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dragonhawk777

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Posts posted by dragonhawk777

  1. Virtually every character in the game either has or would benefit greatly if they have Hasten in there powers.  Years ago Cryptic made the Fitness pool all inherited powers so we didnt need to waste a power pool choice picking (primarily Stamina) the pool because it was pretty much mandatory for every build in the game.  Well I would say that Hasten falls into that also.  I cant remember the last time I ever saw a character without it, so could we get it moved to the inherited section and end the need for everyone in the game to go after the Speed power pool.

     

    In its place I thought of a new attack.  Speed Charge, which would do the same thing as Shield Charge, though without the aoe knockdown.  Instead it would be a single target knockdown effect.  You can use the same animations as Shield Charge, or tweak them a bit if you want to eliminate the shield arm swing at the end of the animation.  The idea of the ability is that you are running at super speed and ramming into someone.  I say make it a single target ability so that it isnt as good as Shield Charge.  It would seem with the latest patch on the beat server being alot about tweaking the various travel powers, now would be a good time to implement this change.

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  2. On 3/9/2021 at 5:53 AM, Chelsea Rorec said:

    I have AR/Dev and Archery/Dev and i've always taken Fly,combat jumping,Hasten,assault,tactics and munitions mastery.

    FO supports all those and CJ is +def and immob resist and adds better control to fly and you get the immob res when on the ground. Plus you don't get the weird Fly sliding with CJ.

    Dev needs Hasten.

    Assault/Tactics is good for the extra +To hit/+dmg but also is a mule for +Dmg bonuses from sets.

    Munitions masters is a good set. Body Armour means you don't have to take tough for the +Def IO's so saves you a power slot.

    Cryo freeze ray great hold.

    LRM some people don't like it but when you fire that first then your primary main blaster AoE stuff dies.

    Surveillance is a debuff.

     

      Reveal hidden contents

    This Hero build was built using Mids Reborn 3.0.2.19
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Aimed Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
    Level 1: Toxic Web Grenade -- Acc-I(A)
    Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
    Level 4: Taser -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
    Level 6: Blazing Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(21)
    Level 8: Fly -- EndRdx-I(A)
    Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(23), GssSynFr--Build%(23)
    Level 12: Explosive Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(25), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(27), Artl-End/Rech/Rng(29)
    Level 14: Aim -- AdjTrg-ToHit/Rchg(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 18: Ranged Shot -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/ActRdx(33), ExcCnt-Dmg/Rng(33), ExcCnt-Dmg/Rchg(33), ExcCnt-Stun%(34)
    Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PwrTrns-EndMod(34), PwrTrns-+Heal(34), Pnc-Heal/+End(36), NmnCnv-Regen/Rcvry+(36), NmnCnv-Heal(36)
    Level 22: Combat Jumping -- Krm-ResKB(A)
    Level 24: Caltrops -- TmpRdn-Dmg/Slow(A)
    Level 26: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
    Level 28: Trip Mine -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(42)
    Level 35: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(42)
    Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(45)
    Level 41: Body Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), Ags-Psi/Status(46), ImpSki-Status(50)
    Level 44: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46)
    Level 47: LRM Rocket -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
    Level 49: Surveillance -- Acc-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(29), PwrTrns-+Heal(31)
    Level 18: Quick Form
    ------------

     

     

     

    Most of my blasters have flight for a travel power, but for my Archery/Dev blaster I went with super jump.  It was more of a concept thing as the character is supposed to be more of an infiltrator who is an expert archer.  So more of a Hawk Eye with Batmans sneaking abilities.  I have found that with the various cc abilities in both Dev and Flame Mastery I can make sj get me around most maps and stay out of danger.  Tight cave maps negate sj but Bonfire generally takes care of any mobs in those situations.  Thankfully none of the devs remembered to give bosses resistance to knockback like they did for other mez powers.  EBs and AVs seem to be the only ones immune to the knockback effect.

     

    I do agree Hasten is a must.  I have yet to find a power set in any class that does not benefit from Hasten.  In my opinion the guys on Homecoming should make Hasten an inherited power like they did with the Fitness pool.  I dont know of a single player who doesnt have it on all their toons.  In its place you could put an ability like Speed Charge and have it do the same thing as Shield Charge does but just make the AoE knockdown effect a single target knockdown.  You can even use the same animations as Shield Charge uses.

     

    My one wish the devs here would do for Devices is dump Time Bomb and replace it with a targeted AoE ability.  Call it Sticky Bomb, and give it the same range as Taser, then we would have a more group friendly ability.  Trip Mine is ok but I find only sparatic use for it if Im toe bombing as packs of mobs just die so fast to groups.  Solo its fantastic and allows me to one shot EBs with a stack of Trip Mines.  I would just like something that you can work into a rotation easier, like you can with Taser.

     

    I did think about taking Munitions with my archery/dev but I found that Flame Mastery gives me more benefits.  You get armor that offers smash, lethal, fire and cold resistance, a hold, a fantastic cc if your earthbound, and a self rez.  I think my Beam/Time blaster might have munitions on it but not positive.  For this toon I would say the decision factor came down to that Bonfire beats Sleep Grenade by a mile in the cc department, and a self rez seemed a bit more useful than dealing with the animation swap from going to and from Archery and LRM.  Munitions though would have been my second choice for my archer though.

     

    It should also be noted though that I have three different jet pack abilites on this toon so I can fly around if needed.

  3. 4 hours ago, Chelsea Rorec said:

    Here are the things you need to know.

    Gun drone with Expedient Reinforcement set improves the gun drone resistances and helps with ranged def if you are stacking that.

    Field Operative will support Fly (with an end IO) Assault (1 end IO) and Tactics (Adjusted targeting To hit/End, To hit/end/rech) Targeting drone (same Enhancers as Tactics)  and still allow you to go mental with the attacks.

    Field Operative and a Stealth IO in Sprint gives you 65feet of stealth. You don't need to take super speed. This makes you invis to "Most" mobs. Obviously not KoA or anyone with good +per.

    Taser. Fantastic short range damage and quick firing. Also Energy damage. More damage than most prinary skills.

    Trip mine Great AoE take it and go toe bombing.

    Time bomb..garbage.

     

     

    I hadn't thought of putting a stealth IO in Sprint, it's an interesting idea.  That would allow me to drop as and get either Assault for a bit more damage or Teleport for team utility.  I wish they would just make Hasten an inherited power like the fitness pool was.  It's pretty much a mandatory ability for any toon, and that would free up a power pool.  Particularly since they are adding and tweaking different pools.

  4. I dont have any experience with gun drone as I didnt take it.  Even with the buffs Im not a fan of noncontrollable pets like gun drone or voltaic sentinel.  I believe though it uses pet buff sets like Edict of the Master.  Both Edict and Blood Mandate have some defense bonuses so they are probably your best bet.  Blood Mandate has a defense buff without 6 slotting gun drone, so if your not going to 6 slot it then go with that.  Overall pet sets dont seem to do much for a blaster.

     

    As for Devices overall I think it works great with Archery as one of my mains is an Archery/Device blaster (the other is Fire/Rad).  I would like to see Time Bomb changed to something else, preferably something like a Sticky Grenade that does a targeted aoe damage and is useful in group situations.  Overall the set has some nice buffs, is great for sneaking through tfs, and is good for soloing.  Targeting Drone is basically permanent Aim, though without the damage buff, and allows you to maximize your Ranged Shot (+hit will buff its damage).  Field Operative combined with SS makes you invisible, and Trip Mine allows you to lay down a massive stack of explosives and one shot every elite boss in the game.  I did the entire Maria Jenkins arc and the only EB that game me issues was Nightstar, because she is always flying.  Otherwise just keep stacking trip mines till you have like 15-20 of them stacked around a corner, then pull the EB to you and watch him blow up when he comes around the corner. 

     

    Otherwise the set has some nice cc abilities that will slow enemies down and Taser is nice damage and has a stun.  With the right Epic set the build is a monster.  I chose Fire Mastery and it makes a bunch of tf maps fantastic.  Caves become your friend if you take Bonfire, as you can drop it and stand in the middle or behind it and just pick off mobs at your leisure.  The knockback sends them all over the place and many of them wont even get a shot off before you kill them.  It makes the first two maps on ITF alot of fun.  The set also has a hold, armor, a resistance debuff, and a rez so its a very nice mastery set.

     

    Here is the link to my build.  Keep in mind I tend to build blasters with a certain amount of survivability, which is why i take Aid Self on many of them including this one.  I find that combined with the incarnate Barrier ability it allows me to heal up fairly easily if the team doesnt have a healer or they arent close to me.  You could copy my build and sub out the healing pool for Gun Drone and either Stunning Shot or Smoke Grenade.  Either of those you could use without slotting if you wanted to 6 slot Gun Drone.  Depending on how much you want to spend you could also sub out Positrons Blast for Ragnarok to get some more recharge.  Overall though I have been very happy with the build.

     

    http://www.cohplanner.com/mids/download.php?uc=1505&c=676&a=1352&f=HEX&dc=78DA65D45B5352511407F07DE0108A20DE106FC4250D453840F5DE74F521694CAB5786813370660C18C0997C2A9BFA1295A88DA5364D2F5D3F459A69D343A9F5DEE51B9C16FC17979133A3BF73966BEDBDD73EFB18BB7BD9FA7A6AE9BC906C97E613C562FC22FD2EA985B6D8422951D272594197E5BA96CE9492855CB168A6C77ECE89CF26B26935A55C2824336A61D1590BCF2DE4F3B94249994AA4D26AA928AC33B9DCBC32AD26F25A366DAB3EC4D49496D4B2AAA5FA349757D594BD9695520BC58C96EFB992D792CAD5F9C41D351EAB0EBC38409307E8C7256A976E12CB4454168632BB02E555D8B606FDCFE0BD46AD1043889D24241E4F7AC3F56FE18977EC7B68F9C07E844EDA11238F67F422E6264C3C9E2968A8C63A43AC02BBC26C0406A27089AACC5C6BAEF4E6A71ECAD0BA0203AB30C43D85D7F0FC8068E7DAF6758C67DD803DCFD917B06F139EDE8295A577706DC76323729EC0FEA7EC321C28C3E00A74D1826DBC07B651ACC54D31BB84F1EC3724D4CDC2A13918BE09A3B7A46A4DF4369E7D54D5CD6BE9DE468F433B70E433BBCBEFEE0B0CEEC187442FE635F47A3887F5B3F70907AFD71146CC47EB75729D731231CF314F51CE20D70DF2BB7E440CF35A87BF633F3C3FA0F7803D648F60E827E7D5CFB22E5C3C4765FBDC3C9E5BC8985782A306D6C8CA3064821B34AC0FB546DF2FAE3D600F61F0086E52EE18E78EEDD11970D159D867BF41FF57F88A5EEE38E78EEFE2BC4C6CB33B7C7E3FC19734EE24F734C93D6D514CE1BD55CEA0F77018462B9B4E73F4D3DE469023220E9C8311B9E95BD5E9125EB9F6A9EA7AA0E5AF919648B42572B62572AE2532DD129991EBFF2184548DB477D5BF7BFD5AA09EAFFFB65026F72185D0FFDFE698177DFF698E8D23EF5F2366908E9DDD09D6D147F00EACFB1AF79D8EC6FD546FE3FE3F8B4EEB56

  5. On 10/31/2020 at 9:15 PM, Doomguide2005 said:

    Like the idea, but you're replacing the Tier 8 which does Extreme damage.

    True but my thinking was that Time Bomb has such high damage because it has so much going against it otherwise.  i think the devs gave it such high damage because they needed to give it something in order for anyone to even think about taking it.  It seemed that with all the other improvements I gave it (AoE damage and a knock up) that the damage would be balanced where I suggested.  If however testing shows that it should be raised then I certainly wouldnt be opposed to that.  Think of the damage number and AoE radius as starting points and they can be adjusted as testing and balance dictate.

  6. The least used power in Devices, if not the entire game, is Time Bomb.  Even in solo play it is basically a useless skill.  Trip Mine while not super viable in group play where you are moving at a rapid rate, it does have a fair amount of use if soloing missions.  You can stack trip mines and with enough you can one shot most elite bosses in the game.  Time Bomb though has no real use even solo as you cant even stack it like you can with Trip Mine. 

     

    I would like to see a replacement for Time Bomb.  New ability Sticky Grenade.  Short range (20 the same as Taser), targeted AOE with a small radius of effect.  Medium damage with a knockup effect.  This would give Devices an ability more suited towards group play, that can be used in conjunction with Taser for close up mobs, and act as an AOE version of Taser.  Damage should be approx the same as Taser (base 109), with a mixture of lethal and fire the same as Trip Mine.  

  7. Razer has just released an updated version of its left handed Naga mouse. As a lefty I fell in love with the mouse when they released it back in 2014. With 19 programable buttons its a great mouse for games like MMOs and button heavy games like SC. The right handed model is kept in production but the left handed model is only periodically produced and Razer is the only company to make a left handed model.

    If there are any lefties out there who would like a great gaming mouse specifically made for their hands I would suggest to go out and get one. I actually bought three of them so if they go out of production again I will have backups. My last one lasted 5 years and it was torture playing MMOs on a regular mouse after being able to program in all the commands and macros I needed into the Naga. Here is a link to the mouse if anyone wants to get it. https://www.razer.com/gaming-mice/razer-naga-left-handed-edition/RZ01-03410100-R3M1

    • Like 1
  8. 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 2.6.0.7
    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)
    ------------

  9. 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.

  10. 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.

    • Like 1
  11. 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.

    • Like 1
  12. 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.

    • Like 1
  13. 47 minutes ago, Doc_Scorpion said:


    I did read the whole thread - and especially the power sets.  With the bulk the defender'ish' powers (in the secondary set) coming in the teens and beyond, that gives the impression that they're an afterthought rather than the main focus of the character.  If you want this to be a defender'ish' set, then (IMO) the distribution of powers needs to be improved.

    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.

  14. 16 hours ago, Doc_Scorpion said:

    Which is completely irrelevant to the AT under discussion - which is an overamped brute/scrapper with a few defenderish powers tacked on very obviously as an afterthought.

    As you yourself say:

     

    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.

    • Like 1
  15. 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.

  16. Quote

    There IS lore. People have built countless characters around the self nuke. You want to change the mechanic to punish people who use it as it was originally intended... And you draw a false conclusion that range doesn't have a cost factor or bearing on the set as a whole.

    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..

     

    Quote

    Did you know there were equally popular threads that asked for all T9 powers to be self nukes? The Devs explained that the electric and ice sets had a range because after hours of playtesting, they realized the best way to take advantage of their elemental advantages required distance between the player and foes. This topic is 15 years old and you brought not a single new argument to the table. You stubbornly refuse to admit your concerns have less intrusive and more positive and productive solutions.

    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.

     

    Quote

    You even admitted that you felt you would be better off making a water blaster than playing the sets with self nukes. I didn't make you say that, I didn't even suggest it because I don't agree... But that's how you FEEL. You are arguing with YOURSELF now. How can anyone have a rational discussion with you?

    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.

     

    Quote

    What is wrong with a new fire set or rad set that uses new animations and adds creative options to the game... While addressing the _core mechanics_

    issue you are bringing up? You haven't even tried to explain what the issue is and you falsely stated it would take more work. Work done going BACKWARDS and erasing established mechanics  without improving game balance is redundant and effectively wasted. Work done making something new is far more valuable, because it advances everyone without punishing anyone invested in the original system. There are limited programmers, reverse engineers, and devs. You have proven the counterpoints against you more than you have advocated for a worthy investment of currently limited programming resources. That being said... You should check out Thunderspy Gaming/CoX. While they have gotten into some frankly petty conflicts with the Devs of this game, they habe, as I understand it, fundamentally rebalanced all the old sets. I haven't heard if it's good, but it very well could include the very things you are talking about. We now live in a world with multiple City of Heroes versions. Their version has wind power proliferation and some other things.

    Truefully I am not even sure what you are saying here, so no idea how to respond to this.

     

    Quote

    Homecoming is focused on keeping the existing classic, only making balance changes and adding _new_ features. Not core set function changes, unless it's brokenly OP. You haven't described anything broken. Just mildly inconvenience from what might actually be a character concept, but you haven't actually told us..

    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.

  17. 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.

    • Like 2
  18. Quote

    First things first:  I wasn't lying, it was my opinion which I am entitle to.  We all are entitled to saying what we want, doesn't mean the other person is gonna like it.  You want range, I assume you don't know what a blaster is, and you are kinda vague how you go about T9 range....just an idea you have.

    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.

     

    Quote

    Blasters are not range just because you have a preference for it and their is some stupid description  in a category or short paragraph you are taking as verbatim.  Blasters are not just range, yes a lot of their powers are range but they are a generalist in one thing.....Damage, they are the Damage AT not the premier range AT.  Range is just primary means, melee is the second, and control powers let you set it up.  Blasters don't specialize like other AT in control powers, tanking, short range melee (scrapper or stalker), or buffs...they generalize in the fact "they are murder machines" using any means necessary and specialize in that fact (the murder part).  Blasters are just a damage AT and they do it anyway they can.  That is what you should at least acknowledge at using any means to do damage, not just because you preferred ideal of range.

    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.

     

    Quote

    Second, have you looked closely at all the powers available to you?  All the sets, all the secondaries.  There are a lot of melee, hold, stuns, soft control, ect in the secondaries.  Are you gonna completely ignored them just to play range?  Thats a lot of unused level picks then, a lot of enhancement spaces your not gonna use if you prefer range.  As I said in the first paragrah, Blasters are generalist in a lot of areas and specialize in damage to kill things, you have a lot of optional ways of doing that damage.  Your gonna have to show me or at least give me a description of your play style, other wise  Sentinel is what you sound like when saying range : Primary Range damage, nice mez protection to back it up.

    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.

     

    Quote

    History isn't wrong, your pointless assumption is just saying I am.  We can agree to disagree, but the history of nukes show you don't know one thing....it was balanced around an "oh shit button" at the time.  It was not "lets run and use it every other spawn".   It was changed, I will agree with that.  But again, there was a penalty when it was used....now its just a "oh my gawd that was awesome numbers flying, LETS DO IT AGAIN!".   Can you at least see it from my point of view?  

    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.

     

    Quote

    Third, you are wrong.  Your statement is "range presence" when as the T9 is, your ass is in melee when that T9 goes off and it doesn't change the fact, it just makes me think you might prefer playing a Sentinel.  How you can complain about literally one PBoA power in most sets, I don't know as those nukes are still damn powerful.  Its ignorance on your way when you only see it as your way just because you want range because its your preference style.

    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.

     

    Quote

    My friend, you don't know as much as you think and don't take this personally. Let me explain:

     

    I am a f***ing old fart when it comes to CoH, played since shortly after release and I don't know when you started.  Blaster was my first character after finding my preferred style while dinking around in a few other AT.  AR/Dev, loved the combo and still is my favorite character....but I just can't slog through another round of it because it lost its flavor.  Let me reminisce and lament about it, spoilet cause its gonna be long

    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.

  19. 11 minutes ago, FDR's Think Tank said:

    I am glad to see you ultimately agree with me. New sets are a better solution than fundamentally changing what has been established simply because you value range but refuse to admit that it plays a factor in how sets are balanced or designed to function.

     

    You forget, the sets, as they exist, are already playtested... And you want to throw it all out the window because T9 needs to be the same basic power?

     

    Again, you are free to muck around with the mechanics of the game as you want on your own server. And really, rather than coming hot and taking everything personally, that would be the ethical and principled action on your part. Prove it.

     

    The game needs more people experimenting with changes and ideas. I still believe anything useful you discover would be built into a new set, rather than make a sweeping change to decades established lore and structure... And I know you would thank everyone for doing it that way in the end. However, there is nothing wrong with being stubborn if it also means you are productive.

     

    I dare you to code your own server with the heretical changes you desire. Complete your evil training and join the dark side!

    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.

  20. Quote

    Making a new power set would involve mostly copy and pasting existing code anyway. And missles exist in game, you just need to reuse existing animations.

     

    You seem to have forgotten that on top of recoding, playtesting is involved. I already disagree with the notion there is less work in trying to unify all the blaster powers in function/purpose... But even if we set that aside, playtesting a single set is much easier than playtesting multiple sets and comparing the overall game balance to the previous set up. It's really not as simple as you are strawmanning it to be, as unbalanced as the game is, each set has different features, different advantages that need to be considered. You insist the one won't make a difference, but you then ignore the fact that you don't really seem to have anyone on board with this plan.

    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.

     

    Quote

    That aside: I gave you a solution, and a potential missle set could do fire and/or rad damage. This is much more likely to be done, especially if you crunch numbers, make custom icons, and detail each power. You can find many examples in the forums. If you are more into ideas than execution, you must change hearts and minds until you inspire people who can execute it. This Community is super positive, but you will find that optimism makes it difficult to remove legacy features people accept and much easier to add features that correct what you dislike. And for the record, that's how the mechanics of most new powersets came about back on live. Compromises and refusal to change the core mechanics of an existing system.

    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.

  21. 1 hour ago, MunkiLord said:

    I find this extremely disingenuous since you are making this suggestion because it is what you want. So pointing fingers about people being selfish is just going to be some circular and pointless argument. Sure we can do it, but it seems like a giant waste of time.

     

    The topic was brought up because like I said back when the game was live it was discussed and was generally well received and I wasnt even the one who brought it way back when.  I agreed with it but I didnt make the thread, so this wasnt brought up based on just what I want, it was brought up because back when the game was live it was a topic that seemed to have more interest in and with COH under new management, so to speak, it seemed a good idea to bring it up again.  I rarely if ever bring up a topic or fix if it is something that only affects me, you can check my posts over on the Star Citizen forums to show that as I advocate generally on behalf of a larger group and not myself.  But when the gameplay difference for those not wanting the change is just I have to click on a mob vs I have to go into melee range when I have been staying in the back the whole fight for those wanting the change, yes I consider that selfish.

     

    If we could do a poll for the game and the majority wanted to keep melee nukes then fine they could stay.  My blasters are already built and I have already adapted the ones I want to be range only to the limits of the power sets I chose for them.

  22. 7 hours ago, biostem said:

    This seems super specific, and probably better suited to an "integrated weaponry" blast set.

    The primary certainly is but I am trying to do more flexibility with the secondary so its a mix of tanky and support.  i didnt make it just a power set because it centers on specific costume parts, like the Arachnos Soldier and the crab backpack.  Making it just another blaster/defender/corruptor power set but still requiring you to take certain costume pieces just didnt seem to work.

     

    I think the primary is in pretty good shape and i like the idea of the AT providing the debuffs through attacks rather than by just dropping fields on a target, such as what Rad and Dark do, but admit the secondaries can use some work.  I am thinking of losing the defense buffs and making them more team support abilities, so you get a better mix of personal survivability and team support without the AT being too op.  So i welcome some ideas on improving the secondaries.

    • Like 1
  23. 9 hours ago, FDR's Think Tank said:

    This is a removal of nuance and I am against it. There isn't a strong enough reason to undo powersets differences listed.

     

    What is more constructive is imagining new powersets that both fufill your need to smooth out balanced features and don't alter the base game.

     

    For Instance: You could easily come up with a Missle Launcher set that does ranged fire damage and probably wouldn't have a self-nuke and launch from a range.

     

    In the end, it's about the same amount of work, but you aren't wrecking the existing game in worship of the God of Symmetrical Satisfaction.

    I am all about expanding player options which was something for the most part that CoH did very well.  Making all the nukes ranged barely affects those who want to use them in melee because there is no minimum range so you can still charge into the middle of a mob pack and fire off your nuke, but allowing you to use the same nuke at range would benefit those that want to play a blaster at range are forced to skip it or make use of tactics that actually lower your dps in a group.  Also making a new ranged set does nothing to fix the issue as we already have 6 of the 13 power sets that already have a ranged nuke, as it isnt about wanting just the fire set to have a ranged nuke but all sets.  Oh and I can guarantee you that its alot more work to develop a whole new power set than to just copy a portion of the code used on Blizzard or Thunderous Blast over to abilities like Nova or Inferno.

     

    One thing I find interesting that when this was brought up years ago it was much better received by the community and had considerably more people saying they loved the idea or thought it at least had merit.  Judging by the replies I have seen here the community has certainly changed over the years and gotten much more selfish, since the majority opposing it oppose it based on they dont even want their gameplay tweaked in the slightest and screw everyone else no matter how much of a benefit it would bring them.

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