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Quote:I believe you are correct. Since pre-alpha slot it takes 110% global recharge to make Hasten perma, the extra 30% should contribute to that, making the "new" requirement 80%. With 3 level 50 recharge IOs, and considering the portion of the alpha which is affected by ED, it should be about 76%.1) This character will be slotting the Spiritual alpha for an eventual +30% recharge unaffected by ED, which I think will put Hasten at perma or very close to it
I realize you're probably after Power Boost, but if you were willing to let that go it seems like Ice Mastery might be a better option. Ice Storm would stack with Sleet very well, and it has an AoE cone on top of that. I think that's as much AoE damage as you can get...
A damage proc in Terrify would be nice, too. There's no obvious slot to give up though. -
Quote:Correct me if I'm wrong (againAnd if we assume (generously) that Freezing Rain is cast every 15 seconds, then a typical proc adds (0.2 * 72) / 10 = 1.44 DPS to your build.
), but this is part of what I was trying to get at in my first post. Continually casting Freezing Rain means the procs actually do (0.2 * 72) / 7.5 = 1.92. Not a huge improvement, of course, just a mild distinction. Because procs on psuedopets don't care about other psuedo pets. So in the "cast every 15 seconds" scenario, the proc checks at T0, the initial cast, T10, the pulse on rain 1, T15 the second cast, T25, rain 2 pulses, etc. So in every single 15 second window, the proc has checked/rolled twice, because of a cast and a 10 second pulse. 15/2 = 7.5.
Quote:How you get from that to "never slot any AoE patch power with a damage proc" I don't know. Or are you saying you should always slot all possible procs into every patch power as priority without thinking about it? Of course you aren't because I don't read into arguments that are not there.
So it's not a worthwhile use of slots to put a damage proc in Freezing Rain, it must not be to put one in Earthquake... that won't be up as often. It must not be a good idea to put it in Rain of Fire... because RoF benefits from damage IOs, has no -res, and no way KD to keep enemies clustered within it.
Really, you aren't reading into your OWN argument. Oedipus_Tex was just showing you where your line of thinking eventually leads.
Similarly, if a damage proc isn't worthwhile in a patch power that's up virtually all the time, then the only place that damage procs could possibly ever be worthwhile is (a) because they're contributing to a set bonus or (b) because the attack's recharge is less than 10 seconds, and it can be expected to hit as many targets as a patch would. (B) is extremely rare. So, your line of thinking would actually put the value of damage procs almost exclusively as pieces of sets, contributing set bonuses. -
Quote:They could also just be basing their opinion on the cost of running all the toggles in a set. It's considerably higher than the other armor sets (more than twice what most of them run). Second place goes to Electric, which has two endurance management powers. I think Dark might be the only armor set with no autos and no (pre-proc) powers designed to help with endurance issues.People who claim Dark Armor is endurance hungry have one of the following problems:
At any rate, I agree that it's a problematic interpretation. Adding Cloak of Fear into the "total cost of the set" isn't right, since there's nothing like it in the other sets and it's not crucial, and for Scrappers it's the only set with a Stealth toggle built in.
Also, Endurance management in this game is pretty easy outside of the gravest of situations. Even if a build calls for more endurance/second, you can adjust it or your play style to manage. -
Quote:I would actually say MA/SR is going to be about as tight as it gets if you plan to take that many attacks. You may want to consider using your two builds (or perhaps a respec) so that you can take all your attacks as you level up, but once you get to 26/32 your attack chain should be more than saturated. At that point, switch builds or respec to drop Thunder Kick and probably one other. I'm not familiar enough with MA to guess which other one should be on the chopping block. Once you get to 41/44, if you pick up an attack or two in your Epic you might be able to drop another MA attack.Well since we do not need fitness anymore I should be ok if sr isnt to tight, invul looks interesting but I want to know how tight sr really is now days, I am only looking to taking all the ma attacks except the taunt.
Isnt dark armor end heavy? I cannot see ma and da together seems a bit on the end heavy side.
With SR I wouldn't skip anything but Elude. I also would be hesitant to not talk Boxing/Tough/Weave. Combat Jumping is really tempting too. You throw a Steadfast IO in there and you'd have about 40% defense. That's only a couple expensive sets away from softcap (45%).
If you take all the attacks you mentioned, and all that, you only have 4 power choices left.
As for Dark being end hungry, it can be. However, if you take /Dark for the sake of loosening up the build and reducing the number of necessary powers, you probably wouldn't take Cloak of Darkness, for example. Dark might be a good idea because it has Oppresive Gloom and lots of MA attacks do stun (which would stack to disorient bosses) and Death Shroud could help make up your lack of AoE.
Also, many people use the Theft of Essence proc in Dark Regeneration to turn it into a good way to refill your endurance. -
Quote:Short version: Yes it is possible.Is this even possible? Aside from all the "Why would you skip pets?" and "Blappers suck!" That This thread may accrue, I would like to know if anyone out there has tried this and how successful it was.
Long version: Blapper usually refers to a Blaster who emphasizes attacking in melee, despite the fact that they have none of the shields and so forth that the melee archetypes do. Of course, it also is sometimes expanded to include other squishier ATs with good melee attacks, like Peacebringers.
However, Crabs aren't squishy. They DO have those shields. There's no reason to think you couldn't very easily build an effective melee crab. That's going to play a lot like a Scrapper w/o Criticals, or a Brute w/o Fury, with the added bonus of awesome team buffs and possibly pets.
I think melee crabs are just less common because the ranged modifier is the same as the melee modifier for crabs, and they have quite a bit more AoE at range. That combined with their passive offering ranged defense, they are considerably more survivable at range, before IO defenses come into play. -
Quote:Was he a /Force Field Controller?i think i teamed last night with a troller with a pff, and in the wiki stills says that mace mastery provides PFF.... not so sure though , cause i only have one troller lvl 22.... i may be wrong
Quote:Originally Posted by Live Patch Notes 9/28/10- Controllers
Mace Mastery/Personal Force Field - This power has been replaced with Focused Accuracy.
- Controllers
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Quote:They're also susceptible to -perception. If you have access to Flash Arrow, Smoke Grenade, or Smoke it's actually pretty easy to ghost past them. Of course, if the point is to speed through a mission, it doesn't really help because this will slow you down.But yeah, Rikti Drones ignore stealth completely. Upside is, they don't have any more perception than normal mobs, so if you stay 50 feet away from them they won't agro on you.
You can get a temp power version of Smoke Grenade, but AFAIK their lack of availability and low number of charges means they aren't that useful for ghosting entire missions. You can get them in Siren's Call if you're fighting for the redside and villains are in full control of the zone. That's 10 uses. You can also get one version by doing the Vault and Arachnos base day jobs. -
Quote:I think it actually exemplars down to level 45.You should all be aware that the incarnate slot only takes effect if you are level 50. If you exemplar to 49.99 you still lose it and all the benefits you get. So it's not something you should build around unless you will NEVER EVER exemplar down on that character.
It doesn't lower the bar much in terms of much global recharge you need to get perma Domination. From what I can tell, even with a Spiritual Core Paragon, the minimum global recharge required is still 63% (and that's for an end result similar to having 70% global recharge pre-alpha slot, where Hasten and Domination are up with about a second to spare before they have to be reactivated).
However, with the same Core Paragon, you could free up two slots. Just put a single level 50 recharge IO in Hasten. That'd give you just shy of 85% recharge in Hasten, and that only raises the amount of global recharge needed to like 72%.
Or even better, if you've got that alpha enhancement then perma Hasten is considerably easier to attain with 3 slots. With 3 level 50 Recharge IOs, the Core Paragon would just reduce the normal amount needed by its worth as an enhancement, ~36%. So you only need 74%, instead of the normal 110% to perma hasten.
Not too shabby. -
Quote:I believe with 4 the chance that one hits is only 59%, not 67%. I know the formula you used was 1-((Chance for Failure)^Trials)= Chance of at least one success. So 1-(0.8^trials), and your first three match what I get.Anyway, I hope that's helpful. Hopefully I didn't flub the math too badly.
That's only relevant because you used the 67% in the next step. Though, you could have just as easily used the same formula and assumed 8 trials. Either way, the end result is 83%. Not much lower than your 89%. I think your point is still completely valid. -
Quote:Just to mess up your very hopeful post, Freezing Rain itself lasts only for 15 seconds.Quote:Freezing Rain lasts 15 seconds. The debuffs from Freezing Rain are supposed to last 30 seconds, but there's a long-standing bug that makes that an iffy proposition.
Quote:Leaving that aside, you get two proc checks per rain, which means that it's not a great place to put procs unless you're just desperate for every possible extra bit of damage and you have nowhere else to put them.
In deed it does. I'm all for rating the average damage of a proc against the value of a damage enhancement, for the sake of damage over time. I did not mean to sound like I felt otherwise. -
Quote:You see, procs won't check to fire again for 10 seconds out of the same power, if it's a toggle or psuedopet power (like Freezing Rain). Since Freezing Rain lasts 30 seconds it can proc up to 4 times! At cast time, after 10 seconds, 20 seconds, and 30 seconds.Proc damage is not over 10 seconds but instantaneous. How is the 10 second cool down relevant to a DPS discussion?
So you weigh the damage of the proc (~70 at level 50 I believe) times the chance (usually 20%), for 14 damage (on average, against each target). However, that will go off 4 times, so really each proc adds an average of 56 damage against each target. For a power that only does 25 damage at base, that's pretty impressive.
It has nothing to do with attack chains or the recharge on your other powers. So yes, in that sense it's not relevant. For the value of procs vs regular damage IOs it's very relevant.
Now if you mean to say it's irrelevant for DPS concerns because each 10 second block will do the same damage you're close, but not quite on. Since Rain powers can check 4 times in 30 seconds, you actually have to calculate them as if they went off every 7.5 seconds if you want to boil your DPS down to a small window like that. Even doing that is horribly impractical. The mathematical hoops you have to jump through to calculate your DPS in small windows like that just aren't prudent. You'd be better off calculating your DPS in the whole 30 second window of Freezing Rain. Why is that? Because it's not just your quick recharging attack chain's DPS + Freezing Rain, it's your quick recharging attack chain minus the activation time of Freezing Rain (at intervals that vary based on your recharge) + Freezing Rain's DPS. Ick. -
I agree with the changes completely. My first guy I created, soon after release, was an Ice/Storm Controller. I deleted it in the teens because I just could not figure out what the point was. Without the ability to respec, having Frostbite and Ice Slick was awful. I couldn't afford Snow Storm and Arctic Air. I realize it was mostly me not knowing what I was doing and everything, but it turned me off to Controllers altogether.
Years later I made and played to 50 Ice/Thermal, and I ran into all the problems you laid out here. Arctic Air + Ice Slick feels like the glass cannon of controls. I could stand amidst x6 groups no problem. Be the main source of control/mitigation for whole teams, sure. Then all of a sudden an AoE immobilize, or KB protected enemies, or confuse fails a few times and KAPOW! FACEPLANT! Cimerora is the worst. Those Romans. Aside from caring so little about Ice Slick, then they give each other 10 points of Confuse protection. Good luck with that, Ice Controller.
Jack was such a huge let down. I thought having a pet to buff and heal might be nice. I forget he's there until he aggros some extra mobs for me.
My only concern with the changes is that if Ice Slick took KB enhancements, it'd become Knockback instead of Knockdown. They'd have to lower the KB magnitude to avoid that (it's 0.5 now, vs say 0.1 of Freezing Rain), but that could mean HAVING to enhance Knockback to make it work on some enemies. Of course they could work around that. Give it a 0.25 enhancable effect, and a 0.25 unenhancable effect. That way it starts at the same base, but doesn't turn into knockback unless they're a lower level than you and super enhanced.
Quote:It did. The only Blaster secondary that's been added since release was Mental ManipulationSo my guess is they nerfed the Controller version and forgot a Blaster version existed (operating on the assumption Ice Manipulation existed at the time, which I'm not sure of)..
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Quote:Yes, yes, yes! I've heard and seen so many skip either or both of these powers and I just couldn't do it. I like when someone's worried about ambushes or patrols in ITF. If I'm on my MC Dominator, then they are no threat at all. They're too busy snoozing off or attacking each other.Hmm. A few things I think deserve additional mentioning-
Mass Hypnosis. For reals, this power is amazing, so long as you know how people work. There are SO MANY maps where a second or third group of enemies is pretty much inevitable.. well, people tend to aim at the first thing they see. Let folks attack the visible group, Hypnosify the ones squinting at you from that side hallway.
Fighting rather high-level or high-defense foes? Mass Hypnosis gets even better. It has naturally high accuracy- if you open with this power, aiming at the back of the spawn, you can sleep a LOT of foes. Again, since the melee and ranged both will be AoEing the front of the spawn, they'll hit target or range caps without breaking too many sleeps, and there's a good chance any stray AoE's will still miss half the sleeping fools in the back. Very, VERY nice to have on a team with few debuffs.
Mesmerize: Particularly on a Dominator- Hits as hard and fast as a t1 straight-up attack power, has higher-than-normal accuracy, and the sleep, no matter how soon it gets broken, will detoggle the target.. Ruin Mages just aren't that scary. Also stops a boss from pummeling you or another squishy for a few precious seconds. Never underestimate the power of a solid spammable attack with a Mag 4 sleep attached.
I just wanted to add to what you have here that they are not positionally typed! There's plenty of types of enemies that will quickly make Mesmerize into your highest damaging attack, because it will hit that much more often. Of course others have good psi defense so the opposite can happen as well :P. -
For an IO'd build, I'm just going down the powers and surveying how many powers have aspects enhanced well below the ED/DR line and going that direction. For example, I have a Dominator who uses Kinetic Crash and Entropic Chaos. The tons of recharge means I have no endurance problems, and even the largest +recharge from alpha slotting would be barely noticeable. However, I will get the full effect from +damage as I go that route. I have a Scrapper whose sets are short endurance reduction. That's the way I'm going.
For your case I'd say Spiritual. You imply in your "Nerve" option that your powers are shorted on +Recharge. To solidify that choice, I'd take your guy out to a pylon or the test dummies in RWZ and time how long you can attack without running out of endurance. If it's ~3 minutes or less, Cardiac may just be the answer after all. Mo' recharge mo' endurance problems.
This would gauge how long you'll last against AVs and such, where the proc in Dark Regeneration isn't going to save your blue bar. -
One fun angle I would want to take is having a ranged weapon and a melee weapon. I don't know where I'd split it though... but having Dual Pistols and Dual Blades would be neat.
In this thought experiment, how do inherents work? Because if one level grants you the inherent then I'd definitely mix it up.
A level 32 Electric/Shield Scrapper and level 12 Electric/Kinetic Controller with one level of WS, PB, then two levels of Brute (Fiery/WP) and Defender (Dark/Sonic).
Staple Scrapper attacks and shields, including LR and SC.
Transfusion, Siphon Power, and Siphon Speed, with Conductive Aura.
Tar patch and Twilight Grasp.
Then the auto powers from WS, PB, and WP for a good chunk of free +resists.
Fury on Scrapper powers.
Cosmic Balance, Dark Sustenance, and Vigilance make it so no team means extra damage, and every teammate adds two (usually) awesome buffs, and some Endurance reduction.
The immense +damage would means having some of these level 1 attacks (or 2 in the Brute case) to mix up damage types depending on the enemy.
Edit: I didn't point this out before, and even pointing it out now seems kind of silly. Because so many inherents are actually linked to the powers (like Scrapper powers have a chance to critical caked in, Controller powers have a chance to overpower) I would assume even in this hypothetical that most inherents wouldn't have an effect cross-AT. That's why I just listed the few that offer global bonuses, rather than have altered attacks and so on. -
Quote:Well put. This is what I was getting at in a round about way. For a crashless godmode to provide the same mitigation as DP+IH you have to be fighting stuff that will probably kill you anyway. What you'll fight against in actuality is stuff that (normally) wouldn't kill you before IH and before SoW/OWTS. In that case, IH provides more mitigation because the portion of damage that SoW/OWTS reduces is a much smaller number. In fact, IH may shine because adding resists means you continue to lose HP over time, but adding +regen might mean you're gaining it.If Dull Pain and Instant Healing are not enough to let you survive for long in a particular group, that is NOT the kind of group you will ACTUALLY be facing in the game. You'll turn down the difficulty. When the difficulty level is such that you can normally survive, but sometimes need your click powers, then Dull Pain and Instant Healing WILL be a huge boost to your survivability in relative terms.
However, in either case, it should just mean you survive.
Quote:Heh, I can design an Invuln Tanker with that much passive regeneration -- before accounting for resistance and defense. I don't mean to be snarky or nitpicky here, but it is worth mentioning.
I agree with the rest of your post, and I too was devoted to /Regen early on. My first 50 was a Spines/Regen (side note: my name sake actually... I think my name was referencing the flowers on cacti or something to allude to spines...). I would just add to your notes that part of /Regen's problem is it's a one trick pony. As you said, +regen a veritable pinata, and from there all it takes is a good amount of -recharge to really stick it to /Regen.
All things being equal, while you could make an Invul Scrapper with that much regen, you could also make a Regen Scrapper with that much more regen or a good chunk of defense, etc. It's not the best set by any means in City of Invention Sets, but again, all else being equal IH is a pretty impressive power. I do not skip IH, but I do skip OWTS and SoW (at least on Scrappers). -
Quote:The real reason is because Sleet has a bigger -res than Disruption Arrow. To match it's debuff power you need to fire Acid Arrow as well. So it's more like three powers and something to light the oil slick.Wait, THREE powers to match Sleet? I count two. First you use Oil Slick Arrow for Slow, -Def, and knockdown. Then you use Disruption Arrow for -Res. And we still haven't lit the Oil Slick. Do that and you've surpassed Sleet in damage. For extra credit, add Acid Arrow for more of both -Def and -Res, but aim for a hard target since the oil likely has defeated the rest by now.
Really, TA has two phases: Pre-oil and post-oil. Oil Slick Arrow is just that good.
But yes, the damage is considerably more and OSA is also an awesome power. -
Quote:So... just to be clear, you stand by them as jokes or as actual opinions?is internet speak for "this is joke, don't take it seriously".
As for my review of the set, I stand by my statements.
It's really funny to stand by the statement that 6 powers in a set that can in no way be replicated by IOs and power pools can in fact be. But, to each his own.
Well, if you've spent 63 months playing ar/dev then I'll concede you know far more about it. Only because you said "period" though. -
Quote:Good catch! I should have said as much.Only for Defenders. Corruptors and MMs do the same damage as Blasters with those powers
Quote:Finally, placing Gaussian's Chance for Build Up IO in Targeting Drone can partially compensate for the lack of an actual Build Up power. Not as good as the real thing, but nice when it fires off.. Of course, if you have the slot for it then it can't hurt. Leveraging the awesome Defiance numbers helps compensate as well.
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Quote:Do you actually believe that Targetting Drone and Cloaking Device are "most of the set?" Or do you have a pool power/IO that can do what Web Grenade, Caltrops, Taser, Trip Mine, and Time Bomb, and Gun Drone can do?IMHO most of the set stinks and is easily replaced by pool powers and either individual IOs or set bonuses. Stuff like Targeting Drone and Cloaking Device used to be great but are largely redundant these days.
If you include the possibility of replacing the set's powers with temporary powers, you can include Smoke Grenade.
I would REALLY refrain from accusing people who pick certain powers of having a lower IQ when you start your message with such a blatantly ridiculous statement.
Though I do think this is useful information for seebs. A guide on /Devices should definitely include some of the halfbaked reasoning that people who hate on it use. -
- I found Targeting Drone to be overkill with Archery's inherent extra accuracy. Though Claws makes a good point. Particularly with frankenslotting/common IO/SOs, you could skimp accuracy if you took T.Drone even with Archery.
- With the Tech origin, you get the Taser Dart (I think is the name) temp power that shares animations with Taser and also has a stun effect. Combining them is quick and can stun bosses for a few seconds, while you wait for another round of Taser or go into your primary's stun, which likely has a much longer animation time.
- Smoke Grenade's -perception is enough to faux stealth even that which ignores Stealth. I believe you just need to stay 10' from Advanced Drones, for example. I'd have to check on the exact number if you want to include that in a guide.
- With that in mind, Cloaking Device + Smoke Grenade will let you toe bomb almost anything with Trip Mine or Time Bomb.
- Trip Mine's damage is only 14% less than Rain of Arrows. The radius is much smaller and it takes more finesse, but I find that's a good gauge of damage to show just how awesome it is.
- Time Bomb takes 9 seconds to place and 15 seconds to explode. All the attacks that do more than that drop your endurance and kill your recovery for 20 seconds. If you've ever used a crashing nuke on a herded group or as an opening attack, you can understand why Time Bomb isn't as bad as most people make it out to be. If you do go for full invisibility, you can toe bomb extremely tough targets with it. Awesome opener.
- While Devices lacks Build Up, it has really good Defiance numbers in Trip Mine, Time Bomb, and Gun Drone. Yes, they take significantly longer to cast than BU, but use them before the alpha strike or while someone is herding.
- Perhaps more than anything else, readers should be advised not to base their impression of Trip Mine or Time Bomb off of the Traps sets. The damage numbers are much lower in those sets.
- A common complaint about Devices is some of its effects can be replicated in power pools and IOs. For the most part, that's a silly complaint. Stealth and +ToHit are all that can be replicated that way. Cloaking Device takes less endurance than Stealth, no -speed, and doesn't require you give up a pool pick. Tactics vs Targeting Drone is a lot more of a toss up. The team buffs on Tactics make it (probably) better on many teaming situations. Solo, TD is much better.
Hope that helps! I'm really glad to hear someone with experience and appreciation for Devices is writing a guide! -
Quote:Understandable. It's still "not quite" though. It only interferes with cooldown in the sense that you won't be using Sleet as often, the same effect a longer cooldown will have. Depending on your current ±recharge, it could have no effect, it could mean waiting to activate it for 2-3x as long, or (if you Hibernate first) it means not firing it at all.I realized that after a bit after I posted, but the end result is still essentially the same; using Hibernate interferes with Sleet's cooldown.
I posted because I've been playing off and on for a few years and I still didn't understand what the post was trying to say, so I figured most other players also wouldn't. The only phase power I'd used before was on my Warshade.
Similar conclusion, but different. -
Quote:This is an incredible over simplification. It's VERY hard to calculate how close it is to a godmode and even then, whether it's as good depends on the circumstance.Not even close, without significant defense bonuses, IH isn't any where near a god mode power, its regeneration increase can be over came pretty easily in PvE and PvP.
I just wrote out a lot of complicated math and scenarios to explain why, and I think it's a waste now.
IH+DP offers 53 HP/S. That's a flat rate of sustainable incoming damage. The other god modes offer a relative rate. Resists and defense remove a portion of otherwise incoming damage. To match a reduction of 53 HP/S with other crashless god modes, you have to be expecting A LOT of incoming DPS, and even after the reduction there will be quite a bit left over. Enough to kill a base HP scrapper in about 25 seconds.
Just pretend for simplicity that a click power mitigates 50% of incoming DPS in your circumstances. That means you have to be taking 106 DPS to have said power match DP+IH. That means there's a remainder of 53. You are still in trouble (whether you used this imaginary power or DP+IH).
Crashing god modes don't need nearly that much. The relative amounts of mitigation from other powers makes it very complicated, however. Yes, Elude can mitigate 95% of incoming typed damage, but compared to the 60% that would have been mitigated w/o it (assuming you didn't just rez+Elude), it's really not that impressive. The way I run it, to match DP+IH in those circumstances, all the damage left over will amount to a measly 8 DPS. The resist based crashing god modes are less effective by this measurement, though still more effective than DP+IH practically.
However, those godmodes CRASH. Compared to other crashless click powers that self buff, DP+IH is amazing. -
Quote:Yeah, you're right. Dominating was too strong of a word.In many situations, the resistance debuff advantage is either very slight or nonexistant. I certainly wouldn't describe it as "dominating."
Quote:This. Also forgetting about Cold? Sleet is -30% resistance, can be slotted with achilles heel for a chance for -20% more resistance debuff, and can be double stacked, that has the potential for -80% resistance debuff over a very large radius, and also features a very important lingering debuff, so that even if an enemy leaves the area of sleet or gets shoved off the target cap on sleet they will still be tagged with that debuff. Stormies can do the same, although they don't get the beast of a power Heatloss for another -30% resistance and clockstopper (-300% rchg) that can be used once every minute and a half which turns out to be up whenever you would ever really need it.
Furthermore TA lacks a solid -regen power. EMP Arrow is nice, but just isnt up enough compared to the likes of LR/Benumb/HE etc, and has a rather unfortunate drawback.
I'm not saying TA is bad, but the moment you look at Sleet it is hard to say TA still has an outstanding advantage with 3(Three!) powers it needs to equal 1 power in another set.
However, with the same circumstances you mentioned, you'd be stacking Disruption Arrow, and Acid Arrow would fire off more often. Again, the smaller radius of Acid Arrow combined with the smaller base numbers of these two powers means Sleet will still win out. But the same build happens to have the same potential: -80% res (Acid + Proc + Disruption*2). On a fast group, you'd probably find the proc more useful on fast recharging Acid arrow, rather than the procing every 10 seconds of a single instance of Sleet.
The real heartbreak in this comparison is that Controller/Corruptor's Sleet is just as good, and their Acid/Disruption Arrows are not. -
Quote:I believe for both of them, the forced origin and heavily restricted power sets are a result of a predefined source of power.The reason SoAs don't get APPs is for some sort of parity with kheldians which don't get access to APPs *or* PPPs.
My longer explanation of this can be found here, on a similar thread.
In that post I said the source of power was "heavily implied." That was an undercooked argument. The source of power is explicit. The Epics available to EATs are consistent with the game lore. It'd be more surprising if they were anyway other than how they are now.
Here's the whole thread, just in case anyone's interested.