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skoryy

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Everything posted by skoryy

  1. 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 ------------
  2. That was me! Actionette is now VL 3 and everything I had hoped she would be. 😍
  3. My first blaster took Web Envelope to stop runners, after which I remembered she has Ring of Fire in her attack chain.
  4. 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.
  5. As a strict PVE'r, I would honestly be interested in arena tournaments if/when things are balanced out better. Those do seem fun.
  6. 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?
  7. 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 ------------
  8. 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.
  9. Devs reading this thread, then going back to the spaghetti code:
  10. 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.
  11. 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.
  12. I've always been more of a Superfriends / TMNT / DCAU guy myself.
  13. 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?
  14. Or, y'know, you can just stop taking the pretendy funtime game so seriously.
  15. 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.
  16. (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?
  17. 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.
  18. 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.
  19. Well, yes, some. Why do we spend all this time debating their terms?
  20. 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.
  21. 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.'
  22. Por que no los dos? *gestures a couple pages back to myself and Galaxy Brain*
  23. Huh. My DP/Fire has 5.01 end rec / 1.99 end use before procs, she laughs at carnies but yeah that might be a bit overkill. I'll check her out in Mids using your suggestions, that could help in her next respec.
  24. DPS balance no longer becomes an issue if all those tankers and defenders have incentive to build for something more than just highest DPS. If you're just nerfing their DPS, all you are dis-incentivizing is anyone's reason to play them. You're not building an imperfect balance around just DPS. There have to be more factors there.
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