Enantiodromos

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  1. Good guide! I have three nit-picks:

    [ QUOTE ]

    <ul type="square">[*]Some people know why they don't like something, but can't accept that that is the way things are going to be. They can't let it go, and they keep posting regardless of anything. These posters need to get over it and let it go.


    [/ QUOTE ][/list]It's not that the poster needs to get over it. It's that you (the reader) need to stop reading about something you've decided is "never going to change." Naturally what will and won't change is one more thing for people to disagree about-- sometimes even productively.

    Nothing prevents anyone from not reading posts and posters they're not interested in; at some point, we all have to be adults and be responsible for where our own eyeballs go. Not that there aren't whole coalitions in this game that try to protect their members from any possibility of seeing any sort of disagreement. But that approach is not only self-defeating, it unecessarily discourages communication.

    It's always been completely unreasonable to demand others not discuss something because somebody else has already talked about it and made up their mind. The "dead horse" trope is probably the stupidest argument regularly deployed by otherwise intelligent people.

    [ QUOTE ]

    <ul type="square">[*]Just because you disagree with someone, it doesn't mean that they are wrong. Many times disagreement is just a matter of opinion. State your case or reply to theirs with your counter-argument. There is no need to call names or insult people while doing this. [/list]

    [/ QUOTE ]

    Abjuring unnecessary name calling is good advice. I hasten to point out, however, that when two (or more) people disagree, it's absolutely certain that at least one of them is wrong. (To do with reality being objective.) Remarking about a view's status as "opinion" is ambiguous, at best. It would be better if we just acknowledged that people have different degrees of justifiable certainty about all sorts of things.

    [ QUOTE ]
    ***** Everyone needs to decide for themselves if someone has become too offensive, too negative, or useless to deal with. At this point, there is only one option. Notify the Moderator and put them on ignore in the forums.

    [/ QUOTE ]

    There's a problem with this: the very real possibility of threads with productive information in them being deleted entirely when individual efforts at trolling are brought to moderator attention. This caveat should be mentioned if you're going to hand out advice to notify moderators.

    You're right to point out that this finally hinges on individual judgement, of course, and I'm sure nobody disputes that moderators play an important role. Probably mods would say this is something we're obliged to do re: any example of at least certain kinds of violations, but it's worth knowing the consequences of obeying the rules, if for no other reason, then to know whether one can participate here in good faith.
  2. TY for reminding me to get back to that-- yeah I went and tested to get actual values to rescale. So I should be able to post that.

    I follow how one would calc what you're calling cancel-on-miss, but I've never heard anybody say DoT ticks are individually hit checked. Yay, more to test. Outta curiosity, is this a property you see on ALL DoTs? As I think about it, I do use the assumption everything hits. I vaguely loathe the idea of going back through and recrunching everything for expected damage where P[miss] &gt;0. Oy.
  3. When I played, I took strangler at 30, I believe, and didn't feel like I was missing anything-- that's because RI and seeds are soo-oo-ooo effective with mitigation, it's not funny.

    If that drives you crazy, it's not a huge difference to take strangle at 1 and entangle at 28/30. But yeah, I really didn't miss it much. Plus plant/storm isn't nearly as hard on end as fire/storm, from the feel of it (though I've not run the numbers).

    Incidentally, a small update on CC: damage and recharge is the correct slotting for this power. I've not thought about procs or how they would function. You can add accuracy to it, but mainly all you're doing with that is getting the rinky-dink end-of-fight entangles that the patch throws, to hit more often. Sure, they're 8' AoE immobs with damage, but they don't amount to much. The main thing is the vines themselves, which are on a flat % chance w/o a hit check.
  4. Hi folks-- nice to see some thought put into this sort of thing, as rules really can make a big difference in quality of a *large* online community (and this certainly is one), and communities like this can really improve the quality of experience of the game itself (well, I think so anyway). Sorry I missed responding any sooner.

    I do a lot of thinking about online community guidelines myself. The following are my sincere, well-intended criticisms of the rules you posted-- which I think have very serious flaws.

    My remarks here should be in no way construed to suggest that I am unable or unwilling to comply with the rules as best I understand them. On the contrary I positively assert that: I make the greatest effort I reasonably can to conform to both the intent and the letter of the rules while contributing productively to the forums.

    General Principles
    You guys can't get enough moderators to make these forums a worthwhile experience by micro-managing the content of every post by every poster. For all that they could choose to write and enforce arbitrarily draconian rules, in the end, it is the voluntary compliance of posters with rules that makes the rules useful and the community valuable.

    To that end, rules need to be fundamentally clear, fair and credible. The current rules are flawed to the point of losing a great deal of credibility (or if you prefer, relevance, or effectiveness). Because of the way they're written, they can't do much good. (Which is not to say the community is no good, but that good doesn't derive from the rules.)

    Rules neeed to be clear and simple, using the simplest, most direct langauge available to describe what behavior is definitely NOT permitted, withOUT hedging or creating "grey" area. (Positive descriptions of preferred but not required behavior should be in a seperate statement of VISION.)

    If a rule would have to define an offense vaguely, it would be better to allow that offense than to create a rule against it! (After all-- nobody will acknowledge the fairness or credibility of a rule that those enforcing it can't make clear.) The only value in a forum community is that actually created by the POSTERS-- so if you inhibit them, you inhibit the quality of the community. The only legitimate thing rules can do is encourage an environment where people can be confident they can productively post.

    Re: Rule #2
    This rule should be about (and ONLY about) disallowing personal attacks.


    Instead, it's disastrously vague, and is in practice a way of justifying (not creating! moderators in fact can do anything they want) absolutely any moderator action, even very unreasonable ones. Appearing to be an effort to justify any moderator action damages the credibility of the whole ruleset, and thereby, damages the community.

    Using highly subjective terms like "respect," "flaming," "trolling," and "inflammatory," and then turning aroud and redefining some of them, is a huge mistake. A rule that uses vague terms to describe what behavior is unacceptable, forces users to make a choice:
    <ul type="square">[*]If users choose to take Rule #2 seriously, they will entertain serious doubts about darned near ANYTHING they might otherwise consider posting-- which will have a seriously chilling effect on their posting habits. The net effect of this stance would be to seriously damage the quality of forum posts generally, if it were widely adopted.[*]The (much more popular) alternative is, to a greater or lesser degree (and it's usually greater) regard the rules themselves as nonsensical and superfluous-- to IGNORE the rules, and simply do whatever they personally think is right or wrong.[/list]
    Thanks to ambiguity, rule #2 really does little except intimidate honest posters out of posting (bad-faith posters will post anyway, leading to an ever-accellerating bad-poster treadmill). I can't imagine that's what was intended.

    Rule #2 seems to understand that what it should proscribe is PERSONAL ATTACKS. It beats around the bush to that effect. But it ambiguously includes all sorts of other stuff:

    [ QUOTE ]
    Personal attacks include, but are not limited to insulting a poster directly: . . . [emphasis mine]

    [/ QUOTE ]

    But that's untrue. Personal attacks are, in fact, limited to negatively characterizing the poster directly, which is what the entirety of Rule #2 should consist of. It should not be trying to outlaw every concievable way of being brusque, terse, conceited, etc ad nauseam. Posters and the community will regulate themselves and each other on the little things, especially if you correct, and ONLY correct, the big things-- personal attacks (and the other things mentioned in most of the rules.)

    The reason people often reinvent personal attack into "anything that could ever offened anyone" is that they want to enforce harmony and niceness. In doing so, they confuse the GOAL with the RULE! Harmony and niceness comes from people, not rules.

    I can scarcely put into words how belligerent, ignorant, unenlightened, foolish, sociopathic..... finally, how obnoxious and divisive, it is to try and enforce harmony and niceness directly with rules.

    Saying: "Essentially, we outlaw anything that might offend anyone, but for example..." is saying nothing. Say something specific about the real bounds of what's permissible, or don't say anything. That something should be:

    Rule #2: NO PERSONAL ATTACKS: Negatively characterizing a specific forum poster him- or herself, is not permitted. Criticism of ideas and actions is permitted (but must be on topic, see rule #8)

    Re: Rule #4

    Rule #4 is a fine rule insofar as all rules are clear enough to be readily understood and complied with (#2 is not), and if Moderators had clear responsibilities to explain actions with reference to clear rules and reverse decisions outside their scope (it doesn't).

    However, in enacts a policy which is ill-considered. Actions against posters should be public and explicit. Moderator actions on the forums are NOT in fact a matter between moderators and individuals-- they are inherently the concern of the entire community, which needs to see that its rules are being enforced-- and enforced consistently and fairly.

    The policy should be reconsidered, but insofar as it continues to be the policy, rule #4 does not have faults in this regard. The only fault Rule #4 has is that it should outline moderator responsibilities to be governed by the rules. If moderators aren't, then none of the rules have ANY credibility.

    Re: Rule #5:

    The bullet point about "pyramid" quoting is unreasonable. Sometimes it is a very useful technique in a multi-page thread to quote back, for context, a sequence of responses that goes beyond four posts.

    [ QUOTE ]
    Posts that are insulting and rude may be deleted, no matter how valid the ideas behind them may be.

    [/ QUOTE ]

    This is simply a way of reiterating that actions may be taken against certain posts on an entirely subjective standard, and has nothing to do with lack of content. Unecessary to repeat here, and should be eliminated in principle as well.


    [ QUOTE ]
    No thread necromancy. Necro-posting is responding to an old discussion thread and is a form of thread ‘bumping’. If you wish to discuss an considerably older topic, create a new post and link to the older discussion.

    [/ QUOTE ]

    This is a recommendation to spam the forums with multiple threads on the same topic, and makes zero sense. It also has nothing to do with lack of content. Responding to older threads with legitimate ideas is completely legitimate. If there were any problem with it whatsoever, aside from a completely irrational superstition based on the word "necromancy," somebody would be able to explain it. Nobody will.


    Re: Rule #8

    This rule should be Rule #3, if rules are ranked by importance. Not posting off-topic is a central guideline for any discussion-based community, and deserves high emphasis.

    Also, the business about "religious slurs" should be withdrawn from rule #2 (religion views are only ideas, and deserve no special priviledges or immunity from criticism). Instead, if some discussion of religon is to be banned, all discussion of religion should be banned-- because it's off-topic. NOT because it's "disrespectful" etc etc. (Thanks to the nature of religious institutions, people will often insist that positive remarks about one religion are disrespectful of another, 'because' one is right and the other is wrong.)


    Re: Rule #17

    This rule should be omitted. (In fact, you should have a rule saying exactly the opposite.) It is a way of saying "Moderators will not follow the rules." Even if this is true, you need not SAY so, and saying so only withdraws credibility from the rules.
  5. About calling the powers arcane: I think that, for the target audience (people who know the game *reasonably* well), these powers in particular (and probably others I neglected but can add later) really are prone to cause confusion as to what they're doing. So yeah, I suppose we disagree if you think AA for example is well understood by people observing it-- the confuses in it have no visible animations unto themselves (it can still be seen that mobs are attacking each other though).

    As for splitting hairs over terminology-- there're a whole bunch of terms people use and throw around, and sloppily at that. I wanted to give explicit terms for all the distinct properties I could think of and note the disputed ways they're used. For specialized conversations about what a controller can do, "soft" in the ambiguous "it's not quite as good as hard," versus "hard" in the ambiguous "it's a little better than soft," casual senses, I think having hard, soft, partial, total, debuff, and all the real control components (hold, stun, intang, confuse, immob, sleep, terrify, afraid, etc) nailed down is good.

    Really need to finish that part.
  6. ARCANE CONTROLLER PRIMARY POWERS FAQ

    I. Intro
    II. Ice/Ice Slick &amp; Earth/Earthquake
    III. Earth/Volcanic Gasses:
    IV. Fire/Hotfeet
    V. Most Confusions
    VI. Ice/Arctic Air
    VII. Plant/Carrion Creepers

    Appendix A: Understanding Control powers in general


    INTRO
    A small number of controller powers can be extremely confusing. In this FAQ I will cover some of the topics that most frequently need explained to people who otherwise understand the way the game tends to work, about controller powers specifically. With noted exceptions, this information is based on my own experience with powers confirming the ideas and numbers presented here:

    http://www.redtomax.com/data/powers

    Exceptions:

    <ul type="square">[*]Principles of confusion XP distribution based on red-name comments and my own testing to confirm.
    [*]I have not used Earth Control/Volcanic Gasses, nor Earth Control/Earthquake, and can't confirm that redtomax accurately describes it.
    [*]I have used Carrion Creepers but am not yet at all certain it works the way CoD describes; my prejudice is that it does, but I can't confirm ATM. Will update when I have more info.[/list]


    Ice/Ice Slick &amp; Earth/Earthquake
    What knockdown actually is, is fractional knockback. When your mag of knockback resistance is beaten by the magnitude of a knockback, but by less than one, you flop to the ground for a second or two, but don't go flying in any horiontal direction.

    The "patches" that constitute the effect of an Ice Slick or Earthquake are summoned pets that last 30 seconds. What that pet does is pulse a small (7-8%) chance of fractional (0.5-.67) mag knockback, 5 times a second. What that amounts to is an expected 1 knockdown roughly every 3 seconds or so, but because it's built on a small chance that happens several times a second, it's more interesting-looking.

    Other Things:
    Both also reduce your jump height by an arbitrarily high value (500). Finally, Earthquake actually reduces foes' toHit by 10% (not much talked about), and Ice Slick reduces run speed and max run speed.

    Also, just because it's SO useful to know, even though it's fairly obvious, anything that roots a mob (prevents it from taking knockback) such as most Immobilizes, stops a pulsing knock field from having any effect. See appendix.


    Earth/Volcanic Gasses:
    One of the most mechanically arcane powers in the game. Here's what's going on:

    You cast VG somewhere within 60' of yourself. This summons one Volcanic Gas effect, and six mostly-invisible Volcanic Geyser pets staggered over 50 seconds. (The first one is summoned immediately, the second one in 10 seconds, the third one in 20 seconds, etc). Each volcanic geyser has a 15 second lifespan.

    Each Volcanic Geyser spams an attack called Thermal Vents, a 10' AoE Sphere Mag 3 hold with a 7.45 second duration, every 6 seconds. One application can hit a maximum of 5 foes, and it has a base accuracy of 1.4. The lifespan of each geyser gives it the oppportunity to use Thermal Vents 3x before it expires.

    The sequence looks like this:
    Code:
    00: Geyser A summoned, casts Vent A1 (X:07.45-->;1, Y:14.53-->;1)
    06: Geyser A casts Vent A2           (X:13.45-->;2, Y:20.53-->;2)
    10: Geyser B summoned casts Vent B1  (X:17.45-->;2, Y:24.53-->;3)
    12: Geyser A casts Vent A3           (X:19.45-->;3, Y:26.53-->;4)
    15: Geyser A Expires
    16: Geyser B casts Vent B2           (X:23.45-->;3, Y:30.53-->;4)
    20: Geyser C summoned casts Vent C1  (X:27.45-->;2, Y:34.53-->;5)
    22: Geyser B casts Vent B3           (X:29.45-->;3, Y:36.53-->;5)
    26: Geyser C casts Vent C2           (X:33.45-->;3, Y:40.53-->;5)
    25: Geyser B Expires
    30: Geyser D summoned casts Vent D1  (X:37.45-->;2, Y:44.53-->;5)
    32: Geyser C casts Vent C3           (X:39.45-->;3, Y:46.53-->;5)
    35: Geyser C Expires
    36: Geyser D casts Vent D2           (X:43.45-->;3, Y:50.53-->;5)
    40: Geyser E summoned casts Vent E1  (X:47.45-->;2, Y:54.53-->;5)
    42: Geyser D casts Vent D3           (X:49.45-->;3, Y:56.53-->;5)
    46: Geyser E casts Vent E2           (X:53.45-->;3, Y:60.53-->;5)
    50: Geyser F summoned casts Vent F1  (X:57.45-->;2, Y:64.53-->;5)
    52: Geyser E casts Vent E3           (X:59.45-->;3, Y:66.53-->;5)
    55: Geyser E expires
    56: Geyser F casts Vent F2           (X:63.45-->;3, Y:70.53-->;5)
    62: Geyser F casts Vent F3           (X:69.45-->;2, Y:76.53-->;4)
    65: Geyser F expires                 (X:     -->;1, Y:     -->;3)
    67:                                  (X:     -->;1, Y:     -->;2)
    69:                                  (X:     -->;0, Y:     -->;2)
    71:                                  (X:     -->;0, Y:     -->;1)
    77:                                  (X:     -->;0, Y:     -->;0)
    The X and Y listed are two "Cases" where, in the X case, the geysers have no duration enhancement, and in the Y case, they have +95% duration enhancement.

    The values after the "-->;" show how many vents will be in effect at that time.

    An interesting question arises: how much area does VG cover compared to the standard controller AOE Holds it mimics? This is a tricky question because geysers are independantly throwing small area holds all over the place. It can stack, and thus be more effective, especially against mobs that stand in small concentrated groups inside 10' radii. It could even be *less* effective against some hypothetical spawns where MObs were all standing 11' apart. Or if it decides to (pointlessly, from your PoV) start stacking holds up on one particular mob that only needs one, or on individual mobs at the very fringes of what's important, thus missing clusters. (In practice, it seems not to do most of that negative stuff.)

    Here's how to think about #vents and the equivalent area coverage. The first value is simply the equivalent radius coverage for the summed area of all vents assuming no overlap. The second value given is an equivalent 40' radius if mobs are in fewer-than-X clusters-- thermal vents are a 30' ranged attack with a 10' radius, so if mobs are standing around in X many "clusters" that are 10' radius or smaller, VG can effectively be treated like 40' radius AoE hold.

    1 Vent = 10.0' Radius
    2 Vents ~= 14.1' Radius, ~=40' if mob clusters &lt; 3
    3 Vents ~= 17.3' Radius, ~=40' if mob clusters &lt; 4
    4 Vents ~= 20.0' Radius, ~=40' if mob clusters &lt; 5
    5 Vents ~= 22.4' Radius, ~=40' if mob clusters &lt; 6

    Now, this "cluster" thing is not easy to eyeball-- it's a measurement I've invented just for the purpose of understanding what VG does with so many vents in play. The way that geysers pick what targets to vent on is anybody's guess-- I certainly don't know how it works.

    But at least in principle, when you have say 4 vents out, and all the mobs are clusters into no more than 2 10' radius areas, probably you'll have stacked magnitude on them all (or if not 6 magnitude on each cluster, then possibly 9 magnitude on one and 3 magnitude on the other).

    And if you have just 1 cluster (as when two mobs are standing close together, or you're only dealing with a single mob), you can be pretty sure you'll have 3x the # of vents, in magnitude, stacked on everybody in that cluster.

    Just to give you an idea what size a 10' radius cluster is, the size of most sword scrapper melee cones (e.g., slice, flashing steel) is equivalent to a ~3' radius, some blaster cones (buckshot, Fire breath, Frost Breath) are equivalent to ~11' radius, and some of the standard blaster non-nuke AoEs (e.g., Explosive Arrow, M30 grenade, Ball Lightning, Explosive Blast, Fireball) are all 15' radius. Dark Melee's Soul Drain is a 10' AoE, Mind Control's TK is a 10' AoE, and several Tanker powers (Chilling Embrace, Energy Absorption, Fire Sword Circle, Frozen Aura, Heavy Mallet) are 10' AOEs.

    Fire/Hotfeet
    This one isn't too complex, but a couple things can be noted. Its base damage DOES require a hit check, but the CONTAINMENT damage does NOT, though it also is a 75% chance attack. This can make eyeballing what hotfeet does in terms of damage confusing.

    Also, of course, hotfeet is a movement slow combined with a little-talked-about feature of some slows called "afraid," (or sometimes "fear") which is not a terrify (the thing that makes mobs cower in fear), but rather an effect that makes mobs want to get away from the power. Since mobs who can move, will spend significant time moving away from hotfeet, it does effectively keep them busy and not attacking. Both the slow and afraid are autohit.

    Mind/Confuse &amp; Mind/Mass Confusion
    &amp; Illusion/Decieve &amp; Plant/Seeds of Confusion


    Confusions generally are a poorly understood power; what they do is change the behavior of a foe to that of an ally, sort of. What they DON'T do is give you credit for any of the damage done by the confused mobs.

    People think you get credit for damage done by confused mobs. This is NOT true. People also think that you can meaningfully lose out on getting XP when confusions are used. This is ALSO NOT TRUE.

    Suppose a normal non-teamed hero (or villain if you're a villain) and you, were both attacking a mob. The mob's XP when defeated would be "fairly" distributed between the two of you, based on how much damage each of you did. In other words, the other guy on your "side" but not teamed, takes some of the XP.

    A confused mob also "takes" some of the XP-- but NOT AS MUCH. When a confused mob takes XP away, only 25% of the damage he does "counts" towards his portion of the XP of the mob-- the rest magically disappears from the defeated MOb's HP total!

    In algebra, where:
    X= XP of a defeated mob that took damage from a confused mob.
    H= HP of a defeated mob that took damage from a confused mob.
    D= your damage (= H-C)
    C= damage done by a confused mob (= H-D)

    XP you Earn = X * D / (H- (C*.25))

    In other words, when you do:
    1.0% of the damage, you get 3.8% of the XP (~=2.8% bonus)
    5.9% of the damage, you get 20.0% of the XP (~=14.1% bonus)
    11.1% of the damage, you get 33.3% of the XP (~=22.2% bonus)
    20.0% of the damage, you get 50.0% of the XP (~=30.0% bonus)
    33.3% of the damage, you get 66.7% of the XP (~=33.3% bonus)
    50.0% of the damage, you get 80.0% of the XP (~=30.0% bonus)
    66.7% of the damage, you get 88.9% of the XP (~=22.2% bonus)
    80.0% of the damage, you get 94.1% of the XP (~=14.1% bonus)
    95.2% of the damage, you get 99.0% of the XP (~=4.8% bonus)

    The reason this results in better XP over time-- which is the question anybody who thinks about this clearly will realize is what matters, is that the tendency of a confusion to speed up a fight almost always trumps the XP lost per mob. You could compare it to a lot of things, including XP buffing Mobs, or increasing effective damage output, or whatever. Proving exactly what effect this has requires more arcane math, that I won't reproduce here, but the gist of it is this:

    The time you spend between fights (while mobs you've attacked are defeated) is what matters when using confusions. That amount of time has to be shorter than a certain value. The value is: three times as long as the fights you're fighting would normally take, TIMES the fraction of the damage you/your team is doing.

    In other words, if you're doing 2/3rds of the damage yourself up against confused mobs (and most teams will do more than that), you have (3 x 2/3 =) 2 times as long to spend fiddling around between fights as you would normally be taking IN the fights themselves.

    This is a standard of performance that almost any team or solo controller can beat. When you beat it, confuses start improving your XP over time (although only slightly at first).

    Obviously, the area effect confuses will tend to lower the fractional damage you yourself are doing to some extent, especially to the extent you have really large spawns that all get confused-- which is most likely to happen on a team where your total damage output will be so high that a little more damage from confused MObs is going to mean better XP/time without really pushing your time-between-fights deadline.

    Ice/Arctic Air:

    A fairly routine PBAoE effect in some senses, Arctic Air does a lot of things, and many are poorly understood. In the first place, like many toggles, its effects take place in "pulses" that don't stack. That is, in its 25' radius sphere, it tries to apply its effects every 2 seconds.

    The most obvious effect is that it's a massive recharge slow and movement slow. It also has a 50% chance of applying an afraid that falls just short of being 4 seconds-- so that on average mobs in its radius are affected by a mag 3 afraid about 93% of the time. If nothing else, this effect keeps mobs busy running AND debuffed on attack cycle recharge when they're not.

    But it does two additional things. One of them is that it helps cancel the stealth on stealthy mobs in your vicinity. I rarely see this do anything useful, but I expect it must have uses in PvP vs Stalkers.

    The other is that it has a 30% chance to apply a 3.725 second mag 3 confuse, with every 2 second pulse. These confusions won't stack above 3 confuse, but they can potentially extend across multiple pulses, as the confusion duration for the power can be enhanced.

    Without confusion duration enhancement, after the first two seconds of exposure, AA will have 30% of the mobs confused for each full 2 second duration, and another 21% of the mobs confused for 86.25% of the duration, for a rolling average after 2 seconds, of 48% of the mobs in range confused at any given time (assuming not a lot of running in and out).

    With 95% confusion duration enhancement, duration on each successful confuse goes to 7.26 seconds. That leaves a rolling average of 69.5% of mobs mag 3 confused at any given time after 2 seconds of exposure.

    Also by the way, the applications of AA are on a 1 second delay, so the power really starts to take full effect after 3 seconds exposure.

    With all that in mind, you can effectively look at AA as a perpetual Area Confuse on roughly a 48-70% (depending on how you slot it for confusion duration) chance, and a 3 second initial delay. And as a confusion the remarks under the other confusion powers, above, apply to it.


    Plant/Carrion Creepers

    Carrion Creepers probably trumps even Volcanic Gasses for being mechanically arcane, and since many of its key actions aren't visible, it is a source of confusion. Here's what CC does:

    1) You cast Carrion Creepers, on a spot anywhere within 80' of you, thereby summoning three things for 120 seconds: Bramble, Carrion Creepers B, and Vines. (In CoD these are collectively known as "Creeper Patch")

    2) Bramble (summoned by Carrion Creepers) is a 20' sphere that for its 120 second lifespan autohits foes with a movement slow (in .2 second nonstacking pulses of .45 seconds). I think bramble is static, but I've yet to glean from CoD how to see whether something follows you about.

    3) Carrion Creepers B (summoned by Carrion Creepers) is a 20' sphere that for it's 120 second lifespan APPEARS to try to summon, in 10 second pulses, Creeper Entangle, on incapacitated foes.

    4) Vines (summoned by Carrion Creepers) is a 20' sphere that for its 120 second lifespan, in 10 second pulses summon on a 50% chance, apparently on each foe (autohit), up to a maximum of 10 foes, a Creeper Vine.

    5) Creeper Entangle (summoned by Carrion Creepers B) is an 8' sphere root/immob with a 1 accuracy, that does 0.6 Base L50 smashing/lethal damage.

    6) Creeper Vine (summoned by the power "Vines") are MObs with 15 second lifespans that have a ranged and melee (prefer melee) attack that they cycle one of: Vine Smash is a base 0.56 L50 dmg (mostly toxic, some smashing) melee attack that cycles at 4.9 seconds. Vine Thorns is a base 0.46 L50 dmg (mostly toxic, some lethal) ranged attack that cycles at 4.83 seconds. IOW, one vine summoning attempts ~1.58 L50 damage to a single target.


    So. Suppose you put fresh CC under a 3-mob spawn. At 11 seconds, you have certain odds of having none, 1, 2, 3, 4, 5, or 6 vines up:

    No vines: 1.6%
    1 vine: 9.4%
    2 vines: 23.4%
    3 vines: 31.3%
    4 vines: 23.4%
    5 vines: 9.4%
    6 vines: 1.6%
    7+ vines: impossible.

    And to generalize:
    At second 11, E[vines under X mobs] = X.

    For the first 10 seconds of exposure to the spawn you'll have half that. Expected average number of vines up at a given time, over duration of the fight (assuming CC up from the start) will be just slightly less than the number of mobs present, IOW, though the number of mobs present used to determine that is capped at 10.


    APPENDIX A: Understanding Control Effects

    There are several types of controls available in controller primaries. Some terms have been adopted but used in different ways, to describe various powers. Here I will define terms and control types:

    Soft Control: Controls that can't provide their full control effect while you're actively attacking the mobs controlled. (Includes Sleeps, Terrifies, and Intangibilities.)

    Hard Control: Controls that DO provide their full control effect while you're actively attacking the mobs controlled. (Includes Holds, Confuses, slows, stuns, pulsing fractional knockback effects, immobilizes.)

    Partial Control: Controls that reduce, but don't entirely eliminate, the frequency of MOb's attacks (debuffs, etc) made on you, while in effect. (Includes pulsing fractional knockback, slows, immobilizes. Could in principle also include damage debuffs such as are found in some controller secondaries.)

    Total Control: Controls that entirely eliminate a MOb's ability to attack (or debuff) you while in effect. (Includes holds, stuns, confusions, intangibilities.)

    Immobilizing: Controls that deny a MOb the ability to move under its own power. (Immobilize powers, Holds, Intangibilities).

    Mobilizing: Controls that force a MOb to move rather than fight (Includes knockback, afraid.)

    Rooting: Controls that prevent a MOb from taking knockback while under the effect. All roots are immobilizing to my knowledge. (Includes most immobs except gravity's, and gravity's holds.)

    Debuffs: Certain partial controls that achieve their effect by fractionally reducing some trait intrinsic to the mob, such as recharge or movement power. (Slows. Could in principle also include damage debuffs such as are found in some controller secondaries.)

    Detoggling: Certain controls actually force toggle powers a target is using to turn off. (Includes Stuns, Holds, Sleeps)

    Disputed points about these terms:

    Some contend that powers that aren't immobilizing either aren't hard, or aren't total, controls (Stuns, Confuses).

    Some contend that debuffs and control are mutually exclusive terms, on the grounds that controls involve definite states.

    Some contend that powers that don't detoggle either aren't hard or aren't total. (Confuses.)

    Some contend that Immobilizes aren't controls because they don't necessarily even achieve partial control.


    Stuns: A hard total control that detoggles but does not immob. Affected MObs stop using powers, are detoggled, and wander around at their base ground speed, for the duration.

    Holds: A hard total control that detoggles and immobs. Affected MObs stop doing anything, are detoggled, and are subject to one of several hold animations.

    Confuses: A hard total control that does not detoggle or immob. Affected MObs attack your foes and buff you and your allies, their damage is discounted from XP figures favoring you.

    Slows: A hard partial control and debuff, reducing a foes' global recharge rate and movement speed-- usually-- though there are some powers that ONLY reduce recharge OR movement rate.

    Sleep: A soft total control, that ends entirely when the MOb is successfully hit with anything that deals damage. Affected MObs stop doing anything, are detoggled, and are subject to one of several sleep animations.

    [to be continued]
  7. Plant/Rad Splattroller Build Guide

    I. Intro
    II. Build to 34
    III. Slotting
    IV. Tactics
    V. Roots for Damage?

    Intro

    This is not an in-depth guide to plant control or radiation emission as a controller secondary. Rather, it is a discussion of (the elements of) a particular build that lets you use a particular strategy, "splattrolling."

    Splattroller: What and Why
    Splattrolling is an approach to controlling, as the name suggests, with added "splat." What's the splat?

    1) Focus on Area effects
    2) Reliance on incomplete control
    3) High damage output
    4) Survival Brinkmanship

    Why? Partly because, it's just fun. And funny to think that it's possible with the controller AT. But just as much because it's actually pretty effective.

    Splattrolling is perhaps the antithesis of old-school controlling. It's possible for a couple reasons: One, controllers do meaningful damage nowadays, especially with containment, and when they do it on an AoE basis, they can magnify their total damage output by the number of mobs present. Which is the ultimate secret damage multiplier. And they can do it relatively safely, because active area controlling is still effective. Also, debt is negligible nowadays, and rest (the basic power that you get at level 2) is actually a pretty good power. ^_^

    The tactics of a splattroller are somewhere between those of a tank and a blaster-- you're going to be under heavy fire from many opponents, and live to tell about it. Moreover, you're going to welcome that sort of thing, because the more mobs shooting at you, the more mobs who're going to be defeated and yield XP!

    The Build: Plant/Rad to 34

    <font class="small">Code:[/color]<hr /><pre>
    01 Entangle (1,3,17,25)
    01 Radiant Aura (1,3,17,31)
    02 Rad Infect (2)
    04 AM (4,5,5,15,15,25)
    06 Roots (6,7,7,11,13,19)
    08 Seeds o'Conf (8,9,9,11,13,19)
    10 EF (10)
    18 Health (18)
    20 Stamina (20,21,21)
    26 Carrion Creepers (26,27,27,29,29)
    28 [Strangler, Lingering Radiation, Vines, or Choking Cloud]
    30 [Strangler, Lingering Radiation, Vines, or Choking Cloud]
    32 Fly Trap (32,33,33,33,34)
    </pre><hr />
    Plus Either:
    <font class="small">Code:[/color]<hr /><pre>
    12 Hasten (12,23,23)
    14 Superspeed
    16 Hurdle
    22 Assault
    24 [Strangler, Lingering Radiation or Vines]
    </pre><hr />
    OR
    <font class="small">Code:[/color]<hr /><pre>
    12 [Combat Jumping/Jumpkick/Air Superiority/Hover/Recall Friend]
    14 [Superjump/Fly/Teleport]
    16 Swift
    22 Hasten (22,23,23)
    24 Assault
    </pre><hr />
    Plus four misc slots: (31,31,34,34)


    Slotting
    <ul type="square"> [*]Entangle
    Frankenslot (slot a mixture of different uncommon IO sets) for damage, endurance reduction, accuracy, and recharge. Damage should be first priority.

    I like:
    Thunderstrike Dmg/End/Rechg
    Thunderstrike Acc/Dmg/Rechg
    Maelstrom's Fury Dmg/End/Rechg
    Common IO Dmg
    (However, this is a little excessive on recharge.)
    [*]Roots
    For Roots, frankenslot for a maximum of accuracy, damage, and endurance reduction.

    I like:
    Detonation Acc/Dmg
    Detonation Dmg/End
    Detonation Acc/Dmg/End
    Enfeebled Operation Acc/End
    Common IO Dmg
    Common IO End
    [*]Seeds of Confusion
    Frankenslot for confuse, accuracy, recharge, and endurance. Max recharge is the first priority.

    I like:
    Cacophony Acc/Conf/Rechg
    Perplex Acc/Conf/Rechg
    Malaise Acc/Conf/Rechg
    [Any] Acc/End
    [Any] End/Confuse
    Common IO Rechg
    (However, this is possibly a little excessive on accuracy.)
    [*]Carrion Creepers
    I slotted this one mostly damage and recharge, with some end, although somebody may come along and have better ideas, I say, frankenslot for recharge first, damage second, and endurance third. I have a couple of Targeted AoE Dmg/Rechg, a common IO Dmg, a common IO Recharge, and a Force Feedback Rechg/End.
    [*]Radiant Aura
    Frankenslot for a mix of heals, including especially endurance reduction.
    [*]Rad Infect
    Slot for endurance redux.
    [*]AM
    Recharge first, then endurance modification. 3x Recharge Common IOs, 3x End Mods (common IOs @30).
    [*]EF
    Endurance reduction, at least one slot's worth. Common IOs, 1 or 2 @30. Maybe 3 if you have extra slots just lying around.
    [*]Stamina
    Endurance Modification, 3 slots. 3x End Mod common IOs @30.
    [*]Hasten
    Reacharge reduction, 3 slots. 3x Recharge Redux common IOs @30.[/list]
    Tactics

    Plant/Rad splattrolling involves dropping a bunch of stuff as quickly as you can, in the best sequence, on the tidiest largest spawns you can find. You really don't want to go after giant spread-out spawns-- the sort you get after your teammates have stood by watching the mobs wander about for five minutes. The sequence to use IMO is this:

    1. Make sure Hasten is auto'd and assault is toggled up. Have Fly Trap and Superspeed up if you have them.

    2. Find a nice juicy spawn and stand outside aggro range. Fire Accelerate Metabolism if it's up.

    3. Make sure Seeds of Confusion is up. Apply Radiation infection, and while its animation plays...

    4. Queue up Seeds of confusion. As soon as its animation is playing...

    5. Queue up roots. As soon as its animation is playing...

    6. Queue up Enervating Field. As soon as its animation is playing...

    7. Drop Carrion Creepers if it's up. As soon as it's playing or otherwise...

    8. Spam Roots, spam entangle on bosses (or lieutenants if no bosses present), until mobs are all dead.

    9. Repeat.

    Also: Make sure to play on teams, or at least duos, and on either tenacious or unyeilding (the 2nd or 4th difficulty level, which give greater #s of opponents in missions); the ideal is to fight many mobs at once, and have somebody handy who can draw fire from bosses, mezzers, and especially mezzing bosses.

    Variant Tactics at Early Levels
    Before 8:
    Before level 8, you will be a Radiation/Plant Blast defender. Ply your immob/blasts, radiation infection, and healz.

    Between 8 and 20:
    You're now a full-fledged controller: you have seeds of confusion. Rejoice. But also, suffer endurance-wise. Do still use IR and EF, but ONLY when there're 4+ mobs, and make sure to toggle them OFF as soon as you're down to the last 3 mobs. Consider using roots only as necessary to keep badguys rooted in your debuffs.

    Other tactics:
    If you take Vines and Strangler, you're going to have the classic control tools available to you that you ought to have. You can hard control second groups tidily when necessary, and when 38 rolls around and you pick up EM Pulse, you'll have a PAIR of (long-recharge) AOE Holds to bring to bear. That's nice.

    If you LIKE being really splatty, and in the middle of combats anyhow-- if seeing if you can survive the first 3 seconds of a fight is what you like most, consider choking cloud. But it's an end and slot hog.

    Lingering Radiation is a nice soft control/mitigation tool, and you'll want it by late game.

    Challenges:
    Playing a splattroller is often a nuisance (esp. in a pick-up group) because, basically, you'll have to listen to a lot of people groan about how you need to "lurn 2 play." This is dumb because you'll almost certainly be contributing more than they will. Radiation is powerful, and plant control provides a nice bit of damage output.

    Also, there're still people who maintain that confusions cause you to lose XP. The short answer to this is: that it's absolutely wrong. Period. End of story. People have dumb ideas about how you actually earn XP, and whether there's a limited supply, and they don't understand how confusions actually impact XP-per-time. Trust me on this, you are never hurting XP/time using confusions like Seeds, except where your team is taking SO long between fights, that the problem is the team, not Seeds.


    Roots for Damage?

    But Enantiodromos! Can Roots really be an effective damage tool?

    Yes.

    Roots does twice the damage of other controller set area Immobs. How much damage is that per application, realistically?

    At L30:
    13.32 dmg base (over 5 seconds)
    x 1.225 for EF
    x 2.0 for containment
    x 1.82 for Dmg Enhance (IOs at 30 w/ my preferred slotting)

    That's 59.4 damage per mob, up to 16 at a time, in the standard humongous 30' radius area. That's 6 applications of roots to take down the group's minions, taking a total of 40 seconds from the first application plus 5 seconds for the DoT to finish up, and costing 43 endurance. Rad infection and Enervating field will be costing you 54 end over that same period of time (with 1 L30 End Redux common IO apiece). And of course you'll recover roughly 2.5 end/second from base + (well-slotted) stamina.

    IOW, 45 seconds to take down up to 16 even-con minions solo with roots alone, with 15.5 end MORE than a full end bar at fight's end.

    Beyond that, 11 end covers your use of Seeds of Confusion, which not only pretty much guarantees survival, but actually relaxes the damage you have to do quite a bit, since damage from confused mobs will be debuffing the HP per XP of of the spawn.

    With a use of entangle, you can add 93 single-target damage (to deal with lieutenants and bosses) for 5 end = 2 seconds end "downtime" after the fight. (You have enough endurance left to get the first one free.)

    The point that's easy to miss here is the hidden damage multiplier inherent in Area Effect attacks. To demonstrate: suppose we had 16 mobs on hand. One application of roots (as here) does 950 damage, 119 damage per second, 133 damage per end. That, friends, is a lot of damage, for an AT that routinely piddles around with the single target damage on a hold or knock*.

    I'm not saying it's game-breaking or comparable to blasting. But it's healthy damage output for an AT that does so much else. Perpetually rooting stuff will annoy those who rely on knockback for mitigation, but everybody hates THEM (I kid, I kid. [Not realy.]) Nor will you get infinite ubar damage in, while playing with teams that are already steamrolling. But without sacrificing much in terms of big-team play, solo and small-team play will be very rewarding too. It's a fun build.
  8. I am weeping because the link isn't working now. Any chance somebody knows where a copy is?
  9. OH, hey. Oddly enough, I saw you (your toon, or a toon named perplexed pansy, at any rate), yesterday on Virtue. Boy is that dood goofylookin.

    Anyhow, all those "best..." categories are sort of ill-defined. I definitely know what you mean re: wormhole being ubar. I'm a fan of it myself.

    Also, probably Mind should NOT be on the best Area Control list, or have a "maybe" prefixing it, on account of both terrify being softer than the typical faster-recharge area controls in other sets (Stalagites/Wormhole/Flashfire/Arctic Air).

    However, lots of sets have area control at least equivalent to Grav's-- Fire and Earth have both AoE holds and AoE Disorients. Ice has an AoE Confuse/Slow and an AoE hold. Mind and Illusion both have AoE Holds plus AoE Terrifies (or pseudopets that terrify). So you see with just those powers alone, most sets roughly rival Grav for area control. From there, Mind also has Mass Confusion + TK, Illusion has PA, and Ice and Earth have pulsing Knockdowns.
  10. In addition to the issues with Terrify not having an accuracy debuff, I should also mention:

    1. All bets re: stealth are now off; I've specced or will be speccing stealth out of my characters, since you can now duplicate it with a single (albeit potentially expensive) IO, or with the most appealling of travel powers for anybody using hasten (superspeed). For the purposes of this guide, just omit all references to stealth.

    2. Mesmerize now accepts recharges. Maybe it was a bug after all! At any rate, you can slot it for recharges if you REALLY want, but it's pretty fast as-is, especially on anybody running say, AM and Hasten.

    3. EF is subject to an effect that may be a bug, affecting all -res powers presently: they all debuff mob damage as well, for some reason. The net effect is that EF debuffs mob damge slightly more than it debuffs mob resistance, making the net effect of EF on confused mobs a very slight drop in confused mob damage output. This is not a significant concern for any reason I can see, except that in reality EF will not significantly increase confused spawn self-destruction times, contrary to my above remarks.
  11. Nice guide. One thing I didn't see at first readthrough was mention of the obvious:

    When you have a set like a blaster or scrapper primary, you're WELL advised to review the end cost per recharge time, and get 2-4 of the highest end regular chain powers one [1] end redux slot. The first question I always get asked about my Broadsword/SR is: doesn't endurance make your life miserable? And the answer has always been: no. I put off focused senses for a bit, made sure to have an end redux in pretty much every BS attack, and frankly, I've been hovering in combat, just because I can and it looks cool, since DOs.

    Even more specifically, if you have painful end woes, take a look at the end per recharge base on just the powers you know you constantly spam, but aren't quite sure you'd instantly die if you spammed just a little more slowly. Anything that's got, say, 3x recharge and 0x End redux in it, that's high end, substituting an EndRdx for a Recharge will make a world of difference-- it should reduce your EPS (with SOs, with that power) by 36%.

    Also, to elaborate on toggle use: Any toggle that's AOE, is expensive. If you have that kind of toggle (and actually this goes for the chocie to click a click AoE too): take it as a solemn vow that you will turn the toggle off (or NOT click the AoE) when there are fewer than 4 mobs nearby.
  12. Nice work, El. It's good we have full-fledged Fire/Storm guides out here, mine's narrow and antiquated, and I was always afraid it was making too much of an impression per its reliability.

    Correction: the reason to not take vengeance is not that it's not uber (it is, not that you said otherwise) and not that you should be absolutely able to keep people from dying on your team-- it's that you can't use it on yourself! (I'm just being a smart-alec-- you're right, the reason is, you won't have dead teammates around to use it on-- fire/storm is probably the first to die on a team in trouble. Sort of like lichens amphibians and pollution. XD)
  13. Working on version 2.4, among other things I just realized I never took out that bogus remark about terrify having an accuraccy debuff! Gah!

    Also, there's some other advice about build in there that's at least slighly wacky. PM me if you have questions, because I'm not sure, for example, I would insist on TD at 18 anymore.
  14. Nice guide. Consumed virtual seconds is a useful tool indeed.

    It's worth noting (if you did, I didn't notice) that some of the really long recharge powers (which frankly, are what we worry about most), may well have recharges close to 232 seconds; which makes it feasible for them, at least, to assume a flat .36 recharge out of hasten. A convenient shortcut in the rare case its useful-- e.g., recharges on click accolades and perhaps, leaving long-recharge powers like EMP and controller AoE Holds unslotted or minimally slotted.

    Even if you're close to 232 seconds, it can be a convenient kludge. If you have 1 recharge in a 240 second hold, for example, you know you'll burn at LEAST 68 real seconds at the increased recharge.
  15. This is not a personal attack, because you are not your writing style. Nor BTW do I care if you farm something in PvP, either way; PvP's broken, so who cares?

    That said, I don't understand half of the sentences in your guide (to the point that, seriously, I could not follow several of the instructions if I wanted to). And I'm even fluent in Supatroll. If you know somebody who's good with english that can do an edit on that, I'm sure it'd be more useful.
  16. Enantiodromos' Guide
    to Being a Healer
    in City of Heroes

    CAN I ASK ON THE FORUMS ABOUT THIS?

    You can, BUT...

    This is an unusual introductory section for a guide, but it's worth mentioning that you should be wary of asking on the forums about this. The reasons are complex and, if you're genuinely interested in the topic rather than getting up the dander of crotchety forum regulars, you're probably better off reading this FAQ and *not* asking general questions in the forums about "Healers."

    WHAT IS 'HEALER?'

    Liking to use powers that heal is great, and there're a number of sets that give you the opportunity to do it as one of several very effective contributions your character can make to a team-- Dark Miasma, Kinetics, Radiation, and Empathy.

    But if by 'Healer' you mean you're going to build a character that's going to heal primarily or exclusively, that's where you may run into trouble. First off, know that building a character purely for concept, so long as you know the game well enough to know how limiting such a concept is, is fine-- you may run into people that don't want to play with you because of your limitations, but that's only what you'd expect.

    Second, I gather there are other MMOs in which characters dedicated to healing are a priority. That idea is not useful when understanding what you want to play in CoH, because those MMOs are not, in fact, CoH.

    Now, about the term 'healer.' It could be used to describe anybody who heals at all. But that's pretty silly usage, since everybody with aid self would then be a 'healer.' It could also be used to describe a character who is dedicated primarily or exclusively to healing. But as a matter of fact, there is no build in the game that can take more than five heals, and you're going to have to put 24 powers in your build, including a sixth power by level 8. There really are no builds in City of Heroes that can rely on 5 powers over a career, and contribute to a team in a satisfactory way. There simply is no right answer to how to play or build a character in City of Heroes that focuses exclusively on Healing-- such a character is grossly ineffective, and will not be acceptable to other players in team play, unless they really just don't know much about the game. Doing so for any reason other than pure concept would be a complete waste of your time, and so would this guide if I allowed you to go away with the impression that such a character is playable.

    WHAT BUILD?

    If you've decided that the idea you're going to form the rest of your build around is having some healing powers, the next steps are to decide which set with heals you want to play, and which AT you want to play it with.

    Every set that contains heals is a complex beast, and you should research each of the six, Kinetics, Radiaiton, Empathy, Dark Miasma, Storm Summoning, and Thermal, carefully. Here're a few initial notes:
    • Empathy: Empathy has more heals than any other single set, some great endurance boosts, a good regeneration buff, and some other great single target buffs. Empathy can't draw any aggro and is great for duoing and trioing. It's heals include two single-target heals, and a self-centered AoE heal (with no hit check).
    • Kinetics: Involves a lot of recharge and damage buffing in addition to it's heal, Transfusion, which is an enemy-targeted AoE; you'll need lots of accuracy for this one, and will be especially effective at supporting melee types-- scrappers and tanks.
    • Dark Miasma: Dark Miasma is a mixed bag of tricks, with some very strong controls. It also *CANNOT* be played with a controller primary, unfortunately. With strong controls, accuracy debuffs, and a pet of its own, it's an unusual and effective choice. It's heal is a self-centered AoE, but it does require a hit check on a badguy to go off.
    • Radiation: Radiation has a number of powerful toggle debuffs, not always easy to keep up in a reckless team. Its heal is probably not the strongest, and is an AoE around yourself. It requires no hit check on anybody though.
    • Storm Summoning: Storm summoning is a powerful set strong in a variety of areas-- resistacne and defense debuff, slow, knockback + pushback, and even damage. It has a heal that in fact also gives resistance to sleep and endurance drain. However, the heal is relatively weak, and Storm is probably not the set to choose if heals really excite you.
    • Thermal:Thermal is a broadly effective defensive set, with some respectable foe debuffs and aggressive-oriented ally buffs as well. It has a PBAoE and a ST Ranged heal.


    WHAT ARCHETYPE?

    You have a choice between two options, now.
    • Defender: Defenders get powers from the "healing" set faster, though the heals themselves are usually very early powers, so this doesn't make a lot of difference with re: healing. Defenders also have blast powers. Do you want to actively fight at range in addition to healing? You want a Defender.
    • Controller: Controllers' primary is full of "controls," powers that stop badguys in their tracks and hurt them a little bit, mostly for the purpose of making fights safer. What to defend teammates more? You want a Controller.


    WHAT OTHER SET?

    If you choose to be a controller, you have to choose one of seven primaries-- gravity, fire, mind, illusion, ice, earth, and plant. You need to research these for yourself, but a few things to note that might be relevant to building a character that does a lot of healing:

    Some heals-- Empathy and Radiation, are team 'defenses' that draw no aggro; if drawing very little aggro appeals to you, there're two sets that particularly excel in minimal personal aggro; Mind (Confuse, Mass Hypnosis, Mass Confusion) and Illusion (Deceive, Superior Invisibility, Group Invisibility).

    Some controller sets are more strictly defensive than others. If you chose a controller in order to defend a team, and want even more ability to do so, the most intensely defensive controller sets are Ice and Earth.

    Also, it may be worth noting that there's one power in the control sets that actually lets you increase ally regen rate-- which is a lot like healing. Plant has Spirit Tree-- and if you're really dedicated to healing & similar, this is one more way to basically do it.

    If you choose to be a defender, you have to choose one of six blasts: energy, electric, sonic, radiation, psi, dark, archery. Again, you should research them individually, but in general:

    Energy blasts have some knockback components that can be useful defending yourself and others from meleeing mobs.

    Electric blasts tend to drain enemy endurance a little.

    Sonic blasts tend to reduce enemy resistance.

    Radiation blasts tend to increase your chance of hitting enemies you've already hit.

    Psi blasts tend to slow enemies a little bit, and have some nice controls.

    Dark blasts tend to reduce enemy ability to hit you and your teammates, and have some decent area controls. Probably the best set if you want to defend your team with your blasts.
  17. Oh, I shoulda also mentioned, under the paper circumstances above, for total damage output, 3 mobs = x1.76 damage, 9 mobs= x4.0 dmg, 16 mobs = x6.7 dmg.
  18. So, just some food for thought. Over the 2x XP weekend I added a level to my Fire/Storm among several others, so I revisited the idea of splattrolling in the 40s.

    The question is, is it still viable?

    I was trying to put together a collection of numbers that tightly represent what the relevant fire and storm powers can do. These numbers fail to account for two things, which I admit constitute a significant gap: they represent the powers in question NOT being slotted for recharge (though they do cover dmg slotting), and they don't represent realistic constraints based on end cost or (though I don't think this would have much effect here) attack chains.

    The real question is, does hotfeet remain a relevant form of damage? I've always been troubled by people saying they specced it out in the 40s because its damage contribution was insignificant next to imps and fireball. Here's how it looks for a fire/storm that slots no recharges and has no end constrains (so, okay, maybe he slots end redux instead of recharge):
    <font class="small">Code:[/color]<hr /><pre>
    One MOb
    3xImp Brawl 37.73%
    L-Storm Attack 22.21%
    Fireball 15.46%
    Char 10.97%
    Hot Feet 9.89%
    Fire Cages 3.50%
    Flashfire 0.24%
    Freezing Rain 0.01%
    .
    .
    Three MObs
    Fireball 26.37%
    L-Storm Attack 22.72%
    3xImp Brawl 21.44%
    Hot Feet 16.86%
    Char 6.23%
    Fire Cages 5.96%
    Flashfire 0.40%
    Freezing Rain 0.01%
    .
    .
    Nine MObs
    Fireball 34.47%
    L-Storm Attack 23.10%
    Hot Feet 22.04%
    3xImp Brawl 9.34%
    Fire Cages 7.79%
    Char 2.72%
    Flashfire 0.53%
    Freezing Rain 0.00%
    .
    .
    Sixteen MObs
    Fireball 36.96%
    Hot Feet 23.63%
    L-Storm Attack 23.22%
    Fire Cages 8.36%
    3xImp Brawl 5.63%
    Char 1.64%
    Flashfire 0.56%
    Freezing Rain 0.00%
    </pre><hr />

    Now, I never said splattrolling vs one mob at a time was a good idea. I would say there was a point in it in the 20s and 30s vs 3 or more mobs. Sure, now it might take more mobs to really justify it than it used to, but if you're on a team that doesn't have overwhelming damage output, I still think you can contribute meaningfully with the classic hotfeet + firecages approach. By the time you're up against 8 or 9 badguys, hotfeet is in the same league as your very best.

    Oh-- two other things that might look screwy, both with lightning storm; I let lightning storm with its small AoE scale with # of mobs at x0.4 to the other AoE powers' x1.0.... and it now occurs to me that I also didn't acccount for downtime of lightning storm in this "no recharges," model.
  19. A note on consistency vs other issues:

    I agree that consistency on deletion/lock runs quite low, and that that facet is not ideal. But I've never seen consistency run terribly high except in relatively mature, smallish, self-policing forums where action was virtually never taken or, really, needed. And we don't have a situation like that here.

    And really, if consistency were upped a notch at present, it would mean more completely unreasonable deletion of threads. Which I don't really favor.

    From my PoV, what the forums critically need is not consistency so much as a more surgical approach to dealing with offenders. I've seen mods edit individual posts. Seems like highlighting the entire text of an offensive post and typing "[modsmack]" or the equivalent, to replace it would be easier than a couple of the hunt-thru-the-post-and-delete-sentences-that-offend-in-a-way-that-preserves-the-post techniques I've seen on these forums at least once or twice. (There's a small chance I'm misremembering where I saw it, but I'd swear I've seen that done here.)
  20. As it's getting on in the afternoon and I plan to play the winter event tonight if possible, I can't devote time to reading the 15 pages in this thread. I can only trust I understand the gist of the thread and the OP.

    I've seen numerous threads with useful content and/or content I contributed in good faith, summarily deleted. And when I brought a particularly eggregious example to Lighthouse's attention in a PM, he advised I ought to repost the topic and reopen discussion. Sure, let me contribute some more so my contributions can be slapped in the face again! He also said the thread had been deleted in its entirety because somebody had been trolling in it.

    I really just can't decide which of these two things are worse:

    1) I give you my precious time, you squash it, and ask me to give you more.

    2) Giving trolls the the (indirect but very real) power to delete threads.


    BTW-- I'm with a recent poster who pointed out that we don't need mods who're brilliantly charming. I see no need for it, and have no particular issues with Lighthouse's online "personality." Disparaging his personality, even 'constructively' is obnoxious and pointless, and might be a legit subject for more private conversations, but is just dumb, when it appears here on the forums.
  21. Enantiodromos

    Blaster Changes?

    As somebody who routinely opens every fight with targeting drone assisted Rain-of-Arrows from Cloaking Device + Hover... all I can say is, I hope they bring that stuff back from the drawing board. My Arch/Dev is the only ranged blaster I've ever really enjoyed. But I like to team.