Cold vs FF


Amy_Amp

 

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The difference between COLD and FF. On the Buff front only......

Assuming 4 IO's worth of Defense in the shields (to show what they can do at the ED Cap) and slotted maneuvers on a defender.. Assuming the team lets you buff them.... And they stay near you....And you buff them on time.

FF
Def
all but Psi 46.6 (capped at 45)
Untyped Psi 21.75
40% Toxic Resist
Tons of knockback/Knock down and some stun

Chance to hit 5% unless it's untyped Psi (or devouring earth/Rularuu/Auto hit AV Fluffy etc Everyone hates these)

Cold
Def
All but Fire,Cold, Psi 37.34
Untyped Fire, Cold and Psi 13.04
Res
29.9 Energy
39.9 Fire
54.9 Cold
+535 max HP's
20% Toxic
Chance to hit 12.66 unless it is untyped fire cold and PSI (or devouring earth/Rularuu etc)

Chance to hit difference 7.66% higher chance to hit a person buffed by an Ice defender (assuming of course they let you, are standing near you, and you remembered to buff them). Now add 1 night widow to the team. Congrats everyone on the team is soft capped.

I am of the opinion that this is a silly argument everyone keeps getting into. Find the power set with the most fun extra's for you. They both offer a unique play which is more then buff every 4 minutes. Inherent stamina and Ninja Runs means you can easily take Everything from the whole powerset including the stinkers now. Your blasts are meh fun compared to lining up a Heatloss so that blasters and controller can start doing rolling nukes. It's less fun that a FF er using Force Bubble to Block a hall way from around a corner to stop a devouring earth ambush saving a retreating team

I'm looking at that penultimate mission in the numina TF before all the shield users figure out they need inspirations when they agrro 3 8-man spawns of devouring earth.


 

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Originally Posted by HelicopterCat View Post


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This. Is. Awesome.


 

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Originally Posted by _ACFU_ View Post
I prefer to play with people and not AT's. A good FF will beat an average Cold any day.
I have a 50 of both and this simply isn't true. Force Field doesn't have the tools that Cold Domination does. I say that with no bias whatsoever. I live both sets a lot.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Originally Posted by Late2Party View Post
I am of the opinion that this is a silly argument everyone keeps getting into. Find the power set with the most fun extra's for you. They both offer a unique play which is more then buff every 4 minutes..
Yes, it is a silly argument. Both Cold & FF are great sets. They bring a lot to a team, and are fun to play. This topic has been beat to death many times before, and we should all allow the horse to rest in peace.


 

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Originally Posted by TwilightPhoenix View Post
General question...

Cold Doms: You use frost shields and Frostworks on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?

FFers: You use bubbles on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?

Both instances: You don't know he's soft and HP capped since you haven't asked and he hasn't said, so no saying "but I wouldn't buff him".
"but I wouldn't buff him" is a different answer to a different question. What benefit do they get? The tank with a Cold wins out in the end. Period. [/thread]. A FF defender can soft cap a team. So? Do you really need to be soft capped? No, you don't. I'll take a Cold over an FF somewhere between 9 and 10 times out of 10.

P.S. I have a /ff controller. I would like to get it to 50 some day, but I simply have too many alts to focus on it enough to get it there.


 

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Originally Posted by Gargoyle_KDR View Post
Question: What protection (+DEF, +RES, other, etc.) can the Cold provide itself? Specific values would be useful in the answer (say for a level 50).

I know what a FF can provide itself both with it's own powers and when Leadership and/or other power pools are included. My FF'er runs at 46.6% defense to range, 46.9% to Energy and Negative, and 32.4% to everything else without the use of PFF. And then there's the 47% resistance to S/L that he brings himself.

I ask about the self protection because if the FF or Cold gets dropped then there is the whole "what protection is still available to the team" situation.

- B.

I have a FF/Ice build that's either soft capped or within 1% of it to Smash, Lethal, Energy, Negative, Psionic, Melee, Ranged, and AoE. His lowest defenses are Fire and Cold at 42% each. Mezz protection keeps these values from switching off. He drops Blaster-level Blizzards and Ice Storms and can Freeze Ray anything that might have wanted to cause trouble. Courtesy of the new PPPs, he also has an AoE immobilize combined with Force Bubble to pretty much keep anything that wanted to hurt him from getting in his face.

Force Field is not perfect, but Castle is going to have to tread lightly if he decides to buff it. IMO defense debuff resistance would be a good start (I understand the original reason it wasn't provided but think that reason no longer applies in today's game), and making the knockback somewhat less redundant.


 

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Originally Posted by Arbegla View Post
Knockback, Knockdown, and repel will, in most cases, just annoy the hell out of your teammates.
As any good Storm/Energy Blast/Energy Assault/Energy Manipulation/Peacebringer/Gravity Control player would probably tell you , if you're annoying the team you're doing it wrong. As a disclaimer, I don't fall under good Storm due to lacking a Storm user. The other sets I've used at various levels of extensivity (I know that's not a word) to be familiar with how to use them. Most teams don't even realize (or just don't say anything) my Grav Controller is using Wormhole as much as possible, a power well known for ticking off teams when used poorly.


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Cave map, force bolt that big nasty away from the squishy, and it lands in another group, congrats, you just aggro'ed a second group for really no other reason then you wanted to watch rag doll effects.
Thankfully, aggro does not work like that in CoX. Now if you go chasing after him, toss a fireball after him, or the Dark/ had him used as an anchor (at which point your team is free to ridicule you if you Force Bolt an anchor), then you'll aggro that second group. Now if this game had, say, Aion's aggro mechanics, you'd have a big point here.

Also, I'd like to introduce you to knockback's good friend, Mr. Wall. They get along very well. Mr. Wall also likes Sleet (and similarly targeted powers), because you can use him to cast from out of Line of Sight. Unfortunately, Mr. Wall isn't present in some areas and you do have to take that into consideration if you're leveraging knockback or Sleet.


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Detention field, again, has situational uses (STF comes to mind) but outside of that one, or two instances where it'll be useful, it just slows groups down as your having to wait for it to drop before you can pound on the thing you just detentioned.
Again, if you're having to wait and it wasn't an emergency use or an "Ok, everybody use Rest!" moment in an AV fight, which I'll admit is extremely uncommon on decent or better mid-level+ teams, it was a bad use of Detention. Of course, the power is still situation, that I won't argue. However, I will argue that situation powers are awesome in the situations that they'd be good in. It's like taking a Rez on an Empath. You shouldn't need it because nobody should be getting killed. It's highly situational. But if someone does go down, you'll be glad you had it.


Anyway, remember, I'm not arguing FF is better than Cold. And I'm not going to argue it. So, constantly replying to me will just have me taking pot shots at different parts of your posts without directly addressing your "Cold > FF" position.

Though, back at your 8 vs 35 argument, I could tell you how a lot of other Defender/Controller/Corruptor/Mastermind sets could handle it if you'd like. Pretty much every set would have something they could do to save the team in that situation (or just use Vengeance).


 

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I have a cold defender, but not a FF (yet), so I can only comment on COLD.

Cold is great. I love it. Not only can I nearly cap your defense (I took manuevers), but I also get a nice stealth power that combines with Super speed to make me totally invis. I also picked up Recall friend, because I'm a nice guy like that. On top of the fact that my team is VERY hard to hit, the enemies rarely get the chance, because theres a 20-30 second delay between each of their attacks! Heat loss is great for low end teams, but hard to get it on the people who need it, unless everyone stays packed together nicely .

Now, onto the downsides. I have nothing for myself once I've been spotted. Even my fog + manuevers does very little to protect me. And a dead me means no debuffs, because my MAIN debuff is a toggle, and the others have short durations. Arctic fog is the ONLY power I have to buff my own survivability, and all it gives is 5% defense. FF has PFF, which is great, basically a 'save your life Oh_Sh*t' button.

Benumb is nice, but honestly, very situational. Ever checked the recharge and duration on that guy? 2 minute recharge, 30 second duration. You need a LOT of +rech to get that perma. On big teams, most other things die too quickly to make it worthwhile, so its situational, and mostly used for AV's. With such a slow recharge, its not something I find myself using every fight.

To counter the argument about the knockback agroing another group -- Oh look, my snowstorm anchor started running away and agro'd a nearby group. Woops! And who do they all have at the top of their 'hate' list? Why me, the ONE guy in the group with no defenses.....crap .

Now, looking at the bubbler, it has better defenses (you can softcap without manuevers, where I only get close WITH manuevers). The AE +defense (big bubble) has a twice as much defense compared to Arctic Fog (10% vs 5%) and has protection from mez, while mine has +stealth (but not enough by itself for total invis). +Stealth isn't doing much for you while IN combat (does it?).

My debuffs are awesome, and can seriously slow enemies down (which is devastating), but the bubbler has some VERY cool tricks up his sleeve. He has more soft controls in the form of knockdown/up/back. Force Bubble is really cool, and dispersion bomb is an AE Knockdown + disorient on a SHORT recharge (30 seconds un-enhanced.)

In short -- they're different. Of course! I want variety in play styles and tactics more than just visual effects. If they were identical, it would make for a boring game. But is one "better" than the other? I don't think so. And if so, its by a VERY small margin. They just have different tricks up their sleeve. You have QUITE a few bubblers out there who just buff the team, then do little more than play like a blaster. However, I think if you find some bubblers who use the set to its full advantage (properly), you'll find them to be VERY powerful.

Perhaps FF is just a little HARDER to play properly compared to Cold? Like one of the first replies in this thread, its all about who's playing the toon.

P.S. -- Cold/Cold defender is great, because you get snow storm + 3 other 'rain' effects. Muaahahaahha.


 

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Originally Posted by TwilightPhoenix View Post
General question...

Cold Doms: You use frost shields and Frostworks on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?
No tank can self-HP cap. What he gets is resistance to Fire, Cold, Energy, Toxic, +Health, and a significant amount of extra recharge/slow debuff protection.

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FFers: You use bubbles on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?
Psi defense (which will not be soft-capped on an Invul), positional defenses to go along with his typed defense, endurance drain resistance.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Originally Posted by Direwolf21 View Post
Now, onto the downsides. I have nothing for myself once I've been spotted. Even my fog + manuevers does very little to protect me. And a dead me means no debuffs, because my MAIN debuff is a toggle, and the others have short durations. Arctic fog is the ONLY power I have to buff my own survivability, and all it gives is 5% defense. FF has PFF, which is great, basically a 'save your life Oh_Sh*t' button.
Let's say a boss is coming near my Cold/Cold Defender. Infrigidate, Snow Storm, Ice Storm, then start cycling my attacks. That boss will take a long time to get into melee if he makes it at all. I've literally gotten a boss held because they were so slowed they couldn't reach me in time.

And besides my defense, I have 43% Sm, Le resistance, 31% Fire, Cold Resistance, and 62% Energy Resists with Charged Armor. It's not so bad.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Originally Posted by Panzerwaffen View Post
Yes, it is a silly argument. Both Cold & FF are great sets. They bring a lot to a team, and are fun to play. This topic has been beat to death many times before, and we should all allow the horse to rest in peace.
I think it's a legitimate target because Force Field, while providing great protection should be brought up to its fellows in other areas such as debuffs.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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I would take a Cold over a FF every single time. Although, in most cases, I'd take a Cold over anything else.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

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Originally Posted by EvilGeko View Post
I think it's a legitimate target because Force Field, while providing great protection should be brought up to its fellows in other areas such as debuffs.
That sounds great. I can't see this happening without a corresponding nerf to FF's defense though...


 

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Originally Posted by EvilGeko View Post
Let's say a boss is coming near my Cold/Cold Defender. Infrigidate, Snow Storm, Ice Storm, then start cycling my attacks. That boss will take a long time to get into melee if he makes it at all. I've literally gotten a boss held because they were so slowed they couldn't reach me in time.

And besides my defense, I have 43% Sm, Le resistance, 31% Fire, Cold Resistance, and 62% Energy Resists with Charged Armor. It's not so bad.
Now now, we're comparing Cold with FF -- Charged armor isn't in either of those sets, so doesn't count .

Yes, you can slow them, but a FF defender won't let them near him ever. You need to know hes coming at you, while a FF defender doesn't need to know, he just keeps up his repulsion bubble, and hes good to go . In other words, you need prior knowledge that an attack is coming, where a FF defender may not.

Secondly, you'll need to focus on keeping that guy away from you (I know, I've done it), by constantly debuffing him and staying out of his range. Meanwhile, you're not helping your team much (if at all). A FF defender has Repulsion bubble up, and can completely forget about that boss. He can keep doing his job while keeping himself safe -- we have to stop doing our jobs to protect ourselves.


 

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Originally Posted by Direwolf21 View Post
Now now, we're comparing Cold with FF -- Charged armor isn't in either of those sets, so doesn't count .

Yes, you can slow them, but a FF defender won't let them near him ever. You need to know hes coming at you, while a FF defender doesn't need to know, he just keeps up his repulsion bubble, and hes good to go .

You'll need to focus on keeping that guy away from you (I know, I've done it), by constantly debuffing him and staying out of his range. Meanwhile, you're not helping your team at all. A FF defender has Repulsion bubble up, and can completely forget about that boss. He can keep doing his job while keeping himself safe -- we have to stop doing our jobs to protect ourselves.
Untrue:

If you Snow Storm the guy, he and everyone he runs past is cycling their attacks at a snail's pace;

If you Infrigidate the guy, everyone is hitting him with no problem and if he has Fire attacks you'll lol at them.

If you just run into things and fire off Sleet/Heat Loss then the mobs will be drained, easier to hit and hit harder, slowed, and perhaps flopping on their butt.

It's beautiful terror and it most certainly helps the team.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Originally Posted by Panzerwaffen View Post
That sounds great. I can't see this happening without a corresponding nerf to FF's defense though...
Considering Cold offers more overall mitigation (considering Frostworks/slows/resistance) I don't see why this would be necessary.

I think the bigger problem for Castle is the famed Cottage Rule. Because Force Bubble is a prime target IMO to turn completely into something else.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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The more I read the more I wonder if Cold doesn't just need a nerf to slap it back into line. The other obvious set to compare it to (IMO more obvious than FF) is Storm Summoning, and it doesn't make that set look too hot either.


 

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Originally Posted by EvilGeko View Post
Untrue:

If you Snow Storm the guy, he and everyone he runs past is cycling their attacks at a snail's pace;

If you Infrigidate the guy, everyone is hitting him with no problem and if he has Fire attacks you'll lol at them.

If you just run into things and fire off Sleet/Heat Loss then the mobs will be drained, easier to hit and hit harder, slowed, and perhaps flopping on their butt.

It's beautiful terror and it most certainly helps the team.
I agree, in all those specific circumstances. But you talked about a random boss breaking off from the pack and attacking you. This means that snowstorming him does not affect his friends (Because hes run away from them, and towards you).

My point is, that when we get agro'd, we die a lot easier than a FF defender will. Thats indisputable, simply for the existance of PFF and the repulsion bubbles. Sure you have options at your disposal to help you survive -- in certain circumstances -- but they have some downsides and require more effort.

In other words --- Ice defenders probably have a LITTLE more for the team, while having a LITTLE less for themselves at the same time.

Overall, I believe it's balanced. Devastating, true, but what archtype isn't when played and slotted properly?


 

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Originally Posted by Oedipus_Tex View Post
The more I read the more I wonder if Cold doesn't just need a nerf to slap it back into line. The other obvious set to compare it to (IMO more obvious than FF) is Storm Summoning, and it doesn't make that set look too hot either.
Cold is the red-headed step child of storm and FF. It may do what power sets can do, but it really doesn't need a nerf to put it in line with either one of those.

Storm is just fine the way it is. Its all about controlled chaos, and storm does that really well.

Force field on the other hand, is really just a 1 trick pony. The times KB would matter more then just slowing the mob to a crawl is few and far between. a KB'ed mob can still fire off attacks, I've seen it happen before, they get up, fire, fall back down. a slowed down mob, just can't recharge it fast enough.

While force bubble is about 150% better then repulsion field, both of them cost ALOT of endurance to run effectively, and FF has no means to get any extra end back, aside from relying on something to help with the blue bar. Cold has a massive end drain, and a massive recovery boost power, that can be up about every spawn, and in some cases even replace stamina in some builds.

Force Field needs a buff, some form of defense debuff resistance atlest. Throw it into dispersion bubble, so its better then the Force Field Generator from traps, as that really puts dispersion bubble to shame. No needs to adjust the numbers, just put like a enhanceable 20% defense debuff resistance value on it, with 3 or so def IOs you looking at like 30% maybe 40% DDR? thats still less then a /shield gets, and would help alot in situations where Defense debuff can cause cascading failures.


 

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Originally Posted by Arbegla View Post
Cold is the red-headed step child of storm and FF. It may do what power sets can do, but it really doesn't need a nerf to put it in line with either one of those.

Storm is just fine the way it is. Its all about controlled chaos, and storm does that really well.

Force field on the other hand, is really just a 1 trick pony. The times KB would matter more then just slowing the mob to a crawl is few and far between. a KB'ed mob can still fire off attacks, I've seen it happen before, they get up, fire, fall back down. a slowed down mob, just can't recharge it fast enough.

While force bubble is about 150% better then repulsion field, both of them cost ALOT of endurance to run effectively, and FF has no means to get any extra end back, aside from relying on something to help with the blue bar. Cold has a massive end drain, and a massive recovery boost power, that can be up about every spawn, and in some cases even replace stamina in some builds.

Force Field needs a buff, some form of defense debuff resistance atlest. Throw it into dispersion bubble, so its better then the Force Field Generator from traps, as that really puts dispersion bubble to shame. No needs to adjust the numbers, just put like a enhanceable 20% defense debuff resistance value on it, with 3 or so def IOs you looking at like 30% maybe 40% DDR? thats still less then a /shield gets, and would help alot in situations where Defense debuff can cause cascading failures.

Force Bubble is one of those powers that, to the people who originally wrote it, must have seemed like it would be beyond amazing. It's interesting how the way the game world works and the types of encounters we run into have made it widely considered a skippable Tier 9.


 

Posted

The comparison isn't close from a survivability standpoint and especially not from an offensive standpoint. Cold is vastly superior to FF.

At keeping a fellow defender w/ 1 slotted health alive over a 2 minute window FF is about 2.4% better (10043 pts of damage vs 9803 pts of damage) vs S/L damage and Cold is about 22% better against energy damage and even more against Fire or Cold.

The reason for this is because layering mitigation > one mitigation type. Cold utilizes +hp, strong def, and resistance whereas FF just uses defense*

*Worth noting is that the cold must use frostworks for this to happen, which is limited to ~4 teammates on SO's. So if for some reason all 7 other players are drawing considerable aggro the FF may start to pull ahead. Or at least until the cold uses some of its debuffs...

Repulsion bomb+FBolt while terrific don't hold a candle to sleet+snowstorm in terms of control or further mob mitigation. The cold will -rech (and movement cap) +1's with that combo, which approaches an additional 75% damage reduction over a long enough window. If they were roughly on par for surviving incoming damage from straight buffs the cold is now considerably ahead once adding in a couple of its debuffs.

So now that we know that cold is vastly superior at mitigation and at offense it basically comes down to comparing the unique powers that each set has.
FF: mez protection, Forcebubble, cage
Cold: slow/rech protection, heatloss, -special/-damage

Mez protection vs slow/rech protection: I won't downplay mez protection, it is great, but there are lots of sources of it and/or means to make it less imperative. I personally prefer the rech/slow protection of cold because that is a very rare form of mitigation. Simply put, I have lots of way of making a mezzer less of an issue, but few ways of making quicksand less annoying.

Cage vs benumb: I don't think I even need to go into detail on this one. Benumb is the best debuff in the game limited only by the long recharge. It makes tough single enemies crumble, whereas Cage just puts them in a timeout.

Forcebubble vs Heatloss: I like both these powers, however HL is a lot like benumb - amazing and limited only by long recharge.

Anyway, yes FF responds better to manuevers and yes Cold responds better to hasten. Cold responds better to IO's and the additon of other buff/debuffers due to its flexibility and the fact that it is really good at a lot of things, but doesn't put all of its eggs in one basket.

It is also worth noting that at the upper limits cold is superior to every buff/debuff set (yes even rad), so a decisive victory over FF on SO's becomes a landslide. That isn't to say that FF is junk, Cold is just that good at making teams excel. It isn't hugely popular due to it maturing very late and the fact it doesn't offer a great deal of personal mitigation.


 

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And where'd you pull your numbers from? And why are you comparing individual apples from Cold to individual oranges from FF?


 

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Originally Posted by Rockmar View Post
A good player is better than an average one? Would never have guessed.
If you play with people and not powersets, say you're on a team of 7, theres room for one more person and you invite your friend, that friend has both a Bubbler and and a Cold, and is equally good at playing both, which one would you rather they bring, supposing that they are also apathetic towards which one they play thusly eliminating the cop out answer of "I would tell them to play whatever they want."


Edited for typos.
I'd do what I always do if a friend asks me what they should bring to the team. I'd tell em to bring what they want to play. There isn't really much need to have a specific team build for this game. You can make just about anything work.


 

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Originally Posted by TwilightPhoenix View Post
And where'd you pull your numbers from?
The math fairy left them under my pillow.
I'll expand though if you like.
Def has 1017hp (1606 capped)

FF provides 39% def. That means mobs have an 11% chance to hit. Which basically gives you the equivalent of someone with 9245.5 hp. With 1 slotted health you have 157% regen. Over a 2 min window a 1017 hp toon would regen 798 hp. 9245.5+798 = 10043.8

Cold provides 31.2% def and caps hp. That means mobs have an 18.8% chance to hit. Which basically gives yo the equivalent of someone with 8542.5 hp. With 1 slotted heath you have 157% regen. Over a 2 min window a 1606 hp toon would regen 1260.7 hp. 8542.5+1260.7 = 9803.2

So against S/L which neither set provides resistance to FF is about 2.4% better over a reasonable time frame. A shorter window makes FF look better. A longer window makes Cold look better due to the extra regen. Pick w/e you like as they are close enough to be called equal.

Against any type of damage that cold provides resistance to such as energy, fire, or cold it is considerably tougher than FF.

*The obvious rebuttal is for someone to try and devalue +hp, or start talking about scenarios where x happens to make the value of additional def more important. The flexibility of Cold provided by layered mitigation and the willingness that it accepts additional buff/debuffers/IO's should probably halt anyone in their tracks that would want to venture down that path. As long as someone understands that Cold+x (where x is another buff/debuff set) > FF+ x in most game scenarios.

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And why are you comparing individual apples from Cold to individual oranges from FF?
Well I thought that was obvious in the previous post. Once you compare what they offer in terms of survivability and offensive boosting (which FF has none of the latter) you are left with several powers that sit alone as unique and largely specific to only the set they are found in. For instance Caging is quite rare and is something that FF brings that very few other sets provide. Similarly, -special is quite rare and something that Cold brings that few other sets provide. They are both single target and situational. Same goes for team mez protection vs team slow/rech protection. Which just leaves the t9's standing alone.

The unique powers of a set can be quite profound in determining the overall effectiveness of a set. For instance even if the numbers said the FF was considerably stronger at mitigation than Cold (which is isn't) the fact that Cold is one of the best sets in the game against AV's might sway someone to give it the nod if that suites their gameplay. As it stands though Cold is superior in mitigation, offense, and unique utility powers when played in a team setting. But again, that isn't saying FF is terrible. It's just not nearly as good as Cold when examined under the parameters of most team settings.

Edit: another way to look at it is if a mob does say 100dps of S/L your squishy friend would survive for 233 seconds protected by a FF user. He'd survive for 193 seconds protected by a Cold user. When just comparing the buffs they have. Against a mob that does 200 dps S/L it would be 66 sec for the FF and 59 sec for the Cold. If it is a damage type that cold provides some res against it will always be better and if you factor in any of the considerable -rech that cold offers it will always be better.


 

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Originally Posted by EvilGeko View Post
Considering Cold offers more overall mitigation (considering Frostworks/slows/resistance) I don't see why this would be necessary.

I think the bigger problem for Castle is the famed Cottage Rule. Because Force Bubble is a prime target IMO to turn completely into something else.
Agreed on both points.

PFF is another good example. It works great for what it does, but saying that it should be the cornerstone of an FFer's defense is like saying you can stick Phase Shift on a Blaster and he'll be invincible. It's a situational power that you have to cut off the rest of the team to use. In essense, the old argument is that the FFer is the worst defended member of the team; in order to reverse that, he's got to completely reverse it.

And really, debuffs don't fit the concept of the Set. But Endurance recovery and conservation, and greater damage, these WOULD be in the concept of a set based on "force". The idea is not to replace the existing powers, but to enhance them, like Conserve Power being replaced by Energize. That was a "one trick pony" power that was given more of a variety of effects.