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Quote:And you'll note that I specifically stated that the level of recharge necessary to make that chain work was impossible. So I have to wonder why you're intentionally trying to mislead people here.Not sure what this Beauregard person's problem is, but I looked over some of his other posts and it seems his specialty is spewing out crap that might look reasonable at first glance (because NUMBERS! I HAVE NUMBERS!), but falls apart if you look closer. In another thread he compares single target chains for different sets and assumes 570%ish recharge required for one set's top chain. The most recharge any power can benefit from is 400%.
The reality is that Kinetics/Sonics is a classic "it looked good on paper!" build that fools a lot of people. They think of it as "damage buffing and resistance debuffing" when the reality is that it's "damage buffing or resistance debuffing". You can do one or the other well. You can't do both because you don't have the time.
But every time I point out this simple truth, Sonic fanboys come out of the work to spew nonsense like "you can stack up to 100% resistance debuffs!".
If you enjoy playing Sonic Blast with Kinetics, go right ahead. But if you switch to a different blast set, you'll almost certainly notice a marked improvement in your capabilities. -
Quote:1. Movement speed has caps. The fastest possible build is a */Energy Blaster using Teleport. The next fastest is anyone else using Teleport. But pretty much any super-movement power other than Teleport is going to hit the hard cap with minimal effort. All those +% bonuses to movement speed are normally wasted except for combat movement.Concept Design: I want to be very, very fast and port those FREAKING LAZY PPL around the city/mission w/e. I want to stealth missions to the boos and port my team in. I want to be a buff bot / -res debuff'r as best i can.
More importantly, the only real bonus Kinetics has in movement is Siphon Speed. Which doesn't make Super Speed significantly faster due to those aforementioned caps. So Kinetics isn't really a good choice from the movement aspect.
2. Stealth belongs to Stalkers and Illusion Controllers. For all intents and purposes, Stealth only has a limited number of useful breakpoints. You can be visible to everything. You can be invisible from normal mobs at long range. You can be invisible from normal mobs at close range. Or you can be invisible to snipers and normal mobs.
Only Illusion Controllers/Snipers can achieve the latter. Super Speed + Celerity: +Stealth achieves all of the other levels. This tends to make the Concealment pool pointless.
This also means that if you're thinking of Stealth'ing the mission and teleporting the group to you, you're doing the wrong build - the Stalker/Illusion Controller in your group is better suited for it. Especially given that your build won't be able to survive long enough when you get spotted by immune-to-stealth enemies (which do exist).
3. You don't need Teleport to Teleport. Most of the time when someone stealth's a mission, they're actually using a Veteran power called Assemble the Team. It does have a long recharge, but normally you can't do missions fast enough to worry about it.
4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another.
Kinetics is only truly great for buffing +damage against groups of enemies. Sonic is only worthwhile for debuffing resistance against single enemies. Kinetics requires you take a lot of time using Kinetics powers. Sonic requires you chain-cast Sonic attacks to build up resistance debuffs.
Quote:You will notice lots of sets chosen for end recovery.... i did that cuz it sounds appropriate to me... if its in the wrong direction... oops.
Aside from what I mentioned above:
1. Transfusion. Transfusion tends to heal its targets from "as near to dead as you can get and still not die" to "full health" anyway, so you don't slot those healing procs into Transfusion. You slot them into your own Health.
2. Increase Density. Yes, it provides +resistance. But it's only one type of resistance and, let's face it, you can just heal the damage. Normally this is the power you'd take at 49 just because you want the option of removing status effects and you need a power with no extra slots to fit your Steadfast/Gladiator's into.
3. Speed Boost. Slotting this power is a waste of time. Transference restores more endurance than anyone could ever conceivably use.
4. Dreadful Wail. 'Crash' powers like these are generally horrible for support archetypes since they shut you down. Once you use this power, you're now standing in the middle of a mob of enemies - the most dangerous of which are both alive and not stunned - and all of your tools for staying alive and killing them are unavailable. Good luck.
5. Power Mastery. This is a head-scratcher. You get absolutely nothing from this epic pool. You don't need Conserve Power at all since you've got Transference. Total Focus is an extraordinarily slow melee attack on a build that has about 2 secs worth of survivability that close to an enemy and Temporary Invulnerability is basically the same power you'd get from any epic pool. Indeed, you managed to avoid the one power that's the entire raison d'etre of the pool: Power Build Up.
Overall, your build is at cross-purposes all over the place. Kinetics thrives on maneuverability, yet you've managed to build what is perhaps the least maneuverable character imaginable (Super Speed with no vertical movement power). You're making a glass-cannon-style Kinetics build that doesn't go for defense, yet emphasizing melee-range attacks. You've got nothing useful to do where Kinetics excels (mass AE), and too much to do in a single target AV/GM fights.
So it's tough to know where to begin to fix it. If you want the concept you're talking about, it involves a different selection of sets/archetypes. If you want to do a Kinetics/* or */Sonics, it involves a different concept. -
Quote:This is the sort of comment that really makes me wonder if the poster actually plays the game. Except in very long AV/GM fights, Defenders tend to be constantly switching targets rather than concentrating on one target because the targets don't live that long.What sets don't rely on repeatedly blasting the same target for single target damage? That's the definition of single target.
To generalize a great deal, Sonic blast powers do 30% less damage in anticipation of the fact that you'll do 40% more once you've used two powers. Which is a nice scheme except for the fact that you won't ever get a chance to use that third (and subsequent) power on the bulk of what you fight.
It's also a scheme that really falls apart when significant parts of your 'rotation' are non-Sonic abilities from your primary.
Even on AV/GM fights - where you do blast away repeatedly on the same target - shaving 5 secs off the fight is far less important than actually surviving the fight in the first place.
That's why "good single target damage" tends to be the "she has a nice personality" of power set descriptions. Single target damage isn't really what matters in a Blast set - you're going to get very similar performance from virtually any Blast set in that regard. -
Quote:Getting 100% debuff on a single target is impossible. As a Kinetics, getting even a 20% debuff 100% of the time is problematic enough.If you put an Achilles Heel in every Rad Blast attack, you know what the MAX -resist you'd achieve? 20%, period, it doesn't stack. Sonic stacks amazingly, getting a 100% debuff on a single target is easy enough. That means, when you fulcrum shift and get your team to the damage cap, sonic lets you double it (does not account for purple patch or resists). AOE resists from Howl can stack, oh, twice for -40% for the crowd.
If you're fighting an AV/GM at 50, you'll use:
Siphon Power about once every 8 sec
Transfusion about once every 4 sec
Fulcrum Shift about once every 20 sec
That means over 50% of the time you're using some Kinetics ability and we haven't even talked about Siphon Speed and Transference yet.
And in any situation except fighting that AV/GM, Sonic is horrible. It has bad AE and its single target damage is dependent on repeatedly blasting the same target.
Quote:Anyway, I hated to see the OP getting persuaded by bad advice and thought I'd offer some assurance that, if you're enjoying playing it (which it seems you are) then keep on. If there comes a time you don't, sure, move on. -
While you've made your choice, I thought I might clarify some problems you might run into.
Kinetics is a very 'active' set. That means you're ultimately going to spend an enormous amount of time doing Kinetics powers... and have very little time for any other powers.
What that means is that as you level, you'll be laying in those -resistance debuffs for Sonic less and less. Moreover, the generally poor damage/animation of the set will become more and more of a problem because you have so little animation time to use in the first place.
Then you'll run across a Kinetics/Radiation and he'll explain about Achilles' Heel. Finally, you'll run across a Kinetics/Electric, Kinetics/Fire or Kinetics/Ice and you'll just feel sad at how they're converting the very limited nuking time available into useful damage - while being significantly better solo and in the run-up to an AV.
Ultimately, you'll probably do what most of the folks I've seen who've tried Kinetics/Sonic do once they realize just how little time they have to nuke in a serious do: hang up the character and try again.
In terms of Controller options, you have slightly different issues. First of all, Confuse is actually a pretty good damage ability... that isn't buffed by Kinetics. That's why you're far more likely to see Illusion/Radiation or Plant/Storm than you are to see them paired with Kinetics. Second of all, when you first engage a spawn you'll be torn whether to be a Controller (and control the spawn) or a Kinetics (and Fulcrum Shift it).
These issues tend to affect Controllers in various degrees, but probably Fire the least. It doesn't have a Confuse and it does have Smoke (which provides something of an answer to the "how do I start the fight with the spawn?" answer). -
Quote:A 500% regeneration debuff is effectively a 'free' 40 dps or so on a level 50 AV. However, normally this merely bridges the disparity between the dps of melee non-support toons and ranged support toons (melee don't need to spend time debuffing and their attacks are inherently higher damage).One of the most important debuffs when fighting these two types of enemies is -Regen, something that no melee type gets without using temp powers. Melee types need to make this up in sheer DPS, whereas the support types don't. This is why for a long, long time, you could see Corrs and Controllers soloing GMs when melee types couldn't.
As for Corruptors/Controllers solo'ing GMs where melee archetypes couldn't, you're talking about a past bug where Radiation Emission wasn't impacted by the AV protections or purple patch. So a RE Corrupter/Defender could deal the equivalent of 1305 extra dps on a level 54 AV - a target that ordinarily reduced a player's damage by over 50%.
Quote:Secondly, if you're building for fighting GMs and AVs solo, you need to be able to survive the return fire that you get. Not every Corruptor secondary needs that much help in this regard, with the -ToHit that they get as well as the other debuffs they have. Even then, people who do solo GMs tend to build for ranged Defense, not recharge.
Quote:As such, Sonic does do very well, since it's attack chain doesn't need much recharge to be optimized. You posit that Psy blast should do well at VERY HIGH levels of recharge, but to get to those levels of recharge, you need to sacrifice survivability, which is the opposite of what you want to do.
Nor does your level of recharge really matter for Sonic performance. At any level of recharge, sets like Cold and Fire outdamage Sonic while solo. They just pull away even more as you pile on more recharge.
Again, this isn't really a debate. On one side you've got the facts - the actual numbers I posted in this thread. On the other side you've got folks who have a vague 'feeling' that isn't really based on anything except their subjective experience.
Can you use Sonic to solo an AV/GM? Sure. The lower dps isn't enough lower that it will cripple you. But should you? Of course not. Why bring a knife to a gunfight? -
Quote:I always find it amazing when people try to argue against clearly posted facts. Fire has the best single attack; Psychic Blast has the best two-attack cycle. That's not really debateable - you can scroll up and see the raw numbers if you like.1- Fire blast, if built with the same goal and inf amount, will always deal more damage, ST and AoE than psi blast will. That's what it was designed to do. Psi can have it's exotic damage and recharge debuffs, but it simply won't out damage fire. It would call for either a fire blast buff, or a psi nerf.
The question becomes whether or not that two-attack cycle is realistic (since both attacks have recharges too long to be constantly cycled).
Quote:2- In this day and age of CoH, any class is cappable of soloing AVs, and most can solo GMs if enough thought is put into it. That being said, corruptors are one of the best ATs for doing this, as Silas or Silverado will tell you (though I haven't seen a post by Silverado in a while).
Quote:3- I don't think you are grasping the math.
...
The resistance debuff from sonic, on the other hand is only resisted by damage resistance.
All the people saying "well, Sonic is great ST damage" are simply wrong. And I showed it rather clearly above by presenting the actual numbers - something you'll note none of the enthusiasts are willing to do. Sonic is horrible single target damage precisely because it has those debuffs attached. It is designed to be roughly equivalent to a middle-of-the-road set like Energy once the debuffs are taken into account.
Quote:4- Sonic does great damage at any levels, but really only in ST damage. The stacked debuffs allow you about 60% resistance debuff all the time, which with a 95% tohit cap, will likely fall to 45% every once in a while because you have to miss eventually in this game.
Shriek is 35.04 damage in 1 sec. Scream is 80.2 damage in 1.67 sec. We'll have 30% resistance debuffs from our secondary (some have more, some have less; this is a reasonable average). In 5 secs, we can run our cycle 1.36 times and the cycle provides 30% total - so we get another 40.9% resistance debuff on average.
That means our cycle does (35.04 + 80.2) * (1 + .3 + .409) / 3.67 sec = 53.66 dps.
Now take a look at Ice Blast. It does (41.71 + 68.4 + 95.10) * (1 + .3) / 3.74 = 71.33 dps.
This is not some sort of debate over how nice the powers look. This is merely the facts: Sonic does horrible single target damage while solo.
As it was designed to do. The whole reason that Sonic has such bad single target damage is because of those resistance debuffs and what they bring for the rest of your team.
Listen, I understand math makes a lot of people uncomfortable. But trying to replace facts with blather isn't much of a technique for argument. Next time, look up the information so you don't make a fool of yourself. -
Quote:For a Cold Domination secondary, probably. For most levels of recharge, Fire will beat Psychic Blast on single target for secondaries that don't require much interaction. However, a Psychic/Kinetic would probably beat a Fire/Kinetic for raw damage just because you spend so much time using buff/debuff powers in Kinetic that you just don't have enough time to fit in a third nuke for the rotation.So you're saying that Psychic Blast is on top only if it has enough recharge to somehow be above the Recharge Hardcap?
Quote:And getting to some of the other recharge levels you have there is highly impractical for most characters, especially if you're fighting GMs and AVs and need some Defense as well. The only set you list there with a reasonable level of Recharge is Sonic, which may be why it is actually used for GM soloing and not some of these other sets.
I think you're also not quite grasping the math here. The numbers I was presenting were the breakpoints at which further recharge won't increase your damage any more. Since most high end characters are aiming for perma-Hasten (275% bonus recharge), having a very low ceiling like Sonic means that even if you're doing decent damage at lower levels you'll be outclassed at higher levels of recharge. Since Sonic doesn't even do decent damage at low levels of recharge, it should showcase how badly it gets outclassed at high levels of recharge. -
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Quote:I'd be wary of trying to discern fine differences like this from the numbers I posted. Consider another way of viewing damage: from their 'optimal point'. For a Cold Corruptor running an idealized debuff rotation:wow great info!!! So, I guess for AV soloing fire is still king but would you say ice falls in as second for primary choice? So I wonder how well an ice/cold would do soloing AVs.
Psychic = 71.5 dps @ 567% recharge
Fire = 70.5 dps @ 386% recharge
Ice = 59.7 dps @ 310% recharge
Dark = 54.8 dps @ 324% recharge
Sonic = 46.0 dps @ 196% recharge
Those are the peak (base) dps numbers for various sets. At 196% recharge, Sonic will do its best damage. Anything over 196% recharge won't improve Sonic's damage at all because you're already throwing its two best powers as fast as possible.
On the other hand, Psychic is the clear winner in the raw damage department... if you can somehow figure out how to lower your recharge by 567%. Anything less than that and it starts to lose ground (pretty quickly too - at 310% recharge, Ice is the top dog and it's pretty far behind Fire at Fire's optimal 386% recharge).
You've also got considerations like slotting flexibility. For example, Energy Blast nuking flat-out can get an average of ~24% more recharge due to Force Feedback procs. You can do oddball things like Placate with Psychic Blast or buff your to-hit with Dark Blast.
It's also worth noting that just because you can damage the AV/GM slightly more effectively, that doesn't necessarily mean you can survive. Ice Blast has an advantage over Fire Blast in that the AV will have a significantly lower chance to hit the Ice Blast player. Dark Blast has an even greater advantage in this area.
Or you could go with Beam Rifle and just take any secondary you wanted. -
Quote:1. Using Electric Fence would actually lower your damage since it's worse than either Shriek or Shout (and doesn't apply a -resistance debuff).No. It's 15% per attack, not total. And they each last a few seconds, and the same power can stack with itself. Not to mention, that isn't an attack chain, that's just 3 attacks. Most people who solo big game with sonic throw out shout because it hurts dps, and substitute and epic set power, usually electric fence for a quick animating attack that won't disrupt the flow of -res from shriek and scream.
2. No matter how you twist and turn, there's a fairly hard limit on the number of stacking debuffs you can fit into the 5 sec window.
3. Shriek is substantially lower damage/animation than Shout, so the only reason to choose it is if it would allow you to cram in an additional -resistance debuff in the 5 sec window. Which wouldn't be the case with the rotation you're describing.
So not only would your objections have been dealt with had you bothered to read a bit further in my earlier post, but your recommendations would merely serve to lower your Sonic Corruptor's already anemic single target damage.
Quote:Not to mention none of the listed sets show any attack chains, just 3 attacks from the primary without recharge times being factored in as to whether or not the 3 attacks can be cycled endlessly.
Indeed, the actual effect is the reverse of what you're imagining. As you pile on more recharge and include the effect of intertwining powers from the secondary (you need to refresh those debuffs), Sonic starts to look worse and worse. If you're Sonic/Cold, you need to spend almost 1/6th of your time refreshing debuffs. Each time you use one of those powers, you're losing a -resistance debuff from your nukes for the next nuke (more than that if you're using the 'Electric Fence' method you suggest).
The other sets don't suffer this drawback. Indeed, their damage efficiency actually rises due to the fact that they're replacing the lowest damage elements of their rotation with debuffs. Sonic doesn't benefit from this effect since pretty much all of the elements of its rotation are 'low damage'.
Quote:Sonic IS in fact the best ST set after fire, although admittedly, it does that job slightly better on a defender than a corruptor. -
Take a look at the 'basic rotation' for Sonic vs. some other sets:
Shriek (1s) 35.04
Scream (1.67s) 80.2
Shout (2.67s) 119.49
Total = 234.73 in 5.34s yields 43.96 dps, plus 15% resistance debuff yields 50.55 dps
Flares (1s) 42.12
Fire Blast (1.2s) 66.75
Blaze (1s) 88.42
Total = 197.29 in 3.2s yields 61.65 dps
Subdue (1.67s) 55.05
Telekinetic Blast (1s) 41.71 + 26.69
Will Domination (1.1s) 81.75
Total = 205.2 in 3.77s yields 54.43 dps
Dark Blast (1s) 41.71
Gloom (1.1s) 73.44
Life Drain (1.93s) 68.4
Total = 183.55 in 3.93s yields 46.70 dps or 54.83 if you skip Life Drain.
Ice Bolt (1s) 41.71
Ice Blast (1.67s) 68.40
Bitter Ice Blast (1.07s) 95.10
Total = 205.21 in 3.74s yields 54.87 dps
Now consider that Thermal, Cold, Radiation and Traps (the 4 sets you'd use for AV-killing in secondary) all have -resistance debuffs. So let's look at that with those debuffs added in and let Sonic double-stack the primary -resistance debuffs 100% of the time:
Fire = 80.15 dps
Ice = 71.33 dps
Dark = 71.28 dps
Psychic = 70.89 dps
Sonic = 70.34 dps
So by taking Sonic, you're taking a set that will do less single target damage than Dark/Ice without having -acc to protect you. It does less damage than Psychic without the proc slotting advantages. And, of course, it does way less damage than Fire.
Note that the simplified rotations above don't really reflect just how bad Sonic is for single target damage. As you drop recharge times and include activity with the secondary, sets like Fire, Psychic and Ice have their dps surge upwards because they're actually "two nuke" rotations rather than "three nuke" rotations. In contrast, Sonic suffers because it's so dependent on those extremely short resistance debuffs and its big nuke is weak.
The reason people say Sonic is good for AV fights is because they're talking about teams. The Sonic/* Corruptor themselves is taking a penalty to personal damage in order to debuff the AV to improve the damage of their team. For solo play, Sonic is terrible choice. -
Quote:Not quite. Resistance debuffs first remove the existing resistance. So if the target has 30% resistance to a damage type and you apply -30% resistance, you first reduce them to 0% resistance. This means that you're transforming 70% damage to 100% damage, an increase of 43%. However, beyond this point resistance debuffs are pretty much just like damage buffs.I was not aware that the purple patch affected resistance debuff but I see that it does from:
http://coh103.gtm.cityofheroes.com/s...&postcount=126
I stand corrected. Note that in general though the way the amount of damage resistance a mob has when it is affected by a damage resistance debuff works out so that (see post I quoted) -X% damage resistance debuffs onto the critter is equivalent to you doing +X% damage. So my current understanding (and I would be thrilled if Arcanaville came in to correct me) is that you first apply the purple patch (see http://coh.coldfront.net/index.php/c.../view/851/107/ for values depending on how much higher level they are than you) to the damage resistance debuff of -X and are left afterwards with a damage resistance debuff of -Y and then (regardless of how much base damage resistance the AV has) you are doing +Y% damage.
However, debuffs are crippled against AVs not only with the "purple patch" but also due to the inherent resistance against debuffs possessed by AVs. Realistically, that 60% resistance debuff is probably only reducing resistance by 24% while a 60% damage buff on an ally is providing full value.
In general, the tougher your team the better buffs become and the tougher your opponents the weaker debuffs become.
Against tough endgame content, most of the debuffs should be coming from offensive sets (not support sets). A Sonic Blaster is better than any Defender at removing damage resistance from an AV/GM (a */Sonic Defender has technically larger resist debuffs on the nukes, but he can't relentlessly pound away like the Blaster can since he has buff/debuff responsibilities in primary).
The only major debuff you're really concerned about is also one Trick Arrow doesn't get: -regen (EMP Arrow doesn't count here).
Quote:When you consider an end game BAF-like situation where you have 1-2 AVs and you can reasonably expect (provided they are reasonable close together so both could be hit with disruption and you can just indidivdually hit both with acid) to have the damage resistance debuffs on both, the TA is contributing a TREMENDOUS amount to the ENTIRE LEAGUES (not just your teams) total damage. I honestly don't see how your scrapper is keeping up.
As noted above, that triple-stacked resistance debuff ends up being more like 24% increased damage. Which is nice, but not really in the same league as Fulcrum Shift, Accelerate Metabolism, Chrono Shift, or any of a number of other buffs (even accounting for them only affecting a single team).
Look at it this way: if that 24% increased damage from damage resistance debuffs was truly significant, everyone would be playing /Sonic.
Quote:Tankish characters are still very useful with some of the nasty hard-hitting AVs. I think it is actually a shame that scrappers/blasters don't contribute more in end game trials. The way it currently seems to work though is that the multiplication effect of the (de)buffers just gets even more crazy when you have whole leagues working on things.
Second of all, you run up against buff/debuff caps. Consider that a single Sonic Blaster is going to take 80% of the 300% you have allocated to damage resistance debuffs, and you're taking another 60%. So two players have gotten you halfway to the cap on a very common debuff category.
Lastly, the multiplying effect has diminishing returns. If your target is current at -240% resistance and you bring them down to -300% resist, you've only increased the damage being dealt to them by 17.6% (rather than 60%).
What this all means in practical terms is that you want to bring the fewest - and greatest impact - support classes you can amongst a sea of folks who do little except pile on massive amounts of damage. -
Quote:Before you reply, read the post. Your spurious objection was already covered.As far as the thermal comments go, you do realize that the +damage is just for base damage and not actual slotted in game damage, right?
Quote:In any case TA also has both disruption and acid which do actual +20% damage boosting (each!) damage since they are -resistance. I can routinely double stack disruption as well. This is +60% actual damage boosting for the whole team. Thermal has melt armor as well but it is just -30 rez.
Quote:I know from experience that is is very easy just to babysit an entire team damage-wise (an in, either virtually PL them or actually PL them) with just a TA/A. I see kinetics making that claim but not many thermals. :P
A little hint for you: when you claim "experience", most readers understand this is code for "I don't know wtf I'm talking about". Anyone can claim "experience" on the web, and if you actually know what you're talking about, there's no need for you to do so. You look especially foolish when all of your examples indicate a sort of experience which is wildly different from the norm (as yours do). -
Quote:You're thinking of Ice Storm, not Blizzard. Blizzard has both slow and knockdown components, so when you drop it most enemies just sit there and flop around helplessly getting pummeled. And, yes, it's an anomaly - but it's just about the only one of the ultimate end-drainers that's worthwhile on a support class precisely because it doubles as a control effect (the fact that it will single-handedly wipe out all the minions/lieutenants is a nice extra).Oil slick base is 250. The average of the above nukes damage (including 500 for blizzard) is 193. So on average oil slick does more damage. It also tends to be up much more often. It also has a knockdown effect so that mobs stay on the slick for the whole damage period, unlike blizzard where mobs are notorious for running out of it during its duration.
You're missing the main point, though. Oil Slick does quite a bit of damage - infrequently. So while it looks impressive, it contributes a fairly small portion of the total damage compared to buffs/debuffs. When you're comparing Trick Arrow to a set that also debuffs resistance an equivalent amount, the presence of buffs to enhance damage in that other set tend to put it ahead of Trick Arrow for a team's overall damage.
Look at it this way: with Oil Slick dealing 250, that means it's doing 1.38 dps (at +0% recharge). Fireball is 45 on the same scale, for 2.81 dps (at +0% recharge). Now, we'll use Forge on that player. 50% of 2.81 is 1.4 dps.
In other words, our Thermal Defender just managed to deliver more added damage to the team by using Forge once on another Defender who is using no attack except Fireball than our Trick Arrow Defender managed to generate via igniting Oil Slicks.
Once you add in factors like "you can Forge multiple players", "the players you Forge tend to do a lot more damage than Defenders" and "players tend to throw more than one attack every 16 sec that Forge buffs", there really isn't any comparison. Forge is ridiculously better than Oil Slick for increasing your team's overall damage. Since Thermal Defenders also get Melt Armor (delivering only slightly smaller resistance debuffs than Trick Arrow), it's entirely fair to say that Thermal Defenders are better at increasing a team's damage than Trick Arrow Defenders.
I suspect where your thought process is going awry is imagining team settings where your team is moving at an abnormally slow pace. In a semi-decent team, a Trick Arrow/Fire Defender can realistically expect to toss 11+ Fireballs for each Oil Slick they toss. Solo, this ratio is more like 2 Fireballs per Oil Slick - and Oil Slick ends up looking a lot better. -
Quote:Not sure if I agree with this statement. Solo, I'd rank Trick Arrow 5th (after Kinetics, Radiation, Dark and Storm Summoning). Grouped, I'd rank it 9th (add Thermal, Time, Empathy and Sonic to the above 4 sets). The only sets that Trick Arrow really beats out unqualified for raw damage increase would be Traps, Cold and Force Field.C) It is one of the best sets for doing damage on a Defender, but teams will most likely be inviting other ATs to fill the damage role.
Trick Arrow's damage increase comes from a 3 minute recharge Oil Slick that's about half the damage of a Defender's Blizzard or Tornado coupled with 2 stacking -20% resistance debuffs.
All the other sets have 30% resistance debuffs (Traps is 26%, Storm is 35%, Sonic can stack two on a single target) coupled with buffs that vary from 'nice' (Forge) to 'omfgbroken' (Fulcrum Shift).