Most Overhyped Power Set Combos?
Regen is a subtractive debuff, AFAIK. So that 75% (really 500 * 0.15) is cutting the AV's regen by three quarters, unless the AV in question has some sort of additional regen buff.
It makes a pretty massive difference, either solo or teamed. The only caveat about team play is that regen debuffs only stack up to a point, whereas you're unlikely to have your resistance debuffs entirely marginalized by teammates. Both debuffs are extremely useful against hard targets. |
A 50 arch villain has 28,271 HP. He regens 5% of that every 15 seconds (1413), for a regen of 94 HP per second. If its subtractive (dropping it to 23), that's a net loss of 61. For even a single sonic blast (20% debuff) to not outweigh it, your entire team has to be dealing under 300 dps, which is pretty low. If its multiplicative, the loss is 19 or so, requiring a paltry 100 dps to beat. If my math is off, let me know. It was never my best subject.
There are certainly some corner cases where its handy (unstoppable as mentioned below), but this thread isn't about things that are nice, but overrated. And regen debuffs, IMO, fits that to the point where its replaced healzors for something people wont leave home without. If you really want to kill something fast, bring a /sonic defender. A stacking 20% resistance debuff is pretty obscene.
This is what some people seem to need for everything:
Granite to taunt AVs.
Kin to buff said Granite.
Cold to buff entire team and debuff enemies.
FF/Cold to buff Cold and entire team.
Heal set to heal people.
Rad to -regen the AVs.
Sonic for resistance shields.
Overhyped as in overkill.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
My understanding is its not subtractive, unlike to hit. It works like resistance debuff, recharge debuffs etc, where 100% debuff is halved regen.
A 50 arch villain has 28,271 HP. He regens 5% of that every 15 seconds (1413), for a regen of 94 HP per second. If its subtractive (dropping it to 23), that's a net loss of 61. For even a single sonic blast (20% debuff) to not outweigh it, your entire team has to be dealing under 300 dps, which is pretty low. If its multiplicative, the loss is 19 or so, requiring a paltry 100 dps to beat. If my math is off, let me know. It was never my best subject. There are certainly some corner cases where its handy (unstoppable as mentioned below), but this thread isn't about things that are nice, but overrated. And regen debuffs, IMO, fits that to the point where its replaced healzors for something people wont leave home without. If you really want to kill something fast, bring a /sonic defender. A stacking 20% resistance debuff is pretty obscene. |
Basically any -regen will floor the /regen scrapper, anything that still equates to -100% regen after the regen resistance values will floor the willpower, and anything equating to -100% will still floor the GM.
The best powerset to test this with is a /traps defender, corruptor or mastermind, as poison trap has -1000% -regen, so even with AV level resistance, it will still floor them.
This is what some people seem to need for everything:
Granite to taunt AVs. Kin to buff said Granite. Cold to buff entire team and debuff enemies. FF/Cold to buff Cold and entire team. Heal set to heal people. Rad to -regen the AVs. Sonic for resistance shields. Overhyped as in overkill. |
Rad and a Cold? People do know colds can debuff regen too? Bring more dmg! Bring whatever you can get. There's nothing currently in the game that cannot be done with a fairly rag-tag group as long as the players don't have some sort of mental defect.
Pretty much every Apex/TinMage I have done in the last few days has only had like, a kin, for healing.. or, a thermal and no kin.. no rad.. no cold.. no bubbles, and redonkulous ammounts of scrappers. AV's melted just the same. Sure, Battle Maiden took a little longer.. but it still got done.
Everyone and its mother right now has an IO'd-out Night Widow that they keep bragging about. Speaking from someone who prioritizes "fun factor" over numbers and statistics, I think Night Widows are incredibly boring as an Epic Archetypes.
Peacebringers get cool power effects and shape shifting powers, and a bunch of nifty powers that no other Archetype has access to.
Warshades get even cooler powers with cooler effects that do crazy things. Personally if I didn't dislike the Warshade Inherent, I think Warshades would be one of my favorite archetypes.
Crab Spiders get the cool mechanical arms and all those unique-looking powers that just stand out so much in a team with the little spiders crawling all over the place.
Banes are like Stalkers with maces, and that alone, I find is a really fun concept.
What do Night Widows and Fortunatas get? A mish-mash of Claws, Psionic Blast, Psionic Assault, Mental Manipulation, Ninjitsu, and the leadership pool and some other powers that merely boost their stats. I think the only cool and unique powers in the entire arsenal of a Night Widow are the Poison Darts and Dart Burst. For this reason alone, I think they're very over-rated.
Edit: I even made a Widow and leveled her to 42 just to see what all the fuss is about. I just got so bored of its play style. At least Claws is fun cause you get Focus and Shockwave...
My understanding is its not subtractive, unlike to hit. It works like resistance debuff, recharge debuffs etc, where 100% debuff is halved regen.
A 50 arch villain has 28,271 HP. He regens 5% of that every 15 seconds (1413), for a regen of 94 HP per second. If its subtractive (dropping it to 23), that's a net loss of 61. For even a single sonic blast (20% debuff) to not outweigh it, your entire team has to be dealing under 300 dps, which is pretty low. If its multiplicative, the loss is 19 or so, requiring a paltry 100 dps to beat. If my math is off, let me know. It was never my best subject. There are certainly some corner cases where its handy (unstoppable as mentioned below), but this thread isn't about things that are nice, but overrated. And regen debuffs, IMO, fits that to the point where its replaced healzors for something people wont leave home without. If you really want to kill something fast, bring a /sonic defender. A stacking 20% resistance debuff is pretty obscene. |
Willpower. I personally have 2 Willpower characters, both Scrappers. I like the set in terms of stats and numbers and everything. But come on. The entire set looks so boring. xD Archery. Like Super Strength, I just don't like it when one or two powers define an entire set. Archery is almost in the same boat with Rain of Arrows. Empathy and Pain Domination (A.K.A. H3a1z0rx) Buffs and DeBuffs are almost always more effective than "Heals". Enough said! |
Well, WP really isn't much different than SR under those circumstances.
Really, both the sets are, toggle and go sets. With Brutes/Tankers making out better with WP than Scrappers, and imo Stalkers have a bit more active version (with Reconstruction) and even easier to softcap than the Scrapper/Brute version.
Archery, I see the appeal, the animation just BOOOORE me.
Empathy and Pain are more than just heal sets though, but I see you're reason for saying they're over hyped, when people think they MUST have one on the team to be effective.
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Really, both the sets are, toggle and go sets. With Brutes/Tankers making out better with WP than Scrappers, and imo Stalkers have a bit more active version (with Reconstruction) and even easier to softcap than the Scrapper/Brute version.
Archery, I see the appeal, the animation just BOOOORE me.
Empathy and Pain are more than just heal sets though, but I see you're reason for saying they're over hyped, when people think they MUST have one on the team to be effective.
As for Empathy, yes. That's what I meant. When people invite Empathy and Pain to team because they're looking for a "healer", it just pains me. And it's so incredibly common, even among CoH's veteran players. It's all your fault, WoW!
My vote also goes to Willpower. I love my SS/WP Brute, but as far as defensive sets go I'd much, much rather be playing something else. I've got friends that swear by it... even some that put it on all or most of their melee characters. IT BLOWS MY MIND.
And then also Kinetics. While I do love a good Kinetics character, people that lose their friggin' minds about this set push me away from it... you know, the types of people who firmly believe that they'll die if they don't get SB or if a Kin isn't on their regular ITF or something. It's very, very useful, but holy geez.
Wild Streak - Lv. 50(+3) Beast Mastery/Sonic Resonance Mastermind, Amnesty - Lv. 50 Staff Fighting/Dark Armor Stalker
My understanding is its not subtractive, unlike to hit. It works like resistance debuff, recharge debuffs etc, where 100% debuff is halved regen.
A 50 arch villain has 28,271 HP. He regens 5% of that every 15 seconds (1413), for a regen of 94 HP per second. If its subtractive (dropping it to 23), that's a net loss of 61. For even a single sonic blast (20% debuff) to not outweigh it, your entire team has to be dealing under 300 dps, which is pretty low. If its multiplicative, the loss is 19 or so, requiring a paltry 100 dps to beat. If my math is off, let me know. It was never my best subject. |
With a subtractive regen debuff of 75%, we go to 240 / 0.25 = 960, or one 5% tick of regen every 48 seconds.
If we assume that your HP number is correct (28,271), then the regen debuff drops the AV from ~118 HP/sec to ~29 HP/sec, or a net loss of 89 HP/sec.
That's a lot of virtual DPS. Is it competitive with resistance debuffs in a full team? Probably not, but then again you may not be facing a generic level 50 AV. And let's face it; a full team with good damage dealers isn't going to have much trouble with a generic level 50 AV anyway.
Suffice to say that -regen is a help, and potentially a very big help as opponent HP rises.
That said, I definitely agree with the general sentiment that -regen debuffs are overrated when people recruit for teams. Call it a hold-over from a time long past; call it an unconscious association of -regen with some of the better debuffing sets out there (Cold, Rad, etc). Whatever the case may be, a lot of people seem unwilling to leave home without copious -regen debuffs, when what they should really be looking for is general damage output (whether it comes through -regen or -resistance or just full-on Blaster/Scrapper carnage) and enough mitigation to survive (whether it comes from good aggro management or a bunch of buff support).
Either way, groups heavy on buff/debuff are unparalleled, so we're sort of splitting hairs here. People may very well have a flawed understanding of regen debuffs, and it's kinda annoying to be stuck with the no-regen-debuff stigma on a support character (like my Stormie), but at the end of the day, people aren't wrong for loving Rad and Cold and Traps.
It's been years since I looked at the stats for a generic AV, but if we assume that the AV has 100% regeneration (the base rate), then his ticks come every 12 seconds, not every 15. You get a full bar of health every 4 minutes, or every 240 seconds. 240 / 20 = 12.
With a subtractive regen debuff of 75%, we go to 240 / 0.25 = 960, or one 5% tick of regen every 48 seconds. If we assume that your HP number is correct (28,271), then the regen debuff drops the AV from ~118 HP/sec to ~29 HP/sec, or a net loss of 89 HP/sec. That's a lot of virtual DPS. Is it competitive with resistance debuffs in a full team? Probably not, but then again you may not be facing a generic level 50 AV. And let's face it; a full team with good damage dealers isn't going to have much trouble with a generic level 50 AV anyway. Suffice to say that -regen is a help, and potentially a very big help as opponent HP rises. That said, I definitely agree with the general sentiment that -regen debuffs are overrated when people recruit for teams. Call it a hold-over from a time long past; call it an unconscious association of -regen with some of the better debuffing sets out there (Cold, Rad, etc). Whatever the case may be, a lot of people seem unwilling to leave home without copious -regen debuffs, when what they should really be looking for is general damage output (whether it comes through -regen or -resistance or just full-on Blaster/Scrapper carnage) and enough mitigation to survive (whether it comes from good aggro management or a bunch of buff support). Either way, groups heavy on buff/debuff are unparalleled, so we're sort of splitting hairs here. People may very well have a flawed understanding of regen debuffs, and it's kinda annoying to be stuck with the no-regen-debuff stigma on a support character (like my Stormie), but at the end of the day, people aren't wrong for loving Rad and Cold and Traps. |
http://paragonwiki.com/wiki/Health_Regeneration
AVs do indeed regenerate 5% every 15 seconds, which is their 100% regeneration value. Its a little different then players.
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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I'd say fire/kin while effective at dealing damage is over hyped. I think /Rad gets over hyped sometimes as well.
Storm is under hyped. It is a very strong set for (soft) control, debuff, and dealing damage.
DM/DA brutes/scrappers/tanks. I don't see why people keep bragging about how strong they are. My DM/DA brute's level 30 and trying to play the character is like pulling teeth. barely any survivability even with Dark Regen and Siphon Life, barely kills anything even with Soul Drain, Smite, and Shadow Punch, and a major end hog on top of that. True I don't have either of the Disorient or Fear auras yet, but I can't see either making that big of a difference in effectiveness.
Every other Scrapper, Tank, and Brute, even the DB/ELA Brute, I have was easier and less painful to level.
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Every other Scrapper, Tank, and Brute, even the DB/ELA Brute, I have was easier and less painful to level.
But you're right. It's not everyone's cup of tea. I certainly abandoned mine because of the endurance issues.
My Dark/Dark tank begs to differ. "D
If it hasn't been mentioned already- Inv/SS with Energy Mastery of course. How else would you add in Laser Beam Eyes.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
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Rangle's right....this is fun.
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Which is exactly what happens with statesmen and honoree in the RSF and LGTF. Once they pop unstoppable, their resistance becomes greater then 100%, and any resistance debuffs will only increase your damage by the value of the debuff, which a 20% increase of 1 damage, is really only 1.2 damage.
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Had a couple LRSFs fail on Statesman just because the team couldn't kill before Unstoppable recharged again and would just keep regening his health back during it. Killed all the other AVs perfectly fine.
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
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Yes. SR is also boring in that regard. I forgot to mention it! It's partially why I stopped playing my Dual Blades/SR Brute. She was nearly unkillabled. But dear gawd, so boring! It was worse with Dual Blades you had to press the attacks in the -exact- same sequence -every- time. I could literally write a script that would take care of playing her to full efficiency. As for Empathy, yes. That's what I meant. When people invite Empathy and Pain to team because they're looking for a "healer", it just pains me. And it's so incredibly common, even among CoH's veteran players. It's all your fault, WoW! |
And in a max DPS build, you wouldn't even use the combo (mind you that's a lot of RCH).
But still, using the combos to get the max dps, is no different than someone using an optimal DPS chain formax damage.
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My vote also goes to Willpower. I love my SS/WP Brute, but as far as defensive sets go I'd much, much rather be playing something else. I've got friends that swear by it... even some that put it on all or most of their melee characters. IT BLOWS MY MIND.
And then also Kinetics. While I do love a good Kinetics character, people that lose their friggin' minds about this set push me away from it... you know, the types of people who firmly believe that they'll die if they don't get SB or if a Kin isn't on their regular ITF or something. It's very, very useful, but holy geez. |
WP however is an AWESOME defensive set, when built for it, that you can survive a lot!
However, WP and SR lack the fun of the other sets clickies.
Stalker WP for example is more active (and more fun because of it) due to having Reconstruction over RTTC.
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A few of my own.
Sonic Resonance
There isn't any set in the game that performs so badly, IMO, that I would never play it. But at least of the "buff/debuff" sets out there this one comes the closest for me. And while it doesn't exactly have an army of PR reps on the boards or in game trying to sell it, for some reason the set seems to get a free pass from a lot of people because it "has debuff."
There also appears to be what I can only describe as a kind of cooperative mythology surrounding Sonic Resonance, as it is often said that it is "good on teams that are already soft capped." Well, ok, if you did happen to min/max your team or got lucky in that way Sonic R might add... something. That is if Thermal Radiation didn't exist. Sonic Res, for what it's worth, feels like the off-tank of buff/debuff sets. The only time it's good is when you probably didn't need it.
Cold Domination
Actually Cold Domination is quite a nice set. What I want to address specifically is the notion that Cold Domination is a replacement for Force Field. It's not. I'm not going to say Force Field isn't a set that could use some buffs. But anytime someone says they would "always take a Cold over a Force Field" I'm left with the immediate impression they are someone who has little first hand experience with the relative strengths and weakenesses of an actual support set, and is viewing both sets only in light of what they would provide for their best characters on the toughest fights in the game. Ironically, it is this same focus that IMO tends to elevate Sonic Resonance higher than it really deserves.
Defender Blasts in General
I'm going to catch heck for this, but I guess I'm a risk taking guy. Defender blasts are not exactly "low damage." But over and over again I see statements about "Defenders who know how to buff and also do damage." Well, truthfully, Defender damage is not that great. It is not even kind of great. Like it or not, when you play a Defender, you become a buff bot of sorts. It's not that you shouldn't blast--especially if your blasts have useful debuffs. But the notion that the average team really cares whether their Empathy or Force Field Defender is constantly blasting is at least partially unfounded. At the least, you could probably get away with having ~2 good single target attacks and an AoE or 2, and the only people who would really care are the ones who troll power selections in order to bait you with insults. Anything you add above that should be viewed as more less what they are, tools for soloing.
Fire/Kin Controllers
Already brought up by others. It's not that this is a bad character. It's just that what it's good at is pretty lame, and once you hit 50 even a poorly run toon could outmarket what this guy spends hours earning the hard way.
Illusion Control
Actually Illusion Control is a great set. But I agree with others that what it's good at is not really control. This character is basically a type of Mastermind. We can quibble about the definition of what control is all day, but in the end Illusion still can't lock down a series of ambushes like the other Control sets can, and that is becoming more and more necessary in newer content.
A few of my own.
Sonic Resonance There isn't any set in the game that performs so badly, IMO, that I would never play it. But at least of the "buff/debuff" sets out there this one comes the closest for me. And while it doesn't exactly have an army of PR reps on the boards or in game trying to sell it, for some reason the set seems to get a free pass from a lot of people because it "has debuff." There also appears to be what I can only describe as a kind of cooperative mythology surrounding Sonic Resonance, as it is often said that it is "good on teams that are already soft capped." Well, ok, if you did happen to min/max your team or got lucky in that way Sonic R might add... something. That is if Thermal Radiation didn't exist. Sonic Res, for what it's worth, feels like the off-tank of buff/debuff sets. The only time it's good is when you probably didn't need it. Cold Domination Actually Cold Domination is quite a nice set. What I want to address specifically is the notion that Cold Domination is a replacement for Force Field. It's not. I'm not going to say Force Field isn't a set that could use some buffs. But anytime someone says they would "always take a Cold over a Force Field" I'm left with the immediate impression they are someone who has little first hand experience with the relative strengths and weakenesses of an actual support set, and is viewing both sets only in light of what they would provide for their best characters on the toughest fights in the game. Ironically, it is this same focus that IMO tends to elevate Sonic Resonance higher than it really deserves. Defender Blasts in General I'm going to catch heck for this, but I guess I'm a risk taking guy. Defender blasts are not exactly "low damage." But over and over again I see statements about "Defenders who know how to buff and also do damage." Well, truthfully, Defender damage is not that great. It is not even kind of great. Like it or not, when you play a Defender, you become a buff bot of sorts. It's not that you shouldn't blast--especially if your blasts have useful debuffs. But the notion that the average team really cares whether their Empathy or Force Field Defender is constantly blasting is at least partially unfounded. At the least, you could probably get away with having ~2 good single target attacks and an AoE or 2, and the only people who would really care are the ones who troll power selections in order to bait you with insults. Anything you add above that should be viewed as more less what they are, tools for soloing. Fire/Kin Controllers Already brought up by others. It's not that this is a bad character. It's just that what it's good at is pretty lame, and once you hit 50 even a poorly run toon could outmarket what this guy spends hours earning the hard way. Illusion Control Actually Illusion Control is a great set. But I agree with others that what it's good at is not really control. This character is basically a type of Mastermind. We can quibble about the definition of what control is all day, but in the end Illusion still can't lock down a series of ambushes like the other Control sets can, and that is becoming more and more necessary in newer content. |
Sonic Renosance just isnt an overhyped set.
Cold Domination, for all the love it's given, doesn't seem popular, from what I've seen.
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This sounds less like "What do I think is over hyped" and more of a "this is what I think sucks"
Sonic Renosance just isnt an overhyped set. Cold Domination, for all the love it's given, doesn't seem popular, from what I've seen. |
Perhaps we run in different quarters
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). |
In theory the Dominator Version can be even better than Poison Trap, as the -regen on it is enhanceable (500% base so can get to ~1000% with slotting, higher with Alpha Slot or set bonuses).
It suffers from the same melee-only weakness as Poison Trap though, and needs capped recharge to get it perma... but you don't need the target to remain stationary and it floors their recovery as well as their regen. Never mind giving you a heck of a boost to both regen/recovery...
Or are you saying, in this corner you run, Sonic Renosance is really hyped up?
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Speaking of Overhyped, I would have to say Nightwidows are stupidly overhyped.
I played a Bane for a long time and most people give my Bane plenty of compliments when teamed. But on the forums people told me that compared to Widows, Banes are lacking. I have to disagree. Yeah, they deliver more damage and have more defense options, but after playing one to 50 just seemed a lot lackluster from what I heard, didn't quite deliver as much damage as anticipated or advertised and when it came time to fight an EB it just seemed a bit longer for my Widow than it did for my Bane, but my Bane had Venom Grenade, Suvallence and Pets that helped add to the damage.
Super Strength, going the have to agree with the Rage crowd, the crash is just a bit much, but I will have to take that temp power idea into consideration that might be a good fix, but the defense debuff and the end drain still suck too. On a Tank it might not be that bad considering Tanks get high resists and can take hits, Brutes get Scrapper level resists and a lot lower HP than Tanks.
Willpower, Base wise with just the Fighting pool and CJ/Hover it really isn't that great SO wise, guess compared to a lot of other sets I played with using just SOs it doesn't really seem as great as people say it is, but when IO'ed it is a nice beast.
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