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StratoNexus

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  1. That combo would be decent at soft control, but on the lower end for blaster damage, especially early on. The hard mezzes from each set do not synergize, the primary has a hold (with a terribly long animation) but the secondary has a stun, so you cannot stack those to mez a boss (simplified, most bosses need two of the same type of mez to lock them down). The end drain from the primary works best when the secondary has some way to help; Devices does not. That said, if you just want to range blast and not worry about secondary effects, the sets can work well together. Caltrops at your feet create a modestly safer place to stand while you blast. The single target immob can keep a problem enemy away from you. Gun Drone adds more damage and gives enemies another target to attack. Targeting Drone is a great buff to accuracy (technically to-hit, but it makes you more accurate in lay terms) and a small damage buff to all your attacks. Field Operative lets you fire without ever getting tired, allows you to regenerate health faster, and makes you stealthy. Smoke Grenade can be used to keep a second close enemy group from noticing you. You can use Taser if desired to keep a lieutenant out of action (or eventually stack in on a boss). Trip Mine can add another layer of safety in your caltrop field and also can be used ahead of pulls to good effect.
  2. Just before you place the enhancement, as you are hovering over it, press the + key (usually 5 times). Attuned enhancements allow you to keep the set bonuses when EXd (at least to their minimum level allowed), For example, if you have all level 50 set, once you ex to 44, you lose all those set bonuses (except for purple sets, which you should never attune because you already keep the bonuses (and the game should not let you attune them, that is a mistake I made on two purple sets before I remembered)). Slotting order only matters while leveling, when you EX, you keep all your slotting, even those slots you got at 50 (if they are in powers you still have access to that is).
  3. My second ever character back in the day was a Kat/Inv scrapper and is still my favorite scrapper combo (probably nostalgia, but I have played a lot of scrappers and none have overtaken it yet for sheer joy). I learned early on that I could manage aggro pretty well, so I have always built with an eye to tanking, I have always liked Unstoppable, even with the crash, so I keep it for emergencies and the occasional near end of mission lazy recovery buff. I am new to the ATO sets and while I have long used procs, I am not precisely sure the best ways to utilize them, although I think I have a decent idea. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Celeste Cat New: Level 50 Magic Scrapper Primary Power Set: Katana Secondary Power Set: Invulnerability Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Gambler's Cut -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(37), AchHee-ResDeb%(46) Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(40), ImpArm-ResPsi(40), Ags-Psi/Status(43) Level 2: Flashing Steel -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(3), Arm-Acc/Rchg(5), Arm-Dmg/EndRdx(7), Arm-Dam%(34), FuroftheG-ResDeb%(50) Level 4: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(15), RctArm-ResDam/EndRdx/Rchg(17), RctArm-ResDam(43) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(42) Level 8: Divine Avalanche -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(9), Hct-Dmg/EndRdx(13), Hct-Dam%(34), LucoftheG-Rchg+(48) Level 10: Dull Pain -- Prv-Heal(A), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(50), Prv-Heal/EndRdx(50) Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Unyielding -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(17), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(43) Level 18: The Lotus Drops -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(39) Level 20: Boxing -- Empty(A) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(23), RctArm-ResDam(36), RctArm-ResDam/EndRdx/Rchg(46) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Soaring Dragon -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(27), OvrFrc-Acc/Dmg/End/Rech(27), Hct-Dmg(29), AchHee-ResDeb%(31), FrcFdb-Rechg%(48) Level 28: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(31) Level 30: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(40), RctArm-ResDam(42), RctArm-ResDam/EndRdx/Rchg(42) Level 32: Golden Dragonfly -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(33), SprScrStr-Rchg/+Crit(34), FrcFdb-Rechg%(46) Level 35: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(36), DefBuff-I(37) Level 38: Unstoppable -- RechRdx-I(A), RechRdx-I(39) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Calling the Wolf -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt(48) Level 49: Resist Elements -- ResDam-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(21), RgnTss-Regen+(45), NmnCnv-Regen/Rcvry+(45) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Rchg(45) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Nerve Radial Paragon Level 50: Mighty Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Vanguard Radial Superior Ally Level 50: Assault Radial Embodiment Level 50: Rebirth Radial Epiphany ------------
  4. I voted Must have, although I think it is skippable, but I would never recommend skipping it outside of concept reasons. I like the animation, although I agree it feels a bit off compared to the rest of the set, but I like that it is different from the others, helps it stand out some. That said, I am all for alternate animations and while my Claws/Elec would keep the current animation, I would love the crazy original Swipe animation as an option for some other concepts.
  5. Indeed. Ironically, while Hurricane uses the repel mechanic (and also has a chance for KB), Repel only deals KB and does not use the repel mechanic.
  6. Radiation? Time? Seriously, Storm is a favorite of mine and Snow Storm is OK, but definitely skippable. I don't really think Storm needs anything added (although I wish they would revert how fast Hurricane ticks in PvE) and Snow Storm does just enough to be a worthwhile power with minimal slotting, I often keep it just for the -Fly.
  7. I wouldn't. Katana is my favorite melee set; I love those animations and it is solid damage with moderate additional mitigation. Truth is TW is better damage and I also think better additional mitigation, but I still prefer the Katana animations (although that last is concept based, so mechanically TW is, generally, better). But Momentum is not for everyone and Katana animations just flow all the time, IMO. Overall, Katana is not going to slow you down much, if at all, in regular play, so I'd play whatever you think looks the coolest for your concept.
  8. My experience with my Rad/TW tanker aligns with this and I never had an issue early game gathering aggro, but I usually was in a new enemy group early enough to get at least my first attack launched, at which point animations were now faster. However, I did also have access to Radiation Therapy, which not all primaries get, and I certainly did use that sometimes when I wanted a quicker animation (in addition to the fact that is a very large PBAoE). It is true that on occasion, you will find yourself with Momentum down and a need to switch targets and you will have to wait longer than other attack sets to finish an attack. The extra range and extra AoE more than makes up for those instances, IMO, although you definitely should be aware of the Momentum mechanic and adjust strategies based on that. I would also say that the big PBAoE in TW animates very quickly, more quickly than most, if not all, other full PBAoEs (but does require Momentum to use). I enjoyed the TW experience on my tanker so much, I chose to roll a TW/Ice scrapper, mostly because I had to skip Arc of Destruction on my tanker because my concept has me flying all the time. I have four SG mates who also tried TW, and two liked it and two definitely did not. I think the set is not for all, but it is very good if you can enjoy the Momentum mechanic. I actually enjoy that sometimes I have the long windup and swing, that is part of the appeal of the set for me. But without a doubt you can easily handle the job of aggro management as well as dealing very good damage and you can manage aggro throughout all levels of the game.
  9. Blasters deal 62.56 damage to even level enemies at scale 1 (for attacks marked as ranged, 55.61 if the attack is marked melee). Blaster/Defender/Corruptor Snipes 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage.
  10. Katana has always been my favorite, I love the animations and it is a solid performer as well. Kat/Inv was my first scrapper and is probably my favorite, although I had most armor sets at 50 combined with Katana back in the day, and the few that were not at 50 were in the 30s or 40s. I have remade the Kat/Inv, but it is a story-based character, so I have been leveling them relatively slowly, turning off XP a few times, so I am only level 35 so far. I chose to remake my Kat/Regen as a brute this time around, and that is working OK for me so far, level 30 now. Still love Katana based on those 2 characters. I did play a Rad/Titan Tank to 50 that I enjoyed so I have started a TW/Ice scrapper to focus more on damage with TW, rather than aggro management. I also like the Savage melee set. It seems fun so far, but I am only in my early 20s.
  11. StratoNexus

    Time/Sonic

    By end game, you want and can easily have perma Farsight and Chrono Shift. I will echo the sentiment for Power Boost or Power Build Up. Power Boosted Farsight gives your whole team over 30% Defense. Due to this, you don't need an Epic defense based shield. Time Crawl is handy to help defeat AVs as well as to boost your other Time debuffs. It would be nice to have Screech for the extra resist debuff, but I would take Time Crawl ahead of Screech, personally. I'd likely choose Agility for my Alpha, although there are other good choices as well. Intuition, Musculature, and Spiritual all have high value. Long term, I would target Apocalypse in Shriek, Vigilant Assault in Shockwave, 5 slot Armageddon in Wail and move the leftover slot to 6 Slot Defender's Bastion in Scream. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Time Bride: Level 50 Science Defender Primary Power Set: Time Manipulation Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Power Mastery Hero Profile: Level 1: Temporal Mending -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(5), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Heal(37) Level 1: Shriek -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(3), EntChs-Dmg/Rchg(11), EntChs-Dmg/EndRdx/Rchg(37), EntChs-Heal%(37) Level 2: Scream -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(34) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx(31), DarWtcDsp-Rchg/EndRdx(50) Level 6: Temporal Selection -- Mrc-Heal(A), Mrc-Rcvry+(7), Mrc-Heal/Rchg(21) Level 8: Distortion Field -- BslGaz-Acc/Rchg(A), BslGaz-Acc/EndRdx/Rchg/Hold(9), BslGaz-Acc/Hold(9), BslGaz-EndRdx/Rchg/Hold(50) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 12: Shockwave -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(34), PstBls-Dam%(45) Level 14: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(17) Level 16: Tactics -- EndRdx-I(A) Level 18: Farsight -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(50) Level 20: Boxing -- Empty(A) Level 22: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(23), StdPrt-ResKB(23) Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-Def/EndRdx/Rchg(29), LucoftheG-Rchg+(48) Level 26: Slowed Response -- Acc-I(A), TchofLadG-Rchg/EndRdx(27), TchofLadG-DefDeb/Rchg(48) Level 28: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(29) Level 30: Vengeance -- LucoftheG-Rchg+(A) Level 32: Chrono Shift -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Rchg(34), EndMod-I(45) Level 35: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(36), Lck-Rchg/Hold(36), Lck-EndRdx/Rchg/Hold(36), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(46) Level 38: Dreadful Wail -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(48) Level 41: Power Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 44: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(46), RctArm-ResDam(46) Level 47: Time Crawl -- Acc-I(A) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(17), PrfShf-EndMod(43) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------
  12. That is not my idea. I might be suggesting that a no armor, no buff/debuff AT should always out damage an armored AT, whether in melee or at range. That said, I am totally fine with criticals taking scrappers and stalkers above blasters when comparing melee powers.
  13. Sorry, in this case I meant specifically power to power. If blaster Fire Sword Circle is doing less base damage than scrapper Fire Sword Circle, and I gave up all that mitigation scrappers get, it sounds wrong in my ears. Also, outside of nukes, ranged damage sets are not blowing melee sets out of the water damage wise. Nukes put them slightly ahead I think, overall (definitely way ahead on the spawn it is used on), but even with nukes, I think brutes and scrappers are pretty close to blasters for mission clearing speed and team damage contribution if not ahead due to the other elements those ATs bring to the table.
  14. Another option when facing enemies who like to stay at range is to toggle a guy in the back and the duck around a corner or behind something and let them run to you. Toggle pulling is a great technique for bunching the enemies and for getting the near spawn only when two spawns are close (or toggling a guy in the second spawn and gathering both spawns, if you are crazy like my SG).
  15. I am enjoying the discussion and since this thread is old, I hope we can continue, because I think the thoughts are related to the thread topic, although at a slight tangent. I also want to reiterate that I am discussing these points not because I feel blasters absolutely should have a higher melee damage mod, but because I think the thought process is important and I think it is important to make sure the topics are fully understood (it is easy to see a blaster nuke a spawn and think Damn! without considering spawn to spawn fighting and the few extra deaths a blaster will deal with). First, I do not agree with the point that the second attack set of blasters has to be weaker than the one attack set of tankers or brutes or scrappers or stalkers or dominators. I think those other ATs get a lot of other features and the AT strength as a whole is what should be considered. It is perfectly OK for blaster Fire Sword Circle to deal more damage than Tanker Fire Sword Circle, because Tankers have much more survivability as well as significant aggro control (and possibly a larger AoE and bigger target cap). It is irrelevant that tankers only have one attack set. The relevant points are what else the AT brings. Tanker = survivability, aggro control, damage, some other control (usually). Blasters = damage, some other control, minor survivability. There is also the degree to which they bring those things and the effect on gameplay, so blasters may bring less "things" but they are really good at that damage thing, especially every 30-50 seconds, so that has to count pretty high. I mean tankers are really good at that survivability thing, but I have already stated numerous times that unkillable = unkillable, so there is a point where you have to reasonably state that tankers have some survivability beyond what is normally needed, whereas Boss hit points being what they are, blasters never really have damage beyond what they need, so the damage probably counts more than the survivability. I am not going to discuss everything, but the tougher ATs ability to gather actually has a huge effect on gameplay, IME. So I count that feature pretty highly. However, having two attack sets does not increase damage. No blaster can activate Fireball and Fire Sword Circle at the same time. This is an old discussion, but the second attack set provides variety more than pure power. Yes, a blaster can chain more attacks, but most armored melee sets can chain plenty anyway. The second attack set is an advantage early game over other ATs, but by the 30s that advantage is minimal and at 50 with Incarnates, I would say there is no advantage to having extra attacks (with the small exception of extreme recharge debuffs, which while rare, do occur). Yes, nukes are very good now but their recharge is long enough to not be available every spawn (with a very good build, they are there every other or third spawn, most folks likely are sitting at every 3-5 spawns). Also, you are overestimating the strength of standard blaster range AoEs. Look at Fire Ball for blasters and compare to Fire Sword Circle for tankers on test or Spine Burst for scrappers and even Brutes (considering a reasonable amount of Fury and Defiance). Many of the melee AoEs are on par with blaster primary AoEs. Not all tier 3 blaster powers are Blaze either, so even in single target, it is clear the melee attack sets are not overly disadvantaged vs. blasters, especially for the actual high damage armored ATs which have criticals. When I play a melee blaster, I fully accept that I am squishier than my scrappers and tankers. I am less accepting of the fact that when I melee, I am sacrificing damage. i already sacrificed a lot of mitigation with the AT, to hear it suggested that I should also expect to deal less damage after giving up all that mitigation sounds wrong in my ears. There are points against blaster melee being higher, but "think of the poor scrappers, brutes, and tankers" is not one of them, IMO.
  16. Because overall AT balance might demand it? And to be clear, I have never proposed blaster melee should be more damaging than scrappers or stalkers (although I do think they should be more damaging than brutes, despite it being brute's primary, since brutes get punchvoke, fury, and a larger survivability advantage). Criticals will keep scrappers and stalkers ahead in melee. Additionally, the advantage armor sets bring to utilizing melee attacks, makes even tankers and brutes better at leveraging melee attacks, even if the blaster versions are more damaging. Keep in mind, melee attacks are also a Tanker secondary and the test versions of the AoEs only deal 5% lower damage (base, defiance will cause the blaster to be even higher) while also being larger and hitting more enemies. I am not opposed to this and strongly support the current size increase and target cap increases for Tankers. I am just concerned the damage is too close (but not convinced it is a problem). And I want to state that the two attacks set argument is somewhat a misnomer, as all armored ATs easily have plenty of attacks by the 30s to make it a non-issue outside of recharge debuts and it was LONG an argument that two attacks sets was actually a drawback, since armor sets actually make you more effective at using your attacks than more attacks that you do not need anyway. I have never proposed making any armored ATs melee attacks weaker at base (I do propose that the current test increase to Tanker melee is higher than it should be, but I still agree it should be increased from current live). Increasing the blaster melee damage mod to 1.125 will not have them better at melee than ATs that get more melee attacks, even when you factor in blaster range attacks. Plus, the amor set makes armored ATs better in melee just from the survivability and mez avoidance advantage. I am not sure why you talked about more survivability like a tank or brute. Increasing the blaster melee damage mod from 1 to 1.125 would have almost no impact on overall blaster survivability. It would make blaster melee AoEs closer to on par with the scrapper and stalker, although still fall behind due to criticals. The primary reason I brought this up in the first place was simply because there is a misconception about the strength of blaster melee, especially blaster AoE melee. Most people think it is better than it really is and the current changes to Tanker melee AoE makes that analysis important for overall game balance, IMO.
  17. It is important to remember that blasters are a Melee AT for some secondaries. Blasters deal damage at range and in melee. It is OK to build a blaster without melee attacks, variety is good, but that does not mean they should be disadvantaged when leveraging their melee attacks. I don't think Armored characters should deal more Base damage than blasters. Ever. Scrappers and stalkers get criticals so they can out damage blasters in melee even if the blaster damage mod was 1.125, and that is perfectly fine. But for the base damage to be nearly the same or less bothers me.
  18. There are several ways to cause spawn collapse, although some enemy groups require more effort and some spawn placements also require more effort. Old style herding is one technique to cause spawn collapse, but can take too long to be efficient. Simply moving through a spawn and behind something can work, but can also take longer than necessary for most enemies. However, moving into a group, switching targets so you attack a few different ones and wiggling around often causes most enemies to run at you and that happens quickly, relative to other techniques and it speeds up spawn clearing compared to just picking off the 7 that are pre-grouped and then getting that group of 3, then the group of 2, then the singles. There are still usually 2-4 enemies for cleanup, but that is better than 5-10 stragglers.
  19. Maybe no more or maybe melee attacks should deal 12.5% more. There has always been a part of me that thought Blaster range and melee damage mods should be the same, I think they were both set to 1 originally, but when scrapper damage was increased to 1.125, only the ranged damage mod for blasters was increased (I may be misremembering though). Castle was pretty strongly against improving the melee mod, not wanting to encourage blasters to melee more. While I disagree with that choice, I always thought it was a perfectly reasonable position. I want to be clear, blasters are in a great spot, IMO, after the I24 changes. The crashless nukes, increased tier 3 blast range, and improved snipes went a long way to improving blast damage (for all three ATs with ranged attack sets) and the sustain powers made sure blasters can keep dishing out that damage with significantly fewer defeats. The ability to kill a runner without chasing is nice, but not as significant as it sounds, especially compared to ATs with the ability to boggle the AI via aggro magnet powers. I was just playing a lot of blasters this last week and I agree they bring a lot of damage in a lot of ways and pre 40s it is impressive compared to other ATs and IMO impressive enough that it makes up for the lower survivability. Endgame, armored ATs get a lot closer to the damage level of blasters, but blasters also pick up a goodly amount of extra survivability. Armored ATs close the damage gap more than blasters close the mitigation gap, but not enough to bother me personally. I like the blaster play style being more dangerous, so that affects my judgement. I am not saying blasters should be buffed more. I am definitely not saying the Tanker test AoE size increase or target cap increase is an issue, i very much like those mechanics and think they go a long way to differentiate the Tanker from other melee armored ATs and are a great factor to generating threat and aggro control, which is an advantage they should clearly have over brutes and scrappers. I am simply concerned about the sheer size of the damage increase and how close it puts Tankers to ATs that are more focused on damage but have little armor (blasters and dominators). It felt too close on my last round of testing and while the reduced max end would slow me down some, I am not positive it would be enough (sadly, I have not been able to test the current build to know for sure, I am really hopeful I will get a go once the next revision is placed on test). Finally, I want to make a quick statement to Infinitum's last comment. Hover blasting can be safe, but is always slower than collapsing a spawn and destroying it. Trading speed for safety is often a good choice (and death from above can often be fun as well), but it is almost always slower than alternatives. Even when teamed with an aggro magnet who collapses the spawn for you, hover blasting tends to be slower than the alternative.
  20. Rad/Sonic is not a terrible choice, the single target disorient gives a nice sickened look, although Rad/Dark might be better, something about the dark puffs colored correctly works for poison/sickness in my mind. I do think a Fire/Rad controller would be really good though. Char makes them choke. Flashfires colored right could work for spreading lots of infection and gives them the disorient animation, which, as mentioned above, works for sickened, in my opinion. Even Hot Feet colored right might be OK as a plague aura that spreads onto your victims. Ring of Fire and Fire Cages aren't great thematically, but they are skippable, although Ring of Fire does deal good damage, so it is hard to skip and still solo easily, unless you go for Fighting, which works really well on contained enemies. Plant/Rad would also be a good choice, if you can handle delivering some of the infection through nature.
  21. I had started a Time/Nrg defender back in the day and made it into the late 30s or early 40s before shutdown. I really enjoyed playing it, so it was one of the first characters I remade. I have been leveling it very slowly, generally soloing through the Praetorian content, but now I am in Primal earth and teaming, so leveling will likely happen faster (although there are a few arcs in Primal I will be sure to hit for his story, so that will slow me down some). I found an old build from back in the day that was really solid, but I have been tinkering with it (adding Nova and Sniper Blast, since I24 made those not suck, for example, and adding some of the PvP procs since they are more plentiful as well as the Defender ATO sets). Below is my current plan. I am tempted to take the recharge IO out of Slowed Response in order to add a KB protection to Combat Jumping, but I have a pretty high tolerance for occasional KB and my defense is so high, I figure it will be rare enough to be enjoyable without being overly detrimental. I ran Citadel the other day, leaping in the middle with the tank and occasional KB did not bother me and that TF has a lot of KB. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Streamkeeper: Level 50 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Energy Blast Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Power Mastery Hero Profile: Level 1: Temporal Mending -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(7), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Rchg(40) Level 1: Power Bolt -- Acc-I(A) Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(3), DarWtcDsp-ToHitDeb/Rchg(3), DarWtcDsp-ToHitDeb/EndRdx(15) Level 4: Energy Torrent -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(7), Rgn-Knock%(34) Level 6: Temporal Selection -- DctWnd-Heal(A), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(15), DctWnd-EndRdx/Rchg(23), DctWnd-Rchg(40) Level 8: Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 10: Power Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(11), SprVglAss-Acc/Dmg/EndRdx(11), SprVglAss-Dmg/Rchg(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(31), SprVglAss-Rchg/+Absorb(37) Level 12: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 14: Combat Jumping -- LucoftheG-Rchg+(A) Level 16: Sniper Blast -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(21), SprDfnBst-Acc/Dmg/EndRdx(29), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(43) Level 18: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), RctRtc-Pcptn(29), RctRtc-ToHit/Rchg(40) Level 20: Hasten -- RechRdx-I(A) Level 22: Super Speed -- WntGif-ResSlow(A) Level 24: Time Crawl -- TmpRdn-Acc/Slow(A), TmpRdn-Acc/EndRdx(25) Level 26: Slowed Response -- Acc-I(A), TchofLadG-DefDeb/Rchg(27), TchofLadG-Rchg/EndRdx(27), RechRdx-I(33) Level 28: Burnout -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(34) Level 32: Chrono Shift -- Mrc-Heal/Rchg(A), Mrc-Heal/EndRdx/Rchg(33), PrfShf-EndMod/Rchg(33), PrfShf-EndMod/Acc/Rchg(34), PrfShf-Acc/Rchg(46) Level 35: Power Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(45) Level 38: Nova -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(45), Arm-Dam%(45) Level 41: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(42), RctArm-ResDam/EndRdx/Rchg(42), RctArm-EndRdx(43), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(46) Level 44: Boxing -- Empty(A) Level 47: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(48), RctArm-ResDam/EndRdx/Rchg(48), RctArm-ResDam(48), UnbGrd-Max HP%(50) Level 49: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) 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 -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 4: Swift -- Run-I(A) Level 4: Health -- Pnc-Heal/+End(A) Level 4: Hurdle -- Jump-I(A) Level 4: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), PrfShf-EndMod/Acc(39) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon Level 50: Clockwork Core Superior Ally Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Support Core Embodiment Level 50: Clarion Core Epiphany ------------
  22. Your build looks fine. I will say that +HPs is an under-rated form of mitigation. I made some adjustments to add 150 more HPs. You lose 2.6 seconds off Hasten recharge, a negligible amount of Smashing/Lethal resists, 1.3% range defense and a 3% damage buff. I also added the Preventative Medicine proc, costing you some End recovery, but you should not have endurance issues without the Miracle once you have Cauterizing Aura. I also swapped in Superior Winter's Bite in Ring of Fire instead of Grav Anchor. Ring of Fire has a very good DPA and recharges so fast you can easily keep enemies still with its base immob duration. This also pushed the Ranged defense back up, slightly higher than your build, but lost another 3 seconds off Hasten. Losing the 10% recharge may not be worth it to you. The recharge becomes less important end game, with the availability of Ageless and/or Agility. Both Musculature Radial and Agility Core are solid Alpha choices for you, Agility Core closes the Hasten gap, but if you are going Ageless, I would probably choose Musculature (the little bit of extra Defense from Agility is a consideration over Musculature though). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Slag: Level 50 Science Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Fire Blast -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg(43) Level 1: Ring of Fire -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Acc/Dmg(9) Level 2: Fire Ball -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg(43) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(19) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 8: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(15), ShlWal-Def(17), ShlWal-ResDam/Re TP(31) Level 10: Boxing -- Empty(A) Level 12: Aim -- RechRdx-I(A) Level 14: Rain of Fire -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dmg/Rng(19), PstBls-Dmg/Rchg(45), PstBls-Dmg/EndRdx(46) Level 16: Build Up -- HO:Membr(A) Level 18: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(21), Apc-Acc/Rchg(21), Apc-Acc/Dmg/Rchg(23), Apc-Dmg/Rchg(23) Level 20: Cauterizing Aura -- Pnc-Heal/+End(A), Pnc-Heal(25), Pnc-Heal/EndRedux(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal/Rchg(40) Level 22: Tactics -- GssSynFr--Build%(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(25) Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(27), Rct-Def/EndRdx(34), Rct-Def/Rchg(37), Rct-Def(37), Rct-EndRdx/Rchg(40) Level 28: Blazing Bolt -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(29), Thn-Acc/Dmg/Rchg(29), Thn-Dmg/Rchg(31), Thn-Dmg/EndRdx(31), Thn-Acc/Dmg(42) Level 30: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(34) Level 35: Burn -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(37) Level 38: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(39), ShlWal-Def(40), ShlWal-Def/Rchg(42) Level 41: Charged Armor -- GldArm-3defTpProc(A), GldArm-End/Res(42), GldArm-ResDam(43), GldArm-Res/Rech/End(45), GldArm-RechEnd(45), GldArm-RechRes(50) Level 44: Assault -- EndRdx-I(A) Level 47: Consume -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Dmg/EndRdx(50), SprAvl-Acc/Dmg(50) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(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 -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(27) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34), PrfShf-EndMod/Rchg(46) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Ageless Radial Epiphany Level 50: Pyronic Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Assault Radial Embodiment ------------
  23. That is a truism amongst the single target attacks (with exceptions as you noted). For the AoE attacks, I think the opposite is true. mostly they align with their armored counterparts, with a few exceptions, several of which actually make the blaster version noticeably weaker than the armored ATs. Frozen Aura, Lotus Drops, and Shadow Maul are truly excellent examples of the blaster version being treated harshly compared to the armored ATs. Combustion is an odd example where the blaster version is slightly better, but that power is noticeably missing from the other three armored ATs, likely because of how bad it is overall. Thunderstrike is the example of a blaster AoE version with longer recharge and more damage, this power is really in the blaster's favor with a bigger AoE as well. But Shadow Maul, Soul Drain, Dark Consumption, Atom Smasher, Fire Sword Circle, Burn, Frozen Aura, Dragon's Tail, Psychic Shockwave (compare to Mass Levitate), Lotus Drops, Golden Dragonfly, Thorn Burst (compare to Spine Burst), and End of Time (this does not have a melee counterpart, but is pretty much a clone of Atom Smasher) are all basically equivalent or worse than the armored version. That leaves Combustion. Consume, Thunderstrike, and Ripper as adjusted to make the blaster version deal a higher damage scale (Ripper has 2 seconds increased recharge over the armored version, leaving it slightly better off relatively, although still less than scrapper damage in absolute numbers, due to the lower melee modifier). While I agree Ninja needs increased recharge and damage per attack (except for Lotus Drops which needs increased damage and lowered recharge since it is messed up), the control in Martial is good enough that I prefer the slightly lower damage, but faster recharge in order to keep juggling the enemies (and applying the stun). Heh. I checked the individual numbers for the Combustion damage components and the tanker versions were precisely 80% of the blaster. However, I failed to notice that the blaster version got two extra ticks of the DOT (in the same timeframe, i.e. the blaster version ticks slightly faster).
  24. Cool blaster tricks yo. Doesn't change the fact Tanker Fire Sword Circle will be larger and hit more enemies than Blaster Fire Sword Circle, while also encouraging the enemies to stay close so you can keep AoEing them, which a good thing, because it keeps them close for teammates to be safer and for them to AoE as well, but still added value over the blaster version, which often makes them run away due to the fear of having taken a lot of damage and from being on fire. I am not saying out of hand that this is bad. I am just saying it needs to be reasonably considered. It sometimes feels we are comparing Tanker to Brute to Scrapper without considering the squishier melee that is Stalker and paritally Blaster (and possibly Dominator). It defintely should not be dismissed out of hand by folks who think blaster Combustion uses a 1.125 modifier and who posit that blasters can reach excellent levels of indestrucibility in a bloody tanker thread. Blasters can survive fine, but in the context of this thread, calling it excellent levels of indestructibility is a bit much. 😀
  25. Are you sure? Did you check before you posted your rebuke? Did they change the blaster melee modifier in I24 or on Homecoming? It had been a 1 forever, only ranged attacks have the 1.125 modifier, but maybe they adjusted after close, I am not sure. Tankers will have several 16 foot radius PBAoEs dealing only modestly less damage than blasters using the same powers and they will be able to hit more targets and several of those powers will have a bigger area of effect than the blaster equivalent. Defiance will certainly help boost the blaster damage beyond what those simple numbers show, however the extra radius and targets hit is a big deal. I did not get to test this iteration, so I have been keeping quiet, I am generally aligned with the most recent patch, although I still think 0.95 is a bit too high for Tankers and I still dislike the loss of bruising (a full 20% increase to Tanker base damage is more than needed for noticeable improvement, I'd rather see a 10% increase in base damage and an adjustment to bruising, but the current test iteration is alrightish).
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