possibilities?


Adeon Hawkwood

 

Posted

So I was messing around on mids.. and discovered a new possibility. with alignment changes opening up PPP and ancillaries.. new concepts can emerge..
this thread has two parts...
1) guess what my character concept is.. *hint* its a blaster

2) post your newly discovered combinations that make for fun times.

I will give a new hint every 3 days, with a full reveal if i ever get the character fully slotted the way I've planned. or if somebody guesses


 

Posted

Quote:
Originally Posted by Master_Martial View Post
So I was messing around on mids.. and discovered a new possibility. with alignment changes opening up PPP and ancillaries.. new concepts can emerge..
this thread has two parts...
1) guess what my character concept is.. *hint* its a blaster

2) post your newly discovered combinations that make for fun times.

I will give a new hint every 3 days, with a full reveal if i ever get the character fully slotted the way I've planned. or if somebody guesses
Well with a blaster having new PPPs being important, I'd say it is based around those. Mu is conceptually close to elec, so no go there. Leviathan is just too....un concepty for most people, so I doubt it's that. So that leaves Mace and Soul. Mace might be for a blaster SoA type character, or soul combined with power customization might mean you tried a "dark" blaster.


 

Posted

i'll be a bit generous, it uses a not so well liked primary set
a fairly common blapper secondary
and could use either mu or mace..

the key is in how its actually played. and why its played that way/what power combinations give it potential


 

Posted

Energy/Energy/Mu using the -kb in the AoE immobilize to counteract the KB from energy blast.

EDIT: I realize that this only works with Mu and not Mace, so this does assume that you made a mistake and if you didn't I apologize .


 

Posted

Mu has a cone that applies a recovery debuff in addition to draining a bit of endurance, so it would make an Electric / Electric Blaster a better sapper. I'm not sure what Mace would bring to an Elec / Elec though, aside from S/L defense that was already available in Ice.

The combination I'm looking forward to is getting an AoE immobilize on an Ice Blaster. I was going to go Ice/Electric/Cold on my Ice/Elec Blapper, but now I'm going to go Ice/Electric/Mace... I still get the S/L defense but I also will be able to root a spawn in place, fire off Blizzard, and then duck out of sight while they eat the entire 15 seconds of DoT.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Another guess: AR/Energy.

Use the AoE immobilize, run away, use Boost Range and AoE them to death from outside thier max range.


 

Posted

while all good guesses only one of you is half right. it is an AR build. it is not, however, an energy manipulator. and the build does utilize an aoe immobilize, but not for knock backs\


so AR/*/??


 

Posted

AR / Fire / Mace or AR / Fire / Mu could both use the AoE immobilize together with Burn, Ignite, Flamethrower, Blazing Aura, and Hot Feet to unleash a truly massive amount of fire DoTs on a group. I'd use Mace for that and try for high S/L defense though... you'll take a lot of melee attacks.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

AR/Electric/Mu


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by StrykerX View Post
AR / Fire / Mace or AR / Fire / Mu could both use the AoE immobilize together with Burn, Ignite, Flamethrower, Blazing Aura, and Hot Feet to unleash a truly massive amount of fire DoTs on a group. I'd use Mace for that and try for high S/L defense though... you'll take a lot of melee attacks.
winner.

the mids dps report is insane.. around 30-40k damage in a minute all with just aoe
but the defense you pointed out is not that important, for one reason.. ignite has a 50 mag fear.. so after its immobile, i just make it cower in fear

and with a chance for hold proc in the immob, further increases survivability

*edit* also with with full auto back in about 20 seconds, its up for every group
and obviously you play this alot like a controller


 

Posted

Quote:
Originally Posted by Master_Martial View Post
ignite has a 50 mag fear.. so after its immobile, i just make it cower in fear
That's not actually true. Ignite does have a mag 50 Afraid but you seem to be getting that confused with Terrorized. Afraid means that the NPC AI will prioritize running away until no longer affected by the Afraid. However if they cannot run (due to being immobilized for example) they will attack normally.

There are three affects with similar names: Avoid, Afraid and Terorized

Avoid and Afraid are AI only effects, enemies will attempt to get out of the patch causing the effect if possible but other than that will act normally. Terrorized is a soft mez effect halfway between a Hold and a Sleep. Enemies Terrorized will not do anything unless attacked, after being attacked they can act normally for a few seconds before the terror effect reasserts itself. I'm not certain what the difference between Avoid and Afraid is they both seem to cause enemies to leave the area but besides that I'm not sure. I think it might be that Afraid prioritizes moving over attacking and Avoid doesn't but it's hard to be sure.


 

Posted

Hmm. Ar/Fire/Mace sounds good, but I beleive you'll find more use out of AR/Ice/Mace. Cold will add surviveability. Just use your little AoE immob, throw down the Ignite patch, then use your ice manipulation to keep enemies from hitting you too often.

Ar/MM/Mace also sounds tasty.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
That's not actually true. Ignite does have a mag 50 Afraid but you seem to be getting that confused with Terrorized. Afraid means that the NPC AI will prioritize running away until no longer affected by the Afraid. However if they cannot run (due to being immobilized for example) they will attack normally.

There are three affects with similar names: Avoid, Afraid and Terorized

Avoid and Afraid are AI only effects, enemies will attempt to get out of the patch causing the effect if possible but other than that will act normally. Terrorized is a soft mez effect halfway between a Hold and a Sleep. Enemies Terrorized will not do anything unless attacked, after being attacked they can act normally for a few seconds before the terror effect reasserts itself. I'm not certain what the difference between Avoid and Afraid is they both seem to cause enemies to leave the area but besides that I'm not sure. I think it might be that Afraid prioritizes moving over attacking and Avoid doesn't but it's hard to be sure.
hmm, thought they would be stuck running in place trying to escape..
another option is AR/EM/MU.. just hand clap them while immobilized with fences to mitigate the KB and aoe stun them .. less aoe dps though


 

Posted

Quote:
Originally Posted by Master_Martial View Post
hmm, thought they would be stuck running in place trying to escape..
That would be nice, my AR/Dev would be a lot safer .

Quote:
another option is AR/EM/MU.. just hand clap them while immobilized with fences to mitigate the KB and aoe stun them .. less aoe dps though
The problem there is that the kb is the primary mitigation in Lightning Clap. The Stun only has a 50% chance of working plus it's only mag 2 so it only stuns minions.


 

Posted

eh, if nothing else my build will make ITF go by like a leaf on the wind lol


 

Posted

I would say keep the originally planned sets, but try for s/l defense with bonuses.

Enfeebled Operation gives some in your teir 1 and the aoe immob
Kinetic Combat gives some in fire sword, although it's a tad expensive
Obliteration will give some even though it is mainly used for melee

And those are just off memory, I'm sure you can find more.


 

Posted

you honestly can not go by the numbers in mids. it does not account for resistances enemies will have against damage types. and 30-40k sounds a little high for 1 min. also remember that not all foes will be effected by mez's, so you must have some form of def/resist in your build. more then what you get from a shield.


 

Posted

I miscalculated the first set of numbers, base average dpm is 23k. not accounting for resists and such, forgot that cooldowns follow cast times, not cast initiation.

slotting for defense would make the character more sturdy but doing so removes alot of recharge, so I can slot for either perma hasten, and fastest dps.. or slower, and more survivablity


 

Posted

Quote:
Originally Posted by Master_Martial View Post
I miscalculated the first set of numbers, base average dpm is 23k. not accounting for resists and such, forgot that cooldowns follow cast times, not cast initiation.

slotting for defense would make the character more sturdy but doing so removes alot of recharge, so I can slot for either perma hasten, and fastest dps.. or slower, and more survivablity
As a blaster, you should be surviveable as is, if you know how to play a ranged class.


 

Posted

Quote:
Originally Posted by Bringer_NA View Post
As a blaster, you should be surviveable as is, if you know how to play a ranged class.
Not when his specific goal is to immobilize enemies and pour on a constant stream of DoTs that require remaining in melee or near melee range the whole time. Normal Blaster defensive tactics don't apply in that case.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
That would be nice, my AR/Dev would be a lot safer .


The problem there is that the kb is the primary mitigation in Lightning Clap. The Stun only has a 50% chance of working plus it's only mag 2 so it only stuns minions.
Which Blaster powerset has Lightning Clap?


 

Posted

Quote:
Originally Posted by Silverado View Post
Which Blaster powerset has Lightning Clap?
electric manipulation secondary



so.. general verdict is go for a defensive build? lightens the load on my wallet significantly..
thanks everyone


 

Posted

Quote:
Originally Posted by Master_Martial View Post
electric manipulation secondary



so.. general verdict is go for a defensive build? lightens the load on my wallet significantly..
thanks everyone
Huh, that is weird. I definitely didn't remeber that power was there, nor did I expect it to be. Then again I'm not exactly a Blaster expert