Beauregard

Apprentice
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  1. Quote:
    Originally Posted by Draggynn View Post
    I think I'm wasting my time with you, as I have already answered this question, and I'm done repeating myself. I have been suggesting slotting Freezing Rain with a mixture of procs and IOs that provide recharge, forgoing set bonuses in the power altogether.
    Which is a really silly way to slot a power that you yourself acknowledged wasn't a damage power.

    Those set bonuses you're disparaging are huge. A 10% recharge bonus is the equivalent of 1/4 of a slot in every power that isn't at the limit of its useful recharge. Which is probably 6 - 10 different powers. In other words, your approach is the equivalent of simply throwing away 2 or so slots. A 15% accuracy bonus is worth 1/3rd of a slot in every power that might potentially miss.

    And so on.

    What do you get for slotting your way? An almost negligible increase in damage on a power that costs twice the endurance to throw?

    It's much like your bad advice on Tornado, where you can't seem to grasp that the primary function of the power isn't damage but as a set mule given the rarity with which its used (and the limited damage produced when it is).

    How exactly do you think he's going to manage to sustain any sort of damage for more than a brief period without slotting for recovery bonuses? How do you think he's going to get enough recharge to actually run his max dps rotation in the first place?

    Certainly not with your approach.
  2. Quote:
    Originally Posted by Draggynn View Post
    Yes, but at the cost of poorly slotting Freezing Rain. In general I think the sole pursuit of bonuses to the detriment of the power being slotted unless, as Doomguide points out, it's for a particular build purpose (permanent mez protection, permanent Phantom Army, Permanent domination), is a mistake. In my experience most builds can be improved by slotting IOs that benefit the power, rather than simply IOs that provide a bonus. I believe that a well slotted Freezing Rain is most beneficial to a build, you think 4% recovery and 10% recharge is.
    The key thing Freezing Rain needs is recharge. Can you name a set that provides near-ED levels of recharge and gives better set bonuses than Ragnarok?

    Saying the best possible set for the power is "poorly slotting" is ludicrous - especially when you can't give any sort of alternative that's even close.

    Quote:
    I am often telling you to look at my guide because I provide numbers and a more detailed explanation of many of things I have touched on here in the guide. Rather than repeating the entire guide, I am directing interested parties to read it for more of my viewpoint.
    You're just embarrassing yourself now. If people wanted to read your guide, they would have done so the first dozen time you mentioned it. You wrote the universal-guide-to-all-Storm-Summoning. We get it. We're just wondering why the evidence of this thread suggests you weren't the right guy to write such a guide.
  3. Quote:
    Originally Posted by PleaseRecycle View Post
    Check out the AAAAAAAGH forts thread in the VEAT forum for a recent discussion of melee versus ranged forts. I make a case for going ranged, but melee has its defenders as well. It really depends what you want. Widows in melee are going to do more damage than forts at range, but ranged forts absolutely do not have to do bad damage.
    Consider four attack sequences at +100% damage (a bit above ED) and +300% damage (hard cap):
    Follow Up/Swipe/Lunge/Swipe = 149 dps to 220 dps
    Strike/Swipe/Lunge/Swipe = 149 dps to 298 dps
    Gloom/Dominate/Subdue = 104 dps to 208 dps
    Gloom/Dominate/Strike/Lunge = 157 dps to 314 dps

    These all require recharge that's a bit less than perma-Hasten but a bit more than perma-Mind Link.

    This discrepancy between melee and purely ranged is about the same as the discrepancy between Defenders and Blasters using the same power set.
  4. Quote:
    Originally Posted by Draggynn View Post
    In your second attempt at an example you are comparing apples and oranges.
    No, I'm really not. We're attempting to determine what proc yields more damage. The best damage performance comes from equalizing the two factors we're multiplying together rather than emphasizing one over the other.

    Quote:
    The Ragnarok will not be as effective as you claim. First it will only proc at the 0 second and 10 second mark, and Freezing Rain is already giving a chance (5%) to knockdown enemies every .2 seconds. This makes Ragnarok's ability mostly redundant in my view. Sure it can delay the alpha strike a little bit, but the attacks are just going to come later on when they stand back up. Fortunately, Fire might actual be able to take them out before they stand back up, so we can pretend that you might want the knockdown for the next little bit.
    Dividing the attacks over time is huge because it gives an opportunity to respond to attacks rather than just going down under a withering assault.

    Quote:
    Pretending he might want the Ragnarok proc in freezing Rain, he would be better off just sticking the proc in freezing rain, putting the other 5 IOs in Rain of Fire, where they will be useful, and moving that ATOs to any of his many damage powers, which you point out, he has no shortage of. He gains nothing by wasting the purple set in Freezing Rain, and then he can fill out the rest of FR with recharge and procs that will benefit the power.
    He gains an entire power's worth of useful IO set bonuses.

    Every power that could take the ATOs except for Rain of Fire already has great options to increase the stats he needs. In contrast, Freezing Rain doesn't have much that's worth slotting. You can't slot slow sets because they don't have the recharge. Defense debuff sets don't have the set bonuses he needs.

    Ragnarok, on the other hand, gives him precisely what he needs.

    In contrast, slotting the ATOs into a power like Blaze does nothing for him because Blaze already has great options for slotting.

    Your approach either loses him an entire set's worth of decent bonuses, or replaces a decent set like Thunderstrike/Decimation with a weak one like Touch of Lady Grey/Analyze Weakness.

    Quote:
    Well, I'm glad that you know exactly what everyone looking at this thread wants to do.
    I rather explicitly laid out when and where Achilles' would be useful, so while it's nice to see you agree with me I'm a bit curious why you bothered with all that arguing.

    As for your guide, I didn't bother to read it. Anyone who has to self-aggrandize their work that much probably didn't produce a work worth reading in the first place - and your comments here strongly indicated that you neither thought about (nor played) anything but one particular application of Storm Summoning.
  5. Quote:
    Originally Posted by Rintera View Post
    So...the build seems to perform well enough in-game, does a lot more damage a lot quicker than my fortunata. Seems slightly more, squishy but that may be that it's always in melee range.
    Some truths about Widows:
    1. Every Widow should have Incarnate-level soft-capped positional defenses. There's absolutely no reason to cower in the back with the squishies - you've got the defenses of a Super Reflexes Scrapper/Stalker.

    2. Every Widow's melee is far better than their ranged. The single target ranged attacks are almost universally horrible (for damage purposes) and you shouldn't even be taking them.

    3. The basic Widow rotation of FU/Swipe/Lunge/Swipe is 96% of the maximum possible rotation anyway. What this means in practical terms is that Slash is only useful if you get your jollies pretending to be a Stalker who doesn't do enough damage to alpha strike anything but minions.

    4. Night Widows get two significant powers that Fortunatas don't: Eviscerate and Mental Training. Fortunatas get Aim and a ridiculous pile of control options. So unless you're a narrow angle melee cone fanatic, Fortunatas tend to be better in melee than Night Widows.
  6. Quote:
    Originally Posted by Draggynn View Post
    First, a factual inaccuracy in the bolded part. Resistance debuffs are not subject to diminishing returns. A 30% resistance debuff will cause the same increase in damage regardless of how much resistance debuff is already on the enemy.
    If you deal 100 damage on a 0% resistance target, you'll deal 130 damage on a -30% resistance target and 160 damage on a -60% target. The first debuff increases damage by 130%. The second one increases damage by 23% beyond that.

    If you deal 130 damage on a 0% resistance target. A single -30% resistance will increase this to 169 damage.

    It's not an issue of 'diminishing returns'. It's the fact that resistance and damage are both additive with themselves while being multiplicative with each other, so when you add to both you get a better return than when you add to just one.

    Quote:
    I mostly agree with the beginning of your statement, but in the higher levels and if you run TFs, there are going to be a lot of AVs.
    He's playing a Fire Blast, not Fire Control. This is the Corruptor forum, not the Controller forum.

    When he drops a Freezing Rain/Rain of Fire, he's doing so on uncontrolled targets much of the time. Neither of these powers has any sort of control attached other than "well, things will run out of their radius... maybe". That means the Ragnarok knockdown proc is huge. It effectively subtracts 20% of the incoming attacks that are probably going to slice through his paper-thin defenses and do some serious harm.

    Fire Blast is also not Fire Control in another significant way: it places huge demands on both endurance and recharge. The easiest way to solve this? Slot purples.

    Unlike Fire Control, he doesn't have a whole lot of options for purple slotting since all he has is pure damage powers in primary.

    Nor does Storm Summoning help. The only purples it can slot are Absolute Amazement, Apocalypse, Soulbound Allegiance and Ragnarok. The first three aren't viable options. Either he can already slot them in primary (Apocalypse), they're wildly inappropriate/don't buff recharge anyway (Soulbound Allegiance) or they're only for a power he shouldn't be taking anyway (Absolute Amazement).

    Now, he can slot Ragnarok in Rain of Fire. But he's already got Rain of Fire slotted with the ATO because it's the only option other than Ragnarok with enough single power recharge reduction and the ATO won't slot into Freezing Rain. He knows he wants to at least slot the Ragnarok proc into one of the two rains, and as long as he's putting the proc in he might as well get the 5-set bonus.

    In terms of Achilles' Heel, this same distinction applies. He's not particularly worried about a single tough target. His ranged defense should be able to cover that in any case where a tank isn't mandatory. However, a small army of little targets fires off enough attacks that he's almost guaranteed to get hit - and if any of those hits contain any of a variety of control/debuff effects, he's screwed.

    So dropping the AV a few seconds earlier isn't a big deal. On the other hand, dropping minions a few seconds earlier is huge. A damage proc can do that. Achilles' Heel won't - the non-AV/GM have so few hit points that you literally can't do enough damage to make it pay off.

    Certainly, slotting Achilles' Heel rather than a damage proc isn't going to break the build. But it's an example of how you're taking advice that might be appropriate for one use and misapplying it to a completely different one.
  7. Quote:
    Originally Posted by Draggynn View Post
    The BotZ enhancement, is a global enhancement and is thus always on. Regardless of whether you have fly toggled on or not.
    Movement globals tend not to be truly 'global' in this fashion. If you want Celerity's Stealth or Winter's Gift's slow resistance, you need to turn on (or activate) the power. I believe BotZ works this way as well, but I'm not positive - in any case, he should check before slotting it.

    Quote:
    Please, no. Neither of these sets are good in Freezing Rain. Freezing Rain is NOT a damage power. It is however, probably the most powerful AoE debuff available in the game. Although slotting 5 Raganaroks will give you enough recharge in the power, the accuracy and damage buffs to the power are pretty much wasted.
    The reason you use Ragnarok/Positron's like this has nothing to do with trying to boost the damage of the power - it has to do with the fact that slow/defense sets are horrible compared to the purple on powers that require significant recharge reduction (and, frankly, pretty horrible in general).

    In terms of Achilles' Heel, non-AV/GM don't have enough health to justify using it compared to conventional damage procs. Against AV/GM, you're either fighting in team/league (probably minimizing the actual value of the -resistance debuff given all the other -resistance debuffs) or fighting solo (where you're unlikely to consistently deal enough damage within the 10 sec window to justify it).

    Achilles' Heel is a great proc. But that doesn't mean you can just blindly slot it in any power that happens to have -defense attached. It works a lot better for a Katana Scrapper than it does here.

    Quote:
    Except of course that Tornado is a remarkably strong damage source against single targets. Figure out if you enjoy Tornado before deciding on whether it deserves recharge. Having multiple tornados out at a time can be a lot of fun.
    It's not 'remarkably strong'. Tornado deals about 12 dps. Once you've enhanced it, you get to around 24 dps. While it can theoretically deal damage to up to 5 targets, the chance of finding 5 targets that aren't flung away immediately and are standing in melee range of the Tornado is extremely slim. This is a nice addition to his basic dps, but that's all it is - especially given how the basic dps is both significantly larger and externally buffable.

    More importantly, he'll rarely ever use Tornado. About the only fights where you wouldn't lose more damage from scattering the spawn than you'd add from the Tornado would be kb-immune AV/GM. You can dream all you want about having portable walls to bounce enemies into, but the vast majority of content has no such walls (especially at the level you're getting Tornado). Even when you do have such walls, you'll frequently just bug the mob out of Tornado's PBAoE and won't get any damage at all.

    So it makes sense to use Tornado primarily for a mule while retaining some value for when you do use it. He'll need defense 100% of the time. He only needs Tornado to do anything useful a small fraction of the time - and it's not like Blood Mandate is going to cripple Tornado's output.
  8. Gale. Don't even waste the influence to pick up the proc. You will never use this power past the DFB levels.

    O2 Boost. It's not a very good heal, but you should take it anyway unless you never plan to team with anyone ever. 3-slotting Miracle should be sufficient.

    Rain of FIre. 6-slot this with your ATO. Aside from the fact that Positron's doesn't have enough -recharge in it, the ATO proc is a beast in RoF.

    Snow Storm. Ditch this. -recharge is a relatively worthless debuff since the only things that live long enough for it to matter tend to be AV/GM and they resist it into irrelevance. You don't need the movement debuffs due to Sleet/RoF.

    Steamy Mist. I like to 6-slot this, 3 slots for Def, 3 slots for Res. The combination gives better bonuses and more end reduction. Not a huge upgrade in power though.

    Fly. If you take Fly, it's because you want Afterburner for a LotG mule/panic button. Also, I think you won't get the BotZ KB reduction unless Fly is active (i.e.: you'll never have it when you need it).

    Freezing Rain. 6-slot this with 5 Ragnarok (including Knockdown) and a Positron's Blast Chance for Energy Damage. None of the debuff components are worth buffing, the Achilles' proc won't go off enough to matter and Ragnarok is the only set besides the ATO that brings enough recharge to the table.

    Fire Breath. This is a weak power. It's slow activation, short range and almost any time you might be tempted to use it you won't have enough targets that aren't dead or dying.

    Thunder Clap. Pretty much useless. It's a Mag 2 PBAoE stun in a build that wants to have nothing to do with melee.

    Inferno. Unnecessary. Rain of Fire may not be as much damage, but crashes aren't really viable when you've got such good normal AE damage and can simply use Judgments at 50.

    Tornado. Blood Mandate is a better set and there's no reason to reduce the recharge on Tornado.

    Dark Mastery. This is frequently taken by Corruptors, but it isn't very appropriate for Fire/Storm. My advice would be to take Leviathan Mastery for Shark Skin/Hibernate/Summon Coralax. Then you can just dump the pets/rains, Hibernate and watch everything die (or, at least, get heavily injured). Hibernate is a significantly better end recovery tool than Dark Consumption for the simple reason that you don't get yourself killed using it.

    Lastly, take Super Speed and Celerity +stealth. There really isn't any excuse for a squishie who can't stealth at level 50.
  9. Quote:
    Originally Posted by SilentSpy View Post
    Now, Fade's power has been changed a bit since the last Mids update, so I can't make an accurate build now since the defense numbers are going to be a lot lower than this...but in a test build I made I was able to get all defense stats to 41.1% with just Group Invis, Shadow Fall and Fade. With a Steadfast Prot in Tough and Weave on, those numbers were at 51% as my personal defense.
    Group Invisibility won't actually benefit you (or your group) much since the defense portion suppresses in combat.
  10. With Blast sets, endurance usage tends to closely mirror damage output. So sets like Ice and Fire spend a lot more endurance than lower damage sets.

    Ultimately, this tends to be solved by IO sets that provide additional recovery coupled with slotting your attacks with IO sets that improve both their offensive output and endurance costs.

    At level 32, your best bet is to handle it by shutting off your toggles. Most toggles are defensive in nature. However, the return on those toggles is minimal in terms of survivability until you start to get close to the soft/hard caps because the number of hits you can take is so granular.

    As for slotting your attacks with slow... don't. The benefit of increasing the minimal slow on the Ice attacks is slight - it's not going to realistically change the number of attacks you can get while an enemy closes range. Also, at level 32, you can stay out of melee range with most anything simply by taking Hover. Few things fly or suppress flight at that level.

    For Ice Blast in particular, you can also deal with the melee range issue by simply dropping Ice Storm (and later Sleet) on top of yourself. NPCs inherently avoid these sorts of location AE attacks.
  11. The one constant in every team you join is you. So whenever you think about what a buff/debuff set provides, don't try to imagine what you'll be doing for other people. Think about what it does for you.

    Unfortunately far too many players spend all their time imagining what other people need - and their imagination doesn't match reality.

    People simply don't structure their build around the idea that they'll have an Empathy Defender strapped to their hip. They need enough recovery to run their defenses and attack without the benefit of Recovery Aura. They need enough recharge to run their attack cycle cycle without the benefit of Adrenalin Boost. They need enough defenses to survive their fighting style without Fortitude.

    And, of course, they need to take a small enough amount of damage that they can operate without Absorb Pain.

    Now, builds like this were impossible in the original CoH and still are at low levels. But past the DFB levels, Empathy Defenders will increasingly find their role to be as a Blaster rather than a 'healer'. And Empathy is horrible self-support for a Blaster. It has decent self-healing, a bit of extra self-recovery, and that's it.

    Now take that same Empathy Defender and flip them into a Pain Domination Corruptor. You've got the same self-healing benefit. But you've also got a host of +damage abilities some additional resistance and -def/-res debuffs - and it's coupled to much greater native firepower.
  12. Quote:
    Originally Posted by Winterminal View Post
    So far, I have taken Tactics, and slotted a Rectified Reticle +Perception in it.
    +Perception doesn't actually extend your visual range. It just allows you to see through stealth. No matter how much +perception you have, everyone can see non-stealthed targets at the same distance.

    Quote:
    The range I plan on covering with perma-Boost Range, which is simple to do.
    You can also use Incarnate abilities to do this. However, it's not particularly useful. As you noted in your post, most content doesn't allow for the long sightlines you'd need. Also, enemy mobs can't really be 'outranged' in this fashion (to prevent precisely the sort of thing you're trying to do).

    The only attacks you can really 'out range' are melee attacks. So you'll normally only see players slot Cone attacks for range (since it increases the radius of the attack).

    Quote:
    I have taken Teleport for quick repositioning and easy access to high grounds, with a Time & Space Manipulation +Stealth proc.
    I suspect you'll find that Teleport is actually a lot slower than other movement powers from a practical standpoint due to the mechanics. Unless you're blindly teleporting, you have to finagle with the targeting reticle and then put up with a 4 sec self-immobilize at the end of your jump.

    Quote:
    And as for killing the mobs quickly: after taking and slotting up Disintegration (with range) and Penetrating Ray, early Dis. Spread makes killing the enemies a breeze. So the concept seems possible.
    Even without your emphasis on range, a well-designed Blaster should be able to blow apart a single minion/lieutenant or even con boss before they can close range anyway. The problem emerges when you start going to +4 level shift content, dealing with AVs or finding yourself in tight quarters.

    Quote:
    What I am wondering though, and I want to know if you all think, is: is it worth it? With the vast majority of maps being in-doors, usually with tight quarters and short sight-lines, I have found that while is concept seems quite viable in theory, there really is no room for it in the game as designed. If you think I'm missing something, I'd love to hear your ideas on how you would build this. If you think it may be a fruitless endeavor, how come?
    To some extent, you're hitting on one of the critical flaws of the modern Blaster. Originally, Blasters were a lot like a ranged version of Stalkers (who came later). You could open up the battle with a massive attack that simply subtracted a key enemy and then settle down into dealing decent damage. You could also - at the expense of crippling yourself - wipe out a large spawn on a long cooldown.

    Unfortunately, this just isn't a very useful ability in most of the game because almost all of the game is played at the 'me smash' level of tactics where you simply out-power any enemies.

    If you want to make this sort of 'toon, about the only time you'll really see the benefits is going after hardcore badges - and probably not even then.
  13. If you have 1200 health, you recover 5 health per second. 3% more regen means you'd get another 0.15 health per second.

    Now let's say you're getting hit 95% of the time (the worst possible case for +defense). For +3% regen to be worth more than 3% defense, you'd need to be fighting something that did less than 5 dps (before taking your defense into account).

    Which means that the only way that 3% regen would be better than 3% defense is if you happened to be fighting an enemy so weak that it could never kill you in the first place (since it can't overcome your base regeneration with its damage).

    Note: This isn't strictly true if the +3% defense goes over the cap and grants you no benefit.
  14. Quote:
    Originally Posted by Crysys View Post
    Yeah, when compared to any other + Recharge self-buff available to a Corrupter, Chronoshift comes out on top. Only Speed Boost is better, and that's not a self boost.
    Technically, Conduit of Pain is a better self-buff for recharge and it can be made perma as well. There's just a tiny little limitation...
  15. Agility vs. Cardiac. Endurance modification is largely meaningless since it won't change the number of Power Sinks needed to fill your endurance bar (1) or the number to completely drain a spawn (2). Defense increase is extremely weak because it doesn't apply to most of your increased defense (from IO sets and Storm Kick). Recharge reduction is nice, but it doesn't change your offensive rotation and only shaves a minor amount off your long recharge abilities.

    Cardiac on the other hand, does fantastic things for your resistances (almost all of which is buffed) and removes any endurance worries.

    Also, as a resistance-based Tanker, you need to worry first about hard-capping the resistance categories you can and only then worry about defense.

    Energy Mastery. Electric Armor has nearly unlimited endurance and a self-heal that completely dwarfs any reasonable level of regen you'll achieve. Martial Arts is a fantastic single target set where the major weakness is a lack of AE damage.

    Energy Mastery does nothing for you.

    Mu Mastery would dramatically increase your multi-target damage and allow you to play 'sapper tank'. Soul Mastery would dramatically increase your multi-target damage and make slotting much easier (since -hit doubles as +def in most cases).

    Eagle's Claw. The only possible reason to ever use Eagle's Claw is if you were following it up with Ice Storm. If you really needed to slot up an attack you'll never, ever use you've already got Brawl and Boxing - no need to take Eagle's Claw.

    ATO slotting. I haven't fully tested it since the change, but theoretically Crippling Axe Strike should be a better choice. A 100% chance to proc is qualitatively better than a non-100% chance to proc even when they average out to be the same.

    Super Speed. Super Jump is a more versatile movement power and stealth on a Tanker isn't all that worthwhile. As a Tanker, you should be able to just plow through the packs of enemies. If they can actually stop/kill you while you're running through room, it's unlikely you'd be able to do anything useful at your destination anyway.

    Numina's Convalescence. +3.75% ranged defense is nice. But actually having the +regen/+recovery always active (rather than rarely active) is generally better. It's a lot easier to replace that +3.75% ranged def than it is to replace the value of the proc.

    Enhancement Boosters. You can save a few slots here and there (Stamina and Hasten are the most immediate candidates) by boosting your enhancements.
  16. I have the ATO slotted into Rain of Fire and I'll see 5 - 6 procs each time I cast it.

    The reason I have it slotted into RoF is simple. There are only two IO sets that grant more than ~30% recharge for a targeted AE: Ragnarok and the ATO. On the other hand, there are a wide array of options for single target attacks.
  17. On many issues, there's a "forum disconnect" where the conventional wisdom doesn't really match what happens in game - largely because that conventional wisdom was formed in a different era.

    Resist-based sets are often viewed as 'squishy' because as you're leveling from 35-50, you're probably running 40% - 60% resists and facing enemies who tear through your defense. In contrast, the same toon as a defense-based armor set would have already capped his defenses and be highly resistant to those defense debuffs.

    However, this is merely an issue of peaking later. The defense-based armor sets are as good as they're ever going to get during that period, while the resist-based armor sets just keep getting better as their resist climbs higher and higher. Ultimately, the resist-based armors sets are significantly more durable once you've piled on the IO sets and Incarnate abilities.

    Dark Melee is another example. Yes, it has horrible AE. But that doesn't really matter because it also has Soul Drain - essentially a permanent Build Up without a crash. Coupled with AE-intensive epic pools like Mu Mastery and damage auras, this makes it one of the best choices for farming toons.
  18. Quote:
    Originally Posted by Little_Whorn View Post
    Siphon Speed: I dunno, Beauregard. Everything I've looked up and experienced personally says the opposite of what you are saying. Redtomax lists all of the effects (62.5% run slow, 62.5% jump slow, and -20% rech debuff) as unresistable. MIDS does the same. Ironically, the only debuff that isn't listed as unresistable is the -3.5 max run slow. With respect to my in-game experience and in stark contrast to what you say, Warwolves DON'T run at full speed when tagged with Siphon Speed, AVs ARE slowed as well, and BAF escapee Lts ARE slowed to a crawl. Tar patch, snow storm, infrigidate. None of them have been able to meaningfully slow these enemies. But I swear, I've done it myself. I even got myself yelled at by a BAF league for jumping ahead at the "pull siege" phase and tagging him with two quick Siphon Speeds, slowing him to a relative crawl. I dunno what to say, I've seen it work this way and Mids/Redtomax agree.
    MIDs gets its data from redtomax, which gets its data from the game client. They're not independent data points.

    Nor does it change the fact that the 'unresistable' flag doesn't do anything for Siphon Speed. In fact, before I wrote my reply I specifically tested it in case it had changed. I fired up a level 50 council mission, used Siphon Speed (fully slow slotted) on both a vampire and werewolf. The result? Extremely slow-moving vampire. Near-full speed werewolf. The difference is obvious.

    Quote:
    Second, eeking out every last % of defense without sacrificing powers or powerslotting too much works toward accomplishing your #2 and #4. The closer you are to the softcap, the more likely you are to surviving that first attack or alpha.
    You're not understanding my #2. It's not about reducing the aggregate damage. It's about surviving that single devastating attack. You can almost always reduce the damage from many small attacks by playing smart. But if you simply don't have enough hp + resists to survive one big attack, there's no time to deal with that attack.

    However, I was trying to be complete rather than giving specific alternatives. For a specific alternative, consider that he spent 3 slots on Kinetic that could have gone to Gaussian's: 3.75% S/L + 1.875% Melee vs. 2.5% all positionals + 1.25% S/L/E/N/F/C. That's just a bad tradeoff.
  19. Quote:
    Originally Posted by Little_Whorn View Post
    Siphon Speed: I think this power is worth it because of three reasons. First, being able to leisurely maintain a 40% recharge boost helps to compensate for lower recharge elsewhere in the build. Second, the speed boost doesn't suppress and allows for much quicker and easier movement. Third, the debuff is one of the few powers marked as irresistable in the game and thus is very useful against even AVs, Warwolves, and BAF escapees.
    The 'unresistable' flag doesn't actually do anything. That's why Warwolves still run at nearly full speed when you tag them with Siphon Speed, but everything else in the Council looks like they're swimming through molasses - the -max run speed and a tiny smidgen of the -run speed take effect, everything else is resisted.

    It's the same with AV (although much harder to test quickly for yourself). They fully resist both the -recharge and the -run speed with their AV resists.

    In terms of the extra recharge, it's certainly useful. However, it comes at the cost of using up (scarce) activation time. At lower levels, this is a great tradeoff. But once you've piled on perma-Hasten levels of recharge from other powers you've got so much to do that spending 2 secs to get an extra 20% recharge isn't really all that great of a tradeoff.

    The movement portion is meaningless with Inertial Reduction, which can allow you to move at unsuppressable hard cap speeds. Even a little hop while you're running along hurls you forward as fast as you'd ever want to go.

    Certainly, I'd want Siphon Speed as I leveled up. But in a level 50 IO build, I don't find it of much use.

    Quote:
    But an errant mez that shuts down your defenses and heals? Game over.
    I'm not saying to totally abandon defense. I'm pointing out that taking/slotting powers exclusively for set bonuses to eek out a few points of defense is a waste.

    For survival, the priority really goes:
    1. Play smart. Don't try to Brawl a full spawn of Knives of Vengeance on your Defender.
    2. Be able to survive the most dangerous attack. If you can survive a single hit, you can heal/buff/flee/whatever. If you can't survive the hit, you're just going to randomly die from time to time. In the Tanker realm, this might be termed the "Lord Recluse effect". But it still holds true for non-Tankers.
    3. Control the situation. Debuff/stun/hold/whatever your opponents so they can't hit you.
    4. Reduce the total amount of damage you'll be taking so you're not constantly needing heals/Clear Minds/etc.

    Defense falls under #4 there. It's still worth some attention, but the relentless refrain of "must soft-cap defense" idea is probably the single biggest cause of bad builds I've seen. Defense is good. But in any iTrial you'll see a few folks who took it to the extremes the OP did - wasting powers and slots on dribbles of extra defense - and who end up constantly dying because they paid no attention to the more important #1 - #3 elements.

    Unless you're making a pure farm 'toon, what your defense looks like in Mid's isn't remotely what it will look like in play. The diversity of enemies means that you'll frequently be relegated to 'weak' defenses that aren't soft-capped. The diversity of teammates means that you'll often end up far over the cap even if you weren't soft-capped to start.

    Quote:
    Transference: Agreed, but recharge isn't all that important, especially with Siphon Speed. It's only a 30s base rech and global recharge is enough to get it down below 15s. If end is so much a problem that a full end recharge every 15s doesn't cut it, it's time to rethink the build So I wouldn't slot for recharge. Just Acc/End works.
    In an IO build, normally endurance isn't a significant problem so the major virtue of Transference is as a 'soft control' (sapping an enemy's entire endurance bar). Personally, I like Transference to be always ready and 4-slotting tends to hit better set bonuses than 3-slotting but you can probably live with just the standard amount of recharge you get from set bonuses/abilities.

    However, the real issue is that Transference can be slotted with IO sets and he's dedicated enough slots to it that he would be getting IO set bonuses if he used IO sets. Just because they aren't necessarily the 'perfect' bonuses doesn't mean that they're not essentially a free benefit for the character.

    And in this particular case, they're actually a solid benefit. Both level 50 end mod sets come with +hit points and +recovery in the first four slots. One of them will improve his character while delivering almost identical performance for the actual power compared to his current slotting.
  20. Quote:
    Originally Posted by slainsteel View Post
    I am specifically looking for getting more recharge; I am not very happy with the dependence on siphon power that this toon has. My end is fine (I leveled him to 50 this weekend and transference seems to take care of most end issues - plus having a few blues takes care of the rest).
    Players tend to overlook the fact that Kinetics is not only the most effective damage buffing set, it's also the most effective damage debuffing set. Siphon Power is a critical part of that equation. While it may not be as impressive as Fulcrum Shift, it debuffs damage just as much. So I wouldn't worry that much about being 'dependent' on Siphon Power.

    Quote:
    This is my first kin ever really, so of course any other suggestions would be awesome too!
    Transfusion. This power alone will probably cost you 10b to slot - and for minimal gain. You seem desperate to get +7.5% recharge from your healing power, but this is the same bonus as LotG. The rest of the benefits are fairly easy to obtain from a more conventional slotting like Touch of the Nictus/Miracle.

    Siphon Speed. Ultimately, this power isn't worth it. The activation time ends up losing you more than you get back from it and a single target slow isn't a particularly worthwhile soft control.

    Speed Boost. It doesn't make much sense to add a slot to Speed Boost in a level 50 build since the only players who really have end problems at that point will be melee and you can insta-restore their entire endurance bar with Transference.

    Weave. HOs grant you +66.6% end discount and +40% defense. Slotting two more LotG (Def and Def/End) would give you ~50% defense, 33.3% end and more HP/Regen from the set bonuses.

    Inertial Reduction. Adding two slots here would grant you 1.25% Ranged, 1.875% AoE, 0.625% En/Neg, 0.938% Fire/Cold Defense. None of these numbers are particularly impressive until you realize that you only spent two slots on them. Spending 5 slots on those Thunderstrikes gleaned you 0.75% Ranged per slot, while a full set of BotZ grants you 1.5625 positionals per slot.

    Transference. You can get the same basic stats by using either Efficacy Adaptor or Performance Shift and get the set bonuses as well (although you probably want to 4-slot since recharge is important as well).

    Tactics. A major reason people take this in the first place is that you can 6-slot Gaussian's for massive defensive bonuses (the build-up proc isn't particularly worthwhile since you can hard-cap your +damage).

    Super Speed. The norm would be to slot this for stealth so you get complete invisible. At least slot something for Celerity/Unbounded Leap stealth (Sprint is a common choice for players who can't afford the slot).

    Boxing/Flurry/Brawl. First of all, get rid of Flurry. You're not just throwing away 3 slots unnecessarily - you're throwing away an entire power pick as well. Second of all, don't slot any of these powers at all. The set bonuses may be tempting, but they're simply not worth the slots you're committing to them given that you'll never use any of these powers. The defense soft-cap is a limit, not a goal. Your actual goal is being tough enough to survive a hit or two that penetrates your defenses - if you can't do that, you'll just be dying a lot to bad luck. Once you can do that, you can simply eat an inspiration if you get in trouble.

    Dark Mastery. I suspect you want the self-rez. However, not only isn't it very useful (it requires you be in the thick of things and you shouldn't be dying in the first place; it can also be replaced by VIP powers) but it shackles you with an otherwise weak epic set. You don't need additional end recovery and Dark Embrace has some of the weaker supplemental resists (Toxic, Negative).

    Electricity and Psionic mastery would both be better choices. They have better armors (Energy and Psionic damage are much more common than Negative/Toxic) and they have powers that allow you 'purple diversity'. The various purple sets give such massive bonuses that it makes sense to slot multiple powers with purples (about the only really weak purple set is the one you happen to have slotted - Apocalypse). By adding Immobilize/Hold/etc. to your build, you can slot more purples and pile on huge bonuses to recharge.
  21. Quote:
    Originally Posted by Local_Man View Post
    Oddly enough, I'm one of those folks who doesn't support the current trend to turn Controllers into super-duper damage machines. I prefer my controllers to focus on control and support. If I wanted to make a damage dealer, I would pick a different AT. There's nothing wrong with making a controller into a damage dealer, if that's what you want to do, but I'm kind of a purist. So, if that's what you want to do, just ignore me . . .
    I think you're trying to play a game that no longer exists. Hard controls become less and less relevant the deeper you get into the game compared to soft controls because hard controls never really get any better (you can't increase Mag very effectively) while soft controls get a lot better (you go from "I'm slightly harder to hit" to "the targets have a rock bottom chance to hit").

    Now, there's nothing wrong with playing the game however you have fun. But even as you're doing so, you should try to recognize that you're making a personal choice based on subjective concerns rather the most potent choice based on objective ones.
  22. Beauregard

    Best team build

    Quote:
    Originally Posted by BasketballJosh1289 View Post
    Son/Rad it is then! I'm pretty excited for this since double xp weekend is coming soon. I'm going to get this toon to 50 and kick butt! I'll be posting a build soon if yall would give it looks that would be great ^^
    Because of the superior buffs/debuffs for Defender, a Rad/Sonic Defender will generally outdamage a Sonic/Rad Corruptor - meaning the Corruptor variant is almost strictly inferior to the Defender variant.

    Every nuke you use carries a -20% resist debuff for Defenders vs. -15% for Corruptors. AM is 25% damage for Defenders vs. 20% for Corruptors and EF is -22.25% for Corruptors vs. -30% for Defenders.

    Note that this type of build is basically an AV/GM-specialist - you won't be particularly helpful in mowing down large numbers of enemies, but you'll be fantastic chewing through the final boss.

    Given the triple constraint of "must be Corruptor", "must include Radiation" and "team support over all other factors", I'd say your best bet would be Radiation Blast/Pain Domination. However, getting to 50 where the build would really shine would be a long, hard process since you'd be spending a whole lot of time in melee range without much in the way of defenses to prevent you from dying there.
  23. Quote:
    Originally Posted by Justice_Bringer View Post
    I recommend including ArcanaTime. For about 5 minutes, I was stumped trying to figure how you were getting that. That's also un-enhanced and without build-ups.
    Enhancements will normally impact the attacks equally - if you increase damage by +95% on one, you do so on the other as well. However, I should note that Claws can equip Achilles' Heel and deliver about 20% more damage than strictly indicated by DPA.

    In terms of Build Ups, these are less important for Brutes than other archetypes because they're additive with Fury. If you get an 80% 'Build Up' over time and another build only gives you a 40% 'Build Up', that's a 30% improvement in damage. The same difference when you already have +300% damage is 9%.
  24. Quote:
    Originally Posted by DreadShinobi View Post
    If you have, say, 55% defense, and you're hit with a 10% defense debuff that debuff will not be increasing the enemies chance to hit you, this means within the duration of that 10% defense debuff, the enemies will have to hit you with another defense debuff to alter their chance to hit you. For 2 consecutive attacks to hit you when you are above softcapped defense after the first defense debuff is a 1 in 400 chance (20*20=400)
    The attacks don't need to be consecutive. In actuality, using a defense inspiration while you're at softcap will increase the average time it takes them to start the cascading defense failure about two-fold. However, this isn't particularly meaningful when they have about a 30% chance to start the cascading defense failure on the alpha strike.

    What you're really missing in this whole discussion is that you're espousing slotting to make trivial encounters even more trivial. Why would you slot so that enemies who can barely overcome your regeneration with their damage are slightly less threatening rather than slot for enemies who crash through your weak resists and do serious damage?
  25. Quote:
    Originally Posted by DreadShinobi View Post
    I honestly don't think you know how defense debuffs really work in this game, and what causes them. I'm not trying to be mean or anything, but there's just alot of misinformation that you're saying. You realize that if you're softcapped it's a 1 in 20 chance that your defense will get lowered if the attack you are hit by lowers defense? And that if you have any defense buffs on you or you pop a purple insp you have a 1 in 400 chance of having your defense debuffed against attacks that debuff defense.
    It's actually a bit worse than 1 in 20 since most -defense debuffs are delivered by high accuracy attacks. And I'm not sure where you're getting the "1 in 400" bit from.

    The absolute floor for an attack to miss you is 5% * attacker's accuracy bonus. For example, an equal level (or higher) Archvillain will hit you about 1 in 10 times no matter what you do with your defense.

    Quote:
    Also, even if you do take a defense debuff and you're down to 35% (most defense debuffs are 10%), that doesn't mean the rest of it is going to instantly vaporize either (which you seem to imply). And even if your defense does go into cadcading defense failure, you're still an electric brute, with high resists and energize to keep you alive.
    Which is precisely my point: if you're going to survive the cascading defense failure anyway, why would you build towards preventing it?

    What you're doing is building a character who has unnecessary and unreliable extra defense against attacks you're not worried about in the first place - at the expense of gaping holes against attacks that will actually kill you. That's fine if you plan to make a farming toon that only faces one specific type of attack. But if you're planning to experience a broader range of content, it's a silly way to go about it.

    I have a hard time believing you've actually played much of the high end content with Electric Armor if you haven't frequently experienced your defense going red even when you're soft-capped against the attack. In places like Dark Astoria and many of the high end task forces/missions, it's the rule rather than the exception.