Another_Fan

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  1. Quote:
    Originally Posted by Arcanaville View Post
    Not exactly. First of all even con Illusionists don't have a perma hold. To keep you held for a significant amount of time requires two illusionists to stagger their mezzes and also land all of them.

    The hold is *barely* perma at +1, and Illusionists still don't always spam it fast enough. Two illusionists with synchronized Blind have only about a 60% chance of holding a blaster for three consecutive hold cycles (thirty seconds) assuming you don't do anything to disrupt their attack chain (like shoot at them) and their AI fires perfectly. At even con, the odds drop substantially because without overlap the mez isn't continuous: realistically it would only happen about 6% of the time.
    IIRC master illusionists spawn pets which considerably increase their numbers, so you wind up with a master illusionist, 2 illusionists and a dark servant out of them.

    Either way 60% chance of getting a 30 second mezz out of a spawn is more than enough to ruin a blaster's day.
  2. Quote:
    Originally Posted by Mad Grim View Post
    That's a 50% increase in survivability. Pretty significant.

    As well, if you're only gonna last 6 seconds, you probably shouldn't be at that difficulty in the first place.
    Well that is one way of looking at it. The other is you get 50% more annoyance of being trapped in mez before you die.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Personally, I would say outside of hyperbole, running beyond my build's limits is synonymous with saying I'm currently dead.
    It's hardly an either or situation.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Malta have those ridiculous 30 second stun grenades. Most critter groups cannot hard-mez quite so continuously. Even multiple illusionists find it difficult to keep a blaster perma-held for 30 seconds due to their near-50/50 accuracy on Blind.
    That would be every other mezz chain and with 2 illusionists it would be 3/4 of the time.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Those numbers imply 80% damage mitigation. No one said Sustain would replace 80% damage mitigation, but that's not the same thing as saying its "minor." By your own numbers it radically increases what you can take on normally. In the situation where you are mezzed, it would not help greatly but if that actually happened to you often you'd be dead all the time. The same things you're doing now to mitigate that situation will still work in I24, but Sustain will have a significant impact on your sustainability beyond that.
    It lets blasters take more but look at what it means in terms of practical survivability. When you get mezzed in a high stress situation, you go from lasting 6 seconds without the sustain, to maybe 9 with the sustain.

    Quote:
    For me personally I tend to run near the limit of what my build is capable of. Which means no matter how much survivability you give me, I'm going to occasionally exceed that level. Rebirth buys me out of a bad run of the RNG or a miscalculation, which is something Barrier can't do as well. Theoretically speaking Barrier could allow me to average higher survivability, but my playstyle would tend to "spend" that extra survivability rather than keep it in reserve for emergencies.
    It's funny because I would say I run at the limit, or maybe a little beyond my build's limits. Rebirth is for me, a more satisfying power to use because when I use it I have actively saved myself. But, I am relatively sure I get more from Clarion and Barrier because, they prevent the need to actively save myself. Clarion means I don't get those panic situations of making an emp and then hitting rebirth, barrier just keeps me in better shape most of the time.
  6. Quote:
    Originally Posted by Dysmal View Post
    This must make it really hard to level.
    It's a good strategy, think of it as playing a mastermind.
  7. Quote:
    Originally Posted by Sentry4 View Post
    This niche is a huge pain.

    The startup cash to make good returns + getting converters. Running endless tips to reinforce alightments + running that stupid little arc 4-5 times a day.

    It's not nearly as simple as stated above. Works in the short-term, but making it longterm is a pain.

    You aren't working that niche, it works you.



    I've moved over to just flipping, less profit, but much less work.
    So true, anything where you have to play the game to play the market means you just aren't making good use of the market and to borrow your phrase, "You aren't working the market, the market is working you"
  8. Quote:
    Originally Posted by Arcanaville View Post
    The thing is, who's going to jump from having a build that can barely take on x2 to attempting a x8 spawn? That would be nuts. What is true is that the sustain will take what you have now, whatever that is, and more or less double or triple its strength. If you can only take on x2 now, you might be able to take on x4 in I24 which is a huge difference. But if you can take on x5 or x6 now, you will have a shot at a x8 full spawn (the numbers scaling is not linear due to quadratic alpha damage). The presumption is that if you are at that level now, you must have some means of dealing with alphas now, and that will be amplified in I24.
    Don't know how x2 to x8 came in. I was talking about the benefit when fighting full size spawns and build's that were already in the ballpark.

    Quote:
    I play with Rebirth now, and I can say with certainty that even the back half of the buff that will be comparable to the I24 buff makes a significant difference to survivability. The notion that most blaster deaths happen due to an instantaneous alpha burst is simply not true. Its incredibly rare. In fact, I've tested how long it takes critters to kill mezzed or undefended blasters quite a bit. Even three mezzing bosses combined can't kill a blaster in one mez duration generally.
    What are you using as the mez duration ? Aside from my own experience which is highly biased, I have looked over the shoulder of the wife while she plays. Mez from full size spawns is overwhelmingly what kilsl her, and that confirms my own experience about blasters getting killed while mezzed.

    The sustain regen buff amounts to roughly 30 hp/sec (400% regen, ~1500 hp blaster). Regen isn't a goal for my builds but they typically run in the 200% range and 16 hp/sec regenerated. So if I am fighting a spawn that will kill me in 30 seconds that is roughly 66 hp/sec past my shields. The sustain power would increase my survival time to 75 seconds, but if I take a mez or lose the shield that would increase the dps I am taking to 330 + less the passive regen and would mean death in about 6 seconds.

    Edit: Depending on your build barrier may also provide better mitigation than rebirth. I don't dislike rebirth but I mostly use it as a giant respite that is available every 2 minutes.

    Edit: You wouldn't be hoverblasting would you ? That considerably changes things
  9. Quote:
    Originally Posted by StratoNexus View Post
    If you like the regen tail on Rebirth, the sustain coming in I24 is going to be larger than that. It should be good.
    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yep. In fact my experience with Radial Rebirth is the reason my first reaction to the changes was "that is AWESOME" whereas a lot of other people seemed to feel that it was a useless change.
    It's definitely minor. If you don't have something to reduce your incoming damage from full spawns, even using health inspirations as fast as you can won't keep you alive, and on blasters you will likely not even get the opportunity thanks to mezz.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I don't agree. Controllers, Defenders, Corruptors, all work just fine without mez protection. Its possible to make archetypes very powerful that do not have intrinsic mez protection. The blaster problem wasn't lack of mez protection, it was lack of everything including mez protection.
    I don't dispute this, but very few blaster combinations come close to this and almost none of those using older power sets. Sustain makes them a little better but the people playing them are left with suffer or reroll.

    Quote:
    In I24 they won't lack everything anymore. And Blasters also have the closest thing we currently have to "partial protection" from mez: their intrinsic regeneration mitigation doesn't suppress, and they can shoot three attacks while mezzed. They still lack true mez protection, but they have significant mez mitigation now.
    Compared to the other classes that don't have mez protection or even Dominators that do have mez protection and incredible overall mitigation as well ?
  11. Quote:
    Originally Posted by Arcanaville View Post

    An I24 where less people rolled blasters, but more of those that did were happy with them, would be a double win in my judgment.
    Well I think you are going to have that even without the I24 changes.

    From a completely non scientific sampling there are considerably fewer people who are willing to argue that blasters don't have problems and are unaware of the problems than there were when I started arguing for blaster buffs in I12. Back then when I would point out blaster weaknesses I could count on at least a couple dozen people vehemently arguing the greatness of the blaster AT or its unmatched potential. Now you see very few on that side of the argument and a few names that have stuck around have differently nuanced positions. I would guess that most people who roll blasters going forward will have a much better idea of what they are getting into than the old description of the AT ever gave them. They could still stand having their numbers on the rankings adjusted but that is minor.
  12. Quote:
    Originally Posted by StratoNexus View Post
    He later stated that it does have a top end limit (maybe mag 10), so you won't be able to use to to break free from things like GW's hold or AM's Timestop.
    You know you can stack enough clear minds to get better than mag 100 protection (esp on a toon that already has some protection). I wonder if that could be used during a keyes trial to attack Anti during the time stop.
  13. Quote:
    Originally Posted by Energizing_Ion View Post
    From what I got from the video; it is an insta-breakfree and NO protection from mez afterwards...just mez resistance (which we all know is almost worthless).

    So if you get hit with a hold, use Inner Will and get hit with a sleep or hold again, you're still mez'd.
    Thanks

    That sounds like a near complete skip then. Just another case of the Devs realizing where the blaster's big problem is but dancing around it rather than addressing it.
  14. Quote:
    Originally Posted by Arcanaville View Post
    I believe the current recharge for the power is somewhere between 480 and 600 seconds. Its a once every five to ten minute escape from trouble. That's a long enough recharge for mez breaking that I think saying its so powerful it either needs to be nerfed or everyone else has to have it is exaggerating the net effect.
    What is the duration of the protection ? At 480 I still could see it being a game changer. I would have no trouble bringing that down to once every 120 seconds while still having significant positional and typed defense on a blaster. At 600 it is probably a skip.


    Quote:
    Simultaneous with granting Martial Combat a very infrequent mez breaker Arbiter Hawk also softened the threat mez has by making the sustain powers very strong and unsuppressed under mez in I24. That means the true benefit of Inner Will in I24 will be significantly lower than it would be if it was introduced in I23.
    The sustain powers are nice but from everything that has been said they are small potatoes compared to blaster difficulty with mez. Losing 15+ points of defense when blasters get mezzed really hurts them much more than the sustain is going to help.

    For an extreme case just take a blaster on a mother ship raid and note how much time you are spending mezzed because you just happened to be standing to close to the actual target.

    Quote:
    Synapse said something to me way back in January I think when I was discussing blasters with him. He said that the "blaster metagame" was going to be radically different in I24, and therefore I should be careful about extrapolating too much about the blaster state into the next issue. He didn't clarify at the time, but its obvious that for the most part he meant at least that:
    Well blasters certainly are getting changes but from what I have seen the changes make me want to play corruptors/defenders even more than I will want to play blasters.

    The sustain feature is really nice and with the exception of /Mental should free up slots in everyone's build or at least provide some flexibility.


    Quote:
    1. Blasters were getting very large survivability boosts via Sustain effect.

    2. Blasters were getting a hedge against mez by virtue of Sustain not being suppressable.

    3. Power pools were being altered, altering the build options for blasters (among other archetypes)

    4. Ranged sets were being improved, increasing the viability of stand-off blasting

    Those are enough simultaneous changes alone to change the blaster landscape significantly. Ignoring who benefits more from what for a moment, in absolute terms the game blasters are going to be facing in I24 is radically different. Until we all test it and rethink the blaster metagame of surviving in combat under I24 conditions, we shouldn't jump to conclusions on what the impact of any one particular thing will be out of context. In I23, Inner would be an exceptional stand out power. In I24 it might be a good, but not game-changing power.
    Well with the numbers you are stating for it and without the duration, at the low end of the recharge range it sounds quite good and the high end its moving to exceptional effort to make it not that great.

    The ranged changes as announced really do favor buff/debuff charcters more than blasters. Of the three changes there is only one that blasters can get significantly more out of, that would be the range increase for T3 blasts. Even in that case only Energy Manipulation can get more out of it by using boost range. The crashless nukes let buffer/debuffers maintain their toggles through a nuke, and all their combos can access a power boost type power. The snipes have a double benefit of actually increasing their damage more and being easier leveraged.
  15. Edit:
    Remove this, turns out the cooldown on inner will constitutes a considerable pre nerf.
    Quote:
    Well I may very well have to take back /Energy Manipulation or you are doing it wrong and change it to Martial Combat. It looks like Inner will hits every blasters two biggest problems, Mez Protection and regaining hit points lost from lack of armor. Toss in a ranged AoE stun and that looks really powerful on its own.
    The passive buildup power depending on its chance of happening looks more powerful than regular build up simply because it doesn't require activation time.

    Really need to see what the chance of build up is but some combinations come to mind.

    Dual Pistols/MC
    Teleport In, Hail of Bullets, Teleport Out, fire off cones.

    AR/MC
    Throw Sand, Full Auto, Bean Bag

    Beam Rifle/MC
    Stacking Stuns for dominator like play.

    Fire Blast
    Good single target damage, fast casting attacks to leverage the new proc, Good combo of teleport and inferno.

    Rad Blast
    Stacking Stuns, teleport for the PBoE nuke.

    Sonic Blast
    Stacking Stun with nuke and teleport to aid deployment.

    Water Blast
    Cone Stun + Ranged Stun Nuke.
  16. Quote:
    Originally Posted by enderbean View Post
    These powersets were announced in today's TwitchTV broadcast. They will be in I24 and are free for VIPs:

    Martial Combat (blaster secondary)
    •Chi Push (repel followed by knockback (cool new animation)
    •Storm Kick (melee)
    •Dragon Kick (melee)
    •Dragon's Tail (PBAoE melee)
    •Burst of Speed (AoE self TP)
    •Reach for the Limit (Build up auto power—Chance for +dam and +ToHit on every power)
    •Reaction Time (toggle—+absorb over time, +revocery, -move on enemy; 10 seconds of +speed on toggle off)
    •Inner Will (self heal and ,ez break—only unsable under 50% end or health or when mezzed)
    •Throw Sand (cone foe stun)
    Inner will either overpowered and will need to be nerfed in testing or a precursor of a similar power being added to the other secondaries.

    Mez is just that bad for blasters and this power looks like it belongs to another AT.

  17. Quote:
    Originally Posted by Arcanaville View Post
    My specific worry is that it alone requires the use of a targeted power to gain sustain.
    I was under the impression it didn't have to hit any enemies.

    Quote:
    I don't think the range increase in the primaries specifically benefits /energy. You could even argue that it partially reduces the benefit of boost range, as /energy could always get decent range on that attack. The additional benefits it gets for being able to boost range beyond that have to be considered diluted relative to the current status quo.

    The ability to boost an additional attack for the case of ranged (currently) crashing nukes is not one I would ordinarily consider an additional benefit for /energy beyond what it gets now. That would imply that if the devs were to add a tenth attack, /energy should be considered to gain more because it has one more attack to range boost. You could also argue that /energy's range boost benefit only improves some of the crashing nukes and not all of them. Situationally speaking, PBAoE nukes would benefit more from more PBAoE-centric secondaries in either offense or defense, such as /Fire or /Ice. Dark's Soul Drain would be a potentially strong beneficiary of having more PBAoE offense.
    Why not ask what needs to be true in order to make adding a the same tenth attack be of equal benefit all secondaries. If you think about it, it is nearly impossible have an attack that will be of equal benefit to all secondaries.

    The simplest way to see this is to just consider the types of attacks. If the tenth attack is a cone /mental will gain less than other secondaries because if you want an extra cone you can now select it from the primary. If it is a melee attack secondaries with good melee capability gain less than those that aren't quite good at melee, and so on.

    Now if you go to a direct comparison of three secondaries, and picking these to most dramatically demonstrated the point. Consider /Energy Manipulation, /Fire and /Dev and adding the tenth power of an AoE high damage mag 3 Stun. At minimum Energy gains a power that works better than the other 2 secondaries. Energy VS Fire the power simply works longer. Energy vs /Dev, The new power works longer and does more damage.

    Another way to look at the question is to ask "Do /Energy manipulation combos gain more if the primary has a power boostable nuke than those that don't". The obvious comparison there would be is the new crashless nukes greater benefit for Energy/Energy or Psi/Energy ?
  18. Quote:
    Originally Posted by Arcanaville View Post
    1. Its difficult to compare the sustain powers without complete numbers. But it is true that we know /Ice gets two things which are a bit difficult to directly compare to /Energy. Its getting a much wider Chilling Embrace, and its getting a completely different effect: Absorb. Its entirely possible that Frigid Embrace and Energize will end up reasonably close in net overall damage mitigation benefit.
    Agreed, but so far the only one the devs have only singled out /mental for special treatment. /Ice gets a different effect. That may be greater or may not be. What I can say is endurance can scale with endurance use, but a static recovery benefit will not.

    Quote:
    2. Power Boost has the additional offensive benefit of adding a method for enabling fast snipe, but that's not a binary benefit. There's a cast time cost to use power boost (unless you're using it already as fast as possible, but that shouldn't be assumed) that partially offsets its fast snipe benefit. Furthermore, the benefit should be compared in context: other secondaries will get *some* fast snipe benefit, and the only incremental benefit power boost offers for fast snipe is increasing /energy's fast snipe availability from what other sets have to what energy has. A secondary other than /devices will still have some non-zero fast snipe availability. If we assume that its something like 2/3rds of the time for non-energy (and non-devices) and 100% of the time for /energy with power boost, that's something like a 33% additional benefit of 20% more damage, or about 6.6% more overall damage (very roughly of course). Using power boost every 35 seconds or so to get there is about a 3.8% net rooted penalty to offense. So the net overall benefit is about 0.964 * 1.066 = 2.8%.

    So very roughly, the fast snipe offensive benefit of powerboost is, at least in this estimate, about a 3% increase in net offense. Its unlikely to get much higher because in recharge domains where it can get you perma sets with BU and Aim should not fall too much lower than 2/3rds. But in any environment where you can get more availability than that the fast snipe advantage of power boost should drop.

    Factoring in other variables, like using power boost during interstitial combat time, I would say power boosts net offensive benefit is probably between in the general neighborhood of 5% net increase in single target offense, and somewhat less than that in a mixed single/aoe offensive situation.

    Noteworthy, but not dramatic, and small enough that other factors could swamp that benefit across the playerbase in general. For example, its far easier to get perma fast snipe with /devices, and for many players that offensive benefit will deliver a much larger practical benefit. For min/maxers, until I know more about the other powers I believe /energy and /ice have the advantage. But I don't think we know enough to choose a winner between those two.
    Without seeing your calculations I can't comment. But as to the initial statement there is a very large binary benefit of having permanent snipe available. It means you can drop a ranged single target attack from your build. Edit or in the case of AR it means you actually have a full chain of st Attacks.


    Quote:
    The secondary that worries me the most is /Dark.
    Dark also gains the permanent snipe and already has a a very large permanent damage buff. But it seems to be in the same position /mental is now. You can contrive situations where it performs spectacularly.

    Once again this ignores the other changes, non crashing nukes with secondary and range increase in the tier 3s.
  19. Quote:
    Originally Posted by Nethergoat View Post
    Another_Fan vs. Leo G. is like watching a rib eating contest between two toothless old guys who left their dentures at the nursing home.
    But not nearly as much fun as watching you opine on economics. I mean the privilege, we have the inventor of monopoly pricing on these boards.
  20. Quote:
    Originally Posted by Garent View Post
    Seriously, can you read the posts you're responding to more closely please?
    He isn't interested in discussing this. Matter of fact he figures, if he uses the thread as his toilet, everyone who wants to will have to stop.
  21. Quote:
    Originally Posted by Leo_G View Post
    Neither can a snipe 1-shot a boss. If you can get your insta-sniping /EM to one shot a boss with a snipe, so can I, a lot easier with soul drain'ed snipe.

    And generally, I build my Blasters (generally, that is the ones meant to be very survivable or comic title protagonists) with at least 25-35% defense. It's generally the -ToHit in ToF I slot and use since I'm usually busy doing damage. I can basically sit at capped defense to that hard hitting/mezzing target or even multiple targets at a time.

    I'm starting to wonder if you've ever even heard of Touch of Fear. Lol I've been using it on dark melee characters for years and although it's not quite as good on a Blaster, it's one of those versatile powers like Parry/Divine Avalanche and Siphon Life. It can be a game changer if you form an attack strategy around using it.

    Power Boost is the same way...that's why I have it on my Dark/EM blaster so she can use power boosted debuffs, heals and defenses...or are you under some dillusion I'm bad-mouthing your little combo?

    You want to talk about what's the best for Blasters and I'm telling you what is...IMO...which is probably what all the posts in this thread amount to: people's opinion.
    I should have realized, you were just trying to throw complete garbage on the topic and then shoot for it's all just opinion so nothing matters.

    Sorry that is not the way things work. Objectively Energy Manipulation gains more from the changes than any other secondary. The only way that isn't true, is if one or more of the sustain gets considerably more than conserve energy does.

    You can dance and jig all you like but at the end of the day /energy gets the 2nd easisiest snipe, and gets more from every nuke with a power boostable secondary effect.

    It even gets more from the range extension for the T3 blasts. But why bother with little things.
  22. Why skip Taser and Bean Bag ? The combination is a nice way to stop bosses in their tracks.

    Anyway, Time Bomb in general, is really safe to skip currently.

    It has an insanely long cast time, Is a pain to use, insanely long recharge time, and what it can do trip mine can do better.
  23. This exchange really sums up this conversation for me.

    Quote:
    But then you're completely underestimating ToF here, which is all I'm commenting on really. The only reason melees are so passive about it is because usually they don't need that much survivability...kind of like how some drop the parry type powers for better damage...they don't need the extra survival. Now if a Blaster had an 80ft ranged attack that gave 10% def to lethal and it buffed your regen by a large amount? That's huge. That's about as good as Touch of the Beyond will be.
    Quote:

    Well first first I can have touch of fear which aggros and doesn't do damage or I can have a fast snipe which will kill what Touch of Fear will fear.

    Oh that is a tough one. Let me see 150+ feet and dead, or 80 feet and feared. Have to think on that.



    Quote:
    Post your homework then.

    What snipe will one shot a boss? I don't even recall snipes one shotting Lts of the same level without outside buffs...to which then I can just use Soul Drain after I debuff the boss and 1-shot the very same target in the *next* spawn because SD lasts 30 seconds

    Touch of Fear is mag 3. It can't 1 shot a boss, it can't 1 shot fear a boss.

    Do you play /dark or are you just talking out your rear ?
  24. Quote:
    Originally Posted by Leo_G View Post
    Relevant: http://boards.cityofheroes.com/showthread.php?t=291737

    Also has questions by players answered by other players that are relaying info from the resulting live chat as well as answering new things not covered in that chat.
    469 replies in that thread nice short and concise. 47 by Arbiter Hawk some of which are themselves ambiguous and contradictory.

    http://boards.cityofheroes.com/showt...95#post4281995

    and this

    http://boards.cityofheroes.com/showt...10#post4282010

    Prompts one to ask is water jet included or excluded from the 80 foot range. Which post is definitive ?


    Quote:
    As for regarding the speed of changes added to the game, I'm not going to be bothered acting anymore jaded than I already am about it so I'll leave that to you, I suppose.
    We both have to live with this if its done wrong.



    Quote:
    Hey, look at me! I'm saying /Dark is going to be way better than /EM come these changes! Having Touch of Fear be 80ft range that also buffs you!? Come on! Energize is weaksauce compared to that.
    You know I actually did the numbers for this earlier in the thread. For someone who insists that people who haven't sifted through the minutia shouldn't be talking or that don't have the numbers shouldn't be talking you seem to have no trouble resorting to the same when you want to make a point.

    Unless you think Touch of fear is going to get your recovery above 6 end/sec good luck running the snipe chains.


    Quote:
    Not shutting down discussion and I know how sleeps work, I've been stacking them for nearly the whole career of my Sonic/Ice Blaster. He can then supplement that with other controls. With the sleep, you can get through a spawn possibly with no retaliation if your timing is perfect.
    You can do the exact same thing with any AoE hard controls you can stack.

    Quote:
    The only thing that can really do that is /dev laying down a mine field before hand.
    That can do what ?




    Quote:
    Or, I can frankenslot Blackstar for -ToHit for a heafty -40% ToHit and get generally a similar effect (foes that have a very low chance of hitting me).
    Let me see which is better ?

    -60% to hit, and a free +78% -to hit in all your attacks that have it (which is more than you can get from)

    Or having to franken slot every attack you have for -to hit.

    Quote:
    And you keep saying 'the only way to stack /dark's -ToHit'. Lol the only way to stack Dark Miasma's -ToHit is....OMG....Dark Misasma.

    Lol you don't need another set's effects to stack just to say you're stacking. Dark Miasma *has* powers to stack -ToHit already and they're called Fearsome Stare, Darkest Night and Dark Servant. You don't need power boost or Tenebrous Tentacles just so you can say 'Look at me! I'm STACKING!'
    Are you being deliberately dense or is mischaracterizing what I said all that is left to you ?

    The original statement statement was :

    Quote:
    Regarding /Dark -To hit is very nice but there is only two primaries to stack it with and even there -To hit from the primary actually works better with /energy than with /Dark. Forgetting Power Boosted Blackstar or a Power Boosted Blizzard, dark blast/ energy manipulation lets you stack more -to hit faster than dark / dark.
    [quote]
    As of now, I'm perfectly comfortable stacking Touch of Fear, Penumbral Grasp and Smite on hard targets on my Rad/Dark. Everything else is likely dead in short order because Soul Drain + Death Shroud + Irradiate is that mean. I don't even have much defense on her and she's still pretty ridiculous. Would she be better with Power Boost? Of course, but not at the expense of Soul Drain and Touch of Fear.
    [quote]

    Yes I am sure you have something that works sometimes. I am really happy you have managed eating an alpha for nearly 5 seconds before you do damage without much defense.


    Quote:
    And you're misrepresenting a power that doesn't actually do anything without the use of other powers to a power that can debuff ToHit by upwards of 30% as well as fear bosses and will eventually be usable from 80ft away and buff your regen dramatically.
    So that would be like Build Up ? A power that doesn't do anything without other powers ?

    BTW touch of fear best case without incarnate abilities is about -17%


    Quote:
    But then you're completely underestimating ToF here, which is all I'm commenting on really. The only reason melees are so passive about it is because usually they don't need that much survivability...kind of like how some drop the parry type powers for better damage...they don't need the extra survival. Now if a Blaster had an 80ft ranged attack that gave 10% def to lethal and it buffed your regen by a large amount? That's huge. That's about as good as Touch of the Beyond will be.
    Well first first I can have touch of fear which aggros and doesn't do damage or I can have a fast snipe which will kill what Touch of Fear will fear.

    Oh that is a tough one. Let me see 150+ feet and dead, or 80 feet and feared. Have to think on that.
  25. I am sorry but I read your replies, and it was hard to find very much that was actually in response to what I said.

    Quote:
    Originally Posted by Leo_G View Post
    I said 'outlined a billion times' which is referring to the *threads* in the *forums* by *posters* who have *outlined* the changes which refer to the questions you're asking. Do the toggles suppress? That was asked several times during the coffee talk, several times in the thread outlining the details of the chat, rewritten several times by people relaying that information and more times when a new thread comes up talking about who's better than who.
    Not to put to fine a point on this

    But the short outline talks about none of the information you are talking about.

    http://boards.cityofheroes.com/showthread.php?t=291671


    Quote:
    Why? So you can complain that /Ice doesn't do as much damage as /Energy? So? The changes weren't made to balance each other out, they were made to balance the AT out. If, for whatever reason, it turns out that /Energy is ridiculously overpowered by these changes, then something should be done about it. But you can hardly say if any of the sets are thrown out of balance by the cnages if you haven't tested it.
    Yes because the devs have been exceptionally responsive in addressing problems with the blaster AT. [ /sarcasm]

    Quote:
    Your fixation on needing to change things before its too late is only viable if you think changes should be made for balance concerns. I think that's a perfectly fine discussion if you can back it up with numbers, but wanting to rush into the debate 'before it's too late' sounds kinda dumb...I guess if you just don't like the sustain mechanics being introduced then yeah, debate on what those changes do to the AT. But is that what you're discussing?
    We have some of the numbers and can certainly talk about what they mean.

    Why do you have such a problem with this ?

    Quote:
    I said 'immobilize/sleep *protection*'. Sure you can get immo protection from a pool, but you can also get it in an attack for /fire. And if Cauterizing Aura does in fact heal you over time with tics of healing, those tics will break a sleep effect because sleeps break on any HP change.
    If Cauterizing aura does provide sleep protection how valuable it is, is an interesting question. But, it isn't going to be answered by trying to shut down discussions.


    Quote:
    You can lead off with Sirens Song, and the mobs that aren't affected by the sleep will keep running at you, to which Frozen Aura will finish the job. It won't, however, work if the rank of the mob is too high and your first Siren's Song missed them.

    [EDIT]Also, Sleep Grenade and Flash Freeze also cause AoE sleep to which one can stack with Frozen Aura if they so desire.[/EDIT]
    Yes I understand how sleeps work. Do you have any idea how other controls work ?


    Quote:
    I'm not bagging on Power Boost, but it's not going to replace actually having the powers that are boosted by it. You can partially replace Power Boost by actually *having* Blackstar and *slotting* it for -ToHit. I may not get 80% slotting out of it, but then I don't need another click to get that effect...and beyond that, how many players are actually going to slot for -ToHit on Blackstar if they already have Power Boost? I know I surely won't on my Dark/EM blaster.

    But beyond that, sure /Dark has -ToHit to stack...it's called Penumbral Grasp, Smite, Shadow Maul, Midnight Grasp and Touch of Fear itself. There's also Soul Mastery.
    You have completely missed what was said and failed to understand the mechanics.

    The only way you can stack /Dark's -to hit with -to hit is with other powers that have -to hit. Seeing as you wanted to include blackstar in this, It does more -to hit for longer than the everything /dark manipulation has can muster. It isn't even a close comparison before power boost is tossed in.


    Quote:
    And from experience, Power Boosted dark blast is great!...but the debuffs only last 10 seconds. ToF is 2x stronger -ToHit, lasts 2x longer and fears the foe. You're not going to outright replace that with Power Boost by itself.
    You are comparing a single target melee range attack to attacks that can drop an entire spawns -to hit, and do so as a bonus effect in addition to doing damage to them ?

    Glad to see you aren't using any false equivalences. [/ sarcasm]