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Posted

Quote:
Originally Posted by StratoNexus View Post
While I can get two out for a bit with one build, I would gladly give that up for it to be perma. I guess I could be satisfied if it were buffed and left castable. I used to constantly summon sings and I still have to manage Dark Extraction, so continuing to manage gun Drone is workable if it were better than it currently is.
ran my ar/dev through the the first episode of the new SSA to check out the cast time changes on gun drone.

It's a lot less annoying to keep out now, although it still doesn't do much. When it (inevitably) gets mauled in HTH, I can just pop another one out on the spot. It's a good improvement, but still needs a buff as far as effectiveness goes.

AR vs clocks was predictably tedious, but I've been playing my fire/ice blaster a lot lately and my AR just felt like he was lagging bad. I really miss Ignite, which I dropped in my quest for the ranged damage softcap....


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Posted

Quote:
Originally Posted by JohnnyKilowatt View Post
I24 Blaster Inherit: reverse debt, makes them level FASTER instead of slower. And an inherit self destruct power. :P
Better: A self rez inherent that turns debt into blue XP (the double xp thing)

Call it "Masochism."


 

Posted

Quote:
Originally Posted by Nethergoat View Post
ran my ar/dev through the the first episode of the new SSA to check out the cast time changes on gun drone.

It's a lot less annoying to keep out now, although it still doesn't do much. When it (inevitably) gets mauled in HTH, I can just pop another one out on the spot. It's a good improvement, but still needs a buff as far as effectiveness goes.

AR vs clocks was predictably tedious, but I've been playing my fire/ice blaster a lot lately and my AR just felt like he was lagging bad. I really miss Ignite, which I dropped in my quest for the ranged damage softcap....
Would you call the tradeoff worth it? I mean you can last longer, but you're also taking longer killing things without ignite.


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Posted

Quote:
Originally Posted by Zul_Vakirol View Post
Would you call the tradeoff worth it? I mean you can last longer, but you're also taking longer killing things without ignite.
well, I did it by way of an experiment- inasmuch as it bought me firsthand experience with the value of softcapped defense, it was definitely worth it.

It's a character I wasn't really enjoying in his previous incarnation, so that's a wash- the problem is with the powerset, or rather the combination of ar & dev, once so fruitful.

As far as performance goes, there's just no comparison- he's basically untouchable now, barring weird effects. There's no way he could have soloed at X8 with his old build.


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Posted

Quote:
Originally Posted by Nethergoat View Post
well, I did it by way of an experiment- inasmuch as it bought me firsthand experience with the value of softcapped defense, it was definitely worth it.

It's a character I wasn't really enjoying in his previous incarnation, so that's a wash- the problem is with the powerset, or rather the combination of ar & dev, once so fruitful.

As far as performance goes, there's just no comparison- he's basically untouchable now, barring weird effects. There's no way he could have soloed at X8 with his old build.
Would you be able to sacrifice any other powers for Ignite while still keeping ranged softcap?


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Posted

Quote:
Originally Posted by Zul_Vakirol View Post
Would you be able to sacrifice any other powers for Ignite while still keeping ranged softcap?
The build I'm using now was hashed out in my old ar/dev makeover thread- this was long enough ago that I'm hazy on the specifics, but I really liked Ignite and I really liked having my caltrops 3 slotted with slow/recharge, so I assume my one-slotting of 'trops & passing over of Ignite were sacrifices on the way to the cap.

I do remember one of the challenges softcapping a /dev is a lack of melee attacks in the secondary- we were scraping up bonuses where we could.

The thread is still around, I should go dig it up and take a look at the thought process again.


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Posted

Quote:
Originally Posted by Fulmens View Post
Something that may/may not help scrape out a few extra percentage points: you can use Enhancement Boosters to turn an even-con IO into a +1, up to +5; I don't know what a L55 generic Defense IO gets you but it might change the math enough.
At +5 enhancement strength is increased 25% across the board. So a level 50 defense IO which normally enhances defense by 25.5% would increase to 31.875% enhancement strength.


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Posted

That is so much simpler than I thought it was.


 

Posted

A change to ranged sets?

You know, that other hero game, they have blast attacks that maintain DoT so long as you hold the button down. it is actually rather fun, and makes certain powers more logical and combinations of certain attacks dynamic.

Powers like firebreath, rain of fire, x-ray beam, the psi tornado, burst, short circuit- if they worked like that it would certainly alter the dynamics of blast sets.

Hows that for speculation?


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Posted

Quote:
Originally Posted by Eldagore View Post
A change to ranged sets?

You know, that other hero game, they have blast attacks that maintain DoT so long as you hold the button down. it is actually rather fun, and makes certain powers more logical and combinations of certain attacks dynamic.

Powers like firebreath, rain of fire, x-ray beam, the psi tornado, burst, short circuit- if they worked like that it would certainly alter the dynamics of blast sets.

Hows that for speculation?
As long as you don't lose the click once and they fire off by themselves.

The one thing about that other game is that you STAND IN ONE place while that maintain occurs. Blasters, as currently built could not afford to be stuck standing in one place for very long.


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Posted

Quote:
Originally Posted by Aura_Familia View Post
As long as you don't lose the click once and they fire off by themselves.

The one thing about that other game is that you STAND IN ONE place while that maintain occurs. Blasters, as currently built could not afford to be stuck standing in one place for very long.
The uh, set with guns and all, the one that uses an assault rifle actually allows you to move. It's one of the few maintains that allows it, and it makes sense. The minigun is the whole 'rooted while in use' thing.


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Posted

Having just levelled my 2nd Blaster to 50, my feeling is that the key thing to Blasters is having mobility.

It's great being able to ignore Mez with those three blasts, and if I had mobility, I could run away, or I could manoever myself to a place where I could make the most use of the limited powers I do have access to while mezzed.

Blasters basically have a bunch of ranged attacks and a bunch of melee attacks. That implies to me that manoeverability is a key function of the role. Scraps/Tanks/Brutes/Stalkies generally only have melee, which means all they have to do is walk up and hit something. Once it's dead, those movement keys come into play to move to the next target. A blaster is in & out of melee range - always on the move, always seeking terrain advantages.

So for me, a quick and simple improvement to Blasters would be to remove movement suppression when mezzed, and I liked the idea of being able to blast while on the move without rooting so I'd toss that in there too. Let them Vroom! as well as Boom!

-H


 

Posted

Quote:
Originally Posted by Eldagore View Post
A change to ranged sets?

You know, that other hero game, they have blast attacks that maintain DoT so long as you hold the button down. it is actually rather fun, and makes certain powers more logical and combinations of certain attacks dynamic.

Powers like firebreath, rain of fire, x-ray beam, the psi tornado, burst, short circuit- if they worked like that it would certainly alter the dynamics of blast sets.

Hows that for speculation?

....


That is an interesting direction to go... not exactly that way since it would require too much change... but what if somehow all blaster attacks were cloggles of sort... all allowing for an extended DPS that drops if you activate any other attack... entirely eliminates the world of "attack chain holes" from blast sets... Each attacks dot can be slightly lower than the attack's activation time (we do want people to pursue the use of other attacks)

The issue here is it would involve a lot of art team involvement. At least some new animations would be needed for "toggle mode" fire for all positions (running/flying) and a new continuous graphic FX would be needed for each set.

The idea of holding down the one button would, in my opinion, suck in this game. But sustaining a blast in this toggle fashion... that may be cool...


 

Posted

Quote:
Originally Posted by St_Angelius View Post
Well, Arbiter Hawk is joining zwill on the coffe talk tomorrow to talk about some of the blaster changes! will have to check it out and see!
I wouldn't miss that.


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Posted

I hope its not damage but chances are its going to be more damage. In either case more damage is not going to matter unless enough to kill +4 bosses with all nukes I do not see blasters getting anything beneficial with this change in issue 24.


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Posted

Quote:
Originally Posted by EvilRyu View Post
I hope its not damage but chances are its going to be more damage. In either case more damage is not going to matter unless enough to kill +4 bosses with all nukes I do not see blasters getting anything beneficial with this change in issue 24.
Arbiter Hawk is not going to be announcing +4 boss kryptonite tomorrow. But he was thinking about both sides of the ledger: offense and defense.


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Posted

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Originally Posted by Arcanaville View Post
Arbiter Hawk is not going to be announcing +4 boss kryptonite tomorrow. But he was thinking about both sides of the ledger: offense and defense.
I demand you tell us everything you know. We have ways of making you talk.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
I hope its not damage but chances are its going to be more damage. In either case more damage is not going to matter unless enough to kill +4 bosses with all nukes I do not see blasters getting anything beneficial with this change in issue 24.
I missed you, Ryu!



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Posted

I'd have to agree with EvilRyu. At the very, absolute best, it'll make Fire/ blasters more effective, and everyone else will have a reduced benefit. This is because Fire is such an outlier when compared to the others and the dev team isn't willing to do anything about it.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Ah, good. All blaster attacks will now do Mag 6 Knockback.
Nah, I want Mag 14+ KB in all of my powers because Wormhole is lonely.



 

Posted

Quote:
Originally Posted by Rakeeb View Post
I'd have to agree with EvilRyu.
EvilRyu is right one time in thirty.


This is not one of those times.


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