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Quote:The primary value of Afterburner is that it provides a slot for LotG recharge and it's one of the better 'panic buttons' for personal defense.Can anyone who's trued this power tell me if it's worth it? It sounds nice for zipping around the city faster than regular flight, but is it really worth losing a more useful power?
If I'm going to take Fly at all on a character, I also take Afterburner. If I'm not going to get Afterburner, I won't take anything except Hover (if that) in the Flight pool. -
Quote:A good way to think about the alpha slot is to ask yourself: if I cared so much about it, why didn't I slot for it?First, I am curious, explain how cardiac is normally a bad choice for those without resist armor? I don't see the connection at all and have used it both on my Illusion/TA and MM and both seem fine with it. I had never heard that before and just wondering.
Almost none of your powers are remotely near ED limits for endurance reduction. So if you want endurance reduction, you can simply add some slots and fit them with end red IOs.
Most builds are that way. Which is why you generally choose your Alpha slot based on things you can't just slot for - because you're already pushing the ED limits.
The reason resist-based melee take Cardiac is because they're pushing the ED limits on resistance - the endurance reduction portion is merely icing on the cake. Most builds go for either Agility or Spiritual for recharge because almost everyone is pushing the limits on recharge.
Or consider an Ill/TA. Presume we won't be going for recharge. Why choose Cardiac over Vigor? If you've got 45% end reduction from Cardiac, nothing else it gives is particularly worthwhile. If you've got 33% end reduction, you're combining it with damage resistance (not useful), range (marginally useful) and fear/stun/intangibility.
But at 33% end reduction, Vigor gives healing (not particularly useful) combined with accuracy, fear, confuse and sleep (all of which range from somewhat to exceedingly useful).
Quote:And why Spiritual? My recharge rate is already at 150% which is more then even my blaster who rarely has recharge issues.
Given your slotting on Twilight Grasp, you might be better off with Agility for recharge (since it will probably give you another 5% or so defense from the toggles).
Quote:As for Power Mastery, when he was a Storm/Dark Defender, I chose power mastery as the epic and rather liked the conserve power.. the problem here is I have found especially using fire that other then the slow patch and minor stun.
Fire Blast also tends not to have a runner problem because if they're low enough to run, you can probably just kill them with a single nuke.
Quote:What about Mu Mastery? It also has a Conserve Energy, the shield is better (S,L,E where as Temp Inv is only S,L) and a single target hold which.. is better then nothing I suppose. -
I'd say you should look into taking Power Mastery and Spiritual. Cardiac is normally a bad choice for anyone who doesn't have a resist-based armor set, and recharge is pretty important for everyone (especially when you've got relatively long recharges on core powers like Tar Patch and Rain of Fire).
Power Mastery gives you Conserve Power. While it can't be made perma, having it up half the time will likely solve all your endurance woes. Power Mastery also grants Power Boost, which has significant benefits both on the defensive and offensive fronts even though you'll only be able to use it about 25% of the time.
In terms of powers/slotting:
Fire Breath - I tend to skip this power since it's the third best AE and by the time you get around to using it, you tend to be left without the mass of minions necessary to make it preferable to single target damage. Since it doesn't really give you much in terms of slotting options either, it's a pretty good way to save a power slot.
Tar Patch - You really want to bring the recharge on this power down as far as possible. At 90 sec base, it's not going to be up as often as you like even with recharge slotting. The -recharge proc is probably a waste. Nothing is going to live long enough in the patch for it to matter - either they're too weak (and can't cycle all their powers before they die anyway) or they're too strong (and will simply walk out of the patch).
Shadow Fall - I generally 6-slot these types of powers, half for defense and half for resistance. This makes it a lot more end-friendly while making your build a bit more team-friendly (Psi resistance is one of the few team benefits Dark brings that other people will actually care about). -
The value of converters would probably be best expressed in Merit points, rather than influence since you can convert the two currencies only in one direction.
If you want to calculate the expected value of converters for a given approach, fire up your spreadsheet and it probably has a function for 'geometric distribution'. This is used to calculate the average number of trials you'll need (presuming the chance is equal - which I think it is).
However, there are two somewhat fuzzy situations where converters really pay off:
1. If you need a complete set where some elements are far more expensive than others. If you want a complete set of Miracle, it's a lot cheaper to buy the cheapest enhancement of the set repeatedly, convert your way to 4 - 5 enhancements in the set and then just buy the last 1 - 2.
2. If you're looking for specific purples. Due to the enormous price on purples, the relatively small number of potential sets and the fairly cheap nature of out-of-set conversions, getting a +3 def global PvP enhancement will almost always be cheaper if you buy some unwanted PvP purple and then convert out-of-set/in-set until you get the +3 def you wanted.
And, of course, if you've got nothing better to do, you should probably monetize your converters by simply performing conversions of the #2 above and then selling the resulting high value purples. -
Quote:Against large spawns, you don't need all that much time. Against single targets, Kinetics takes up an enormous amount of time. As for other power sets, the only power sets that are remotely comparable to the time investment for Kinetics are the healing sets - and that's only if people are taking damage. Most of the other sets throw a debuff or two at the beginning of a fight and then do nothing but nuke.1) I've played several troller/def/corr kins and never have had problems finding time to use my other powerset.
Quote:2) Your team doesn't need any Kins, but having more than one certainly won't hurt. No player is perfect, and everyone isn't always in position to be buffed; also there isn't always a big spawn around throw FS at. More than one Kin will increase the chances that the team stays damage capped all the time.
Quote:3) Controllers haven't done most of their damage through pets since Issue 4.
Quote:4) My corr doesn't spend less time using Kin powers than my def. I use the Kin stuff first then spend the rest of the time blasting. Its the same either way.
Quote:5) One Kin def/corr can damage cap the team; neither has significant advantage there. The def will do slightly better on the other buffs/heals, but not so its noticeable. The corr will do noticeably more personal damage due to a higher damage cap.
Solo, this becomes particularly noticeable since Siphon Power will constitute a dps loss. As a result, while a Defender easily caps their damage and still has plenty of time to nuke, the Corruptor can either cap damage or nuke - but can't do both very effectively.
Quote:6) Kin is a great set, but calling it the most powerful buff/debuff set is absurd given its relative lack of debuffs. Define your metric. Personally I'd take Cold over Kin on most teams; the living out-damage the dead.
And I don't know anyone with any sense that would ever take a Cold Dom over a Kinetics unless they already had a Kinetics on the team. People can fix their own defense problems pretty easily. It's incredible hard to cap their +damage and effective self-healing is rare outside of a small number of buff/debuff sets.
Quote:7) Kin has powerful offense, but is fragile; it synergises well with sets that provide significant mitigation of some kind (part of the reason I like it with Dark).
In terms of Dark, the reason it doesn't synergize particularly well with Kinetics is that you can simply wipe out most of the spawn before it gets a chance to do serious damage - if you take a power set that has significant AE damage (ie: not Dark). Couple this with the lack of a heavy attack in Dark to exploit the limited time frames you're using, and Dark isn't a particularly good match. -
Kinetics runs afoul of two major difficulties:
1. You don't have much time for your other power set.
2. Your team only needs one.
The first tends to favor Controllers, who simply let their pets do the damage. Unfortunately, builds such as Fire/Kin have been falling out of favor because it's relatively difficult to keep the pets alive in tougher environments and Speed Boost no longer works on pets.
The first also disfavors Corruptors. If you simply flip a Corruptor */Kinetics build to a Defender, you get a build that also matures much faster but does essentially the same damage because you need to spend less time activating Kinetics powers and can spend more time nuking.
The second one favors Defenders. A single Kinetics Defender is all the Kinetics any team/league really needs. A single Kinetics Corruptor/Controller is about 75% of what they'd like and if you bring a second Kinetics, you'll be wasting most of the value of that second player's set.
Kinetics is far and away the most powerful buff/debuff set, so you can pair it with anything and you'll still have a pretty powerful build. However, it is actually synergistic with very little - playing anything with Kinetics means you're primarily a Kinetics with some other powers you use from time to time. -
Quote:Time's Juncture reduces hit by 12.5% and damage by 20%.Your number, 60%, is wrong. This isn't an opinion, it's a fact. I'll let you do the homework but I'll help you this much, these are the only other powers that debuff -tohit and -dmg:
Darkest Night reduces hit by 15% and damage by 30%.
Fearsome Stare reduces hit by 15%.
Siphon Power and Fulcrum Shift both reduce damage by a stackable 20%.
Radiation Infection reduces hit by 25%.
Enervating Field reduces damage by 20%.
Hurricane reduces hit by 30%.
Heat Exhaustion and Benumb reduce damage by 50%.
Poison Gas Arrow reduces damage by 25%.
The only power worse by the numbers would be Flash Arrow (5% hit debuff), but Flash Arrow doesn't aggro mobs, reduces their visibility and can be used from long range.
So apparently you're the one who needs to "do the homework" since - as I indicated - Time's Juncture has poor values compared to similar debuffs in other sets. Couple this with a heavy endurance cost and the need to stand continuously in melee range... well, you get a not-very-good power. Now, if you had some other reason to be in melee range, it's a power you'd take because it's the best option you've got.
But you don't have any good reason to be in melee range. Your offensive powers work from range. You have no other powers in Time Manipulation that require melee range. Indeed, most of the time when you actually use Time's Juncture as a Time Manipulation Corruptor you're going to increase the damage you take because you've got enemies unimpededly swinging their highest damage attacks without interruption and the -hit isn't markedly changing their chance to hit you.
Quote:The -speed is certainly not wasted because DF itself is not enough to cap debuff speed. I suppose you could slot slows in it but then that's a spot that could have gone to a proc.
Even if you didn't slot it for slow at all, you still don't need Time's Juncture because either Rain will cap slow in conjunction with Distortion Field. -
Quote:If anything, Mid's overstates Inferno and understates Blizzard.Both Blizzard and Inferno will wipe a spawn, the end result is the same. Just because Blizzard shows more damage in mids doesn't mean it's better than inferno at wiping a spawn.
Inferno does an average of 316 damage. It has almost no chance to Scourge - and even if it did, Scourge adds only trivial amounts of damage (since the only part of Inferno that can Scourge is the guaranteed 42 upfront damage that you're applying to a previously unengaged spawn). Throwing an Inferno will leave most of the lieutenants and all of the bosses still standing.
Blizzard does an average of 508 damage. It is almost guaranteed to Scourge since the damage occurs over time. It carries with it a -hit debuff significantly better than your beloved Time's Juncture. It also keeps anything without knockback resistance flopping around. Even without any significant boosts beyond just slotting it for damage, it will wipe out all of the minions and lieutenants - while crippling the boss's ability to act.
If you actually boost both attacks up to the point where Inferno has a decent chance to wipe out all the lieutenants, Blizzard reaches the point where it will annihilate all of the bosses as well (something that Inferno won't do even at the damage cap).
Quote:Time's Juncture is one of the best powers in Time Manip and the mere fact that you're dismissing it is terrible.
Quote:Protects you from defense debuffs.
There are reasons to go into melee. But your only reason to enter melee is so you can debuff them to the point where you can potentially survive at the range at a much lower rate than if you had simply not gone into melee in the first place. You aren't any more effective because you foolishly decided to step into melee range.
Quote:Allows for highly efficient herding. Due to the fast tick rate and large radius of Times Juncture it is quite easy to quickly herd up multiple groups of enemies.
The only reason to 'herd' is when you've got ranged-only enemies and a convenient wall. But actually running around the room? Why would you waste the time (and put yourself at great risk)? Even Tankers have ranged AE these days. Just blast them with a ranged AE or two and take two steps behind your wall. If you've got a Rain, you don't even need to step out from behind the wall.
The ranged-only enemies will run to the corner you're ducking behind - and smack into your Distortion Field, which condenses them as tightly as you need. -
Quote:I'm not sure where you get the idea that eeking your way to 45 S/L confers some sort of invulnerability. It doesn't. There are spawns that 50+3 Tankers leap into and have to stay on their toes to survive. Virtually every high level spawn can rip through merely soft-capped defense like it isn't even there due to accuracy buffs coupled with defense debuffs.Mezzes and rchg debuffs are largely superfluous when you're softcapped to everything.
In any case, Ice/Time can hold AVs - hardly 'superfluous'. And it debuffs hit.
Quote:Explain to me how Frost Breath and Ice Storm are more "devastating" than Fireball, Firebreath, and Rain of Fire.
A Time Manip really shouldn't be nuking unless you we're running an extremely specific build with ageless, but even if you were blizzard and inferno are even enough.
Especially as Time. You have zero toggles from main sets (that you'd bother taking) and ~20% defense before you add in the primary -hit debuffs. Once you've dropped Blizzard, you've essentially paralyzed/killed the entire spawn so you don't really need to do much but watch.
Quote:This honestly makes no sense. Both powersets need their lvl 1 power, t3 blast, aim, rain power, and then optionally take breath/nuke powers. All of those powers are more or less going to be slotted the same way. Fire then has fireball and Ice has Freeze Ray, Fireball being non-optional and Freeze Ray being optional. Are you really saying /having/ to take fireball is a disadvantage? And if you're rolling Ice Blast and not taking Freeze Ray, why did you roll Ice blast in the begining? The statement just doesn't make sense.
The power you save is the fairly weak Time's Juncture that Fire needs for survivability but Ice does not. -
Fire/Time does about 10% more single target damage than Ice/Time.
Ice/Time is more survivable, has more devastating AE damage, is easier to slot effectively and requires fewer powers to make it function effectively. -
Quote:Compared to what? A Blaster isn't going to match a Brute, Scrapper or Stalker for single target dps. The pets from Mastermind/Controller can easily outperform a Blaster on a single target.Blasters can be built to have great sustained dps and/or survivability.
On the survivability end of the scale, a Blaster will never be remotely as survivable as archetypes with armor or certain buff sets.
So what you really seem to be saying is that Blasters can be built that aren't completely gimped in those categories. Which is certainly true. But hardly the point. -
Quote:I'd argue this list asks all the wrong questions. You're trying to figure out how to build the 'least bad' Blaster for the things you want to do rather than trying to build the best possible Blaster for the things a Blaster does well.
- Taking down a Rikti Pylon
- Soloing the ITF
- 3 Man Statesman TF (for the sake of argument you've got a TW/Willpower brute & Earth/Thermal controller along for the ride)
- Soloin the DA arc on +2 x4 (or more)
Blasters are primarily about burst damage, not sustained dps or survivability. While you can debate the utility of this specialization, trying to build a Blaster for the tasks you really should be doing on your Brute is a bit like trying to build the best Scrapper for healing others. -
Quote:Huge piles of influence are only necessary if you need enormous amounts of recharge. About the only real benefit you'll see defense-wise is the ability to slot the PvP global.1) Is it possible given huge amounts of inf. to softcap positionals on dark or kinetics?
For Dark, you've got a small defense buff (Shadow Fall) and about twice the -hit that Time has. So you're probably going to not going to bother soft-capping all positionals, but instead try to get relatively close.
For Kinetics, you've got neither a defense buff nor -hit debuffs. But you do have rather significant -damage debuffs. So you're probably going to want to get within a purple's reach of soft-cap and then just concern yourself with surviving the hits (and healing up from them) rather than trying to dodge them all.
Quote:2) Which would do more damage completely IO'd and incarnated out? (I ask this question because even when I was playing my fire/time before I was constantly chasing more dmg.)
Quote:3) Would a Defender be a better choice for these combos for me given their higher buff and debuff numbers? (I searched and read extensively on this and it seems fire is still better in almost all cases on a corr....but Id like some assurance...)
For Kinetics, the better buffs/debuffs coupled with the sheer busy nature of the set means that a Kinetics Defender will generally be both more survivable and harder hitting than a Kinetics Corruptor. Once you get the Lore pet, there's really no contest.
Quote:4) Finally, which of the three (fire/time, fire/dark, fire/kin) would be best at soloing AVs and GMs given huge amounts of inf.?
That being said, Dark is not one of the better "solo an AV/GM" sets because the primary damage increase (Tar Patch) is often negated by AV/GM simply running out of it.
Kinetics doesn't so much solo AV/GM as it watches the hyper-buffed Lore pet solo the AV/GM. Something to remember about Kinetics is that it's pretty much the only Corruptor secondary that has absolutely no buffs related to personal survivability (and even its debuffs related to personal survivability take some setup time). So any time you have to deal with anything unanticipated or spur-of-the-moment, you tend to get crunched. -
Quote:If you claim that Fire does more damage because it has additional damage rather than debuffs/control, then the only set balanced against Fire is Ice. All the other sets do markedly less damage even if you ignore the additional damage from Fire's burn effects.1) Not every set has to be as powerful as fireblast. Yes, some sets do need a bit more oomph, but overall, not everything needs a damage increase.
The only set where the debuffs potentially make up for low damage would be Sonic. Even then this is only really true for the Defender version of the set, it only works when you have a low involvement buff set (such as Force Field or Sonic Resonance) and then only against a single hard target in a team/league setting. If you're willing to accept all those tradeoffs, then Sonic Blast can be fairly useful.
Quote:3) Other powers. A scrapper is in the thick of things, dealing damage and taking it. A corrupter can stand back and blast. This means for them, range can be surviability.
But this really isn't about "Scrapper vs. Corruptor". It's about the fact that the various blast sets aren't remotely balanced. -
Quote:Actually, he was talking about the debuffs on the blasts. And I pointed out - twice, no less - that even accounting for those debuffs doesn't justify the disparity between various blast sets.I'm not one to argue with numbers but if you read later in the post I'm pretty sure you'll see that he's talking about debuffs balancing that a bit. So if you were to take your numbers and change them for something like freezing rain being present the numbers might not be so drastic.
Quote:Also I know this is the corrupter forum but proving that two average sets have a scrapper doing a lot more damage than a corrupter seems less useful to the general point being discussed ie range vs melee set balance. I imagine using blaster numbers would be more fair to that comparison.
Quote:In general there's a lot of proving to back up anecdotal statements in a lot of this thread.
If you have a rotation you believe is competitive with Fire Blast for a Corruptor, we'd love to hear what it is. Maybe we missed something. But there really isn't any reason for someone to write a complete guide to every blast set available just so you can be spared the bother of looking it up. -
They lag behind Ice Blast if you consider everything.
Ice Blast doesn't have an continuing burn effect. It has -hit/-recharge/-speed instead. Is -hit/-recharge/-speed such an abysmal secondary effect that it justifies doing double the damage of a set with -defense?
Quote:Utter bullcrap. Unless you can mathematically PROVE that corruptors deal an average of 50% less damage compared to a scrapper, stalker or brute, that statement is pure bullfeces.
An Energy Blast Corruptor has a rotation of Power Bolt (35.1 dpa), Power Blast (37.0 dpa), Power Bolt, Power Burst (39.4 dpa). The total is 37.1 dps.
The Corruptor averages 30% from Scourge while the Scrapper averages 16% from criticals. The result is that the Scrapper does 53% more damage than the Corruptor.
Note that Energy Blast and Martial Arts are fairly 'stock' sets with no exceptional features (germane to our discussion) here. They both fall in the middle of the performance spectrum with regards to single target damage. -
Quote:Fire and Ice are relatively balanced with one another in the manner you believe. Subtract the burn effect from Fire and you get Ice Blast with different options (Hold vs. Snipe/Targeted AE).If you buff all the other blast sets up to the damage output level of Fire Blast, all the other sets will then be overpowered, because they will have the same damage output plus secondary effects. It's the whole "be careful what you wish for" scenario, because if the other sets were buffed to be equal to Fire in damage.....Fire would then be the WORST blast set because it offers absolutely nothing else.
But everything else lags way behind. It's not so much an issue of raising the damage so they're competitive with Fire - they're not even remotely competitive with Ice.
Originally, you could argue that this was balanced due to recharge and endurance use. Fire and Ice burn through end a ton faster than other sets do. You need perma-Hasten levels of recharge to actually run their high dps single target cycles or make good use of their Rains.
In the modern game, these 'limitations' aren't really limitations at all. You've just got two sets that dramatically outperform the other sets - and one of those two sets that performs the core task of a blast set (dealing damage) a lot better than the other. -
Quote:Three caveats to this principle:fire probably does better damage solo, but on teams sonic will do more as the debuff to Res will make your teammates do more damaage.
1. It's only with single hard targets. If you're running a mission with an AV, Fire will bring dramatically more damage to the table throughout the course of the mission since the bulk of damage being dealt is AE (where Fire does 4 - 5 times the damage of Sonic) to minions and players independently engaging the stray targets without piling on a single target. Only once you hit the AV will you be able to stack the debuffs and gain an advantage over Fire.
2. It only works if you have a low activity secondary. Every time you stop nuking to do something else during that AV fight, the impact of your resist debuffs is hurt. That's why Sonic/Sonic is such a popular combination - Sonic Resonance requires you do almost nothing during the fight, so you're free to endlessly lay in with nukes.
In contrast, Fire Blast doesn't suffer all that much from interruption since it merely skips the worst part of its rotation. A sequence of Blaze/Fire Blast/Something Else is nearly as damaging as Blaze/Fire Blast/Flares.
3. A Sonic Attack Corruptor is almost always a poor choice because while the actual damage dealt by Sonic Attack is less for a Defender, the debuffs are 33% larger. If a Sonic Attack Defender and a Sonic Attack Corruptor are both independently chain-nuking a target, they'll reduce the target to 50% at approximately the same speed (past 50%, Scourge gives an edge to the Corruptor). Coupled with the fact that the buff/debuff set is also going to be better for the Defender version, if you want to play Sonic Attack you almost always want to do so as a Defender.
In terms of other power sets, Ice Blast is a solid option to Fire. You'll have lower single target sustained dps, relatively similar AE dps in most situations (since both Rain of Fire and Ice Storm are overkill) and will be better solo/picking off runners due to BiB's superior Scourge performance.
Archery is also a possibility, but you'll only really outperform Fire in scattered AE situations (where you can't fully leverage Rain of Fire) and with Trick Arrow. -
Quote:You're spiraling into ridiculousness right now. Aside from the fact that you cherry-picked a single, pointless fight to demonstrate the superiority of your ideas, you didn't even pick one that did.You don't appear to know what weakened hamidon is. Suffice to say that if you're hitting it with blaze, it's hitting you with three mitos worth of untyped damage, and I'd like to see the fire/rad build that can stack mag 16 control in the first place.
Let's review:
1. The Fire Corruptor can stack mag 16 control even better than the Widow can because he's got access to the same ability (Dominate) and better recharge.
2. The Widow's defenses are ignored by the mitos. In contrast, the Fire Corruptor can still debuff them to reduce the likelihood of being hit and amount of damage.
3. The Fire Corruptor can self-heal. The Widow can't.
4. The Fire Corruptor can do more damage even without Blaze than the Widow due to the combination of buffs/debuffs.
5. If range is a concern, the Fire Corruptor also out-ranges the Widow due to the ATO and snipe.
Quote:I haven't listed every single thing a ranged fort can do because I feel that much of it is obvious. Apparently not. I'm still not going to make a comprehensive list, you can figure it out for yourself, or not.
1. A poor single target nuke that also has -recharge.
2. A poor single target nuke that also has knockback.
3. A poor single target nuke that also has immobilize.
That's it. That's the complete list of everything that goes into your attack chain that you'd be skipping. A set of powers that players generally skip unless forced to take.
Quote:If you don't see the value of having a complete ranged chain in high level content, I don't know what to tell you.
You like your build. We get it. But don't try deny the facts. You do poor damage and there are very few fights in the game where you wouldn't be far better served by closing into melee and dishing out 50% more damage.
Quote:*Since I know you're not going to leave well enough alone, here are just a few of them: blue patches, pink patches, suffer in silence, essence duty, arrest mode et al, nova fist, almost anything Antimatter can do, mito damage and debuffs, famine debuffs for most secondaries, mag 30 stuns, overwhelming damage or debuffs in general (incarnate level cimerorans, et cetera). Need I go on? I could do this all day. All of those things neuter a melee fort while a ranged fort keeps on truckin', and all of those things are commonplace and becoming even more prevalent in high level content.
What makes your position particularly silly is that the bulk of high level encounters require collapsing on the AV for buffs and heals. Antimatter, Marauder, Malaise, Shalice - all these examples of the 'superiority' of a gimpy ranged rotation - they're all fought at point-blank range. -
Quote:You're jumping back and forth here. First of all, you're replying to a comparison against Corruptors - who operate entirely at range and can do far more damage than the ranged Fortunata build. So it's not a comparison against 'melee focused'.Correction, you're not discussing secondaries. My point this whole time is that the fortunata is a complete package that brings competitive DPS and a slew of other things that the melee focused build can't take full advantage of while the ranged build can.
Second of all, if you're talking about ranged-only vs. melee on a Fortunata, you're not bringing 'competitive dps'. You're bringing a third less dps. Nor have you managed to come up with any of the 'slew of other things' you're talking about. The only difference between ranged-only and melee Fortunata in terms of 'other things' is that you've decided to use an array of fairly weak ranged attacks with poor secondary effects instead of much higher damage melee attacks.
Everything else is the same.
Quote:Again you assume that DPS is the only thing any archetype can do. Not so, dude! By the way, non-fire corr primaries aren't gimped, and non-cold corr secondaries aren't either. They don't bring the best DPS, but for the umpteenth time that isn't all that matters.
Quote:Weakened hami isn't a hard target, it's a diverse target. Fire/rad will die horribly because it lacks the range and the control to kill the greens safely. -
Quote:No one is making any statements whatsoever about the survivability of our Fire Corruptor, because we're not discussing the secondaries. You made the claim that a purely ranged Fortunata did competitive damage with all but a few archetypes. I just pointed out that you were wildly overestimating the actual damage that could be done with a ranged Fortunata.I'd also immediately notice a huge gulf in being alive when Mother Malaise cast a pbaoe that would shred anyone else in a single hit.
Quote:As you know, the top fire attack chain requires radically more recharge than the top fort attack chain.
For the Fire Corruptor, we need to reduce the 10 sec recharge on Blaze to the sum of the activation times of Flares (1.19) and Fire Blast (1.45). So 10 / (1.19 + 1.45) = 3.79, or +279% recharge.
Quote:Don't even bother trying to explain every other corruptor primary, that wouldn't look very good for you.
Quote:Nothing you assume can change the fact that you're considering DPS in a vacuum and I'm considering what the character can actually do. Get back to me when a fire corruptor can solo weakened hamidon. -
Quote:No, I'm not wrong and no I didn't apply better buffs to the Corruptor than the Fortunata.I'm sorry, but you're just wrong. Yes, a fire/ corr would do more damage if it had buffs that you aren't considering for the fort.
Indeed, let's review the factors I didn't bring into play:
1. Fortunatas have +15% damage over Corruptors from Assault. The weakest Corruptor secondary for increasing personal damage is Thermal Radiation, which debuffs resistance by 22.5%.
2. Fortunatas can't both increase damage and get a high damage rotation via epic pools. Fire Corruptors use their primary entirely for their damage rotation and then can get buffs like perma +40% damage (against a single target) from epic pools.
3. Corruptors have a 20% higher +damage cap than Fortunatas.
4. I didn't even use the highest damage Fire Corruptor rotation (Flares/Fire Blast/Blaze), but I did use the highest damage Fortunata rotation.
5. Corruptors have a +107 damage ATO proc. Fortunatas have a control-oriented proc. That's about a 30 dps advantage to the Fire Corruptor.
6. Fire Corruptors generally gain more from both IO procs and Interface because their attacks cycle faster.
7. I lowballed Scourge by averaging it over the entire life of an enemy when Corruptors tend to abnormally weight their attacks towards the low end of the hit point bar in the actual game.
Go borrow a friend's Fire Corruptor who has equivalent slotting/Incarnate to your Fortunata some time. You'll immediately notice the huge gulf in damage output. -
Quote:Only if you define 'squishie' as 'everything that isn't a resist-based Tanker/Brute'. Fortunatas have essentially the same defenses as most Scrappers and Stalkers do.Fortunatas have fantastic defensive numbers and status protection... for squishies.
Quote:The only way to say that dominate-gloom-subdue is inferior DPS is to compare it to scrappers, stalkers and VEAT melee attacks. Next to anything else it looks great.
Brutes do similar damage to Scrappers.
Pet archetypes (Controllers and Masterminds) can normally muster the highest single target dps of any archetype if they can keep the pets alive and active.
So our ranged Widow is only competitive with Tankers and Defenders for dps. -
Quote:If you're talking about completely abandoning the idea of a single target attack chain in favor of taking all sorts of AE hold/confuse/whatever, that's one thing. It's a philosophical choice about the direction of your character - one I don't happen to agree with - that isn't directly comparable with numbers. No matter how you slot Lunge, it isn't going to end up as a 25' radius AE Hold.I don't really consider that level of damage deficit to be a deal breaker when the ranged fort gets so much more than just damage.
If you're instead talking about a taking a purely ranged single target rotation, then I think you're really cutting off your nose to spite your face.
Given that virtually any reasonable Fortunata build is going to soft-cap all positionals as a matter of course (and then have extra melee defense on top of that), staying at range offers you no significant defensive benefit. Indeed, in most teams you join you're probably within the top 3 players that the team most wants targeted by the enemy. It's far better if enemies are beating on you than trying to kill your Empathy Defender.
Nor are you ranged attacks particularly inspiring. Aside from their low damage, their secondary effects just aren't all that useful. TK Blast is actively counterproductive, Subdue just means that your opponent can concentrate on attacking rather than moving, Electrical Blast isn't going to do much without any other end drain powers, Gloom is superfluous with the massive amounts of +def you have and Mental Blast is pretty much just a (bad) straight nuke.
So the only single target ranged power you'd actually want in your rotation would be Dominate. You can do FU/Lunge/Strike/Dominate just fine as a single target rotation. You don't really lose any effects you care about and you do a ton more damage than you would trying to operate purely at range.
Quote:That melee fort chain looks especially bothersome to me because it redraws constantly. Maybe some people are into that but I'd deem that odd. At least it does take advantage of the fact that you have access to an amazing controlling attack in dominate as well as gloom. -
Quote:I just borrowed the various attack chain analyses from a thread covering them. But we might as well run some quick numbers. For those two specific attack chains:Question. FU/Swipe/Lunge/Swipe is the optimal melee chain for widows? Because I'm running FU/Lunge/Strike/Swipe without any trouble. Or is that because Lunge is getting triple stacks of Follow Up?
Follow Up/Swipe/Lunge/Swipe will deal 50.72 + (44.49 + 3 * 4.45) * 2 + (101.43 + 4 * 5.56) = 290.07 damage in 4.224 sec (68.67 dps). Your +30% from Follow Up will apply to 5 Swipe, 3 Follow Up and 2 Lunge. That's 191.39 additional damage, so ~114 dps.
Follow Up/Lunge/Strike/Swipe will deal 50.72 + (101.43 + 4* 5.56) + (79.93 + 4 * 3.89) + (44.49 + 3 * 4.45) = 327.72 damage in 4.488 sec (73.02 dps). Your +30% damage will apply to 2 Swipe, 2 Strike, 2 Lunge and 2 Follow Up. That's 196.63 additional damage, so ~117 dps.
The first chain would burn 5.59 end/sec while the second would burn 6.44 end/sec (both before any endurance reduction). So unless I got the math above wrong (entirely possible), your attack chain will generate slightly more damage than the one I mentioned above.