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Posts
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well I'll be playing a corruptor when it releases but the set pretty much functions the same either way. I look forward to your advice.
*bookmarks thead* -
Depend on what team size we're talking about. Empathy excels at small teams (4 or less) but really isn't very good on larger groups(5 or more) like Thermal is.
That said for mitigation...
Teams size =< 4:
1. Empathy
2. Kin
3. Cold
4. FF
5. Thermal
6. Sonic
Teams size >= 5:
1. Cold
2. FF
3. Thermal
4. Kin
5. Sonic
6. Empathy
excluded Dark Miasma, Storm Summoning, and Rad simply because they are so very middle ground all around.
Play what you think is fun though in the end.
EDIT: Oh and obligatory Cold >FF. You know to stay on topic apparently. -
My experiences lvling a ice/cold corr and a cold/ice defender, taught me one thing, the Corruptor equivalent is always the better solo AT and the more balanced AT on teams, and a better fit for leagues due to them scaling better on higher team sizes.
There are only 3 key differences between them that made all the difference:
1. You get your stronger blasts sooner, which speeds things along immensely and helps you take down bosses/EBs without taking dirtnaps.
2. Scourge tears bosses/EBs apart.
3. higher base damage and higher damage cap, also more consistency in damage between soloed and teamed.
The Support powers though function pretty much identical on both sides despite higher values on defenders. I never came across a situation where I felt that the higher defender values offered more survivability than I would experience on a Corr.
Of course, lvling any Dual Pistols, Archery, or Assault Rifle character is going to be more tedious than other blast sets because they have lower damage early on and are heavy on the lethal/smash damage. I doubt you'll have that problem with beam rifle though. -
These are cute and fun when my mind crosses them with memories of Little Big Planet, but there are creepy as heck when I cross them with Coraline.
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I really love the back aura the most of these new pieces.
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I too have enjoyed "Ponying" my characters. original costume
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Quote:did you ever read beyond 2 posts in that thread? I'm not the only one that thinks ST holds/stuns handle mezzes quite well.To be honest I don't think even Turbo really believes her statements about mezzes. I'm pretty sure she just feels cornered and is blindly defending herself at this point. I know I've felt that way on the boards before when I've been on the defensive. I'd like to give her an out, but she's making that really difficult.
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Quote:Trial and error is a natural element of any game. You're making the assumption that players are wholly ignorant and incapable of learning from their mistakes to attempt to make mezzes seem far more dangerous than they actually are. First time I ever encounter a sapper, I died, but I've never died to one ever again as long as I have an ST mez hit them with.I submit to you Turbo that this appears to be a more manageable situation because of your veteran playing experience. When you approach a spawn, there is no mystery which villains you need to address first and which second. A newer player does not have this benefit and such will view mezzers as OMG! I need to defeat that #$%% right now. By then it may be too late to recover. This does not lower the threat value that mezzing mobs pose to typical "Squishie" characters, just illustrates that you have learned the tactics to quickly address them and use break-frees as a "fall-back" measure.
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Quote:My experiences are far different amongst my defenders/corruptors/blasters/controllers/dominators. It's pretty rare for me to get mezzed against even malta and carnies, since it only takes 5 to 10 seconds to lock down a boss or 2 Lts. In the very rare situation I do get mezzed, I always can use break free or convert inspiration into break frees to use. Mezzes aren't any where near as dangerous as they used to be and are pretty easily handled if you play smartly.I really don't understand why you seem to think that a ST hold is capable of completely preventing you from being mezzed. While there are not usually *too* many mezzers in a spawn, if its one of the factions that has them there is usually more than one (and that's ignoring the possibility of it being a boss). In the real world powers miss, chaotic situations are difficult to keep track of, and the foes don't always meekly follow your plan for the battle. Having bubbles means that you're likely to survive even in the (not very uncommon) situation where something goes wrong.
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I would say avoid Shiver and just use AA + Snow Storm + Sleet to slam the -recharge down. I say this because you will want the -fly to keep flyers in Sleet and Ice Slick, though Sleet + AA will probably be plenty for most mobs anyway.
You going to want to use infrigidate and benumb a lot despite them being single target. Infrigidate for the -Def and Benumb for everything it does.
A lot of my advice on Cold can be found in my guide in my sig. -
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ancient theater has bedbugs during a citywide infestation, no surprise there.
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Quote:You're disregarding the use of Char, Flashfire, Cinders, Block of Ice, Glacier, Ice Slick, Tesla Cage, Jointing chain, Syn Overload, and Paralyzing Blast in that scenario. All powers I would consider firing at least one of prior to any other action. Static Field and Flash Freeze are also relevant if we're talking solo or small team, also bonfire in some extreme situations though I wouldn't recommend it most of the time. Also you seem to disregard that Arctic Air is an AoE confuse. I mean you assume the player is standing around waiting to get mezzed to support your argument at this point instead of actively preventing it.By the way, the correct answer to the question about Fire, Ice, and Electric Control is player-based area of effect (PBAoE) toggle powers that place those Control sets frequently in melee range. If you are running one of these powers and an enemy mezzes you, it shuts the power off, leaving you standing in melee range with an angry mob, and the power does not recharge for 15 seconds. It does not help to eat an inspiration; if the mezz hits you even for a fraction of a second, you are detoggled. If you did happen to be soft capped because of personal armor powers, that shuts off as well for the duration of the mezz. In a best case scenario this is highly annoying, in a worst case it is deadly because the enemy is able to continually lock you out of regaining your AoE. Force Field allows these three Control sets to play fast and loose, jumping into melee range with little danger of being hit with attacks, in addition to providing mezz protection to keep the AoE up. This has implications for the rest of the team, because those Control powers can be the barrier between an easy fight and a deadly exchange.
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Quote:OP was looking to have a "feel" for the set, OSA imo the core of the set. It makes the set work dramatically better the moment you get it.I agreed up until the part about TA. Pre-OSA Trick Arrow still has a grab bag of tools that are useful for solo playing. The sleep in PGA, while pitiful in team situations, can allow you to completely remove one or two troublesome targets before the rest of the mob wakes. If you combine Glue Arrow with Acid and/or Disruption you can lay out some strong AoE damage. This would be where /Ice or /Archery come in.
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Quote:Again you're thinking in black and white where as I'm thinking through the entire spectrum of greys in between. When I say mitigation is common, I'm referring to all forms of mitigation from tankers soaking damage to buffs/debuffs to controls to even damage reducing the number of enemy attacks. All of those work as a whole and to focus only one very specific aspect hampers a set like FF the more diverse the scenario gets.You're waffling. If the scenario that makes Force Field "easily the worst buff set" is the situation where mitigation approaches 100% as you've stated, then it stands to reason that in your view situations where 100% mitigation is reached are common. If it is NOT common for that to be true, then it's logically impossible to reach the necessary conclusion, as you have presented it.
Quote:What does what is considered when balancing a set have to do with it? I think most people commenting on the boards want to know about actual performance, not whatever theoretical model was used to invent the set. It is also not at all true that all sets benefit equally from IOs. Heck, one of the main activities archetype forums are used for is finding IO builds for characters. To claim a significant portion of the game has no bearing on the value of a set isn't just illogical, it's outright dishonest. IOs do not exist in a make believe world. If I don't get to say "In my version of the game, everyone plays a Blaster!" you don't get to write off an entire segment of the game (and what I think virtually everyone here except you would have interpretted as "end game") because it is inconvenient to your spreadsheet.
Quote:If this were actually true why would any Controller take Indomitible Will as a power? Be careful how you answer this. I'll give you a hint too so you don't step right into the trap. What do Ice, Fire and Electric Control all have in common that flies in the face of your statements about mezzes and inspirations? This should be a very easy question if you have as much familiarity as you claim to.
Quote:A better answer would have been "Yes that's an advantage Force Field has in those situations." Instead, as predicted, you appeal to the hypothetical team with "end discount powers flying about." Yes, yes, I love those teams. A lot of time, they have a Force Fielder, which prevents me from losing all my endurance. -
Quote:You have two very strong AoEs available later on. It's something I would take and drop later pretty much since it's inferior to the last 2 AoEs and you really don't need 3. I feel the same about Frost Breath.I hear that Empty Clips is pointless for the most part because of the long animation time and low damage (which it seems that way when looking at Mids). However, I assume it's usefulness would increase on teams as well. I'm not too worried about lining cones, what with a Dark Blast defender being my "main" and having experience with many other cone powers. What's your guys' take.
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Quote:Heals are reactive to damage and have no cap to speak of. You can't quantify the damage intake without quantifying the total mitigation at that point and standardize the amount of constant damage being put out. That said it's assumed the heals decay as the team takes less damage via mitigation.So this whole time you've been telling us controls > force field, and yet the first thing it says on your spreadsheet is "Controls and heals are unquantifiable and can't be properly modeled?" Well at least it explains your claim that controls are infinitely powerful and able to defeat any argument about adding protection.
Controls are binary, they are either 100% protection or zero at any given point. They decay the same as heals as buff/debuff mitigation increases and they aren't as needed. Controls do trump all mitigation though when they are in effect. -
Quote:2 of those people were already on my ignore list prior to this thread if that says anything about the quality (or lack there) of their past posts.Maybe I read too much into what you've said. I kind of felt like a statement like "Force Field is easily the worst support set" was pretty extreme. Debating 6 people for three days in order to "prove" that point seems pretty extreme to me as well, but who am I to say, since I keep responding?
Quote:There is a logic of kinds to your arguments. The problem is it's flawed logic that's based on your subjective opinion about the frequency of a particular event (teams already being 100% survivable). Rather than acknowledge the conditional nature of your assertions, you simply repeat the assertions. When questioned about other benefits of Force Fields (mezz protections, ability to IO, endurance reduction) you immediately declare that argument "irrelevant" and repeat your assertions yet again.
my reasons for saying IOs, Mez Protection, and End resist are irrelevant were pretty clear. IOs aren't considered when balancing sets because of the money/time sink cost and them being a constant across all sets. Mez Protection is equivalent in value to an ST hold, since they both are quite reliable at preventing mez. End resist has little weight by 50 since there are a ton of +end/+rec and end discount powers flying about and it's a common for players to already have their end managed via slotting and/or previously mentioned powers.
Quote:In the end, if you stuck to saying "I don't like Force Fields for these reasons" I think you'd receive a better reception. -
Sounds like you want an early bloom solo set. Take your pick of Storm, Dark, Traps, or Rad since those are the only sets that bloom early (pre-20) on for soloing purposes. Cold, Kin, and TA bloom solo starting at 28, though some would say 32 for Kin though.
Blast sets, sonic is hands down the best for ST damage. Ice is your best bet for control (freeze ray rocks) and AoE damage. -
Quote:Except they aren't. Since you're so hung up on empathy, we'll use it in this comparison model.Yes, and you also said that FF would reach zero benefit before all other sets, but what I am trying to say is that at that extreme level of team mitigation ALL supports sets are offereing nearly zero as well. In essence, they are not very far behind.
Support power decay model
I can add more supports sets if you're not convinced. -
Quote:So you're saying FF doesn't rapidly decay in utility if you play worse? You're not presenting a very strong argument if the only thing you can come up with is "FF is great for idiots" as a contribution on teams with already high mitigation.Not true when you play like an idiot. If you haven't aggroed the entire room and part of the next hallway, you are doing it wrong.
Generally, the more mitigation you bring, the more insane I play. I turn the difficulty up. I aggro more stuff. I try not to split much, but we may have people spread out and outside of Leadership buffs/Steamy Mist/Tactical Training/etc.
Quote:One bubbler is very nice, but I have to remember that when I go out of the DB, I am no longer capped. The 2nd bubbler does not add significantly less contribution, but instead adds significantly more, since now both bubblers are capped and the whole team is likely capped even if they wander away from the team too far.
Quote:Sure, the third was a just a security blanket. But the point was not that they were doing anything, the point was that they were desired by the players. While you can attempt to make it seem like FF brings less in the endgame and you can talk about mitigation curves and contribution amounts, the fact is that in game, people WANT bubbles. And they want them in the endgame and they bring a lot more than you credit them for in that endgame.
Quote:All that still does not change the fact that I think they could use some variety and some type of offensive contribution through a buff or debuff. I just think you overstate the case considerably. So I can agree when you say this:
Quote:Although I'd rather have one of each, and IME there are plenty of times (but definitely the minority) I'd rather have the FF, if I can only have one.