New Set: DP


Alpha_A

 

Posted

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Originally Posted by Harkness View Post
DP/Fire strikes me as an awkward combination because DP is all cones and ranged, whereas /Fire is mostly melee and PBAoEs. Wouldn't you waste a lot of time jumping into and out of melee to set up your attacks?

I'll definitely be making a DP/Dark Corr vigilante once GR hits properly. That strikes me as an extremely fun build
Considering I wanted a rather redraw-lite secondary but still wanted to do damage, I found /Fire to have a good deal of synergy with DP/. I only took the immobilize, the 2 auras, burn and consume with mine on test and I enjoyed the tactical abilities of it.

-DP attacks have rather long animations so being able to do extra dmg during those animations via dmg auras as well as slowing them and keeping them either close enough for AoEs or far enough so they don't punch you in the face seems like a viable choice.
-Put on cryo rounds and they're slowed even further.
-Burn for those times you want to keep those bosses at bay while plinking at them or reverse it and immobilize them and drop burn on them while plinking at them.

It's not the most ideal combo as mez will drop the auras, consume is quite 'meh' and it has no mez to stack with suppressive fire but I think it accents the PBAoE nuke the best.


 

Posted

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Originally Posted by Leo_G View Post
Considering I wanted a rather redraw-lite secondary but still wanted to do damage, I found /Fire to have a good deal of synergy with DP/. I only took the immobilize, the 2 auras, burn and consume with mine on test and I enjoyed the tactical abilities of it.

-DP attacks have rather long animations so being able to do extra dmg during those animations via dmg auras as well as slowing them and keeping them either close enough for AoEs or far enough so they don't punch you in the face seems like a viable choice.
-Put on cryo rounds and they're slowed even further.
-Burn for those times you want to keep those bosses at bay while plinking at them or reverse it and immobilize them and drop burn on them while plinking at them.

It's not the most ideal combo as mez will drop the auras, consume is quite 'meh' and it has no mez to stack with suppressive fire but I think it accents the PBAoE nuke the best.
Good points.

I was discounting the nuke since most nukes are PBAoE. I'd be jumping for joy if it wasn't, but I'm used to be the basic nuke tactics, and how they're an exception to the normal play of the character (RoA excepted).


 

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Originally Posted by BrandX View Post
Those who I teamed with.../Mental, /EM was considered good. /DEV they all thought it was lacking (this is just people I've teamed with in beta's opinions...so other can and will disagree).

I enjoyed /Mental.

Agreed on the secondaries with a build up being good.
I'm leaning away from Mental because I'm currently leveling one, and because I dislike the redraw aspect. A Spirit of a Dead Cop could be an easy vigilante concept for that combination though

/EM as in Elec or Energy? I seriously pondering the Energy Secondary to serve mostly as a buff for the DP Primary... Do the Energy Manip buffs invoke or avoid redraw?


 

Posted

Quote:
Originally Posted by Harkness View Post
Good points.

I was discounting the nuke since most nukes are PBAoE. I'd be jumping for joy if it wasn't, but I'm used to be the basic nuke tactics, and how they're an exception to the normal play of the character (RoA excepted).
Well, Pistoliers' tier 9 is only on a two minute cooldown currently, and doesn't floor your endurance. It's not as playstyle-defining as Rain of Arrows, but Hail of Bullets can be used pretty frequently.


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Posted

Just for testing purposes, I intentionally tested what I thought would be the most awkward pairings with DP/.

Surprisingly, I ended up loving my TA/DP Defender. Redraw was no problem at all and being able to light Oil Slick with incendiary rounds is great.

My DP/Fire was.....interesting. I personally have never liked /fire on blasters, but it was nice to have a powerset that allows you to take only 2-3 powers so you can focus on the main attraction, DP. It wasn't very survivable, but did do some pretty good damage with Build Up + Blazing Aura + DP/ AoEs + FSC.

As everyone else has said, the "FoTM" seemed to be either DP/Energy or DP/MM. I played those as well, and they were very fun and stable.


~Alpha



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They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

Quote:
Originally Posted by Harkness View Post
Good points.

I was discounting the nuke since most nukes are PBAoE. I'd be jumping for joy if it wasn't, but I'm used to be the basic nuke tactics, and how they're an exception to the normal play of the character (RoA excepted).
Hmm, I wouldn't be so quick to disregard HoB. As of now, it pales in comparison to RoA, but I'm fairly certain that there will be changes in the near future.

For now, though, it is still a crashless nuke on a 2 minute timer dealing fairly good damage (not compared to RoA, but still).



"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

Quote:
Originally Posted by Harkness View Post
/EM as in Elec or Energy? I seriously pondering the Energy Secondary to serve mostly as a buff for the DP Primary... Do the Energy Manip buffs invoke or avoid redraw?
I believe that everyone was referring to Energy. Although it does cause redraw, /EM meshes very well with DP/.

~Alpha



"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

Quote:
Originally Posted by Alpha_A View Post
Hmm, I wouldn't be so quick to disregard HoB. As of now, it pales in comparison to RoA, but I'm fairly certain that there will be changes in the near future.

For now, though, it is still a crashless nuke on a 2 minute timer dealing fairly good damage (not compared to RoA, but still).
I meant that I was discounting the nuke as a PBAoE, not as a power (that I haven't even touched yet! ).

Nukes usually fall outside of the regular combat routine of my characters so apart from the few seconds when I might jump in for the nuke, there's no need for me to stay in Melee range.

Although I'll add a general "hurrah" for another crashless nuke in the game


 

Posted

An intriguingly nuke-lear blaster pairing would be DP/devices/munitions.

You get three(!) nukes that way, none of which deplete your endurance; HoB, time bomb, and LRM. And, you can open up with a trip mine before HoB and time bomb, making that combination the equivalent of "spawn-a-way."


 

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Originally Posted by Santorican View Post
No it doesn't play like anything else. I'd equate Pistols to Dual Blades very pretty but not high on damage.
See, I don't know if that fits, as Dual Blades does quite well for damage: it's just parceled out in a bunch of smaller orange numbers (most attacks do 2-4 ticks of damage). I know War Mace felt like it was doing more if I looked at the orange numbers, but they both do perfectly well for AOE and ST.

Not sure if that's how Dual Pistols doles out the damage or not.


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Posted

Dual Blades is pretty middle of the road as far as DPA goes... it's not a bad set but it can be outclassed (significantly in some cases) by others. Dual Pistols is much the same... it has around the same DPA as Energy Blast when using incendiary ammo and slightly more than Sonic (but without as much -resist) when using other ammo types. The selectable secondary effects are nice, but since they're weaker than other sets' secondary effects they aren't that big a deal, and only 30% of the damage is selectable. The good news is that once the set is finalized you will probably be able to slot Achilles' Heel -resist and Kinetic Crash +recharge procs in many of the powers, and procs do go off even if you aren't using ammunition that causes that effect. That makes the set a little more flexible for IO slotting.

In general, I'd rate Dual Pistols as being about equal to Energy Blast for single targets and slightly better than Energy Blast for AoEs with a moderate IO build. If using only SOs it's better than Energy Blast for both, but for high end builds it's close to (if not at) the bottom. All the DP attacks tend to have longish (but very cool) animations, so the DPA just isn't high enough once you start piling on the +recharge bonuses.


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Posted

It's a really fun pew pew set. Much like DB, it's got a couple real quick bread and butter attacks in the ST chain mixed in with some long flashy animations when you want to do a lot of AoE. Ammo types probably aren't quite as exciting as they could be, but players who choose to use them will probably get a fair amount out of them.

As for secondaries; I didn't really care for anything that encouraged melee. There's so many long animating cones I felt like I wanted to stay out of melee whenever possible. I messed around with /MM like everyone else and found Confusion and Drain were harder to use than with other sets. I did thoroughly love using Scare with Executioner's Shot though. That combo just looks awesome.


 

Posted

Quote:
Originally Posted by Harkness View Post
I'm leaning away from Mental because I'm currently leveling one, and because I dislike the redraw aspect. A Spirit of a Dead Cop could be an easy vigilante concept for that combination though

/EM as in Elec or Energy? I seriously pondering the Energy Secondary to serve mostly as a buff for the DP Primary... Do the Energy Manip buffs invoke or avoid redraw?
When the only /Mental powers I used were Drain Psyche, Psychic Shockwave, and Concentration...I really didn't see much redraw.


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