Another_Fan

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  1. Quote:
    Originally Posted by Leo_G View Post
    How do we still have people discussing the blaster adds that *still* haven't read the details outlined a billion times over?
    A billion times ? Really ? Sorry I refuse to watch the video chats. They are a fantastic way to take an hour, conveying 5 minutes of written information.


    Quote:
    I'd hold my judgement on 'who's at the top of who' until the actual beta releases. But even then, trying to pin anything down is pretty pointless since you're only doing so with the small amount of info we have and what is what can easily be circumstantial to the build.
    Sorry but now is exactly the time to talk about this. By the time these things are coded into a build they tend to get stuck there. This is the first time blasters have gotten serious attention since 2008. This time it would be very good if the fix actually was a fix.

    [/quote]
    For instance, you herald /Energy, which I can agree with, as one of the top secndaries...but /fire does have some quirks to it that may be more enticing such as immobilize and sleep protection thanks to Burn and the HoT of Cauterizing Aura. [/quote]

    Prior to going rogue I would have certainly given you the immobilize, even though a hold was available from several epics. Now, not so much. There are much better immobilizes available to all blasters through the patron powers.

    Quote:
    The stacking sleeps may not be useful to all unless built to take advantage of for /Ice. Frankly, I'd put up /Dark above /Energy if only because Touch of the Beyond is a really good power, it buffs you and debuffs the foe's ToHit from 80ft away? That's a bit more certain than stacking power boosted controls IMO.
    You are trying to stack sleeps with frozen aura ? Or are you assuming an Sonic / Ice manipulation pairing ? Unless you are leading off with siren song in the middle of the spawn that hardly seems the best way to go even for that combination.

    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:
    The only one people rarely mention is /elec which will still have amazing endurance management (I think they get +recovery in Might of Thunder as well as in Power Sink), the same regen buff and the ability to drain foes pretty handily if given opportunity.
    There is an entire separate thread about the problems with using electric powers to sap. Just to encapsulate, to have sapping be as effective as a hold or a stun, you need to completely drain end and stop recovery on the target. /Electric can do this in two attacks to a single target, which is functionally equivalent to stacking two stuns from energy or powerboosted control powers from the primary.

    Quote:
    I'm in 'wait and see' mode, if only because I think what is *more* interesting at this point isn't which secondary is the best, but what would a *new* secondary built from the ground up with sustain in mind would look like.
    Its more important to me to have the changes done well this time. I am not looking forward to some UBER pay to win secondary in the future.

    As things stand these changes taken as an aggregate benefit defenders and corruptors far more than they do blasters. It's very hard to decide if the snipe benefit or the non crashing nuke benefit is the better but the combination of both of those for buffing/debuffing ATs certainly seems to outweigh the benefit of the combined changes for blasters. If nothing else they will be able to keep their debuff toggles going through nukes. Nothing like seeing a spawn that is radiation infected and under the influence of enervating field get hit with a blizzard.
  2. Quote:
    Originally Posted by RaikenX View Post
    It dawned on me later that this was slightly incorrect when I posted this. I'd forgotten that /Elec and /Fire already had end management powers in the form of Power Sink and Consume respectively. Still...most of what I said holds true...with pretty much these 2 exceptions.
    Well with mental which has the problem of being sub par unless you tag 5 enemies with it,that is 3 out of 7 secondaries. It's pretty safe to say that the changes to devices aren't boosting it to top of the heap by any stretch of the imagination. Bringing us to 4 out of 7 secondaries, leaving /Energy competing with /Dark and /Ice


    Do you have a redname saying toggles do not suppress when mezzed ? Because if the toggles do, that knocks out /Ice. All that is left is /Dark for /Energy Manipulation and it's pretty clear that /Energy Manipulation gets more from the changes than /Dark does if for no other reason than /energy magnifies the effects of the new non crashing nukes.

    But really this should not be the case. The blaster secondaries needed more than just trying to slap a quick and dirty fix on them, and the poor way the snipe bonus is distributed doesn't help
  3. Quote:
    Originally Posted by Warkupo View Post
    Why would you need Power Boost in regards to Aim to begin with? As far as I am aware, Aim has enough To-Hit by itself that it would not need Power Boost to help it take advantage of the changes to Snipe powers.
    I use powerboost continuously to increase my defense. That was just the best place to put it so it doesn't cut into the damage increase from aim and build up.
  4. Quote:
    Originally Posted by Hopeling View Post
    Yes, when you include Aim and Build Up, you need to spend less time activating Power Boost. But if you're including Aim and Build Up, /nrg's advantage is proportionally smaller, as well.

    If you're cycling Aim/Build Up and also keeping Power Boost up all the time for the defense bonus, you're still spending ~9% of your time activating Power Boost, but gaining substantially less than 20% fast-snipe damage compared to a different secondary. That's the worst-case scenario, not the best: these effects combined could easily leave /nrg with no damage advantage at all! You do get some extra defense from Power Boost, but /nrg is not the only secondary with defensive benefits, either.

    This doesn't mean /nrg will be bad; it's already great and will be getting better. But it's also not clearly nor dramatically ahead of other secondaries, because ~half the advantage of Power Boost is eaten by Power Boost itself, and other secondaries have perks of their own.
    If you are cycling power boost to maintain defense now you will gain the 20 plus percent damage increase from the snipe change and perhaps more.

    I can see I am not communicating this effectively so lets lay it out.

    For the sake of argument lets look at an attack sequence with the I24 changes in mind.


    Assuming an X8 sized spawn bosses on.

    For any secondary with build up.

    Aim->Build up->Crashless nuke->Other AoE attack

    At this point you have removed the minions most if not all of the lieutenants and left the bosses very badly hurt. Next you shift to your single target chain to kill the pesky stuff that is still alive. You can get off 1 super snipe chain and then you are out of gas. You no longer have the plus to hit to keep things going. Its roughly another 15 seconds before you get your fast snipe back.

    That is a giant gap where you don't get your bonus.

    The alternative with Energy is you hit powerboost before the start and again after it is out of cool down. In the case of nukes with secondary effects that power boost will boost stuns, end drain, -recovery you are even further ahead of the other sets.

    Energy simply better leverages the snipe changes than any other set besides devices, but the snipe changes aren't enough to bring devices up to energy's i23 level let alone take it past it. In either case at the high end high recharge level conserve power better enables you to run the snipe chains than the passive recovery powers.

    There is also the matter of being able to fuel the attack chains. If you scroll up I have a sample showing what conserve power does for AR. In the case of leading off with a nuke that will cost 27 end, you pull even further ahead. It's going to be very hard for any secondary besides energy to actually run a snipe chain for an extended length of time without resorting to inspirations, with the possible exception of electric, which has its own issues.
  5. Quote:
    Originally Posted by Hopeling View Post
    And, again, I don't think anyone is contesting that (although I doubt any large fraction of /nrg blasters have perma-PB and use it consistently for the defense bonus).

    Spending 9% of your time Power Boosting means you spend 9% of your time Power Boosting. It doesn't mean Power Boost is worthless, but it means Power Boost is worth less than not considering its activation time and duration might lead one to think, and this means /nrg's damage advantage from fast snipes is not so large as one might think.

    Edit: If you're relying on Aim and Build Up for fast snipes, that works fine too, but other secondaries can do that too. So, again, /nrg's advantage in having fast snipe all the time rather than only part of the time is partially eaten by the need to use Power Boost to do it.

    The point is, there is no way to say "Power Boost is an advantage for fast-snipe" without having to account for Power Boost's activation time, past the beginning of combat (by buffing before engaging). And the beginning of combat is when Aim/Build Up are most used, anyway, so Power Boost's fast-snipe advantage is the smallest there.
    Sorry but you have missed it. They aren't exclusive. Powerboost bridges the gaps that aim and build up leave you with. So when you say 9% it isn't always 9%, it can be as little as 2% and that is at your discrection.

    Personally I do power boost continuously on my AR/Energy blaster and my Fire Energy blaster. It's really something of a no brainer to me to trade the dead time for a 50% to 100% increase my mitigation from defense.
  6. Quote:
    Originally Posted by Hopeling View Post
    Yes.... I don't think anyone is contesting that.

    Spending 9% of your time Power Boosting and dealing no damage is, nevertheless, a significant bite out of the 20% benefit from fast snipes.
    You see I view the net 11% bonus from fast snipes as a free side effect from power boosting my defense.


    Edit to be clear: If you don't feel the need to boost your def with power boost, you can rotate aim, build up and powerboost so you only use it once every 30 seconds
  7. Quote:
    Originally Posted by Hopeling View Post
    In actual game play, your attack chain doesn't fall apart when you don't use Power Boost. Come i24, it will.

    And, again, using at least one click power every 10-15 seconds is a non-trivial amount of time not spent attacking, regardless of whether you find it qualitatively annoying or not.
    It's a Click every 15 seconds and winds up costing you 7% of your available time in exchange for minimally 20% additional damage on you ST chain.

    The important thing to remember is that all these clicks can be clicked before entering actual combat.

    BR->PB->Aim->BU->AOEs->(Single Target Chain+PB)^N

    Even in long combats the loss from power boost is more than made up by having permanent fast snipes and build up.
  8. Quote:
    Originally Posted by DarkSideLeague View Post
    Y
    ...I was under the impression will domination was good for Defenders/Corruptors.
    I would guess that's because it does more damage than the blaster version and they aren't that concerned about stacking the sleep effect.
  9. Quote:
    Originally Posted by Obitus View Post
    I dunno, man. On paper, you're probably right. Energy already had a surprising amount of utility before I-24; the (needless) mechanical quirk of the snipe change only adds to that utility, relative to the utility of other Blaster secondaries.

    But realistically? Managing all of those extremely short-duration click powers (Power Boost, Boost Range, Build Up, Aim) is going to be a PITA. The dead animation time you'll incur in the regular use of those powers shouldn't be underestimated either.

    Someone recently (either in this thread or another) compared I-24 Energy Manipulation to Scrapper Regeneration, and I think that's an apt comparison: EM will give you high theoretical performance potential, but that potential will come at the cost of constant micromanagement.
    Oh no doubt you will have to work for your performance but at least the performance is there.
  10. Quote:
    Originally Posted by plainguy View Post
    Do you know what exactly is changing in Energy to make those comments.
    Why do you assume that I24 changes are needed for those comments to be valid ? Energy currently does things that Devices does not this is still true in I24.

    Quote:
    Your saying Perma snipe but is that based on a click method or always on ?
    Click Method

    Quote:
    Power boost atm does boost your defenses for 7 seconds I think. Is that what your saying or is there something different coming for it ?
    15 seconds per click
  11. Quote:
    Originally Posted by StratoNexus View Post
    I have and use shiver on my Ice/Ice blaster. I would miss it. If they add damage to Frozen Aura, now that would be good.
    Damaging sleeps are just sad. Having one is like being the victim of somebody's practical joke.
  12. Quote:
    Originally Posted by Arcanaville View Post
    I think you're whipsawing between two extremes of possibilities. The base strength of Absorb is intended to be numerically higher than the numerical strength of the +regen sustains because the presumption is that you don't get the absolute full numerical strength in actual play due to the mechanics of Absorb. So they are numerically higher to equalize their value relative to the +regen sustains for normal play.

    Once you leave normal play, the min/max opportunities for something like Energize and Frigid Embrace split: Energize can improve its performance through heightened recharge, and endurance discount becomes more meaningful at higher recharge where offense can burn more endurance. Frigid Embrace can improve its recovery a little through things that buff recovery powers, as nothing buffs endurance discount itself, and it can do much better at improving its defensive strength because it has far more room to improve absorb.

    You seem to be suggesting that either one has to be vastly superior to the other, or vice versa, but I don't see that as being obviously true. I can't actually obviously demonstrate which is better at SO slotting, nor do I see which one will have the ultimate advantage at the very high end of building. For whatever builds you're contemplating, its probably true that one or the other will end up being better, but that's not likely to be consistently true across everyone's I24 builds.
    Well I think you are missing what was the original point which was energy manipulation as a set is going to be the best seconday choice to pair with all the primaries.

    This is based not on the relative strength of the recovery/regen powers which I thought would all be of roughly equal strength. (Mutters about drain psyche(too awesome my foot)). Rather /Energy can provide perma fast snipe and it can greatly amplify the secondary effects of the new crashless nukes.

    Examples.
    PB + Thunderous blast = Everything that wasn't killed now has no endurance and no recovery.
    PB + Blackstar = -65% to hit on everything that didn't die.
    PB+ (Overcharge/psychic wail/Atomic Blast/Dreadful wail/Geyser)= Greatly enhanced stuns all of which can be stacked with stuns from /Energy Manipulation.

    Also /Energy Manipulation gets its end management and regeneration in a single click power that does not require the presence of enemies. This is inherently superior to having it in a suppressing toggle or multiple click powers that require enemies.

    I was under the impression you were tossing out the absorb mechanic in frigid embrace as being sufficiently superior to energize as to offset the other advantages that /energy manipulation enjoys.

    Frigid embrace may well be that much better but not for the reasons you or I thought. Seeing as the absorb pulse is twice the size of the amount of regeneration you could expect from the regen benefit in that same period this implies you would need hits that were 20% or bigger of the blasters hit points and and happened no more often then every 2 cycles of the Absorb shield (assumes absorb shield max at 10% of hp). Now you spoke of leveraging frigid embrace by building for resistance. That is exceptionally painful currently and likely impossible to get 50% resistance across the board on a blaster let alone get the high levels mitigation blasters get from defense now.

    What you can do is build an ice blaster for defense to space out the hits and leverage Frigid Embrace by taking Aid Self. I am assuming that the Absorbed message for an attack doesn't produce an interrupt for the player if that is the case Frigid Embrace effectively removes the interrupt that makes aid self near useless in combat against enemies with large amounts of damage over time.

    Also as a note the greater regeneration that is coming in I24 dovetails very neatly with the ability to get very high levels of defense using power boost. /Ice Manipulation would likely do better with regeneration as well simply from all its minus recharge. Unfortunately frigid embrace's -damage which would be helpful only applies in melee range when the enemies in general have higher damage attacks.
  13. Ar/En hands down.

    You get the permanent snipe.
    You get buildup.
    You get boost range so you don't have to worry about short cones.
    You have power boost so if you build for defense its very easy to do it well.
    You get the endurance discount which will let you run the best AR chains which devices won't

    If you like taking time and laying mine fields though /dev is for you.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It's a basic design philosophy of the game that ATs have different scalars for different things and that the powers change based on that. Pseudo-pet powers are a semi-exception since it is apparently a major PITA to have them change per AT. As such the devs have generally limited those changes to situations where the power in question was clearly over-performing on certain ATs (see: Fulcrum Sift for Controllers).

    Powers like Blizzard aren't considered as problematic to overall game balance so they tend to get left alone but nothing I've ever seen shows that the devs consider that to be WAI. It's just not a big enough problem to warrant the effort required to fix it.

    In any case based on the new Poison Gas Arrow it looks like the devs have a better solution for creating these powers going forward for which I at least am thankful (I HATE it when systems have discontinuities in their pattenrs)
    Well you must hate the entire system for nukes then. All of them violate the damage/recharge rules and still will even when they are made crashless..

    So in this case it's which discontinuity gets fixed.
  15. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Sure they can. They'll be wrong but that won't stop them from claiming that the cheese was moved.
    I am sorry but this has been in the game since what I1 for defenders ? Have the developers ever so much as said this might be wrong ?

    Is it a known issue ?

    At what point does it stop being the player's responsibility to intuit what the developers are going to think is wrong and becomes the developer's responsibility to provide timely notice ?

    If they change it now they will be moving the cheese. At least with the Hami Os they always said it was a known issue, even so I am certain that a good number of people just threw up their hands and said time for something else when that change was put in.
  16. Quote:
    Originally Posted by Arcanaville View Post
    It can be significantly worse. The base absorb pulse is going to be 5% of blaster health refreshed every 3 seconds, enhanceable to about 10%.

    Without stacked resistances many attacks hit for more than 10% of blaster health; those will eat up all the absorb and then hit the blaster's base health. On the next tick, the absorb shield will go back up but the damage done past the shield will only recovery at normal recovery rates, not the very high absorb rate. If you end a fight with half health, you'll start the next fight with a strong absorb shield and still about half health.
    Well if that is the case, and given the lack of blaster access to meaningful levels of resistance to anything but smash/lethal, it just helps make my initial point "Energy Manipulation or you are doing it wrong". Energy gets regeneration and has the built in means to leverage it with defense.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Or, as I mentioned when mentioning Absorb numbers, its because on average Absorb's efficiency is going to tend to be less than 100%, at least insofar as the devs believe (and its a reasonable belief) so that will tend to balance out. Where it will not balance out is in people who actually try to optimize their builds to leverage absorb.
    If I understand the Absorb mechanic correctly its a pulsing virtual hit point shield. Every cycle you get a refresh of a fixed size hit point buffer. In the worst case that looks slightly superior to an equivalent fixed amount of regeneration per time.

    It should be especially powerful for characters that have been hit with DOTs because they will be impacting the shield without causing an interrupt.

    Quote:
    I assumed balancing with SO slotting, where the average blaster primary generates approximately 1.0 DS/sec and burns about 5 to 6 eps, with 0.333 end reduction on average and is in combat approximately 75% of the time within a mission. The in-combat ratio is significant when comparing recovery to discount because discount can only work during combat while recovery can continue to increase endurance during inter-combat travel. The more endurance you burn and the faster your offense is accelerated, the better discount looks relative to recovery. But there are other offsetting factors that complicate this comparison at higher end builds, such as the fact that there are incarnate powers that apply both +recovery strength and +end discount, both of which increase the benefit of recovery powers relative to discount powers (the latter by diluting discount). For example Musculature Radial would add at least 0.17 eps recovery to a blaster with +recovery sustain (it depends on whether the demonstrated blaster had sustain slotted or unslotted for recovery, if it was unslotted this would be closer to 0.33 eps).

    A specific hitch at the high end is that while Spiritual Core might be the obvious Alpha choice for most Energy Manipulation blasters (assuming survival was being optimized) for Ice, say, Vigor might be the logical choice: it has more +heal strength than Spiritual and Absorb is fully enhanceable. Vigor Core also has significant endurance reduction. So the question is whether Ice with Vigor's discount and CE's +recovery ends up similar endurance management-wise, all other things being equal, to Energy's unenhanceable Energize discount.
    I see where you are coming from but the incarnate abilities tend to overwhelm non incarnate build problems. Personally I spend most of my time playing exemped below the incarnate levels. A fully incarnated blaster really doesn't need fixes, its just a different flavor of incarnate.
  18. Quote:
    Originally Posted by Obitus View Post
    A ~30% nerf to Corrupter Rain of Fire? Oh, the rage would be epic.
    Forget that the upset over Blizzard would be Super Colossal
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    A lot of the forum crunchers who sing the praises of DP do actually use it. What you have to remember though is that they sing its praises when used with a really high end, top of the line Blaster build.

    It is legitimately very good in that situation but it's a power that you really have to design your build around if you want to use it to good effect.

    The situation is a very limited one. People that are using those highly optimized builds can have their play style broken by adding people to the team. If they are deprived of their insp flow they wind up with a much more restrained play style.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Setting aside the judgment of the changes announced to date, I don't think it would be reasonable to assume /Ice would be getting significantly less recovery. The intent is for the sustain powers to all provide very strong recovery, or in the case of energy endurance discount.
    Well if /Ice gets a much larger HP Recovery/keep tool and its get a similar recovery tool that implies a few possibilities, /Ice was thought to need more ,it is a bad balance decision or it was meant to mess with people.

    Quote:

    Incidentally estimates suggest that if blaster energize has a similar endurance discount to melee energize and a similar endurance cost, its net endurance management effect when used perma would be comparable to a power that offers about 1%/sec of recovery which is in the ballpark of the recovery value of Field Operative.
    I don't know how you arrived at that, here is what I have for my planned AR/EN in I24

    Code:
    Power       Base end  pct red Cycle           End/Sec   Cons Pwr
    Burst              5.2    0.69       4              0.77       0.57
    Slug              8.53    0.69       4              1.26       0.93
    Sniper           14.35    0.75       4              2.05       1.53
    Build Up           5.2       0      26              0.20       0.13
    Boost Range         13       0      30              0.43       0.27
    Power Boost        7.8       0    17.5              0.45       0.28
    
    
    Toggles
    Combat Jump       0.07       0                      0.07       0.04
    Tactics           0.39       0                      0.39       0.24
    Weave             0.26   0.265                      0.21       0.14
    Scorp Shld        0.33   0.265                      0.26       0.18
    Maneuvers         0.39   0.265                      0.31       0.21
    Assault           0.39   0.265                      0.31       0.21
    
    
                                          Total         6.70       4.73


    This is running the snipe attack chain and using 59.6 % for the end reduction from energize and assuming energize has no cost to activate. The actual attack chain is a little faster than what I am using here so the benefits of end reduction are actually a little greater.
  21. Quote:
    Originally Posted by StratoNexus View Post
    I am curious why you think that. /Dev and /Ice are the only two secondaries that lacked end management; since /Dev is getting some added, it seems reasonable that /Ice would get a similar amount.
    I was using /Dev as the baseline for the combination or regeneration and recovery. Dev has the end management with the new cloaking device.

    Quote:
    You could be right, but I am curious what makes you think /Ice is going to get considerably less, since I see no obvious reason it should.
    Well simple balance reasons. /Ice is hardly a bad secondary to begin it hardly needs a larger HP recovery/loss avoidance power than everyone else.

    Quote:
    I am kind of sad that /Fire and /Dark are going to be left with the long recharge end management powers and I am sure I will lobby for a change (again).
    This is a really big problem with many of the changes. Endurance recovery/management powers that don't need enemies or can be left toggled on are significantly better than those that need enemies and require combat time to use.

    I don't know if its deliberate but it seems like much of the changes are meant to upset people's apple carts and leave them dissatisfied with the blasters they already have.
  22. Quote:
    Originally Posted by Arcanaville View Post
    I don't know what Frigid Protection is getting in terms of endurance management, but Field Operative (aka Cloaking Device) was demonstrated as delivering about 1.53%/sec of recovery, which is significantly more than slotted quick recovery. The net recovery shown with stamina and field operative was about 4.11%/sec which is more recovery than my incarnate SR scrapper has with Agility Core Paragon.
    If we use cloaking device as the baseline, then it would be reasonable to think that it would be getting considerably less. I don't consider this a prediction because it is pretty clear that the buffs to the blast sets/blaster secondaries aren't being done all that well.



    Quote:
    Power boost does help defense, but its extremely difficult to perma, and because it doesn't affect defensive set bonuses its contribution to defense buffs on an energy blaster is actually not usually that high.
    To truly perma yes, to get up to 90% + levels of availability not so much. Just looking at my Ar/energy/mace I get +6% def to everything, and roughly 14% def to s/l when it is active.

    Quote:
    Boost range is probably the least appreciated energy manipulation power, but I can't imagine lots more people falling in love with boost range in I24 over now.
    Boost range is a gem for those that leverage it. Prior to I24 I used to give mental the edge over /Energy because it had a cone with good range and the only health/endurance recovery power available for blasters. Energy always made short cones into long cones but didn't have a health/recovery power.

    Quote:
    I certainly like energy manipulation: I've been saying its the most balanced blaster secondary in terms of having the best mix of abilities from blapper to ranged blaster since probably my first week on the forums, but I don't think any generalist set like energy can really be fairly considered multiples better or stronger than the other more specialized secondaries.
    Multiples ? I was only thinking in the range of 25% to 50% but on a very steady and consistent basis. Perma fast snipe, end management to run the snipe chains, best use of the nuke changes. In the cases of devices or possibly /mental it might very well be more than 100% as effective.
  23. Quote:
    Originally Posted by Leo_G View Post

    IMO, /Energy is probably best suited for cone focused sets like Dark Blast and Assault Rifle but doesn't go badly with any particular set (it enhances them all, really). Still, a Rad/Energy probably won't be even half as good as my Rad/Dark if only because Soul Drain synergizes way better with Irradiate and Atomic Blast both.
    I don't know how you are playing it, but standing in the middle of a spawn and firing off a two and a half second soul drain is going to need considerable levels of defense to ride out. Especially true when you are following up with a 3 second cast nuke. Even if you can consistently max out soul drain you are missing the synergy of power boost and stunning melee attacks from energy with radiation's stuns.


    Quote:
    But /Ice has more mitigation outright. Not bagging on /Energy, but even now /Ice has more. But it has less offense than Energy but you're not really talking about that. With the absorb, defense will be good but resistance will be just as good if not better since you have a means to slow down the enemy's attacks (all of them if you need to). /Energy doesn't have that capabilities by itself, it can only improve upon what other sets have.
    To say /energy just improves on other sets is to damn with faint praise. /Energy also has the advantage its offense is also its mitigation as well. Stun+Total focus = neutralized boss.
  24. Quote:
    Originally Posted by Arcanaville View Post
    If /Energy is making out better, its probably not by that wide an amount. As I mentioned, /Ice is getting the Absorb toggle, but while regen effects are being targeted at 1%/sec half-enhanceable, Absorb is being targeted at 1.67%/sec fully enhanceable. That's a high enough absorb to make it easily the equal of perma energize, even factoring in power boost.
    Energize will also be providing /Energy an incredible end management tool. Is the extra benefit from absorb, outweighed by easily softcapped defenses and the ability to fight at extreme range ? For enemies that have more melee attacks than ranged you would think so.

    Quote:
    I think power boost has always been a bit underrated, but its not getting any stronger in I24. It is getting a few more things to boost like Sonic's nuke, but /Energy is also mostly single-target focused while /Ice has and will be getting better at AoE mitigation. AoE mitigation is more difficult to leverage today except for high end builds, but in I24 blaster survivability could increase high enough to put that in play. And /Ice in particular has a path to very strong mitigation if Absorb can be fully leveraged.
    /Energy already has that very nice ability to softcap defenses by leveraging power boost. I think you are missing just how strong the new secondary effects it has to play with. 20 second mag 3 stuns, 20 Second holds, -60% to hit for blackstar, and powerboost and Thunderous blast give electric blasters what they have been asking for, a meaningful way to sap an entire spawn.

    /Energy was already a top two contender before the changes, I just don't see anything that got enough boost out of them to come from behind and overtake it.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Actually, I've been thinking about rolling Sonic/Ice when I24 rolls around. Its one of my candidate test combos to level during the beta: I have a feeling its going to be an incredibly tough build.

    Don't get me wrong: I think Energy Manipulation is getting a great deal in I24. But just as I think people couldn't see past the perma /devices thing initially and I had to actually point out what Energy is going to be able to leverage, I don't think the other secondaries have been given fair shakes yet either. More than double the slotted absorb that energy is likely to get in regen and healing, plus a much wider chilling embrace, combined with the current strengths of ice patch and an almost cheating level of stacking sleep past 38, plus a non-crashing dreadful wail, sounds like one of the more interesting I24 combinations coming up.
    Don't get me wrong either other secondaries won't be unplayable anymore than they are unplayable now. Energy is just getting a triple/quadruple play that puts them to shame.

    Even with your example of Sonic, Sonic /Energy now has a non crashing power boosted AoE mag 3 stun that also is a nuke and reduces the resistance of everything it hits. Then you can just stack a stun on anything not yet deceased.

    The new nukes really solve energy's old problem of the lack of that extra AoE and then goes even further for those with secondary effects.