DP/what?


Bullet Priest

 

Posted

Hi guys, coming from a long hiatus. I just experienced DP on a free weekend and having just purchased GR (I know, maybe bad move since CoH is giving access to all subscription players but I didn't feel like waiting) I never played a DP blaster. Well I actually never played a Blaster past 30.

So what would you recommend on a secondary? I was thinking about DP/Ice. But DP seems to like a bit of melee right? What do you recommend and what are the usually skippable powers in DP?

Thanks a ton!


 

Posted

I made a dp/Ice on test and took it most of the way to 30 before a lvl bump. It was underwhelming for me due to the low mag sleep tier 9 that deals no damage and the other kind-of low damaging attacks. I’ve since played a dp/elect/mace to incarnate and find it fun. The damage aura and high damage melee attack chain drew me to it.

Other combinations I would like would be dp/fire/mace and dp/mm/mace for more melee goodness. /energy would be good if I was looking to try to stay mostly at range. However, DP has a power that likes melee, has a few longish animation powers, and blaster secondaries usually have something you’d want to use in melee.

If you haven’t heard yet, burn has no fear in it now. Blazing aura+hotfeet+burn+HoB +fire sword circle+combustion+Bullet Rain+executioner shot/piercing rounds the boss…. Next spawn +Consume Some people don’t realize how much mitigation hotfeet can be. Most things will slowly squirm within it. Incarnate levels of endurance reduction and +recovery make this build pretty beastly.

EDIT: Skippable in DP to me are: the empty clips cone b/c I don’t like the I/O sets for cones, suppressive fire (it can be useful, but it can also not be worth the effort depending on the build- I took it just for the I/Os and for stackable holds/stuns with /elect), and either piercing rounds or executioner’s shot (both do decent damage, but I didn’t have room for both)


 

Posted

Wow you got all these attacks from /fire? I was thinking about only skipping lazing aura and combustion if I went /fire because of all the pistol attacks. I can't figure out what to skip in DP.


 

Posted

I went ahead and checked by building a character that worked-in all those powers and reached the softcaps for smash/lethal/range/energy. However, it doesn’t have hasten and relies on incarnate powers for end management to run all the toggles I chose, which would put me in a bind as I would want ageless for +recovery but also want clarion for mez protection. You could skip suppressive fire for superjump or fly and still get the same results, depending on your preferred way to travel for pve between ninja run/beast run/temps/jump packs/sj/fly (TP and ss don't have +defense pre-reqs making them harder to fit in).


 

Posted

Quote:
Originally Posted by Kioshi View Post
Hi guys, coming from a long hiatus. I just experienced DP on a free weekend and having just purchased GR (I know, maybe bad move since CoH is giving access to all subscription players but I didn't feel like waiting) I never played a DP blaster. Well I actually never played a Blaster past 30.

So what would you recommend on a secondary? I was thinking about DP/Ice. But DP seems to like a bit of melee right? What do you recommend and what are the usually skippable powers in DP?

Thanks a ton!
DP/MM//Mace all the way, psyscream adds to ranged AoE early on, and eventually PSW adds to PBAoE, go Mace Mastery for Scorpion shield and cap S/L Defense, and you're ready to roll.


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Posted

I took my DP/Fire to 50. It just made sense. You are in melee range all the time with your nuke so why not drop burn and use fire sword circle while you are there? etc.


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Posted

Please skip combustion if you go /fire. I implore you.

DP/ice would be good. DP/EM and DP/MM are the old standbys, if a set that's about one year old can be said to have such things, but ice does offer build up and a couple of quite nice control powers. Fire is fine too but I don't see a lot of value in adding tons of attacks from the secondary myself given how DP works in the first place.

In the spirit of minimizing redraw, my philosophy with DP is to take as many of the attacks as are useful. For me this meant everything except for executioner's shot. Empty clips is a very average cone, it's true, but consider the alternatives. Fire sword circle, for instance, does about 25% better DPA than empty clips. That's a significant difference, but one of them is a medium range cone and the other is a small pbaoe. Combustion actually does worse DPA than empty clips and locks you in one place for longer, in melee range. Yowza.

Then take suppressive fire. It's just a medium range control power, so nothing earth shattering for a blast set, but unlike any other comparable power you can choose whether it's a hold or a stun. One thing this gives it is an amazing range of slotting options, but it's also great for stacking with secondary and APP control powers. In general I wouldn't skip some kind of hard control on a blaster if I had the option to take it because there are cases, such as the LGTF, where it is just not a good idea not to have something of the sort.

Executioner's shot, meanwhile, does basically the same DPA as pistols and dual wield. This is a problem for it since they have 80 foot range and it has half that. They can also be used while mezzed due to defiance, and shorter animation is generally more desirable, DPA being equal. The other big issue is that piercing rounds also does essentially the same DPA, except when it hits more than one target in which case it does either two or three times better DPA.

So! I'd skip that last one and take the rest. If you do want to focus more on your secondary it could make sense to skip empty clips. By no means should you ever consider skipping pistols, dual wield, bullet rain, swap ammo, or hail of bullets. Piercing rounds isn't a set-defining power but wouldn't you like a tier 3 blast that moonlights as an aoe?


 

Posted

Thanks guys!

Dp/Fire makes a lot of sense Jayboh, I read the forums once in a while when I was away... And I didn't want to make a DP/MM, I know it's a popular combo, I played so many hours on a /psy dom when the game was hard to level to get her up to perma... I know different sets but too many powers in common.

And PleasyRecycle, thanks for the breakdown on the powers. I'll probably end up taking Executioner while leveling, before a respec farther down the road (ya know, gotta have the 'big bad shot'), but it's good to know that I can leave it out later and also it's a pity it has the same DPAS as a power that can hit 2-3 AND do -res (Piercing).

Well with Burn and FSC+Hail DP/Fire is starting to look good


 

Posted

I don't want to pull you away from making a blaster, but you should consider making a dual pistols corruptor. My DP/Kin just hit 50, and it was the most fun I have ever had leveling a toon.

Fulcrum Shift+Hail of Bullets+Scourge=Awesome!


 

Posted

I would suggest DP/Elec, since it has very good melee DPS to help even out the relatively poor DPS of DP. Also, you can stack Shocking Grasp's hold with an ammo-loaded Suppressive Fire. For laughs you could get Lightning Clap to use right after Hail of Bullets.

But really, any secondary aside from /Dev should each bring something worthwhile to the table. DP may be marred by its animation times, but it can't be faulted for versatility.


 

Posted

My 50 is DP/Elec. It's fun, but I would actually recommend DP/Energy. Boost Range and Power Boost are so good.


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Posted

Quote:
Originally Posted by Irish Fury View Post
I don't want to pull you away from making a blaster, but you should consider making a dual pistols corruptor. My DP/Kin just hit 50, and it was the most fun I have ever had leveling a toon.

Fulcrum Shift+Hail of Bullets+Scourge=Awesome!
Oh I'm sure it is, but I have too many toons (mainly controllers and some corrs, and a high level defender, never liked them much) with buffing/debuffing powersets.

Now after my absence I wanna do 'I only care about MEH!' toons. I even made a Fire/Kin for farming, all tricked out, s/l capped etc and I hardly farmed with him because I played support and control so much I was good at both (I suck at blasters) so people were always calling my fire/kin to MoSTFs and I am sick of the powerset (that's why after he was all 'ready' with IOs to be a great farmer I stopped playing him lol)

I liked the idea of DP/FIRE because of Burn, FSC and Hot Feet, three powers that would mesh well with DP. I know /MM is phenomenal, hell I went to 50 with an ice/psi dom running Arctic Air (a very expensive toglle) 24/7 without ever taking Stamina because Drain Psyche was THAT good (dunno if the numbers are the same on a blaster), also it let me nuke spam PSW in the middle of Cimerorans because of the crazy regen... that's before IOs even. And I know the benefits of /EM.

But the changes to Burn, the melee nature of DP, hot feet with its huge radius to make them run (I love damage auras) convinced me on going DP/Fire


 

Posted

I guess this seems like a fun build to level up (I want to test some powers like Bonfire to see if it has any mitigation value, if I get to expensive IOing and stuff I'll go to the route of recharge and s/l/e defense through Scorpion Shield)

Sooo what do you guys think? Problem is, I have no idea if I'll be able to slot so many powers well.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Pistols -- Empty(A)
Level 1: Ring of Fire -- Empty(A)
Level 2: Dual Wield -- Empty(A)
Level 4: Empty Clips -- Empty(A)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Empty(A)
Level 10: Fire Sword Circle -- Empty(A)
Level 12: Suppressive Fire -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Build Up -- Empty(A)
Level 18: Executioner's Shot -- Empty(A)
Level 20: Combat Jumping -- Empty(A)
Level 22: Assault -- Empty(A)
Level 24: Tactics -- Empty(A)
Level 26: Piercing Rounds -- Empty(A)
Level 28: Consume -- Empty(A)
Level 30: Vengeance -- Empty(A)
Level 32: Hail of Bullets -- Empty(A)
Level 35: Burn -- Empty(A)
Level 38: Hot Feet -- Empty(A)
Level 41: Bonfire -- Empty(A)
Level 44: Char -- Empty(A)
Level 47: Fire Shield -- Empty(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition



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Posted

How much defense are you going for? How much recharge? Without scorpion or ice shield, hitting the soft-caps may really strain the build. In addition, I probably wouldn't take assault over maneuvers, you'll need the defense from maneuvers much more than the small damage buff of assault and maneuvers takes the LoTG proc for your recharge goal.

The next bit purely personal preference: if you're going to be in melee with hotfeet, burn, fire sword circle, etc., don't you think it will be hard to maximize the empty clips cone? This is of course compared to combustion. I know, I know combustion has a bad rap. However, in the powerset comparison in Mids' it shows combustion having the better dpa, dps, dpe, and damage. I looked at it both with and without Arcana time checked in the options. Not to mention, combustion has a larger radius than fire sword circle making it a good follow up move for FSC as enemies start to run away.


 

Posted

I like a DP/Dark corr, actually. Easy to soft-cap to S/L/E/N and lots of tools to support DP.

Plus you can take the Void incarnate AOE power that is T3 with a chance to crit on everything -- bullet rain, Void, HOB. Boom!


 

Posted

Combustion's DPA only beats empty clips' if you don't use inferno rounds. I feel quite secure in assuming that any discussion of DP's DPS assumes inferno rounds will never be deactivated. The other problem with combustion is the whole ten seconds from click to full damage thing: you're a blaster, not a tanker. Hopefully you plan on killing minions and lts in less than ten seconds.


 

Posted

You have a point, I forgot to make sure I added in inferno rounds while looking at the powerset comparison in Mids'. Still, I'd take combustion for ease-of-use when burning things with ... burn. My usual strat with my main /fire is jump into a +3x8 spawn next to a boss and hit burn then either combustion or FSC depending on how compact the spawn is at first. If it is all spread out then I use combustion then FSC. That way you are sure the boss takes the full damage.

This is also why I advocate taking blazing aura and hotfeet. Its awesome extra damage that happens while you do other things, like focusing on the boss. Even though burn doesn't have a fear any more, you want your hotfeet to keep your target in it for the full time just to maximize it. You don't want to jump out or up to have to cone and then jump back in. If you stay in melee, by the time you dealt with the boss, everything else will probably be gone. Special cases like healing cim traitors should be taken out first of course.

As for "you aren't a tank". That is very true. However, if you want, you can be a seriously tough blaster that doesn't care how many bosses are in this spawn, if two spawns are near each other, if you're stealing agro from the tank, etc. Since one of my main mains is arch/fire/mace. Standing next to a couple bosses as they try there best to kill me before my RoA is let loose is just fun. I'd hate to have to jump in and out of melee all the time. Dual Pistols even gets a short defense boost in HoB, I say make use of every second of it.

In short, I know you can use cones first and then run in to burn or even jump up and then cone at the apex of the jump, but given limited room in builds, I'd take the flexibility of combustion since I know I want to always stay in melee.


 

Posted

Oh yeah, I definitely didn't mean to say that as a blaster you're not tough enough to melee, just that a tanker typically has time to let combustion work (since he's so bad at killing stuff). If you run at +3 then it certainly does start to look more viable. I prefer +0 or +1 just because it's more usually more hyperactive.

Which setting do you prefer, Kioshi? That might be your answer right there on which aoe to go with.


 

Posted

Have people had success with SL cap ?

I just respeced my Kin Rad corruptor to have SL cap and 31 range defense. I did a mission on 2/6 setting VS Carnival mobs and it was disastrous vs the holds. Maybe that was a bad set of mobs to test out my new build against. But on a flip side I have a AR Device Blaster set up for hoverblast that is running 4/8 setting missions which is Range Defense capped.

I guess my whole point is DP fire going to have enough survivability being so close in. I just think with some of the new stuff they figured out this whole defense cap stuff so that is why the new cap is higher persay. Again I'm just discussing solo. I'm just a bit shakey about being so up and close on mobs with just SL cap on my blaster types. Similarly I have a Archery EM which also does 4/8 setting which is also Ranged capped.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by Kioshi View Post
Sooo what do you guys think? Problem is, I have no idea if I'll be able to slot so many powers well.
I'd drop Empty Clips, cones do not mesh well with the near-melee, use PBAoEs style you are suggesting you desire. I highly encourage you to choose Fire Sword, it is a very good attack and you will be close to melee to make use of Hot Feet, FSC, Burn, and HoB anyway.

I'd consider dropping one of the single target powers from the primary, Suppressive Fire is my personal first choice, but most people prefer to keep the control power; if you like having the control, then drop any of the other 4 (I include Piercing here, although you can easily hit 2 with it).

Here is my DP/Fire/Cold for reference.


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Posted

Quote:
Originally Posted by plainguy View Post
Have people had success with SL cap ?

I guess my whole point is DP fire going to have enough survivability being so close in. I just think with some of the new stuff they figured out this whole defense cap stuff so that is why the new cap is higher persay. Again I'm just discussing solo. I'm just a bit shakey about being so up and close on mobs with just SL cap on my blaster types. Similarly I have a Archery EM which also does 4/8 setting which is also Ranged capped.
I have a elect/psy permadom that is just s/l capped and he feels much more squishy than my high damage blasters that are s/l/en/neg/range capped. S/L takes care of most melee attacks, ranged takes care of types that aren't as high as it is, en/neg/s/l help with AoE. Usually energy is higher than 50%, which really helps on the trials, since it'll deflect most of the melee/ranged/aoe. Even with the proactive controls of the dom, the blasters don't have to worry about things actively being controlled, it is all passive and lets you relax some.

My arch/fire/mace is s/l/en/neg/range soft-capped with energy at 58.85%. I would not love it so much if I couldn't shrug off so many attacks.


 

Posted

Quote:
Originally Posted by VashNKnives View Post
How much defense are you going for? How much recharge? Without scorpion or ice shield, hitting the soft-caps may really strain the build. In addition, I probably wouldn't take assault over maneuvers, you'll need the defense from maneuvers much more than the small damage buff of assault and maneuvers takes the LoTG proc for your recharge goal.

The next bit purely personal preference: if you're going to be in melee with hotfeet, burn, fire sword circle, etc., don't you think it will be hard to maximize the empty clips cone? This is of course compared to combustion. I know, I know combustion has a bad rap. However, in the powerset comparison in Mids' it shows combustion having the better dpa, dps, dpe, and damage. I looked at it both with and without Arcana time checked in the options. Not to mention, combustion has a larger radius than fire sword circle making it a good follow up move for FSC as enemies start to run away.
Yeah I know, I alredy wrote that if I decided to IO this toon a lot then I'd switch to scorpion shield and etc so I can get good rech and def, but Bonfire and RoTP seem like fun powers to try, never had them. Besides I like to team a lot and I have 'sturdier' projects to solo while I don't decide if I wanna min-max the toon.

As for the cone.... It seems like it's the same radius and range as Fire Breath, and with combat jumping and hurdle, I never had trouble using Fire Breath effectively on my Fire/Fire blaster and my Fire/Traps Corr (which is 50 and still has it). And I really hate Combustion except on my Ice/Fire Tanker. Since I won't be in melee 100% of the time especially on the lower levels I think I can get more mileage of Empty Clips than Combustion, with CJ+Hurdle you jump straight up in melee and hit foes anyway.

Now that Strato said Piercing Rounds doesn't seem all that hot (too narrow I thought it was 20 degrees or something), I'll try it since I have a lot of respecs on any new toon but in the end I'll probably keep things like Executioner out after the 'wow' factor is gone.


 

Posted

For using cones and PBAOEs in tandem, take Combat Jumping. You can jump forward as you start the cone attack, land in the middle of them as it animates, then throw out your PBAoE without a hitch.