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Nemu

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Everything posted by Nemu

  1. Some of the changes on beta will be a boon for melee blasters. /ice in particular will be a monster secondary with frozen aura doing damage now. /ninja is in a great place with the melee power damage buffed to blaster scales, the crit mechanic is unique among blaster secondaries and it just feels cool to see that text floating overhead. /sonic manipulation is decent, the hold gimmick is not super reliable but it'll do in the age of top end IO softcap builds. I'd skip sound cannon because it's a cone and doesn't jive with your typical melee blaster setup. Cool name though, but that's about it. Pair sound manipulation with a primary that doesn't have many cones and you have a decent melee blaster. Sound blast/energy is a bit too ST focused. You can set yourself up for some bigger melee hits with the -res but damage and speed wise it will feel slow. I wouldn't recommend it if you are planning to build something that does decent ST and AoE. If you are set on sonic blast then pair it with something that has a bit more AoE as a secondary, it might work well with /mental manipulation.
  2. Any secondary with high DPA melee attacks will do. Seeing as the only thing you took out of /fire is burn for the AoE I'd say that Fire blast for the most part has enough AoE to cover your basic needs. Charged brawl, energy punch, bonesmasher and the like are all attacks you can include in your ST chain and ST DPS is what really matters. Any AoE you can get from the secondary is gravy. When the beta changes go live there will be quite a few secondaries that will work well. /ice and /ninja will have the biggest buffs imo.
  3. If we are talking about IOed 50s then RoP is simply not necessary and not as effective for lower level exemped content when the alternative is to be able to achieve softcap or very close to softcap ranged defense and around 30% s/l/melee defense by level 25. Getting mezzed at that point is a minor nuisance and hardly life threatening. Occasionally RNG will fail and you will get hurt/die but that's no more inconsistent than RoP being up 2/3 of the time. Speeding Citadel/Hess/Yin is a thing and I see the above build having a harder time keeping up. Skill definitely compensates for whatever the build is lacking though. However I will say that RoP is much more useful at higher levels. Say what you want about Scorpion Shield lending to squishier blasters and all, I don't disagree. However I can tell you from observation that most blasters die because they don't move or know how and when to move. RoP is a nice safety net. Against nasty factions like IDF I can definitely see RoP + Charged Armor + ranged softcap doing well, but that means sacrifices in recharge bonuses/power picks among other things. My standard template for melee blasters includes S/L/R/E/N softcap and >50% slow resist. I've dabbled with leviathan for KO blow and a resist shield combined with ranged softcap and I've found that + around 25-30%ish s/l defense is enough for melee blasters when your playstyle involves jousting in and out of combat. I think Leviathan with ranged softcap can be a fun pairing for fire/fire, KO blow hits hard, insta holds bosses with the blistering cold proc, and is a FF mule to make up somewhat for lost recharge building that way. There are better secondaries than Fire manipulation if you really want a top end blaster but let's work with what you've got. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(17) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(3), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(5), Artl-End/Rech/Rng(7) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37) Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Fire Sword Circle -- Erd-Dmg(A), FuroftheG-Acc/Dmg/End/Rech(29), Erd-Acc/Dmg/Rchg(45), FuroftheG-ResDeb%(50), Erd-Acc/Dmg/EndRdx/Rchg(50) Level 12: Aim -- RctRtc-ToHit/Rchg(A), GssSynFr--Build%(34), RctRtc-Pcptn(37) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(33), Rct-ResDam%(46) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(36) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(33) Level 20: Cauterizing Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 24: Boxing -- Empty(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(31) Level 28: Tough -- GldArm-3defTpProc(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(34), ShlWal-ResDam/Re TP(34) Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45) Level 35: School of Sharks -- Acc-I(A) Level 38: Burn -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 41: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43), FrcFdb-Rechg%(43) Level 44: Shark Skin -- StdPrt-ResDam/Def+(A), HO:Ribo(46), ResDam-I(46) Level 47: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
  4. Well, if people are gonna shelve their /TA blasters then... I would be perfectly happy to rework tactical arrow into Tactical Fist!(with the exclamation mark), and can we do something about devices while we are at it? Make trip mine Trip Fist and time bomb Time fist? None of that wait and interrupt time, just fist, all fist, and nothing but fist...
  5. From a damage perspective, you are going to be disappointed with scrappers or any other melee AT when you compare them to your blaster. When you have survival figured out as you did with your fire/fire, blasters are just much more consistent in being able to deal ST and AoE damage from anywhere. There is no doubt that melee ATs are intrinsically tougher but as you noted, kill speed also creates safety and blasters do it well enough to trigger mob fear AI which is yet another under-appreciated form of mitigation. Battle Maiden in Apex is just one of many examples of where melee ATs will have challenges dealing consistent damage. If you want a more mundane example, then just the simple act of chasing runners. Once you learn to play a melee blaster there is nothing else that can compare to the havoc that a well built, well piloted melee blaster can wreak. You can PL any of these suggestions here and IO them out and give them a run and they'll be fun for sure, but will they stack up to your Fire/Fire? My bet is no.
  6. I have a pretty standard approach to building my blasters - Scorpion Shield and softcapped S/L/R with a health dose of slow resist. But I've always been drawn to KO blow, and the thought of pairing that with any of the heavy hitter T9s makes me giddy. But scorpion shield have always stood in the way. I decided to try something different from my standard formula and do what I always wanted to do, and the result is super fun! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Moira Curie: Level 50 Magic Blaster Primary Power Set: Dark Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Gloom -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Electron Shackles -- Acc-I(A) Level 2: Negatron Slam -- FrcFdb-Rechg%(A), SprBlsCol-Dmg/EndRdx(13), HO:Nucle(15), HO:Nucle(17) Level 4: Umbral Torrent -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(7), Ann-ResDeb%(9), HO:Nucle(15), SprFrzBls-Acc/Dmg/Rchg(17), SprFrzBls-Dmg/EndRdx(19) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), WntGif-ResSlow(21) Level 8: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Acc/ActRdx/Rng(11), StnoftheM-Dmg/EndRdx/Rchg(11), StnoftheM-Dam%(13) Level 10: Aim -- GssSynFr--Build%(A) Level 12: Stealth -- LucoftheG-Def/Rchg+(A) Level 14: Ionize -- HO:Membr(A) Level 16: Boxing -- Empty(A) Level 18: Abyssal Gaze -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(27), Apc-Dmg(43), Apc-Dam%(45) Level 20: Metabolic Acceleration -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(46), PreOptmz-EndMod/Acc/End(48), PreOptmz-EndMod/Acc/Rech(50), PreOptmz-EndMod/End/Rech(50) Level 22: Tough -- GldArm-3defTpProc(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 28: Atom Smasher -- FuroftheG-ResDeb%(A), SprAvl-Acc/Dmg(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(40) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Blackstar -- 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: Bile Spray -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 38: Positronic Fist -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40) Level 41: Knockout Blow -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43) Level 44: Shark Skin -- StdPrt-ResDam/Def+(A), HO:Ribo(48), ResDam-I(48) Level 47: Beta Decay -- HO:Enzym(A) Level 49: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Radial Paragon ------------ Ranged defense > S/L or melee defense if you know what you are doing even for builds like this which has a fair emphasis on melee attacks. I was concerned about not hitting the S/L softcap as I normally do with Scorpion shield but when one's used to jousting in and out of combat it did not feel like a huge loss. Umbral torrent is very reliable KD and buys me breathing room, combined with a healthy amount of S/L resist, the -to hit effect, and life drain, this build is plenty survivable. Finally, using KO blow and then follow it up with a Posi Fist just feels awesome! The 80" cone on umbral torrent is the only thing that I wish could be different. I often find myself tagging the next group when I joust in and out of combat and use that power, so for tricky mob placement one has to be very strategic about where to position that power. Otherwise a very fun and satisfying build. And if you want to break your love affair with Scorpion Shield give this a shot!
  7. The thing that grinds my gears is that the one unslotted attack empath approach has largely been voted off the island, same with the one attack tank taunt bot. You go onto those respective forums and start talking about being pure and you'll get a barrage of "this is not how you play this game." Take your secondaries, slot them, that's how you are really supposed to play those ATs. Blasters is the only AT left where secondary neglect is tolerated and based on more than a few voices here, even encouraged. And I am certain some of those same voices are quick to jump on the "take and use your secondary" bandwagon when it comes to defenders and tanks.
  8. I just call it blasting. Why give a special term to a playstyle that is intended for the AT like it's an abnormal thing? I hate the word "blapping" I'd rather call the rangers "sentineling"
  9. Because most people that play blasters should be playing sentinels instead. You've never lived as a blaster till you KO blow something and follow it up with a total focus or positronic fist.
  10. The ideal treatment for FOT for me would be to make FOT a toggle sustain with the KB component as a click on a 30 second timer, similar to speed of sound/jaunt or mystic flight/translocation. But I can understand the argument that now you have to split slotting priorities in that power so it's not a game breaking change to have Dynamo in it's place as the new sustain. I'm very happy to see FOT reverted to it's former glory, even if it is a late game pick now. I would love to switch that with power sink in the order sequence, since most blaster builds won't really need an extra endurance recovery tool early game, but I'll take what I can get. Regarding the blaster AoE holds on the 180 second timer, I'm glad to see those recharge times tuned back down to 90 seconds. That will make them more appealing for players and not just as set mules. Thank you for taking in the feedback! 👍👍👍
  11. No no, he has a point. blasters are so weak. Buff blasters and make them punch harder. I fully endorse this movement.
  12. Think about LGTF, having a ranged hold is a good thing, and you can use ranged holds in melee too. A little less damage is a fair trade off for that bit of versatility. Get enough recharge on this so that it recharges fast enough into your attack rotation and then tell me if you feel the DOT takes too long. The DOT takes effect over 5 seconds and you can get the power to recharge well under 5.
  13. But you have to admit, hovering at 80 feet is way more tactical than hovering at 50 feet and opens up more lines of TACTICAL play. For example
  14. When you learn to play melee blasters you will want to play nothing else.
  15. Ice Manipulation is really good now. I hesitated to make one on live because it had too many skippable powers and it was also too single target focused. The change to frozen aura is HUGE. This new AoE capacity and the 3 relatively fast animating single target attacks and the powerful mitigation tools in it's toolkit makes this secondary one of the premier melee blaster secondaries once it goes live.
  16. I'd rather some of these control powers get the sonic deafening wave treatment. Chance for low mag mez, usable multiple times per fight instead of every or every other fight, and does damage. This applies especially to those secondaries that lean more towards melee. It's not like the ranged crowd will ever pick up a weak pbaoe mez or a short range cone mez based on the feedback I'm seeing on entangling arrow. Melee blasters certainly don't need or depend on those for survival either, but making these powers do damage with a chance for mez at least gives them some pause in the thought process to weigh in the opportunity cost of taking such a power in place of something else. Last time I checked, options are a good thing, but on the other hand, having options that no one takes is bad design.
  17. Only one way to find out, give them a captcha test and have them point out all the traffic lights. If they fail - ROBOTS
  18. I think they are just weak to energy damage if that's what you are hinting at.
  19. No longer Irresistible isn't the same as missing. It just means mobs will resist the effect to a certain degree, so that the perception debuff is only 50% as effective, for example. I don't play /TA but isn't flash arrow autohit? And also why would you open up a fight with entangling arrow when you have more damaging and longer range options available?
  20. That's how I feel about most of the T8s AoE CCs regardless of their mez effect, and I especially want to challenge this notion. I'd like to understand the rationale behind this that's not tied to spreadsheet numbers that cares only about damage/recharge formulas and the like. What makes a mag2 aoe hold so powerful compared to a mag 2 aoe stun/confuse on blasters that warrants bumping up their recharge to 180 seconds which is comparable to blaster nukes? Is the end result not the same that you prevent LTs and minions from attacking you for a few precious seconds? I get that you can stack holds easier because single target holds are more prevalent across blaster primaries and most of the secondaries with such AoE holds also have a single target hold to supplement that strategy but I don't see how that use case singularly propels AoE holds into the "broken" category to justify such treatment.
  21. I posted that comment without doing any math but I can takesies backsies. Yes you are correct, 20% is around the ballpark. I think it's the visuals display of consecutive crit messages that made me feel like it was doing more. Time to stop feeling.
  22. That part I completely get and I can get onboard that. I've expressed several opinions in this thread if you care to read through them. I don't want to keep repeating the same things over and over, I'm not that old... yet... 😄
  23. I offer a team up so I can see where you are coming from and you can see where I am coming from. Offer's on the table, global @Nemu and I have Jezebel in my sig on torch, everlasting and excelsior. Same offer goes to @Placta and anyone else that dislikes TS and FOT.
  24. Onto plant manipulation. The cast time reductions are good, Thorn burst still lags behind similar PBAoEs like combustion in both damage and recharge and it could use a slight tune up. For a T9 pick it feels even more lackluster than if it had been sitting in it's original slot. Am I reading it wrong or is ESD arrow the only T8 AoE hold that's still on a 90 second timer? I get the mathematical rationale of increasing the recharge on AoE holds seeing that controller holds such as cinders have a 4 min recharge. However controllers also have other control options and their CCs last longer. Rather than looking strictly at numbers and formulas, consider the human element and look at how people build blasters: I doubt many will find these 3 min cooldown AoE holds with their low duration (especially against higher cons) useful enough to invest in them. There is an opportunity cost associated with picking up non-damage powers for blasters and this treatment of AoE holds renders that cost too high.
  25. Seems to be triggering off certain procs. I noticed the animation going off every time a FF proc triggered off golden dragonfly, as well as defiant barrage proc, guassian's proc and I bet any of the other procs that grant a passive buff. On the other hand /Nin feels very good now for melee blasters now that the damage is balanced against blaster formulas. The 20% chance for critical might be a bit overtuned when applied to all attacks, Might want to consider relegating it to /nin attacks or upping the crit rate on select sword attacks to add more incentive to go into melee.
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