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Posts
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Quote:What he said!My thoughts on things like the in set rez: Rise of the Phoenix is amazing. It allows you to maintain aggro even though you're up against something that will defeat you..
Remember, tanking is not about survival. It's about holding aggro and keeping the team safe. RotP is an excellent tool for that.
At least in my mind, the tanker who is the last man standing has failed. -
Given my thread about Fear Tanking, I would love to see this. Even if all they did was make the pool "good enough" to stack with fear powers from other dark/mind sets so you could fiddle out a concept that would be great.
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This sounds about what I've expected. I'm feeling a bit of a disconnect though on all the talk of soft-caps and permas which are just way out of my price range, too expensive, too much work and come way too late in the game. Sure I'll play a lvl 50 for the badges and a bit of cash for myself or prestige for the SG, but usually it's on to another main with a set I haven't played yet. After awhile the lvl 50s start to stack up and are prohibitively expensive to fiddle with. I usually franken-slot and grab a few inexpensive sets for a tidy boost when I can.
DM is, I presupposed, what I expected. I'm a little disappointed in fire (that is balance-disappointed), since it rules AoE it seems unbalanced that it's so close on ST as well. After being gone quite a while and coming back, I'm a little disillusioned that there's still such great inequities. However, a balanced game isn't really a rational goal anyway. A fun game is, which has to be balanced enough not to stop the fun, but doesn't really need to be more balanced than that.
In the end I don't care much what the color of the name of the mob is. But I do like to feel like a superhero and I also like to feel like I can get taken out if I don't pay attention and keep on my game (and have a little luck). There's that suspension of disbelief. I need at least a couple fights a mission where I might go down, otherwise I'm bored.
I was thinking that ST approach would run a bit hotter, particularly if I could do it without being a scrapper.
I'm wondering if a range/defense (to give mostly mez, but not complete mez protection) defender with decent damage isn't a good way to go. Or a controller who uses his own mez/pet as mez protection.
I love watching my wife's energy/devices blaster solo to 50 doing all the soloable content. But I couldn't go that slow, so I was hoping ST magnitude might turn up the speed while keeping a nice risk level. -
I figured DM would be there, I'm not sure why SD is as a secondary. I always thought of FM as AoE-ish, but then maybe it's just more-than-one-category uber. So what is it about SD that makes it an ideal secondary for Single Target damage, I know Shield Charge is nifty, but I think of it as AoE nifty.
The truth is, when I'm soloing, I don't like to play lawnmower. I like crackin' a head at a time. I just like how the game feels that way. This is an AoE game, but most of my toons don't take or slot major AoE powers until after my first respec and then I play them only in teams.
I slot hard for recharge in s heavy hitting Single Target attach chain. I like that play (and mis perma hasten... which I hear you can get again if you invest major cash and are willing to slot the sets to do it). Sometimes I wonder if some of the smaller attacks don't actually add more over time, but I'm not enough of a number cruncher to know.
So anyway, these days, instead of stepping up the "# of equivalent heroes" I want nasty baddies in small numbers to fight mano y mano. So I thought I'd ask what the tool for the job is.
Ill/Cold sounds interesting, I'd have to look into that. I deleted my lvl 50 Ill controller when ED came out and ruined Perma-PA, but I've heard (again if you have the cash and are willing to slot the slots) you can get it back.
All these claims of Perma-anything-that-isn't-perma-with-IOs seems like much work, compromise on other slotting possibilities and big bucks.
Kinda bummed through that it's Ill/controller or a scrapper though. It would be nice to be surprised by another AT. -
OK, so I've heard all about lawnmowers and survivability.
But apart from a skilled brute in the right circumstances (assuming even they can do it reliably solo) is there any one who can sustain a single target attack chain that's near the damage cap while solo? Not that I can handle playing a brute like that.
Or baring that what ranks up there? Sustainable, not just a high burst, no faking. If there's AoE collateral that's fine, but no bonus points.
I can figure that a dark melee scrapper with the right secondary is up there, or maybe an ice/energy blaster with some major recharge. Maybe a defender with some sonic, though it takes a bit to work up on that when you're going through multiple foes, they can pack a whollop on an AV.
I'm just saying that if I didn't care about AoEs or secondary effects and I wanted to kill something dead, what would I want?
I suppose a PvPer might ask this question, but they want burst and slow and have a bunch of other things to worry about. So I think this doesn't belong over there. -
Strange. My anecdotal brain just can't comprehend that. One SO in your standard single-attack power and I feel like I never miss, but I might be missing 9% more often and just not noticing. This reminds me of the minor ACC bonus for weapons I never really appreciated. Perhaps even after your numbers I still don't properly appreciate it.
Gleaming Bolt with it's really short attack time and low power, would seem to be the one to slot for -DEF and just slip it in between other attacks in the chain, but it's buff is an ultra-short 3 seconds. Pretty much it just buffs for the next attack. But slotting it for ACC and -DEF and using liberally might help in higher CON situations.
I suppose I could slot it for -DEF run through 10 mobs at different cons and see what HeroStats tells me. Then do the whole thing again with DMG in the place of the -DEF. If I kill faster with the -DEF then I think I'll be convinced.
I suppose there's no way to intuitively know whether I'm streaking 9 attacks or 19. You really wouldn't notice, but technically that's still a boost to DPS. -
So I was thinking. With all the number crunching that's happened on the boards, has anyone ever looked into the utility of -DEF outside of PvP?
I decided to roll a PB for fun today and I was thinking about whether there was any meaningful way to get utility out of -DEF. To me, utility usually means one of three things (1) able to fight something that was not possible to fight, (2) allows me to not have to take a power, (3) saves me slots.
-DEF doesn't seem to perform well enough for any of these things. It doesn't allow me to avoid slotting ACC. There's no power that I don't have to take because I'm getting -DEF, and the bonus to hit outside the odd Ritki Probe (which usually die on the second hit anyway) seems statistically non-existent.
From what I can tell in normal circumstances it neither promotes my survivability nor does it increase my DPS.
If I have a base 75% and a single SO's worth of ACC I'm set for almost all combat situations and all powers (outside a few AoE's that have a lower base accuracy). But in those rare high-def situations like a Ritki Probe, it neither gives much bonus, nor does it last very long,... but more importantly you have to hit it the first time to get the bonus.
Storm Shamans (and other things that give -ACC) will still suck, etc. It's not enough to compensate for this.
No one is running around making -DEF super teams, (like -RES or Slow or -ACC allow). This is the main reason that I've never made a Rad/Rad Defender. I just didn't get the -DEF.
Someone please enlighten me with some data. I'd particularly like to know if slotting for -DEF helps (outside of PvP).
Not really a PvPer, if you can tell.
I'm still going to enjoy playing my PB, but I suspect I'll go the entire run to 50, never really even noticing that there's -DEF. Right now I'm ignoring it. Please tell me I'm an idiot and why.
(+1 to WS on this, though most Warshades don't spend much time in human form to enjoy the significant -Recharge -SPD.) -
Something doesn't add up. Sheilds would be way over powered.
True Grit is like 20% resist when slotted, +7% effectively from AAO and Tough with Defection Slotted with Resist you are up to almost 50% S/L resist on top of softcap Def... all without IOs or set bonuses. +200% recovery between Health and the True Grit "effective" bonus on regen for having a bigger pool.
That sounds God-like outside of strange circumstances. Of course, because you are no-get-hitsu, things like Heal Self are a possibility.
Mids lists Physical Perfection from the Energy Power pool as available, but I don't remember that. That's another 40% regen. -
Strange, I just did the same thing with Mids and got only 38.65% something isn't right. Why does everyone talk about needing expensive IO sets to get to the soft cap if you can do it out of the box?
I'm not understanding how the streak-breaker works. What's the point of a streak breaker that doesn't break streaks? There aren't many streaks at 50% and there are a massive number of them at 5%. -
Quote:I don't see how. What else is there besides Combat Jumping, Weave, and Maneuvers?Well, you were talking about a shield tanker. It is possible to softcap shields on SOs alone with the proper power picks.
"Critters get the benefits of the system as well."
Straight from the page you reference on Paragon Wiki in your post.
Quote:I don't see how the clamps cause problems. Defense over 45% is clamped so that the tohit portion is 5%. Then accuracy modifiers are taken into account, and would be clamped again if the result ended up less than 5%.
Quote:For what it's worth, I'm very sure they are multiplicative. It is stated on the attack mechanics page.
Maneuvers is rough, but it would only be on when my attacks would provide little value (8 person teams) and the +Def for the team might. The funny thing about bad End requirements is that the higher the value, the more the discount, discounts. In other words, a EndRed in a power that sucks is more valuable than an EndRed in a power that doesn't use much. That actually makes the slot more valuable, paradoxically (if you have the slot to spare). -
Quote:See that's what I don't want. I don't want a 300Million+ tank. And I've never needed to spend that sort of cash before. My ice/axe with SOs (even when ice sucked, though you could perma dull pain back then) could handle anything that was thrown at him. Yeah sure, defense streaks, but everything in the game outside of Lord Recluse was fine. He's well below the cap still. Part of the reason he can do this is that he doesn't *just* have defense.Only took me 300m* to get there for S/L/E/N.
*This figure does not include merit expenditures.
I'm not sure I buy Dechs Kaison's calculations in that thread. I think the clamp causes problems with the analysis, as does the streak breaker. I'll just have to make myself a spreadsheet to check. The streak breaker is a particular problem in some of the "go 12 out of 13 swings without getting hit" stuff.
And maybe the most important is that you say AccMods for level and rank multiply together and don't add. Adding would be much worse for the player when the for values under 2. (1.1 * 1.1 = 1.21, but 1.1 + 1.1 = 2.2 yikes!)
But strangely that page never says which is true. This is critical. But it's also critical that you do some funny business with "number of times you'll get hit out of 5". Over the long haul a 10% chance to hit means 1/5th the damage taken at 50%. Recovery, Resists, and other things have to meet whatever need this poses. You don't "wait" for those hits, they might be the first ones.
The truth is, with all this other AoE mitigation, I may not need anything unless fighting a very high level AV or a Giant Monster (which the Attack Mechanics page on ParagonWiki seems to say is less troublesome than a +1 AV, but in my experience much worse).
The big problem with defense is that all damage is "burst" damage and therefore takes time to react to. When you do take damage it's a big chunk and has a possibility of crossing over certain thresholds (like the amount of HP you have left). Also a Resist tanker's "Recovery" is constantly helping him. A Defense tanker's only getting effective life expectancy assistance after the first hit.
But this isn't about how defense sucks, because there are other reasons like effective mezz protection that mean it doesn't suck.
Sometimes I get lost in the math and the application in play becomes as important. Who knows, for example, what my two teleport/attack powers will do to change the numbers on the ground. I think they favor getting the softcap because of the effective "reset" time for mobs in melee mode, would get chewed up by the fear (in other words, I would have two similar overlapping effects, but the +Def would still effectively stack).
Right now I'm thinking the main problem with fear is that it overlaps, rather than stacks, with other damage mitigation. There's too many ways to get pauses in mobs attack chains that might be in play (including my electric -End effect which seems to be more effective than in the old days).
Seems to me that the terrorize "soft hold" is still too weak.
Now the side question for bonus points is, Maneuvers or Weave or both? Especially considering a possible stack with Grant Cover. I think Dechs Kaison's point about squishies in team play points to Team +Def being more useful that previously considered. -
Quote:You're assuming that I would slot it that way (I'm not sure I would slot the fear powers at all... and probably not with RecReds) and plan on continuously firing it. There's no point in firing it at all if my bar isn't dropping (except as an alpha to let my AAO charge before my AoEs). Heck, it would be dumb to fire it if I don't need it because it's going to keep me from dealing damage for a few seconds.Well, I wouldn't say any of that is particularly accurate (no offense meant by that).
Tough and Weave only need about 4 slots each (so three above the base) to be effective, and fairly endurance friendly. Meanwhile, the presence powers will need significantly more slots and endurance use to be as effective as you'd want.
Tough and Weave, both running with 1 EndRed, 3 DamRes or Defense enhancements will cost you 0.50 endurance/second for 6 slots.
Meanwhile, firing off Intimidate and Invoke Panic, as often as you can, will probably take the following slotting to be decent:
Intimidate: 1-2 Acc, 1 EndRed, 2 RecRed, 1-2 Fear Enhancements
Invoke Panic: 2 Acc, 2 EndRed, 2 RecRed (Inoke Panic only has 60% base accuracy, as opposed to the 75% of most other powers)
At that rate, you will be, in a 60-second period, firing off Intimidate about 3.33 times, and Invoke Panic about 1.66 times. That's 32.5 + 22.8 = 55.3 endurance per minute, or 0.921 end/second. Almost twice the endurance cost of running Tough and Weave, at the cost of 4 additional slots.
That's the key difference in endurance with the fighting power pool. Yes, strictly speaking the math doesn't favor it "spamming" but my brain behind the wheel to use it only when needed and then calculate which used more END over an entire mission, I bet fear would win hands down.
Tough isn't going to add much, but if I get enough IO bonuses, there's a good chance that Weave will put me at the softcap, or even a little over it. But the greater the level difference (+1s vs +3s) that softcap magic dissipates in a cloud of smoke and I'm better off with the pseudo-control of the Presence powers.
At least I think I am. Or the pool is just crap like everyone thinks it is.
I'm not trying to be difficult, I was asking for advice. I'm just pushing this as far as I can argue it. Partly because I'm testing my point and partly because I hate the idea that a power pool is "useless". -
Yeah, the plan was to skip the Fighting pool. I think fear will get more more than running Tough and Weave will, particularly for the price of running them (they need way more slots and endurance). Moreover, getting Challenge with a range increase for pulling would be more useful than say adding Boxing to my attack chain.
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Terrorize as damage mitigation.
In the old days this used to come up often, but there were many reasons to avoid making a terror-tank. The main one is that damage auras basically forbid the usefulness (though my understanding is that the mobs can still only make one attack per 5 seconds anyway). The second one is that the pool takes too much to develop.
Perhaps it's just that I've been gone awhile, but I'd like to know your thoughts on whether a shield tank (given no damage aura) who's willing to take the Presence Pool for his taunt, doesn't still have a good go of this. Consider that you can stack Invoke Panic and Intimidate on a Boss and keep the whole mob tied up nicely, so you aren't really "wasting" any of the slots.
My experience since I've been back is that the fear IOs are relatively cheap, the bonuses aren't great except for GotA and Unspeakable's Disorient Bonus is surprisingly weak. But maybe I drop an accuracy in it and forget it. Or just a couple of recharges in Invoke Panic.
It seems I might get my bang for my buck here. Particularly since I really should give AAO a chance to charge up before using my chain of AoEs.
Of course you might just say that all those AoEs will be all the mitigation I need.
Anyway, I just thought I'd ask. -
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