DP guide?


Bionut911

 

Posted

Is there a good DP guide somewhere? I was hoping for an explanation of Swap Ammo in particular. Thanks!


 

Posted

Quote:
Originally Posted by TankShock View Post
Is there a good DP guide somewhere? I was hoping for an explanation of Swap Ammo in particular. Thanks!
Do you mean, like how the power works? or the best ways to take advantage of it?


 

Posted

Swap Ammo: The Blaster's Guide

Thanks for your interest in Swap Ammo, the "Power of Champions!" Throughout the ages, its mysteries have proven to be as multifarious as its conundrums. "Why is it here?" "Where am I?" "Am I dead?"

To answer LIFO style, of course you're dead, you're a blaster. Fortunately, you're also here, in my Swap Ammo guide. The crux of the matter, however, is this final answer: Swap Ammo is here to ensure that your bullets are on fire. This will naturally raise in your gullet a feeling of malaise, to put it mildly.

"Why," you ask, "should my bullets be on fire?" To answer this question we must examine the laws of thermodynamics themselves, particularly the second and a half law: "That which be-eth on fire doth hurte more." If Stephen Hawking is in the audience, he may note that being really cold is technically the same as being really hot, therefore must not cryonic rounds be as damaging as inferno rounds? Nay, Stephen, they must not. They serve but to vex your foes afore their inev'table downfall, and thus are less productive toward your overall endeavor.

What of poison bullets, then? Well, basically, they're okay. You can use them if you want, I guess. They look cool. Iunnoh.

Bullets free of any enhancement are somewhat effective, yet they are scarcely visible, and they virtually never set anything on fire. Tell me, would you trade a single unslottable power for the constant ability to set people on fire with any other power set in the game? This would be akin to taking fire armor on a brute and then skipping all the powers that caused things to be on fire. Don't think about it too hard, you may perish of fright.

I hope this guide answered your questions, see you in the game!


 

Posted

  • Keep it on fire for the DoT.
  • Switch to toxic if you're on a team and the boss/AV is taking a while.


 

Posted

Thanks, but I'm on fire for more info.

Is Fire ammo +20% damage? Really no other tricks to the set?


 

Posted

Quote:
Originally Posted by TankShock View Post
Thanks, but I'm on fire for more info.

Is Fire ammo +20% damage? Really no other tricks to the set?
Well, for a Blaster, you really don't contribute much debuffing to the team, so the Slow or -Dam effects, while useful solo, are usually done better by Defs, Corrs, or Controllers. But what you can add to the team is damage, and so maximizing that with the Fire ammo and Defiance maximizes your main contribution. Especially since DP is not the highest-damage blast set.

That's not to say that, for instance, Snow Storm and your Cold ammo won't significantly slow a mob, but many would argue that increased damage would eliminate them entirely in the about same amount of time and End usage.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Swap Ammo: The Blaster's Guide

Thanks for your interest in Swap Ammo, the "Power of Champions!" Throughout the ages, its mysteries have proven to be as multifarious as its conundrums. "Why is it here?" "Where am I?" "Am I dead?"

To answer LIFO style, of course you're dead, you're a blaster. Fortunately, you're also here, in my Swap Ammo guide. The crux of the matter, however, is this final answer: Swap Ammo is here to ensure that your bullets are on fire. This will naturally raise in your gullet a feeling of malaise, to put it mildly.

"Why," you ask, "should my bullets be on fire?" To answer this question we must examine the laws of thermodynamics themselves, particularly the second and a half law: "That which be-eth on fire doth hurte more." If Stephen Hawking is in the audience, he may note that being really cold is technically the same as being really hot, therefore must not cryonic rounds be as damaging as inferno rounds? Nay, Stephen, they must not. They serve but to vex your foes afore their inev'table downfall, and thus are less productive toward your overall endeavor.

What of poison bullets, then? Well, basically, they're okay. You can use them if you want, I guess. They look cool. Iunnoh.

Bullets free of any enhancement are somewhat effective, yet they are scarcely visible, and they virtually never set anything on fire. Tell me, would you trade a single unslottable power for the constant ability to set people on fire with any other power set in the game? This would be akin to taking fire armor on a brute and then skipping all the powers that caused things to be on fire. Don't think about it too hard, you may perish of fright.

I hope this guide answered your questions, see you in the game!
Funny stuff.

But summary is the same. Take swap ammo, click on the Incendiary rounds, re-click that after every death, stun or mezz. Which, as a blaster, will be often.

I suppose the toxic rounds have SOME value in long, drawn out AV battles. But if that's the deciding factor for your team as to whether or not the AV falls, your team is already doomed.

Really no reason to choose anything but fire for your ammo unless you just enjoy the knockback.


 

Posted

Quote:
Originally Posted by Crysys View Post
I suppose the toxic rounds have SOME value in long, drawn out AV battles. But if that's the deciding factor for your team as to whether or not the AV falls, your team is already doomed.
I have more a "which raindrop caused the flood" mentality. Every little bit counts.

But if the debuffs pale in comparison to what others are doing, obviously the fire damage has merit.