Most Overhyped Power Set Combos?
pretty much anything that's gotten a lot of 'hype' from players is very, very powerful.
Certainly conditions can change (there was a time when /dev was FOTM after all), but generally folks rave about powersets that are really, really good.
Whether they're your personal cup of tea or not is another matter, but it's been my experience over the years that hype follows performance.
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My City Was Gone
Dark Miasma isn't overhyped... It's really that good! Really!
Just rolled one of those overhyped Fire/Dark Corruptors to 50... well Fire is great... but in combination with Dark... the fun of Fearsome Stare, Tarpatch, Fireball, Rain, Fireball... it's just sooooo beautiful. awwwww...
Edit: Did not read the Corruptor Forums... just thought that Rain and Patch would be a great combination to try...
Fire/Kins are overhyped (Trollers).
SS/Fire is overhyped (Brutes).
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PPD: "Nothing to see here... move along... move along..."
While I respect for opinion, I'd have to disagree.
For all the awesome it can do, rad is, if anything, underrated. It's usually overshadowed by Dark Miasma (and Cold Domination to a lesser extent) while being a far, far superior set. |
Having played Radiation Emission to 50 twice, and while it is an awesome set, in steamroller teams of today, it's not as team friendly, per se, as people kill the target that's been toggled debuffed.
Oh it's great on teams for those hard targets, no doubt there, but for normal missions, it requires teammates that pay attention.
That said, fire/kin troller is my pick. Oh it's an awesome set, that I've seen do awesome things, but this is limited to a few players, and most Fire/Kins aren't as good as these other players have been.
Ie...it was the players who made Fire/Kin awesome, not just the combo itself.
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This from Nether:
"pretty much anything that's gotten a lot of 'hype' from players is very, very powerful.
Whether they're your personal cup of tea or not is another matter, but it's been my experience over the years that hype follows performance."
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DISCLAIMER: Personal Opinion
- Fire primaries
- /dark MM
- Bots/Traps Bots/FF - (great cure for insomnia)
- Fire/Kin trollers
- Fire/Psi Domi's
- Super Strength (rage crash is annoying)
While I respect for opinion, I'd have to disagree.
For all the awesome it can do, rad is, if anything, underrated. It's usually overshadowed by Dark Miasma (and Cold Domination to a lesser extent) while being a far, far superior set. |
Rad is more toggle based while the other two have patches. There are pros and cons to both approaches although personally I prefer patches.
Don't get me wrong, I think Rad is a very good set, I'm always happy to see one on my team however my experience is that I see Rad being elevated above both Dark and Cold in player estimation. Overall I think all three sets are pretty equal in power (with Dark lagging a bit behind the other two in AV fights).
Rad is more toggle based while the other two have patches. There are pros and cons to both approaches although personally I prefer patches. |
Many times I've seen Dark Miasma users, not use HT at all, saving it for rez's.
I've even seen a Dark or two not take HT, thinking it couldn't help them solo, even though that's a large mag 2 stun.
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Dual Blades was pretty overhyped before I11 was released. It wasn't a terrible set, it just was too much flash, too little substance.
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I think Dark is underplayed in AV matches, only because players don't use HT to it's fullest.
Many times I've seen Dark Miasma users, not use HT at all, saving it for rez's. I've even seen a Dark or two not take HT, thinking it couldn't help them solo, even though that's a large mag 2 stun. |
Traps: 40d/90r
Radiation: 30d/90r
Cold: 30d/120r
Dark: 30d/180r
Traps is the best on paper since it's very easy to make permanent and it provides twice the debuff of the others. In practice it has some issues, primarily you need to move into melee range to drop the trap and you need to keep the AV reasonably stationary to get the full duration (the actual debuff lasts 10 seconds so you need to keep the AV in the cloud to reapply it).
Controls. Troller or Dom, I've never seen the appeal that brings people to either of these archetypes. Controlling just doesn't seem to be nearly as powerful as everyone says it is.
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A well played controller is a thing of sheer beauty. Control played will is VERY effective and quite powerful.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
But the nice thing with traps is it comes with web grenade, which allows you to keep things stationary, so it definitely has its perks.
Even with a DM user who spams HT is lags behind the other two simply because it has the worst duration/recharge ratio and is impossible to make permanent. Of the four sets with high -regen the ratios are:
Traps: 40d/90r Radiation: 30d/90r Cold: 30d/120r Dark: 30d/180r Traps is the best on paper since it's very easy to make permanent and it provides twice the debuff of the others. In practice it has some issues, primarily you need to move into melee range to drop the trap and you need to keep the AV reasonably stationary to get the full duration (the actual debuff lasts 10 seconds so you need to keep the AV in the cloud to reapply it). |
*headdesk* I never realized HT had -regen... DOH!
HT lasts 30 seconds and it's on a 180 second base recharge, which makes it pretty much impossible to keep it perma.
Cold and Thermal's regen debuffs are similarly on long timers, though theirs are more manageable than HT. Lingering Radiation on the other hand, can be made perma on SOs, after Hasten and AM.
Rad's main advantage is IMO that it's a fire-and-forget set; toggle EF, launch LR and go to town with your attacks. Cold and Dark on the other hand, see a lot of interruptions in their chains with reapplying their debuffs (and buffs in the case of Cold)
I am of course talking about long fights against hard targets, where debuffs and DPS actually matter.
It seems to me there is a debate over what is control and what is not.
THAT to me is total perception.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
/Traps is about the same though. Throw seekers to soak the alpha, while mobs are distracted, drop Poison trap, and acid mortar, and goto town. Rinse and Repeat every mob.
/Traps is about the same though. Throw seekers to soak the alpha, while mobs are distracted, drop Poison trap, and acid mortar, and goto town. Rinse and Repeat every mob.
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The total cast time for those 3 traps powers is roughly seven and a half seconds (not counting arcana time) and the ones for rad take about 4 and a half. And the traps will have to be properly positioned, and are all required to be recasted on AV/GM fights. Rad will also only need to use 2 of its 3 main debuffs on anything but an AV/GM, and only has one power that needs to be recasted on them.
Rad is IMO being underhyped due to cold gaining some more popularity, and due to bots/traps MMs (because MMs can't use rad, or I believe that set would be FOTM) doing some sick things.
While i do agree that /rad can do it faster, they aren't toggle based, and a stun won't stop the debuffs from happening.
The only Debuff on a rad that is 'click and forget' is the -regen one, which i supposed is the most valuable of the three. All of /traps powers are basically click and forget, and yeah, position has a lot to do with it, Acid mortar has some pretty nice range, and once you trigger poison trap, its radius is about the same as a fireball (which is to say, the same radius of /rad's traps)
They both have their pros and cons though, so I'm not starting a fight either
Not to mention the traps are targetable and destroyable, and they will be destroyed by a well placed [Hammer of Justice] from Statesman or [Hammer of Tyranny] from Reichsman
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Acid mortar also has a pretty decent amount of hitpoints, and each 'mortar' lasts 60 seconds, so the debuff will linger for quite some time after it goes boom. (as do the seeker drones, not that you would notice, as they kamikaze into everything so quickly)
Seeker Drones actually have to activate their [Self Destruct] power for the debuffs to take effect. If they're destroyed before they can self-destruct, the debuffs won't take effect.
Also /Traps is the opposite of click-and-forget. That powerset sees a buttload more interruptions than both Cold and Dark combined. It is a good thing indeed that its -regen debuff is autohit and the highest ingame, but the powerset is one of the busiest debuff sets
Deserves every bit of its hype and then some. Best frikken control set and not by a little.
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I'd personally have tucked it away in its own "AT." I'd almost throw it in as a Defender set, and take TA as a Controller primary - TA has more direct, reliable control. Adeon, IMHO, is right in saying it's more a damage set than a control set. I don't care that people like playing it - that's fine - but holding it up as the be-all, end-all of *control* sets, IMHO, is just wrong.
Eh, only trip mine and time bomb are interruptable, but I'm spoiled on /traps on a MM, so /traps on a corruptor/defender might be a lot harder to get the setting up vs blasting down.
I figured seeker drones were set up that way, but i think they have about 1200 hitpoints, and zoom into enemys pretty quickly. I don't think i've ever seen one actually get killed before it blew up and did its debuffs.
For all the awesome it can do, rad is, if anything, underrated. It's usually overshadowed by Dark Miasma (and Cold Domination to a lesser extent) while being a far, far superior set.