Beauregard

Apprentice
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  1. Quote:
    Originally Posted by UnicyclePeon View Post
    MIDS also doesnt directly support the ability to use purchased enhancement boosters on individual IOs,
    It actually does (to some extent). When your mouse is over the IO you're slotting, hit the '+' key up to five times before clicking (the '-' sign will remove the boosting as well). The result will be a boosted IO enhancement.

    However, this will not show up in the forum export text.
  2. Quote:
    Originally Posted by DreadShinobi View Post
    The whole thing about defense being neutered by any defense debuffs if you don't have defense debuff resistance is typically blown out of proportion, and elec armor actually does quite well with them.
    Cimerorans, Malta and Knives of Artemis all have heightened accuracy -defense debuffs on virtually every attack made by minions. This means that within a 5 sec timeframe, you need to win every single roll on 30+ heightened accuracy attacks when you dive into a spawn to avoid a cascading defense failure. The chance of doing this with 45% S/L and the chance of doing this with 0% S/L are essentially the same.

    Longbow do ranged/energy defense debuffs, which ignore S/L defense.
    Arachnos do ranged/psionic defense debuffs, which ignore S/L defense.
    Carnival does ranged/negative defense debuffs, which ignore S/L defense.
    Devouring Earth do ranged/toxic defense debuffs, which ignore S/L defense.
    Praetorians do ranged/energy defense debuffs, which ignore S/L defense.

    Quote:
    The only defense debuffs that actually pose a threat to my /elec brute is the IDF's [reveal weakness] which doesn't check for defense and stacked telepathist debuffs on the TPN if people aren't killing the telepathists.
    Defense is meaningless in trials due to the sheer volume of defense buffs.

    The IDF's Reveal Weakness doesn't check against any typed defense. It does check against Ranged defense.

    Quote:
    Going pure ranged defense on a melee toon is going to leave you taking alot more damage than you would be going S/L defense. Defense debuffs will trip up ranged defense just as much as S/L defense.
    There are two basic types of defense debuff:
    1. Ranged debuffs on lt/bosses.
    2. Melee debuffs on minions.

    Melee debuffs from minions are inescapable. There simply isn't anything you can do but watch your defenses go red without defense debuff resistance. You could soft-cap every defense out there and you're still facing far too many attacks occurring far too frequently for the cascading failure to not occur.

    The ranged debuffs are escapable. They're not on every attack and they're only from a very small number of enemies in any given spawn. So if you've got decent ranged defense, you have a strong chance of not getting debuffed at all.

    Quote:
    And even having good resists to common things that S/L defense protects you from doesn't mean you're immune to them. If you're taking all those melee S/L attacks because you went ranged defense, it is going to hurt, and it is going to happen all the time, because of how common those attacks are.
    You're overlooking a critical factor unique to Electric Armor: 10 - 15 secs into the fight, your opponents no longer have any endurance.

    At that point, their Smashing/Lethal attacks simply don't matter. They're only using their weakest attacks at a slow rate and trying to pound through your heaviest resistances. You don't care about those attacks.

    The attacks that will actually kill you are almost exclusively ranged attacks - Negative, Toxic and potentially Psionic.
  3. At higher levels, most villain groups carry significant defense debuffs. So without defense debuff resistance, what you'll discover is that the soft-capped S/L you're so proud of will vanish in an eyeblink if you jump into battle because S/L doesn't protect against most of those debuffs (they tend to be toxic, psionic or have huge accuracy bonuses against S/L).

    Even excluding defense debuffs, the return on S/L defense is extremely low since Electric Armor already has such outstanding resists vs. S/L. When you're only taking 10% damage from a damage type, spending serious effort to cut it down further isn't all that useful.

    If you want to invest in a defense category, go for Ranged defense. Electric Armor's weak spots are Psionic, Toxic and Negative. Almost all of those attacks are delivered at range.
  4. You may not want to hear it, but the first step would be to switch archetypes.

    The value of a Corruptor over a Defender is more damage. But due to the -resist debuffs on both Thermal and Sonic being larger for Defenders rather than Corruptors, you're losing most of the damage advantage of a Corruptor.

    The Defender version would also heal more and buff better. The Defender version would also be more survivable due to the superior +def from pools. The Defender version even has a more elegant leveling structure (top end Thermal powers are essential; top end Sonic Blast powers aren't).
  5. Dark Melee doesn't have much AE, but it does have Soul Drain (a better version of Rage for your purposes) and you can just grab Mu Mastery if you wanted AE.
  6. Quote:
    Originally Posted by Pitho View Post
    There is one thing that's a bit hard to get though. Psychic resistance.
    Dark, Electric and Willpower can all cap Psionic Resistance without too much difficulty between their intrinsic resistance, Impervium Armor, ATOs and Cardiac.
  7. Beauregard

    Is It Worth It?

    Quote:
    Originally Posted by Ice_Ember View Post
    I missed this memo, it was mixed in with TPS reports. What converters? l
    Enhancement converter tokens will be purchasable for various merits (10 reward merits for 1 enhancement converter, for example). When you use a converter on an enhancement, it will transform the enhancement into another one at random (depending on the number of tokens spent, it will be from the same set, the same general type or the same rarity).

    But unless I'm missing something, this shouldn't really lead to much of a price drop. To get a PvP enhancement from enhancement converters, you'd need to start with a PvP enhancement. But if you've already got a PvP enhancement, you paid merits for it that you could have just spent on the enhancement you wanted in the first place.
  8. Quote:
    Originally Posted by hidbyflames View Post
    Just got my brute to 50 plus 3 so time to start a new toon mainly for end game is the purpose never had a Inv tank or Elec tank trying to decide which is better for end game as far as defense and being able to tank all in my path, SS is gonna be my secondary got about 2 bil to spend and enough reward merits to get all i need please give some opinions. (usually a WP kinda buy)
    I think you're asking the wrong question. CoH is not WoW with an 'endgame' - if it did have an 'endgame', that endgame most certainly wouldn't be trials.

    Trials are about the most trivial thing you'll do at 50. It doesn't really matter what set you choose because there will be so many buffs/heals floating around that the various minor differences are meaningless. Pretty much any resist-based Tanker is a beast in trials.

    A larger concern would be what you can do when you're not in trials - either solo or in small groups.
  9. Quote:
    Originally Posted by Hyperstrike View Post
    Why go with another primary and settle for S/L capping when you can go Inv and cap EVERYTHING (save psi, which is still covered by decent positional defenses)?
    Invulnerability vs. Electric resistances:
    S/L = 45% vs. 35%
    Energy = 20% vs. 82.5%
    Negative = 20% vs. 30%
    F/C = 15% vs. 35%
    Toxic = 15% vs. 0%
    Psi = 0% vs. 35%

    Unstoppable and Power Surge are essentially the same power.
  10. The problem you're experiencing is what is termed a 'cascading defense failure'. You're facing off against a host of enemies that fire off a volley of -defense debuffs, your defenses go into the negatives and then they follow up with attacks that strike against your weakest resists. It's one of the reasons many players (mistakenly) view resist sets as being 'squishy' when they get to higher levels.

    Nor will Defensive Sweep help you much. The attacks you're worried about are Ranged/Psionic attacks. So building up your Smashing/Melee defense merely means that you'll end up with slightly less negative Smashing/Melee as they punch through your relatively weak Ranged/Psionic with ease. Indeed, you'll probably discover that Smashing/Melee defense is generally not very useful for a resist-based melee because you've already got fantastic resists against those attacks.

    Your basic intuition about positional defenses is correct: ranged defense is really what you need, since most of the attacks you're really concerned about are ranged. As an Electric tank, you have three weak resist categories: Psionic, Negative and Toxic. Almost every attack of those types is ranged. It may seem counter-intuitive to stress ranged defense in a melee build, but keep in mind that an attack remains 'ranged' even when used from point-blank range.

    Beyond this, some ways of dealing with your problem:
    1. Sapping. Electric Armor has two 'sapping' powers - Lightning Field and Power Sink. Power Sink alone will rip away over half the endurance of +3 (+4 with level shift) minions/lieutenants. Lightning Field isn't quite as dramatic, but enemies within your Lightning Field will quickly lose the remainder and then only attack intermittently.

    2. Epic powers. Prior to AOs, I would have suggested Mu Mastery. However, post-AO (and possibly even pre-AO) I'd say go with Soul Mastery. Soul Mastery gives you one of the best single target attacks available to Brutes (Gloom) as well as the ability to blanket the entire spawn with -to hit before you engage with Dark Obliteration. If you really want to nail it home, you can add Darkest Night to the mix. Soul Mastery transforms the problem of soft-capping Ranged (and other defenses) from an impossibility to merely a difficulty.

    There are other possibilities as well - arguments could be made for Earth or Arctic Mastery. However, the one epic pool I wouldn't take just so happens to be the one you did - Energy Mastery. Electric Armor gives you nearly infinite endurance and a self-heal, so really all you get from Energy Mastery is an endurance-intensive accuracy toggle that you probably won't need.

    3. AE Knockdown. Obviously, AE Hold or AE Disorient would work just as well - but you don't have those options. AE Knockdown, whether from the primary or even Spring Attack, means that you can negate the alpha strike of -defense debuffs. While this merely delays the inevitable, you just need to buy enough time to drain their endurance.

    4. Inspirations/Incarnates/Accolades. There are various ways to get a brief period of either soft-capping defense or being really, really tough. Unfortunately, these all involve either long cooldowns or consumables so they're your last choice. Burnout would also fit into this category, since it allows you to toss two Power Sinks, two Energizes and/or two control effects in a row (on a long cooldown at a steep end cost).
  11. Ring of Fire. This is frequently skipped because Ring of Fire recharges so quickly and an additional attack normally isn't needed.

    Transfusion. This needs to be slotted for accuracy as well.

    Char. In Fire/Kinetics, you generally slot this as a Hold rather than Damage since you'll have such significant damage boosts anyway.

    Hasten. With enhancement boosters, you really only need to 2-slot this.

    Cinders. I normally skip this since having a long recharge mass Hold isn't really much better than a long duration mass Disorient.

    Stealth. This is worthless if you've got Celerity/Stealth and Super Speed.

    Boxing. Controllers frequently slot this with sets like Mako's Bite because it's actually not that bad an attack for a Controller (on Contained targets).

    Inertial Reduction. This is a rather strange choice. No one else is likely to need Superjump, and it's an annoying way to provide it for yourself.

    I'd also question taking Fire Mastery. If you took Mu Mastery, you'd get basically the same AE performance, a better set of resists from the armor, a nice defensive 'panic button' and a pet you can use to slot all 4 of the "keep my Fire Imps from insta-dying" enhancements.

    Some things to contemplate taking:
    Siphon Speed. This isn't all that great when you're just plowing through large spawns, but is nice against single hard targets to make your rotation run a bit smoother.

    Tactics. 6-slot Gaussian is one of the easiest ways to boost defense and Kinetics is such a accuracy-dependent set that having better hit chance is essential.

    Vengeance. This is a nice mule for Luck of the Gambler if you've already got enough Leadership powers.
  12. The arcanatime-adjusted dpa for each Blaster attack:
    Snap Shot = 44.23
    Aimed Shot = 46.31
    Fistful of Arrows = 43.13
    Blazing Arrow = 81.68
    Explosive Arrow = 47.40
    Ranged Shot (90% int. red) = 52.32
    Rain of Arrows = 53.32

    Snap Shot and Aimed Shot are horrible compared to the average Tier 1/2 Blaster attack. Blazing Arrow is middle-of-the-round for heavy single target Blaster attacks. This yields the rather non-intuitive result that the best single target rotation for a Blaster Archer includes neither Tier 1/2 attack. You wouldn't even take them if you weren't forced.

    The AE damage is still acceptable, but having garbage Tier 1/2 attacks doesn't work all that well with Defiance. So it's hard to recommend Archery for a Blaster.

    For Corruptors:
    Snap Shot = 23.87
    Aimed Shot = 35.11
    Fistful of Arrows = 28.75
    Blazing Arrow = 55.20
    Explosive Arrow = 31.59
    Ranged Shot (90% int. red) = 34.88
    Rain of Arrows = 35.15

    Snap Shot is awful, but Aimed Shot is actually worthwhile for Corruptors.

    Note that in both cases, Rain of Arrows is rather uninspiring. It's only slightly more dpa than conventional AE attacks and roots you for 4 sec. Unless you're using it to alpha strike a group (a tactic that fades quickly once you start fighting things that will just turn around and kill you in response), it's not normally worth taking.

    Trick Arrow isn't all that great of a buff/debuff set. Like all debuff sets, it runs into issues when you scale up the difficulty of the content. Unlike other debuff sets, it has nothing but debuffs. Essentially, by the time you get the kind of abilities that really make a difference they no longer make a difference.

    A better choice would be a set like Cold that has minimal activity during combat itself, good slotting opportunities and operates entirely from range.
  13. Quote:
    Originally Posted by slainsteel View Post
    Anyone know what defense bonus the six slotted Superior MotC gives?
    2: +3% Health
    3: +10% Range
    4: +4% Damage
    5: +5% Ranged, +2.5 Energy/Neg. Energy Defense
    6: +10% Recharge
  14. Quote:
    Originally Posted by Sir Hextor View Post
    There's too many Fire/Kins (plus I already have a Kin/ def and I'm not into repeating powersets). So I decided to try out a Fire Troller but wanted something that would help with the massive end consumption that is Fire and figured, "Well Cold Dom has Heat Loss and it likes to be in Melee like Fulcrum Shift and I haven't played it. I wonder what a build would look like?" So I put together this little thought process and was hoping to get a once over look at it.
    Heat Loss is not a power you use in melee range. At 3-5 targets, it's capped. When used at range, it still provides far more endurance than you're likely to be able to use with fully IO slotted offensive powers.

    Hot Feet isn't really usable as anything but a teleport to the hospital without self-healing (which Cold Domination doesn't have).

    Ice Mastery isn't a particularly good epic for this combination. Ice Storm has great dpa, but bad dps. Since you won't have a fully saturated attack chain anyway, the superior dpa isn't meaningful but the inferior dps is. Try Primal Forces Mastery instead - Power Boost pretty much trumps anything another epic offers for this combination.

    Fire/Cold is a solid combination, but it doesn't really work the way you want to play it. If you're looking for that playstyle without Kinetics, try Time.
  15. Quote:
    Originally Posted by JustBling View Post
    This is one of those things that makes people question your sincerity, by the way. You claim that something is true if an impossible condition is met. Since your condition cannot be met--and you should know it, if you are well versed in these numbers--the statement is always false. It is a blatant disregard for the truth to present something in this way.
    No, it's quite common. It's what is termed a 'biconditional'. You create the conditional linkage and then demonstrate the consequent is false because the antecedent is.

    Pretty much anyone who ever took even an introductory course in philosophy or rhetoric would instantly recognize it.

    Quote:
    I'm out of energy at this time of night/morning, but seriously, your "hard numbers" are sloppy, if not wrong. It can be inferred that your conclusions are also wrong, and that your continual claims of having the factual high ground are baseless.
    Actually, it can't be so inferred. You'd have to demonstrate a specific kind and scope of sloppiness first.

    If I say it's a "few thousand miles from New York to L.A.", that's a pretty 'sloppy' number. But if I'm using that figure to claim "you can't walk the distance overnight", the potential error in my 'sloppiness' is not sufficient to doubt the claim I'm making.

    You'll notice that despite the volume of complaints about my analysis, no one has done more than nitpick. There haven't been any actual counterarguments that demonstrate that Sonic is legitimately better at single target dps than I'm making it sound. Which is probably because it isn't very good at single target dps while solo - and no amount of wishing and hoping by fanboys is going to make it so.
  16. Snipes in general aren't worthwhile since they take an enormous amount of time to animate, are interruptible and don't deliver enough damage given their animation time.

    That being said, Radiation Blast for Corruptors/Defenders is an unusual case because the first two nukes are horrible. The merely mediocre performance of Proton Volley makes it a better choice for your rotation than X-Ray Beam or Neutrino Bolt.

    X-Ray Beam and Neutrino Bolt are, in fact, so terrible that they lose out to four pool attacks: Electric Fence, Dominate, Boxing and Air Superiority. If you have any of those four abilities, they should take the place of using either of Radiation's first two blasts in your rotation.

    The rest of your rotation would be Cosmic Burst and either Irradiate or Proton Volley depending on whether you preferred fighting at range or up close. Note that the Irradiate rotations are higher damage than the Proton Volley ones.

    The highest dps rotation using only Radiation Blast nukes would be Irradiate + Cosmic Burst + Proton Volley. However, this rotation is a bit sketchy since you're combining a PBAE and an interruptible attack.

    Note that this is not true for the Blaster version of the set and I don't believe there's another blast set in the game where you'd get similar results.
  17. Quote:
    Originally Posted by Vel_Overload View Post
    Uhh actually he's right, once you start stacking recharge and actually make a chain, dps will increase. It's still lower than fire by a long shot but the theorycrafted dps you put up is almost guaranteed false as you didn't even attempt a rotation, +recharge or consider DPA. Few expert Sonic users actually use Shout due to it's horrid DPA.
    If they're making that argument, they're not 'experts'. The arcanatime-adjusted dpa of each attack:
    Shriek = 29.49
    Scream = 31.60
    Shout = 30.45

    Since a pure Shriek/Scream rotation would require -405% recharge, you need to do something with your time once you've gone Scream -> Shriek. Shout is the only option that does any sort of decent single target damage.

    You do find Sonic in teams avoiding Shout, but that's due to debuff time per activation:
    Shriek = 4.21
    Scream = 3.79
    Shout = 3.44
    Screech = 6.99

    Quote:
    Fire is still king, but few fire users even use Flares anymore now that they can stack so much +Recharge that Fire Blast + Blaze + Fireball is generally better than even including Flare. Any down time between those three (or just two, minus fireball) is normally for summons pets, healing etc just as filler.
    Archery, Beam Rifle, Fire, Psychic and Radiation all have a 'useless' first tier power at high enough recharge. Assault Rifle, Electricity and Dark all lack a conventional heavy nuke, so have slightly oddball rotations.

    Dual Pistols, Energy, Ice and Sonic are the only sets that really have a conventional rotation.

    So unless we want to get into a long discussion of why all those sets are using bizarre rotations, it's just a lot easier to point out that non-optimal rotations for such sets beat optimal rotations for Sonic while solo.

    Keep in mind that Sonic's two basic nukes need a debuff on the target merely to pull even with the bad single target sets. Then it has to deal with a heavy nuke that is ridiculously bad compared to the high damage single target sets (BiB is 2.4 times as much dpa, Blaze is 3.7 times as much dpa).

    So not only do you have sets that beat Sonic's performance single target even while chain-nuking, but Sonic's performance rapidly drops off a cliff the more you're working with the secondary since you're hit with the double whammy of the average debuff stack getting smaller while the heavy nuke is emphasized.
  18. Enhancing the endurance return is less effective than enhancing endurance reduction.

    More importantly, I think you're going the wrong direction with that build. */Kinetics doesn't need to slot for endurance reduction because it has Transference. You should 6-slot it with accuracy, endurance modification and recharge reduction.

    Once slotted up, Transference will restore your entire endurance bar in one fell swoop - and it comes up often enough that it's tough to outspend. It's also the single most devastating 'sap' ability in the game. A Corruptor's fully slotted Transference drains over 100% of the target's endurance (ie: all of it).
  19. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Have you... Been paying attention to this thread? It's clear to everyone reading this now that you are the one with limited knowledge. I'm not playing with you anymore. You'll have to find someone else to argue with. Your logic is too flawed in too many ways. Everyone knows Sonic rules.
    Might I suggest that instead of trolling these threads with bad (and incorrect) advice, you spend some time reading them and learning instead?

    You very clearly demonstrated you had no idea what you were talking about or how Kinetics Defenders play at high levels. So flailing about and trying to bluster does your reputation little good. When you're wrong, just admit it and try to learn from your mistakes.
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Against single targets, ie, some of the long AV fights in Incarnate trials, if there are no adds around for FS you'll actually be doing more to increase the damage of your team mates by focusing on your secondary. At that point, all you need to do is fit Transfusion into your attack chain for the -regen.
    What Fulcrum Shift does is summon two pseudo-pets. One is on the player, one on the target. The one on the player increases the damage done by all players within 20 feet by 50%. The one on the target reduces all damage on enemies within 30 feet by 25% and increases the damage done by allies within 20 feet by 25% per enemy. Note that this stacks with any previous Fulcrum Shift/Siphon Power.

    If you're in close proximity to the target, that means your Fulcrum Shift provides not just a stacking 25% damage debuff but a stacking 75% damage buff to all allies.

    You're not going to find an ability in your secondary that will be even close to as effective as Fulcrum Shift on a single target.

    Quote:
    Well I'm not sure of the exact numbers, but I can tell you that Sonic is the best secondary for Defenders in the game and that's a fact.
    No, it's a theory expounded by someone who obviously has limited experience with the game.

    In the bulk of the game, enemies simply don't live long enough for the resistance debuffs to matter - especially since Sonic's activation times are generally longer for similar effects. Landing a resistance debuff when you're the last person to blast the mob isn't very useful.

    So really the only time Sonic gets out of the basement in terms of performance is potentially AV/GM fights and solo. Solo, Sonic is horrible because of it's weak survivability. Those same long activation times mean Sonic is fairly immobile and it's control options tend to be slow and clunky.

    That leaves AV/GM fights. Where Sonic can potentially be useful.

    But not as a Kinetics, where you simply don't have the time to stack those resistance debuffs.
  21. What you might stop to consider for a moment is that you generally want your primary power set to be the one you use primarily.

    Which isn't the case with Force Field. You've got some target-ally buffs you use every 2 minutes or so, a toggle buff you just leave on all the time and a bunch of knockback/repel powers you probably won't even take. It's a power set that screams 'secondary'.

    So if you were to play such a character, you'd ordinarily want to play a Beam Rifle/Force Field Corruptor (rather than Defender). Since you can't, may I recommend the next best thing: Beam Rifle/Sonic Corruptor?

    Sonic Resonance gives you the same benefit as Force Field for personal defense. Resistance is actually better than Defense for your purposes since you'll already have the status protections. Sonic Resonance also gives you -resistance debuffs to increase your damage. But Sonic Resonance is still a 'bubble' set that is mainly long duration fire-and-forget powers that won't interfere with blasting away.
  22. Quote:
    Originally Posted by MikeRobe View Post
    Mmmmm, it can't have anything at all to do with the un-resistible -500% regeneration... nah. FWIW, Dark brings the same in howling (at twice the recharge) and Cold brings the same in their benumb (at 1.5 the recharge)
    From the Issue 9 patch notes:
    Quote:
    Many powers with regeneration debuff effects are now resistible by non-player entities. Powers effected are:

    Radiation Emissions 'Lingering Radiation' and 'EM Pulse'
    Poisons 'Envenom'
    Robotics Assault Bot 'Plasma Blast' and 'Dual Plasma Blast'
    Electric Armor 'Power Surge'
    Trick Arrow 'EMP Arrow'
    Electrical Master 'EM Pulse'
    Your information is out of date.

    Quote:
    Nobody is desperate for a particular set in any of the TFs anymore because we've all learned to do anything in the game with any team. New stuff comes out, it stumps a few people for a short while, others figure out how to beat it, post a guide and then after a short while, it becomes like all the other stuff and "bring what you like" rules.
    You're essentially arguing that once you piling enough purples and incarnate powers up, content becomes trivial for any build. Which is certainly true - and manages to completely dodge the original question.
  23. Quote:
    Originally Posted by Laevateinn View Post
    +Dmg buffs are additive with your enhancement values, so assuming standard +95% dmg slotting, a 15% -res debuff would be roughly equal to +30% dmg.
    Resistance debuffs are additive in the same fashion with other resistance debuffs. Since all but 3 support sets bring resistance debuffs and pretty much every weapon-using melee is bringing Achilles' Heel, the distinction you're pointing out isn't all that meaningful.

    But let's say that there are no other buff/debuffs around except for what the Defender brings.

    A +95% slotted attack that receives +30% damage would be increased by ~15.3%. The same attack hitting a 30% resistance debuffed target would be increased by 15% after the purple patch.

    There's a reason that Radiation is probably the most popular secondary for solo Controllers. And there's also a reason you never hear anyone desperate for a Radiation Defender when they're running Statesman.
  24. Radiation Emission was bugged for a while meaning that it's debuffs didn't suffer the resistances that the debuffs from other sets did. So it was overpowered until they fixed it (which they did). Now its debuffs are on the same level as any other.

    In terms of the whole set being "great for AV/GMs", it depends on what you're talking about.

    If you're talking about solo'ing AV/GMs, the answer is yes. Debuff-intensive sets tends to be great for solo'ing tough content because almost all of the best buffs can't be used on the player themselves.

    If you're talking about teams going after AV/GM, it's a completely different story. The purple patch will halve the effectiveness of debuffs on a +4 AV/GM. The AV/GM resistances will reduce that even further - you'll only be getting 15% of the return on most debuffs. So your -resistance debuff is only worth half what a comparable +damage buff would be worth and your -defense debuff is worth about 1/16th of a +hit buff.

    The main value of Radiation in a team AV/GM fight is actually Accelerate Metabolism. AM is a solid buff, but it's not really up to the standards of 'buff other' benefits like Forge. So Radiation Emission would end up in the middle of the park. It's better than pure debuff/control sets like Dark, but worse then pure buff/heal sets like Thermal and Pain.
  25. Quote:
    Originally Posted by Pitho View Post
    Not until someone pointed out that it's impossible.
    No, I actually pointed it out in the same post as the numbers. Which makes sense - the entire point of listing those numbers was to demonstrate the same "theory is not reality" point I've been making here.