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See above.
Controller w/Pet and Empathy > Controller w/Mind Control and Empathy.
Controller w/Mind Control and Empathy ~= Defender w/Empathy and Psi Blast.
Defender w/Empathy and Psi Blast ~= Defender w/Empathy and any other secondary.
Note that there is an option available for one AT that is not available for the other.
This is not saying that people are ignoring the overall performance, but the other option would be to tell everyone that asks about making an Empathy Defender to "delete/don't make a Defender, just make a Controller instead". The assumption is that people pick an AT because they want to play that AT - it is, after all, the first choice you make when creating a character. Since the options for Defenders don't include a pet at all, there's an amount of ambivalence towards the exact secondary chosen. Since the options for Controllers offer most powersets that will have pets, and one that doesn't, the one that doesn't is referred to as "worse".
This all has been said before in the thread. I don't know why it hasn't sunk in for you yet. -
A few points, including some repeated bits from above.
Kinetics is happy and fun. A single Kinetic can cap damage on anything, and keep it there for as long as needed.
If you're going to proc out a set for damage, take Rad Blast.
Rain of Arrows will do more damage over time than Blizzard. Period. Even the crappy Corruptor version that barely outdamages the Defender version (when Corruptor Ice Storm and Blizzard both do more than the Blaster version due to Scourge). If you picked Ice Blast for sustained AoE damage, you just didn't pick the right set - the recharges on the powers are the issue.
No, really. Take Rad Blast. 2 damage procs from defense debuffs (one accurate, one regular), at least one for each attack type (ranged, TAoE, PBAoE), and a -resistance proc. Don't like giving up the damage slotting for the procs? Just add Fulcrum Shift. Rad/Kin is fun.
There is a difference between numerical superiority and in-game performance, due to issues that aren't typically included in the calculations. Little things like mobs having a finite amount of hit points, and having to move between spawns, the layouts, and so on. Numerically, burst damage is nigh-meaningless, but in game a good AoE burst on a low recharge so that it's repeatable every spawn, or every other at the worst, is highly useful. This is why Elec/Shield Scrappers do well, and why you can see suggestions of staggering nukes with Ice/Kin Corruptors, when numerically other sets can outperform those over time. AoE radius, and its effect on how much time you spend getting your AoEs to hit things, is why Super Strength Brutes (and SS/FA or SS/Sd with an AoE-heavy Patron pool selection) are used a lot for farming.
I still can't believe we made it this far without a Fire/Kin Controller suggestion.
Have I mentioned Rad Blast for procs yet?
Resistance debuffs are fun. Freezing Rain/Sleet is also fun, and recharge fast enough to be there pretty much every spawn. Rad/Kin and Fire/Cold Corruptors would be an amusing pairing (Sonic Blast doesn't have enough useful AoE damage).
I forgot what else I was going to say here.
There isn't any one "most powerful" combination due to set synergies, build preferences, and player patience. Just the different answers in this thread should demonstrate that; what will perform best in one situation may not work as well in others. For a steady stream of mobs that always group around you - such as a huge number of player-targetted, triggered ambushes that all show up around the same time - sustained damage is good. For running through a map an killing each spawn as you get to it, repeatable high burst will perform as well or better. Just find something you like and enjoy it. -
Trying to keep it small, so I'll just list 50s that I haven't deleted...
Blasters- Miss Subtlety, Fire/Fire/Flame
- Hapless Schoolgirl, SM/WP/Soul
- Saveur du Mois, EM/ElA/Mu
- Bad Cliche, DM/EA/Soul
- Candi Heart, ElM/ElA/Mu
- Smokin' Mirrors, Ill/Rad/Psi
- Siolfir, Ice/Rad/Mu
- Polar Abyss, Dark/Cold
- Small Dose, Rad/Kin/Mace
- Cinnamon Twist, Fire/Kin/Soul
- Frozen Rush, Ice/Kin/Soul
- Feral Flare, Fire/Therm/Mu
- Snow Bored, Cold/Ice
- Loose Morals, Kin/Dark
- Carmen Aburana, Widow (dual build Fort/Widow)
- Kelly Marrey, Warshade (triform)
- Midnight's Eclipse, DM/Nin/Leviathan
- Hirameki Denkou, ElM/Nin/Mu
- Tempting Bait, Shield/SS/Energy
Also, many of the above have been renamed due to the free character transfers, and the 3 /Kin Corruptors are on 3 seperate servers as well. -
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Well, the animation times are listed up there, so you'd need to get the recharges down to:
Midnight's Grasp: 2.112 (SL) + 2.376 (1.188 - for Smite - x2) = 4.488 seconds
Siphon Life: 2.244 (MG) + 2.376 (1.188 - for Smite - x2) = 4.620 seconds
Smite: 2.112 seconds (shortest of the other animations)
The recharge formula is:
Final Recharge = Base Recharge / (1 + Recharge Buffs).
Rearranging it a bit, you get:
Recharge Buffs = (Base Recharge / Final Recharge) - 1
That means that you end up with the following:
MG: (15 / 4.488) - 1 = 2.342 (or +234.2% recharge)
Sm: (6 / 2.112) - 1 = 1.841 (or +184.1% recharge)
SL: (10 / 4.620) - 1 = 1.165 (or +116.5% recharge)
So counting enhancements and global recharge bonuses, 235% in the power itself. Figure 70% for Hasten, another 65% (being conservative) for slotting, so ~100% global - note that 109% is perma-Hasten. -
Just noticed this thread...
Numbers for DPA considerations, completely unenhanced and ignoring any criticals:
Dark Blast is the best of the single target ranged Patron attacks, but it's still worse than Siphon Life, which is worse than Smite. If you can get it down to MG->Sm->SL->Sm you're better off. -
Quote:I'm assuming that you didn't mean to type defense. Especially since they share the base defense numbers with 2 other ATs and have higher hit points than either of those, and everything you mentioned talks about offense.becaue brutes have the lowest base defense of all the melee AT's their damage does not increase as much with every level. therefore at the lower levels, when fury is up you do a considerably larger ammount of damage than the other AT's because the damage boost is constant.
Also, the 95% bonus to defense mean you get less from build up and set bonus +dam because of the fractioning, therefore your damage will always be considerably good through every level rather than considerably so when you have IO'd =D
But they do have the lowest damage scale of any melee AT - although one attack pushes them past Tankers due to Fury, and if you can maintain the damage cap (find a nice kinetic or two) you'll end up having the highest sustained damage over time of any melee AT despite the lowest scale... -
I've pitched the "Assassin's Heal" as a joke in response to h34l0r threads before - "after all, it works for (really bad) Ill/Emps!" - but generally speaking my Stalker builds are tight enough that I've never bothered to make one even as a joke. I have pitched my EM/Elec Brute as a "healer" when she had Aid Self (prior to the respec when Energize came out), though.
As for how well it would work... any defense set would work moderately well and Stalkers can Placate things (/Nin in an AoE) if something does come after the "healer", but you'd be better off using attacks to reduce the number of attackers (or Blinding Powder... by itself it's nice against minions, but with the Contagious Confusion proc it's absolutely hilarious). I'd agree with the people suggesting using Day Job powers if you're going to bother with it, since I certainly wouldn't build around the concept as anything more than a joke. -
Since we've come back to the "kins and rads" point of view, I thought I'd explain why the main reason why - if all else is equal and there's no player preference - I'd take a cold over a rad for an RSF. When the only toggle debuff that's working* is Enervating Field, having the extra 37.5% -resistance available is nice to speed things along... and with enough recharge you can get Sleet stacking on itself to maintain that advantage.
But really, anyone competent on anything is better than a noob on a high recharge sonic/cold... and like I said in the Brute forum in response to the question "what one brute will handle aggro the best on an RSF" if you want one character to almost guarantee success regardless of team composition, you want a Mind/ Dominator with Mass Hypnosis and enough recharge to keep it up on everyone except the one AV being fought.
* - resistance and damage debuffs aren't specifically resisted on AVs any more than they would be on anything else... every other debuff that Rad has is resisted by 86% on top of the loss of effectiveness from the purple patch. When unslotted Maneuvers is more effective for reducing their chance to hit than Radiation Infection, I don't count it as "working". -
Electric Armor isn't really a top performer in terms of survivability on its own merits, at least not in the post-IO world of every defense set being able to softcap, but it will get a lot better in the mid-30s. You still won't end up in the "oh, phone call, time to go afk in the middle of this large group" mode that some sets will get you, but those sets also don't have damage auras, so it's a tradeoff.
For my post-Energize build I aimed for a medium recharge build, since the +regen from Energize is probably as useful (or moreso, depending on how fast the damage is coming in) as the heal is; despite that, it's not worth sacrificing offense or other build concerns just to go perma with it - dead enemies don't deal damage at all. I took Tough (but not Weave) and tacked on a few +defense set bonuses but didn't get carried away with it: you don't have any defense debuff resistance, and those debuffs are all over the place (I think she's at 10-15% defense on everything). Simply having that extra bit of smashing and lethal resistance pushing your numbers to around 60% helps a great deal.
You asked about sapping builds, and my EM/Elec does a decent job at sapping, but she also has Mu Mastery (Ball Lightning helps with sapping, but was really taken for the extra AoE). It's definately noticeable when using Power Sink to open a fight - I'll take the initial attacks, hit Energize if I'm below 50% health, and then they only get to attack as their endurance recovers (which is typically a lot slower than otherwise). This has worked at up to +3s to completely sap mobs (with liberal use of Ball Lightning, admittedly), and I don't bother with +4s because the extra time taken isn't worth the extra xp - when Energy Transfer does more to me than it does to them even after accounting for Fury, it's just stupid to bother.
Now, will Electric Armor be a set that stands there as wave after wave of ambushes keeps charging in? Not really; Energize is nice but unless they're barely damaging you in the first place (all energy damage, for instance) it won't be up fast enough to maintain your hp indefinately with an endless stream of incoming attacks. But the time between spawns in regular missions, even as short as it usually is (3-4 seconds or less?) gives you extra time to regen and extra time for Energize to recharge, so it's usually up when you need it. -
There are a few issues with trying to come up with one perfect Brute for an RSF, since the last fight has a lot of things working against you if all of the AVs are aggroed.
If you really want just one character that you can play that will let almost any group beat an RSF, get a perma (or near perma) Mind Dominator. Unless your team is completely stupid (using an AoE and waking all of the sleepy AVs for example) it will be 7-on-1 and a cakewalk for them. Sure, your job mostly consists of jumping and using Mass Hypnosis the whole time, but you'll be "handling" all of the aggro from them. -
You'd still have more hp than SR and regen than Shields (or any other Brute secondary for that matter), even without set bonuses. If all of those are softcapped against the damage type(s) you're going to run into...
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SR: cheap to softcap, does well against defense debuffs, has passive +recharge in case you use your primary for mitigation; like all defense sets, dies horrible death to +tohit bonuses (admittedly slightly rare) and is vulnerable to streaks on the random number generator where the game just decides that it's time for you to go.
Shield: can be softcapped, with optimal slotting is also capped on defense debuff resistance, has +hp and permanent +resistance along with a -damage aura, One With the Shield boosts the resistances to respectable numbers; expensive to softcap, does slightly better than SR against +tohit but still suffers, defense based sets are vulnerable to random number generator hate.
Willpower: can be softcapped to most common damage types, has stupidly high regeneration and fair-to-middling resistances, does well against steady incoming damage even through defense debuffs; hates endurance drain and to a lesser extent -regeneration, does not like spike damage outside of Strength of Will.
I haven't played Invulnerability to high enough levels to comment on it (mine is level 31 and only has SOs slotted) but I'd imagine that with an emphasis placed on softcapping S/L defense and boosting Energy defense up to avoid endurance drains it would be good as well.
As for which of those 4 I'd put above the other.... describe the exact situation, because for general gameplay if you're not survivable enough on a Brute you're just plain doing it wrong, and which of those would be "best" would depend on what you're running into. -
Quote:It doesn't explicitly state anything about parody... however, what it does say is (Note that the criteria used in each section talking about it uses the term "violation of trademark right, copyright, or other proprietary rights" - parody is acceptable use and thus not a violation - or vulgar/offensive names/biographies.):Please show me where the EULA says not to use other peoples works unless it is for parody.
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Quote:Oh! Well, if they don't exist, then there's absolutely no reason why they should be genericed, right?Those characters do not exist in the Paragon Universe so the bio reads like an excuse to use other peoples works.
More to the point, the likelihood of confusion is what creates an infringement. Since it's explicitly stated in the bio that it's not the character but someone dressing up like them (insert comment about parody and/or nominative use here), and I'm not using it to make money for myself or cause liability for the owner of the intellectual property, it's only actionable if you're really frivolous and don't mind wasting a lot of money on lawyer fees over a case you'd also have to very heavily bribe the judge to win. The likelihood of confusion only exists if you're illiterate. -
Hm... this thread has me wanting to make Trademark Violation again - a villain whose bio reads that she knows that the costumes are blatant copies of "famous heroes", but does it anyway to try to get them in trouble. Then see how many petitions I get from people who are too stupid to read the bio. I still haven't done it, but the idea has been percolating for a while.
As for the OP... you possibly could have been more blatant about having a drug reference in your name, but I'm having trouble discerning how. That said, the first movie I remember seeing as a child was Cheech and Chong's Up In Smoke, and yet it never made me want to try marijuana. But hey, most parents nowadays would rather take offense that little Susie could possibly see something dangerous or undesired and they might have to take an active role in parenting instead of sheltering, so yeah... must keep the little kiddies naive and vulnerable, then wonder where they learn all this stuff that you never talked to them about. -
Quote:This. Especially that last part about snarkiness.How likely am I to find:
RP
There's at least one RP group I see in Pocket D on a regular basis. They seem to be having a good time. There are also Taxibots and PCSAR, which I can't help but think of as RPesc, since they're in-game service organizations.
PVP
I think a lot of people moved to Freedom for that. In the past, there were regular arena events, fight club in RV, and people fighting the fight-clubbers.
Teams
I have never, ever had a problem forming a team.
TF
I've also never, ever had a problem forming a TF here, and have had good experiences joining them.
What would you say is Infinity's identity, or its unique qualities vs. other communities?
We're snarky.
As for teams, it really depends on how active you are on global channels - and your willingness to create a team instead of waiting for someone else to show the initiative. People are usually willing to join one but most won't take the time to invite the several people looking; your experience in finding teams may vary based on that. -
Quote:But really, without the drama what would this thread (or for that matter, server) be?! Boring and lifeless, that's what!I should apologize- mostly to the other forumites for feeding a troll. Also for not being considerate, considerate of a third possibility that she's a 12 year old drama queen.
Viva la drama queens! -
Thoughts, ideas, and random peanut gallery comments...
Quote:No, I really don't know what you mean. Electric Melee doesn't have any good single target attacks. If you mean Thunder Strike, and you're going to use it frequently, then just go with Stone Melee and use Tremor a lot - because Seismic Smash makes for a much better single target attack than Havoc Punch.I'm thinking.... electric has lightning rod and chain induction and that one good single target.... forget the name but you know what I mean.
Quote:You also get the reliable mitigation of footstomp, which also puts out more AoE damage than Lightning Rod over time.
Quote:thunderstrike has a nice wide cone to help you mop up as well as chain induction
The answer for which is best is dependant on how you plan on farming. Damage type is negligible in most cases for farming since you can pick and choose which mobs you want to farm (and you'd be really silly to pick one that's highly resistant to your chosen damage type). If you're going to have bosses, I'd recommend Stone Melee over Electric Melee, though.
My reasons:- You have Shield Charge for a high burst AoE;
- Your patron pool will have at least 2 more attacks with faster animations and better AoE size/coverage;
- Tremor vs Thunder Strike:
- Tremor uses the same animation as Thunder Strike to do slightly more (1.0 scale vs 0.96 scale) AoE damage, but to a much larger radius (15' vs 7');
- Both have a very long animation and eat up a lot of time in your attack chain for "meh" damage. At least with Tremor you don't have to herd to get the most from it;
- Seismic Smash and Heavy Mallet tear through bosses faster than anything Electric Melee has, and can be thrown in the attack chains between AoEs;
...of course, with Lightning Rod, since the devs never got around to changing the radius that it does full damage to (unlike Shield Charge which was changed while in beta to do full damage across the entire AoE - logic? consistency? what's that?), you'll have to herd things into tight groups to get the most use of it. That takes up a bit of time while the mobs are moving so isn't as fast as it could be (with, for instance, Foot Stomp).
Also, if you don't plan on using a lot of Patron AoEs, War Mace may give you what you're looking for. You have the "one-handed mallet" look from the mace, with better AoE and still good single target damage from the primary. The drawback is that you have weapon redraw, which the two sets you brought up initially don't have to worry about. That can - and often does - add enough to your attack chain that other sets start looking better in AoE damage. -
Quote:The potential of whether or not person A is a non-combatant has already been mentioned, so I won't go into it beyond saying that unless some form of communication has been established as such, person B can safely assume that they haven't been attacked only because person A has not found a good chance to do so. That could be because they haven't seen you, a power is recharging, or even just a cautious approach where they're checking your reactions to determine your intent.Is person A fair game? Yes, within rules of the game they are. But why on earth would person B go after that person? I mean honestly, what joy do you get out of killing a non combatant who is actively avoiding a fight.
As for the mindset of attacking a noncombatant who only tries to run away - why do people who have plenty of food go out and kill deer during hunting season? I'm sure you'll find many of the same reasons - including some that feel they're doing it for population control (yes there are people who have posted that they feel if you're not a PvPer you have no right to the badges in those zones - personally I don't care who gets them as long as they understand that they have no right to complain that they got attacked while trying to get a PvP badge). I'm not a hunter but a friend of my dad's was a bowhunter, along with others in his family. For them, it's a test of skill - to see if they can get the target before it gets away. -
I'm kindof surprised that you weren't happy with the AoE potential in Super Strength... the Rage crashes are the problem for me, but it's not hard to get Footstomp to a low recharge and with Mu Mastery you can daisy chain Ball Lightning/Electric Fences/Footstomp and substitute in alternating Haymakers and Knockout Blows against bosses.
War Mace has been suggested as an alternative, and if you're not wanting to heavily invest it will get you similar (or better, at lower recharge levels) AoE damage while still retaining a good single target punch. I just dislike how many of the animations change with weapons (including shields) so I avoid them - and if you're number crunching and care about patron AoEs at all then the animation time hurts.
Since you didn't like the ElM/Shield due to the lack of single-target, try a WM/Shield and see how it fares? -
Quote:The PvP badge that annoyed people the most that was stricken from the list was Raider - 5 hours in Siren's Call. It was frequently acquired by people entering the zone and going afk while sitting at the hospital, often on an Ouro flashback so they didn't time out, and was replaced with Hammer Down (defeat Ghost of Scrapyard).It's not? Darn. I'm not a badger, and tend to earn my accolades accidentally, so I will take your word for it.
In my opinion, badges found exclusively in PvP zones should not be required for accolades, if they should even exist at all.
The plaques for Swashbuckler (one in BB, one in SC) and Arachnos Rising (one in WB), and exploration badges (one in BB - Crooked Politician, 2 in WB - Triumphant and Weapon of Mass Destruction, and one in RV - Last Stand) are still required.
Triumphant is used by 2 different accolades, but unless you're using flight is child's play to get before the 30 second timer goes off - with superjump and the VIP jump pack you can get it and Weapon of Mass Destruction in the 30 second timer. Last Stand is in a fairly unassuming spot in RV that I've never had trouble getting to, and Crooked Politician is used for the Immobilizer Ray that I only ever bothered getting on two characters but usually has a Freakshow spawn right at its location in BB. At the right level to get into the zones, assuming you actually have a travel power, you can get all of them in under 5 minutes. -
Quote:Since attacking another player in a PvP zone isn't a crime, your counterpoint serves no function.It is also understood that certain areas in real life should not be traversed after dark. However, what happens if your mother (or another woman you care about) has car trouble in such a place and, not having a cell phone, has to get out of the car to find a pay phone? Is she then somehow responsible for any crimes perpetrated against her?
It would be more equivalent to going to a war zone and telling the members of the opposing army that "I really don't want to fight you, I just want to go kill these guys over here" while wearing the outfit of the army that they're fighting against.
Try that and see how well it goes over.
Quote:Next PuG I'm in, I'll just say, "I want to get the exploration badges from (name of PvP zone), so how about the 7 of you go along with me and put yourselves at risk? Reiraku said it was okay". I'm sure that would go over *very* well.
I've gotten Raider on my first entry to Siren's Call - when it was needed for Born in Battle prior to the changes - on at least 3 characters (I don't remember the exact count) without a single bounty being presented. That's 5 hours with absolutely 0 enemies in the zone: the bounty for them would have shown up if there had been anyone.
Even when a lot of people are in the zone you can still get them, you just have to actually think a little bit about how you're going to get there. Think of it like trying to get Unabashed during a Rikti raid: would you expect the Rikti to stop attacking you so that you can get your badge, or do you just drop in on the badge and get out if you're not going to participate in the raid?
Quote:I'm *not* looking for XP in a PvP zone. Give me *some* credit! I've gotten attacked by NPCs who were near the exploration badge. Trying to run away from them has gotten me beaten up from behind while the PvPers beat me up when I turn around.
Quote:Easier said than done! My character's HP gauge has been dropped so low that I can't even see the red! Am I suppose to risk a one-shot for *you* so that *you* can claim that you bested me because of your 133t sk111z? I look around to make sure I don't see anyone, *then* I rest. Of course, if you're invis'd, then it's harder for me to see you. Right?!
Quote:Asking them to cease their unwarranted and unprovoked attacks is somehow wrong?
Also, your suggestion earlier in the thread about "hardcore" mode and how it would reduce ganking was rather ignorant as well - if anything it would create more, since after investing effort into the character people would be less willing to risk it unless they were assured of overwhelming support. Would you attempt to solo a TF that deleted your character if you didn't succeed, or would you load your team up six ways to Sunday so that you were assured of success?
As for the premise of the thread as a whole - I felt that pre-i13 PvP was more enjoyable and even then was a casual PvPer at best. I never participated in the "trash talk", and if it got out of hand - on either side - I'd simply leave. For the most part, the PvPers that I ran into were polite, helpful, and fun; most of the trash talking I saw was personal teasing back and forth between them, with little harshness behind it. Yes, there were jerks, but for the most part I was more apt to turn off broadcast in Atlas Park than Siren's Call or Recluse's Victory. The PvP community as a whole isn't the problem as much as the non-PvPers perception of the community and exaggeration of instances by people seeking sympathy for having to deal with "those ebil pvpers"... after entering a PvP zone.
And for those who say that they can ruin the fun even while on ignore... that's true. But you can also do something about it. As much as I despise tele-droning (speaking of no skill needed and one-shotting people), it works rather well for getting someone that refuses to leave you alone to do so. You could also attack them back, or if those aren't viable options for you then just leave the zone and do something else for a while. After all, if you didn't want to PvP then you were definately in the wrong zone, and if you want to PvP without dealing with the jerks you can head to the arena. -
That said, the population - at least, when I've had the chance to check the positions based on server load - is lower than it used to be and is typically near the middle of the list instead of 3rd, maybe 4th, like it was.
There are still teams out there and it's hardly dead, but I think the combination of free transfers, other options for free time, and a "wake me when Going Rogue hits" malaise has caused a drop in population on this specific server. -
Happy New Year everybody, and remember if you're in Florida: drink heavily and sleep in late, so there's less traffic while I'm out driving back from visiting family!