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On my DP/Dark Corruptor I mostly only flip flop between Fire and Lethal rounds. The other two types I find I rarely need. The knockback in Lethal--and specifically the fact that I can turn it off once I've got enemies where I want them--is the most important part to me. Executioner's Shot has a 70% chance for mag 1.6 knockback, which just so happens to convert to knockdown when you use it on a +4, and unlike other powers it never goes off when I don't want it to.
Anyway, I still don't see how folks aren't counting Hail of Bullets in DPs AoE damage. That power hits like a freight train. Just because Rain of Arrows is better doesn't mean Hail of Bullets is poor. We just have a Seeds of Confusion/Mass Confusion comparison here. And Full Auto has already been shown to be more or less even with Hail of Bullets once target caps are considered, making that come down to a draw. -
And here is the attached build:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
electric ff alpha: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(17)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), DefBuff-I(11)
Level 4: Chain Fences -- Ragnrk-Knock%(A), GravAnch-Hold%(7), Enf'dOp-Acc/Rchg(15), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Acc/Immob(36)
Level 6: Jolting Chain -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Dam%(9), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(36)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(13)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), DefBuff-I(13)
Level 12: Static Field -- Acc-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 16: Electric Fence -- Dmg-I(A), HO:Nucle(37)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(46)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def(23), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), DefBuff-I(34)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
Level 28: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(39)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(40)
Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), EdctM'r-PetDef(36)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), DefBuff-I(43)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-Build%(42), GSFC-ToHit/EndRdx(43)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-EndRdx(46), RctvArm-ResDam(50)
Level 44: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx/Rng(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), S'bndAl-Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(50)
Level 49: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
------------
Set Bonus Totals:- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 5% Defense
- 14.75% Defense(Smashing)
- 14.75% Defense(Lethal)
- 11.94% Defense(Fire)
- 11.94% Defense(Cold)
- 13.5% Defense(Energy)
- 13.5% Defense(Negative)
- 14.75% Defense(Psionic)
- 12.25% Defense(Melee)
- 15.38% Defense(Ranged)
- 15.06% Defense(AoE)
- 3% Enhancement(Immobilize)
- 4% Enhancement(Confused)
- 76.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 87.75 HP (8.628%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 5.8%
- MezResist(Immobilize) 8.55%
- MezResist(Sleep) 4.15%
- MezResist(Stun) 4.15%
- MezResist(Terrorized) 2.5%
- 11.5% (0.192 End/sec) Recovery
- 68% (2.887 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.875% Resistance(Energy)
- 1.875% Resistance(Negative)
- 5% RunSpeed
- 1% XPDebtProtection
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So one of the things that intrigues me about alpha slots is that in the future, builds that use the Nerve tree can soft cap somewhat easier. I decided to try it out with my Elec / FF character. It took a lot of math, which I suck at, so I want to verify some things about this build.
[In order to understand some of what's to come, access to the actual build may be helpful. It's long, so I'll post it in the post immediately following this one.]
My first assumption was that since maxed out alpha slots offer 20% extra defense, 2/3s (66%) of which ignored ED, that this is essentially the same as increasing the defense of each defense power I have by about 13.2%. This isn't the same as just adding 13.2% like with IO bonuses, it increases whatever defense powers you already have. FYI I decided to completely ignore any portion of the defense that was not free and clear of ED.
From there I went to calculate two separate sets of data: allies/pets and personal. Because this can get kind of confusing, I bolded the parts of the sentences where the key assertions are. I also supplied a chart just after the paragraphs.
The allies/pets were easier. For each power I just looked at the current defense value of the power, multiplied it by 1.13, then added all the values up. This appears to put defense contributions to allies and pets at 38%. However, since the gremlins are slotted with the +defense IO, which I believe contributes +5 defense when they are within range, they actually tend to hover around 43% defense.
The personal protection was trickier. That's because IOs change the picture for each individual defense type. So, what I did was start out like with the allies/pets calculation to find out how much the alpha slot would increase each power's defenses, then subtracted the old value from the new to get the amount of change. The total change was about 3.47% extra defense. I then added this amount of change to each individual defense type. If my calculations are right, with the full alpha slotting the character would be above 44% defense to Smash, Lethal, Psi, Ranged, and AoE attacks.
Here's all of this on a chart:
So now what I'm wondering is whether I screwed up the math. I spent several hours moving slots around, and its possible I copied values wrong. Or that I missed something more fundamental. I welcome your comments. -
Quote:I'm not sure I'd agree with that assessment. The -res from sonic doesn't come into effect until a hit actually lands and the -def from earth control ensures that it does. Earth/kin may have a bit more synergy since /kin will benefit from defense debuffs on both sides of the equation, before and after /kin's buffs. However, that doesn't leave earth/sonic out in the could as a force multiplier. Perhaps, I am looking at earth/sonic's debuffs in a more aggressive manner, while you are considering the redundancy of the control, defensive buffs, and defensive debuffs.
I agree with you. Sonic's shields are not very good mitigation regardless. You end up with about 16% more resistance than Thermal brings, and Thermal needs to use its heals a lot. That 16% difference is usually one or two attacks from the enemy. Despite the way the graphics look, Sonic is not comparable to Force Field really at all in terms of mitigation. The slotting options are pretty weak too. -
Are you level 50? Would you mind posting a mock up of your build?
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Quote:
Certainly you aren't going to be using HoB every spawn solo, which is the only place survivability really matters. That means HoB has absolutely zero effect on what you can fight... you can't use it on every spawn so you have to be able to defeat a spawn without using it, therefore you have to adjust your difficulty based on what you can kill without HoB.
I disagree. Just because fighting some spawns is easier than fighting others doesn't mean that you don't actually have an easier time fighting one half of the spawns. You are basically arguing that if a player rips through one spawn and then attacks another that the damage they did to the spawn they just destroyed didn't actually happen because they can't immediately repeat it. In essence, that DPR is all that matters. But you don't "need" HoB to be recharged in order to attack any more than you'd need any other kind of attack. It certainly helps if it is recharged, but I don't see many people standing around waiting for it. I certainly don't. Energy Blast doesn't get an attack like this at all and is expected to perform. The fact that Pistols can pack this extra damage is an asset, not a detriment.
Anyway, my incomplete Pistol/Dark Corruptor's build's Hail of Bullets recharges in about 32 seconds, which is more or less every spawn. Compared to my plan for my Rifle/Cold Corruptor, it's neck to neck and even somewhat ahead in the nuke department because it does all of its damage in a burst during the opener instead of hitting 10 enemies at the start and then hitting others 15-20 seconds into the fight when it launches the nuke a second time.
Quote:As for comparing HoB's 4000 damage to RoA's 7200... well, let's just say there's a reason my favorite Blaster is an archer. -
Quote:Remember that Hail of Bullets cannot (with rare exceptions) be used every spawn. Empty Clips and Bullet Rain are about on par with other sets that have the standard "one cone and one targeted AoE" setup, and those are the AoE powers you get to actually use every time. The ability to use HoB to blast the heck out of every third spawn or so (or every other spawn with high recharge) does help, but only in certain areas. For instance, you can't really count HoB at all when deciding what difficulty to solo on because you have to fight half the spawns without it... or else lose a ton of time sitting around waiting for it to recharge before attacking the next group. Certainly it's above average in AoE on teams, though not as good as AR or Archery (they get their crashless nukes twice as often, which more than makes up for the lower damage), or possibly Fire if Rain of Fire can be used reliably (RoF takes a while to do its damage so it really only helps much against high level enemies who won't die in a few seconds). So best case DP is around 3rd or 4th in AoE power, and worst case it's right in the middle but with a pleasant boost to kill speed every 2-3 spawns. Well, actually worst case you can't use HoB at all because you won't survive being rooted in the middle of the enemy spawn for several seconds before things die... but I'm being generous here.
I agree that Hail of Bullets recharge time has to be considered. It should be part of the evaluation process because sustainable damage is something to be considered. However, it is not the whole picture. We cannot get to discard one part of the evaluation because another part renders a result we favor or disfavor.
As for AR vs DP, I'm continually flummoxed that folks (not just within this thread, but in general) calculate DPS down to the millisecond of Arcanatime but no one seems concerned that 10 enemies means 37% less damage than 16 before calculations even get started. Any comparison between powers has to address this. Powers with different target caps are not directly analagous. Everyone would (rightfully) cry foul if I said Dual Pistols had the best AoE based on the Piercing Round's base damage of 128, which it does to just 3 enemies. AR can hit 20 enemies for less damage in about the time DP can hit 16 for more. Which is better is subjective. If we say "well I don't fight that many enemies with AR because I can't hit them or survive against them" then you've actually taken a step back if we can find a DP who can.
IMO central to all of this the overuse of the generic term "damage." "Damage" in the context of a detailed discussion like this is similar to a word like "value" in an analysis of financial statements. If I tell you a business is "is valued at 5 million dollars" it matters whether we're talking about cash flow, liquid assets, long term assets, EBITDA, projected sales, or some combination of those things. This is the reason business financial statements contain documentation of their assumptions. It is not appropriate to boil everything down to 2 or 3 numbers and make all of our evaluations from there. And many times we actually take it a step further in our discussions, and in our discussion of powers basically do the same thing as when a financial analyst talks about a non-profit as if its goal was to make money, as we do when we bring Fire into the mix and pretend that damage/profit is the only consideration.
[EDIT: It occurred to me after the fact that one of the ways that Fire Blast should probably be analyzed, but seemingly rarely is, is with its bonus damage portion lopped off. That's because this extra damage supposedly is balanced to match the secondary effects of other sets. The resulting numbers would be entirely hypothetical, but would render a closer picture of intended balance, since secondary effects generally aren't reflected in damage sheets. I'm not advocating that this method replace standard analyses, but it possibly should be part of the overall evaluation package, in the same way financial advisors consider multiple financial statement documents in rendering an opinion.] -
Quote:
My argument wasn't that the set couldn't AoE, it was that the set's AoE was only average for a blaster...
I missed this the first time. I'm really curious about it. The AoE is "only average" in what way? Compared to Energy Blast? Like the discussion about Full Auto this is extremely difficult to evaluate because it depends on whether you want to measure sustainable damage, burst damage, damage versus opportunity cost (i.e. damage output versus the need to "manage" side effects like knockback), and damage versus groups of various sizes. By having a crashless nuke at all I would argue the set does not do "only average" in at least some categories. -
Quote:I feel sort of the same way, though I actually like Assault Rifle. And Radiation and Electric which could easily come up in these discussions.I have a balance somewhere around the middle. A set has to be fun to play (which DP is), but it has to not have abysmal stats (which DP doesn't; they're about average). DP is in my comfort range, whereas something like AR or TA you couldn't pay me to play.
But Psychic Blast... I don't think I could do it. -
There are many possibilities. I kind of lean this way though:
- Earth/Thermal
- Electric/Trick Arrow or Illusion/Trick Arrow
- Plant/Cold
Illusion/Cold is of course the darling set right now. I think its ok but not any better than any other Controller on most teams, and significantly worse than average when handling large, aggressive spawns (as Illusion tends to be). Plant/Cold IMO is a very powerful, and little seen, alternative. I have a lvl 50 Mind/Cold at 50 who is my favorite character, but that pairing is probably more an acquired taste.
I've done Thermal with both Ice and Earth. Ice/Therm is what I'd call "expert mode." There is a whole lot of noise on the boards about control always trumping healing but this is the combo that will make you question that. The character does do ok, but you have to accept that you and your team WILL get hit. I suspect Ice/Empathy might overpower Ice/Therm because of the endurance and regen aids to help you survive close range with Arctic Air. Earth/Therm in contrast is sort of terrifyingly powerful. The pet is close to invincible (90% resists to all) and you can heal it besides. Stuff also rarely gets to shoot you.
Trick Arrow is weird because it takes so long to set up. Paired with Electric it helps considerably to boost that set's anemic damage. Electric Cages will light an oilslick and still let mobs flop. Illusion/TA works well because TA fills in some of Illusion's bigger holes (that is, the whole "being a Controller" part).
I am hard pressed with Sonic. I guess Earth/Sonic is ok. I just think Earth/Thermal is a lot (LOT) better. I would stay away from Ice or Fire though due to endurance costs. I have a mothballed Fire/Sonic who hasn't seen his blue bar since level 25 or so. -
Quote:I agree. But that is an "if" statement that has to be made. In a discussion about damage we simply cannot gloss over the fact that Hail of Bullets hits 16 enemies and Full Auto hits 10 within a 20ft x 80ft cone. I like both of these powers, but comparing them side by side directly requires us to know what we're firing at. Builders of spreadsheets tend to ignore this distinction, which IMO is actually bigger than any issues of recharge, animation time, or other things builders tend to evaluate. The question of which is "better" is extremely complicated and impossible to resolve without knowing the circumstances of the fight. Meanwhile, that Assault Rifle neglects to include a Tier 3 blast at all makes direct set comparisons even more hazardous. Throw one difficult boss in the mix, or add a team, or spread the enemies out more, and the big picture becomes harder and harder to evaluate.
Why does it need to eliminate 16 targets? If you are playing on something other than x7 or x8 difficulty (or on a large team) there are probably not more than 10 targets per spawn.
[EDIT: I agree about the soloing part. On a large team of 7 or 8 you are virtually guaranteed to have more than 10 enemies per standard spawn.] -
Quote:That's not entirely accurate either. If you compare Apples to Apples a set that has higher base performance will still have higher net performance when equally enhanced with set bonuses. The only notable exceptions are when you hit hard performance caps.
The problem is it is impossible to enhance two different sets equally with set bonuses because they are not apples and apples. Even if you could, how the set performs under IOs would still be relevant discussion. It IS worth knowing, IMO, that if Assault Rifle and Dual Pistols are IOed with the same amounts of Recharge, AR's nuke's lead gets smaller as the Recharge gets bigger. (This fact is for some reason not generally well known but affects all powers on long recharges. People still tend to quote base recharge values, perhaps for dramatic impact.) Add to this the fact that some IO benefits are indirect. Radiation Blast, for example, benefits tremendously from the slotting Defense of some kind due to its inherent risky nature. -
It does appear to require accuracy slotting.
If that's ever in question, the way to find out for sure is to go to the Red Tomax power quantification guide on Paragon Wiki. The link is here: http://tomax.cohtitan.com/data/powers/
For powers that summon a pet, you have to find the power itself, then click the link to the pet it summons, and within there find the actual sub-power the pet uses that causes the effect you're wondering about. I believe a power is auto-hit if there is an entry in the "Entities autohit" field. If it's blank, the power has an accuracy check or at least is not auto-hit. -
Quote:How can a power that only hits 10 targets eliminate 16 targets before there is an alpha?Full auto has the advantage of being able to start behind an object, jump high enough to begin the animation and then drop back down behind the object so the targets can't even get an Alpha.
Quote:Some of the folks here have been comparing IOd versions but the slotting that should be telling is standard SO slotting since the devs constantly remind us that the game is designed around SO use and was not made harder because of the introduction of inventions. -
Quote:Well yeah, full auto should be a couple points lower and hail should be a couple points higher, but might as well err on the side of modesty for dp.
Full Auto is really hard to rate. It recharges twice as fast as Hail of Bullets, but hits 6 fewer enemies and (I think) animates longer. There is also no mitigation built into Full Auto. But it's range is enhanceable. It comes down to what you're shooting at, how many of them there are, where they are standing, and how often you need to repeat the action.
Recharge time itself is also challenging to rate because a Recharge time that is "twice as long" as another power drops in significance by approximately one half with lvl 50 Recharge IOs, and further with global Recharge IOs. That is, unslotted HoB vs Full Auto is a difference of 60 seconds, but with IOs its 30 seconds, and the numbers compress more and more with added Recharge. If either set ever hits a usefulness saturation point where it becomes more effective to hold off using the power a second time against a single group because saving it for the next group is a better option, the recharge numbers become even harder to compare.
Full Auto, and other large cones in general, have the added risk of accidentally aggroing enemies behind the intended victims, or bypassing intended targets altogether. -
Rain of Fire takes 15 seconds to deliver its damage and allows enemies to run out of its area during that time. Fire Breath has a target cap of 10 and an oddly shaped area of effect. The comparison is not clear cut.
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Quote:Believe it or not but very few people truly want all powers to use the same animation times. Instead what we want is for the devs to admit that animation time IS a part of power balance and account for it when they balance powers. Currently the damage and endurance costs of attacks are balanced based the number of targets (based on area if it's an AoE), the recharge time and whether it's melee or ranged.
This is only really balanced if two conditions are met:
1. You have time between attacks where you are waiting for powers to recharge
2. You are only concerned with sustained damage as opposed to burst damage
Neither of these are really true in the game today. With various recharge bonuses making a solid attack chain is possible. Additionally for Blasters burst damage IS important, Blasters generally have low defenses and rely on killing their opponents before they get killed. As such the ability to attack faster than your opponent IS an advantage.
Dual Pistols is fun now and I don't mind the gun-fu animations (although they would not have been my first choice) but except for the first two powers and Suppressive Fire the animations are longer than the equivalent powers in other sets. Dual Pistols is not by itself the problem it is simply the case where the devs' method of balance becomes noticeably problematic.
I agree with everything said here. I just want to add a special addendum RE: Dual Pistols, and balance in general.
Whether a set is good or bad depends on more than the set. It depends on the type of challenge a character is actually faced with in the context of the actual game. Dual Pistols charts somewhat poorly compared to other sets on spreadsheets for some of the reasons that have been brought up. However, it's not possible for us to make a spreadsheet showing how the set behaves in actual practice. This is for two reasons:
1) Some game challenges are more or less standard and unavoidable
2) The player can still choose to steer the character to whatever situation is most favorable (e.g. my "marginalized" Force Field Defender is the demi god of buffs when exemped to level 35 or 40)
There is no way to perfectly weigh 1) and 2) together. They contradict each other but are both true at the same time.
Some people approach the situation by creating categories. For example, "AoE Damage," "Single Target Damage," and "Soloability." But these categories are inherently misleading. Is AoE Damage as important as Single Target? Is one extremely powerful nuke better than a very strong attack chain? And what of categories we don't consider? If "Flexibility" were a category, we'd have Dual Pistols at the top and everything else in last place.
This isn't to say that balance is entirely subjective. Sometimes the numbers do tell a story about power. But you always have to make sure you're comparing similar things. This includes avoiding comparing sets piecemeal to each other instead of as full sets.
In the case of Dual Pistols, we have a crashless nuke. Only two other sets have this. One of the two nukes significantly outdamages Pistols'. The other nuke also does better damage, but has a cone shape and a target cap of 10. Which one wins? The answer is that it depends. Personally, I prefer any of the crashless nukes to any of the crashing ones, so the answer for me is that Dual Pistols is not in last place in this category but in third. In fact I would argue that all 3 of these sets should be removed from "nuke" discussions altogether and the nuke should be considered in the set's overall AoE damage category, because that's how the power is used.
The second thing is the general nature of knockback. I am not a fan of it in other blast sets because I feel like it limits the ability to supply consistent DPS. But Dual Pistols gets to turn it off if (many people would argue "when") it becomes a limitation.
Then there is the fact that Pistols sidesteps having a snipe power and replaces it with a power you might actually want to use. For some reason some people count this against Pistols. My opinion if we don't discredit Fire and Archery for the blasts that kind of suck, its unfair to do that to DP for a power that is actually somewhat viable. -
Quote:Tex, I'm not trying to be dismissive or rude, but this debate is completely over.
While I can appreciate not wanting to derail the thread, the "debate" isn't a debate. It's just piling on about "healers" yet again, and didn't start with me. I responded to what was already stated (and is stated over and over on the boards in incredibly incendiary language without often enough being challenged). -
I have to play devil's advocate here with the terminology.
5 of 9 powers in Empathy do nothing if people aren't taking damage. Three heal damage in a burst, one heals over time, and the final one heals someone back to life. The anti-mezz power Clear Mind is nearly textbook standard for video game healers except that it lasts a little while. Likewise the shield portion of the Fortitude buff. The only two powers remaining are garden variety "mana battery" powers, the offshoot being +Recharge.
This is all my way of saying that I have a problem with people who have a problem with the word "healer." It's just a word. And an apt one. Somehow it's been construed to mean "someone who only heals." Well since a tanker doesn't only tank and crowd control doesn't only control why do so many people clutch their pearls when talking about "healers" as if the term is uniquely awful? -
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Because of the nature of the game, there isn't a best "buffer" because any character has to be really good at several kinds of things to be successful. If what you mean is which characters give the best support, I would skip Defenders (or Corruptors or Masterminds) altogether and roll a Controller. It's not that Defenders are horrible, but any time I play one I find myself envious of Controllers and the safety/sanity they can bring to some very difficult fights.
It should be said that Sonic Resonance is a much better set when used on characters who already have some defense than it is on a team with lots of squishies. A Force Field Defender will carry a completely unarmored team from instant-squish to the defense soft cap (barring defense debuff effects) while also protecting from endurance drain powers.
I have 2 Force Fielders and 2 Sonic Res'ers, one a Controller and one a Defender of each. I frankly find Sonic underwhelming. Force Field meanwhile is ridiculously amazing during the level stretch from 22 to 45 or so, losing some steam later on. The exception to that is on certain Controllers where the constant mezz protection lets you run toggles that otherwise would be threatened. The personal IOing options are also much, much better on Force Field than on Sonic.
As a point of disclosure, my Fire/Sonic Res Controller is the only character I've ever retired simply on account of sucking. Sonic and Fire together are very endurance heavy and the character is just unbearable to play. His buffs also fail altogether to keep the pets alive, to the point that putting shields on them is nearly worthless.
IMO nearly any Sonic Resonance Controller could be improved by rerolling it as a Thermal. I'd say the same for Defenders if they eventually get access to Sonic Res. Meanwhile, nothing really replaces Force Fields. In the end tho, IMO, both sets could use some tweaks from the developers. I wouldn't call either "not worth playing," just giving you an account of my personal experiences. -
Keep in mind that many games have this mechanic mainly because they also have a "healing" or "support" role in which one character does not use any attacks at all. The reason buffs have to cause threat is that otherwise nothing would ever go after the "healers." I have never had that problem in this game. Although playing around with threat can make some powers more interesting; for example, if Healing Aura-style powers caused threat but Absorb Pain had none.
Speaking of Power Word: Shield, I cry every day that that is not how Force Fields were implemented here, at least as one of the buffs. That would have been a fantastic style power for Force Field to have gotten on a 90 second Recharge or so. Curse you, cottage rule. -
Kinetics. The sound effects are perfect and with the right coloring it would be convincing.
Radiation Blast would be my first pick for the other set as when it is brightly colored it resembles fireworks rather closely. Fire Blast could also look good with the right coloring.
Fire Control can also put out some amazing color combinations with work. I use that set for my extra dimesional detective, "Fedora Borealis," to represent northern lights. The effect is not quite like fireworks, but it may help to see some examples.
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The only problem I have with Slash/Lethal defense is that fewer of the really dangerous pure mezzes are tagged for it. Just one of them getting through will kill you very very quickly (and also detoggle Snow Storm). You can't do anything about Illusion Control or Mind Control (sans getting actual Psi defense) since both are tagged purely Psionic but the rest of them Ranged tends to handle. Smash/Lethal protects from some but not others, in particular anything in the Psi Blast set.