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McGarnackle

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  1. Barrier? Why on earth are you taking barrier? It's absolutely not needed to farm. I farm with fire/fire/fire, water/rad/fire, rad/mental/fire and none of them need barrier. I don't know about 2-3 min clear times on a blaster but I've never tried ice/fire/fire so can't comment on it. The ones I use (and I am sure any well built other combos) would never need barrier.
  2. There are scrapper farm builds that work great as well. Also, if you're good at positioning, a dark/em/soul does really well as you don't need to worry about taunting anything when it's all immobilised in place. And the 75% resistance cap is not an issue paired with many of the blaster secondary +regen powers combined with sofcapped defense
  3. Some of this information is incorrect... Here are the patch notes for Blaster Snipes on the Test server: Blaster/Defender/Corruptor Snipes 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. And... General Snipe Changes ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts. The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide. Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP. The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.) Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version. So having +22% ToHit (not accuracy) will bring the new fast cast snipe up to the current damage of what's on live now. The slow damage snipe will do quite a bit more damage (than the fast cast) but you're only going to get that if you've been out of combat for at least 8 seconds.
  4. I've got five fully kitted-out blasters. Three of them (fire/fire/fire, rad/mm/fire, and water/rad/fire) are farmers (+4/8) and are plenty of fun and efficient at doing so. My other two are built for more regular PVE stuff. One is a rad/time/fire (with S/L def around 30) and an elec/em/fire (with capped ranged def) long range sniper. Both of those solo easily. You'll note */*/fire mastery is a common theme as Bonfire with a KB to KD proc is awesome and increases survivability dramatically. That being said, it's not needed to build a blaster who can solo. I am working on an alternate build for the rad/mm to take down GMs and I am sure it will be very doable. Anyone who says blasters can't solo does not know how to build. End of story.
  5. Hi there! Here's a question for you Rad Melee users... Can you tell me if the splash damage is based on the attack it's splashed from or is the splash damage a set amount no matter what attack it splashes from? Thanks in advance!
  6. Hi everyone! I am about to roll a plant/* controller but before I pick my secondary; are carrion creepers buffable? I was wondering if kinetics buffs/other buffs will buff their damage... Thanks in advance!
  7. I am not sure what zone you were in but Kings Row appears to be down. I've got three characters stuck in there trying to see if it's up yet.
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