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Frostweaver

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Everything posted by Frostweaver

  1. Snark. It's amazing to me that an entire generation is incapable of real humor or even meaningful irony. The post was perfectly appropriate for the original OP question.
  2. After watching an AR/Regen Sentinel solo the STF and LRSF, I am not sure that there is ANY content impossible for ANYONE to solo with the right bag of tricks and a few million inf in special temporaries.
  3. Hey Brain, you got a list of 'cap resisters', meaning which enemy in each group is hugely immune to as particular damage type? Because Toxic is in a weird place... some creatures are hugely immune, but most creatures don't seem to be even slightly resistant to it... Dual Pistols guys could probably use that information, because Ice is particularly good at keeping things put (like in a blaze patch or someone's firey rain) Toxic is very nice for dropping incoming damage, and fire is just pure damage without any mitigation, and certain things resist 'naked' lethal badly but sometimes the KB/KD is absolutely worth it. It would be nice to know when to switch.
  4. whups, replace that acrobatics with assault. my bad.
  5. Farming-capable water/ice build: Please note that there is something...weird, going on with Mid's damage calculations, especially for water burst. It is showing as significantly...lower, than it's actual damage,
  6. @Darkir- I know this is slightly off topic, but a lot of your ideas about dual pistols/Kinetics corrupters translate extraordinarily well into dual pistols blasters You emphasis on positional, range/melee defense vs typed defense synergizes not only with an 'in the middle of combat' fulcrum shifted corrupter, but also to a blaster that, like the corrupter, is almost always in the middle of a grand melee.... because of the defense bonus provided by hail only affecting positional. I applied your slotting ideas for the corrupter to my blaster, since dp/temporal actually has a surprising amount of slotting similarities to dp/kinetic, as well as cranking up the resistances with your slotting, and an emphasis on recharge procs instead of as much built-in recharge. In addition I added in some incarnate melee radial with taunt to KEEP things in melee range where your DP attacks are most useful, which again, benefited only positional which you emphasized. Add in the emphasis on a higher-than-usual resistance on the three prime damage types, and it's a recipe for a blaster that can live through even getting focus-spitted on a +4 ITF run. The only thing I had to really alter was the endurance profile, because ITF profits more from ageless debuff resistance than the bonus from massive +rec. Even so, though, a 'cascade failure' in ITF with ageless and melee active only tend to leave you with almost-capped defenses, and even if it drops to 30% that 55% resist KEEPS you alive. note that the defenses dip and soar a little. That's because hail's 15% lasts 5 seconds, and hail is available approximately every 15 seconds in hard combat, and melee radial has to be re triggered. there are VERY rare occasions when neither is available, dropping defense to the mid 30's, but those are easily handled. And I have to say, on incarnate and farming content both your slotting and emphasis ideas have dramatically cranked up both my kill speed as well as dropped my faceplant ratio to virtually nothing. Especially on farm content, I went from +3/x8 (+4/x8 was possible, but tended to faceplant every couple of missions) to +4/x8 at speeds that would make a farming brute blush, with zero faceplants. and Dark Astoria/getting caught solo in a trial? smashing through without blinking, even when the raid forgot I was fighting 2-3 spawns at the same time. So my most sincere gratitude for the ideas, and even more gratitude for reminding me that Ideas can come from odd sources... even a completely different AT board. If you wish to see it, it's in spoiler tags below... and if people are uninterested because this is the corrupter board, feel free to skip it. TL/DR spoiler- This is a blaster
  7. When you add in incarnates, temps, temp summons, drops from super packs, accolades, day job powers, alignment powers, P2W powers and temps, and quest drop powers, anyone can do anything. Not sure if calculating those in really gives a good measure of an AT's abilities.
  8. I will not argue that /fire, as a SECONDARY, is a powerful farming tool. It has dps and mitigation. But the timing thing... let's just say that I won't say that he was pulling my leg, but apparently the methodology _I_ use to time a farm is very very different from his. I don't consider the farm cleared until it is cleared, 100%, which is definitely more time consuming than I suppose other methodologies invoke. 3:40 is not a time to be ashamed of. I look forwards to seeing if other builds can beat 3:00 using your timing method. I think we got confused at some point between the fire primary and secondary.
  9. I see... Our definitions of farming are very, very different.
  10. Because that explanation does not include a methodology for getting 2:30-3:00 clear times on an asteroid patrol map at +4/8 difficulty. I have farmed with many fire blasters, and unless you pop barrier every time, trying to keep up that level of DPS via builds leads to a defensively weak build that will faceplant again and again. and that is considerably less than the barrier cooldown. I assume that with something like the striga ring it may be (temporarily) possible, and by using buffs from super packs and P2W for both damage output and defense/resistance, but those would make serious inroads into your inf earnings as wll as neccessitating LARGE downtimes in between maps to run back to the P2W vendor. But having that as an expectation for standard 4/8 farming sounds too good to be true, and in my experience when something sounds too good to be true, it is. But 4/8 bosses have some serious HP to overcome, and when you are getting hit by an average of 2-3 spawns full of bosses at a time, blasters have a 16 person cap on their nukes and fireballs, and there are what... 280 mobs per map? Assuming best recharge, you can get your nuke off 4 times in 3 minutes. or 3 times in 2:30. that's 40-64 dead mobs. Plus a judgement for approximately 30 dead mobs, if you are very lucky. That means fireballs and secondary damage for the rest, assuming that he doesn't waste time trying to get useful dps out of fire breath. If he can do it, great. I simply want to see how.
  11. If you can do it, you have every right to Brag. I made a stalker called watch man on Indom specifically to see. @Vea- Is Skepticism a crime, or dishonorable, to you? I just want to see, because he is making a claim I have never seen accomplished before, and in all my time and dozens of tries and billions of influence, I have never succeeded at myself, or even come close to. And I have stated flatly that I will admit I was wrong to doubt him if he does it. I want him to succeed. Very much, I want to know how it was done. If he is pulling my leg or 'guesstimating' badly, Then that needs to be known too in order to not give the people reading this thread false information. My best time without teammate buffs or cheeseball expendables like the striga ring, but using full incarnate support, was 3 minutes 49 seconds... and that was not something I could do mission after mission unless I wait for incarnates to recharge, which makes it fail in comparison to brute clears which can be done again and again, 5 times in 20 minutes. If he can do it in average 3 minutes with occasional 2 minutes 30, more power to him... The build is valuable and I want to see how. If he's using inexpensive P2W buffs or something, I would like to know that too... that may be an option. And yes, I am considering writing a blaster Farming guide, because blasters profit from being vet level 50 as much as anyone else does.
  12. No offense intended, but I have to take the statement "I did full clears in 2 minutes 30 seconds on 4/8 functionally comic con maps' with a grain of salt as big as your head. I am making an indom stealth toon to watch and video and will happily admit I am wrong if you can show me, but I would be just as happy with a personal vid so you don't have to take the inspiration hit (and functional slowdown) of a second person in the map. personal videos, unlike live/twitch style videos, are perfectly within the COC guidelines. If you don't want to do the video, please let me know where and when so you can prove me wrong and get a public admission.
  13. Well, to be fair, my favorite farmers right now are dp/time (built for general content/dark astoria) and archery/plants (built specifically for farming 4/8 s/l). Primarily because on the DP/time, it can survive ANYTHING, and the archery/plants drops rain of arrows every 15 seconds for 900+ damage. In general, the BEST you can do is divide your nuke time by 4 without crippling your defense/resist/regen, and while on DP that is about 22 seconds, on archery that is about 12 seconds. On fire, the best you can get your nuke down to is about 45 seconds. The nuke does 1300 damage, but that's still not enough to kill bosses, you still have to toss in a fireball and most likely fire breath and explosion, just like archery. The difference is, while you kill a whole spawn every 38 seconds, archery does it in the same time and is ready to move in 15 seconds, with maybe an extra second or two polishing off the bosses. Obviously, you could move from spawn to spawn collecting bosses instead, but more than 6 bosses is extremely dangerous for a blaster. Fire can do that fairly easily with a nuke +fireball and then move to the next spawn for breath+fireball and then to the third for nuke and then fireball, but you will be left with 6 or more partial-health bosses beating on you if you move at full speed. DP can do the same thing as archery, but tends to take a lot more time for some of it's attacks. It will slightly edge out fire moving from spawn to spawn, but it makes up for that by throwing in easy damage procs and more mitigation... it is safer for a DP to have 6-9 bosses beating on it from spawn to spawn, and then use your judgement eventually to kill a spawn or two and the leftover bosses before moving on with a clean slate. Dark is a lot safer from quick moving for the same reason as DP... all that -to-hit means more leftover bosses with safety. Yes, you can go ahead and slot defenses to cap, but that cuts into your global recharge, or forces you to specialize in your defense/resist. Fire's nuke is point blank, which means you need to slot s/l or melee as well as range to cap, and so you have to look at 4 different mitigation factors... s/l or melee defense, s/l or range defense, s/l resistance, and healing/regen/absorption. Obviously, incarnates help, but again you have to decide on balance... do you want to improve your resistance or defense? do you want to use assault or melee? barrier? Barrier is awesome but you could speed up your farming with other alternatives. The REAL trick is having a farmer that can do both regular content and farming... because no blaster can rip through a map in utter speed and safety like a spine/fire or rad/fire brute, It just seems better to have a farmer that can also brace dark astoria and the like... it slows down your farming speed slightly, But with (rare) faceplants you aren't going to be running a 3.25 comic con asteroid anyway. Yes, fire is marvelous at doing a hybrid sl farm/general content with lower difficulty in order to get vet levels.... and if you are farming in a duo, it is literally second to none. But for higher-end solo farms there are faster and safer alternatives. And if you are willing to cut back to 2/8 farms (generally the sweet spot for blaster farmers) there are MUCH faster alternatives because a 1300 point nuke that takes 40 seconds to recharge is serious overkill and seriously slow. Like hanging drywall with a 12 pound sledge.
  14. beam/temporal, beam/devices, beam/ta, even beam/ice tend to work out reasonably well as long as you are willing to step backwards occasionally, but beam/atomic kind of actively conflict with each other.
  15. so can beam/ta, if you don't like spending a ton of time setting stuff up. Of course, your absolutely crap aoe is irritating in regular content.
  16. Banana, no offense, but you truly have no idea what you are talking about. I have farmed with 12 blasters and while fire is inarguably the highest damage, it offers NOTHING ELSE. When you are farming 4/8, you need more than pure damage... a LOT more. Now, if you are farming 1/8 or 2/8 and you are NOT farming comicon (like that cave map where NOTHING moves) then sure, fire is fairly fast. but on 125 or 133, or even on the doctor farm, you better NOT go higher than 2/8 with fire, and frankly, it has a ton more cooldown in between spawns than water or dp, which both, despite being lower damage, dramatically outperform it specifically in the farming context. Heck, even AR outperforms it in 'non patrol' farming maps. Yeah, Fire has higher damage than anything else, but three +4 bosses per spawn and 2-5 spawns attacking at the same time will smash you again and again. The ONLY possible way that fire can hold it's own under those circumstances is if you have absolutely insane mitigation in your secondary, like ice... and even then, you are slower at moving between spawns than most others, and you are not using your secondary to add to your dps, you are using it to survive. Best in in regular content doesn't mean best in specialty content.
  17. I find DP set for fire to be exceptionally good for farming, as it has a lot of radius aoe, more proc potential, and it's nuke is faster and has a nice +def effect. As far as secondary, time works well but I haven't tested it with others.
  18. Posting LIVE videos is against the CoC. Look again. No Twitch feeds, in other words.
  19. show me a defender with better damage than my blaster (outside of mid's) and I'll show you a real live unicorn. And corrupters can use exactly the same tricks.
  20. I disagree about damage procs getting nerfed. On aoe's they tend to only affect a few, and on ST they just don't proc that much. Sure they are fun, but you are potentially giving up +33% aim, end savings, recharge, or accuracy to use 'em. yes, a proc build can certainly help 'even out' low damage archetypes, but on high base damage archetypes like blasters, scrappers, and stalkers, DAMAGE procs are almost worthless or can actually actively slow down your orange number factory. that's why -resist, +rech, knockdown, and +build up procs are so much more popular. Note: Procs cannot crit and are unaffected by damage boosts.
  21. The incarnate melee hybrid defense has a built-in taunt. but most blasters cap defense, and the resistance version does NOT have it. Basically it was clearly the dev's decision to not encourage blaster farmers. If your resistances can handle the farm, then definitely get the defense hybrid. It's one of the reasons that my blaster uses temporary invulnerability instead of scorpion shield, and runs at 40% defense instead of 45+.
  22. well, blaster farming is more of a novelty than anything else. No, it's not as fast as brute, and every once in a while you faceplant. But the thing is, if you can do it, you can pretty much handle any content in the game. Why is that? because in an s/l farm you won't have your incarnates or special stuff up all the time... you have to be ready to keep going, and survive, even if you popped off all your inspirations and your two or three defensive abilities are on cooldown... and a 4/8 or even a 3/8 can kill you right quick unless you are built magnificently and ready for ANYTHING even with your special defenses down. So I don't begrudge blaster farmers their bragging rights, they have earned them far more than 'spines fire brute #13386 with well-proven farming build #2'
  23. well, to be fair, my favorite farmer is my dp/time blaster... almost as fast as a brute, but harder than 3/8 is too much effort.
  24. well, I gotta admit that big defense buff from your 'every ten second' nuke probably has something to do with my wonderful experiences with DP as a blaster 🙂
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