Thinkso

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  1. Thinkso

    Why A Blaster?

    Saying blasters are fun and useful doesn't counter, let alone negate, the statement that blasters are not as powerful relative to most other AT's than they should be.

    Which is all that is being said. People saying blasters need improvement aren't saying they are total garbage because nothing in the game is total garbage. So please stop claiming that is their position.

    Personally I thought blasters were a lot more fun pre defiance changes when they were really a skill based AT. Not only do I find the new defiance shoot-while-mezzed mechanic to be illogical, it looks absolutely retarded in game. The latter of which is probably a strong contributor to the former conclusion.

    I like the fury-lite aspect and the increased range modifier, but would have personally loved to see the damage buff tied to hp remain along with the new fury-lite in exchange for the shoot-while-mezzed. I would have made the hp/damage buff kick in a bit stronger and sooner. That would have made the AT true damage gods.
  2. Thinkso

    Cold vs FF

    Quote:
    Originally Posted by Oedipus_Tex View Post
    There's something about this that came up in the last thread on this subject (it's been tearing up the boards for two weeks now... at least this one didn't take a turn for the "and Force Field is the worst buff set in the game" like the last did though.)

    Basically if the extra defense in FF isn't enough to recommend it, logically speaking you should avoid Cold Domination on Defenders altogether because the main benefit it gains over other sets is the Defense. The key powers, Sleet and Heat Loss, are exactly the same for all archetypes that can access Cold Dom. The -Recharge values are lower on Corruptors (but the same on Controllers), but you should be hitting the -Recharge cap so frequently it shouldn't matter. There is a small amount of difference in the HP between the various versions of Frostwork, and small variations in Infrigidate that should be barely noticeable. Benumb's -Damage is slightly lower for the other two ATs, but the -Special is actually better on a Controller than on a Defender, and IMO that aspect is the more important of the two.

    Now in the previous thread on this subject one of the things I said is that just because something isn't a Ferrari doesn't mean it's a stage coach. Cold Dom on a Defender is pretty fierce, but really loses value on Defenders if we devalue defense. The wild card there is the question of the Defender's secondary (Sonic Attack? Then it's a win.) Ironically though, an individual Force Fielder who happened to be Sonic provides more resistance debuff potential than an individual Cold who happens to be, say, Electric or Archery, so only looking at the primary in decision making is somewhat perilous. There is also the open question of whether you really want the Ice/FF Controller who can jump into melee with Arctic Air and keep it running versus the Ice/Cold who has fewer control options in some scenarios.
    I'm not devaluing defense, but I can't speak for anyone else really. A single FF def is capable of putting everyone withing a stones skip of softcap, so adding a second one, or even one of the other buff/debuff sets that brings solid def/tohit debuffing quickly becomes overkill on that aspect of mitigation.

    On the other hand, even when you have an abundance of defense cold still brings things of high value to almost any team. Heck the only set that brings better stackablility than cold is radiation.

    FWIW I already said that cold is comparatively stronger on Controllers against its brethren than it is on defenders explicitly because of benumb, HL, sleet, infrig, snowstorm, and FW being just as good +/- a tiny bit (very similar to how kin translates between the two AT's). But that isn't the same thing as devaluing defense, but rather highlighting one of cold's best tools - recharge/slow debuffing. Which is something a lot of people overlook. Heavy recharge debuffing provides huge amounts of mitigation.

    When it comes to specific combos though really that is a can of worms best left unopened. But I stand by my earlier statement that cold/x (or x/cold) is almost always better on a team than ff/x (or x/ff). It's especially true the more forcemultipliers you start to add to the pot, but it is also true as the only source of support. But again, when I say 'almost always' i don't mean 100% of the time, but easily often enough where if you care about that kind of thing it will be tangible.

    A more lofty statement is that cold/x is > ff/y. While this is also true for most configurations as you mentioned a superior blast set like sonic for single target take down, or archery for aoe damage is powerful enough to negate the statement. But again that is a different premise than the discussion of Cold vs FF.
  3. Thinkso

    Cold vs FF

    Quote:
    Originally Posted by StratoNexus View Post
    It is not possible for the -recharge of Cold to even matter. After all, the whole reason I kicked the FF defender off my team to invite the Cold was because the Cold makes me kill stuff so fast the enemies don't get a 2nd volley anyway. Right? Right?
    I don't know what your motivations are. I prefer cold because it makes a team faster and safer than FF across a wider array of content. But I'll echo the sentiment that a FF toon (regardless of AT) is generally quite welcome...just not as welcome as a cold
  4. Thinkso

    Why A Blaster?

    Quote:
    Originally Posted by Arbegla View Post
    You do know, Frosticus was the one to point out that fire/elec blasters have the higher DPS numbers (vs pylons) then even the highest scrapper build? Which is where he got the idea for a fire/fire/fire dom, and managed to squeeze that DPS up to 450 (no really, those are real numbers here guys)
    I've talked extensively with him in game and out regarding build possibilities. (not pertinent to the topic, but he is very helpful and friendly in 1 on 1 conversations).

    He detailed to me his plans for bane's, fire/fire/mace(or ice) doms (which would have issues topping 400 dps under ideal circumstances fyi), and a build I've never seen mentioned anywhere - sonic/elec/mace as a procc'd out buzzsaw with perma spiderlings, which was quite unique and potentially very damaging.

    We also talked about fire/elec upon my request because it is a much lauded build on these forums and has this 'legendary' status as being the king of st damage. He showed me that after everything is said and done the toon burns so much endurance that powersink needs to be spammed every single time it is up. The end result of which hovers closer to 285dps w/ a 95% tohit chance. Worth noting though is that the 'burst' damage potential is off the chart.

    When I asked why he hasn't done any blasters he told me they don't do enough damage for it to be worth the time investment. He said he can make builds from almost any other AT that will be tougher and kill hard stuff faster and that there are better minion munchers out there too, so he saw no purpose to pursuing a blaster extensively. Although one of his spreadsheets had an arch/fire blaster that looked like it could blow most aoe toons out of the water.

    The best part of it all was that the spreadsheet he sent me had some of the most insane builds imaginable like his one of a kind illusion/cold controller that has crushed everything else recorded on these boards in terms of hard target kill speeds. One time I watched him kill a lvl 53 Statesman (no insp) in about 12 min, which is something that full teams often struggle to do lol. Ya surviving on Illusion is pretty easy, but the damage output was astounding and was arguably the best aspect of the toon. I watched him engage (ie not confuse) and kill lvl 50 Posi, BaB's, and States at the same time (no insp)...That's when I realized how strong that build was because his pets were all over the place fighting different targets and he still dropped them each crazy fast.

    Anyway, at the bottom of the spreadsheet were his predictions of what that toon could do with the new mace app: I don't even want to mention it because it was so unbelievable. Lets just say it detailed how he would take down all 18 pylons solo without insp/temps before they started respawning. You can use your imagination to figure out what he wanted to do next.

    The spreadsheet had a half dozen or so pages detailing builds that just don't get talked about around here (like the ones mentioned above and some MM breakdowns that go beyond anything I've seen anyone post about in this game. Heck even an illusion/fire dominator was detailed and wow that would be a powerhouse build). All of which have the potential to flat out stomp what conventional wisdom on these boards tell us are 'high' damage dealers. His build ideas were really just on a different level.

    * Anyway I figure he probably doesn't mind me sharing this info as we both left the game as GR launched and no end game development in sight. I've been following the forums a bit since then (grabbed a trial cause I was bored the other day) and when we talked about the incarnate levels being spread over multiple issues that will probably take multiple years to be released he said the chances of him ever coming back were slim to none. Oh well, hopefully someone will pick up where he left off and continue min/maxing toons at an unparalleled level.
  5. Thinkso

    solo

    Quote:
    Originally Posted by Candlestick View Post
    Rain of Arrows>Rain of Fire. Unlike Rain of Fire, it deals all it's damage within a few seconds of casting.
    Oh I'm well aware.
    ROA+fiist+explosive takes.
    6.6 seconds to execute
    224 damage before buffs and scourge

    RoF+fireball+firebreath (very good idea to use RoF first) takes.
    6.336 seconds to execute
    247 damage before buffs and scourge

    Fire does more aoe damage and releases it faster.
    RoF checks scourge with every tick (75 ticks) and triple scourges when it triggers. With a base damage of 125.1 vs 148.5 RoF only needs to scourge on 5 ticks to equal the damage of RoA, every tick after that will make it pull further and further ahead because each time it scourges it does 3x base damage as opposed to 2x base damage like other scourging powers. IME RoF may as well be called rain of scourge, whereas RoA is a pleasant surprise when it scourges much.

    If the spawn dies in about 8 seconds or less then Arch is probably better pretending that lethal and fire are equally resisted, which is rarely true. If it dies in more than that Fire is a lot better aoe set.

    Same goes for the specific powers of RoF vs RoA, if the spawn dies rapidly RoA is better, but RoF can quickly catch up and surpass RoA. And given how few corrs can dispatch of an entire spawn in the duration of aim or less it is generally fire being the superior aoe set. There is always inferno too, but that is neither here nor there.

    But at any rate even if we give the nod to RoA vs RoF, the original statement I disagreed with was that arch does "BETTER" (emphasis yours) aoe than Fire. That just isn't true for corruptors, though it largely holds true for blasters and defs (if/when they ever get fire). I only mentioned the 3x mechanic on RoF because it was implied that everyone already knew that fireball+firebreath was quite a bit more damaging than explosive+fist and that due to the nature of RoF it can very easily catch up and surpass RoA and arch as a whole.
  6. Thinkso

    Cold vs FF

    Quote:
    Originally Posted by TwilightPhoenix View Post
    Sorry, just didn't want to take up a lot of space by quoting several paragraphs.

    I can appreciate the thought and math you put into that to come to your conclusion. And, in the long term play, it's probably all more or less accurate. Though, when you talk about short term fighting, such as a single encounter with a mob, it's probably not so accurate. For HP, Resistance, Regen, and Healing, yes it'd probably match up perfectly. Defense, however, confounds it all by being all or nothing. Assuming no other mitigation, defense by itself either stops all the damage or none of the damage. That 900 damage swing, if it connects, still does 900 damage (unless you're fighting someone like Cimerorans and it crits). So, while having X amount of defense might be like having Y amount of HP, you can still get two-shotted by a fraction of damage below your Y HP.

    In short, you can probably describe defense as luck manipulation rather than adding raw HP, at least for the short term. It's not reliable like, say, Resistance, which always provides its protection. You can get enough that it'll protect you most of the time, but I've even had my /SR Scrapper, soft-capped, go from 100% to 0% before I knew what hit me on occasion.

    Also, streak breakers.

    For the long term, I suspect you're pretty much right on, or at least in the right direction. I'm not a math person, so I can't check it myself. For the short term, the values would probably be quite different and I'm not sure how close. If I recall, Arcannaville had some good short term equations she used when she compared the survivability of the Scrapper secondaries back when there was only four.
    Truth be told FF is arguably better short term against damage types that cold provides no resistance to. Over a longer duration and against anything that cold resists it is always better.

    Also when I say 'short term' it has to essentially be capped at the initial volley (ie however many attacks the foe(s) have before needing to repeat attacks) from the foes because the -rech of cold will kick in. Cold very easily -rech caps +1's with its 'every spawn' powers of just sleet and snowstorm. Aside from that both sets are both good at breaking up the flow of attacks with sleet and Rbomb+Fbubble respectively.


    Quote:
    I guess it's not so obvious to me since powers like Heat Loss and Force Bubble are so dramatically different we may as well compare different species of fruits. Particularly since a number of FF's more "unique" powers can't be quantified on a spreadsheet. Much, if not all, of Cold can. The powers provide v debuffs and w buffs for x targets over y amount of time and recharge in z amount of time. Powers like Force Bubble don't work like that. Using said bubble as an example, it doesn't repel x targets for y time, it does it when the target meets the bubble, whether they ran into it or the bubble ran into them. Additionally, the mitigation it provides largely depends on both positioning and what you're fighting. Rikti Drones, for example, have no melee attacks and therefore Force Bubble mitigates 0% damage against them. In contrast, enemies who's ranged attacks are only short range, such as many shotgun toting enemies, may not be able to move close enough to even attack, thus causing Force Bubble to provide 100% mitigation.
    It's worth noting that I didn't actually compare Fbubble vs HL other than noting they are both t9's. I even mentioned they are both good powers, but that I prefer HL because it is both an amazing buff and debuff allowing one to use it for multiple functions if they desire. I prefer flexibility, which imo Cold has in spades.

    The other two 'utility' powers line up very well and can be compared directly as they actually perform similar roles though achieve so by different means.

    Quote:
    And now, to move away from responding to a specific post...

    There's one big issue with this (and other) Cold vs FF discussions: the level 50 Defender on a helpless or perfect team vacuum. It seems as though almost everyone is assuming these are Defenders, when they could be Controllers, Masterminds, or Corruptors (I know MMs don't have CD and Cors FF yet, but we know their modifiers and would know how strong the sets would be on them). It seems almost everyone is assuming level 50, when there's 49 other levels too. It also seems almost everyone is either assuming the Cold/FF is providing the sole source of team mitigation or the team already has perfect mitigation.
    I don't think that has been the case at all. Even when directly asked what was preferred on content that caps out at 25 the answer has been Cold outside of some specific mob types.

    Yes we are largely pretending that the cold/ff is the only mitigative source on the team, but that is actually to the advantage of FF. Cold stacks better with other buff/debuff sets because it is layered mitigation.

    Lastly, a def vs def is the best scenario for FF as cold is actually comparitively even stronger for controllers vs controller FF. Def FF is actually quite a bit stronger than troller FF, but Def cold isn't as trollers have largely the same values (or even better for benumb) on the offensive and active mitigation powers. And as we know cold has multiple tricks up its sleeve, a huge one of which is -rech/slow and offensive boosting.
    Quote:
    So, big question: which set interacts with more general teams better? Who works better with an Empath? What about a level 30 Empath? 12 Empath? 48 Empath? What about the Dominator? What if he's Elec/Stone? What if he's Fire/NRG? What about an Ice Tank? Invuln Tank? Super Strength Scranker? Level 50 SOed? Common IOed? Set IOed? Uber set IOed? A newb and totally unslotted but otherwise well played? A newb and poorly played but otherwise uberly slotted? What about the Stalker? What if the Stalker is some weird stealth-support specced Stalker relying on Medicine, Leadership, and Concealment to buff and heal teammates from Hide? What about the Brute's Fury Bar? Which set generates more fury? What about Scrappers? Will they care if you're even on the team shielding them while they solo +4/x8 spawns as they typically do? What about Fusionette and Lady Jane? Which set will let them survive going Leeroy Jenkins mode better? What about that level 1 Hellion Slicer taunting you? Which set has more amusing powers to use on said foe?
    The answer more often than not regardless of level is Cold. It stacks better with other powersets.
    Quote:
    Next big question: other power options! Which works better with Sonic Attack? Ice Blast? Rad Blast? Psy Blast? Bots? Thugs? Fire Control? Illusion? Gravity? Leadership? Presence? Teleportation? Fire Mastery? Earth Mastery? Mu Mastery? Throwing Sharks? Warburg Nukes? Which set does better against Hamidon? Which set works better just with Hami-Os? Will my set make a cottage if I use Build Up?
    Almost invariably Cold; assuming it is an available pairing...
    A bots or thugs/cold would decimate compared to a bots/ff. Illusion/cold is one of, if not the, most powerful combos in the game judging on the work I've seen in the pylon thread and in one or more controller threads.
    Quote:
    Ok, I know some of those are silly and non-sensical, but there's still a lot more variables that haven't even been scratched. For example, a Cold could use Dark Blast to make up for the rest of the way to the softcap. A FFer could abuse Dispersion Bubble with control set's AoE auras with little worry about them getting turned off by mezzes. Cold can grief RPers on fire-themed toons better, whereas FF can grief melee toons better. And so on.

    I bet someone is thinking "You don't really need to worry about all that." Of course not, this is CoH. You can survive and accomplish much in this game with whatever team you throw together as long as everyone knows what they're doing. But, if you want to go into uber min-maxing for maximum pwnage, might as well consider all variables!
    Aside from RP motivations and purposefully choosing unsightly color configurations Cold is almost always better than FF in almost every scenario. From an uber-min/max perspective FF will never be on that players radar, but cold should be near the top of their list as long as the player is looking at the set from a team perspective which was the premise of this thread. If someone is looking for ultimate personal survivability they would pick FF. Cold is the strongest teaming set in the game, so I don't think FF should feel bad about losing such a comparison, just as Cold wouldn't feel bad if someone asked what the best set is to wade in to an entire spawn and go afk and the answer was FF w/ pff. Nor would cold feel bad if someone asked what the best alpha absorbing set is and the answer was traps w/ seeker drones. etc. etc. But for what this thread asked, the answer is almost invariably cold.
  7. Thinkso

    Better Soloer?

    Earth while generally performing best in a team due to the abundance of large aoe controls has more than enough to solo pretty much anything the game can throw at you.

    Think of it this way. Earth is strong enough to control team sized spawns with just SO's. Team sized spawns are generally more difficult than solo spawns. The sentiment that earth doesn't excel while solo is probably a hold over from the days where you couldn't really increase spawn sizes, so you'd essentially be using a sledgehammer for every situation.

    The solution is to just adjust your settings so you are facing more enemies, which earth has no problems dealing with.

    Regarding secondary choice, fire assault is so much more damaging than earth assault. Like it isn't even close. Easily double the single target damage and probably 50% or more aoe damage assuming you have a semi decent build with hasten.

    No one has mentioned app/ppp choices, but I'll just say that an earth/fire/fire can and will clear a mission set for x5-8 nearly twice as fast as a earth/earth/fire.

    Personally I can't say I've found any solo (dev created) content to be overwhelming for my earth/fire to the point I wished I had additional secondary mitigation.

    I think you'll enjoy your choice, it is a great pairing that mixes some of the best control and damage available to doms. The only combo I can think of that might excel more in that department is plant/fire, but even then I wouldn't say it is a clear victory as they are both powerhouses of control+damage.
  8. Thinkso

    solo

    Quote:
    Originally Posted by Candlestick View Post
    You know, I'm starting to get sick of this.

    Fire/Dark is good yes. It's easy yes. But it doesn't stand head and shoulders above the rest of the combos like half of the corrupter boards says it does.

    Fire/Dark is pretty much the exact same in terms of damage and survivability as Fire/Rad, Fire/Traps, and Fire/Storm.
    And even then, other primaries bring plenty to the table as well. Rad Blast, Sonic Blast, Archery, Ice Blast, all great primaries that bring their own strengths to the party. Rad Blast brings great AoE, solid single target with some good control, amazing -Defense, and the ability to slot the dirt cheap Achilles Heels. Sonic is an *amazing* soloer, and Siren's Song is soooo good with sets like /Dark and /Rad. Archery brings great overall damage, and AMAZING AoE, which is actually BETTER AoE then Fire Blast. And Ice of course brings good single target damage, decent AoE, and fantastic control.

    So my message to the Corrupter Boards. Stop it. Fire/Dark is not the ultimate combo.
    I agree with your feelings regarding fire/dark. It is very good, but so are a lot of corrs. Some are considerably stronger than fire/dark in late game too, for those that are patient.

    I disagree that archery for corrs does more aoe than fire for corrs. Rain of fire tripple scourges and as a result just ends up being rediculously good for corrs.
  9. Thinkso

    Why A Blaster?

    Quote:
    Originally Posted by Arbegla View Post
    You want to play a non squishy blaster? Roll a fire/fire/fire dom. Your talking all the controls of fire (AoE ranged stun, immobilize, Hot feet, and pets) plus all the pure awesome damage of /fire/fire, (fireball, fire blast, blaze, fiery embrace which is like BU without the +tohit, and rain of fire) You'll basically be able to out damage, and out survive by blaster, by a HUGE margin.

    The highest raw DPS blaster is a fire/elec with can pull about 350 DPS max'ed out to the gills in IOs.

    A fire/fire/fire dom can pull closer to 450 DPS, in that same max'ed out situation, and they have better survivability due to hard and soft controls.
    While your dps figures are exaggerated a bit for both combos, this is so very true. /ice app for doms is also an excellent choice and even benefits the entire team like a corruptor would.

    Quote:
    Originally Posted by EvilGeko View Post
    As I said, anyone who thinks a Corruptor is out-damaging a Blaster is hallucinating.
    Maybe. When your blaster has taken out throngs of AV's solo, and even multiples at once, without a single inspiration or temp power give me a call. Until then, in many situations corrs can and do outdamage blasters, just like in many situations blasters can and do outdamage corrs. That is just solo too, by and large corrs always bring more to a team.

    Quote:
    Originally Posted by Airhammer View Post
    I was on a farm map with my Fire/Mental Blaster with a Fire/Kin Controller. There were two mobs really close to each other. I told the Fire/Kin.// Ill take the one on the left, you take the one on the right. Everyone else in the group were lowbit SG members he was PL'in. I went in.. EMP PULSE help my mob.. Drain Psyche to help end recovery.. Fireball, Psy Shcokwave, Inferno.. Dead Mob.. Ate a Blue.. turned to the right and FINISHED OFF his Mob...

    Fire/kin said to me.. WOW I gotta get one of those..

    Dont tell ma Currupturs overall can outdamage blasters.. I have several Corruptors and while there are certain builds that can by and large they do not. I have defenders that can outdamage certain blasters.. but if I build a better blaster it will outdamage that defender every single time.

    Blasters also have one huge advantage.. Build with Build Up and Aim have a constant self buff to spike their damage.
    So you used a power with a 13 min recharge and another one with a 6 min recharge and still had to resort to using inspirations.

    Is that supposed to be impressive?

    One time I popped a couple warburg nukes on a spawn and they all died. A fire/kin was like "wow, I gotta get one of those". I said, "well you can probably replenish them faster than Airhammer can cycle EMP..."

    Anyway, all kidding aside, some blasters are more or less ok (mainly fire and arch) and some blasters aren't. Scrappers and brutes definitely do too much damage given their survivability relative to blasters, many corrs, defs, doms, and trollers do too much damage given their survivability and/or team utility relative to blasters. About the only AT that is probably ok relative to blasters are stalkers.

    FWIW if anyone really wants to back up their belief that blasters are fine then get someone to taunt a pylon, I can guarantee you won't beat the best scrapper times, let alone get anywhere near the times Frosticus has posted with MM's and trollers. The latter of which is bordering on ludicrous.

    Yes blasters can deal out some good aoe even if we accept that they aren't near the best st damage dealers (though they should be hands down). But they aren't near the best aoe damage dealers either or else they would be used as farmers more often because farmers take the easy mobs and slaughter them en masse, which is what people are saying blasters excel at...
  10. Thinkso

    solo

    Ice/storm can work pretty well. I wouldn't pick it if you aren't experienced with squishies though. Storm has a steep learning curve and even after that is conquered the combo burns a lot of endurance.

    IMO traps, dark, and rad are my personal favorite for solo'ing. Rad and dark both mature much earlier than traps, but by the late 20's traps starts looking really good. And as far as end game solo'ing traps is phenomenal and capable of tackling pretty much any content the game can offer.
  11. Thinkso

    Cold vs FF

    Quote:
    Originally Posted by Fulmens View Post
    ... I note that people are continuing to make the "at level 50" assumptions.

    Who would you rather bring to a Sister Psyche?
    Cold. SPTF caps at 25 so you have your level 30 powers. So Cold has everything except HL and FF has everything except Fbubble. So cold hands down.

    Even at the levels before cold gains offensive boosting abilities it is still easily on par with FF from a mitigative standpoint as long as the player is using their abilities.

    The only way I wouldn't prefer the Cold is if the user picked some garish over-bright color for the ally shields. Then again, Dispersion can be made fairly ugly too.

    The other exception would be on something like Synapse TF with heavy end drainers. However, late game end draining enemies I'll still prefer cold as HL does a good enough job keeping everyone full most of the time, plus you have the rest of superior cold helping out.
  12. Thinkso

    AV Scrapper

    Quote:
    Originally Posted by LastPhantomZoner View Post
    What makes a scrapper strong enough to take down av's?
    A mixture of survivability coupled with sustainable damage. ie if your scrapper can attack without pause for ~10 min or so without tanking endurance most primaries will be in a position to out dps AV regen.
    Quote:
    If my health is above 1800 or 1900 with soft-cap defense is that good enough?
    Sometimes. Some AV's are really easy, some aren't. If the rolls work in your favor you may only be hit a couple times the whole fight. Other times it will smoke you repeatedly and you'll be in trouble.
    Quote:
    Or does my haste also have to be like 90% and accuracy like +50% and damage +20%?
    Your attack speed just needs to be fast enough to maintain w/e attack chain you want to use. Additional rech will help if you have powers like dullpain. You'll want enough acc to hit consistently at 95%. Most AV's people solo with scrappers are even con as they aren't quite powerful enough to take on +con AV's like some of the debuff sets are. That isn't to say it can't be done, but I doubt any scrapper could take out a +3 AV like some traps, cold, or rad builds can. So the +acc needed to hit even cons isn't much and any AV spec scrapper will have more than enough by virtue of it being such a common set bonus.

    As far as damage, I think any primary except spines can be built to out dps AV regen. Elec might struggle too, but leaning on fireblast in the app can help it a bit.
  13. Not as safe as mind/fire, but the kill speed is significantly faster. Significantly.
  14. I'd personally just play a /fire in melee range. /fire does a lot more damage than any other secondary.

    I'd do an earth or plant, /fire, with ice or fire app. The simple fact of the matter is you'll do a lot more damage than anything /earth assault,/elec, /nrg, /thorny, /psi while still having the flexibility to still do great damage from range in the situations where it may not be advisable to stand in melee range for w/e reasons.

    Just depends what you view as 'melee capable'. I consider my plant/kin/stone to be a melee toon even though it only has one melee attack because I play it in the face of enemies the entire time.
  15. Thinkso

    Cold vs FF

    Quote:
    Originally Posted by Jade_Dragon View Post
    Agreed on both points.

    PFF is another good example. It works great for what it does, but saying that it should be the cornerstone of an FFer's defense is like saying you can stick Phase Shift on a Blaster and he'll be invincible. It's a situational power that you have to cut off the rest of the team to use. In essense, the old argument is that the FFer is the worst defended member of the team; in order to reverse that, he's got to completely reverse it.

    And really, debuffs don't fit the concept of the Set. But Endurance recovery and conservation, and greater damage, these WOULD be in the concept of a set based on "force". The idea is not to replace the existing powers, but to enhance them, like Conserve Power being replaced by Energize. That was a "one trick pony" power that was given more of a variety of effects.
    Well I don't necessarily agree that debuffs don't fit the concept of the set. I could see -res (and -def) easily being added to powers like Fbolt or Repulsion Bomb in the sense that they hit with so much force that they break armor.

    If Fbolt had like 30%-res I wouldn't feel so bad for FF users being stomped on by nearly everyone and their dog having nem staff that not only serves a similar purpose it also does a heap of damage.

    I dunno, but I look at it this way. FF is essentially a pure buff set. As a result it should be a better buff set than any hybrid buff/debuff set. It currently isn't. You can either make FF a stronger buff set (which it already is quite good at), you can turn it into more of a hybrid by expanding the foe affecting powers, or you can nerf some of the existing hybrids to improve FF by proxy.

    Interestingly enough this is almost an identical conversation that can be had regarding TA, just replace pure buff with pure debuff being out performed by some of the hybrid sets.

    I'm of the mindset that it is actually the hybrid sets that are too good. Rad, dark, cold, and traps for example, are all very powerful sets that can encroach well into the territory occupied by some of the more 'pure' sets, while still excelling at things that the 'pure' sets can't even begin to do. But if given the choice I'd probably prefer to see FF and TA improved rather than lowering other sets.
  16. Personally I went with Mu for the -kb aoe immob. I pushed ranged up to 34-35% (softcapped with my pro bot 2 slotted for def) because maintaining range with the combo is quite easy.

    Then I aimed for max def on my pets. IIRC it was around 42-43% def on the t1 and 3 pets that get double bubbled w/ steamy, manuev, and 2 def procs

    Then around 50% global rech, hasten, lots of recovery/+end.

    I used ninja run as travel (though with inherent stamina fitting in a travel would be easy now) because pets move slow as it is and ninja run/jumping around with hurricane going during a fight is very effective. It doesn't suppress as long as all you are doing is hurricanning and dropping pseudo pets. Very fun storm experience.

    I also use provoke if/when necessary because really the only thing that could challenge the build up to and including +3-4/x8 is AV's/GM's. It also helps reduce some of the scatter that electric fences miss due to the excessive amounts of 'afraid' many of your powers do. Worth noting though is that you put out so much 'afraid' that provoke may not be enough to counter it. I recall several AV's I tested against would flee extensively despite constant provoke spam. That can limit the ease of taking on some AV's and GM's if you can't immob them with fences.

    Sadly, freezing rain is still bugged and the -regen of the assault bot is finicky at best (ie rarely works). Still pulled off a ~325 dps pylon run with the toon at about 80% build completion. I shudder to think of how powerful it could have been with properly working powers and a finished build with enough recovery to allow me to attack. With all cylinders firing 350 dps would have been easily attainable (which was the goal I had in mind when starting the toon).

    All that said, bots/storm was my favorite storm experience (50 storm/sonic, 50 fire/storm troller, 50 ice/storm corr). The ability to just focus on storm powers while the pets do their own thing was very enjoyable and let me play a very aggressive style storm.
  17. You've overbuilt def imo. Pro Bot gives you like 11% def or something with 1 def IO slotted.

    So that excess could be used to increase global rech, recovery, hp, w/e you like.
  18. Thinkso

    Cold vs FF

    Quote:
    Originally Posted by TwilightPhoenix View Post
    And where'd you pull your numbers from?
    The math fairy left them under my pillow.
    I'll expand though if you like.
    Def has 1017hp (1606 capped)

    FF provides 39% def. That means mobs have an 11% chance to hit. Which basically gives you the equivalent of someone with 9245.5 hp. With 1 slotted health you have 157% regen. Over a 2 min window a 1017 hp toon would regen 798 hp. 9245.5+798 = 10043.8

    Cold provides 31.2% def and caps hp. That means mobs have an 18.8% chance to hit. Which basically gives yo the equivalent of someone with 8542.5 hp. With 1 slotted heath you have 157% regen. Over a 2 min window a 1606 hp toon would regen 1260.7 hp. 8542.5+1260.7 = 9803.2

    So against S/L which neither set provides resistance to FF is about 2.4% better over a reasonable time frame. A shorter window makes FF look better. A longer window makes Cold look better due to the extra regen. Pick w/e you like as they are close enough to be called equal.

    Against any type of damage that cold provides resistance to such as energy, fire, or cold it is considerably tougher than FF.

    *The obvious rebuttal is for someone to try and devalue +hp, or start talking about scenarios where x happens to make the value of additional def more important. The flexibility of Cold provided by layered mitigation and the willingness that it accepts additional buff/debuffers/IO's should probably halt anyone in their tracks that would want to venture down that path. As long as someone understands that Cold+x (where x is another buff/debuff set) > FF+ x in most game scenarios.

    Quote:
    And why are you comparing individual apples from Cold to individual oranges from FF?
    Well I thought that was obvious in the previous post. Once you compare what they offer in terms of survivability and offensive boosting (which FF has none of the latter) you are left with several powers that sit alone as unique and largely specific to only the set they are found in. For instance Caging is quite rare and is something that FF brings that very few other sets provide. Similarly, -special is quite rare and something that Cold brings that few other sets provide. They are both single target and situational. Same goes for team mez protection vs team slow/rech protection. Which just leaves the t9's standing alone.

    The unique powers of a set can be quite profound in determining the overall effectiveness of a set. For instance even if the numbers said the FF was considerably stronger at mitigation than Cold (which is isn't) the fact that Cold is one of the best sets in the game against AV's might sway someone to give it the nod if that suites their gameplay. As it stands though Cold is superior in mitigation, offense, and unique utility powers when played in a team setting. But again, that isn't saying FF is terrible. It's just not nearly as good as Cold when examined under the parameters of most team settings.

    Edit: another way to look at it is if a mob does say 100dps of S/L your squishy friend would survive for 233 seconds protected by a FF user. He'd survive for 193 seconds protected by a Cold user. When just comparing the buffs they have. Against a mob that does 200 dps S/L it would be 66 sec for the FF and 59 sec for the Cold. If it is a damage type that cold provides some res against it will always be better and if you factor in any of the considerable -rech that cold offers it will always be better.
  19. Thinkso

    Cold vs FF

    The comparison isn't close from a survivability standpoint and especially not from an offensive standpoint. Cold is vastly superior to FF.

    At keeping a fellow defender w/ 1 slotted health alive over a 2 minute window FF is about 2.4% better (10043 pts of damage vs 9803 pts of damage) vs S/L damage and Cold is about 22% better against energy damage and even more against Fire or Cold.

    The reason for this is because layering mitigation > one mitigation type. Cold utilizes +hp, strong def, and resistance whereas FF just uses defense*

    *Worth noting is that the cold must use frostworks for this to happen, which is limited to ~4 teammates on SO's. So if for some reason all 7 other players are drawing considerable aggro the FF may start to pull ahead. Or at least until the cold uses some of its debuffs...

    Repulsion bomb+FBolt while terrific don't hold a candle to sleet+snowstorm in terms of control or further mob mitigation. The cold will -rech (and movement cap) +1's with that combo, which approaches an additional 75% damage reduction over a long enough window. If they were roughly on par for surviving incoming damage from straight buffs the cold is now considerably ahead once adding in a couple of its debuffs.

    So now that we know that cold is vastly superior at mitigation and at offense it basically comes down to comparing the unique powers that each set has.
    FF: mez protection, Forcebubble, cage
    Cold: slow/rech protection, heatloss, -special/-damage

    Mez protection vs slow/rech protection: I won't downplay mez protection, it is great, but there are lots of sources of it and/or means to make it less imperative. I personally prefer the rech/slow protection of cold because that is a very rare form of mitigation. Simply put, I have lots of way of making a mezzer less of an issue, but few ways of making quicksand less annoying.

    Cage vs benumb: I don't think I even need to go into detail on this one. Benumb is the best debuff in the game limited only by the long recharge. It makes tough single enemies crumble, whereas Cage just puts them in a timeout.

    Forcebubble vs Heatloss: I like both these powers, however HL is a lot like benumb - amazing and limited only by long recharge.

    Anyway, yes FF responds better to manuevers and yes Cold responds better to hasten. Cold responds better to IO's and the additon of other buff/debuffers due to its flexibility and the fact that it is really good at a lot of things, but doesn't put all of its eggs in one basket.

    It is also worth noting that at the upper limits cold is superior to every buff/debuff set (yes even rad), so a decisive victory over FF on SO's becomes a landslide. That isn't to say that FF is junk, Cold is just that good at making teams excel. It isn't hugely popular due to it maturing very late and the fact it doesn't offer a great deal of personal mitigation.