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skoryy

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Everything posted by skoryy

  1. On my blaster, my decisions will generally be towards whatever will get more more damage and sustainability. This is also how I went building on my controller, mainly as there aren't many better options when you're illusions / sonic. Checking her build, I notice both the Controller ATO and purple hold procs are both damage! To get a boost to her hold mag would require the Lockdown proc and either losing the Controller damage proc and 6-piece defense boost in Blind or the Achilles proc in Liquefy. Now that I think on it, I might swap out the Achilles since 10 secs of -res every 75 secs might not be as useful as an initial lockdown on illusionists and sappers. 🤔
  2. This is from the PPM spreadsheet, if it'll help: TYPE SET PROC AMOUNT PPM Accurate Def Debuff Analyze Weakness +Tohit 20% +tohit, 10 sec 2 Accurate Def Debuff Shield Breaker Lethal damage 71.75 3.5 Accurate Healing Theft of Essence +End 10% +end 3.5 Accurate Healing Touch of the Nictus Negative energy damage 71.75 3.5 Accurate Tohit Debuff Siphon Insight +Tohit 20% +tohit, 10 sec 2 Accurate Tohit Debuff Cloud Senses Negative energy damage 71.75 3.5 Blaster ATO Blaster's Wrath Fire damage 71.75 4 Blaster ATO Superior Blaster's Wrath Fire damage 107.1 5 Blaster ATO Defiant Barrage Status protection 20% mez resist (all), 10.25 sec 3 Blaster ATO Superior Defiant Barrage Status protection 20% mez resist (all), 10.25 sec 4 Brute ATO Brute's Fury +Fury 5 4 Brute ATO Superior Brute's Fury +Fury 7 5 Brute ATO Unrelenting Fury +Regen/+End discount 15% +regen, 5% end discount, 10.25 sec 6 Brute ATO Superior Unrelenting Fury +Regen/+End discount 20% +regen, 6.65% end discount, 10.25 sec 7 Confuse Cacophony Energy damage 71.75 3.5 Confuse Malaise's Illusions Psionic damage 71.75 3.5 Confuse Coercive Persuasion AoE confuse 4.5 Controller ATO Will of the Controller Psionic damage 71.75 4 Controller ATO Superior Will of the Controller Psionic damage 107.1 5 Controller ATO Overpowering Presence Energy font 1 Controller ATO Superior Overpowering Presence Energy font 2 Corruptor ATO Malice of the Corruptor Negative energy damage 71.75 4 Corruptor ATO Superior Malice of the Corruptor Negative energy damage 107.1 5 Corruptor ATO Scourging Blast PBAoE heal/+End 5% heal, 5% +end 2 Corruptor ATO Superior Scourging Blast PBAoE heal/+End 7.5% heal, 7.5% +end 3 Def Debuff Touch of Lady Grey Negative energy damage 71.75 3.5 Def Debuff Achilles' Heel -Res -20% res,10 sec 3.5 Defender ATO Defender's Bastion PBAoE heal 4 Defender ATO Vigilant Assault PBAoE +Absorb 4 Defender ATO Superior Defender's Bastion PBAoE heal 5 Defender ATO Superior Vigilant Assault PBAoE +Absorb 5 Dominator ATO Ascendancy of the Dominator +Dam 14.19% +dam, stacks 3x 5 Dominator ATO Superior Ascendancy of the Dominator +Dam 21.25% +dam, stacks 3x 6 Dominator ATO Dominating Grasp Fiery orb 1 Dominator ATO Superior Dominating Grasp Fiery orb 2 EndMod Performance Shifter +End 10% +end 1.5 EndMod Energy Manipulator Stun Mag 2, 2 sec 2 EndMod Power Transfer Heal self 5% 3 Fear Glimpse of the Abyss Psionic damage 71.75 3.5 Fear Unspeakable Terror Stun Mag 1, 2 sec 3 Heal Preventive Medicine +Absorb Every 5 sec (90 sec lockout) Heal Panacea +HP/+End 7.5% +end/20% +regen, 120 sec 3 Hold Ghost Widow's Embrace Psionic damage 71.75 3.5 Hold Neuronic Shutdown Psionic damage (DoT) 71.75 3.5 Hold Unbreakable Constraint Smashing damage 107.1 4.5 Hold Basilisk's Gaze -Recharge -25% rech, 10 sec 3.5 Hold Lockdown +Mag 2 Mag 2, 2 sec 2.5 Hold Gladiator's Net Lethal damage 107.1 3.5 Hold Entomb +Absorb 2 Hold Superior Entomb +Absorb 3 Immobilize Trap of the Hunter Lethal damage 71.75 3.5 Immobilize Debilitative Action Stun Mag 2, 2 sec 3 Immobilize Gravitational Anchor Hold Mag 2, 2 sec 3.5 Kheld ATO Essence Transfer Global heal self 5% heal 12% (not PPM) Kheld ATO Superior Essence Transfer Global heal self 6.5% heal 18% (not PPM) Knockback Force Feedback +Recharge 100% +rech, 5 sec per target (10 sec lockout) 2 Knockback Explosive Strike Smashing damage 71.75 3.5 Melee Mako's Bite Lethal damage 71.75 3.5 Melee Hecatomb Negative energy damage 107.1 4.5 Melee Touch of Death Negative energy damage 71.75 3.5 Melee Gladiator's Strike Smashing damage 107.1 3.5 Melee Pounding Slugfest Stun Mag 2, 2 sec 2.5 Melee Kinetic Combat Knockdown Mag 0.67 3 Melee Blistering Cold Hold 3 Melee Superior Blistering Cold Hold 4 PBAoE Armageddon Fire damage 107.1 4.5 PBAoE Eradication Energy damage 75.75 3.5 PBAoE Scirocco's Dervish Lethal damage 71.75 3.5 PBAoE Obliteration Smashing damage 71.75 3.5 PBAoE Fury of the Gladiator -Res -20% res, 10 sec 3.5 PBAoE Avalanche Knockdown Mag 0.67 2.5 PBAoE Superior Avalanche Knockdown Mag 0.67 3.5 Pet Soulbound Allegiance Buildup 15% +tohit, 100% +dam, 10 sec (on pet) 3 Ranged Decimation Buildup See note 5 1 Ranged Entropic Chaos Heal self 5% heal 3 Ranged Apocalypse Negative energy damage 107.1 4.5 Ranged Gladiator's Javelin Toxic damage 107.1 3.5 Ranged Tempest -End -3.33% end 3.5 Ranged Devastation Hold Mag 2, 2 sec 3 Ranged Winter's Bite -Speed/-Recharge 4 Ranged Superior Winter's Bite -Speed/-Recharge 5 Scrapper ATO Critical Strikes +Crit chance +50%, 3.25 sec 2 Scrapper ATO Superior Critical Strikes +Crit chance +50%, 3.25 sec 3 Sentinel ATO Opportunity Strikes +Opportunity 1 Sentinel ATO Superior Opportunity Strikes +Opportunity 2 Sentinel ATO Sentinel's Ward +Absorb 5 Sentinel ATO Superior Sentinel's Ward +Absorb 6 Sleep Call of the Sandman Heal self 15% heal 3 Sleep Fortunata Hypnosis Placate 8 sec 4.5 Sleep Induced Coma -Recharge -20% for 20 sec 3.5 Slow Impeded Swiftness Smashing damage 71.75 3.5 Slow Pacing of the Turtle -Recharge -20% for 20 sec 3.5 Sniper Sting of the Manticore Toxic damage 71.75 3.5 Sniper Executioner's Contract Stun Mag 2, 2 sec 3.5 SoA ATO Dominion of Arachnos Debuff/mez 10% -dam, fear 4 SoA ATO Superior Dominion of Arachnos Debuff/mez 15% -dam, fear 5 SoA ATO Spider's Bite Global toxic damage 35.34 8% (not PPM) SoA ATO Superior Spider's Bite Global toxic damage 53.54 12% (not PPM) Stalker ATO Stalker's Guile Hide 4 Stalker ATO Superior Stalker's Guile Hide 5 Stalker ATO Assassin's Mark Global recharge Build Up 4% (not PPM) Stalker ATO Superior Assassin's Mark Global recharge Build Up 5% (not PPM) Stun Razzle Dazzle Immobilize Mag 2, 2 sec 3.5 Stun Stupefy Knockback Mag 6 3.5 Stun Absolute Amazement -Tohit -7.5% for 15 sec 4.5 Tanker ATO Might of the Tanker +Res 5%, stacks 3x 4 Tanker ATO Superior Might of the Tanker +Res 6.7%, stacks 3x 5 Tanker ATO Gauntleted Fist +Absorb 2 Tanker ATO Superior Gauntleted Fist +Absorb 3 TAoE Positron's Blast Energy damage 71.75 3.5 TAoE Javelin Volley Lethal damage 107.1 3.5 TAoE Ragnarok Knockdown Mag 0.67 3.5 TAoE Annihilation -Res 3 TAoE Bombardment Fire damage 71.75 3.5 Taunt Perfect Zinger Psionic damage 71.75 3.5 Taunt Triumphant Insult Stun Mag 1, 2 sec 2 Tohit Gaussian's Synchronized Fire-Control Buildup See note 5 1 Tohit Debuff Dark Watcher's Despair -Recharge -20% for 20 sec 3.5 Tohit Debuff Deflated Ego -Recovery -25% for 10.25 sec 3.5 Universal Damage Overwhelming Force Knockdown Mag 0.67 20% (not PPM)
  3. I'd have to think more on this, but this plus a rebalancing of proc effects (since PPM is no longer operative) might be a nifty way of re-working the whole thing.
  4. Recent dabbling into old timey radio shows has had me considering re-making my staff brute into something more properly Shadowly. I may remake her at some point in the future, but for now I present the Build That Knows What Evil Lurks In The Hearts Of Men. the DP / Dark blapper! Pros: Lots of stealth so you can sneak your way through missions you don't necessarily feel like blasting your way through Dark Pit -> Combat Teleport -> Soul Drain -> Hail of Bullets for when you do feel like blasting your way through Plenty of opportunities to cackle as you descend upon the hapless boss you're about to deliver justice to Cons: Soul Drain isn't quite as effective against single targets, such as when you're down to the AV Single target rotation is kinda clunky and fairly low base DPS without musculature to boost: Midnight Grasp -> Pistols -> Executioner's Shot -> Smite -> Pistols Stealth and Infiltration don't stack 😕 Reliant on Touch of the Beyond for sustainability, dropping comparative DPS and making combat even more clunky This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Phantom Lass II: Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Darkness Manipulation Power Pool: Teleportation Power Pool: Concealment Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Penumbral Grasp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 2: Dual Wield -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9) Level 4: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dam%(37) Level 6: Swap Ammo Level 8: Teleport -- Empty(A) Level 10: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(34) Level 12: Death Shroud -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-Dmg/End/Rech(17), OvrFrc-Acc/Dmg/End/Rech(17) Level 14: Stealth -- LucoftheG-Def/Rchg+(A) Level 16: Soul Drain -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(23), AchHee-ResDeb%(25) Level 20: Touch of the Beyond -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(21) Level 22: Infiltration -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(23), EndRdx-I(25) Level 24: Combat Teleport -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 28: Bullet Rain -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(42) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50) Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Dark Pit -- RzzDzz-Acc/Rchg(A), RzzDzz-EndRdx/Stun(43), RzzDzz-Acc/EndRdx(45), RzzDzz-Acc/Stun/Rchg(46), RzzDzz-Immob%(46) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 41: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(45), GldArm-3defTpProc(45) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 49: Fold Space -- RechRdx-I(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Agility Core Paragon Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
  5. That was me! Actionette is now VL 3 and everything I had hoped she would be. 😍
  6. My first blaster took Web Envelope to stop runners, after which I remembered she has Ring of Fire in her attack chain.
  7. Running a pair of ITFs yesterday, and a half a Manti a couple days before, has enlightened me to the potential of throwing holds and disorients on certain bosses before they turn Unstoppable and you're stuck tickling them for minutes on end. It's there that the chance for +2 hold proc is nice and maybe more mag 4+ stun and hold procs would be useful.
  8. As a strict PVE'r, I would honestly be interested in arena tournaments if/when things are balanced out better. Those do seem fun.
  9. So now the Controller is losing damage to Earth Control, unless they've slotted those for procs, but then how are those hitting and wait a second. APP end mods are nice, but they're not covering not having end mod enhancements, and chaining insps to keep your blue bar filled is some advanced high end macro button stuff that most players won't bother with. If you're gonna go through all that silliness just to keep up in DPS, why not, y'know, just roll a blaster?
  10. Having re-returned to the game a month or so back, I've discovered that the melee ATs are still boring and, while my illusions controller is still a force of pure delicious button pressing chaos, her damage output is still very controller. What's caught my interest this time, however, was my DP/Fire blaster who remains a sheer force of blapping destruction. As her concept was still a little fuzzy in my head and her Longbow costume wasn't too original, I've been working on a new blaster as my main character. In the days I've taken her off the shelf and leveled her up, she's turned out to be the glowy ball of sassy explody fun that I imagined her to be. I've also poked at other blaster builds that have piqued my interest. Realizing I've been far too grumpy on these boards and not really giving back to the community, I've decided to share my builds in hopes that others can learn from my successes and mistakes on how to build awesome survivable blapper blasters of their own! Of note, my blaster builds tend to be pricey as I aim for capped defenses and permahasten. I don't like having my attack chain slow down, nor do I like running out of HP or having to rely on chaining insps for survival. I do enough floortanking in FFXIV already. I also like taking and slotting a lot of low level powers as I want a build I can exmplar with from 1 through 50. And now, on to the show. Tonight, I share my current project: Actionette, the Rad / Atomic blapper! Why you might like this build: Plenty of crunchy smashy firing proton torpedo fun Single target attack chain isn't too complicated: Cosmic Burst -> Negatron Slam -> Positronic Fist -> Proton Volley Good number of AoE options besides the nuke, including Atom Smasher with one of the best animations in the game Positron Cell -> Electron Shackles one-two is invaluable at lower levels and great at endgame for handling runners Inherent Recharge in Atomic means more room in build for defense sets, alllowing to go Musculature over Agility to permahasten and cap defenses Every power comes with -Def, meaning more hits and room for Achilles procs all over But honestly its the animations and sounds, PEW PEW PEW HULK SMASH Why you might not like this build: Attack chain does relatively low base DPS (low 70s) compared to other builds I've calculated, though the Achilles procs and Musculature will help on the high end Positronic Fist and Cosmic Burst hit hard, but their animation times are a bit on the long side so your attack chain will run slow You hate fun This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Actionette: Level 50 Science Blaster Primary Power Set: Radiation Blast Secondary Power Set: Atomic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Neutrino Bolt -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(3) Level 1: Electron Shackles -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(5) Level 2: X-Ray Beam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11) Level 4: Positron Cell -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(13) Level 6: Irradiate -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(13), Erd-Acc/Dmg/Rchg(15), SprDfnBrr-Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17) Level 8: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17) Level 10: Ionize -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(19), GssSynFr--Build%(19) Level 12: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(21), StnoftheM-Dmg/ActRdx/Rchg(21), StnoftheM-Dmg/EndRdx/Rchg(23), StnoftheM-Dam%(23), AchHee-ResDeb%(25) Level 14: Super Speed -- Empty(A) Level 16: Beta Decay -- SphIns-%ToHit(A), SphIns-Acc/ToHitDeb(25), SphIns-Acc/Rchg(27), SphIns-ToHitDeb/EndRdx/Rchg(27), SphIns-Acc/EndRdx/Rchg(50) Level 18: Cosmic Burst -- Apc-Dam%(A), Apc-Dmg/Rchg(29), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(31), AchHee-ResDeb%(31) Level 20: Metabolic Acceleration -- EndMod-I(A), EndMod-I(33) Level 22: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprDfnBrr-Rchg/+Status Protect(36) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 26: Neutron Bomb -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40) Level 28: Atom Smasher -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33) Level 32: Atomic Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 35: Boxing -- Empty(A) Level 38: Positronic Fist -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(45), Hct-Dam%(45), AchHee-ResDeb%(45) Level 41: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(46), GldArm-3defTpProc(46) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(48) Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 49: Quick Form Level 14: Speed Phase Level 50: Musculature Core Paragon Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface ------------
  11. Accuracy: 55%? I guess Kismet and Tactics would give you some boost but... Added: That's some spicy end usage as well and Trick Arrow doesn't come with an end mod booster. And you're probably going to avoid Carnies like a sewage plant regardless. Basically, all that damage is coming at a cost just so you can keep up with a blaster.
  12. Devs reading this thread, then going back to the spaghetti code:
  13. Yeah, I run +2/x4 on my controller and stalker, though I might push them up to +3/x6 now that I've noticed that's a good difficulty for my blaster. The lack of a taunt aura and layered defense makes things less entertaining at anything higher.
  14. I feel like this is designed to affect the really high end of min-maxers, not all of us are calculating our critical strike bonus windows to that fine of a detail. If you really want to smooth out scrapper performance, give them something to do at lower levels than pray for RNGesus to gift them a critical.
  15. I've always been more of a Superfriends / TMNT / DCAU guy myself.
  16. One room map with Hybrid and Lore fired off is kinda atypical in my book, though. Especially given Lore's insane DPS boost and recharge. How's it feel without Lore?
  17. Or, y'know, you can just stop taking the pretendy funtime game so seriously.
  18. One thing we need to have a talk with on this is why is it so prevalent that players go to farms and PI and play ProgressQuest? Actual leveling through content should be more fun, right? And its not that hard! And with double XP the bars go flying by in task forces! So why do they don't think so? I think I know an answer that I'm putting thoughts to works on, now that I re-rolled a scrapper project into a much more enjoyable blaster one.
  19. (To practice what I preach...) As someone who's been re-discovering the joys of living la vida blapper, I'm intrigued how much more thus would ramp up the difficulty. I can do reasonably well at +3/x6 on the DP/Fire I have at IO incarnated 50. I do think this is a step in the right direction. Also, will this also apply to AE and if so do you have your castle walls ready for those pitchforks and torches?
  20. No one's saying you can't. What I am saying is that, we've been repeatedly over this topic for the past two years. The battle lines are drawn, the trenches are dug, and the barbed wire is set up. Y'all can lob artillery shells over No Man's Land at each other all you want. And, I mean, we even had a dev come in earlier today and say "Yeah, we're got things in the works that should help appease a lot of people" and nobody picked it up for discussion. Everyone went back to their trenches.
  21. Is it, actually? I would weigh Homecoming's success versus other servers that take the slower path and then ask again if its actually a problem.
  22. Well, yes, some. Why do we spend all this time debating their terms?
  23. Two points on that synopsis: 1. We have a much smaller player base than live, hence IOs and incarnates were goosed so you're not waiting months for a Luck Charm. 2. We have a lot of vets from live, like myself, who spent a lot of time leveling up our characters and tricking them out. We really didn't want to spend all that time we did in live doing it all over again. Tedium isn't difficulty. Other games figured out over the years that you need to throw mechanics and expanded content at the player to keep their mind engaged. Real challenge would require more than just turreting while repeating your rotation, stuff the game wasn't quite designed for what with animation locks, defense caps, et al. CoH is what it is, an old school beat 'em up with occasional spurts of mechanics that require some awareness but one that can't compete on the level of other modern MMOs. You have to start there and work your onwards.
  24. The question is not 'is this OP', the question is 'how do you get players to use a hold as a hold instead of a damage bomb.'
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