brophog02

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  1. Explosive Blast is every bit as controllable as Energy Torrent. They both knock back away from the caster (Repulsion Bomb isn't knockback at all against anything not heavily knockback prone).

    The difference is in the casting time, the recharge time, the % knockback chance, and the number of targets you can hit.

    The casting time for Energy Torrent makes it a bit better as a purely defensive power, because you can get it out very quickly and it has a slightly higher % knockback (60 vs 50). That said, a lot of people think with FF already having plenty of knockback powers that Energy Blast is a bit redundant for its knockback.

    IMO, if you're going to take one AOE power from Energy Blast, you may as well take both for the extra damage because the knockback is likely covered better in forcefield (assuming you took those powers).
  2. Quote:
    Originally Posted by CosmicThunderer View Post
    Not everybody plays the same way as you do. I dont care what other people think i should slot or shouldnt i do as i want and in what ways i want to help the people im with.
    If your goal is to help them, then why are you cheating them? If I'm helping them, I ain't gonna do a shoddy job just because I didn't feel like putting my all into it.

    That's what you're doing. You're conciously denying them help.
  3. Quote:
    Originally Posted by McNum View Post
    Mostly single target attacks, it's Energy Blast, after all, and apart from the three big bubbles, the knockback powers, with Psi Epic.
    Energy Blast has a cone and AOE just like most sets. The myth that Energy Blast is somehow only single target or better single target is as big of a fallacy as most of the OPs first post.

    Whether you take it or not is up to you, but the set is fine in both ST and AOE. It is simply a balanced set in both regards.
  4. Quote:
    Originally Posted by Capricorn View Post
    ...which left me more puzzled than ever. My first thought was that any knockback that WAS occurring was being attributed to FR/EQ mistakenly, or /storm is just associated with knockback because of tornado and LS (neither of which I have yet)
    Some people don't know Storm's powers, they just "know" it causes knockback.

    I remember one time on a stormie that someone accused me of knockback and I was AFK! Turns out, it was a FF'er who had left force bubble on!

    But for them, FFer were just bubbles and stormies caused all of the knockback!
  5. Quote:
    Originally Posted by Firewasp View Post
    ~brophog02
    I can see that you were thinking what I was
    I think you need to read again. The story I told was me quitting a team that had a defender on it that wasn't going to blast. Likewise, the other story I told was of a team that not only did blast, but excelled because all of the players played as complete ATs.

    I'd have kicked your FF defender for being a mooch on the team. You play with me, and you play a complete AT.

    Just because a defender's damage is less than a blaster's doesn't make it irrelevant. Just because a defender's secondary effects are more than a blaster's doesn't mean you don't slot up for damage and help the team.

    Finally, this isn't WoW. Most of your examples do not apply to this game. We do not have classes, and our Archetypes are not pigeonholed into specific 'roles'. Everyone on the team has the capability of defending the team, and everyone on the team has the capability of doing damage. I expect a blaster to give a damn when a teammate is low in health (most players losing health need something killed/contained rather than just healed), and I expect a defender to help damage the enemy. Anything less is not being a complete player.

    The fact people are stupid and the game is easy means that defenders who wish to play with 3 powers can not only get away with it but be praised. Those are not good players and I will call them out on it if necessary.
  6. brophog02

    Dark/Elec

    Either case works well. Dark by itself is arguably more 'controllerish' than some controller sets.

    Ice gives a lot of damage and the holds are nice, but that would be a tight build with Dark and Ice. Blackhole is commonly skipped, and for some Petrifying Gaze is (but you may want it for hold stacking). Ice varies a bit. Blasters tend to keep frostbreath but skip Ice Storm, Defenders tend to keep Ice Storm and skip frostbreath. Both usually keep Blizzard, which like Ice Storm has the Blaster damage scale.

    For control reasons, Dark/Dark/Dark is nice. The stun of Dark Pit and Oppressive Gloom stack for excellent control. /Dark isn't a high damage set, but with +recharge and damage procs in Tenebrous Tentacles and Nightfall is does well enough.

    There are lots of options to do what you want with the Dark primary as it fascilates its role to a control oriented Defender very nicely. The goal may be for you to just match it with the secondary you like the best.
  7. Quote:
    Originally Posted by Jade_Dragon View Post
    Not a problem. I think we are in agreement there. No debuff should be overlooked.

    Heck, I know there are times on both my Dark Defender and my Kin Controller where I have wished for a -Def.
    That's why I like Freezing Rain.........I get both!


    Quote:
    Originally Posted by Jade_Dragon View Post
    Well, as I said, if you missed every single time, -Res would be of no advantage to you. However, since base to hit in PvE is 75%, and most foes are balanced around 50% Def = 100% Res, it is unlikely this value would ever go to zero, or even 25%. I agree that it is based around a multiplier where there is a maximum of Dam x ToHit, but I would not want to calculate it either.

    Another point to remember, though, is that while for the typical slotting of 1Acc, 3Dam you can always slot another Acc if you have trouble hitting, slotting additional Dam has no effect due to ED. So again, only -Res or +Dam can push you beyond that limit that the devs have imposed on how much damage a single attack can be slotted to deal.
    That's why I've continually made mention of how well a toon is slotted. There is no question for a well slotted IO toon that -res is more valuable. My toons are all built to hit what a team will normally face, and that is usually +3 or +4 to me. In that case, -def isn't doing much.

    While one can always slot more accuracy, you're not going to be in a mission and tell someone to go slot more accuracy, you're going to just keep playing. I think that is more where Strato wasn't getting at was not that you can't overcome that deficiency, but that in practical terms the teams you face may not have done so. In that case, -def is more important than our theory crafting here would otherwise suggest.
  8. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, to be fair, the whole Secondary and just the first two powers from the Primary would be pretty useless too. And there are idiots who do that.
    Any such thing would be unacceptable. There are concept toons like that, but they're usually fun players and specify why they do that. Sometimes it is a new player, and sometimes not.

    Quote:
    Originally Posted by Jade_Dragon View Post
    IMHO that can be forgiven prior to level 20, though. You want to get through the first 10 levels as fast as you can, and the best way to do that is to take attacks. And you really can't slot your shields well until you get to 22 and slot SOs anyway. The slots are better spent slotting accuracy in those powers that need it.
    Agreed. This was at 50 for an ITF, so that's a different story, but I agree odd things have to happen pre-22 to make things work. A lot of sets just have too many good early powers and stamina is basically a requirement. Properly using the powers you took at that level is about all one can really ask. There are almost always sacrifices one has to make at those levels for pre-reqs for travel and stamina.

    In the case of scrappers and tankers, they might as well have no defense pre-SOs. The amounts are poor pre-slotted and endurance runs dry too quickly. I hate most scrapper combinations at that time, and at best have to 'manage' my shields at those levels to only use them when I absolutely need them. Tanks are the poorest designed AT pre-SOs in the game. They are asked to do something they haven't the tools to accomplish at that level, and too many people see a tank at that level and think they are getting the dominant meat shield they will become, rather than the underpowered AT that tanks are pre-22.
  9. Quote:
    Originally Posted by Peterbilt View Post
    Didn't think about this much until I made a dark defender. With all the bonus XP floating around the -def has a big benefit, especially in the lower levels when enhancements expire so quickly.
    ....Or not taken at all. It is not uncommon for toons to not slot at all until DO levels, and I've known people to skate well into the teens before even doing that much. A lot of people just don't consider the pre-22 era much more than an extended tutorial, and therefore don't put much effort into doing anything but getting to 22 as fast as possible.

    Thankfully the adjustment was made a few issues ago to help with the accuracy problems at the low levels. The problem wasn't so much accuracy issues as it is the insistence for teams to play those levels well above their capabilities (which amplified their low damage, few attacks, poor endurance management and low accuracy. The accuracy adjustment helps, as does the addition of any -def powers at those levels by (mostly) defenders.
  10. Quote:
    Originally Posted by Jade_Dragon View Post

    Does this clarify my response? I will also add what while -Def may be useful to a mixed team that may not be slotted for accuracy as well as the Defender, or which is going up against more difficult foes, in general the team will STILL prefer to see greater damage, through either a -Res or +Dam. Such an effect will ALWAYS result in more damage. The fact that -Def is useful when the players are still missing does not reduce the effectiveness of the -Res.
    Thank you. I was referring just to defense -debuffs, and you quoted that part. That whole train of posts is hard to follow in this format. I stick to just quoting and referencing that quote, and using multiple quotes if necessary to track several posts. That's generally the way these non-nested boards work (certainly a downside to a nested or threaded format).

    I never argued anything but -def's overlooked nature. -Res is generally the more valuable debuff (and certainly it is for well equipped toons), and part of what is being said down here is the underappreciation of -def, rather than any competitiveness between the two debuffs.

    That said, of course, one needs to be able to hit its target for -res to do any good. There would be a breaking point where one aspect (accuracy) and the other aspect (more damage) would intersect at a balance point. I don't feel like, nor think it much benefit, to examine that math right now.
  11. Quote:
    Originally Posted by Rush_Bolt View Post
    Defenders (as well as Controllers and Corruptors) are force multipliers.


    So while Defenders solo, or just in small numbers, may seem rather meh, when you bring like-and-like (in this case, more force multipliers) together, they make for a very potent combination.
    Small defender teams are awesome, and in large part because they have no other option but to attack! Two of just about any defender set is just amazing to play with. Two stormies in concert is magical. Two FF'ers are untouchable. Two emps make each other into gods. On and on and on........


    The force multiplier effect is awesome, if there is something to multiply! I ran with a high level all troller/defender team over 2XP weekend and we had a blast together. Nothing could stop such a team, and everyone on that team had complete toons. Anyone on that team would have been a major contributor on any other team because no one was mooching off of the rest of the team. Everyone buffed, debuffed, controlled, and attacked.

    That's force multiplication!
  12. Quote:
    Originally Posted by Jade_Dragon View Post
    Actually, the power of the Defender is in equal use of both Primary and Secondary. If you do not use the Secondary, you only have half the power.
    Ironically I just quit an ITF (before it got started, we were still waiting on folks) because I didn't like the attitude of some of the players, and especially a defender.

    Level 50, the entire fitness pool, a few travel powers, the entire leadership pool, and only the first 2 attacks.

    I got a tell from said defender: "Do you know what a Defender even is? We're not fighters."

    I wanted to reply (but didn't): "Do you know what a defender is?"

    I just hit quit. I wasn't going to stick around what could have been a few hours to find out what it could have been like, and I didn't like the team as it was. Been there, done that with players who have poor attitudes, are bossy, and are not contributing to their fullest extent (I can take poor contributors, but you'd better be awfully fun to play with!).

    Defenders are amazingly powerful when they decide their damage component and the secondary effects that go with it (which are more powerful than the equivalent blaster sets) are important and useful to the team. It is the combination that makes the defender powerful. Otherwise they're just using the relatively easy game content as a crutch into thinking they were more important to the outcome than they really were.

    No one would tolerate a troller that only took one half of their AT. No one would take a scrapper with no defensive passives to protect themselves. No one should take half a defender.
  13. Skip Thunderstrike. Animation times affect damage done per time, and you have no control over animation times.

    The other three powers do more damage in less activation time and with just a little recharge (hasten) they are a complete chain. Thunderstrike is superfluous to /Elec. If you want to take it for the graphics, do so, but it serves no other purpose than looking pretty. If you need the knockback mitigation, lightning clap is far superior there as well.

    Frostbreath is your primary AOE power. Like firebreath, it is a narrow but extremely powerful cone attack. Ice Storm is commonly skipped, like most rain powers blueside, but does good damage when you can contain the foes in the storm.

    There are two ways commonly taken with this pairing, as far as epics: Ice for the defense and electric for another hold. I like elec for the hold, surge of power, charged armor, and static discharge as much needed extra AOE. However, if you wanted more protection, S/L is pretty easy to softcap on Ice/Elec/Ice.
  14. Quote:
    Originally Posted by Jade_Dragon View Post
    Can we keep in mind that in a team a Defender is not usually going to have trouble dealing damage? Either there will be other Defenders on the team which can provide offensive buffs, or there will be other damage dealers that the Defender can let bring in the XP for him.

    As has been stated multiple times in this thread, a team of several Defenders is not in any way underpowered or in need of a damage boost. If anything, the damage capability of such a combination is why Defender solo damage is so low.
    I fail to see what that has to do with the portion you quoted.
  15. I agree.

    But that still isnt enough to make it a high priority slotting option, for my build needs. Like I said, if fire and cold were more common, that would, but they are rather uncommon.

    Energy is fairly common, but not nearly to the extent of smash/lethal and the increase over one slot isn't very much. The 1 slotted resistance IO in steamy mist (for controllers) is 18%, whereas 3 slotted is only 23%. That's not much gain for two slots when only energy is very common.

    Depending on toon, I may do that (masterminds/defenders/maybe Corrupters), but I'm much more inclined to put those two slots in more high priority places (particularly on trollers).
  16. brophog02

    Get rid of rep

    It is a pointless system built into forum software, whether it be rep, stars, or any other icon.

    It tells you nothing. In fact, you'll find some of the highest ranked posts on such boards come from the meanest, most vile posts.

    This board at least lets us have an ignore feature. As I do with other boards using this software, I turned on the ignore feature immediately and haven't looked back. You can neg rep me until your mouse breaks, and I wouldn't care.
  17. brophog02

    Travel Powers

    Quote:
    Originally Posted by Luminara View Post
    Ghetto?

    I prefer to think of it as "acrobatic". *glare*
    No offense to the keepers of the faith. It's just not an "actual travel power"...and since the term was used once in this thread, I used it in a more proper sense.
  18. Quote:
    Originally Posted by Archon099 View Post
    Definitely a good point, Ironblade. Not everyone likes to follow the specific rules of the class, but the general consensus on melee classes is that most dislike knockback in favor of knockdown.
    When was the last time anyone took repulse. Kins don't take it either. I've only ever seen it taken on concept toons.
  19. I tend to go the other way with Steamy Mist on my stormies. I only slot more than one if it is going to get me to a certain goal (i.e. capped resistance or defense). It is a good power to give you that little bit extra that is often needed for an endeavor (if fire and cold were more common damage types, I'd slot it more consistently over all characters).

    On the flipside, I tend to 6 slot Tornado and LS instead, particularly with a lower damage set like earth. Where earth isn't a great damage set, it is a decent damage fascilitating set. Procs work well in the set, and it can keep things contained well for damaging powers like Tornado and LS to maximize their benefits.

    Similarly, my trollers tend to get less Steamy Mist love because I slot the epics heavily for the same reason. On something like a Mastermind, it is the opposite. There I slot Steamy Mist heavily in large part because it stacks well with many of the pets existing defense/resistance.

    Resistance slotting generally helps more than Defense slotting unless you're stacking defense, and in that case the last few % towards the softcap mean more. Slotted Steamy, Combat Jump, Maneuvers, and Rock Armor gives you 13.7 def to everything and 36.5 to smashing and lethal. That may be the difference in softcapping to S/L on some builds (2 slotting Steamy for defense plus the steadfast 3% defense puts you at 39.2 for S/L and 16.3 to everything). You could see such a scenario on a Storm defender who took the leadership pool.

    It is a power that can vary a lot in slotting options depending on archetype, sets, and how your other powers are slotted. Until you figure all of that out, the best advice is some endredux love, because Storm is a hungry eater!

    Have fun. Good combination.
  20. You can't play a Corrupter like a backwards defender. A solo Corrupter works best when you can get larger spawns and let Scourge do part of the work for you.
  21. Quote:
    Originally Posted by StratoNexus View Post

    I have a sneaky feeling, defense debuffs are worth a lot more in many PuG situations than people realize. I discount them a bit myself in forum conversation, because a lot of forumites build for capped Acc vs. +2s at least, but even with forumites I wonder if "most" applies.
    I agree, at least until people start planning for IOs, which tends to get accuracy in there in some fashion or another.

    Why? Because the common advice is one accuracy SO. That's fine against even cons or slightly above.

    But who fights that way? Not the teams I find myself on.

    The teams I pick up are generally underslotted toons that are trying to roll XP so fast that they dont take the time to build correctly at that point in time (most forum builds tend to be respec builds). In those situations, -def seems to go a long ways for me.
  22. If you're needing power sink up every 30 seconds, you don't have your other powers slotted well enough.

    You shouldn't need power sink except on AVs, and even then end-redux will go a long ways to nullify that. Every 30 seconds for power sink is just unnecessary, no matter how you slice it. Blasters just aren't that end hungry, and I play as aggressive of a blaster as they come.

    If you just gotta have power sink up that often, I suggest going with just the two endmod/recharge and save the other two slots. That brings your end bar to full with 3 mobs (instead of 2) and recharges in 33 seconds (instead of 27).

    When it comes to endurance, an ounce of redux goes way further than recovery does (either through +recov or powers). My main went to 50 with 2 ACC/3 Dam SOs slotted for all attacks, and although I teamed mostly, I felt the burn when solo. It is just annoying, imo, to need powersink that often when just a little more end redux can keep my going nonstop without worry.
  23. Quote:
    Originally Posted by vampyrus_ddg View Post
    I've decided I love plant control by the way, but heres a warning: if you try it you may never want to play another control set and brings with it feelings of godlike ability and may cause you to look down on non plant controllers/dominators. You'll also annoy the hell out of everybody when that little cave room your fighting in is suddenly filled with 100s of creepers, each of which has the same agro cap as the tank, who may get jealous (and annoyed because he can't get into melee)
    It will definitely make your feel powerful. Even invincible at times.

    But plant also generates an enormous amount of aggro that will humble you at times, as well.

    I dont tend to wander much, but I'll definitely jump in for a hesitant tank. A few spawns of that tends to get the message across that he'll be OK doing the same.
  24. My main is an Energy/Elec/Elec, so it will play very similarly to yours, but swapping the extra damage for extra mitigation.

    A few thoughts:

    1) Surge over Emp. In my opinion, Surge of Power is an awesome power and Emp is not. If you can't survive it with Surge up, you probably can't survive it.
    2) I nuke a LOT, and love Surge. Just carry a blue or two around with you and pop power sink. With power sink there is no downtime, whatsoever.
    3) I see no need to even take Thunderstrike, unless this is purely as a set mule. The other three melee attacks do more damage in less activation time, and with hasten up it is basically a complete attack chain (very little survives all three, anyhow).
    4) I am a little confused on your goals here. You moved flares back, so I presume any exemplaring for TFs or whatnot means you're going to be blapping. In the old days, we'd skip or move back tier 1 blasts but since the readjustment that isn't necessary. I think you'd be happier moving Flares back to an early position and moving a melee attack back. It is just too nice, especially when mezzed or when you've exemplared too far for set bonuses, to have two blasts. The only time I'd recommend skipping the tier one blast is for super high recharge builds that have basically boiled down to just an attack chain of Blaze.
    5) Power sink doesn't need 4 slots. Either 1 slot it with an End Mod or slot it up with bonuses (Efficacy Adapter, if you have the slots, is nice). If you need extra recovery, Stamina 3 slotted with 2 End Mods, and a Chance for End is very nice.
  25. Quote:
    Originally Posted by Eiko-chan View Post
    You have a very strange definition of "entertainment".
    And you have no apparent knowledge of game design.