joleme

Apprentice
  • Posts

    3
  • Joined

  1. [ QUOTE ]
    After reading this, I sense the meaning of the word "fix" is similar to what we did to our cat.

    I'll have to agree that if they dial down the damage, they better dial down the agro. The only defense we really have is to take down the opponent(s).

    [/ QUOTE ]

    not aimed at the person in the quote, more aimed at this general attitude a lot of blasters have.


    laf, gee, blasters may actually need help then. I have a 41 ar/dev blaster, i have a 43 fire/rad controller, and i have a 30 ma/sr scrapper, i have a good grasp on the game and groups and im amazed at the whining that goes on when cutting dmg or AoE dmg is mentioned. omg its so horrible a blaster wont be able to 1 shot an entire group of 12 or more reds, what a shame. you may actually have to group with someone, omg?!. several other classes either entirely depend on others, or at least work better with groups, a blaster shouldnt be a 1 man wrecking crew.

    from personal experience blaster dmg/aoedmg needs a cut or fix.
  2. [ QUOTE ]
    1. delete character
    2. create blaster
    3. kick [censored]

    [/ QUOTE ]

    idiot

    /ignore
  3. [ QUOTE ]
    [ QUOTE ]
    Fire - Post 32

    Powers used:
    Fire Imps

    Strategy:
    Push Fire Imps button every time it becomes available.
    Find large groups of same-level mobs.
    Stand and watch Fire Imps decimate them.
    Repeat until you are level 50.

    [/ QUOTE ]

    User: Anyone, Any Archetype.

    Powers Used: Griping, Whining, Describing Powers out of Context,

    Goal: Nerf the Crap out of Everything except Ice Controller.

    Outcome: Uncertain

    [/ QUOTE ]

    lmao, nice.

    Fire/rad - Post 32

    Powers used:
    tactics
    maneuvers
    fire cages
    hasten
    accelerate metabolism
    cinders
    char
    fire imps
    flashfire
    smoke
    RI = Radiation Infection
    EF = Enervating Field
    EMP

    Strategy:
    Perma Hasten and Acc met = 4 groups of imps out at all times. Fighting any groups, smoke to get up close, then 1 of 3 strategies depending what powers are ready and dispersion of current group, but no matter what, LET THE IMPS START THE FIGHT OR RISK GETTING ALPHAED, especially if bosses are present. There are a few exceptions, like Devouring Earth that lay down fungi making them immune to being held/stun/sleep/immob/etc, always char/flashfire/cinders the group before your imps get there to prevent them from laying them down, it can be risky but with 2 acc in cinders/flashfire you should be safe. Most prefer not to fight DE anyway. I also keep tactics and maneuvers on at all times. The only real use for RI is if you are fighting a orange or higher con.

    1. flashfire - medium radius - disorients the group, cages if you want to keep them in place, but not overly needed. Let imps clean up. If there is a boss in the group, if the disorient doesnt hit, use char 1-2 times to hold him, and keep the boss charred with shots every once in a while. Use EF to speed up the killing. Good for tightly packed groups.

    2. Cinders/Cinders+char - medium radius - the beauty of cinders is that its a hold, so if there is a boss in the group a followup char will hold him, assuming both hit of course. Use EF to speed up the killing. Good for tightly packed groups, or slightly spread out groups.

    3. EMP/EMP+char - omg huge radius - Works the same way as cinders/cinders+char, only difference is it will drain your END quite a bit, have a catch of breath ready to keep your toggles up. Use EF to speed up the killing. MEMO - EMP has an enormous radius, and can be used for holding groups that are very spread out.

    Using these 3 powers, you can move from group to group indefinately without having to stop for very long, Using EMP just make sure you have end insps ready.

    as a big move, for groups with more than 1 boss.. EMP + cinders will hold all the bosses (assuming it hits of course) but ill leave you pretty drained, end insps to catch up.

    Thats pretty much it.... honestly fire/rad doesnt take a lot of amazing skill to work, good slotting is important though. Know what to take on for your lvl, i find +0/+1 amazingly fast to take down, even +1/+2 are simple. Higher than that are still easy but i dont think is worth the slowdown since you can mow down lower lvl groups faster, but its always fun taking out the group of reds and purples, if for no other reason than fun.