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Everything posted by Biff Pow
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Yes, the chance for build up increases with enemies around you. If you're in a group of 10+ it fires off a lot.
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I've been soloing through the Task Force Commander TFs this week so I can confirm Inv/Energy is a strong combo and the AoE is actually pretty good. Just remember to use Power Crash in Energy Focus Mode when you herd everybody up. Also I don't use the quick Energy Transfer against AVs, I use Barrage for the debuffs. Not sure how much of a difference they really make, but it's working.
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The thing about Recharge is it's diminishing returns. The first 100% (usually just from enhancements) is great, the recharge time is halved. If you add another 100% you're down to one third, and over that you're just shaving off seconds. Now, those seconds might be important to you and that's fine, but sometimes you might be missing out on better build choices. Like, my Energy Blaster can Nova every sixty seconds. I could take Hasten and slot LotGs and get that down to maybe 45 seconds, but I really like my build and also a Nova every minute is pretty great already.
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It's honestly not bad. Energy Melee has a cone and a Melee AoE, Super Strength just has Footstomp (which has a longer recharge than both.) It's more the feel of stunning enemies vs. shaking the screen and knocking them down. Part of the reason I slot the Avalanche set in Whirling Hands is it just feels weird if my Tank isn't knocking people down.
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My main Biff Pow is Invulnerability/Energy Melee. I think you see less of them because EM's AoE attacks are weaker, and the set doesn't have as powerful a feel as Super Strength (with KO Blow and Footstomp's big boom), but it's very strong against hard targets, and you don't have to watch for a Rage crash.
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My Inv/Psi Tank leans into Confuse effects- Contagious Confusion in Boggle, Cognitive Interface, now just added the new Chance to Confuse IO. It mitigates damage, adds some damage, but mostly it's for entertainment value.
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Which Missions Do You Auto-complete? Or... "I'm too old for this..."
Biff Pow replied to tidge's topic in General Discussion
I auto-complete the "Complete the Dilemma Diabolique Trial" mission at the end of the Dark Astoria arcs. -
Energy Blast / Martial Combat / Arsenal Mastery -- The pew pew bully!
Biff Pow replied to Soulsifter's topic in Blaster
My small suggestion would be putting the Overwhelming Force set in Explosive Blast so you can use it in melee range without knocking enemies away. And at six slots it gives you Knockback Protection. -
The "END" in two pieces stands for Endurance Reduction. But Endurance and Recharge Reduction would probably be lower in these sets to make room for the Damage.
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We need a few Invention Sets (an Uncommon, Rare, and Very Rare set) for Control powers that also enhance damage. Instead of specific Hold, Sleep, Stun, etc. sets, just make them generic "control" sets that enhance everything, like the Controller Archetype IOs. An example set: ACC/DAM ACC/CONTROL DAM/CONTROL DAM/END/RECHARGE CONTROL/END/RECHARGE PROC (Maybe a quad enhancement instead of the proc at Uncommon level to provide better stats) More sets mean more build variety, which is always fun.
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A good thing about Blasters is they have a lot of places to put the Winter IO sets, and they (along with the two +Def Uniques) provide a nice base Defense to build on.
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If you're on an AT without a defensive set and starting at zero, six-slotting the Winter IO sets provides a nice base of Melee, Ranged and AoE defense.
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One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice. Here is a build you can get some ideas from (like more Energy/Negative Energy resistance): Tanker InvSS.mbd
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People see Focused Accuracy's low ToHit buff and skip it, but the ToHit Debuff resistance is what makes it really useful (and the +Perception.)
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Dull Pain becomes less important when you're barely taking damage.
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If you're going for Resists, you can probably take some ideas from my build. (Keep in mind these totals are before the Might of the Tanker +Res.) I take Spring Attack (just for fun) but it can be easily swapped out for Energy Torrent. InvSS.mbd
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Health is majorly overshadowed on Blasters by their sustain power (Sound Barrier for Sonic), it doesn't do much by comparison. I usually just slot the Preventive Medicine Absorb proc and that's it.
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Same with my Energy Blaster. I have the Defiant Barrage set in Sniper Blast because that's my usual opener and most-used attack. That usually keeps a couple stacks of the mez protection up as long as I keep blasting. (I also have the Overwhelming Force set in Explosive Blast so I can use it in melee too.)
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My main Sonic tip is if you like to solo, take Siren's Song. It helps survivability so much it almost feels like a cheat.
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I have a powerbar on the side of my screen for toggles and situational stuff like the O-portal, that helps clear space on the main bars. As for what powers to take, I think all you can do is play the character and see what you use and don't use. My Energy/Energy Blaster had a LOT of clicking, but I found almost anything besides an attack was a waste of time. So I dropped Boost Power, kept Boost Range but it's situational, dropped Aim from my powerbar (it's just a mule for the +Perception IO). and put Energize on auto. Build Up is the only boost I use regularly. But that's just me and that character. Every powerset combo is different and you kind of have to figure out what works for you through trial and respec.
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I was checking some names just out of curiosity but didn't create a character. So keep trying in case I had it on hold for however long it waits. Definitely some great names available.
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I got my very first City of Heroes name: Deadbeat! So I'm declaring the policy a success.