Samuel_Tow

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  1. Quote:
    Originally Posted by Zikar View Post
    NDAs are usually waved when it goes public and that means the whole of the beta process is open for discussion.
    Thing is, the Alpha Incarnate Slot will not go public when Closed Beta ends, because it won't be in closed beta at the time. Do we count it as being public because it WAS part of Beta even though it will probably be part of the next Beta pretty much unchanged? That's kind of what I wonder.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    I believe those were part of the later COH comics. I seem to remember that grouping of the BP's deities.

    Edit - yep. Top cow run, #15.
    Soddenly, I don't feel like I missed out by not getting those in the mail.
  3. Quote:
    Originally Posted by Smiling_Joe View Post
    Why? Blasters were made to be glass cannons. A melee character - even one playing this set - is still going to have mez protection, higher hit points, and higher resist/defense modifiers than a blaster.
    Not by much. I couldn't find the mod for health, but I know Blaster health is only marginally behind that of Scrappers and Blaster health is actually equal to that of Stalkers. Blaster defence and resistance modifiers are 0.7 to Scrappers' 0.75 and their heal mods at 50 are 120.476 to 133.862, Blaster to Scrapper. The only thing Scrappers have over Blasters is their status protection, which they need much more because pretty much every enemy post 40 has some kind of high-mag status effect on their melee attacks, where as not too many have that at range.

    If you're of the opinion that Scrappers are somehow intrinsically tougher than Blasters because of what they are, you are mistaken. The only thing that makes Scrappers more sturdy is the powers they get in their secondary.

    Oh, and that, by the way, gets even more skewed with things like Epic shields which, according to City of Data, provide 19.25% resistance to smashing and lethal damage, as well as some exotic elements here and there. Blasters are not as weak as people make them out to be, and they're STILL squishy. You have to work pretty hard to convince me that a MELEE that doesn't have at least Stalker level protection is going to be in any way viable, and so far, I'm not seeing it. It's a good idea, but I just don't see it as being practical.
  4. Cheap NPC powers are cheap. Over the years, I've started getting sick of all the cheap NPCs who get passed off as a challenge. I mean, who ever thought it was a good idea to give NPCs the old bugged Smoke Grenade?
  5. Quote:
    Originally Posted by Orange_Gorilla View Post
    What it meant was that the costumes themselves would have NO EFFECT, just like now, but whenever you were using the costume SLOT, regardless of what costume is actually IN said slot, you would get a small bonus (or larger bonus with a trade-off). Understand now? No gear, no "right costume", nada. Just a new ,and really minor in the long run, way to customize your character and set him/her apart from all of the other <Level X Pri/Sec Archetypes> out there.
    I have a character who's supposed to be an unstable pile of cancerous biomass. He swaps body shapes (i.e. swaps costumes) in real time, in the middle of combat, for no reason whatsoever. Regardless of which costume he swaps to, it's still the same character with still the same skills, because all he swaps is basic body shape. It makes no sense for this character to have different buffs on different costumes, and moreover, it would be a big turnoff for me if I were to face a limitation because I decided to swap a costume on a whim.

    If this has nothing to do with costumes, then why does it have to have anything to do with costumes? Why not make it independent of costume slot and let us switch it with a costume change only if we wanted to?
  6. Samuel_Tow

    "Arresting"

    Quote:
    Originally Posted by Frosticus View Post
    I'd need to see some proposed numbers for the "control timer" for each rank before I'd be confident agreeing or disagreeing with this idea.
    Not control TIMER numbers so much as my proposed control BAR numbers, but here's what I'm looking at:

    For your run-of-the-mill minion, I'd have a control bar of 9-12 magnitude's worth of bar. That would be three to four mag 3 holds like Char or Block of Ice and 5-6 mag 2 controls like Thunder Clap or Whirling Mace. I haven't thought about lieutenants and above yet.

    Now, keep in mind that the reason to have a bar instead of just invisible magnitude is sort of an extension of an old idea I had to remedy the binary nature of status effects in general. One of the things that has always bugged me about control effects is how strong they are perceived to be (and they are) because in almost no situation do they actually build up with repeated use, meaning you can't "hold him harder." The enemy is either hurt or he's not. My old, original idea was to have holds last longer the higher your mag was, so if you double-stack Tesla Cage, it'll last longer than JUST its duration since last application.

    The point with this is to give Controllers a meaningful choice - do I want to hold several enemies at once and Brawl them to death, or do I want to focus on one enemy and hold him multiple times, either defeating him or at least taking him out of the fight for MINUTES?

    ---

    Let me give an easy example: Fossilise from Earth Control has a 22 second hold duration and an 8-second recharge time. Even with just minor slotting, you can stack three holds on a minion before he wakes up. Now, suppose that minion had a "hold bar" of 9 that's split up into three sections and decays at 0.135 points per second. That's about 22 seconds before the mag runs out and the enemy wakes up. However, suppose you wait 8 seconds and slap another hold. In 8 seconds, you're down 1.08 mag to 1.92. With the next hold, you're back up to 4.92, only because you are now in the middle section of the hold bar, it now recovers only 0.1 mag per second. 8 more seconds pass and 0nly 0.8 mag has recovered, for a total of 4.12. Another hold down the line, and the enemy is looking at a total mag of 7.12, which is now in the third section of the hold bar, where mag recovers at only 0.5 mag per second. Another 8 seconds down, and the enemy has only recovered another 0.4, for a total of 6.72. Slap one more hold, it hoes to 9.72, which is higher than the mag 9 cutoff line, and the enemy is permanently defeated.

    That's more or less how I see it. There are ways to account for lieutenants and minions with different sizes of hold bars, different recovery rates, different hold effects and different cutoff rates, both high and low. For instance, lieutenants could wake up once their buff bar falls under 3 (but it will still register hold up until it reaches 0), and the different holds could apply more or less mag depending on how long or strong they need to be.

    I don't know. I just want to see hold effects done such that they are a little less binary and that stacking holds is a viable alternative to spreading holds around.
  7. While I've always understood why these things don't work, I never understood why that couldn't be fixed. We already have the base tech to do something like this, as we've seen with the Crab Spider backpacks that scale with player models. Why are backpacks, jetpacks and other "hard" back details given such low priority that we can ask for them for what amounts to SIX YEARS and get precisely zilch?
  8. Quote:
    Originally Posted by ricktu View Post
    Thanks for clearing that up.. as much as anyone can anyway. It was just the way some people were talking about you would think it was common knowledge.
    That's something we'll have to deal with in the coming months. As Closed Beta expands, more and more common forum folk get invited to it and this notion that everybody knows becomes more prevalent as they get used to the Beta forums. You're bound to see slip-ups in the rest of the forums and in-game.

    For instance, a couple of days, a friend of mine goes: "I can't wait for Going Rogue! My character can so use this and that Incarnate thing." and I'm like: "Dude... Did they actually announce that?" and he's all like "Oops! "

    Anyway, keep an ear to the ground. That's pretty big news, even to me, and there's bound to be more chatter on the way.

    ---

    Say, here's an interesting question: Will the Going Rogue Beta NDA hold even after the actual Going Rogue beta is over? I mean, those who have played around with the Alpha Incarnate slot will have that knowledge all throughout I18, are they supposed to keep it secret the whole time? Because if it's not in the game and won't be for, what? Another five months (purely eyeballing)? Does it make a difference?
  9. Samuel_Tow

    I > Team

    Quote:
    Originally Posted by Shadow Ravenwolf View Post
    What bugs the hell out of me is how you can come in here and flaunt the secretive 9th Teammate. You know how many times I could have used that extra teammate to fill the entry room of a mish, or clog a hallway while I'm running for my life after taking the alpha and seeing that they're still calling out "Ready?"
    I actually intentionally went beyond 8 Sometimes, and this is not very frequent, but you'll get a team which will just sit around and spam Ready! for something like three cycles, to the point where it feels like they're saying Ready!!! as in "I'm ready now! Move yo ***!" This is part of my never-ending scorn for people who refuse to use their words and assume I'll just guess what it is they want to say based on a years old bind.

    What's more, this bugs me exactly because if you're that insistent on starting the next fight, then start it. If you can't dive into the next spawn, corner-pull. There are options. The Tanker WILL wake up when enemies come in. I mean, he's Ready! and all.
  10. Quote:
    Originally Posted by ricktu View Post
    Okay I give... what the hells an Alpha slot????
    Unless you get a red-name to explain, which you probably won't, then all of the people who are able to tell you won't because they aren't allowed. As the man said - Beta feedback suggested that the "sneak peak" wasn't worth it on its own and that it was liable to create more problems than the benefit it would bring. I'm not sure I agree with that, but Positron clearly does.
  11. Samuel_Tow

    "Arresting"

    I don't believe anyone is suggesting that single-application holds be permanent effects, but rather that you be able to stack enough hold over time to do so.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    Sorry, Aett, I don't tend to list "Back off and stay out of the fight so you don't kill your teammates" as interesting, any more than, say, random targeting of all targetable objects (friend and foe) would be.
    I disagree. I LOVED confuse effects when they were meaningful (i.e. lasted more than .1 of a second). One of the most fun things I've done, I think, is smacking a Stalker on my team with Seismic Smash. I couldn't quite kill him, but I came close Back before, there was a legitimate danger to the effect. Now... Not so much. It may as well not even be there. The worst part of Succubus confuse is the fact that you can't hit them for the next ten seconds.

    Me, I'd rather have a bit of uncontrollable chaos here and there, even if it means getting wiped by a friends' Blizzard from time to time. Seriously, how many of you so much as suffered from Confuse even when it was at full strength? I actively tried to murder my team-mates and I couldn't do more than just scratch the surface.
  13. Samuel_Tow

    I > Team

    Quote:
    Originally Posted by ClawsandEffect View Post
    Forcing that scrapper to remain with the team when they never get to hit anything is both unfair for the scrapper, and slowing the team down because that person isn't getting the opportunity to contribute their share of damage.
    Actually, this is something I meant to comment on but kind of forgot about. I have a very lax attitude towards people who run off on their own when I lead teams. Basically, "you aggro it, you kill it." If a loner gets in trouble and gets himself killed, tough. He chose to go on his own, it's his funeral. If he can consistently survive, then more power to him. As long as he's not robbing the rest of the team from stuff to do and isn't causing massive aggro on the main group, then meh.

    Most of the time when people rush *** over tea kettle, they do so with the expectation that the team will be in tow and "heal them." All this does is getting other people into trouble they didn't bargain for. People die, people become upset, it's no good. The solution isn't really to make an argument about it. The solution is simple: DON'T follow him. DON'T put your *** on the line to enable his suicidal tendencies. Let him go out on his own, let him get in over his head, let him die. Repeatedly if need be. Sooner or later people learn to check that the team is really with them before they spaz out in Scrapperlock.

    Or they rage-quit. Either works fine. If you're not gonna' work with the team, then you damn better well be willing and able to handle team-size fights alone, because the team will not kowtow to your every whim, Mr. Random Stranger. Again, I have no problem with it. I have a problem with people who feel entitled to rush off on their own AND have constant team support when they do it. Um... No? Who died and made you boss?

    Basically, people who rush take their lives in their own hands, myself included. If I go off to start a fight, the team doesn't join me and I die, I accept it. It's not a case of "Why didn't you heal me!" and more a case of "Sorry, that was totally my bad."

    That's actually kind of why I prefer a team of soloers to a team of, err... Teamers? Basically, I like to know that everyone can be responsible for his own survival, at least for the most part, and so people can be held to task when they whine about not surviving. People who play mostly solo and are used to mostly playing solo WILL NOT kill themselves like this. We're used to having no backup, we're used to relying on our own merits, we know our strengths and our weaknesses, and we will not jump into a fight naturally expecting the team to be with us. It's the kind of leeching players who are used to being babied by a full team that outright EXPECT you to play nanny, and get prissy when you don't. Better to have everyone be responsible for his own neck, rather than trying to offload responsibility on the tank or on the healer.
  14. Samuel_Tow

    I > Team

    Quote:
    Originally Posted by Decorum View Post
    Rushing is a relative term. It means going faster than you or the other people want. If they want to wait, and you're hustling them up, then you are rushing. If you're moving at the same pace and everyone's cool with it, then you're not. Same with "falling behind".
    Thing is, it's very rarely a question of "can't" or "don't want to," but rather a question of "can't be arsed to show initiative." Whenever I've "rushed" and not died a lot, people have always tended to remark on how surprisingly well we're doing because we're tearing through missions at a frightening pace without actually team-wiping.

    When I see people waiting around and doing nothing, almost every time they're just waiting for someone to make the move, and City of Heroes players are always so damn patient. OK, if you're a Blaster or a Defender, I can kind of see you being apprehensive of just running in and eating a 6-man-team alpha. I understand that. But when the Tanker is sitting on his ***, sucking his thumb until you ask if we're doing anything three times in a row to deafening silence, then there's no excuse.

    Know what bugs the hell out of me?

    Ready!
    Ready!
    Ready!
    rdy
    Ready!
    Ready!
    redy
    Ready!
    REady.
    Well any time now, sweethearts!

    I KNOW you guys are ready! We're all ready! I'm ready. You're, ready. We're all ready. So... Shall we go? Today, preferably. Still waiting, huh? Well, OK, as long as you're ready, then I guess I'll volunteer my suicidal Blaster *** to that huge pack of monsters if it'll get you to uproot yourselves and actually move.

    This is what kills me. Everyone's ready, everyone is prepared, we're all buffed up... And we're waiting. I guess we're waiting for someone with a bit of initiative to wake up and keep the pace up.
  15. As a bit of an expansion on my musings for weapon emotes I had a few things I wanted to suggest.

    1. A way to keep our weapons out permanently or until we choose to put them away. Right now, if I draw a sword, it will time out and fade away after 10 seconds. I want to have the ability to keep my sword out as long as I want it without having to press a button every 10 seconds to prove I'm not asleep. One easy way I can see to do this is to just kill the fadeout timer. People can still put their weapons away by hitting the Escape key, and it adds a brand new functionality.

    Basically, I want to be able to keep my sword out all the time like I can keep my shield out all the time. If this requires a toggle to accomplish, then I will accept that toggle.

    2. More weapon emotes. Right now, we have none. In fact, our emotes put away our weapons entirely when we use them. What I'm suggesting is a few things. Firstly, the weapon-holding emote I posted before. As well, how about a few more, like flipping your sword like the various cops flip their billy clubs? Or how about that "tossing sword from hand to hand" emote from Taunt? Or even the "pointing with the sword" emote from the various taunts, as well. And, finally, how about a "putting weapon away" emote? I mean, seriously, we have animations for taking our weapons out, but we can even CHOOSE to animate putting them away. It'd be fun if we could.

    3. Persistent weapons as character costume items. Say I put my big honking broadsword away. Could I have it show up as stuck to my back? I don't even want any clips or sheaths or anything. Just the sword stuck on my back will do. As I understand it, weapons are actually animated costume pieces which appear when needed and go transparent when not needed, so can't we have a copy of the sword on the back that's visible when the hand-held copy is faded and invisible when the hand-held copy appears? I would be willing to trade my back items for this if I had to.

    *edit*
    I'm talking something like this:

  16. Quote:
    Originally Posted by Fleeting Whisper View Post
    I can say the same thing about a few others, such as Mirror Spirit and Foreshadow (though they do beat Hequat by getting to stand around doing nothing as trainers); Mirror Spirit even gets two signature powers, Mirror Trap and Mirror Shield.
    Know what I want from Foreshadow? His arms. He's using Robotc Arms 2, only his arms aren't robotic. They're human. Why can't we have human replacement upper arms? I mean, there's no reason for it.
  17. Quote:
    Originally Posted by Shadow State View Post
    Would love to see Tielekku

    And the Banished Pantheon, though they seem to be quite strange, Lughebu appears to be the "wooden" guy.
    Good god... Who drew these? Is that a professional comic book?
  18. Samuel_Tow

    Weapon toggle

    Yeah, I've been asking for this for some time, myself. On some characters, I just like keeping my weapon out.

    There is a bit of a fudge you can do to at least fudge Ninja Run, though. At some point, the game changed to where your weapon would time out, but not actually disappeared until you swapped animation loops, so if you're running and your weapon times out, it won't actually disappear until you stop running. At this point, you can just click a weapon attack before you stop to ensure the weapon is out.

    It's still very unwieldy, though. I'd honestly like to have the ability to keep my weapon out permanently. Why not just stop it from timing out? I mean, you can already put it away by hitting the Escape key.

    Say... Why not an animation for putting our weapons away? I mean, we have animations for drawing them, but when we put them away, they just... Fade.
  19. Samuel_Tow

    "Arresting"

    I've been suggesting this for probably the last five years, so I very much agree with it. However, I wouldn't call it "arresting," since it's not. I'd actually just call it "defeat through control." Here's what I mean:

    Suppose you lock an enemy in stone. The enemy will eventually break free. Lock him in enough stone, however, and he will stay in there FOREVER, or until someone jackhammers him out, at least, which would usually be the police when they come in after you've swept the premises. Or even if no-one comes in and the enemy does manage to break out in, like, a day, he's still not going to be a threat to you for as long as you're there. In other words, he's defeated.

    This has a lot of precedent in contemporary fiction, with the one example I keep bringing back: Baldur's Gate. Petrification in Baldur's Gate DOES NOT WEAR OFF. You can dispell it, but if you don't, your character is a statue forever. In fact, one character you can add to your party you dispel from a group of statues who had been sitting in a field for I think years and years near a Basilisk's nest. Or take Spider-Man - pretty much every time he's knocked out with sleeping gas, he wakes up in a cage or bound to a board or dangling from a bridge or something like that.

    Personally, I see this as being implementable in two ways:

    1) Hold mag residue. Say we alter each hold such that it still holds for its original duration, but then leaves its magnitude behind for, say, twice or three times as long. It doesn't hold, sure, but next time you apply a hold, it stacks with the residue magnitude to form a stronger hold. Get the hold magnitude strong enough and the target can no longer escape on his own.

    2) Give enemies a "control bar" next to their health. Each control effect brings the bar down a few units and it regenerates on its own slowly. Bring the bar to zero and the target is defeated through holding. I've actually done some work to try and implement this as a way to make holds less binary, but this isn't the right thread for that.

    Either way, I like the idea.
  20. You guys are talking like that sort of thing doesn't happen already. Both Succubus eneimes and Bane Spider Scouts already use placate which prevents you from targeting them altogether, yet that doesn't break the game. And I tell you, I've spend upwards of 10 seconds being unable to target the SOLE Succubus in the room while she tossed attacks at me.

    Besides, it's already used sparingly. Only, like, two things in the whole game ever use it. It doesn't get more sparingly than that if you were counting Fire Extinguisher damage.

    Personally, I'd love to see a few critters use Taunt effects, or at the very least I'd like to see the Taunts critters ALREADY USE actually do something. It doesn't have to be a 40 second taunt on a 10 second recharge, but just... SOMETHING.
  21. Quote:
    Originally Posted by SteelHarbinger View Post
    However, I was thinking of a change that might allow for the *Feel* of equipment without handling it the way that Champions Online has handled it (costume pieces that grant certain abilities/bonuses)
    I have to disagree because of precisely this statement. I do not WANT the feel of equipment in this game, and the reason I'm still here and not playing Champions Online or World of Warcraft is just this particular reason. As such, I'm staunchly against anything that feels like gear. Sorry, I just don't like it.

    Moreover, anything, even set up by me, which gives me a functional reason to pick one costume over another, is a no-no in my book. I enjoy the fact that our outfits have no effect on our performance, and giving costume slots meaningful boosts negates that.

    If you really want to have a system of swappable "builds" with minor boosts and penalties, then I can't really argue against that, but have that separate from costumes altogether. That way, you can make binds or macros that swap both boost build AND costume but they are not hard-coded to go together.
  22. Samuel_Tow

    I > Team

    Quote:
    Originally Posted by Decorum View Post
    Different strokes, Sam. I'd probably want to quit a team you were rushing ahead or complaining about slowness (not that you've said you do that in-game, noted).

    The goal of the team is that everyone have fun. Since there's so many different ways to have fun in this game, it's best if you get on teams with like mindsets.
    I don't complain about slowness. Ever. I generally don't complain about anything on teams. I'll ask if we can't start without the people who will take 10 minutes to arrive if it looks like we'll manage, and I'll make sure we're not waiting around if the team feels like it isn't in any danger. If people have a problem with it or the team still isn't moving much, I will simply finish the mission and bow out. I don't hold it against people who don't want to play like I want to play, but I don't feel obligated to stay on their teams.

    But again - it's not a question of rushing. I only consider it rushing if it's done at the expense of safety or performance, or if people are trying to do something else but are interrupted, such as exploring corners or chatting. But I simply will not stand for empty waiting when people are just standing in place and fidgeting for no reason other than because no-one has any initiative. That's not rushing in these cases.
  23. Quote:
    Originally Posted by Electric-Knight View Post
    I'd respond more about a few of the things you asked about, but I'm pressed for time, so I thought I'd just chime in quickly.
    Hey, if you ever have more time, do tell. I am interested to hear about it

    Quote:
    About the skirt for loin-cloth-like attire, I actually like to use the slit sided mini. It would be much better if the slits went higher, of course.
    But, sometimes, it can work nicely.
    Huh... I didn't think to use the slitted skirt, but I didn't think you use that one, yourself. Either way, what bugs me about the skirts is they don't have the right texture and their shape is too clean. I mean, yeah, they have leather, but more the stylish, tailored leather than the rawhide look I have going. A loin cloth, in order to be proper, needs to feel more like animal skin, possibly with the fur, and be misshapen. In a way, the tattered make kilt is actually more appropriate for this

    Quote:
    Hehe, I suppose I can understand your confusion on that one.
    I offered that for two reasons.
    1) I had already thought of the idea before I read any of your opinions on the animated tail in action. So, the idea was there in my brain and I planned to tell you regardless, hehe. (And yes, I do laugh this often)

    2) It seemed that you were unsure that you really wanted to make your girl have a tail. So, I just thought it was worth a shot in allowing the option to have the tail as a hunter's decorative item/trophy (As opposed to making her have an animal tail sticking out of her).

    Honestly, I really doubt that a motionless tail would sell well as that (Too rigid and not hanging, like such a thing would do), but I wouldn't be sure until I tried it.
    So, that's why I suggested it, despite you liking the animations, hehe
    Oh! Oh, OK, I see what you mean. A motionless tail as a hunter's trophy, rather than a wiggling tail as a genuine spine extension. To be honest, I like it better as a real tail, even if I don't necessarily like the look. I like the implication that she actually DOES have a tail. It makes her a little less real and a little more fantastic, and I like that. That's kind of the interesting thing - despite not liking the look, it's growing on me

    ---

    Aw... Aw, great... Right as I'm typing this, an annoying colleague of mine has been speaking in a loud voice for the past hour or so, so I put on my headphones and play some Nightwish. And right away, my imagination starts giving me pictures of people like that running and jumping through terrains like what you'd see in Conan the Barbarian. I can't help it, it's just how my head works. But that's kind of the mental bridge I needed between just seeing a character alone transected from any background or world, and being able to imagine that character in her own world. Actually without the context of the game itself, which can sometimes be limiting.

    I guess that's what passes for inspiration with me, but that sort of thing is what makes the game and the characters so much fun. I'll have to stew on this for a while
  24. Samuel_Tow

    I > Team

    Quote:
    Originally Posted by Organica View Post
    Very much so. If there's a tank on the team, I'll give him 5-8 seconds to get his butt in gear, once everyone's zoned and buffed. If he doesn't, I'm popping a couple of purples and charging in. Get the party started already! And if there's no tank on the team, I won't wait that long.

    I know how to keep myself alive. If I'm not getting anyone else killed, then it's all good. ^_^
    Pretty much. There's a different between being patient for people to go about legitimate business like selling and training and "patience" for waiting for people's brains to engage. Are we all here? Are we all ready? Then what are we waiting for?

    On another note, the one thing that kills me is waiting for everyone to zone, especially if the team can proceed without the whole team in the instance. OK, so Joe Slow is taking 25 minutes to train up. I can respect that, I've done the same. But do we REALLY need to sit around and tell knock-knock jokes until he's ready? I mean, it's not his mission and we already have seven people in the instance. Let's go already. Joe can catch up when he's ready, or possibly join us for the next mission.
  25. Quote:
    Originally Posted by Westley View Post
    No they don't. Try an all-Blaster team sometime, it's fun. All you really "need" in this game is damage. Anything else is nice, but optional.
    Blasters are beautiful like that. One Blaster is OK, two or three Blasters are actually kind of behind the 8ball thanks to their larger spawns, but four Blasters or more reach the kind of critical mass where spawn sizes actually no longer matter. By the time my Fire/Fire has gone through Fireball, Fire Breath and is about to cast Rain of Fire, the spawn has also eaten Explosive Blast, Energy Torrent, Explosive Arrow, Fistful of Arrows and Ball lightning, and I can see a dude heading in to deliver Thunder Strike.

    You don't NEED buffs, control and mitigation. They help a lot, but you can do without them.