Originally Posted by Dispari
Wait, damage is a hard control? Doesn't that mean every Scrapper set has hard control then? Because no Scrapper set lacks in damage output.
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Mezz Protection for All!
Wait, damage is a hard control? Doesn't that mean every Scrapper set has hard control then? Because no Scrapper set lacks in damage output.
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And yes, actually, the Scrappers main 'control' is killing stuff fast.
Death is the ultimate debuff
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Where to now?
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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My Shield Scrapper is pretty good at "hard controlling" enemies by one-shotting all minions when shield charging into unaggroed enemies.
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I am: of the approving
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Ooooooh, but you do. It is called damage. I suggest you check out blaster powers. Did you know they have holds (ice/ice can have 3 between primary and secondary), disorients, KB, KD, sleep, stun? You are telling me those are not controls?
You picked a primary and secondary that has damage/DoT as its "controls". A fair trade. I wonder what hard controls you would have had if you went fire/EM? Edit: Keep going ClawsandEffect - agreeing with your posts. |
Lots of 50's yada yada. still finding fun things to do.
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A scrapper or brute has lots of damage also. That must = control. They must not need mez protection.That is using your own logic.
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Sigh, that is not even close...
In short, you chose a primary and secondary that has damage as its way of controlling. This means you kill faster. The other blaster sets don't equal the damage output of fire therefore they are balanced by other means - stuns, KB, KD, etc.
Every AT has a sprectrum of powers. You picked an *extreme* in the blaster sets. Would you have asked what hard controls you have if you had an ice/ice blaster? Fire doesn't have the *traditional* controls like holds and so forth. It makes up elsewhere.
And yes, scrappers/brutes can control by damage in the same sense as a fire/fire blaster. But to say that blasters don't have hard controls when you pick the one exception is a not accurate. Using an example on the opposite end of the spectrum, it would be like me saying corruptors need buffs because my dark/therm (what I consider a weak toon) is hard to play solo. My ice/cold, fire/rad, and son/kin corruptors would love to see those buffs.
Edit:
Decided to add one more point that tanker/brutes/scrappers (even VEATs) can purposely take aggro via taunt/confront as part of their AT powers. So in order to make this viable to use and "protect the squishies" and peel off aggro, they need to be able to use it. If they are under status effects, then no taunt/confront, which could be team wipes.
Power push is not 100%. It wasnt last night at least. And to be fair, I never intended to solo that emp, and didnt.
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So, one defender combo with no hard control, at least not until epics, at which time any combo can have a hard control option (Including Dominate, possibly the best single target hold in the game IMO)
what hard control does my fir/fire blaster have. I missed that on the power selection page. Ring of fire is a immob, not a hold.
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Kranik soloed the ITF with a fire/fire blaster....I think I'll just let that sink in a little. Something no scrapper or brute has done*....was done by a fire/fire blaster.
(*to my knowledge at least)
Those two(or three) combos are the exception to the general rule of squishies having some sort of mezzing ability.
Three powerset combos out of the hundreds possible across 5 ATs not having something doesn't justify sweeping changes to all of them.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
what hard control does my fir/fire blaster have. I missed that on the power selection page. Ring of fire is a immob, not a hold.
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My Fire/Energy Blaster takes on +1 and +2 bosses easily without the need of Breakfrees. She also melts large groups of +1 minions before they can get off more than one shot.
There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"
Scrappers/Tankers/brutes/Stalkers:
All have one set of Melee attacks, and shields to counter being in melee.
Blasters:
All have ranged damage, and then MORE damage. To kill anything 'lucky' enough to get into melee range. Or other things in the case of /devices, but they all aid the killing fast.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Again, one of two combos with no hard control in the primary and secondary (the other is Fire/Devices) But, you get more damage to make up for the lack of control. And you get to keep attacking while mezzed.
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If we do not include Power Push, Eng/Fire has no hard control. Does fear count as a hard control? If not, Fire/MM and Nrg/MM lack hard control.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
/Devices has Taser. I find it useful, and I normally skip controls on my blasters (and that character is Nrg/Dev, he has Taser and Power Push and Caltrops and Web Grenade and can pull onto Trip Mines and a pet that draws aggro and both AoE KB powers, he kills slow for a blaster (but not slow), he needs the controls ).
If we do not include Power Push, Eng/Fire has no hard control. Does fear count as a hard control? If not, Fire/MM and Nrg/MM lack hard control. |
Fear would fall into the same category of control that sleep does. As long as they don't take damage feared enemies won't do anything. Marked difference from early versions of fear powers when they would cause them to run for the hills.
Mental Manipulation has a confuse power in it as well, which is a hard control in that it prevents the enemy from attacking you. It's a crappy confuse power, and unreliable, but it IS there.
Energy/Fire would be the second with no hard control then. It also has pretty craptastic synergy. Knock them away from you and chase them to use your secondary....doesn't seem like it flows very well.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
A lot of people completely ignore the Presence Pool when it comes to figuring out how to mitigate mezzes, but I've found my PB can fear a mezzing Q/V Boss faster than it can mezz me.
I wouldn't say it's a tool that completely neutralizes mezzers in combat, but it's a tool that helps quite a bit and keeps things still challenging but a bit easier to handle.
EDIT :: I also had to add this about hard controls... if you slot Chance for Hold in your fastest recharging blasts, you will be able to unreliably of course, hold Bosses. If you use this strategy with a low-mag melee Hold power on Bosses, your chances of holding them increase considerably. There are also other procs like that that may inflict more status effects. Using those procs can enhance a squishy character in ways that make soloing much easier for it, without throwing the challenge out the window.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
D'oh! Forgot about Taser.
Fear would fall into the same category of control that sleep does. As long as they don't take damage feared enemies won't do anything. Marked difference from early versions of fear powers when they would cause them to run for the hills. Mental Manipulation has a confuse power in it as well, which is a hard control in that it prevents the enemy from attacking you. It's a crappy confuse power, and unreliable, but it IS there. Energy/Fire would be the second with no hard control then. It also has pretty craptastic synergy. Knock them away from you and chase them to use your secondary....doesn't seem like it flows very well. |
Lots of 50's yada yada. still finding fun things to do.
Cthulhu loves you, better start running
I�! I�! Gg�gorsch�a�bha egurtsa�ar�ug d� Dalhor! Cthluhu fthagn! Cthluhu fthagn!
You are in a maze of twisty little passages
EDIT :: I also had to add this about hard controls... if you slot Chance for Hold in your fastest recharging blasts, you will be able to unreliably of course, hold Bosses. If you use this strategy with a low-mag melee Hold power on Bosses, your chances of holding them increase considerably. There are also other procs like that that may inflict more status effects. Using those procs can enhance a squishy character in ways that make soloing much easier for it, without throwing the challenge out the window. |
I have very few Proc's and as of yet zero purp's on my main but I do have Devastation: Chance for Hold slotted in Snap Shot and Pounding Slugfest - Disorient Bonus slotted in Air Superiority (all I can remember off the top of my head.)
And now with the 0-end cost of Brawl, I see another Devastation: Chance for Hold or a Kinetic Combat: Knockdown Bonus in her future.
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Fear is nice in that, if you get mezzed after applying it, then things aren't going to take advantage of you while you're mezzed. When you stop attacking, so do they. It stops chain-mezzes and whatnot.
Alas, even with Fearsome Stare, I cannot terrorize everything. I'm certain I spent more time mezzed than not in the last LGTF I was on. I really don't know how I manage to gain the ire of so many things.
Fear is nice in that, if you get mezzed after applying it, then things aren't going to take advantage of you while you're mezzed. When you stop attacking, so do they. It stops chain-mezzes and whatnot.
Alas, even with Fearsome Stare, I cannot terrorize everything. I'm certain I spent more time mezzed than not in the last LGTF I was on. I really don't know how I manage to gain the ire of so many things. |
Using single target attacks: No one will attack you
Defiance V2: Ftw
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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So... things kinda went on a tangent and we learned a few things.
Some people really hate the idea of adding light mezz protection to the Archetypes that don't have it.
- It would make those ATs too 'good' as they are balanced around not having mezz protection (so why are scrappers considered the solo AT of such repute?)
- All ATs that don't have mezz protection have tools to counter mobs that do have mezz (arguable and of limited ability at times. I find slows on bosses just about useless these days at times.)
- A largely ignored point was that fairly low mezz protection (2-3mag) is easy even for minions to overcome solo, much less on large teams.
- Got a lot of responses that 'melée archetypes' really need that to solo, not all of them have counter-mezz abilities.
- Anyone can solo without mezz protection, so? People can solo anything with enough aggravation.
So, really, I haven't seen one good reason not to add weighted mezz protection. Some Archetypes would get less (not not none) while others would be unchanged.
- It would allow the developers to more easily balance long duration stacking mezz effects without crippling all the currently non-mezz archetypes.
- It would make things less tedious for the non-melée archetypes to solo, though probably not quite to level of doom that some people posit.
I apologize for not replying earlier, but I was not feeling well yesterday and I just got home today and felt up enough to be a bit more coherent.
Still here, even after all this time!
Ultimately, mez as it is in this game is a problematic mechanic: you are either mezzed or you are not. In general, you are either mezz-able or are not. Even mag 2-3 protection would be enough for 99% of gameplay such that most players, regardless of AT would not be mezzed. But drop that to mag 1 and it's a different story.
Looking at even the Arachnos Soldier AT and Wolf Spider Armour's mag 2 protection, under most situations, there's little to worry about. Bane Armour's mag 4 (Crab gets more in Fortification) is enough such that they can run into melee and not worry about being mezzed in almost all situations.
Finding a better mechanic is the hard part. There are better mechanics to be found, but either come in the form of quick time events like in CO, which has its own issues and might not be a good fit in this game's gameplay, or in forms that may not be easy on the servers or may be difficult for players to understand.
No matter what, any such change would be a huge fundamental modification to current gameplay, so probably out of the question for something that is not, technically, broken.
The only mid-point to be found right now is to give non-melee characters much higher mez resistance base values than we generally see. This is still problematic in that, in some cases, it can make mez almost a non-factor for non-offensive toggle characters, where offensive toggle characters benefit somewhat less, as the powers that were previously protecting them (generally by debuffing enemies) get toggle dropped.
Strangely, the suggestion of removing mezz protection solo so that everyone is similarly challenged really upset some people. I mean, after all, if it's a good challenge for one archetype, shouldn't it be a good challenge for them all? |
No one has mez protection solo.
2 different characters, an Illusion/Kinetics controller and a WP/Fire tank.
No mez protection isn't a big deal for the controller, it has the ability to choose when and where they fight. Phantom Army keeps agro off of it, Phantasm will draw agro, Spectral Terror will keep the enemies from doing much of anything. If played halfway competently the controller in this case will never even be targeted by an enemy, much less mezzed. Most controllers can do similar things, I chose Illusion as an extreme example.
Okay, now the tank.
Willpower requires a lot of mobs in melee range for max survivability. Fire melee doesn't have a single mez power in it. The tanks only way of fighting is to wade right in and start swinging, with a whole group of foes surrounding them. The tank is probably getting hit with just about every mez being thrown at him, he has no way of preventing that. Without his mez protection he will get mezzed almost immediately and Rise to the Challenge will drop completely, and all his defense and resistance toggles will suppress. End result, dead tank, probably rather quickly.
In the same map, fighting the same foes.
Lack of mez protection doesn't hurt the Illusion controller at all, since nothing has changed for it. The tank, however, cannot function because it is being hit with every mez being thrown at it with no way of preventing it.
An Ill/Rad controller can solo the STF, with no mez protection at all. There are no scrappers I am aware of that can do it. Not even amongst our elite forum scrappers.
The ITF was soloed by a fire/fire blaster. No mez protection, and little or no mitigation. The number of scrappers that have done the same can be counted on one hand. In fact, the only one I know of for sure was an Invuln.
Okay, another example: your average Fire/Kin controller. If mezzers are so difficult for them to deal with, why are they so popular for farming? If they get mezzed so often that it impedes their playability, why is everone playing one?
A well built Rad/Sonic defender can solo a GM, there are people with video proof of it. A well built Ice/Cold corruptor can do the same. Lack of mez protection doesn't seem to be impeding them that much.
So, tell me, if these characters can pull off these feats that scrappers can't do, all without mez protection, do they really need it?
A Katana/Regen scrapper has no way whatsoever of preventing a ranged mez from hitting them. Without their mez protection they will probably be mezzed the second a mob spots them.
Most squishy characters can mez a mezzing foe from outside of it's agro range, whether it's a stun, a hold, a sleep doesn't matter, they can prevent their enemy from acting.
If you play intelligently, you will seldom get mezzed, no matter what AT you're playing as.
If your strategy is to run in mashing buttons, you will probably get mezzed quite a bit. And guess what? That's not a flaw in the game, that's a flaw in your playstyle.
Wanting the game changed because you refuse to adapt your playstyle to avoid or prevent mez is just...dumb. There are any number of people that can solo a squishy AT with no problem dealing with mezzes, why is it YOU have such difficulty with it?
Sorry, but it really sounds like you want the game to change for you, instead of the other way around.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Okay, I'll bite on this.
No one has mez protection solo. 2 different characters, an Illusion/Kinetics controller and a WP/Fire tank. No mez protection isn't a big deal for the controller, it has the ability to choose when and where they fight. Phantom Army keeps agro off of it, Phantasm will draw agro, Spectral Terror will keep the enemies from doing much of anything. If played halfway competently the controller in this case will never even be targeted by an enemy, much less mezzed. Most controllers can do similar things, I chose Illusion as an extreme example. |
Okay, now the tank.
Willpower requires a lot of mobs in melee range for max survivability. Fire melee doesn't have a single mez power in it. The tanks only way of fighting is to wade right in and start swinging, with a whole group of foes surrounding them. The tank is probably getting hit with just about every mez being thrown at him, he has no way of preventing that. Without his mez protection he will get mezzed almost immediately and Rise to the Challenge will drop completely, and all his defense and resistance toggles will suppress. End result, dead tank, probably rather quickly. In the same map, fighting the same foes. |
Lack of mez protection doesn't hurt the Illusion controller at all, since nothing has changed for it. The tank, however, cannot function because it is being hit with every mez being thrown at it with no way of preventing it.
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An Ill/Rad controller can solo the STF, with no mez protection at all. There are no scrappers I am aware of that can do it. Not even amongst our elite forum scrappers.
The ITF was soloed by a fire/fire blaster. No mez protection, and little or no mitigation. The number of scrappers that have done the same can be counted on one hand. In fact, the only one I know of for sure was an Invuln. |
Okay, another example: your average Fire/Kin controller. If mezzers are so difficult for them to deal with, why are they so popular for farming? If they get mezzed so often that it impedes their playability, why is everone playing one?
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A well built Rad/Sonic defender can solo a GM, there are people with video proof of it. A well built Ice/Cold corruptor can do the same. Lack of mez protection doesn't seem to be impeding them that much.
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So, tell me, if these characters can pull off these feats that scrappers can't do, all without mez protection, do they really need it?
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A Katana/Regen scrapper has no way whatsoever of preventing a ranged mez from hitting them. Without their mez protection they will probably be mezzed the second a mob spots them.
Most squishy characters can mez a mezzing foe from outside of it's agro range, whether it's a stun, a hold, a sleep doesn't matter, they can prevent their enemy from acting. |
If you play intelligently, you will seldom get mezzed, no matter what AT you're playing as.
If your strategy is to run in mashing buttons, you will probably get mezzed quite a bit. And guess what? That's not a flaw in the game, that's a flaw in your playstyle. Wanting the game changed because you refuse to adapt your playstyle to avoid or prevent mez is just...dumb. There are any number of people that can solo a squishy AT with no problem dealing with mezzes, why is it YOU have such difficulty with it? Sorry, but it really sounds like you want the game to change for you, instead of the other way around. |
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