New player needing tips on blasters archetypes plz
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That depends on where you train, there's a trainer in every city zone after all Oh, and badges aren't generally considered spoilers.
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Good point, I was thinking of this charming young lady who's been by my side since security level 1. That should be clear enough
nostra
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That depends on where you train, there's a trainer in every city zone after all Oh, and badges aren't generally considered spoilers.
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Good point, I was thinking of this charming young lady who's been by my side since security level 1. That should be clear enough
nostra
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I'm sure Back Alley Brawler will be gratified to hear you speak of him in such fond terms....
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
Nice to see I'm not the only one under the charm of his lovely curves
nostra
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Nice to see I'm not the only one under the charm of his lovely curves
nostra
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*Steps slowly away from nostra.....*
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
I always thought of them more as bulges, rather than curves.
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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.
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I wouldn't min actually getting some comparative figures for this, using stacked bonfires would be a sensible way of doing it, although I haven't been KBed by anything I can remember off hand with acro on, and I've seen plenty of regens and stone tanks get knocked about. Is it rooted or GA that gives KB resistance for stone tanks?
Plight
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Is it rooted or GA that gives KB resistance for stone tanks?
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Both. Rooted is the mez protection for non-GA and GA includes additional mez protection.
I can't remember ever seeing anything getting through the knockback protection on acrobatics.
I use the leaping pool on all my characters now except my kinetic (aside from the other benefits, knockback annoys me a lot, and Hover is just too slow these days without speed boost/siphon speed). Given the sheer volume of play time accross my higher level characters while using the leaping pool I'd think I'd almost have to have got landed on my backside at some point if it were possible.
The only times I ever recall it is after the toggle has come off for some reason. I can't say I've ever really paid a lot of attention to it, or tested it as such, but I just work on the assumption that if I have acrobatics on I'm staying upright.
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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.
[/ QUOTE ]According to NoFuture, Acro is -100 KB, while integration (And, for example, GA, rooted and unyielding) is -10.
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According to NoFuture, Acro is -100 KB, while integration (And, for example, GA, rooted and unyielding) is -10.
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Indeed, but Integration (and the like) also gets a 10k% resistance against it on top of that.
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Is it rooted or GA that gives KB resistance for stone tanks?
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Both. Rooted is the mez protection for non-GA and GA includes additional mez protection.
[/ QUOTE ]Mez protection and KB protection dont always go hand in hand for the melee ATs, so as this is a blaster bored it would help if we didnt bundle mez and KB prot/res together...
And what Wyx said
No future lalalalaaa I CANT HEAR YOU, I havent ever met anyone who truely understands KB, its mags or its stacking durations, so i wont be taking any notice of anything other than specific examples where people have been bum-planted reliably .
As many of us have said before, Acro is way overpowered in certain situations.
Plight
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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.
[/ QUOTE ]According to NoFuture, Acro is -100 KB, while integration (And, for example, GA, rooted and unyielding) is -10.
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I wouldn't quote NF as a definite answer to anything. Besides, my ingame experience tells me that Acrobatics is less reliable than Integration.
I can't remember ever being knocked down with Integration running. On the other hand, Acrobatics has never been foolproof KB protection for me, something that has caused trouble for my Fire Tanker's teammates.
BindW:
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Is it rooted or GA that gives KB resistance for stone tanks?
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Both. Rooted is the mez protection for non-GA and GA includes additional mez protection.
[/ QUOTE ]Mez protection and KB protection dont always go hand in hand for the melee ATs, so as this is a blaster bored it would help if we didnt bundle mez and KB prot/res together...
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DA, Fire and Elec are currently the only Armor sets that do not provide KB resistance with their mez protection toggles.
Both Acrobatics and Unyielding has been foolprrof for me so far.. My tank hasnt been KB thru unyielding ever, and neither has my blaster thru Acrobatics iirc..
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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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Um first off, 8 posts in a row? Thats a tad excessive, even for most spammers :P
Secondly Solo PvP blasters without Aid Self joke worthy? No, they just arent frontline soldiers. For your play style Aid self may be necessary (same for my current) but for some its far from essential. Sweeping statements like that give new players the wrong idea when it comes to making a toon of their own
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DA, Fire and Elec are currently the only Armor sets that do not provide KB resistance with their mez protection toggles.
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There's also Ninjitsu, the Stalker-only armour secondary - it doesn't have KB resistance either.
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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.
[/ QUOTE ]According to NoFuture, Acro is -100 KB, while integration (And, for example, GA, rooted and unyielding) is -10.
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I wouldn't quote NF as a definite answer to anything. Besides, my ingame experience tells me that Acrobatics is less reliable than Integration.
I can't remember ever being knocked down with Integration running. On the other hand, Acrobatics has never been foolproof KB protection for me, something that has caused trouble for my Fire Tanker's teammates.
BindW:
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Is it rooted or GA that gives KB resistance for stone tanks?
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Both. Rooted is the mez protection for non-GA and GA includes additional mez protection.
[/ QUOTE ]Mez protection and KB protection dont always go hand in hand for the melee ATs, so as this is a blaster bored it would help if we didnt bundle mez and KB prot/res together...
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DA, Fire and Elec are currently the only Armor sets that do not provide KB resistance with their mez protection toggles.
[/ QUOTE ]I feel that 4 out of 10 melee sets is significant enough to make my last comment worth mentioning, and as I said, this is a blaster board, many people here will have none-little experience as the melee ATs.
Plight
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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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Um first off, 8 posts in a row? Thats a tad excessive, even for most spammers :P
Secondly Solo PvP blasters without Aid Self joke worthy? No, they just arent frontline soldiers. For your play style Aid self may be necessary (same for my current) but for some its far from essential. Sweeping statements like that give new players the wrong idea when it comes to making a toon of their own
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Firstly, posting once per reply is perfectly valid, look at the rednames, they do it and they're the standard setters last time i checked. Just trying to make sense
Show me a solo PvP blaster without aid self that's note a joke then?... If they aren't frontline soldiers what are they? in solo you are always the frontline by nature of soloing and dueling.
"but for some its far from essential" - If we are talking about ranged defiance riding sniper type blasters then I dont really think this is viable for all round pvp, maybe lucky kills and stalking as a none stalker or even a bit of zonal kill stealing (which is fair), but not as a duelist.
My "sweeping statement" about solo blasters needing aid self in pvp stands true, allow me to explain to the lesser informed, newer players: blasters do massive damage and some have a lot of single target utility, with this many blasters can kill any AT in a duel, although often theylose a lot of HP, especially against skilled and experienced PvPers. Blasters gain damage from their inherent - defiance - as they lose health. I have seen many blasters, including myself pre including aid self, win a bout in a duel only to die in one shot almost immediately after their opponent has respawned, often under the influence of suppression, a target with no BFs who cannot be mezzed directly, and soft control takes longer to take effect. The only valid tactic for these blasters and many other ATs who can win but at a cost to their HPs is to take aid self, even slottedpersonal force field and rest will not save you from the relentless assault of a clued up foe. Taking invis is also not a real option as running for 99% of a fight is not fun for anyone and often people will have ways of getting you out of invisibility regardless, thos ethat don't can always come up with a way i'm sure.
All solo PvP blaster need aid self to be viable, especially in the arena setting.
Plight
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this is a blaster board, many people here will have none-little experience as the melee ATs.
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Blasters aren't a mele AT?
I don't believe you.
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this is a blaster board, many people here will have none-little experience as the melee ATs.
[/ QUOTE ]Most people I know play multiple AT's...
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this is a blaster board, many people here will have none-little experience as the melee ATs.
[/ QUOTE ]Most people I know play multiple AT's...
[/ QUOTE ]That's nice, and almost as relevent as this post
Plight
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this is a blaster board, many people here will have none-little experience as the melee ATs.
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Blasters aren't a mele AT?
I don't believe you.
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True, bt when I say melee AT i mean the toe to toeers , the ones that have more melee attacks across their sets than ranged etc, just cos my blaster has more melee than rnage doesnt make him brute/tank/stalk/scrapper .
Blaster is a damage AT, not really a set stance AT i suppose, good point
Plight
any blasters out there got any good advise for a lvl 25 electric electric blaster based on science? im having fun but any help would be cool
Hum, slot attacks 2 acc, 3 damage, 1 end redux or 1 recharge, get thunder strike next and... skip lightning field.. I dont know much about elec
First, let me say again that all tips were very good and that I'm delighted with my Ice/Energy blaster, thanks so much for the good guidance.
But some time has passed and I'm nearing the first respec TF.
I currently have self aid which heals 120 at lvl 23. The problem is that it does not activate very fast and is interruptible, so I am not sure how useful it would be in pvp.
To the contrary, I am pretty convinced that stamina would help greatly because I always miss endurance, unless I am buffed.
I am thus considering ditching stimulant and self aid (together with Ice Storm which I use seldom in pve and won't use in pvp), in order to take swift, health and stamina (health might even somehow compensate for the loss of self aid?).
What do you think of this?
Also, I'm happy with super jump, but I use either super jump (outdoor) or combat jump (indoor), not both. Should I rather take super speed, coming with hasten which would be useful in all circumstances? How bad would it be to loose the verticality of super jump, from a pvp perspective?
Thanks for your advice,
nostra
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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.
[/ QUOTE ]As lomg as you're adding info and not just saying "plz repli!!111", it's OK
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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
[/ QUOTE ]That depends on where you train, there's a trainer in every city zone after all Oh, and badges aren't generally considered spoilers.