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  1. I did a fire/rad blaster and he is awesome at range. I chose radiation because it gave me a bunch of options build wise, and I wanted something a bit different than the standard fire/energy build. I skipped the melee abilities and got the single target hold, plus char from the epic fire pool, so I can easily lock down bosses. I skipped Inferno and just use the pyro judgement power. If your going to go pure range I would say flight is a must for travel powers as it can keep you out of range in 90% of the situations you will encounter. I slotted for both damage boosts and ranged def so it hits like a truck and can tank most things at range. The biggest unconventional thing I did was take Heal Self for added survivability. Combine that with Barrier and it becomes quite easy to just run around any map in a TF and kill things on your own, as a healer becomes fairly redundant at that point. This is my current build for him. My Incarnate powers are Muscular (45% damage boost), Barrier, Pyronic (+dot), Longbow Pets, Reactive (resistance debuff) and Assault (bonus damage). Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dragonhawk: Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Medicine Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(46) Level 1: Electron Shackles -- Acc-I(A) Level 2: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9), Dcm-Build%(11) Level 4: Fire Ball -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(11), OvrFrc-Acc/Dmg/End(13), OvrFrc-Dmg/End/Rech(13), OvrFrc-Acc/Dmg/End/Rech(15), OvrFrc-Dam/KB(50) Level 6: Rain of Fire -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(36), PstBls-Acc/Dmg/EndRdx(36) Level 8: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(31), PstBls-Dmg/Rng(31) Level 10: Positron Cell -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(27), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(29) Level 12: Ionize -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(48) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(15), Frb-Stlth(19) Level 16: Aim -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(48) Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(25) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21) Level 22: Metabolic Acceleration -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod(36), EffAdp-EndMod/Acc(37), EffAdp-Acc/Rchg(37), EffAdp-EndMod/EndRdx(40) Level 24: Maneuvers -- Ksm-ToHit+(A), LucoftheG-Def(31), LucoftheG-Def/Rchg+(39), LucoftheG-Def/EndRdx(43) Level 26: Blazing Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx(33), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34), SprDfnBrr-Rchg/+Status Protect(34) Level 28: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--ToHit(46), GssSynFr--ToHit/Rchg(50), GssSynFr--Build%(50) Level 30: Aid Other -- Heal-I(A) Level 32: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(43), BlsoftheZ-Travel/EndRdx(43) Level 35: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(37), BlsoftheZ-Travel/EndRdx(39) Level 38: Aid Self -- Mrc-Heal(A), Mrc-Heal/Rchg(40), Mrc-Heal/EndRdx(40) Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(42), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42) Level 44: Fire Shield -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45), StdPrt-ResKB(45) Level 47: Assault -- EndRdx-I(A) Level 49: Rise of the Phoenix -- RechRdx-I(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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(48) ------------
  2. I like fly, chiefly for ranged/squishy characters like my blasters or defenders/corruptors. Much though will depend on the concept for the character, for example my fire blaster has fly, but my archery device blaster does not. Doing an infiltrator Hawkeye type character didnt seem to work with him flying and ss combined with his cloak make him able to slip past mobs and fits with the characters concept. In general though fly pairs very well with ranged ATs as it is easy for them to stack up ranged defense and fly will keep you out of melee range. My fire blaster has ranged tanked everything up to EB quite well in the past, with incarnate abilities like Barrier making it childsplay to range tank anything including many AVs. As far as its speed goes with a flight boost in sprint and two slotting Fly I dont find the speed awful. I also dont consider two slotting it a waste as I generally use Blessing of Zephyr to boost my ranged defense. Unless i take Afterburner I usually skip Hover and Afterburner allows you to move faster than SJ does, but havent tested against SS in a straight line.
  3. I did that but didnt see the option which selection am I looking for?
  4. Is there a way to eliminate the pop up tray that shows up when you active Mystic Flight in the Sorcerer travel pool? I know there are other pools that have this issue also such as Mighty Leap from the Force of Will pool. If there isnt is that something the devs can work on so that we can choose to drag the one power out of the tray if we choose to and have the tray vanish. I find it very irritating having a tray pop up with only 1 power in it and I cant either add other abilities to the tray or move the lone power and get rid of the tray. At teh very least let us manipulate the tray like you can with + trays so we could at least alter its shape and set it off to the side.
  5. I would change two things. With the mechanics I would lose the aspect of the scream that eliminates player resistances. This would cause a greater hardship on resistance based tanks vs defense based ones. In its place make the scream and the dot psychic, taht way pretty much everyone is in the same boat as there is barely and psychic resistance out there. So once he reaches 10% he screams once and puts a dot on the raid. After that he will scream again every x seconds adding a new dot after every scream. You then have to beat him before the dots stack too high for the healers can cope. The other ting is to change the reward. I think what some suggested with a new Hammi type enhancement would be cool. Rather than make it individual enhancements though make them sets. so you would have a set optimized towards tanks, a set for melee dps, a set for ranged dps, a set for support, a set for controllers, and a set to buff pets.
  6. I moved up both healing drone and scramble drone so there is a bit more team utility earlier. I think you can heal teammates by level 8 now and give them Clear Mind by 12 or 14. I think the defense buff would be around 20 or so. I also made Targeting drone a team buff rather than a personal one, but made it come later. The powers are not exactly Defender tier accessable, but then again the AT is a bit different than a Defender or Corruptor. Its biggest use would be more in terms of debuffs vs buffs and that it can do from level 1.
  7. Ok fair enough. I did all the personal defense items first because it seemed team powers were better used later on. Particularly since everyone just seems to run DFB or DIB for early content nowadays. I can move a few things around to provide some utility earlier on though.
  8. Considering an entire powerset is dedicated to ranged damage I fail to see how its irrelevant. What is irrelevant is the initial description of it being a mixture of a blaster and brute. You clearly didnt follow the whole thread because I moved the AT away from a brute/blaster mix to more of a defender sentinel mix, so no the defenderish powers were not an afterthought. I have updated my initial post to better reflect the direction I would like the AT to go. So in offense mode it is much like a Sentinel with some defenses, and low team utility but very good ranged damage and in defense mode he is like a tanky Defender, who can provide a wide variety of buffs and debuffs, and is also tankier to better survive the increased aggro he will generate. Doing both heals and dps is sure to be a big aggro generator, and since there is no to-hit debuff on the power sets the AT uses armor to help him survive.
  9. How OP it would be would depend on the numbers. Nobody says a Defender is op in its damage so depending on what damage modifiers for the class would be would depend on how op it would be. Plus you have to take into account the mode swapping. So swapping into defensive mode would boost the ATs healing, buffing and defensive capabilities you could assign low modifiers to keep its offensive damage lower, making them more for keeping the debuffs on the targets than actually killing it. In offensive mode the inverse can be made to be true, where the AT is much more of a glass cannon and the team buffs/heals it provides very small, but it does more damage, thus making it more blaster like. Yes the balancing could be very tricky, but it is hardly class breaking. I would also note that the class does lack anything like Aim or Buildup so you cant really alpha strike like many other classes can. The idea is for the AT to keep up constant damage so that it maintains its debuffs on the target or targets. Also baring Barrier none of the buffs or heals apply to the Warsuit they are strictly for teammates.
  10. The title says it all. I would love to be able to skip these cut scenes, particularly after we have seen them already and just get on with the mission. If there is any way to allow us to skip them please implement it.
  11. Personal lore is not game lore as the only game lore involves npcs like Statesman. Also the mechanic does not punish anyone who wants to nuke a group in melee. If you choose you can still run in and detonate. The only difference is you would need to have a mob targeted, which is hardly a punishment. In fact considering nukes got nerfed when they lost the endurance crash, you should be doing that anyways, as there is pretty good odds something in that pack is going to be alive after you detonate.. And yet they still went ahead and made Judgement powers, which anyone can get and do eactly what I suggested for T9 powers. Also please show me where devs are always right. They are in charge certainly, but just because they stubbornly refuse to admit when they are wrong does not mean they are always right. I also remember when they tried to justify why mobs should run out of a fire tanks burn patch, saying nobody would stand in fire if it was under thier feet. The reason was bs and everyone knew it, and it was just a band aid to prevent people from farming content with fire tanks. Blizzard also took 8 yrs of devs trying to justify why hunters should have a deadzone only to finally admit the community was right and it needed to be changed. No I said it would be easier to play a water blaster than make a new power set. Here is my exact quote,"I could save the devs even more work and just play water, then they dont even need to make a new power set." It had nothing to do with what I could play or couldnt play, obviously playing an existing power set is easier on the devs since they have to do 0 work on something that is already in the game. Truefully I am not even sure what you are saying here, so no idea how to respond to this. And yet they changed sniper attacks which have been around as long as nukes have, and made them even more op than they were. I dont mind and feel the changes have been very good for blasters in particular, who were suffering in the damage vs risk category when compared to scrappers and brutes.
  12. I like the drone idea for buffs and heals. I think I would keep the armor skills but could change the heal and defense skills. For a heal I was thinking a drone that flies out and does an AoE heal. So you would target a teammate and the drone would fly over him periodically projecting a cone of healing energy down on him and anyone around him. Another drone could fly out and do the same with a force field to buff defenses and a third is one would fire out a scramble beam that would clear any status afflictions on the chosen target. The drones could be destroyed which could help with balancing. The inherent is interesting but I kind of like the idea of swapping roles with the Mode selector. Aside from slotting influencing how you are going to play the AT having to swap modes means you have a harder time doing everything. Plus it could make for some great "oh crap" stories as the Warsuit players saves his team at the last moment by swapping roles and pulling off an emergency heal or tank while the team recovers.
  13. Yes you were. You said and I quote, "Not insulting, just my own dumb opinion." You took the time to write out everything so cant say it was an accidental misspeak. So everything you said was done on purpose, including the insulting remarks that me and anyone who likes the idea of a ranged nuke doesnt know how to play a blaster. So yes you did mean to be insulting and saying you didnt mean to be is a lie. So against please show me where I said Blasters had to be a ranged AT. I said the primaries are all ranged attacks, which they are, and that some people like to play their blaster as a ranged AT. So again you prefer to make up things rather than deal with what people have actually said. Yes I currently have four blasters Fire/Rad (play all ranged), Energy/Energy (play mixed), Archery/Dev (play ranged), Water/Rad (blapper) so I have a very good grasp of all the blaster abilities, both primary and secondary. So to take my main (Fire/Rad) I play it all ranged and very survivable, so I have pool powers that allow me to maximize that ranged damage, notably the new sniper mechanics (leadership pool), I have enough ranged def and can self heal so I can range tank most bosses and EB and even a few AVs for a short time. i have two holds so I can kep bosses locked down indefinitely. I have gone solo and dealt with entire corridors in ITF without issue. So you might want to inquire first into what someone knows before you decide they dont know the AT they are playing. I didnt say it was wrong I said it was pointless. The old mechanics dont mean much now because nukes are no longer an "oh shit button". the game grew and things got changed to accommodate the new incarnate powers. Now nukes be they pbaoe or targeted aoe are just strong aoe attacks, that is the reality of the game. If they make a classic COH server before IOs and incarnate powers then those old mechanics would apply. MMOs grow and change, look at WoW and how many times they have changed character mechanics and skill trees. I have a sentinel as well as blaster, but blasters are definitely more fun. Sentinels are more survivable but lack gameplay options. As to how can I complain it is the most powerful AoE that sets have so silly me since my main purpose is to kill things I like the option of do that as efficiently as possible, whether I am playing at range or in melee. So its ignorance on my part when I propose something that allows players to play a playstyle they enjoy and it doesnt harm other players playstyle. Making a pbaoe a targeted aoe does not stop a blapper from using it as a pbaoe but leaving it as a pbaoe does prevent a ranged player from using it. You have a very strange definition for ignorance. Not sure how this demonstrates that I dont know as much as I think I do. My explanation about Devices was in response to this sentence, "Granted Device's last 2 are kinda useless compared to Hot Feet, that floating gun breaks the use of cloak (used to be stationary, useless after 1 room without teleport friend) and time bomb has way too long of a set up in a group." So I was agreeing with you about the last two abilities and made a quick proposal about what could be put in their place to improve the set. I also agree that AR needs work and the current team should look at some tweaks to it to make it a bit better. Maybe expand the cone and add some bleeding damage like Savage has. Last time I checked most people bleed when they are shot so that type of damage would make sense. Also I believe that all the nukes are capped at 10 hits, or at least they were at one point, so its not just an AR issue. I do agree that you should have line of sight to fire off any nuke, even the targeted ones. I didnt even know you could fire them from behind cover because I never did. The only thing I ever used behind cover was Rain of Fire and even that was very very rare. A bunch of my blasters are fliers so I am either generally airborne or in the thick of things blapping.
  14. I dont agree with you and I disproved your whole paragraph about a new set being less work than changing one power in an existing set. Also there is no lore for power sets and no decades of existing structure. The game was not even active for 10 yrs and I dont count the years it sat buried in a vault as time with existing structure.
  15. So would turning the 7 pbaoe abilities into ranged ones. Character animations can all be ripped from existing animations like AR, Ice, Water, or Electric. Recording and playtesting would be involved with both a new power set and changing the Tier 9s to range. You can disagree but you would be wrong. To create a new set you are going to have to test 8 powers (leaving out AIM), with some being single target and some cone and some AoE, so all the powers will need to be tested. You are also going to have test whatever secondary effect you give your new power set, and how that will also scale with the Defender, Sentinel and Corruptor AT, not to mention balancing the damage numbers with those ATs. In the meantime the secondary effects for all those ATs is already known for the existing PBAoE as well as their damage numbers. Bossk Hogg already showed there is no range tax if you make the pbaoe ranged attacks. The two scales are damage and recharge, so if it does more damage then it has a longer recharge but if it does less damage then it has a shorter recharge. So you are looking at testing 7 abilities vs 8 with a new power set and those 8 get multiplied by 4 when you take into account the other ATs and testing them. I also had people who could get behind the idea of ranged nukes, so you are wrong there. I have already amended my post to make the part of adding melee pbaoe just something to look at as a possibility. I have a number of times in various replies that the main point was to make blaster pbaoes into ranged ones, and that is not more work than developing a new power set. No you didnt as making a new power set does not change the fact that fire, energy, psychic, sonic,... all would still have pbaoe Tier 9s. I could save the devs even more work and just play water, then they dont even need to make a new power set.
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