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Frozen Burn

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Everything posted by Frozen Burn

  1. Welcome to Blasters! I know I'm late in posting this, so you've probably already made your choices, but here are some some others tips/tricks/advice/answers to your OP. Yes, blasters can solo quite easily. Some EBs can be challenging, and AVs even more so and you'll need lots of temp powers and inspires, and your wits. But in general content - you can solo just fine even at increased level and numbers of mobs. However, there are things you should be aware of too... Inspirations are your best friend - use them. They are not a weakness, but instead make you stronger! They will help keep you alive when you need them - it's what they are there for. Pop them before going into fights you know will be tough - less time reacting to incoming damage and better to pre-empt it from the start. Keep break-frees with you - again, even use one before you enter combat where you know you will get mezzed so you can just keep on attacking without stopping. Out of purples, oranges, and greens? Take those reds and yellows and burn things down faster (if you havent' used them already. lol)! On the note of break-frees and being mezzed - Blasters get "Containment" as an AT bonus power. Your T1 & T2 Primary and T1 Secondary can still be used while mezzed! Many will drop these T1 powers from their builds, but they can be life savers for when you're out of break-frees. Your T1 immob (or similar for sets that don't have an immob initially) typically does more damage than your T1 primary - so, they can be worth slotting up for damage. I recommend taking all 3 powers, but at least take 2 of them (and remember to use them) for those times you are stuck mezzed with no way out. Kite - move, position yourself, don't stand in one place for too long. Line up your cones, bottleneck a group in a doorway for your AOEs, etc, etc, etc. If teamed and you have unwanted aggro - move TOWARDS your tank/brute/scrapper and pull the mobs into their taunt radius - or move TOWARDS your defenders/corruptors/controllers/MMs for buffs, heals, and assistance. I see too many Blasters try to run away from their aggro and end up running away from their teammates too, and then they die alone and out of range of any help they could have received. Use your crowd controls - they may do little damage and you think "I'm a blaster and do only damage - bah" and these might be skippable, but no! They keep you alive when used. A held/stunned/slept/mezzed foe is dishing out 0 (zero) / nada / nil damage to you. Even immobilizations can keep the foe only using lower damage ranged attacks instead of heavy hitting melee attacks. Every bit helps. Target selection / awareness - actively switch between high-priority targets. Keep the one(s) you want mezzed / at bay while burning down another. Concentrating on one mob at a time can be deadly to you, so be aware of all the mobs, pick your targets to control vs. kill first, and go to it. Every foe group may give you different priorities. Regarding your question of Secondary set choices - as mentioned above by others, avoid /Mental for your first blaster. Take one that has a toggle sustain (highly recommended). /Ninja can be fine with it's click sustain, just have to put the sustain power on auto-fire. /Energy with Energize is just the same other than the mechanics of discounting End vs. granting extra End - one is not necessarily better than the other. Regarding Drain Psyche in /Mental.... it IS a very powerful buff and debuff. But it's difficult to get perma and you'll still want to slot up Stamina for those times when it's still on cooldown and the buff is gone, or when it misses, or there is only one foe (like an AV/GM). It's a great -regen power for AVs and GMs, but not very good as a true "sustain" power like all the other secondary sets. All my /Mentalists slot it for heals/regen/recharge instead of endurance, and then have the Panacea/Numi in Health and 3-slot Stamina old-school-style like any other toon. Additionally, as mentioned above, you have to go into the middle of a mob to use it, and the more foes, the better it works - if you're not comfortable being a naked armorless blaster standing in the middle of 10 -16 foes and pulling their hatred - avoid this set until you're experienced enough and comfortable enough to do so. /Mental is a great and very strong set that I highly recommend, but perhaps not for a beginning blaster. Regarding Storm Blast - fun set! But a lot of DoT and not much burst damage. Soloing will be fine. I've solo'd mine up to lvl 40 so far and only teamed for TFs. And I'm currently running at +1x4. But really, I would not recommend this primary for a first time Blaster as things will not die as fast as other primary sets with lots of burst damage. Mine is Storm/Temporal and I am beefing up my defenses to play in melee range and to use Fold Space from Teleport pool to pull mobs flung or running away from my nuke. Or to put them more into my AOEs. I also have a Storm/Storm Corruptor who plays at range - lots of damage, being dished out, but Storm primary is indeed Slower with all the DoTs. The quick snipe is my go-to for when I need something to die fast. Good luck!
  2. Thank you for this bit of info. This makes sense now. I've always wondered the same thing about the teleport beacons. Villain beacons are always in order of zone level, but hero zones are quite a mess due to hazard zones and some lower / mid level ones coming into the game at a later date, like Striga.
  3. Agreed. Especially since some bases are on other servers where I most likely do not have a toon to go view it. Yes, I can transfer, but then I have to transfer back or leave the toon, where I really don't want to or generally don't play, yadda, yadda, yadda. Just a couple pics of the winning bases would be nice. Don't need a full spread.
  4. Mystic Fortune also has one that will take away like a qurter of your HPs... I think it's "Death" that does it, even though the Wiki doesn't mention it. MF and SM both came into the game together. A buff for yourself, or a buff for your friend, but there is a chance of downside. Yes, you can turn into a monkey and possibly die, or you can take a quarter of your friend's HPs and potentially kill them while they are in battle (if they accept the cards being tossed at them). A game without any downsides at all is no game at all. So many things in this game are easy to walk through, these are just 2 things to roll the dice with. Don't like the potential consequences, then don't roll the dice on them. It's that simple.
  5. I don't use the LotG set at all - I only use the special IO for the +global recharge and that is it. Otherwise, the set is pretty useless overall. To me, Reactive Defenses and Shield Wall are far better sets than LotG. If you're 3-slotting: Shield wall gives same Regen Bonus but more HPs than LotG Reactive Defenses gives more useful S/L resistance than the regen and more HPs than LotG If you're 4-slotting: Shield Wall's E/N resists is more useful than LotG's +Acc, which you can get from so many other sets in your build. Reactive Defenses' F/C is also more useful than the +Acc from LotG (plus you're also getting that +S/L resist from the 2 slots) If you're 5-slotting: Still use 4 of Shield Wall or 4 Reactive Defenses (with one being their unique) and the LotG Def/+Global Rech - this is far better than 5 LotGs. The S/L Resist Bonus on LotG's 5th slot is nice, but it's also a fairly common bonus across other sets, armors, etc that you can get it from, and it's benefit doesn't outweigh the more useful bonuses from the 2-4 slots of Shield Wall or Reactive Defenses. 5-slotting Reactive Defenses for the End Discount can be useful for End heavy builds - but then I'd want to invest a 6th slot to add in the LotG special (unless I had enough defensive powers to slot 5 of them elsewhere). If you're 6-slotting: Still use 4 of Shield Wall or 4 Reactive Defense and BOTH of their specials + the LotG Def/+Global Rech. No need to 6-slot any of the 3 sets except for maybe Reactive Defenses for the End Discount and +Recharge on the 5th and 6th slots. Again, maybe 5-slot Reactive Defenses and the LotG Def/+Gobal Rech.... but, nah, not for me. ...in my opinion of course. 🙂
  6. What do you mean tag? Like category? They are "Event" badges and listed there in your list. 🙂 If you ever need to know how a badge is categorized or where it is listed, you can go to your "Most Recent" list and hover your mouse over the badge, and it will show you Accomplishment, Accolade, Achievement, Day Job, Exploration, etc, etc, etc.
  7. It very well could be a Sentinel issue. I can confirm it is working fine on my Blaster and Corruptor. Hopefully, there are other Storm Sentinels out there that can weigh in. too.
  8. I do not want War Mace or Broadsword to have a "Cyclone" power - I'd rather all three sets NOT be a copy of one another and they instead get something else or stay as they are.
  9. Certainly! Here is my Psy/Temporal Build.... Lots of fun and one of my favs! Librarian Archivist - Blaster (Psychic Blast - Temporal Manipulation).mbd
  10. Oh that's right... there is DFB in Mercy. I never run it there, so I always forget it. And I was looking at someone else's post that said there wasn't one there. Thanks for the reminder.
  11. As mentioned above most of all the zones (other than hazard or PvP zones) already have a TF/SF or Trial. However, an SF for Port Oakes would be great - and would give more content for Villain side. Gold side TFs - I'd be for that. I love Praetoria and it could be a way to get more content - and perhaps, it could be lvl 20+ content as well to keep you in Praetoria longer post-Neutropolis/First Ward/Night Ward. TFs with mish's all in same zone - no thank you. If you actually bother reading the content of the TFs/SFs, there is generally a reason for going to the different zones. It also makes the TF/SF seem grander and it's a bigger deal to tackle the issue at hand. Staying in the same zone is boring and monotonous. And your contacts deal with things across the whole city and not just their zone. (This also relates to your last point about Posi 2 TF and Faultline - it's fine as is, imo.) As Mentioned above too.... moving Apex and Tin Mage to PI would not allow Villains or Rogues to join in them. And if you ever play through Praetoria and read the content - the Praetorian problem is not just a "portal corp" problem and is also a villain-side problem. Also, Vanguard, especially Dark Watcher, is heavily involved in the final arcs of Praetoria - so it's perfect that both Apex and Tin Mage reside in the RWZ.
  12. Hi and welcome to the game! Certainly understand your frustration. As mentioned above, just speak up and let people know you're unfamiliar with the TF and someone will help - we've all been there. But additionally, make sure your Nav window is open. The next mission of the Task Force will show and it will state where the location is. And you can get there by tram, gates in the war walls, Ouroborus portal, base portal, or Long Range Teleporter. The portal most go through is Ouroborus (the gold inifinity sign portal). Once in Ouro, turn around and click the portal you came out of and you can see all the other zones you can quickly go to the limited zone options. Many have a Supergroup base and can quick travel to it, and use a portal to any of the zones in their base. If you do not have a base, that's ok! There are many public quick travel bases to use. If you're on Torchbearer server, feel free to use mine. Type in chat: /macro STA enterbasefrompasscode STA-8822 this will make a grey button in your power tray labeled "STA" - short for "Steel Transit Authority," the name of the SG. Then when you're ready to travel, click your "Teleport to Base" power from START vendor, or Long Range Teleport Accolade Power, or stand near a base portal, and then click this macro button and you'll go to my base. You'll then see portals for all the zones in front of you that you can quickly go to. There are vendors, trainers, buff stations, costume editors, work benches for crafting, etc all right there for your quick use too. Good luck and welcome to the game!!
  13. Well.... for Dr. Q week,... I usually solo about 35-40 of them and team for about 5-10 of them. NOW who's crazy?! 🤪 🤣
  14. I don't auto complete unless bugged. I don't accept timed missions unless I know i have time to complete it. But... if we're talking missions that we hate and if there was ever one I would auto-complete, it would be the "Defeat all Clockwork" in that square towered factory outdoor mish. I think Unai gives it? Can't remember. Too many nooks and crannies for them to hide, they wander, they fly/run away - even if you methodically go through the tower, there is always a couple that escape and you have to search to find any of them before that red arrow shows up to point out where the last one is. I hate that mish with a passion. I should auto-complete, but for some reason, I drop to -1x1 and suffer through it. Why? probably because I always forget about the auto-complete option. 🤣
  15. I get your reasoning, but that buff to Freeze Ray (and other ST mez powers in non-snipe sets: Suppressive Fire, Screech, Tesla Cage, etc) was made by the HC team well after the set was created by the original devs - and it was to help balance the set because they have no snipe and was missing that extra in combat damage (Tesla Cage, in the case that while Ellectricity does have a snipe, it doesn't have a heavy ST attack like other sets). So, you cannot look at it from purely a damage/rech time/end cost standpoint when comparing powers' "roles" or reasoning for being in the set entirely. But still, for Ice Blast, you have FR as the ST hold, Bitter Ice Blast as your heavy hitting ST attack, and Bitter Freeze Ray with even higher damage still (essentially in place of the snipe power). But the ungodly animation time makes BFR less useful like a fast snipe in combat, so there is a loss of damage output, hence the buff to FR. If the OP gets their wish and BFR gets a fast snipe option, then FR would have to go back to normal low damage hold - and I'm not a fan of that.
  16. Souvenirs happen at the end of story arcs... so just run some arcs and you'll get the badge!
  17. Generally, no, clues do not count. If it's not in the souvenir tab, then it doesn't count. Sometimes a clue will be given at the end of an arc to spur you on to start the sequel arc, even if it's a new contact. The Faultine arcs are like this and storywise chain together.
  18. Sorry. That did not come through at all. In this game with both Defense and Resist Types, it's difficult to talk about resist as a "defense" without confusion. But glad you understand (as there are some newbies who don't) and I didn't mean to offend. Happy to help. 🙂 I got that you stated Tough had no endo redux and you wanted some in Weave, but that comment as an answer to the other post you were quoting about moving Reactive Armor proc from Hover to Weave makes no sense. That proc has no bearing on the endo redux of Weave. So, it's confusing why you would bring that up about endurance. But certainly it makes sense about wanting your 3% resists earlier in the build. But whatevs. All good.
  19. I am saying it in comparison as a power with cast time being used in combat. And as I also stated, the pay off isn't there compared to a nuke, so no comparison there. But when talking about clicking a button and a power activating, BFR is shorter than a lot of nukes. That's all.
  20. "Good" is subjective and to you only and your goals for playing. First off, the animation of BFR was shortened ages ago to 2.5s - shorter than long snipes at 2.67s, and Thunderous Blast which is the same animation but is 2.93s (BFR used to be this long) - and in fact, most Nukes are 2.9 - 3s long and they are used in combat. So, really, BFR is not that horrible comparatively, even if used in combat. But yeah, the payoff is not like a Nuke, hence the slightly faster cast time. However, BFR and it's slower animation is perfect as the opening shot on a Boss - like that pesky Paragon Protector that MoGs or a Fake Nem that bubbles. Followed up with Freeze Ray and the hold maintained by FR, you can keep the boss locked and eliminate without the hassle and incoming damage from it. I also have Char from Fire epic giving me 3 holds and I can lock down an EB right off the bat (or hold 2 bosses) and have them die in my AOEs while I kill everything else and maintain the hold(s) with FR and Char. And if I have to work in BFR too due to a miss, it's possible. You are right in that BFR is the most skippable power in the set due to the long animation. But those who take it and use it properly, doesn't make their builds bad. You can disagree - that's fine. We all build differently and care about different things when doing so.
  21. No, not true at all. Many sets have a heavy hitting ST attack along with their snipe, or they have the Heavy ST and replace the snipe with something else. Bitter Ice Blast is comparable to: Archery: Blazing Arrow (Snipe = Ranged Shot) Beam Rifle: Lancer Shot (Snipe = Penetrating Ray) Dark: Gloom (Snipe = Moonbeam) Dual Pistols: Executioner's Shot (no snipe, but the set's comparable snipe is Piercing Rounds) Energy: Power Burst (Snipe = Sniper Blast) Fire: Blaze (Snipe = Blazing Bolt) Psychic: TK Blast (snipe = Psionic Lance) Radiation: Cosmic Burst (Snipe = Proton Volley) Seismic: Entomb (Snipe = Tombstone) Sonic: Shout (no snipe, but BFR is comparable to Screech = high damage + Stun) Storm: Cloudburst (Snipe = Direct Strike) Water: Water Jet (no snipe) This is most sets and and the pattern that is followed. Clearly, Bitter Ice Blast does not replace the snipe. Again, not entirely accurate. Voltaic Sentinel is unique to Electric and more likely replaces the Heavy ST power like listed above, since Short Circuit more likely replaces a "Rain" type power, and the set has a snipe (Zapp). Life Drain is really more comparable to a T2 attack with it's lower damage - and nowhere comparable to BFR. Even though Gloom is in the T2 spot, it acts more like the Heavy ST attack of the set as it does more damage. Power Push is comparable to Freeze Ray, Tesla Cage, Abyssal Gaze, Stunning Shot, Beanbag, etc. It's damage is also nowhere near BFR. Beanbag and Stunning Shot - again, are more like Freeze Ray and similar damage scale and fast activation. They do not have the high damage and longer animation that BFR has. And Freeze Ray is not T3 - it's T5. But you can't compare it to other sets based on tiers as other mezzes in other sets are appear at various tiers throughout. Yes, BFR is a utility power, but not like the ones you described. It does the most damage of all ST attacks in the Ice Blast set and essentially does replace the snipe, but just gives a hold instead. Yes, the OP is asking for a buff to the set, but there is a reason - eliminate the long animation of BFR and lower the damage or hold mag in exchange for the "fast snipe" mechanic. It's a reasonable request, imo, as it might make people more apt to take it and use it. But if it doesn't happen, I don't care. I'm fine with the set as is and will continue to use BFR. 🙂
  22. Love the concept and costume! But MD (Medical Doctor), DO (Doctor of Osteopathic Medicine), and MBBS (Bachelor of Medicine and Bachelor of Surgery) are all equivalent doctor degrees and no one person would ever have all 3. Most US doctors are MD, but some are DO - never both. MBBS credentials are issued in many non-US countries following UK medical education standards. A US doctor would never have that, unless they trained outside the US then came to the US to practice. And they would also never list themselves as "Dr [name] + {credentials]". As you have it listed, your character is Doctor Henry Ferguson, Doctor, Doctor, Doctor. 😄 It's either "Dr [name]" or "[name], [credentials]." If your character is from the UK, surgeons (like your cardiologist) revert from being called "Dr" back to being called "Mr" or "Ms." But if your character is from the US, and as a cardiologist, they most likely would be: Henry Ferguson, MD, FACC. Where FACC = Fellow of the American College of Cardiology. Or Henry Ferguson, DO, FACC. Or just Dr. Henry Ferguson. ...I deal with a lot of doctors in my job, both US and international - can you tell?! lol 😄 😄
  23. First of all your Reactive Defenses Scaling Resist Proc provides no DEFENSE at all. So, you are not getting 3% defense from it at all in Hover but you are getting 3% RESISTANCE base to all. And you get more RESISTANCE as you lose health. Yes, this is nice to slot as early as possible. Also, by adding the Reactive Defense Scaling Resist proc into Weave for the added 4 piece set bonus of 3% Fire/Cold Resist - would put you at 47.3% RESISTANCE to Fire/Cold. But there is NO soft cap for Resistance. "Soft Cap" only refers to Defense. Every attack has a 50% chance to hit or miss, and all mobs get a 5% chance to hit bare minimum making the "soft cap" for defense 45% (or something like that, iirc). Resists just scale up to the HARD cap, and for blasters it's 75%. (Defense actually does have a hard cap too of something like 175% which you see when incarnate Barrier power is used. And incarnate mobs have a higher ToHit and whcih make the incarnate soft cap up to ~55% DEFENSE.) Also, not sure what you're talking about for End relief early on with the Reactive Defenses Scaling Resist Proc - it has no bearing on your endurance usage at all.
  24. Thank you! I love KB and embrace it. Bonfire is the only power I'll use a KB2KD proc, as it's fairly useless otherwise.
  25. I have no use for such thing. Mixing and matching what? A controller set with an armor set? Nah. Don't need another Sentinel clone. The only sets I need are Blasters - that I play like scrappers anyway. So, not even a melee set/ranged set combo would be of any interest as: 1) it's already like that and 2) the utility/survivability powers would not be there. 😄 And this whole thing seems too OP. I get the appeal and doing to it to say you've done it, but it sounds like an "I win button" and it's not for me.
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