff on it's backside. -
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Just thought i would mention, i have added this thread to my sig.
I was groped with a blaster this weekend and he shall remain nameless, shot down my anchor at least 6 times in one fight. It got a little frustrating. It was like she was targeting any the was green and glowie. Lol, i need to make her read your guide!
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Thanks TSD but lets call it "Guide to Anchor Powers" - as it is a work compiled by many.
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Just a note to all that there is a change to toggle debuffs in Issue 3. These powers now have a max range of 300 feet. If you get further away from your anchor than that, the toggle will shut off.
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Yes - I'm pondering on re-editing the guide.
Additionally I think Snowstorm is being offered as a Blaster Epic. -
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Temp Invulnerability/4 Dam Resistance(8)
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Yeah before you guys had logged on for the City of Energy Blasters I ran around with another Test Version of DB with TI. The numbers I got where close to 22.75%
With that slotting you should have around 40% Resistance to Smashing and Lethal
22.75 + 4 (4.55) = 40.95% -
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Temp Invul:
Le/Smashing: 22.8% resist (close to States posted target of 22.75%, probable difference due to rounding/decimals)
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Really? I was getting somewhere around 29 -30 % maybe I wrote something down wrong -
Wytch
Gratz to 50 - now you can PL me when I come onto Liberty!
J/K! -
Excellent post Wytch - while personally I would differ in some power selections and slotting it's still great reading and also good to know that you're having fun playing it!
Oh a picture of Darkest Night can be found in the Guide to Anchor Powers -
Thanks for this post this well certainly be a good briefing for our SG when we take on this task.
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Ah very good points that I didn't even mention. Thanks!
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This is a well written guide Snipe-Fu
Just curious when I tested out Aim I got a 62.5% Damage Boost. I tested vs. 2 sets of opponents neither of which had any known resistances to Smashing and/or Energy.
It's in this thread -
/bind g "group $target is my anchor - kill it last!$$powexec_name Darkest Night"
Hmm.. Do you have Darkest Night? If you do check the spacing between the words. In my experience binding powers it has to be exact - try it with the crey pistol hehe. What type of Defender/Controller are you? -
Well it's lengthy reading but if you got this far I thank you for taking the time to look over it
Again many thanks to all the peeps for input and feedback -
krushnor:
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i'm a lvl 16 dark/dark def and I love the guy hope the devs don't change him for the worse ever cause i'm so freakin powerful right now and will only get stronger. Having the ability to lock down 14 guy a few lts and a boss is something i'm very proud of. Also watching my teams life bar almost never dip down rocks.
As for anchor yeah black goo around him for shadow but hardly notice it myself and can lose track of anchor very fast if he's not on a boss or something.(wish it would turn anchor in to big black fluffy lookin guy, would make it easier for teammates and myself to see anchor)
I choose anchor by a few options
1.Is it all minions and a lt then usually a minion in the back middle and lock everyone down next to him(TT)
2.monster,AV,boss named or othewise
3.if teammates are idiots then I choose and its always the first thing to die even if is way in the back
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Night_Reaper:
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I always pick the biggest bad guy in the group (boss/lt) for my debuff anchors. They'll die last, and they are the ones I want to make sure are debuffed. Rad debuffs just turn them into teddybears, so I don't worry about them hitting me much
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RazorBluewing
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As for not using two different targets for RI and EF... I do a lot. I pick two guys next to each other. That way when one dies the other effect is still running (in case someone gets target happy) and if they are the last two left losing one of the debuffs is not that big a deal.
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Shino_Yami:
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Occasionally I forget that I'm assisting, and end up announcing that one of my teammates should be killed last. It's very amusing.
I also tend to focus on using it on the bosses, since the rest goes down so quick, it doesn't really seem worth it most of the time.
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Retrogression:
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snow storm: there's a HUGE whirling storm around the anchor, and small ones around everyone affected, anchor or not. Sometimes the huge storm is hard to see if you are close to it. Snow storm is the only one of the four that is not under the anchor' feet. It's around and above his head instead.
RI has a sort of star green thing under the anchor's feet, and EF has a concentric ring radiating under the anchor's feet. I never put them both on the same target unless it's an archvillain or upper type boss thing that will do horrible damage. By the way, RI seems to keep the Vahz's embalmed cadavers/abominations from exploding. Not sure why, but it does.
The Dark and Storm anchor toggle debuffs have larger radius of effect than Radiation. That's why I put them on different targets; likelier to get more of the bad guys in one or the other at least that way.
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Psychlone2
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By the way, RI seems to keep the Vahz's embalmed cadavers/abominations from exploding. Not sure why, but it does.
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Debuffs interrupt interruptable actions, such as Vahz and CoT kamikaze attacks, Skyraider engineer FF generator deployment and Malta auto-turret buildings. DoT attacks are also handy for this.
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Scientist:
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I play a rad and a storm, so know the effects of some of the debuffs.
Radiation Infection; large green swirling ring of green sparkles, the anchor has a smaller green ring just around him.
Enervating Field; has radiating lines/rings of green shooting out from the anchors feet. As mentioned earlier, this one is easier to see.
Snow Storm; I've used it regularly for several levels now, and I still can't figure out who my own anchor is once I lose track of them. :-P There *may* be a bit more of a bluish cloud around the anchor, I'm not sure, but the whole effect is pale enough its hard to see who the center of the ring is unless there are just a few mobs in it. Fortunately has a pretty fast casting time (though not recharge).
The advice about panning camera view up to "look down" on the fight, and setting default distance to at least 20 feet, is good; I use this a lot to refind my own anchors and warn people not to hit them with a keybind.
Another unrelated tip; if you look down and set camera distance to a large number, say 400 feet, you get a helicopter view that makes it a lot faster to find specific mobs for "defeat X" type missions (such as CoTs on roofs in KR).
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For anchor "labeling" my group has also used Fire Circle (a Fire blaster immobilize power of some kind). Not only does it prevent the anchor from running away and carrying the debuffs, which can be quite deadly, but the little fire circle is easy to spot.
This also has the advantage of giving the AoE fire blaster something to do for the first attack while the rest of us establish aggro, so he doesn't get blown up by counter-fire from the mobs. Aggro is rotating between the melee-rs (in first) to me (area debuffs) to blaster (AoE), which spreads out the damage nicely. Otherwise, caution is indicated if you lead off with area debuffs, you can get a lot of shots back at you, even if many miss due to RI.
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SavageHenry:
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While the WoW Beta client's installing (shut up, we all get to cop out sometime), my hamster-brain sayeth:
-Dropping RI+EF on the same target is usually a good idea; however, in those cases where you're grouped with such rockheads that the Pumicites themselves cringe it might be safer to spread the love so to speak. Pick some poor gimp to drop RI on, and leave EF for the largest source of damage.
- As a followup, folks please don't get too mad when your anchors get blown up real good. Arrests happen, and as easy as you think it is to pick out your RI anchor in a herd of seisure-inducing special effects, it isn't. My old "first week of play" D3 just came out of cold storage, and Darkest Night can actually be rather troublesome to identify with 5-8 mobs huddled around the anchor. For RI, tell people to watch for the mob that the cocentric rings are eminating from on the floor. DN, not so sure yet as it's a lot harder to nail for me.
- For the love of Statesman people, USE LINE OF SIGHT! I like to travel around in city zones, just taking in the views and notice a lot of (new) Rad or Dark Defs just engaging right on the spot. You'll get mobs that flee, mobs that refuse to group within the anchor radius, and all sorts of other fun problems that leave you looking at your x-rays in 'ozzy. Try using the old jump trick; hop up, hit RI in midair and when you land sometimes you'll have instant mobility while still in the cast animation. Use that second or two to duck out of sight from your anchor target. Let them charge your position hidden around a corner, obstacle, etc and then engage when they're nice and huddled. Perfect time to drop Lingering Rad, keeping them as is. Just running in, and expecting everything to stay in position as you plink away is simply absurd.
There's a lot more to touch on, as this is one of the most subtle yet fundamental aspects of playing with an anchor power. We need them up, but have to respect the fact that they won't always be when we need them to be. I've been overly guilty in the past of verbally flogging players that took mine down three times in a row (yeah, three strikes, works for me), but we'll never get anywhere without education.
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LongReach:
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Wow, a Matt Howard AND Young One's fan? too cool..
Anyway, on to anchors. This is how I play w/ my Rad/Dark, YMMV.
I don't make a big deal about my anchors being nuked, I just adapt my gameplay. w/ hasten up, the regen time for EF is negligable. RI is an annoyance, because of time you stand there with your hand in the air like you're asking permission to go to the lavatory, but if I find I'm in a group that keeps nuking my anchors, I adapt in one of two ways.
1. Team is so Ub3r that they wade through the mobs too quickly: In this case, I just don't use RI, unless it is on a boss or something that will stick around.
2. (More common, alas) Team has collective IQ of a hammer, and they just don't get it. What is it they say "never wrestle with a pig. You'll just get dirty and the pig might get excited." I'll tell them about how anchors work. If they just don't get it, and the team isn't doing much for me, then I adapt by leaving. If the group has other redeeming features, then I'll deal with the anticiplated down time by using more crowd control: As soon as RI hits, I'll use LR to slow them, TT to grab them (that's in all my attacks) and DP to disorent some of them. This way if (when) my anchor gets dropped, the mobs are defanged enogh that there isn't much damage output for the interval in getting the next one up.
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DodgerTA:
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My Rad/Rad's current duty at lvl 33 is powerleveling my SG's low alts to 14. One of my SG mates scoffed at the idea that a DEFENDER could PL people, but shut up when she saw me in action last night. This is really easy since we have a lvl 25 for them to SK to, all I do is go to the south end of indy port (28's and 29's) and herd the entire south end of the zone into one spot using RI+EF to aggro all the mobs I'm training the old ones through (gotta turn off Stealth and SS or they don't keep aggro and can't keep up running). There's a specific set of crates with a little corridor leading in between them that works beautifully for stacking them up... the railroad box cars over by brickstown also work wonders. Once they're all there, I Aim+EMP the lot of them and then just Irradiate until they're all dead. Which, by the way, is LONG before my EMP wears off. :-)
(funny enough I did die once yesterday - a mekman landed a lucky stun shot on me. RI went down and the sheer number of 29 bosses and grenades around me hit me enough to kill me while I decided to EMP... I got the EMP off but died in the process. The EMP lasted long enough for a SG mate to LOG IN her blaster and FIND ME in the south end of IP, and Trip Mine the baddies into obliteration. I love this power. )
I could probably do it with Even-+3 cons once I get Tough and Phase Shift. :-)
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DodgerTA:
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I usually notify my teams simply not to kill my targets, but that AoE is OK. Then I pop my debuffs on a LT, keep him targeted, and tell everybody to check my target. The boss almost always dies first, because the Single Target guys go for him, and then any LT's and then minions, whereas the AoE guys do the opposite, killing all the minions, then LT's. If my buddies are worried about that LT, I just demonstrate Cosmic Burst to them and inform them that he won't be doing much of anything except maybe running away very, very slowly.
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Guide to Anchor Powers (FAQ w/Screenshots)
Greetings. The following thread is a compiled discussion on powers that use "anchors" and the Archetypes that use them (Defenders/Controllers). This is suggested reading for anyone who uses anchor powers and especially for anyone who teams with people who use anchor powers. Some of the best Debuff powers (powers that weaken opponents) require an anchor and as many know Debuff powers are what can turn that Level 41 Warwolf into a Level 41 puppy.
First let me say a big thanks to everyone that helped to put this thing together - it's a group effort - so there's quite a few of you and you know who you areOk on to the good stuff.
This discussion will address the following main points:
1. Definition of an anchor
2. List of powers that use anchors as well as a screenshot to identify the anchors
3. Sample anchor bind
4. Tips and strategies for solo and group play
1. Definition of an anchor
Certain powers that heroes and heroines use will cast an Area of Effect Debuff targeted on a specific mob within a group which in turn Debuffs all the mobs in its proximity. That mob is often called the anchor . As long as the anchor is alive, the Debuff effect will remain. Thus, it's a good idea to arrest the other mobs in the group and save the anchor for last.
2. List of powers that use anchors as well as a screenshot to identify the anchors
The following list are powers from the Defender and Controller Sets that use anchors. Also included is a link to a screenshot to identify what it looks like.
Darkest Night (from the DarK Miasma Set) reduces Damage and Accuracy
Darkest Night - mob on left is anchor
Radiation Infection (from the Radiation Emission Set) reduces Defense and Accuracy
Radiation Infection - mob in the center is the anchor
Enervating Field (from the Radiation Emission Set) reduces Damage and Resistance
Enervating Field
Snow Storm (from the Storm Summoning Set) reduces Recharge Rate and Movement
Snow Storm - mob on left is anchor
3. Sample anchor bind
Here's a sample bind for an anchor suggest by Shino_Yami
/bind g "group $target is my anchor - kill it last!$$powexec_name Darkest Night"
4. Tips and strategies for solo and group play
The following tips and strategies are taken directly from a thread or responses that were PM'd to me.
Detention Field (from the Force Field set) can be used to prevent the anchor from being arrested.
(suggested by DodgerTA - tested and confirmed by my SG mates)
Erratic:
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Of course there is some debate as to what is the "best" anchoring strategy. Some people (Rads mostly) with multiple anchors like the split them up, and regardless of multiple there is the question about what to anchor to in general.
Solo I anchor to the toughest mob around as its going to die last anyway.
In group I tend to also anchor to the toughest. He may be group priority but in the mean time I can lay out some hurting on other nearby things and if for some reason there are a ton of AEs being used he'll last longer.
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Chazzmatazz:
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Another tip for finding the anchor is to fight using a higher view (from above). You can more easily seem the center of the area of effect. Some of these toggle effects have MUCH larger AoE than others. Shadowfall has a huge one for instance. Very surprised when I saw how big the Shadowfall AoE was from the birds eye camera.
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Well since I cant edit my post let me just write up a new one.
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