top blaster/defender nuke powers
i pretty much always skip all crashing nukes because i despise the crash
as for non crashing ones like hail of bullets or full auto ill take that all the time
I am leveling an ice blaster. The concept started out as a pure range character. With help from the boards I chose Ice/Nrg. One of the reasons is Ice's ranged nuke. Being slightly squishy after going in for PBAoE is one thing, dealing raw damage from a safe distance and being low on end? Dealable with. Energy has Conserve Power, and by careful battle timing I am never low on End. When Conserve Power pops up I know I have plenty of endurance, oh, and a Nuke to start the process off right. All from the beauty of range. I am very close to figuring out the build for 50, softcappped range defense. So, in short, I love Ice's Nuke and how it works synergistically with the Ice/Nrg Ranged build I am working on.
I won't argue one way or another on the crash.
I will say that the Ageless Destiny makes these crashing nukes very usable. Ageless can be fired with 0 endurance and will fill your endurance bar up (how much depends on which ageless you take).
I used to avoid crashing nukes but was convinced to take one in a rebuild. I didn't care much for it and hardly used it unless on teams. Once I got the destiny slot and put in ageless I now use it a lot. Every time ageless is up I find a group run in > hit build up > nuke > ageless and finish off the survivors. As a bonus this particular toon is a rad blaster so if I throw a hold at a boss in the group first then nuke em the hold on the nuke stacks to hold the boss. I can then hit ageless and finish off the Lts and then deal with the boss since they are locked down.
Retoggling is not a big deal on most blasters (I only have 4 on this toon). Sometimes for whatever reason some or none of my toggles drop (a lucky fire from Performance Shifter +End PROC? or just quick enough on ageless?).
Not saying it is for every blaster, I have many where I still skip the nuke in favor of more constant damage rather than a big burst but I enjoy the nuke with ageless. If you have ageless and want to fire it on a team or league you might as well nuke a spawn first in my view.
On Blasters I don't take crashing nukes. I can't stand retoggling. It frustrates me that if you're held your toggle status is remembered by the game but if you run out of End you have to retoggle.
That said, I used to love playing an Ice/Kin Corruptor because I could fire the nuke then pop a blue, then do Transference on a boss that wasn't yet dead (the nuke is a rain so it takes time to deal full damage) and be back up to full End. I dealt with the annoyance of retoggling because as a Kin the crash from the nuke was so easy to work around.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
Blaster nukes hit harder than Judgement powers (though with a smaller target cap and area) and are available before level 50. I don't use them a lot but they can be fun... though they're generally the second thing I drop (right after snipes) if I need to free up space in a build.
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
Solution: Just change them to a 75% endurance crash, keep the recovery debuff. You will still need to pop blues or use a recovery power like consume or power sink to keep fighting but the toggle drop annoyance will go away, which is the main issue most people have with them I believe.
Solution: Just change them to a 75% endurance crash, keep the recovery debuff. You will still need to pop blues or use a recovery power like consume or power sink to keep fighting but the toggle drop annoyance will go away, which is the main issue most people have with them I believe.
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I have a Kin/Ice defender that I love, now I defy anyone to hit Fulcrum Shift and Blizzard and not instantly fall in love... check mids if you need proof... 2000 dmg Aoe
Consciousness: that annoying time between naps.
I have a Kin/Ice defender that I love, now I defy anyone to hit Fulcrum Shift and Blizzard and not instantly fall in love... check mids if you need proof... 2000 dmg Aoe
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I wouldn't say no to Blasters losing 75% of their End rather than all of it. Just keep the damage the same. Crashing nukes are already overshadowed by Judgement powers, I think this would bring them back to being favourable powers.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
I don't take them and I don't find any of the workarounds people to be suggest to be all that good either. Endurance recovery powers detoggle you and remove your defenses. Even if you're unconvinced that the constant retoggling adds a huge animation time penalty during which you could be nuking the next spawn, it's still a hassle and a QoL issue to deal with. With trials spawning mobs that are 50% bosses/EB and Judgement available as a convenient minion-muncher, old-style crash nukes are obsolete with very few exceptions. 75% end crash would be a lot better provided they keep their current damage.
Granted, there'll probably be balance problems if you remove the crash completely. Right now AR and Archery are only competitive with Fire (and outdo it, as far as aoe is concerned) because of the crashless nukes. Remove the crash and you leave Fire and maybe Sonic as the only top-tier primaries - but that's a whole new can of worms.
Granted, there'll probably be balance problems if you remove the crash completely. Right now AR and Archery are only competitive with Fire (and outdo it, as far as aoe is concerned) because of the crashless nukes. Remove the crash and you leave Fire and maybe Sonic as the only top-tier primaries - but that's a whole new can of worms. |
HoB and RoA recharge A LOT faster. 60s base recharge vs 360s base recharge.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
I'm talking about the power that leaves you drained of all endurance and no recovery for 10 seconds or some such nonsense. All toggles drop so if you had any defensive powers your now defenseless and more squishy than usual.
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The recharge time is as long as any Judgement and it doesn't do nearly as much damage as a Judgement. I find myself dropping these powers out of my build. Why expose myself when I can do a judgement for more damage and I can still fight on with all toggles up. I can't stand being out of endurance with all of my toggles dropped. It just seems that blasters and defenders got the short end of the stick here. These powers need to be revisited and made so they don't drain you anymore. |
Nukes have already been revisited plenty of times. It's as easy as it ever has been to pop a Blue after nuking, and get back in the action.
I only have two toons with a nuke - a Fire/Fire Blaster who nukes, pops a blue, then Consume, and back in the action, and a Kin/Ice Defender who drops Ice Storm + Blizzard, then a blue and Transference and back in the action.
Neither have a Judgement, and probably never will since I don't have enough time to run that many Incarnate trials.
But I learned how to deal with the crash a long time ago - roughly right after I nuked and saw my endurance go away.
I usually skip crash nukes as well anymore. Reason? Because I usually take hover and I hate dropping from the sky when my nuke fires.
Are you sure? Don't you think that giving fire a crashless inferno would instantly make it a much better performer (more than it currently is)?
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I say no.
In every set but fire blast, nukes could stand to have their crashes removed just for the sake of helping those sets keep pace with the short-recharge crashless nukes and with fireball/firebreath. Broadly, removing the crash would help blasters keep up with other ATs in terms of aoe damage.
In the specific case of fire blast, it already does so much more damage than every other blast set that I kind of don't think that it's advantage getting a little bit bigger would make much of a difference.
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
Are you sure? Don't you think that giving fire a crashless inferno would instantly make it a much better performer (more than it currently is)?
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2. It's not crashless. A 75% end drop + a -1000% recovery debuff are not crashless. You will still bottom out of endurance if you use 1-3 more powers after nuking if one of those isn't a recovery power or you pop blues. Also keep in mind that any toggles that you have running will quickly eat away your endurance since you have no recovery to sustain them. You're still pretty much in the same situation you would be as you are currently, except without having to retoggle.
3. Yes, the point is to make all nukes perform better than they currently do. Fire happens to fall into this category as it contains a crash nuke.
4. It shouldn't step on the toes of noncrash nukes sets (AR, Archery, DP) as those nukes are balanced against current nukes by their fast recharge (as fiery enforcer said)
Arguably, I would say that other sets would benefit more than fire from this change. Fire already has plenty of aoe damage to mow down spawns. Other sets will gain a usable tool (because right now, many people do not consider crash nukes usable) to aoe mobs quickly and efficiently that they didn't have before, Fire already had this in RoF, Fireball, and Firebreath. All crash nuke sets will benefit, but imo the sets with the least aoe will benefit most, ie, not fire.
I don't have the patience to try and find it, but there is a quote from a dev somewhere that's about a month old on crash nukes, and how they are revisiting and reconsidering them.
SchroedingerCat
Solution: Just change them to a 75% endurance crash, keep the recovery debuff. You will still need to pop blues or use a recovery power like consume or power sink to keep fighting but the toggle drop annoyance will go away, which is the main issue most people have with them I believe.
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http://www.virtueverse.net/wiki/Shadow_Mokadara
I'm talking about the power that leaves you drained of all endurance and no recovery for 10 seconds or some such nonsense. All toggles drop so if you had any defensive powers your now defenseless and more squishy than usual.
The recharge time is as long as any Judgement and it doesn't do nearly as much damage as a Judgement.
I find myself dropping these powers out of my build. Why expose myself when I can do a judgement for more damage and I can still fight on with all toggles up. I can't stand being out of endurance with all of my toggles dropped.
It just seems that blasters and defenders got the short end of the stick here. These powers need to be revisited and made so they don't drain you anymore.