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zenijos10

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Posts posted by zenijos10

  1. On 5/10/2024 at 7:21 PM, Nemu said:

    I think it really depends on your definition of blapper.

     

    I hate the term by the way. It's a construction of yesteryear when people didn't figure the blaster AT out and relegated it to a "pure" range AT, and "blappers" became an anomaly. While that may have been true 15 years ago, it doesn't hold up now. Can you think of any other AT where it's OK or even encouraged by the masses to skip pretty much all of its secondary? We did away with taunt only 1 attack tanks, 1 attack pure healers with the medicine pool, etc... Blasters is the last hold out where this idea that somehow using all your tools from both your primary and secondary is not normal and deserves a name. "Blappers" are just regular ass blasters, they use both their primary and secondary, the same way every other AT is played.

     

    There is also a difference in the mindset that "if you use melee you stay in melee" vs leveraging melee attacks as another tool to be used at the appropriate time and place. The former is the the mindset of a melee player resigned to the fact that they need to operate in melee range, and the latter is how smart blasters operate. More often than not I see the former applied to the tons of blaster builds I've gave feedback on. If nothing else melee attacks are great mules for mako's bite which shores up range defense, or a set of hecatomb/armageddon for 10% global recharge, and by using those as mules you open up your build to other set bonuses instead of dumping/limiting all your slot investment/build goals into your primary attacks.

     

    I'm resigned to the fact that a lot of people will never move past their bias that blasters should always operate at PURE range because it's "safer", but I feel a strong need to correct this notion that you should skip all your melee attacks just by virtue of the IO bonuses they accord a build.

     

    (not that you skip your melee attacks, but I do see a lot of builds over the years that do.)

     

     

    My definition of a blapper is a blaster who fights primarily within melee range.  This means they have probably focused more on survivability then the average blaster OR have an extreme amount of PBAOE damage (best defense is good offense) or both.  For me a blapper doesn't even really have to use melee attacks, at least in theory, though melee attacks certainly help to scrap at melee range.  Its an attitude thing: "I'm gonna get right up in your face and destroy you, then before your body hits the ground I'll be off to the next group of foes to do the same."

     

    • Like 1
  2. 1 hour ago, tidge said:

     

    I say Blapper, because so much of the DPS potential from a Water/NRG is in the secondary Melee attacks:

    1. Energy Punch (melee, or pick Power Thrust)
    2. Power Thrust (melee, or pick Energy Punch)
    3. Build Up (More +Damage than Tidal Forces, I'd take both but only one of them early)
    4. Bone Smasher (melee)
    5. Energize (the sustain)
    6. Stun (melee)
    7. Power Boost (click self boost, don't overlook that a significant fraction of 'extra effects' are the stuns in the NRG melee attacks)
    8. Boost Range (click self boost, I suspect this was the power that made NRG look appealing to "range only")
    9. Total Focus (melee)

    I've played a variety of Blasters as Blappers, and also as Ranged-only. I have a few Ranged-only that went very light into the secondary.  My cautious advice comes from a place of my recognition Water Blast is a great Ranged set (although I think Water Jet is still inferior!), but IMO relying only on the primary for ranged damage (with this combo) has issues:

    • A huge amount of potential DPS is being left on the table
    • The options for slotting different types of enhancement sets is going to be quite limited without taking secondary attacks... and if you take and slot them, they should be used!
    • The control (stuns) from the NRG secondary are all melee, as opposed to other secondaries that offer ranged controls
    • The NRG secondary doesn't offer any thing like a PBAoE should the player get surrounded by more than a couple enemy critters

    This is not me trying to yuck in anyone's yum: I can imagine a circumstance where a player wants to play a Blaster, and also wants to find a secondary where they can skip most of the secondary powers (I've done it!), maybe to focus more on the primary, maybe to slip in a LOT of power pool powers, or whatever. When I made the choice to make a Blaster that avoided (as much as possible) the melee attacks in a secondary, I found that a nearly identical version of the character played as a Sentinel performed 'better' than the Blaster variant. The AoE was worse, but the Sentinel doesn't care what the enemies try to do to him and he can stand his ground.

    I have an WATER/NRG blaster and it is one of my favorite characters.  I wasn't saying never use melee attacks or range only.  I was saying it can play great from far away, as opposed to Blapper which to me means staying in or near melee range.   Water is so good you can stay at long range all day and always have a decent attack ready.  I skipped NRG Punch, BoneSmasher, and Stun.  I mostly use the other two attacks, power thrust and Total Focus for crowd control, and I don't need them that often.  

  3. I say go for Super Reflexes Tank.  They are hard to hit and hard to debuff their ability to not be hit.   Sappers can be a problem for any and everyone, but they are less so for my SR Tanker. I love my savage/ SR, but nearly all the Tanker Melee options go well with Super reflexes.  

     

    A well built tank can solo tons of different AV.  They have great mezz protection.  They also get layered protection on top of their best-in-class defense.  As their HP drops their Damage resistance raises.

  4. Brand new character today! 

     

    The family decided on an ironic way to kill Salvador "The Ham" Massimo, a bothersome enforcer for a rival syndicate.  Unfortunately for the family the poison they put into his ham sandwich managed to activate a latent mutant healing factor.   Salvador's revenge was swift and bloody.  After the bodies were counted Sal found himself filling the vacuum, becoming a Don himself. 

     

    Like a virus he is attacking the family, and anyone else who lives on the wrong side of the law and brutally forcing them to join his organization.  No one can stop him, he is unkillable.  He leaves them with one choice, join or be butchered and cooked alive only to end as the meet in "ham" sandwich that is destined to be fed to victim's family and friends.  Who can stop the Hammy Don!?

     

  5. I Earn Man!

    Born the son of a wealthy government arms contractor CEO and now the CEO himself after he inherited the company from his father. He was tired of all his "lazy workers" who wouldn't stop complaining about not having living wages, decent benefits, or the ability to work from home.  They should just work harder and become a CEO themselves!

    He decided his workers, and all of the lazy, over-entitled poor people of the world needed a super hero to show what it means to earn your living through hard work.  He built a special armor suit, from his father's designs, but with a special few adjustments.  The suit has the standard powers of flight and durable armor, but it also gives him the power of super volume and radio transmission so everyone can hear his wise words on how he earned his fortune and how everyone just needs to stop being so lazy and entitled. Even people who don't want to want to hear it, they are the ones who need it the most! Finally, his suit grants him the power to knockdown anyone who would dare to argue against him and his perfectly correct world view.  (Sonic / Energy Defender).

    • Haha 1
  6. On 2/25/2023 at 9:43 PM, Malinkadink said:

    Build up proc from soulbound goes into soldiers not commando, you also definitely want to have achilles heel in soldiers and spec ops, though i put one into commando as well. Here is my merc/time. Because of the heavy defense nature of FF you can probably drop the two 5% def auras for pets and put in procs instead. With clarion + power boost you can get 34% def from the bubbles + 12% from dispersion then tac upgrade and maneuvers will get them to their softcaps. Serum is also overslotted you only want 2 slots for recharge. With time i was able to make serum perma. With the changes to mercs serum had its cooldown reduced enough to make it permanently available with enough recharge and its totally worth it. 

     

    Also not sure why you went into fighting pool unless you're planning to tank and want the extra resistance from tough, but if you're getting weave too then you may as well drop the m30 grenade and get cross punch and proc it out as its significantly better and will give you more + recharge. I picked up the m30 grenade and burst as each ability will add a 3.33% damage buff to pets for 30 seconds so you can cast 1 grenade into a group, then spam burst which also takes an Achilles heel for more -res

     

     

    Thank you for response and sharing your build.

    I take fighting pool on most of my characters.  I play mostly solo so survival is always one of my top build goals.  I chose m30 over cross punch because of the 3.33% damage buff.  

     

    I've gotten contradicting advice on Serum.  Since the changes have you tried serum both with and without slotting for resistance?  

    Also, what's the reasoning for soulbound into soliders over commandos?  I don't know much about their attack chains.

  7. @StrikerFox

    Just double checking, are you saying that you suggest dropping all 3 pets' accuracy to add achilles to all 3?

    Some other questions for anyone willing to answer:

    1. How end heavy is Forcefield + merc attacks/ serum?  I'm currently at a surplus of around 1.2 %/ sec, but it would drop to 1 if swap in Achilles on all 3 pets (not just soldiers).

    2. I 6 slotted M30 and 2 slotted force bomb.  I wanted them for mitigation, but mostly to deal with boredom.  I 6 slotted M30 because I figured I would be more likely to use it to get the focused fire bonus, but with that considered how would you slot these two power with only 6 slots to share between the powers (plus the free 1 slot that comes with each power)

  8. I have not played Mercs or Force fields on homecoming.  I played both during commercial release, and was underwhelmed.  I haven't started leveling yet, so I really don't know anything about play style or any gotchas with the classes.  I figure I might want an attack or two just because forcefields in boring otherwise.  Does having 3 direct attacks actually make sense with focused fire?  Is slotting serum for resist or recovery worth it?

     

    Here is an early draft.  Please tell me what you all think:

    This Villain build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Ionic Snake: Level 50 Technology Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Force Field
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Soldiers

    • (A) Sovereign Right - Accuracy/Damage/Endurance
    • (3) Sovereign Right - Damage/Endurance
    • (3) Blood Mandate - Accuracy/Damage/Endurance
    • (5) Blood Mandate - Accuracy/Damage
    • (5) Edict of the Master - Defense Bonus
    • (7) Sovereign Right - Resistance Bonus

    Level 1: Repulsion Bolt

    • (A) Thunderstrike - Accuracy/Damage
    • (9) Thunderstrike - Accuracy/Damage/Endurance

    Level 2: Deflection Shield

    • (A) Gift of the Ancients - Defense/Endurance
    • (11) Gift of the Ancients - Defense/Increased Run Speed
    • (21) Reactive Defenses - Defense
    • (21) Reactive Defenses - Scaling Resist Damage

    Level 4: Insulation Shield

    • (A) Gift of the Ancients - Defense/Increased Run Speed
    • (17) Gift of the Ancients - Defense/Endurance
    • (31) Reactive Defenses - Defense/Endurance
    • (31) Reactive Defenses - Defense/Endurance/RechargeTime

    Level 6: Equip Mercenary

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (7) Gladiator's Armor - TP Protection +3% Def (All)
    • (9) Resist Damage IO

    Level 8: Super Jump

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 10: Maneuvers

    • (A) Luck of the Gambler - Endurance/Recharge
    • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Recharge
    • (43) Luck of the Gambler - Defense

    Level 12: Spec Ops

    • (A) Call to Arms - Accuracy/Damage
    • (13) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (13) Blood Mandate - Accuracy/Damage/Endurance
    • (15) Blood Mandate - Accuracy/Damage
    • (15) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (17) Call to Arms - Defense Bonus Aura for Pets

    Level 14: Boxing

    • (A) Empty

    Level 16: Assault

    • (A) Endurance Reduction IO
    • (34) Endurance Reduction IO

    Level 18: Serum

    • (A) Gladiator's Armor - Recharge/Resist
    • (19) Gladiator's Armor - Resistance/Rech/End
    • (19) Impervium Armor - Resistance/Endurance
    • (29) Impervium Armor - Resistance/Endurance/Recharge
    • (36) Preemptive Optimization - EndMod/Recharge
    • (43) Preemptive Optimization - EndMod/Endurance/Recharge

    Level 20: Dispersion Bubble

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    • (33) Luck of the Gambler - Defense/Recharge
    • (33) Luck of the Gambler - Defense/Endurance/Recharge

    Level 22: Commando

    • (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
    • (23) Soulbound Allegiance - Chance for Build Up
    • (23) Blood Mandate - Accuracy/Damage/Endurance
    • (25) Blood Mandate - Accuracy/Damage
    • (25) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
    • (27) Superior Mark of Supremacy - Accuracy/Damage

    Level 24: Tactics

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (45) Endurance Reduction IO
    • (45) Endurance Reduction IO

    Level 26: Tactical Upgrade

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (36) Luck of the Gambler - Defense/Recharge

    Level 28: Repulsion Field

    • (A) Endurance Reduction IO
    • (34) Endurance Reduction IO
    • (40) Sudden Acceleration - Knockback to Knockdown

    Level 30: Damping Bubble

    • (A) Recharge Reduction IO

    Level 32: M30 Grenade

    • (A) Force Feedback - Chance for +Recharge
    • (34) Positron's Blast - Chance of Damage(Energy)
    • (39) Bombardment - Chance for Fire Damage
    • (39) Javelin Volley - Chance of Damage(Lethal)
    • (40) Explosive Strike - Chance for Smashing Damage
    • (42) Sudden Acceleration - Knockback to Knockdown

    Level 35: Force Bomb

    • (A) Sudden Acceleration - Knockback to Knockdown
    • (40) Force Feedback - Chance for +Recharge

    Level 38: Hasten

    • (A) Recharge Reduction IO
    • (47) Recharge Reduction IO

    Level 41: Scorpion Shield

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (46) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense/Endurance/Recharge
    • (47) Luck of the Gambler - Endurance/Recharge

    Level 44: Power Boost

    • (A) Recharge Reduction IO

    Level 47: Tough

    • (A) Unbreakable Guard - Resistance
    • (48) Unbreakable Guard - Resistance/Endurance
    • (50) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 49: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (49) Luck of the Gambler - Endurance/Recharge
    • (49) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance

    Level 1: Supremacy 


    Level 1: Brawl

     

    image.thumb.png.64576e68095b89d2b238bafafd0a1058.png

    image.thumb.png.63a086f3f7b6aec637391de788af349f.png

     

    image.thumb.png.76671d9b60678ca4643dbc6a7ef27c88.png

    image.thumb.png.38683f0923ae110a3a5d7d88c10f51e3.png

  9. On 1/19/2022 at 4:18 PM, Glacier Peak said:

    I'd like to hear other players perspectives. For me, being defeated causes me to do two things, select a resurrection option (self-rez insp, temp, p2w power, or RotF, Revive, ask teammate for rez insp or rez power, select my base resurrection, select the hospital, or in-mission hospital for some) and receive a certain amount of debt after... Level 10 I believe?

     

    The former is trivial and the latter is insignificant to me. I may experience a slight delay in my efforts during solo play by returning to the battle or the team may or may not have to wait for me to get back in to the action. Debt itself seems insignificant to me because, well, it's just gone so quickly I never really notice it. (Not like the old legacy days where I would've deleted a character and started over when faced with *levels* not bars of debt).

     

    Anyway, what's the impact to you upon being defeated?

    If I'm playing an expensive, well-researched build and don't reasonably expect defeat:

     

    startrek-trek.gif

    • Haha 5
  10. 2 minutes ago, UltraAlt said:

     

    But will you admit that A LOT of door sitting goes on?

    And since so much of that goes on, how is that "fun"?

    I run farms often and allow door sitters.  I’m not sure fun is the primary reason for doing it.  Of course some fun can be had chatting because door sitters don’t need to pay attention to combat, though that doesn’t always happen.
     

     Instead of fun, I would say door sitting creates accomplishment or at least relief. to some, getting to 50 is busy work that’s required to enable what they actually want to do, like filling out the waiver and watching the training video before going paragliding.  

     

    One could argue that getting to 50 by door sitting is not a real accomplishment, at least not compared to leveling the old fashioned way.  However, regardless of the truth of that, the character select screen for door sitters’ level 50s still says level 50. 
     

    Other people collect 50s, some have 100s of them.  For them, fun is probably low priority, high priority is minting another 50 or in some cases fully incarnated and IOd 50.  If one’s goal is to collect 50s then doorsitting makes a lot of sense compared to playing content the old fashioned way. 

    • Thumbs Up 1
  11. 2 minutes ago, Bionic_Flea said:

     

    I'd like to see that too.  The only thing I can offer is 2 year old data.

    Fire Brutes were so prevalent that they broke it out as a category.  About 30k fire brutes (or about 2.5% of total characters made) accounted for 32% of total hours played!

    Yeah, I thought those threads were cool.  I was hoping for raw data then too. I haven’t reviewed it in a long time, I should reread. Assuming accuracy, that 32% indicates farming is keeping people playing, or at least it was two years ago.  Of course that doesn’t clearly explain if the player was afk farming or power leveling another character(s) or afk powerleveling another character(s).
     

    I guess it’s the data scientist in me that wants to drill down deeper and discover trends and really understand the truth of the matter. Is there a way to discover from the data who is afk farming? If so how many hours of active gameplay stem from afk farming? How much influence?   So many insights just waiting to be discovered!

  12. I’m seeing arguments about whether people who powerlevel 1-50 play a lot. Most arguments are based on personal preference, anecdotes, and arguments stemming from those preferences and anecdotes.  I wonder what kind of statistics are available to get actual data.  

     

    • How many characters level to 50 primarily in AE missions?
    • How many leveled In less than x hour played?
    • For those characters, how many played other content after getting to 50?
    • How many players, after leveling to 50 in AE, did it again? How many times?
    • Same for non AE?
    • What percentage of total content played is played inside architect?
    • What percentage of total influenced generated comes from AE?

    Devs, can we get access to the raw data (tableau, grafana, etc) to do our own analysis to get the bottom of some of the arguments on the forums? 

    • Thumbs Up 1
  13. What is the overall vision the team has for the game?  Like to what ends are these changes being made?  To get new players? To get current players to play more?  Is there an overall encompassing vision/ future state? Or do different devs have their own silos and they just work on things they are passionate about?  I think understanding the overall vision/ future state, even in vague terms might help us to offer more constructive feedback.

    • Like 4
    • Thumbs Up 1
  14. 9 hours ago, RiskyKisses said:

    Hey all.

     

    Is there any way to have 2 click powers that will activate on a character? In my instance, I want Haste and Ageless Core Epiphany to automatically go off so that they are out of sight, out of mind.

     

    Thanks

    Not using the auto fire mechanic, like with the little circle around the power.  However, you can bind one or both of those powers to the directional keys or mouse clicks.  This way every time you move or click the mouse the game will try to use the power. If the power is not ready then nothing happens, if it is ready then it will fire. 

  15. Looks like a pretty good build!  You're gonna be great if you run it- lots of damage- though you will likely have to use transference a lot.  If you're looking for places to eek some improvements,  I would suggest not worrying about Range defense.  Fire/Kins are top shelf in melee range.  Between, flashfire, cinders, hot feet, fissure, and bonfire you can survive via control even with poor defense, but getting sm/l to cap will also go a long way.   I see you have them capped with incarnates. Hot feet is pbaoe and fissure is close range.  They beg for you to get into the fray.  I'd recommend a knockback to knockdown in fissure too.

     

    If you decided to not worry about range you can get back several slots or switch sets, possibly to eek out a little more resistance, for example, swap out 6 lockdown in cinders for the +2 hold lockdown and 5 superior overpowering presence, and drop earth's embrace to 5 slots and improve the recharge on fulcrum shift for easier/longer double stacking.    I'd also recommend Assault Radial embodiment (Chance for double strike) for Hybrid. 

     

    Overall, though I think I'm mostly just talking about preference.  Nice build!

    • Like 2
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