Ice Controllers Without Arctic Air
You raise a good point, and really all I'm doing right now is throwing out ideas when they first come to my mind for the purposes of debate (without taking the time to myself carefully consider their merit). And perhaps synergy is overrated, anyways - there's something to be said for being okay at two tasks instead of great at one.
You're right in saying that Empathy doesn't synergize well with -any- Controller set. As a matter of fact, I would even argue that a Controller choosing Empathy is looking for his Controller set to synergize with Empathy and not the other way around. This may be why we see so many Illusion/Empathy Controllers, as Empathy is an extremely active defense set and Illusion is very fire-and-forget.
But that's not what this thread is about. This thread is about Arctic Air, and I am once again guilty of getting off on a tangent.
I've long wondered about the actual effect -Recharge has on enemies. I decided to run some numbers in Excel. It's possible I've made some math errors, so please don't take any of this as gospel. If anyone notices any errors please feel free to point them out!
There are a few key things to make clear before we begin.
1) The maximum -Recharge effect that can be applied to an enemy is -75%.
2) Because of the Purple Patch, enemies that are a higher level than you resist a portion of the base effect listed in the power description.
Here's the effect table for the Purple Patch, showing the decreasing effectiveness of powers as enemies become higher level than the player.
Lvl Effectiveness
+0 100%
+1 90%
+2 80%
+3 65%
+4 48%
In other words, an enemy that is the same level as you receives 100% of a debuff. An enemy 4 levels higher than you receives 48% of a debuff.
The table below shows the results of applying the -Recharge debuff to enemies that are +0, +1, +2, +3, and +4 to the player. The first number shown is the Recharge penalty as a percentage. The number in parentheses represents the actual end effect: how much longer it takes for a power to recharge versus the normal time (e.g. if the number listed is x4, it takes 4 times as long to recharge as normal, so a power that normally takes 5 seconds to recharge now takes 5 x 4 = 20 seconds). I ran the numbers for each power that has a Recharge debuff, and also for some possible combinations of powers.
What's immediately noticeable to me on the table is the huge lead Shiver has on Arctic Air when enemies are close to the same level as a player. However, when enemies are higher level than the player, the lead shrinks considerably, with neither power coming close to the maximum debuff value. When the two powers are *combined*, however, the values skyrocket back to the maximum values. A combo of AA + Shiver would experience about 40% fewer attacks than Shiver or AA alone (based only on recharge debuffs and ignoring any mezz effects in AA). I didn't run the numbers for Shiver + AA + Frostbite, but they should be even better.
The main thing I am taking from this experiment is that Recharge debuffs cascade. The difference between 70% debuffed and 75% debuffed is huge. It's worth debuffing critters to the maximum negative value possible, because the last few points of -Recharge go much further than the first few points. However, when you are fighting enemies close to you in level, you can assume that Shiver will take care of the Recharge side entirely, if it hits and again ignoring the extra perks of the other powers in the set.
For me having or not having AA on my Ice troller comes down to what I'm using the alt for and what powers add to that goal. I'm mostly single target/team buff/AV debuff right now. AA was great while I was leveling up, but now being in melee is isn't so much challenging as it is frustrating. Sooner or later I'll get more IOs for a second build and that'll have AA for sure.
Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA
Thanks for your comments. Here's a rambling reply.
The synergy between Empathy and AA is that both have the same end goal, which is making sure no one gets splattered. Since your character has to stand somewhere, you might as well make it somewhere useful. Empathy may not have a powerful argument to stand near enemies, but Ice Control surely does. |
AA
Glacier
Everything else can be done at range. So what, looking at the set as a whole, is this powerful argument to stand near enemies? If you say "Arctic air," you're just getting into a circular argument. Heck, Ice Slick (which I think you'd find more people calling a "signature power" of Ice Control) can quite happily and safely be dropped around a corner. Alpha strike? What alpha strike?
And as you say, since my character has to stand somewhere, might as well make it somewhere useful - which, for me, is back a ways, where Healing Aura can cover the ranged squishies, while Heal Other (and, on the characters that have it, Absorb Pain) work for melee.
Now, just as a comparison, if Pain Domination came to controllers, that's another set I'd *definitely* be pairing with Arctic Air. Soothing Aura/Suppress Pain (depending on the version,) World of Painand Anguishing Cry all scream (heh) to be used in melee, and AA helps out there, absolutely. But Empathy? Not so much.
Again, that secondary is directly affecting just how useful AA would be for the character.
The synergy between Ice and Force Field is that you can build off of Dispersion Bubble to make yourself an invincible, mezzing snow globe. Yes, you can still be slept. Yes, some of the FF powers kind of suck. They kind of suck for FF Defenders too. What doesn't suck is the huge personal and team survivability boost FF buys you with minimal slotting. If someone's going to jump into a pack of enemies it might as well be someone with Tanker level resistance to the big 3 mezzes and the option to IO herself to untouchable levels. |
(And - purely IMHO - if you have to IO yourself out to make a power useful, the power wasn't that useful to begin with.)
One thing that for sure should go into any upcoming guides to Ice Control is to remind people that just because AA is a toggle it does not mean that: 1) You have to leave it on ALL the time 2) That you have to be able to use it in every single situation or else it is useless 3) That you can't still be mobile, and pull back if things get too rough or (especially) need to back out for a second to fire Shiver back into the crowd |
Edit:
Just to re-emphasize where I stand on this, somewhat.
If we were talking Dominators, who spend much more time in melee (to varying degrees,) I'd put MUCH more priority on Arctic Air. Yes, some secondaries can spend less time there, but to me it's more of a "must have" power for a Dominator. I'll take AA over Frostbite on a dom, 95% of the time. It almost *is* armor for the Dom.
For Controllers, it's far more varied, and much more strongly dependant on the secondary. Ice slick and Frostbite take precedence over AA for most Controllers, for me... depending on secondary. If your secondary is going to bring you into melee a lot just by the nature of its powers (Kinetics is the perfect example of this,) place more priority on it. If not, if it can do more at range (Empathy, FF, Sonic) it's much more flexible and certainly not a "must have." And really - the only ones I *really* see great synergy with are Kinetics, TA (but that works well with... well, everything on a controller,) and Storm with some clicking. The rest, to me, are really "iffy."
Everything else can be done at range. So what, looking at the set as a whole, is this powerful argument to stand near enemies? If you say "Arctic air," you're just getting into a circular argument. Heck, Ice Slick (which I think you'd find more people calling a "signature power" of Ice Control) can quite happily and safely be dropped around a corner. Alpha strike? What alpha strike? |
Again this discussion isn't about Ice Slick versus Arctic Air. It's about builds that leave Arctic Air off altogether. An Ice Controller can take both Ice Slick and AA. A character with both powers has more options available than one who doesn't, unless he or she can find a suitable power to replace it. Ice Slick is great until it doesn't work (read as: a Fire or Plant Controller joins the team) or someone fires a knockback cone right on top of it. The character with AA has a suitable response. Does the one without?
First, which powers are you putting down as "kind of suck?" |
What - going back to the Ice/Emp - would you call more useful, the one firing off a heal *now,* or the one that fires it off 2 1/4 seconds later (plus travel time to get somewhere AA is affecting anyone?) |
I would say the superior option would be to heal people when they need it and get close to enemies when you have the chance to do so. If your team is taking so much damage that you are unable to do anything but heal, this is a red flag that you are lacking in control.
I disagree about this being circular. AA is powerful. For it to work, you need to be close to enemies. Thus, Ice has a powerful argument to be near enemies. That isn't circular, it's just the chain of logic. How much you agree with it boils down to how powerful you believe AA is, not a flaw in the logic flow.
|
I keep going back to my Ice/Emp as a character I feel a lack of synergy or use for AA. *Everything else* in it - both primary and secondary - give no reason to be near enemies. AA, to be in the least bit effective, means you must be. The only other power that does is Glacier - that's not enough, for me, to consider AA as a necessary, or even high priority, part of the build.
Again this discussion isn't about Ice Slick versus Arctic Air. It's about builds that leave Arctic Air off altogether. An Ice Controller can take both Ice Slick and AA. A character with both powers has more options available than one who doesn't, unless he or she can find a suitable power to replace it |
. Ice Slick is great until it doesn't work (read as: a Fire or Plant Controller joins the team) or someone fires a knockback cone right on top of it. The character with AA has a suitable response. Does the one without? |
(Note, I'm going to put this theoretical pairing at 22, for Stamina and SOs.)
- I put Ice Slick down under the group. (It recharges fast enough to be an every spawn power.)
- Fire troller Fire Cages the group. The group, now immobed and aggroed, fires on the Fire troller.
My options -
- Stay and continue healing/buffing myself and the fire 'troller.
- Rush in with AA
- Reinforce Cages with Frostbite since Ice Slick's knockdown is nullified anyway, catching any enemies not caught in Cages and making sure we both have Containment.
- Waiting a second to see what the Fire controller (who, at this level could have Smoke, Hot Feet, Flash Fire or Cinders) does next - after all, if we're talking about nullifying powers, it's only fair to point out Flashfire and Cinders effectively nullify Arctic Air's confuse, making it pointless to run - as does Glacier at 26, which doesn't come into play here.)
- Hold problematic enemies or help stack holds on the Boss in the group, who's likely ignoring the immobs and will be trouble anyway.
- Absorb the alpha, heal the Fire who probably took the damage (if Fort wasn't enough defense.)
- Reinforce a buff that's going down (which should, ideally, have been done before the group was attacked, yes - but it's still a possibly needed action.)
As you see, I have plenty of options (including "wait,") only one of which is AA.
Of course, if that group includes one (or more) enemies with immobilizes (and I don't have CJ, or the fire's not an emp or therm,) AA's not going to make one whit of difference anyway. We won't even get into holds, confuses, their own knockback and the like - there are *many* variables.
I can't picture this scenario. Are you saying that once your character starts walking, he is unable to do anything else for 2 seconds? |
Or that if a group of enemies appears, your character must run immediately into melee, leaping over fallen teammates' bodies in a mad dash to get to pole range? |
I would say the superior option would be to heal people when they need it and get close to enemies when you have the chance to do so. If your team is taking so much damage that you are unable to do anything but heal, this is a red flag that you are lacking in control. |
And yet, with all that, you're telling me it's a must have power, so vital you'll consider not inviting that *same* character because they don't have AA.
I've got *my* experience with these characters to say - to your OP's question - "Yes, you're being an AA snob." AA is not Block of Ice. AA (going back to my ice/emp) is not the RAs, or CM, or Fort. AA, on my Ice/Emp, is a luxury power. AA, on that character, is a sunroof or a CD changer.
I think part of why you're wondering - borrowing your words again - if an Ice/ character without AA is "pulling their weight" is because of the two things you did keep mentioning - basically bad builds and players that don't pay attention. (Ice with just Block of Ice and Ice Slick, and players that keep throwing AOE immobs down on Ice Slick.) The first, I'd "nudge" with a suggestion or question or two (maybe they have a reason to build that way, maybe they just don't know) - and if they're being a 'heal0r,' not bother with again. (My own example is a /rad corr that was invited to debuff Eochai during halloween, but had only the rez, AM, and heal in the mid 30s - that's 'not pulling their weight,' absolutely.) The second? Again, talk to, let them know what's happening, and if they refuse to change and actually work together with others powers (IE, it's not an accident,) don't reinvite. Neither of those, though, really impact the "must have" status (or not) of AA.
At this point, I suspect I'm going to bow out, though. We obviously have different views of the power, and I don't think we'll see eye to eye on this (other than a few specific builds.) It's been an interesting discussion, though. My parting thought to you, though, is - don't be so focussed on if an Ice/ has AA. Instead, watch how they perform *overall* and judge by that.
I can agree to disagree. This all boils down to how effective you think AA is. To me, it's the centerpiece in a power set that lacks significant damage and has only one other good AoE control that is up every fight. The "synergy" is that it is a good control power. We are Controllers. It does not need to be more complicated than that.
I do, however, think it's ironic that we are talking so much about synergy in a powerset that inherently has very little with *itself*. Frostbite conflicts with Ice Slick and both conflict with Flash Freeze. Shiver's cone conflicts with AAs and Glacier's PBAoE. Additionally, Ice Slick's conflict with what Fire and Plant Controllers bring is well noted, and has reduced more than one Ice Controller to a wallflower. We regularly see people advised to not play Ice Controllers at all, and to roll an /Ice Blaster, who can nearly match Ice's -Recharge and single target hold game while bringing tons more damage with no conflicts within itself or with other player's sets.
As far as me being an AA snob, I'll cop to it. But then I think every player in this game has certain powers they feel are critical to a powerset. Look at Force Field. If you had a choice between a Mind/FF with Deflective Shield and one without (he "didn't have a pet, so there was no synergy") who would you pick? What about a FF/Ice who skipped Dispersion Bubble because she would rather hover above the battle and that doesn't synergize with her strategy, and none of her other powers require her to melee (que AA)? What about a Kinetic who skips Fulcrum Shift, or a Plant Controller without Seeds of Confusion, or a Storm without Freezing Rain? Your threshold may vary, but I doubt we'll find many people to argue that they are totally relativistic about power selections.
The argument that is being made, however, is not whether an Ice Controller not weilding AA is less effective, which I believe that Memphis Bill would concede. The argument being made is really -how- less effective. I can't speak for Bill, of course, but I think he would agree with you on a vast majority of your decisions. A Kinetics user without Fulcrum Shift or a Plant Controller that skips Seeds would likely not be invited, or at least not be invited -back-, to a team. I think that 95% of the boards would agree with that.
The argument Bill is making is not that an Ice Controller is less effective without Arctic Air, but rather that the effect of Arctic Air on certain builds is far less significant than the effect of Fulcrum Shift on Kinetics. You and I disagree, Tex, but I can see his point.
It really boils down to how comfortable one feels in melee. I would argue that an Ice Controller is among the safest melee toons, secondary provided. The little damage that I take can be made up for with Kinetics. Bill, however, is arguing that, as an Empath, the risk of dying in melee (which would cause a wipe) is far greater than the net benefit provided by Arctic Air. Simple math will show his argument.
Let us assume that Ice Slick mitigates 75% of incoming damage and that Arctic Air air mitigates an additional 75% (rough figures). In this case, if Ice Slick is used first, then Arctic Air can only mitigate 75% of the remaining 25%, or, in this case, 18.75%. The rest is overlap. If Shiver by itself can mitigate half as effectively as Arctic Air and we assume AA/Shiver are mutually exclusive (which they tend to be, given that they function in different mediums), then AA only stands to mitigate about 9% of incoming damage. This is not gamebreaking. If mitigation is your only concern, are you really going to risk melee death for what can, in normal situations, easily be mitigated via healing from range?
This, of course, is only a functional equation if mitigation is one's only concern. Tex and I believe it is not, but damage is not so important for a Controller in a proper team of 8. To be honest, in a proper team, the damage provided by AA will be at best minor, as enemies will tend to be so debuffed or so dead that their damage barely contributes. At range, Bill can not only mitigate damage but also keep the team rolling via the psychological comfort created in having everyone at full health (try it sometime. Watch and see if your PUG Tank will jump into a spawn at half health the same way he would at half, regardless of his actual safety). If Bill is in the thick of things, perhaps he'll become distracted and miss something or, worse yet, die and cause meltdown for his team.
I see his argument. I don't agree with it, but I can understand it.
I'm just hoping these PUGs with the Empath dying enducing wipes come with a warning sign..................
I have followed this thread with a good deal of interest, since I have played Ice Controllers at range as Bill has and in the middle of things running AA as Tex has.
To me, part of the fascination and challenge of the game is evaluating the powers in the group involved and coming up with a strategy that allows the group to defeat the foes at hand. Sometimes, for whatever reason, the preferred tools may not be available. Personally, when I encounter the Multi-Platform Room of Death, my personal preference is my Grav/Storm Controller, with Wormhole slotted up for accuracy and range. Dump the stunned baddies in the hallway into a corner, stack Thunderclap on the stun, immob them with Crushing Field and maybe turn on the Hurricane to mash them into the corner further and debuff them. But if that solution is not available, which one is? Maybe there is a tank who can handle the aggro and incoming. If not? Who can pull? Is someone available to lay an Ice Slick or Earthquake or Freezing Rain in the doorway if too many come? What is the right moment for the Blaster to nuke?
You also have to figure the abilities of the foes. When it is Nems on those multiple platforms, pretty much every single one of them is going to shoot at you once you go up the first platform. How do you deal with that?
So on my initial Ice Controller, I was hanging back but I was also making all the team members invisible with Grant Invisibility. So it comes down to, in that case, whether you would prefer AA or Invisibility. Fair enough. For me, it is interesting to solve the problem both ways.
I do not worry about "gimped builds" as much as "idiotic behavior." It sounds like either Bill or Tex would be an asset to the team. We might get the job done a bit differently in each case, but it would get done, and a good time would be had by all because they would play the powers that they have effectively. An Uber Build played by an idiot, however, simply gets the team wiped. A good player will be an asset with any build.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
It sounds like either Bill or Tex would be an asset to the team. |
Haha. Maybe. Depends on who I'm playing at the moment. With my Ice, Mind, and Earth Controllers I feel really strong. When I'm playing Fire... well I just won't tell you the name of that character. Needless to say, I've managed to wipeout and take a few teams with me trying to adapt to that style of play.
|
There are some folks that can wipe you out routinely, and it never improves.
As long as you learned from your mistakes and got better, hey, it's only debt. Or burnt up Patrol XP, I guess.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
I have a question about confusion..
I'm pretty sure I read sometime that players do not receive XP for damage done by confused mobs. Is this still true? If that's the case, isn't it almost counter-productive for a pre-50 ice troller to count on damage done by confused mobs?
I'm playing around with an ice controller recently, and my buddy's on a plant controller. Just for kicks, we're duoing most of the time. Pretty hard pre-pet. Currently level 25. I didn't take AA because I figured that if we just let all the mobs defeat each other, we'll never get any XP. Is my reasoning wrong?
KABOOM!
Yes, if you *just* let all the enemies defeat each other, you won't get XP. You'll also be bored out of your skull.
However, used as part of an overall attack chain - you'll be going through mobs quite quickly and safely. (F'rinstance, my Plant/Thorn levelled for a bit just attacking the Ghost of Scrapyard's followers. Nice big mobs to confuse, immobilize, and AOE upon.)
I have a question about confusion..
I'm pretty sure I read sometime that players do not receive XP for damage done by confused mobs. Is this still true? If that's the case, isn't it almost counter-productive for a pre-50 ice troller to count on damage done by confused mobs? I'm playing around with an ice controller recently, and my buddy's on a plant controller. Just for kicks, we're duoing most of the time. Pretty hard pre-pet. Currently level 25. I didn't take AA because I figured that if we just let all the mobs defeat each other, we'll never get any XP. Is my reasoning wrong? |
In general, in my experience, the confusion in Arctic Air does not significantly increase your kill rate. Your results will vary depending on how many controls you lay on top of it and how much damage you/your team is throwing at the enemy.
I have played Plant, Mind, and Illusion, and their Confuse powers are much more reliable as damage sources. My Mind Controller, for example, can reliably go invisible and run to the end of "defeat boss" radio missions, and then confuse the crowd into defeating the end guy for me without them ever knowing I'm there. It's a parlor trick (except on some Task Forces), but it works.
That would probably never work with Ice. That said, there is a very good reason an Ice Controller would want a Confusion power. That reason is -Recharge.
The way -Recharge works is to multiply how long it takes for a power to to be useable again. If you've ever been hit by it, you know what a pain it is to deal with. Enemies probably feel the same way.
However, there's a hitch to -Recharge that seems obvious but is often overlooked. It only means something on a power that is recharging. If something is recharging, that means it got used. If an enemy is Confused at the moment it uses a power, it wastes the shot, and can't take another one until the power (slowly) recharges.
Now, what's interesting here is that Confusion on an Ice Controller is a gamble. In a best case scenario, 60-ish percent of the mob is confused. That means the other 40% of them are free to shoot at you. This encourages you to maximize their -Recharge, so they get fewer chances to shoot in your direction--but also lowers the damage they output on each other. In other words, typically Ice Controllers will be using Confusion as a release valve for -Recharge, instead of as extra damage. (Heavily IOed Ice Controllers with massive defenses may be an exception, since they can withstand the hail of gunfire).
Compare this with a Mind/Cold Controller. Like an Ice Controller, the /Cold can heavily impede an enemy's recharge rate. However, because the Confusion in Mind is reliable and long lasting, she is less likely to want to hinder the foes' recharge rate after the Confuse lands.
To get back to the Plant Control/Ice Control duo. I think that AA is a power you will not regret. Plant is heavy on -Knockdown powers that will cancel your Ice Slicks. That sucks. But Plant also has a mag 3 AoE Confusion power that stacks with Arctic Air to confuse even bosses in the area. By the time you are both level 50 there shouldn't be an enemy within a mile who isn't Confused. And you won't need to be concerned about losing XP, because the damage from Plant will be substantial, and the -Recharge you provide will greatly hinder enemy's ability to shoot both you and each other.
The way -Recharge works is to multiply how long it takes for a power to to be useable again. If you've ever been hit by it, you know what a pain it is to deal with. Enemies probably feel the same way.
|
It's not even a fraction as effective on enemies as it is on players, much like end drain. Both effects can quickly debilitate players, whereas when used on enemies it requires a lot more of the effect to have much of an impact.
It's not even a fraction as effective on enemies as it is on players, much like end drain. Both effects can quickly debilitate players, whereas when used on enemies it requires a lot more of the effect to have much of an impact. |
The flip side of this is that enemies have fewer total powers than players, so they are more likely to end up running out of abilities and just standing there or running away.
-Recharge is also fundamentally different than -Recovery in that you don't have to completely floor recharge in order to see a benefit. An enemy at 50% endurance can still use its powers. An enemy at -50% recharge is potentially firing at you at half the normal rate (1 / (1 + -.50) = x2). This is often expressed as how much damage output the team avoids, but really comes into its own when thought of as "how many times the enemy is allowed to use its single best power," whether that is an attack or a heal or a mezz.
-Recharge is also fundamentally different than -Recovery in that you don't have to completely floor recharge in order to see a benefit. An enemy at 50% endurance can still use its powers.
|
-Recharge helps a great deal, even in small quantities. End Drain and
-Recovery are pretty well worthless unless you can drain the baddies to Zero Endurance.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
I have a question about confusion..
I'm pretty sure I read sometime that players do not receive XP for damage done by confused mobs. Is this still true? If that's the case, isn't it almost counter-productive for a pre-50 ice troller to count on damage done by confused mobs? I'm playing around with an ice controller recently, and my buddy's on a plant controller. Just for kicks, we're duoing most of the time. Pretty hard pre-pet. Currently level 25. I didn't take AA because I figured that if we just let all the mobs defeat each other, we'll never get any XP. Is my reasoning wrong? |
One thing that makes AA a bit different than most other confusion powers is that AA's confuse duration is so short. This gives you time to do some damage. Just make sure that you do some damage to all foes in the area, and you will get plenty of XP. Plant has a similar advantage, in that if you cast Seeds and then Roots, you get that AoE damage that makes sure you get some XP for all of the confused foes.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
This is very true. I was jazzed over the notion that my Electric Blaster could drain enemy Endurance, but running in and triggering Short Circuit drained them a bit, but if they have ANY End left, the baddies use it to dance on your head at close quarters. The End Drain Strategy NEVER worked for me until I could lead off with a properly slotted Power Sink, but I earned a lot of Frequent Flyer Miles going to the Hospital until I figured it out.
-Recharge helps a great deal, even in small quantities. End Drain and -Recovery are pretty well worthless unless you can drain the baddies to Zero Endurance. |
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
-Recharge is also fundamentally different than -Recovery in that you don't have to completely floor recharge in order to see a benefit. An enemy at 50% endurance can still use its powers. An enemy at -50% recharge is potentially firing at you at half the normal rate (1 / (1 + -.50) = x2). This is often expressed as how much damage output the team avoids, but really comes into its own when thought of as "how many times the enemy is allowed to use its single best power," whether that is an attack or a heal or a mezz. |
I'm fully aware of how endurance draining needs to work (I wouldn't have known to mention it, otherwise). However, the point I made remains. Both effects are only a small fraction as effective on the enemy as they are on the player.
Thanks for your comments. Here's a rambling reply.
The synergy between Empathy and AA is that both have the same end goal, which is making sure no one gets splattered. Since your character has to stand somewhere, you might as well make it somewhere useful. Empathy may not have a powerful argument to stand near enemies, but Ice Control surely does.
The synergy between Ice and Force Field is that you can build off of Dispersion Bubble to make yourself an invincible, mezzing snow globe. Yes, you can still be slept. Yes, some of the FF powers kind of suck. They kind of suck for FF Defenders too. What doesn't suck is the huge personal and team survivability boost FF buys you with minimal slotting. If someone's going to jump into a pack of enemies it might as well be someone with Tanker level resistance to the big 3 mezzes and the option to IO herself to untouchable levels.
One thing that for sure should go into any upcoming guides to Ice Control is to remind people that just because AA is a toggle it does not mean that:
1) You have to leave it on ALL the time
2) That you have to be able to use it in every single situation or else it is useless
3) That you can't still be mobile, and pull back if things get too rough or (especially) need to back out for a second to fire Shiver back into the crowd