What can you do with a problem like a Blaster?


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
Doesn't Dark/, /Dark or /Mental qualify? [Or are you referring to Primaries/Secondaries as sets?]
I would say they do... however... those are recent additions and older sets are left behind. And while the newer sets are better they are still hamstrung by the line of thinking that prevents blasters from having GOOD mitigation built in without doing IO gymnastics with set bonuses.

For example, Mental Manip and Darkness Manip are still both saddled with a number of melee attacks that don't really provide more offense or mitigation. But because all blaster secondaries were originally designed like that the devs have tried to keep within that formula while at the same time improving the lack of mitigation as best they can.

The problem is that being unwilling to simply change the formula is what is keeping blasters from being fixed.


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
Doesn't Dark/, /Dark or /Mental qualify? [Or are you referring to Primaries/Secondaries as sets?]
I am referring to the sets in general, but as to those specific powersets I would say Dark Blast is a mitigation set in the same sense Dark Melee is a control set.

Of Dark Blast, Dark Manipulation, and Mental Manipulation, which is explicitly designed to provide survival? At best, I think you could say that Mental Manipulation was designed to do so. If any scrapper, tanker, brute, controller, dominator, defender, or stalker got their damage mitigation reset to what is included within Dark Manipulation they would scream bloody murder.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
I am referring to the sets in general, but as to those specific powersets I would say Dark Blast is a mitigation set in the same sense Dark Melee is a control set.
Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I am referring to the sets in general, but as to those specific powersets I would say Dark Blast is a mitigation set in the same sense Dark Melee is a control set.

Of Dark Blast, Dark Manipulation, and Mental Manipulation, which is explicitly designed to provide survival? At best, I think you could say that Mental Manipulation was designed to do so. If any scrapper, tanker, brute, controller, dominator, defender, or stalker got their damage mitigation reset to what is included within Dark Manipulation they would scream bloody murder.
I know /Dark/ is kind of a stretch but the primary does have an AoE immob, a heal and a hold in addition to the tohit debuff (as to have immediate damage mitigation/denial and recovery).

The secondary, not so much, but it does have an AoE stun, an immob and a soft control in addition to the tohit debuff (also as to have immediate damage and denial).

All in all, these are both limited control sets (moreso when combined) and I was being led to believe that control = mitigation = survival (ie. Dominators)?


I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right?


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Starsman View Post
Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.
I'm fairly sure the "safe" part comes mainly from Siren's Song (mag 3 cone sleep so you can single target down the mobs while their friends snooze, permable out of the box), and to a lesser extent Screech (single target mag 3 stun easily permable/stackable which is not unique to sonic)


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Bill. Bill Bill. Sadly this is no longer Issue 5 its Issue 23 and in issue 23 only new players use a +0/x1 setting. For long time players there is absolutely no challenge in that setting for any AT let alone the dev ignored blaster. Any arguments based on that setting are essentially specious.
Quote:
Originally Posted by Rockshock View Post
I have to say that this is rubbish. Ive played the game for a fair few years (6ish I think) and almost all of my toons play at +0/x1.
It is rubbish. And I've learned that this is the basis of many people's argument. I don't disagree that Blasters deserve some improvements (and I think that improvements made do not have to be anything close to wholesale changes).
I do not, however, agree with the basis of which many people are using to judge this and I do not agree with the demand that all should cater to this mindset that the default difficulty of the game is pathetic and has no bearing on balance.
Unfortunately, the power creep has led to the mainstream mindset/playstyle (true majority or not) to playing cranked up difficulty, AoE and speed through.
The mainstream playstyle used to be different. Now that people have adopted this and it has become more and more prevalent, we've reached the point where those that see the game that way, believe it needs to be balanced more for that style (that all powersets should fit into that playstyle... even though some powers' balancing factors were designed around a very different pace and approach).

Whether or not the developers agree and/or decide to... That's up to them.
And I'm no longer going to argue with people clamoring for it.

We'll see what happens.

In the end, I don't imagine that the developers are going to do anything to ruin my fun, so I'm okay with it.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right?
I don't think there's any compelling reason to avoid homogenization of capability. Scrappers and Controllers can both be amazingly survivable, but they go about it very, very differently. I'm quite certain that almost no one (and certainly not Arcanaville) is proposing giving Blasters armor secondaries. But they could still, in theory, be made a lot more survivable, a little more damaging, and not really that much more like the other ATs than they already are.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
I know /Dark/ is kind of a stretch but the primary does have an AoE immob, a heal and a hold in addition to the tohit debuff (as to have immediate damage mitigation/denial and recovery).

The secondary, not so much, but it does have an AoE stun, an immob and a soft control in addition to the tohit debuff (also as to have immediate damage and denial).

All in all, these are both limited control sets (moreso when combined) and I was being led to believe that control = mitigation = survival (ie. Dominators)?


I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right?
I can't see immob as a huge mitigation tool when it really matters. Ranged attacks by mobs (specially mez) can be just as devastating as melee if not moreso at the higher levels.

I can acknowledge the heal and to-hit debuffs... but you can't use either if you are mezzed.

The hold for sure is mitigation... but Electric Blast has one as well... and Ice Blast has two. Single target holds, however, don't help much when you meet packs where every single member of the group can mez in some way or the raw damage of just a few is enough to wreck you even if you manage to hold one or two of the mobs before the alpha hits you.


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

Quote:
Originally Posted by UberGuy View Post
I don't think there's any compelling reason to avoid homogenization of capability. Scrappers and Controllers can both be amazingly survivable, but they go about it very, very differently. I'm quite certain that almost no one (and certainly not Arcanaville) is proposing giving Blasters armor secondaries. But they could still, in theory, be made a lot more survivable, a little more damaging, and not really that much more like the other ATs than they already are.
And yes, this is correct. There are quite a few reasonable people with suggestions that can make things better.
However, there are some who do suggest what you've said there, hehe. Alas, there are always a few, aren't there?

And, to be honest, I don't even mean to put down the notion of having armored blaster-types in this game. That could totally work, I'm quite sure.
It just would be far too radical a departure of what the Blaster is. And there are many of us who love Blasters as they are (improvements needed or not).
Anyway, I think the problem does come in balancing around a completely different playstyle and risking losing the successful playstyle they do currently have.
I very much would like to see more people enjoy playing Blasters and doing so successfully. I just think it is a tricky business of balancing to figure out how to capture the excitement of the Blaster without keeping the inherent difficulty.
Hopefully, worst case scenario... increasing the mission difficulty will bring along that same excitement for those of us who enjoy it with current Blasters.

Again, I do have faith in the team to improve them without ruining things.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Electric-Knight View Post
It is rubbish. And I've learned that this is the basis of many people's argument. I don't disagree that Blasters deserve some improvements (and I think that improvements made do not have to be anything close to wholesale changes).
I do not, however, agree with the basis of which many people are using to judge this and I do not agree with the demand that all should cater to this mindset that the default difficulty of the game is pathetic and has no bearing on balance.
Unfortunately, the power creep has led to the mainstream mindset/playstyle (true majority or not) to playing cranked up difficulty, AoE and speed through.
The mainstream playstyle used to be different. Now that people have adopted this and it has become more and more prevalent, we've reached the point where those that see the game that way, believe it needs to be balanced more for that style (that all powersets should fit into that playstyle... even though some powers' balancing factors were designed around a very different pace and approach).

Whether or not the developers agree and/or decide to... That's up to them.
And I'm no longer going to argue with people clamoring for it.

We'll see what happens.

In the end, I don't imagine that the developers are going to do anything to ruin my fun, so I'm okay with it.
I don't think the populace at large is clamoring for that kind of pace/play. However I believe the people who play blasters want some parity. They want to be able to stand at the same height as the other AT's (when built and IO'd out just so). Right now they currently don't.

Ultimately the reason I tend to avoid playing blasters is because it feels like they have only ONE powerset... their damage. They have very little (varies from set combo to set combo) to support that damage with by keeping them alive however. That coupled with very low base numbers from pool/app/ppp defensive abilities means a veritable fortune in IO gymnastics has to be undertaken to even approach (but never match) what every other AT can do MUCH MUCH easier.

Ultimately I don't think its about letting every run rampant speedy aoe fests but more along the lines of letting that power creep that has benefitted everyone else actually TOUCH blasters cause on the whole it seems to have largely missed them.


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

Quote:
Originally Posted by Kyriani View Post
I don't think the populace at large is clamoring for that kind of pace/play. However I believe the people who play blasters want some parity. They want to be able to stand at the same height as the other AT's (when built and IO'd out just so). Right now they currently don't.

Ultimately the reason I tend to avoid playing blasters is because it feels like they have only ONE powerset... their damage. They have very little (varies from set combo to set combo) to support that damage with by keeping them alive however. That coupled with very low base numbers from pool/app/ppp defensive abilities means a veritable fortune in IO gymnastics has to be undertaken to even approach (but never match) what every other AT can do MUCH MUCH easier.

Ultimately I don't think its about letting every run rampant speedy aoe fests but more along the lines of letting that power creep that has benefitted everyone else actually TOUCH blasters cause on the whole it seems to have largely missed them.
Like I said in my post right above yours (and I fully understand we posted them at about the same time!), there are absolutely reasonable suggestions and all. And I was definitely referring more to some of the extremes in my previous post.

And I do want to see greater parity. The thing with the greater difficulty and that playstyle is that there are only so many ways to tackle those gaming scenarios.
We have the ATs with the different scales of tough and brawls the foes to defeat, we have the debuff and keep-alive while plinking away, we have hold and control and then wipe them out... The difficulty is making a damage/damage AT fit into that scenario...

Outside of that playstyle... there are tons of ways to handle it. However, they are not optimal. Whether it is wasting time or having to use tactics that are less than stand there, defeat them and run to the next group.

Anyway, definitely not saying it is impossible, but it seems rather difficult and many people just seem to want Blasters to just be able to do it.
Where as, so far, the Blasters have always been a bit more twitchy. And some people are questioning if it is really wrong to have one AT that is like that. I think that's where the real differences of opinions are coming from... I think anyway...


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

So... my blasters are a Fire/Fire and an Elec/Elec. I solo fine and I team very well. I take pride in the fact that I don't die. Yes... on teams we may have a team wipe, but I'm not face planted like I hear about.

Now with the Elec/Elec I know why I live. Tesla Cage (a hold), Shocking Grasp (a hold). If you target the right baddies you can even the playing field. Then DPS like crazy. Of course now that I'm 50 I have ranged def softcap'd and a lot of recharge and ACC. So I can perma hold 2 toons.

Fire/Fire is a bit diff. I DPS like made before they kill me. Rain of Fire makes some of the baddies run (running = no attacking). The damage output is crazy. Two builds: S/L S cap and a Ranged S. Cap. Both with godlike recharge and ACC.


So my point? There are tools in the game that can keep you alive. Regen Scrappers and Ninjitsu Stalkers know this. Using what you have and learning your limitations IS the point. I just started playing Doms and have found that they are a lot like blasters. They have more of these tools, but still need to use what they have to get by.


Blasters damage isn't broken IMO. Best ranged damage in the game. Defense is easy to get with IOs and they shouldn't (but can) survive as well as a scrapper. YOU CAN ATTACK while mez'd. That's something the others can't boast.


I have one of every type of blaster. Most are level 30ish. Not all are great, but they shouldn't be. The need for this game to be balanced is the need for this game to be pointless. If I roll a trick arrow/arrow fender (who solos) it is for a challenge. Balance reduces the challenge.

There is the same thread on fixing Tankers. And MMs. And Defenders. And... ext. I say we let the dev make us new power sets and maybe some new content (if it isn't the same zone, but with diff baddies in it =P ). If they don't want to waste time on PvP, gladiators, AE, ext.... Then why fix the weak link (if blasters are a weak link).

I'd rant further, but I gotta get back to work


Last


Check out this!!!! http://www.youtube.com/user/LastRoninCoH/featured

 

Posted

Quote:
Originally Posted by LAST_RONIN View Post
Blasters damage isn't broken IMO. Best ranged damage in the game.
Except that it's not, at least not consistently. Worse, there's no benefit in having the best ranged damage if there's not a sufficiently high benefit to being at range, and it can be argued that the need to chase down foes is worth being able to stand in the middle of the aggro cap's worth of them and not die.

Quote:
Defense is easy to get with IOs and they shouldn't (but can) survive as well as a scrapper. YOU CAN ATTACK while mez'd. That's something the others can't boast.
Well, in the case of melee characters, they rarely need that capability, since they rarely get mezzed. And for the rest of them, they have other things that either help them avoid being mezzed or help them survive long enough for mezzes to wear off. If the Blaster can't get the foe defeated while mezzed, it's Break Free or bust.

Ultimately the point is not that Blasters are unplayable. It's that everything else is significantly easier to play (or, said another way, can more readily turn up its difficulty), and or has much higher plateaus to which it can be built, with some notable exceptions such as */Mental. The discussion is about closing those gaps.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Starsman View Post
Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.
Siren's Song is theoretically massive mitigation, but I wouldn't say Sonic Blast is explicitly designed to be a mitigation set. Oil Slick Arrow deals a ton of damage but Trick Arrow isn't explicitly designed to be an offensive powerset. Ditto Lightning Rod. These are interesting (and sometimes powerful) extras.

In any case, for Siren's Song to be a good counter-example to the more general statement that Blasters don't get mitigation powersets, it should be valid to say that any primary blast set that doesn't have mitigation comparable to Siren's Song is broken, in terms of not fulfilling its design obligation.

No one says that.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

IMO, it seems that many are trying to convert Blasters into a different AT:

Asking for Armors is turning them into Khelds.

Asking for Control is turning them into Doms.

Asking for Mez defense beyond what they have is turning them into Blasters with Domination.

Asking for 'armors' and Mez defense is turning them into SoAs.


It also seems that many are outright ignoring that some of those gaps get covered by EPP/PPPs.


Don't get me wrong, I'm not saying that Blasters don't need anything; I just don't agree with how some are approaching the issue.


[And, personally, I view Blasters as an advanced player AT because it doesn't have many of the perks that other ATs have.]


***************************************

Progressively increasing the damage modifier against targets advancing within predetermined range points of a player (up to 'point blank' range).

Give all ranged attacks the 'lucky shot' mechanic.

Applying any added Control options to all melee attacks and/or damage auras (Hard Mez, Soft Mez, Debuffs, etc).

Increasing the range of all ranged attacks. (so they get more rounds off before the target can actually close the gap; which would progressively increase as recharge is applied)

Increasing the duration of Blaster BU powers (and/or reducing their recharge).

A bonus modifier added to any Inspirations used.

Reintegrating the old Defiance (combining it with the current model) but modded so that the protections kick in and is maxed sooner and with smoother progression; the trade-off being that the cap is lower.

Extending Blaster's mez mechanic to include all toggles.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by LAST_RONIN View Post
Blasters damage isn't broken IMO. Best ranged damage in the game.
Having the best ranged damage in the game is like having the best melee control in the game. They are supposed to have the best damage period, and if they do it would be a cosmically amazing oddity. Given that they don't have the best modifiers, don't have the best DPA, don't have the most AoEs, don't have the best damage buffs. But hey, my blaster makes really big numbers and the teams I'm on are always awestruck, so that must mean that blasters deal more damage (or my current costume is still showing too much skin)


Quote:
There is the same thread on fixing Tankers. And MMs. And Defenders. And... ext. I say we let the dev make us new power sets and maybe some new content (if it isn't the same zone, but with diff baddies in it =P ).
I say we wait for Issue 24.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Siren's Song is theoretically massive mitigation, but I wouldn't say Sonic Blast is explicitly designed to be a mitigation set. Oil Slick Arrow deals a ton of damage but Trick Arrow isn't explicitly designed to be an offensive powerset. Ditto Lightning Rod. These are interesting (and sometimes powerful) extras.

In any case, for Siren's Song to be a good counter-example to the more general statement that Blasters don't get mitigation powersets, it should be valid to say that any primary blast set that doesn't have mitigation comparable to Siren's Song is broken, in terms of not fulfilling its design obligation.

No one says that.
I don't disagree with what you say, but... as far as I know... no set was designed (until recently) with any such specific goals. They were almost all accidents (other than balances brought in huge part due to your own intervention.)

BTW it crossed my mind it may be sort of thematic if all blaster attacks had a strong chance to "sleep" (with delay, on non-dot powers) with custom animations. Call them "breakable holds", with this chance to sleep being of opposite proportion to the DPA of the attack (the lower the DPA the higher sleep chance.)

If it was all sleeps with custom animations, your idea of splash mez may be even more "acceptable" as it would bring additional solo safety without turning all foes into target dummies.


 

Posted

Quote:
Originally Posted by Starsman View Post
I don't disagree with what you say, but... as far as I know... no set was designed (until recently) with any such specific goals. They were almost all accidents (other than balances brought in huge part due to your own intervention.)
At the beginning of time both Defensive sets (obviously) and Control sets were designed explicitly to mitigate damage. Buff/Debuff was explicitly designed to do multiple things, but basically increase your offense, increase your defense, decrease enemy offense, and decrease enemy defense.


Quote:
BTW it crossed my mind it may be sort of thematic if all blaster attacks had a strong chance to "sleep" (with delay, on non-dot powers) with custom animations. Call them "breakable holds", with this chance to sleep being of opposite proportion to the DPA of the attack (the lower the DPA the higher sleep chance.)

If it was all sleeps with custom animations, your idea of splash mez may be even more "acceptable" as it would bring additional solo safety without turning all foes into target dummies.
In another context, I suggested to the devs that one way to implement an interesting form of control would be to apply terrorize and immobilize simultaneously, with a chance to hold. Terrorize + immobilize is essentially a soft hold: the target doesn't detoggle, doesn't shoot back, doesn't run away, but can react to player attacks. A chance for hold converts the whole thing into a hard hold, but only sometimes.

Apparently they thought that wasn't a completely bad idea.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Apparently they thought that wasn't a completely bad idea.
My Dark Dark Defender is offended by the very notion of that idea, and would never take a power that worked that way, should one come along.

Also, my name is Harcourt Fenton Mudd.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Arcanaville View Post
At the beginning of time both Defensive sets (obviously) and Control sets were designed explicitly to mitigate damage. Buff/Debuff was explicitly designed to do multiple things, but basically increase your offense, increase your defense, decrease enemy offense, and decrease enemy defense.
Gotcha, I thought your question was specific to offensive sets that granted survivability or damage (early game Ice Melee vz Fire Melee for example.)

Quote:
Apparently they thought that wasn't a completely bad idea.
(O.o) I feel like a man out of time... cant tell if you are referencing things that happened while I was frozen under the North Pole or if you are hinting at something to come here...


 

Posted

Check out Control Radial Embodiment.

The in-game detailed info is pretty useless, but the qualitative description is pretty decent.

Quote:
Adds a Chance for Fear and a Chance for Immobilize to most damaging powers. This ability gives a 70% chance for its effects to occur on each hit. If your target is already Immobilized and Feared, you have an additional 100% chance to stun that target.
The immobilize and terrorize are mag 2. The stun is mag 5. All last 10 seconds.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Check out Control Radial Embodiment.

The in-game detailed info is pretty useless, but the qualitative description is pretty decent.



The immobilize and terrorize are mag 2. The stun is mag 5. All last 10 seconds.
Thats the hybrid thingy? (Incarnate abilities have been the lesser point of interest for me since I returned, for me the fun is lvl 1 to 50, that MAY someday change.)


 

Posted

Quote:
Originally Posted by Starsman View Post
Thats the hybrid thingy? (Incarnate abilities have been the lesser point of interest for me since I returned, for me the fun is lvl 1 to 50, that MAY someday change.)
If you haven't played the Magisterium trial yet, here's a preview.

Okay, its not supposed to look like that. My game client glitched and I played the entire trial in the Negative Zone. In actuality, the trials are not usually obscured by antimatter. They are normally obscured by buff effects.

(Half-kidding: I don't mind them, but its a common complaint by some players).


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
If you haven't played the Magisterium trial yet, here's a preview.

Okay, its not supposed to look like that. My game client glitched and I played the entire trial in the Negative Zone. In actuality, the trials are not usually obscured by antimatter. They are normally obscured by buff effects.

(Half-kidding: I don't mind them, but its a common complaint by some players).
Buff effects, heals, attacks, player bodies. Yeah, it can get a little confusing in the melee.

Thank goodness for tab targeting.


 

Posted

Quote:
Originally Posted by Starsman View Post
Thats the hybrid thingy?
Yeppers.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA