Here we go again...


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
On the last TF I was on, I was literally doing every job on that team at different times, tanking under PFF, scrapping with Air Superiority and Boxing (as needed), controlling foes with Repulsion Bomb soft control and protecting people with bubbles. However, I went through a whole tray of blues on every mission and often had to rely almost entirely on purples for defense. To me, that's an issue. It bespeaks a problem with the powerset, and is even more noticable when solo.
Sounds more like a problem with either the team or the person in the driver's seat. I've played an FF/Rad Defender to 50. It was my second 50. I still play it today. Perhaps we're playing different versions of City of Heroes, because somehow I've made it through every TF (including multiple successful MoSTF runs) in the game without ever having to use "a whole tray of blues on every mission" or "rely almost entirely on purples for defense." And that's running Dispersion Field, Maneuvers, Assault, occasionally Tactics, an APP armor toggle and attacking constantly with AOE's. So, either your FF Defender has a completely unmanageable build, or you're wildly exaggerating again. My bet is on the latter...

Feel free to call this post 'trolling' though, if it makes you feel better about yourself.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
I really can't imagine a situation where it'd be more useful for my FF/ to box a critter than do anything else. Apply another shield, delete some ceramic armors, tab out and check the boards...
This made me LOL...


 

Posted

If your character is having endurance issues... then slot for more endurance reduction. It's really not that hard. I build all of my characters to be endurance-self-sufficient from level 1 on. That way as I level up and attain more powers, their endurance use is still balanced.

So that at EVERY level, no matter WHAT I do with my character, I NEVER run out of endurance. With the sole exception of the Nuke, of course. But that can't be helped.


 

Posted

Quote:
Originally Posted by Westley View Post
If your character is having endurance issues... then slot for more endurance reduction. It's really not that hard. I build all of my characters to be endurance-self-sufficient from level 1 on. That way as I level up and attain more powers, their endurance use is still balanced.

So that at EVERY level, no matter WHAT I do with my character, I NEVER run out of endurance. With the sole exception of the Nuke, of course. But that can't be helped.
WHOA, WHOA, WHOA! Hold on now, PK, err Westley.. Are you trying to tell us that if we see our character has some type of potential weakness or could perform better, that we should do something with our build to fix that?!? That's just crazy talk!


 

Posted

Reptlbrain:
In that example, it WAS a team of 8, but the number of people made no difference to the PPs chance to hit me, which was the point of the reference. Further, an attack that does more than one tick of damage (such as an Energy Blast, which does a tick of smashing and a tick of energy) can circumvent the oneshot code. DOT can also so this.

Air Superiority is suprisingly effective at knocking foes down, and since I needed to be near the action to provide Dispersion Bubble protection to the team, I actually found it quite effective using the melee attacks. Boxing does very little damage, but has a disorient chance, which can stack with other stun effects.

Panzerwaffen:
If you reread the post you'll find that it supports the notion that Defenders can be rather powerful, which is what you've been arguing all along. However, in your need to be contrary, you've obviously missed this. Your post isn't trolling in this case, but amounts to "what you're reporting didn't happen."

As for my unmanageable build...

Westley:
The character is having endurance issues because of his attacks, mainly. Even with Stamina and all the attacks double slotted for endurance, I'm out of endurance after one or two minions. That's with only Dispersion Bubble, Weave and Manuevers running. Heaven help me if I run Tough and Assault, too.

If you're not ever running out of endurance, I can't imagine what you're doing, short of IOs and accolades.

The problem is one not exclusive to Defenders, in this case. Because the Defender's attacks do half the damage of a Scrapper (for example), he's forced to attack twice as often to defeat the same foe. This means he's using double the endurance the Scrapper does. Tankers suffer from this too. OF course, this really has little to do with Force Fields...


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Milady:
I've rarely slotted for knockback, so this is informative! Thanks!

I'm not trying to be disingenouous. I'm saying that the number of times the Detention power is useful is very small, and as such it's of limited use and therefore limited value. Either way, even if I did use it regularly, it's only going to remove one foe from the fight, and not for terribly long. If you're facing four foes, and you have to rest or PFF after defeating ONE of them, the one you held is going to be free before you can defeat the spawn. This is why I suggested a toggle instead of a click, to give it more utility.

The Scrapper doesn't need to heal the team, that's not his job. Both the Scrapper and the Defender do well on teams, but only the Defender is hindered solo. As I said, I'm not suggesting the Defender be made the same as the Scrapper, just that the discrepancy is too large.

Note that only the buffer can't use all his powers solo (with a handful of exceptions). This is kind of beside the point, however.
Knockback is one of, if not the most, powerful soft control in the game. Not to belittle your experiences but I would suggest you give FF more practice as is and see just what you CAN do with it instead of being quite so concerned with what it can't do.

Just as 2 examples.....

My FF/Dark/Dark did the RWZ challenge the first time right out of the box and has done it twice since without any failures. It is the only toon I have that can make this claim. I faced a ritki mezzmerist in each of the challenges and the only way I could survive was timing my KB to keep him on his butt so that he couldn't mez me. My first attempt took 27 minutes 17 of which was dealing with the mezmerist (btw that first attempt was about 2 weeks before no toggle drop on mez went into effect).

My Energy/Energy/Force Blapper has the AoEs slotted FOR KB and I use it very successfully for mitigation. I routinely out survive scrappers and brutes on ITFs yet only run a total of 7% defense to all positions ALL of the rest of my mitigation is provided by situational awareness and KB. I've done the RWZ challenge on this blaster and have about an 80% success rate.

If you have a toon on Justice and want a demonstration of either or both toons I'd be happy to give them to you. (Global is @Grandpa Squeak)

2 last comments on the subject:

1) PK.... er Westley has no endurance issues because he plays FF/Elec and uses powersink to keep his blue bar topped off. Any other combination is going to have endurance issues even with 3 slotted stamina, all the +max end accolades, and a Numina and Miracle unique slotted. This can be true even while teamed since if your team plays smart they will take little to no damage and "vigilence" will give you squat. My FF/Dark/Dark has all those things, doesn't run hasten, and has an attack chain that is limited by endurance rather than recharge even with sets slotted that have very high end red numbers.

2) The final comment is that the power that you have been eschewing as of low utility, Detention Field, if properly slotted would have entirely prevented the problem you cited with the PP. A Mog'd PP is pretty much unkillable until MoG expires unless you have a rad (or a combination of similar powers from other power sets) on the team or a team of experienced players with IOs. Slapping the PP with Detention field and then just letting MoG expire would have saved you and your entire team from every scrap of damage that the PP could have put out.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Now that he's mentioned Boxing and Air Superiority, it's clear that Ultimo is still trying to go for his melee/ranged/FF Iron Man concept and hasn't changed his build at all. Endurance complaints are probably due to him still running Tough and Weave like in the last thread.

Otherwise:

My wee level 4 FF/Psi Defender managed to keep the Snow Beasts on their behinds in the Winter Event trial yesterday just by using Force Bolt. Once I focused on one, it couldn't get any attacks off. How is that "limited" mitigation?


 

Posted

Quote:
1) PK.... er Westley has no endurance issues because he plays FF/Elec and uses powersink to keep his blue bar topped off. Any other combination is going to have endurance issues even with 3 slotted stamina, all the +max end accolades, and a Numina and Miracle unique slotted. This can be true even while teamed since if your team plays smart they will take little to no damage and "vigilence" will give you squat. My FF/Dark/Dark has all those things, doesn't run hasten, and has an attack chain that is limited by endurance rather than recharge even with sets slotted that have very high end red numbers.
I hadn't thought about that..... but then again... Power Sink IS an Epic Pool that ANY Defender can take if they are having issues. Also, I don't have many issues BEFORE Power Sink either. Enemies drained of endurance don't fight back so hard.

If you are going for a certain concept then yes you are going to have issues working with that concept gameplay-wise. But if you're just playing to play or are playing for EFFECTIVENESS... there's plenty of tools out there to help you be more effective.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
I agree, knockback is a valuable tool, and is sorely underestimated. I think it's being rather overestimated in some of these posts, however.
Again simply not the case. On Catwhoorg Knockdown from Focus is his #1 survival tool in a boss fight solo. (EBs and AVs often require a different approach). Last night I was reminded that Snaptooth is another example of an EB who you juggle and with just a little care he cannot get more than 1-2 attacks off in an entire fight.

It is impossible to overstate just how useful reliable (as in the 100% from Forcebolt rather than the 20-60% chance from most energy blasts) knockback/down is.

That holds true no matter what the AT is using it.

Quote:
Air Superiority is suprisingly effective at knocking foes down, and since I needed to be near the action to provide Dispersion Bubble protection to the team, I actually found it quite effective using the melee attacks.
Take that 100% knockup lesson from AS and apply to Force Bolt from range



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Reptlbrain:
In that example, it WAS a team of 8, but the number of people made no difference to the PPs chance to hit me, which was the point of the reference.
Here's several tips: If you're missing 95% of the time, and even if you hit, you only do negligible damage, stop firing; you might be wasting endurance. If you're on a team of 8, who presumably all have your bubbles, let somebody else who has better defenses than you take the aggro from the MOG'd PP. Also, PP's have cones, you might be familiar with one from your own powerset, so don't stand near the person with the aggro. Also, there are ways you can circumvent the MOG before it's fired. For instance, when the PP's rather low on health you can a) hit Aim and Power Burst, i.e., "burst damage"; b) knock him down with Force Bolt and concentrate solely on him to make sure he can't get up and trigger it; c) ask some of the idiots on your team to please mez the PP before he can fire it off. Or, if someone on your team has psionic attacks, that person can kill the PP if they can hit 'm. Give them your yellows and turn on tactics. Or, one durable teammate can hold aggro until the defense ends (and it can be killed with one more shot), and the rest of the team can go on to the next spawn, with high hopes that they're not too moronic to let the next PP pop off its ueber defense.

Quote:
Boxing does very little damage, but has a disorient chance, which can stack with other stun effects.
A good 10% chance! With a mag of 2! With a duration of 4 seconds! As long as you aren't fighting above your level! Then it's less!

Quote:
Even with Stamina and all the attacks double slotted for endurance, I'm out of endurance after one or two minions. That's with only Dispersion Bubble, Weave and Manuevers running. Heaven help me if I run Tough and Assault, too.
Nonsense.

At level 50--and the curve may vary a bit at 35, but not that much--you can take down an even-con or +1 minion with 4 attacks, provided they don't have strong energy/smash resistance. That will cost you 20 endurance if, as you claim, they're slotted for about 67% end redux. Even if you have Maneuvers, Weave, and Dispersion bubble unslotted for end redux, your gain is 1.25 end/second. Firing off those four attacks consumes at least 6.67 seconds, which means you're regaining at least 8 end while those attacks fire. So each minion killing sequence will cost 12 end, which means you can kill 8 minions with non-stop attacking.

We are men of (imaginary) action. Lies do not become us.*


(*Sorry, Westley in the thread and all...)


 

Posted

Whew. One exam down, two more to go... Time to hit the forum for a bit...


Milady:
I've played Energy Blast (on my Blaster, on a Corruptor, on a Dominator and on Defenders) and Force Fields (on my Defender and Mastermind) since I started playing. I do know that knockback has its uses. I'm jyst saying that those uses are somewhat limited. On most attacks there is only a chance for knockback to occur, and even then there are many foes that are immune to it. Further, in order for it to work, you have to attack and HIT your target. This makes it far less reliable than a defensive toggle.

I'll point out that your FF/Dark has additional mitigation from the Dark Blasts. In any case, didn't you chafe at the idea of taking 27 minutes to accomplish something another AT might have accomplished in 5 minutes?

Slotting for Knockback - does it increase the liklihood of knockback happening? If not, then I don't see how it helps any more than not slotting for it. Foes will still be standing up just as quickly, just somewhat further away.

1) If Power Sink is debuffing an enemy to ineffectiveness, then that's where the character is getting his defense, not from the FFs.

2) I'll agree, the DF would have been useful in that situation, but it's another of those outside circumstances (and he hadn't used MoG or any other such power in any case - we were wiped out before we even did a quarter of his health).


Monkey:
Yes, this is Technaught, and he has Boxing. If you can tell me how to get to Weave without getting Boxing (or Kick), I'd be happy to hear it.

Bouncing one beast mitigates only his damage. The others were still attacking you normally with only the Dispersion Bubble protecting you. Force Bolt (like Air Superiority) can be wonderful when facing bosses that you can bounce around (I love fighting War Hulks for this reason; even my Tanker uses AS in place of Punch), but in most of the content, when you're facing groups, it's of very limited value.


Catwhoorg:
Yes, it IS the case that that is my opinion. That's what it means when I say "I think."

I agree with the usefulness of Force Bolt and Air Superiority (as I mentioned above). I'm just saying that that usefulness is limited by the situation, where a toggle for personal defense would not be.


Reptl:
The main problem with the PP was that no one could hit it. I suspect Super Reflexes and being +5 to be the root of that.

Yeah, Boxing is of limited value, but when paired with another attack you're going to use anyway, it can help to allow a stun to happen where it might not have done otherwise (for example, when hitting a boss with Dispersion Bomb, I often start with Boxing on the off chance that it will stack the stun so the Dispersion Bomb stun will take effect). Not terribly reliable, but I have to take the power if I want Weave.

It's not nonsense. That's what's happening. Yesterday I attacked a group of Rikti next to the base in the RWZ. There was a white conn Communications Officer, a White conn Infantry a Yellow Headman and an Orange Gunner. I opened with the Dispersion Bomb (to stun them so I'd have time to take out the Comm Officer), then attacked the Comm Officer with my main attacks. Power Bolts, Blast and Burst. By then, the others were moving around again, so I used Explosive Blast to knock them around. I was now virtually out of endurance. THe Gunner got up and shot me once, reducing me to half health, the Infantry shot me once and reduced me a bit more, so with no endurance and diminishing health, I had to PFF. This HAPPENED. You can't tell me it didn't I was kind of there. Oh, I had Dispersion Bubble, Weave, Tough, Manuevers and Assault running.

AAARRRGGGHHH. That quote is driving me MAD. I know I know it, but can't think of the source...


 

Posted

Change Deflection Shield to a toggle that offers the normal (or slightly lowered) buffs to allies but also adds a defense debuff effect to all of the defenders attacks. Do the same to Insulation Shield but make it a damage resistance debuff.

This would improve a FF defender's offensive ability and also cut down on the need to constantly reapply buffs to teammates.


>


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Whew. One exam down, two more to go... Time to hit the forum for a bit...
Good luck with those btw.



Quote:
It's not nonsense. That's what's happening. Yesterday I attacked a group of Rikti next to the base in the RWZ. There was a white conn Communications Officer, a White conn Infantry a Yellow Headman and an Orange Gunner. I opened with the Dispersion Bomb (to stun them so I'd have time to take out the Comm Officer), then attacked the Comm Officer with my main attacks. Power Bolts, Blast and Burst. By then, the others were moving around again, so I used Explosive Blast to knock them around. I was now virtually out of endurance. THe Gunner got up and shot me once, reducing me to half health, the Infantry shot me once and reduced me a bit more, so with no endurance and diminishing health, I had to PFF. This HAPPENED. You can't tell me it didn't I was kind of there. Oh, I had Dispersion Bubble, Weave, Tough, Manuevers and Assault running.

AAARRRGGGHHH. That quote is driving me MAD. I know I know it, but can't think of the source...
Near the base I'm going to assume level 35, and use those numbers.

Comm Officer has no resists and at 35 has 345 hit point

Repulsion Bomb is base 30 damage at 35- assume 3 even SO (95%) slotting and +18.75% buff from tactics - this should land about about 64.1 damage

Power Bolt base 30 damage (at level 35) - should land 64.1
Power Blast base 49 damage - lands for 104.7
Power Burst basebase 63.5 - lands for 135.7

Those 4 attacks should be doing 368.6 damage and presumably defeated the Comm Officer (you didn't state this either way)

Repulsion Bomb Base END is 16.9
Bolt is 5.2
Power Blast is 8.5
Power Bust 10.4
Explosive Blast 15.2

Total End on attacks (unlostted) = 56.1
Time (1.67 +1 + 1.67 +2 +1.67) = 8 secs

Toggles for 8 secs is a total of 20.02
Tough 0.33/sec = 2.64
Weave 0.33/sec = 2.64
Disp Bubble 1.07/sec = 8.56
Meaneavuers 0.39/sec = 3.12
Assault 0.39/sec = 3.12


With what you have said you used attacks wise and the toggles your said you are running you would have used 76.22 Endurance.

Base recovery (no stamina) for 8 seconds would be either 2 or 3 ticks of 5 end, lets assume worst case and you get 10 (At base recovery you get 5 end every 3 seconds).

Completely unslotted for endurance reduction in attacks or in the toggles and without having stamina the net use in the 8 seconds of action as described would be 66.22 in the absolute worse case scenario.

You start with 100 End.

The above scenario as described doesn't fit the game mechanics. What else did you have running ? Fly, Sprint, Ninja Run ? All of them ?



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

So let me see if I understand you. Force Bolt, with it's high-mag knockback, is a negligible defense, but Air Superiority, a melee knockdown, and Boxing, with a miniscule chance to stun, are useful defenses? What?

Also, your talk about running out of end before wiping out a couple mobs is flat out untrue, and everyone here knows it. If you are actually slotting two endredux in each attack, and you have stamina, then no, you are not running out of end in two mobs. Why do you expect us to believe that you operate under a completely different set of game mechanics than we do? I suspect, as others have mentioned, that one of two things is really going on. Either you are running numerous other toggles and are not reporting them, or you are lying.

on preview: Catwhoorg hits it on the head with numbers. What you report isn't happening, and I will happily tell you that it didn't happen, regardless of whether you were there or not. Either something's being left out, or you're just lying. I guess really they are the same thing. Here's what I think is really going on: you have a character concept that you want to shoehorn FF into and it just isn't working. You want to solo +4/8 spawns with ff/nrg and when you can't you create a sort of strawman out of the powerset so you can knock it around and claim that the powerset is to blame. You know perfectly well that what you actually want is unreasonable and unlikely to happen, so you create an imaginary scenario and present it as fact, hoping nobody will call you on it. Sadly, some of us play FF and are pretty good at it, so your BS is not gonna fly here. I now understand why some of the folks who came into your thread seemed a little short of patience with you.

Oh, and

Quote:
Off topic trolling
is not what's going on when people show their frustration at you refusing to take instruction. You come in complaining about how FF isn't working as well as you'd like, people offer advice, you say "no no, I want to change how the powers work not how I use them." Then, to top it off, you claim they are going off-topic, which is ridiculous since from reading your posts the topic seems to be "Ultimo is bad at forcefields." It's no wonder that people are sick of your ****.


 

Posted

As for the resistant /Non resistant argument.

I did a couple of 'sorts' in excel on my copy of CHres.xls
(eternal thanks to Culex and the other contributors).

There were 1588 critter types in the sheet
411 of them have some sort of knock protection.
135 AVs (Several AVs have different powers accoridng to their level and so have mutliple entries)
17 Elite Bosses
17 Bosses (Ignoring Boss Turrets and other immobiles like Faathim imprisioned)
23 Lts (mostly due to fly)
23 Minions (mostly due to fly)

The rest of them being objects, turrets and the unusual 'entities' like Steel Canyon fires

There are 364 Boss class entities than are flagged as no knock resistance.

(My version of CHres is dated Dec 2008 - I am sure there may be a newer one)

I saw three 'AVs' Tagged as vulnerable to knock.
Cadabra Kill and Sigil (mislabelled in game, they really are Boss/Lt class)
Jade Spider



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Catwhoorg View Post
Good luck with those btw.





Near the base I'm going to assume level 35, and use those numbers.

Comm Officer has no resists and at 35 has 345 hit point

Repulsion Bomb is base 30 damage at 35- assume 3 even SO (95%) slotting and +18.75% buff from tactics - this should land about about 64.1 damage

Power Bolt base 30 damage (at level 35) - should land 64.1
Power Blast base 49 damage - lands for 104.7
Power Burst basebase 63.5 - lands for 135.7

Those 4 attacks should be doing 368.6 damage and presumably defeated the Comm Officer (you didn't state this either way)

Repulsion Bomb Base END is 16.9
Bolt is 5.2
Power Blast is 8.5
Power Bust 10.4
Explosive Blast 15.2

Total End on attacks (unlostted) = 56.1
Time (1.67 +1 + 1.67 +2 +1.67) = 8 secs

Toggles for 8 secs is a total of 20.02
Tough 0.33/sec = 2.64
Weave 0.33/sec = 2.64
Disp Bubble 1.07/sec = 8.56
Meaneavuers 0.39/sec = 3.12
Assault 0.39/sec = 3.12


With what you have said you used attacks wise and the toggles your said you are running you would have used 76.22 Endurance.

Base recovery (no stamina) for 8 seconds would be either 2 or 3 ticks of 5 end, lets assume worst case and you get 10 (At base recovery you get 5 end every 3 seconds).

Completely unslotted for endurance reduction in attacks or in the toggles and without having stamina the net use in the 8 seconds of action as described would be 66.22 in the absolute worse case scenario.

You start with 100 End.

The above scenario as described doesn't fit the game mechanics. What else did you have running ? Fly, Sprint, Ninja Run ? All of them ?
You could re-calculate this since Ultimo confesses to two slotting endurance in his attacks which makes his claim even more of a falsehood.


 

Posted

Recalculating the endurance used by the attacks and cranking in 3 slotted stamina (and still assuming no endred in the toggles - and dispersion bubble is .52/s, not 1.04/s), he ought to be out a net of about 29.41 end over that 8 second period. That's not even *close* to being "virtually out of endurance". He would've had to use the same string at least 3 times to even come close. Which, of course, means that he's not telling us the whole story. There's not just a missing attack or two in there, there's two or three entire attack strings.

Quote:
Originally Posted by Ultimo_ View Post
What I described happened. You can't tell me it didn't.
Actually, ya, we kinda can, when what you're describing blatantly contradicts well-known game mechanics. What you said *could not have happened*. Not even if you backpedal and say 'maybe I made an attack I'm not recalling'.

If you truly recall that, then all I can say is that you must have a poor memory to forget the dozen or so extra attacks it would have taken to run you out of endurance. In that case, you should demorecord yourself or something so that you can give an accurate recounting of events, since your memory is obviously unreliable.

Otherwise I would suggest you think your stories through a bit more carefully. You're not likely to be able to slip anything past the various mathematically literate forumites here.

Quote:
It's only unfortunate that people ignore the suggestion so they can complain about my MAKING the suggestion, or the manner in which I make it.
If you want to suggest changes to a powerset and you try to justify why such changes should be made, that means that your justification is a perfectly legitimate topic of discussion. You're the one who advanced these stories to support your argument for changes. If you don't want people to discuss them, perhaps you shouldn't offer them? If your argument is 'my defender is incapable of soloing, hence FF needs buffs' and the statements you advance to support your justification can be shown to be made up out of thin air, I hardly think you have any grounds to complain when people point that out.

If you want people to discuss the suggestions, I would suggest that you either don't try to justify them, or refrain from fabricating your justifications out of whole cloth. Otherwise I doubt anyone will pay them much attention, and rightly so.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by Ultimo_ View Post

So... we couldn't have it apply an Endurance drain on the caster that stacks with each pulse (thereby increasing the endurance over time)?
Just because it bothering me, the problem is that the toggle phases the target. You can't affect a phased target so the toggle would turn off.

Ulitmo you are digging your own hole here. Give us some solid evidence that FF needs your suggested changes and maybe we can get back on track. But the only thing you have shown is you are having endurance problems, totally unrelated to your suggestions.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Whew. One exam down, two more to go... Time to hit the forum for a bit...
Good luck on the exams.

Quote:
Milady:
I've played Energy Blast (on my Blaster, on a Corruptor, on a Dominator and on Defenders) and Force Fields (on my Defender and Mastermind) since I started playing. I do know that knockback has its uses. I'm jyst saying that those uses are somewhat limited. On most attacks there is only a chance for knockback to occur, and even then there are many foes that are immune to it. Further, in order for it to work, you have to attack and HIT your target. This makes it far less reliable than a defensive toggle.
Then you know that the uses aren't very limited at all. Situational awareness and playstyle can actually be better than a defensive toggle. If you properly slot your accuracy to 95% and use Aim, geas, and the occasional yellow insp you shouldn't have any trouble hitting 95% of your targets. Energy Blast's cone and AoE have a 50% chance to cause Knockback. Against 8 targets that means (.95*.95*.5*.5 = .2256 * 8 = 1.8) that 1 or 2 targets are all that is standing after your alpha. 95% of the time force bolt makes that 1. 15% defense from dispersion bubble alone should be more than adequate to handle a lone mob.

The KB from those 3 attack powers against 8 mobs (including misses) has provided mitigation that is equivalent to a defense toggle of 38.72% (it's also done a decent amount of damage even for a defender). No single defensive toggle in the game even slotted up to the ED soft cap provides that much defense value. I expect that you haven't looked at it from that point of view though.

Also as I pointed out earlier and as Catwhoorg has confirmed there are relatively few mobs that are immune to KB effects and with a minimum of KB slotting those that are resistant to it or have some protection to it can still be knocked down/back.

My guess is that you have played so long relying on mitigation provided by toggles that you haven't developed the situational awareness needed to survive in typical CoH missions.

It's much the same situation as believeing that healing is the game's best mitigation (it obviously isn't.)

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I'll point out that your FF/Dark has additional mitigation from the Dark Blasts. In any case, didn't you chafe at the idea of taking 27 minutes to accomplish something another AT might have accomplished in 5 minutes?
Yes Dark blasts do that. All ranged damage powers have secondary effects. /Dark's secondary efffect provides what amounts to 10% more defense per blast and I can stack 2 AoE attacks (3 if I don't mind bottoming out my blue bar). I have an FF/Dark because it exemplars well. You can see from the above numbers that a properly played FF/Energy has equivalent amounts of mitigation.

Trading safety for speed is a common theme through out the game. If my goal had been to do the RWZ challenge in 5 minutes I would have brought my IO'd BS/Shields scrapper. It is my only other toon that has 0 failed attempts at the RWZ challenge. I went in with my FF/Dark/Dark to see how well I could succeed. I was unconcerned with the time it would take.

It goes back to the proper use of tools. The scrapper is designed to do that the defender isn't. It's similar to using a spark plug puller, a ratchet, and spark plug gappers to tune up your car. Those tools are all designed to do just that. You can do the same thing with a pair of pliers and a screw driver but it will take you much much longer to do so using tools that aren't designed for the task. You shouldn't expect it to be the same.

Same thing goes the other way. Yeah you might be able to use a set of spark plug gappers as a screw driver if you don't mind ruining them in process but you won't be able to tighten down a bushing connecting 2 pieces of copper tubing with a ratchet.

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Slotting for Knockback - does it increase the liklihood of knockback happening? If not, then I don't see how it helps any more than not slotting for it. Foes will still be standing up just as quickly, just somewhat further away.
No it doesn't, but not seeing how it helps goes back to a lack of situational awareness. While a mob is on it's butt it's damage output is 0. Lots of people get this. What most people fail to take into account is that mob ranged attacks do roughly 60% of the damage that mob melee attacks do. The farther the mobs fly the longer it takes them to get back into melee range especially since the AI will have them stopping to take ranged pot shots at you. When you have your KB distance slotted up enough that your AoE KB powers are recharged before the mobs can return to melee range you have increased your mitigation to what is roughly equivalent of 40% resistance to all damage types.

If you've been following all this 2, 50% chance to KB AoE attacks against 8 mobs gives you similar mitigation to unslotted granite armor. Against fewer targets it's even better. Against more targets it is admittedly worse (though not significantly worse.) That's all free and entirely due to situational awareness. You don't really even need the extra defense from dispersion bubble, just the mez protection.

This is exactly how my Energy/Energy/Force blapper survives in melee range with only 7% defense. The tool kit for a FF/energy defender are almost identical.

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1) If Power Sink is debuffing an enemy to ineffectiveness, then that's where the character is getting his defense, not from the FFs.
That's quite a bit out of context since it was in regards to endurance use and not mitigation. In regards to mitigation, it takes an FF/?/elec 2 applications of Power Sink (even when soft capped for end mod) to fully drain a spawn. With ED capped recharge and no outside sources of +rech that's a bit over 60 seconds. With hasten and some global recharge the best you are going to get it down to is in the vicinity of 45 seconds. Several multiples of the amount of time it took a +4 PP to one shot you.

With your current play style I certainly wouldn't consider it good mitigation for you.

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2) I'll agree, the DF would have been useful in that situation, but it's another of those outside circumstances (and he hadn't used MoG or any other such power in any case - we were wiped out before we even did a quarter of his health).
Which goes back to both power selection and situational awareness.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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Originally Posted by Westley View Post
I hadn't thought about that..... but then again... Power Sink IS an Epic Pool that ANY Defender can take if they are having issues. Also, I don't have many issues BEFORE Power Sink either. Enemies drained of endurance don't fight back so hard.

If you are going for a certain concept then yes you are going to have issues working with that concept gameplay-wise. But if you're just playing to play or are playing for EFFECTIVENESS... there's plenty of tools out there to help you be more effective.
It's not just that. The elec secondary has a 30% chance per attack to refund 50% of the base end cost of the attack. That's a sizeable end savings.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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Originally Posted by Ultimo_ View Post

Monkey:
Yes, this is Technaught, and he has Boxing. If you can tell me how to get to Weave without getting Boxing (or Kick), I'd be happy to hear it.

Bouncing one beast mitigates only his damage. The others were still attacking you normally with only the Dispersion Bubble protecting you. Force Bolt (like Air Superiority) can be wonderful when facing bosses that you can bounce around (I love fighting War Hulks for this reason; even my Tanker uses AS in place of Punch), but in most of the content, when you're facing groups, it's of very limited value.
Get Maneuvers instead? It can spare yourself two power picks while also providing Defense to the team. Dispersion Bubble, Maneuvers and Hover 3-slotted for defense already provide 25% defense, so incoming damge is halved. Soloing against a group of three you can just cage one (incoming damage is now down by 66,5%), FB the other into submission (incoming damage down by about 80%, since he might still get a few shots in) and keep pumping your Energy blasts against the third, who'll get KB'ed into submission, too. Actually, if you take a small purple inspiration, you're at 82,5% mitigation as soon as you cage one guy. A medium purple will already have you beyond the softcap with just the 25% from your powers, too.

As to the value of only knocking down one guy: I'm choosing the same targets I used to confuse with my illusion controller. Keeping, for example, an Aberrant Rector out of the fight makes a huge different to the team.

By the way, if you have Hover, why not just stay out of melee while soloing? Levitating over your foes' heads is not only a good way to avoid their melee attacks, but also to control your knockback. Another reason to drop your melee chain of Box and AS, too...


 

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Originally Posted by Ultimo_ View Post
As it is, playing a Defender is often not any fun at all, and in the end that's what we're here for.
Suggestion: If you don't like playing defenders, don't play 'em. Go make a corrupter


 

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The point here isn't to make the Defender solo as well as a Scrapper, but to make him more balanced. As it is, playing a Defender is often not any fun at all, and in the end that's what we're here for. I'm just looking for a way to make the power set more fun (by making it more capable in solo situations).
Then go play another AT and stop posting about defenders. Having 3 at 50 and leveling a 4th now and planning a 5th, playing a defender is fun.

Defenders are balanced in what they do for teams. Does my 50 DM/regen scrapper or 50 claws/WP scrapper bring to the same amount of buffing/debuffing as my 50 emp/psi, 50 D3, 50 kin/arch, and soon to be 50 cold/ice defenders?

I will say two things again like I said in some older threads. First, what defenders may not have solo is more than made up in what they do for teams.
And second, in every AT, there is a spectrum of powers. Some synergrize very well, some don't. Take my ice/ice tank compared to a fire, stone, or invul tank. Which solo's better? If I went ice/EM, would my soloing be completely different? Is that a fault of my primary or my secondary? I have 4 50 corr's. My fire/rad blows through mobs as does my ice/cold and son/kin corr's. But my dark/therm corr was hard to solo, but shined greatly on teams. Problem with /therm or that I picked a primary that didn't go with /therm? What would have happened if I went dark/dark instead?


 

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Originally Posted by DaveMebs View Post
Suggestion: If you don't like playing defenders, don't play 'em. Go make a corrupter
What do you have against the Corruptor forums?

To be honest i'd suggest a Scrapper or Tanker over a Corruptor for him. They don't even have the powerset he wants, and definitely don't have the tankmagery either. Actually, in my opinion the closest AT to Iron Man in overall performance would be a Crab Spider. If not for the spider legs they would be very much like Iron Man. Ranged energy blasts, powerful melee attacks, good defenses (status protection, resists and positional defenses) and very, very effective (even solo) if built and played well.

...

Okay, the last bit would probably be a bigger problem than the spider legs. After all, someone could make an Amalgam-style mashup character to justify the legs if the idea of creating a character not directly based on a preexisting comic publisher's property is abhorrent to them.

Cue Pony Starker: The Amazing, Invincible Iron Spider Man of Steel.


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