New player needing tips on blasters archetypes plz
*nods*
Bad wording from me again. Meant that BFs don't get you instantly back on your feet.
[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
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Attacks that throw you half way accross the room and land you on your bum.
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Thanks for the clarifications!
And, btw, that's how I understood it before. My energy attacks, the description of which mentions a "disorienting" effect, have in reality a knockback effect.
So back to where I stopped to ask this question: if this is what we mean with "knockback", how would Flight superiority be a protection against knockback? Isn't it rather Acrobatics that provides protection against knockback?
If yes, then I can drop air superiority but need to keep accrobatics (and not the other way around).
Unless I'm missing something, again (and making a fool of myself again), which I start getting used to
nostra
Air Superiority doesn't help against Knockback, but is a good, reliable Knockdown attack (knockback without hurling the foe back, just drop him to the ground where he is standing and make him get up again) that will drop flying enemies to the ground as well.
Hover on the other hand helps against Knockback attacks, as you will never fall to the ground. You might get pushed back a few yards, but you can still keep on fighting from the air.
[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
Interesting points, thanks!
God, half of these powers from the power pools would be REALLY nice on my blaster... life involves really hard choices
nostra
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Attacks that throw you half way accross the room and land you on your bum.
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Thanks for the clarifications!
And, btw, that's how I understood it before. My energy attacks, the description of which mentions a "disorienting" effect, have in reality a knockback effect.
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The Energy Manipulation melee attacks cause Disorientation (except Power Thrust which is Knockback) and the Energy Blast attacks cause Knockback.
And it's not Fly that helps against Knockback (though it does provide a bit of help) it's Hover that does so. With Hover active you'll just spin quickly in place once instead of being tossed back several yards and then have to stand up.
Acrobatics protects completely against roughly 90% of all Knockbacks and it provides resistance and (minor) protection against Hold effects. Acrobatics is iirc slightly more costly to keep running than Hover.
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And it's not Fly that helps against Knockback (though it does provide a bit of help) it's Hover that does so. With Hover active you'll just spin quickly in place once instead of being tossed back several yards and then have to stand up.
[/ QUOTE ]Fly does exactly the same. However, running fly in fights is much worse for your END than hover.
(post directed at nostra, im just quoting)
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The Energy Manipulation melee attacks cause Disorientation (except Power Thrust which is Knockback) and the Energy Blast attacks cause Knockback.
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Slight clarification, have a chance to cause knockback or disorient. Only stun and Total focus have 100% chance for disorient (TF has a slight chance for additional disorient). For bonesmasher the disorient chance is roughly 50% and for energy punch 25%. Similarly only power push has 100% chance for knockback and the others have less of a chance.
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And it's not Fly that helps against Knockback (though it does provide a bit of help) it's Hover that does so. With Hover active you'll just spin quickly in place once instead of being tossed back several yards and then have to stand up.
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Actually fly is just about as good. Air superiority is actually a Melee attack and possibly the best power pool attack at that.
Acrobatics is by far the best protection against knockback and it is not very costly endurance-wise.
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Hi, welcome to the blaster boards etc. few pointers before I even read your thread
1. read the other threads already here
2. dont type "plz", people prefer "pls" if you have to abbreviate as there are actually esses (S) in it
3. not sure what the "blasters archetypes" part is about :s ??if you meant to have an apostrophe in "blasters" or not then there is still only one archetype called blaster, I think, though, that you were talkin about sets within the archetype, this may help you avoid confusion later on
Plight
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That really cracked me up, considering one of the very first things I thought when I looked at the forums again after resubscribing was "Wow, Plight found a dictionary, his posts actually make some sense now".
I pulled this off one of the lasts threads I posted on before taking a little break.
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brawl, ROFL, i know ur not joking weasel, but sheesh, have u even seen the melee attack damage of blasters?
other than that, what they said, especially Wyx, and the comments about using the 500% turn speed option (i use like 650%), use ctrl+tab to target near enemies, use follow, use range if theres no need to run to them, dont think the melees are slow, they have good activation times imo, if u feel u can then slot swift or such like (on test my blapper runs perma sprint, combat jumping, has swift and hurdle (not health) and moves very well in the air). if u happen to b elec primary get the drains in, or ice use the stuns etc, Aoe control 1st is a good idea, if ur energy primary then a radial AoE KB is prolly the best thing u have so aim to one side of the mob (assuming the mob is big enough to warrant it and not just purepwnage).
other than that go see duolos or del on union, or myslef or captain freon on defiant, win.
Plight
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Good to see you're still kicking around.
On topic, I completely agree with you about Air Superiority being under-rated. It's an extremely useful power on a lot of blaster builds, and not just in PvP.
[/ QUOTE ]Shush you! And was the 2nd quote quoted for advice or english? You lost me . On the SG forums I post in proper english and capitalise abbreviations, to new people I do similar, but to oldbies I just mash it up
WB Wyx
Plight
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I am not sure I understand how the powers you mention can be obtained.
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Get a planner ASAP. It will help you understand how it works if you play around a bit.
And there is no "Plight" here, only BindW
[/ QUOTE ]Keep telling yourself that
Plight
What MaX said is right about the power picks, just remember you cn't have more than 4 pools and 1 ancillary, the rest kinda fits in naturally. Although CoX is easy to put different builds together in, it's difficult to make a strong build without some very obvious/rigid power picks. for example a blaster without aid self in solo PvP is a bit of a joke
Plight
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It's because, to put it simply, Blasters Rule!
[/ QUOTE ]Sonic FTW?
Plight
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Just to jump in with an alternative sollution:
Air Superiority is nice, but by no means necessary. If you want to take an alternate route to get Knockback protection and don't mind trying some other form of movement than Superjump, here is a variation of what I have on my AR/Ice Blaster:
FLIGHT:
Air Superiority
Hover
FITNESS:
Swift
Health
Stamina
SPEED:
Hasten
Superspeed
MEDICINE:
Aid Other
Aid Self
Hover works as a form of knockback protection and allows you to move up and down, while your main movement power would be superspeed. (having 3 slots of flight speed in hover and swift help) Superspeed also provides limited amount of stealth when fighting NPCs, so you have that as well from this combo.
[/ QUOTE ]A very viable alternative and one I would advocate, although maybe not as great in solo PvP, PvE and team PvE wise these picks would be far mor than sufficient.
Bare in mind that super speed only grants stealth until you attack these days, it suppresses like other powers now.
Nostra, the stealth pool has very limited application in game, personallys ince the stealth nerfs I would suggest grant invis for the +stealth +def part on 2 team members rather than stealth for each member, and also phase for many obscure PvP predicaments
Plight
Something else I thought of. I tend to play a character through with no more pools than I feel I really need for a few reasons. 1) pools can be replaced by team members in many cases 2) everypool pick is a power pick you won't get to experience, potentially losing fun and actual character tactics.
Most of my toons havenothing but a travel power and if they need them then very particular pools, so my 27 troller has only hasten and my 43 PB has no pools at all, at 50 I can happily respec to get the strongest build, but 1-50 for me is about learning the powers and their tactics and playstyle. My only level 50, my elec elec blaster, went through a few respecs but never had stamina or hasten until I hit 50, you can make a toon work, just have fun with it . Currently playing a 39 ice ice dom with tp foe, hover and fly! w00t!
Plight
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(Break Free inspirations do not help, for example)
[/ QUOTE ]They do, if you take them before you get hit by KB.
[/ QUOTE ]YESSSSS!1 I can disagree with MaX! w00t! BFs do not stop KB, not to the point you would want. maybe several BFs stop it, I haven't tested, but I know that if someone BFs from my hold the very first thing I do is knock them on their [censored]
Plight
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Attacks that throw you half way accross the room and land you on your bum.
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Thanks for the clarifications!
And, btw, that's how I understood it before. My energy attacks, the description of which mentions a "disorienting" effect, have in reality a knockback effect.
[/ QUOTE ]
The Energy Manipulation melee attacks cause Disorientation (except Power Thrust which is Knockback) and the Energy Blast attacks cause Knockback.
And it's not Fly that helps against Knockback (though it does provide a bit of help) it's Hover that does so. With Hover active you'll just spin quickly in place once instead of being tossed back several yards and then have to stand up.
Acrobatics protects completely against roughly 90% of all Knockbacks and it provides resistance and (minor) protection against Hold effects. Acrobatics is iirc slightly more costly to keep running than Hover.
[/ QUOTE ]To clarify. Disorient is stun, when you are stunned the red text for your status says "Stunned", this means you can move at base speed but not use any powers and all toggles shut off. KB knocks you fly, whether it be back, down, up (these are referred to as KB KD KU), they will always stop you using any powers or anything until you get back up. Fly and hover both offer the same protection from KB, that is to say that you are not knocked down and only suffer for a split second as opposed to several full seconds.
Acro protects against far more than 90% of KB, it makes you practically impervious to KB, although I have heard that combinations of location based KB powers can stack through it I have never been KBed with acro on that I can recall. Also, acro provides no resistance to holds at all (resist in mez terms is duration reducing), it provides mag 2 protection, that is to say that no blaster or other non troller hold can hold through it without stacking and that the hold durations, whether thay take effect or not will not be affected. Anything more than mag 2 will drop the toggle and you will be held, provided suppression has not kicked in
And acro does cost more than hover and has a 10 second or so recharge where hover is purely an on/off toggle
Plight
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I am not sure I understand how the powers you mention can be obtained.
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Get a planner ASAP. It will help you understand how it works if you play around a bit.
And there is no "Plight" here, only BindW
[/ QUOTE ]Keep telling yourself that
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I'll just keep telling you instead, how about that?
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I am not sure I understand how the powers you mention can be obtained.
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Get a planner ASAP. It will help you understand how it works if you play around a bit.
And there is no "Plight" here, only BindW
[/ QUOTE ]Keep telling yourself that
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I'll just keep telling you instead, how about that?
[/ QUOTE ]I'll keep powerposting then
Plight
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(Break Free inspirations do not help, for example)
[/ QUOTE ]They do, if you take them before you get hit by KB.
[/ QUOTE ]YESSSSS!1 I can disagree with MaX! w00t! BFs do not stop KB, not to the point you would want. maybe several BFs stop it, I haven't tested, but I know that if someone BFs from my hold the very first thing I do is knock them on their [censored]
Plight
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It'll take 4 BF's to stop yourself from being KB'd.
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It's because, to put it simply, Blasters Rule!
[/ QUOTE ]Sonic FTW?
Plight
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Hell yeah!
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I am not sure I understand how the powers you mention can be obtained.
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Get a planner ASAP. It will help you understand how it works if you play around a bit.
And there is no "Plight" here, only BindW
[/ QUOTE ]Keep telling yourself that
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I'll just keep telling you instead, how about that?
[/ QUOTE ]I'll keep powerposting then
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Well, BindW what you're doing is usually called multiposting. Most multiposters do keep to double or tripple posting...
Thanks all for the great advice. You have successfully taken me from the absolut-noob status to the regular-noob one
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at 50 I can happily respec to get the strongest build, but 1-50 for me is about learning the powers and their tactics and playstyle.
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And thanks to... BindW for the wise word of the end: I will indeed experience as many powers as possible to make the best of my build by the time I hit 50.
See y'all on the battlefield!
nostra
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Acro protects against far more than 90% of KB, it makes you practically impervious to KB, although I have heard that combinations of location based KB powers can stack through it I have never been KBed with acro on that I can recall.
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I'm pretty sure that boss wolves can occasionally knock you down even with Acrobatics running.
DCUO and CO will never see my money. The Citygame will keep seeing my money for as long as I keep enjoying it
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Acro protects against far more than 90% of KB, it makes you practically impervious to KB, although I have heard that combinations of location based KB powers can stack through it I have never been KBed with acro on that I can recall.
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I'm pretty sure that boss wolves can occasionally knock you down even with Acrobatics running.
[/ QUOTE ]Not experienced it myself, although they do have some of the better KB potentials. I have seen Tanks get KBed before people with acro take a fall in AoE KB situations, but then it's hard to measure in tandem.
And to whoever it is a few posts up that is going about multiposting blah blah etc I can either post a lot of separate replies or one big long one with everyone's name in the post, tbh the former is easier, although if u read every post iever made you will see i mix it up. Either way, its not on topic.
Nostra, thanks and GL, will see you on defiant if that's where you are, or ever go . The time you've taken to learn even the small proportion of what you will learn here and now shows good potential and promice of much fun
Plight
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Acro protects against far more than 90% of KB, it makes you practically impervious to KB, although I have heard that combinations of location based KB powers can stack through it I have never been KBed with acro on that I can recall.
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I'm pretty sure that boss wolves can occasionally knock you down even with Acrobatics running.
[/ QUOTE ]Not experienced it myself, although they do have some of the better KB potentials. I have seen Tanks get KBed before people with acro take a fall in AoE KB situations, but then it's hard to measure in tandem.
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I played a Fire/Stone Tanker to 41 and a BS/Regen Scrapper to 50, both were leveled during I0 to I5, but also tested in I6 and I7. Acrobatics is not as good Knockback protection as Integration.
Anything that causes Knockback has a chance to toss an Acrobatics user. And most tanks are at the recieving end of more Knockbacks than the rest of the team, even in AoE situations.
I feel bad to do something that could be seen as "bumping" my topic... but it's not so deep in the board (only 2nd line actually!) so I'll do it anyway.
Haven't had time to play much due to heavy work load all week (and weekend!) long, but I still managed to hit 14.
I have somewhow deviated from the suggested template (page 1) in order to experience more fun things (among which Ice Strom, which doesn't rock but is fun and definitely has its uses).
I have however followed the mainstream advice regarding travel powers, i.e.:
- combat jumping: this is great in dungeons, allows to jump up balconies and stuff and provides additional defense, a very good choice!
- super jump: I LOVE it... allows jumping insane distances (and honorable heights) to travel fast and more or less wherever I want.
I would never have made this choice on my own, so THANKS a lot to the kind posters who have walked me on this most judicious path!
Now, my tiny contribution to the community (in case another noob reads this post - hope this is not too much of a spoiler, if so my apologies to the moderator and feel free to edit my post): if you get super jump (will also work with at least another travel power), try it close to the NPC who trained you to lvl 14, go to cool places you couldn't reach before and you'll be rewarded for your exploration
nostra
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(Break Free inspirations do not help, for example)
[/ QUOTE ]They do, if you take them before you get hit by KB.