Ben_Arizona

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  1. Ben_Arizona

    195% rech

    Quote:
    Originally Posted by Deacon_NA View Post
    Well let's look at that from a "glass half full" perspective. Or more precisely, a glass 70% full. All the proc needs is to hit on 1 mob. I'll trust your math and say that a 31% to miss all 10 targets means there's a 69% chance to hit at least one to fire off the proc. Again, that's a 69% chance the proc fires when using the Psi Tornado. That's awesome and well worthwhile.
    Oh, yeah, no question there. I'm just disagreeing with the statement that "it's rare that it won't proc on at least one of them", because, well, it's not. It'll happen about a third of the time.
  2. Quote:
    Originally Posted by Nihilii View Post
    Gotta agree with Techbot. Trick Arrow Assault Rifle defender or corruptor (you can do either now, right ?) would be a nice sucky combo, there's nothing inherently bad about either but combining the two would be incredibly tedious (to me, at least).
    Don't forget to take Mace Mastery with that.
  3. Quote:
    Originally Posted by Psiphon View Post
    I'm obviously doing something wrong!
    I haven't got a great amount of experience with Brutes but whenever I've tried to level a Brute I found it much slower than a Scrapper.

    Two ways of building Fury:
    Mobs attacking you - pre SO's not durable enough to take the damage
    You attacking mobs - need to attack continually - pre SO's/Stamina run out of End

    Scrappers on the other hand do good damage irrespective and can thus slow down or speed up dependant on their End and health status.

    As said that's what I've found.
    The thing about Brutes is that because so much of their damage comes from Fury and the only thing preventing them from building as much fury at level 1 as at 50 is their ability to survive it, you can run low-level damage output on par with an SOed scrapper as long as you guzzle the inspirations you need to survive the process. This makes leveling potentially faster, if riskier.
  4. Ben_Arizona

    195% rech

    Quote:
    Originally Posted by Riverdusk View Post
    10% chance per critter hit. Why you use it an AoE like tornado. Use it on a group of 10 enemies and it will be rare it doesn't go off.
    You'd think so, but actually a 10% proc hitting a group of ten enemies will fail to go off entirely about a third of the time. Don't believe me? Get out your old calculator.

    90% of the time the first guy won't proc. 90% of those times, the next guy won't proc, and 90% of those times the next guy won't, and so on. So on your old calculator, start with .9, and multiply it by .9, and multiply it by .9 again until you've multiplied ten .9s together. The result is 0.31 and change, or a 31% chance that your ten 10% chances to proc all fail.

    (This, of course, assumes that you hit them all. Since any attack has a 5% chance to miss, you'll miss at least one of the ten fairly often, and you're sure not procing off those guys.)

    Now, that doesn't mean Force Feedback proc in Psionic Tornado is a bad idea, of course - but it's not a remotely reliable or consistent boost, just a nice benefit when it works.
  5. Quote:
    Originally Posted by MentalMaden View Post
    Edit- Ah, I think it's pointless to go back and forth on this. It only makes people seem shrill and neither of us will change the others mind. I can/did give reasons but at this point it's just seeming like we're trying to get in the last word. OP take what makes sense to you, weigh out the arguments and always feel free to ask questions here at the Controller forums. We are pretty civil people here.
    Heh, sorry. I do have a tendency not to really let this sort of thing drop.

    Anyway yeah, Stone Cages isn't a bad power or anything, just trying to get the other side heard. Honestly if the OP had respecs to spare I'd recommend trying it both ways to see which powers he likes best, though, especially since the extra damage really does help make soloing marginally less head-against-wall before 32.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    I think what people are trying to say is it really isn't a niche power. I actually did spend a lot of time without it, so I can see an argument for skipping it. But, it is one of those powers most people take.

    It's funny how public opinion has shifted on it, though. It definitely seems like lots more people hated the power a year ago, and I've been explicitly told by some team members not to use it, because of the overwhelming sound + graphics. I've always been happy to oblige since, on a team, I'm more likely to use Earthquake.
    I don't think AoE immobilizes are niche powers for all controllers. However, given that it is actively counterproductive to a staple power in the same set, and that one of the most popular uses of AoE immobilization (preventing stun/confusion wander) is fairly well covered by other powers in the set, I feel it's fair to consider Stone Cages specifically a niche power. Your mileage may vary, and apparently does.

    @MentalMaden, yes, an AoE immob with -kb is probably useful in more situations than a -fly, but I don't feel it's useful in more situations than an AoE -rech with -fly. It's not just AVs that -rech is useful against; large spawns of Rikti/Lost, Malta, Carnies, BP, Circle in certain level ranges, or anyone else who has a fairly high proportion of enemies that are distinguished by a single really annoying power will have the situation significantly improved by Snow Storm. With small spawns this is less likely to be an issue, though, and as always - your mileage may vary.
  7. Ben_Arizona

    VEATs and HEATs

    So now can we see some Kheldian story content that non-Kheldians can access without a Task Force?

    It is my personal belief that the reason Kheldians are less popular than Spiders is not entirely a matter of mechanics (although Spiders being mechanically better doesn't help), but rather because when you unlock the Soldier of Arachnos villainside your response is "oh man, I can play as one of those guys I keep fighting with the cool weird attacks!" and when you unlock the Kheldian your response is "..a what now?"

    ITF, Moonfire TF, one or two non-story-arc missions from contacts that you frequently just won't see on the way up. I think some clues on Tobias Hansen's story arc might mention Nictus too. That's your heroside exposure to Kheldians unless you're already a Kheldian yourself, and it can make the whole thing seem stapled-on rather than "Wow, I can be one of these guys now!" Give us more Kheldian-related content for non-Kheldians, let us get to know them like the other factions, and it'll be a lot more satisfying when you unlock your own whatever level it happens at.
  8. Quote:
    Originally Posted by MentalMaden View Post
    I think we are arguing less FOR stone cages as we are arguing against not taking stone cages.
    The thing is, if you want stamina and a travel power (and most characters do, although you could try gambling on getting enough recharge for Heat Loss to make up the difference), you're going to drop three powers. (Two if you have the City Traveler badge, but most people don't.)

    Salt Crystals is an easy cut. I think Stone Prison is, and objections on that one seem to be pretty minimal (although it will make your early solo life a bit easier).

    At that point it becomes a knife-fight between Frostworks, Stone Cages, and Snow Storm. For me, Stone Cages lost the knife fight, and I am explaining why. It is reasonable to me that for other people Frostworks or Snow Storm will get cut, but it seems frequently taken as a given that Stone Cages is not even on the table for this particular cut. I've said quite a few times that I'm not trying to argue that nobody should take Stone Cages ever. Rather I am saying that it goes with Frostworks or Snow Storm on the candidates list for the third cut and that I don't think it should be treated as the mandatory/hard-to-cut power people consider it to be - it's one of the niche powers of the set pairing.
  9. I should clarify: "cut back on Earthquake for control". It remains, as you note, a fantastic debuff patch.

    If Earthquake is not one of the best powers in earth/cold, it is because those two sets are packed with fantastic powers. That said, I find it an excellent staple control, and don't find the arguments in favor of Stone Cages generally compelling.
  10. Quote:
    Originally Posted by MentalMaden View Post
    2. I'm not as worried about the wandering of stun as I am keeping any enemies in a tight group for aoe damage types to come in and finish off the group. With aggro management....i.e. not just spamming cages willy nilly and having good solid melee teammates to soak the aggro: cages does just fine.
    This is reasonable, although either way the group remains pretty well packed if it was to begin with. And if it wasn't to begin with, well, Stone Cages isn't going to help. I don't find that the practical difference between an immobilized group and a stunned and Quicksanded group is actually all that large for AoE powers, but I would certainly agree that as far as the difference exists, it's in Stone Cages' favor for this particular purpose.

    Quote:
    3. My experience with controllers is pretty extensive, too. Not sure if you were implying that it might not be. My favorite powerset is earth control and I know it quite well.
    I did not intend to imply that you lacked experience with earth control. I simply found the statement that "too much emphasis is placed on the flippy floppy powers" inexplicable in light of two of earth/cold's best powers being, well, flippy floppy powers. (Although frankly Sleet would be great even without the knockdown.)

    I don't get angry at other players who immobilize on my earthquake patches; if someone's tactics involve a lot of tossing out immobilization (as I've said, immob is pretty handy to Fire controllers for Hot Feet, and Plant trollers can hardly avoid mass immobilization between Carrion Creepers, the Flytrap, and the boosted damage on Roots) then I'll just cut back on the earthquakes when they're laying down their immob patches and use my other powers instead. With two controllers, you can afford to do that. On the other hand, if someone's throwing out huge amounts of immobilization, I'm not sure how adding Stone Cages would synergize with that. Clearly this guy's got the immobilization part of the deal pretty well covered. Is the idea to make an enemy extra-immobile?
  11. Quote:
    Originally Posted by Zombie Man View Post
    ((It's just a glitch in reading one texture file for another. A restart of the client should clear it up.))
    So did turning off Ultra Mode occlusions. Although the surgery to remove the door was apparently not free of complications.

  12. This is my character as I have never seen her before! I have no idea why this is.

  13. Quote:
    Originally Posted by SpittingTrashcan View Post
    The reason I mentioned the "Afraid" status is twofold. First, that's the name of the effect when you look up powers in City of Data, so it's good to know the difference between this and "Terrorized". Second, and more importantly, Afraid is not an inherent property of all debuff or damage patches. Enemies aren't reacting to the debuff or damage when they flee a patch; they are reacting to the Afraid status being placed on them, and if it wasn't there they'd happily wander onto them and stay there. Some entities are immune to "Afraid": for example, a number of Controller pets are, and so they will continue to fight from a debuff or damage patch without trying to move away. Some things that are not patches grant "Afraid": Ice Control.Arctic Air has a chance to grant "Afraid" on each pulse, and Storm Summoning.Tornado has an "Afraid" granting aura. Also, some patches have had "Afraid" added or removed from time to time. Notably, Fiery Aura.Burn did not always grant "Afraid", and as a result it was less useful for mitigation, but much more powerful as a damage tool.

    The reason why I felt it's important to explicitly mention "Afraid" is that it's the cause of a lot of enemy (and ally) behaviors that are often attributed to other sources. Entities react to "Afraid" in a specific way that's important to take into account when discussing general entity AI.

    More on topic: I agree that the enemy AI does switch between seeking to enter melee range and firing from ranged, and that they recognize when entering melee is impossible, but not when it is difficult. It's also the case that enemies have different levels of interest in entering melee range in the first place. Some time ago, when discussing Mastermind minion AI, Castle made remarks to the effect that pets can be made to behave in one of two ways with respect to approaching enemies they are set on attacking: either they can prefer to approach to the range of their longest-range power, or to the range of their shortest-range power (ask Mercs MMs about the two-fisted Medic...). I believe NPC enemies can be assigned one of these tendencies as well, and may switch between them as conditions change.
    Right. I was referring to it as "avoidance" because I was pretty sure that calling it "afraid" would get people rambling on about how fear doesn't work that way. It's going to be a problem one way or another, and at least with "avoidance" you know which one I'm talking about.

    That's an interesting note about AI behavior with regard to ranges, and would make sense. I suspect that for most enemies there's no significant difference between "switches between approach-to-longest-range and approach-to-shortest range" and "switches between ranged and melee"; it should only really matter for enemies who have some attacks that fall into a middle range, which I don't think many enemies do.
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    Interesting observations.

    I'm not sure that "approach" is really a separate mode. What it feels like is enemies in "melee" mode will use whatever is at their disposal if they are moving toward you but haven't quite closed to range yet. They definitely stand up from knockback sometimes and shoot immediately.

    Back when I was dealing with game programming regularly, the formula that was used for AI movement was called A* (pronounced A star). The way that formula works, the game AI calculate routes by determining the cost of the available paths, with each node it passes through given varying weights. It also traditionally thinks about how long it will take to move through the node in relation to the benefit (e.g. the value of using 2 vs 4 seconds in order to close with an enemy). For example, in a strategy game, moving an army through a lava patch may be riskier, so the AI de-emphasizes that option in the formula without totally ruling it out.

    What I suspect is that the AI doesn't consider its movement speed when running toward you. When immob'ed it sees immediately that it can't close with you, so it won't even try, but when slowed doesn't take into account the extra risk. The AI also definitely does not consider pulsing AoEs in its assessment, which gives rise to its willingness to run straight onto an Ice Slick.

    There's a tutorial on A* here: http://www.policyalmanac.org/games/aStarTutorial.htm

    [Edit: Some minor terminology issues for clarity.]
    It may not actually be a separate AI mode, but at the least it's a state that's important to distinguish for these purposes, so calling it "approach" seemed as good as anything. That is some interesting insight into how this might work, though. It certainly doesn't seem to consider its movement speed in this decision: if there's a path, the AI will take it as far as I can tell (although with multiple paths it can get strange about how it decides to approach for reasons I can't fathom). I've also never seen it take player-made hazards into account, although I believe I've seen it run around or over in-map lava - if it gets around a player terrain hazard, it's by running onto it, avoidance triggering, running back off it at an angle, and so on until it's around the avoidance patch. (Or, in some cases, running right through if it's made it to somewhere that the shortest shot to the edge of the patch is on your side of it. This is one reason Caltrops works so well.)

    @SpittingTrashcan: That's the kind of effect I was referring to with an "avoidance patch", yeah. I'm aware of the "afraid" terminology, but since fear is used almost universally to refer to Terrorize in CoH I've tended towards a less ambiguous term (in my opinion, anyway).
  15. Quote:
    Originally Posted by Substrate View Post
    I've played a lot of blasters/defenders/corrupters before and never really missed having them. So I don't think I would call them essential. But still I'll give it a shot the question was more are two worth it more then anything else.
    Defenders and corruptors don't get Build Up. This sort of changes the dynamic - while Aim on its own gives a nice-but-nothing-to-write-home-about damage boost, the synergy between Aim and Build Up means you're throwing and hitting with some serious pain each time the two are up.
  16. Ben_Arizona

    Energy Blast?

    Quote:
    Originally Posted by Grey Pilgrim View Post
    He was responding to someone that said it lacked decent AOE damage, which I agree with as well.
    Yeah, I know, his rankings just seemed off to me for the reason I stated. I agree that Energy Blast is middle-of-the-road for AoE damage, which is sufficient for me.

    Personally I like my en/en blaster quite a bit. She has a "patriotic superhero" theme (the character is originally loosely modeled on Star-Spangled Kid), and I've colored her attacks so that her ranged and melee attack chains each cycle between red and blue. It looks nice and kills enemies great.
  17. By a "real control", I mean that it does not reduce the enemy's ability to take action on its own.

    You call Stone Cages the only AoE control that will be up every group, and then you immediately talk only about using it in pairing with Stalagmites. In my eyes, this situation has Stalagmites applying the actual control element, with Stone Cages being used to minimize side-effects of Stalagmites. While Stone Cages does this very well, and I do not deny that it does this very well, I feel that Quicksand does well enough in this regard given that Stone Cages is not otherwise a very good power. If you do not feel that Quicksand minimizes the effects of Stalagmites well enough, then certainly go ahead and take Stone Cages.

    (You may not think that Quicksand or Snow Storm is otherwise a very good power. This is of course your personal taste, and de gustibus non est disputandum. For my part, I find their debuffs much more useful than a little extra wander reduction on Stalagmites.)

    MentalMaden, you say that "too much emphasis is placed on the flippy floppy powers". This is because the typical practice, as Local_Man describes and my experience reflects, involves alternating between Earthquake and Stalagmites as an opener control on a fast-moving team, and while flippy-floppy is a nice side-effect for Sleet it is the basis of Earthquake's control aspect. Emphasis is placed on the AOE knockdown because one of Earth's two fast-recharging controls is an AoE knockdown field. For my part, I feel too much emphasis is placed on nullifying the wandering from stun, but I at least acknowledge that someone who finds that more annoying than Quicksand can handle will be seeing it often enough that I can understand wanting to do more about it. Saying that an earth/cold puts too much emphasis on his knockdown fields is like saying that a plant controller pays too much attention to Seeds of Confusion and Carrion Creepers: it's because they're critical powers you'll be using a lot.

    Edit: I should probably clarify something. I tend to see a lot of people's advice being that Stone Cages is essentially mandatory for an earth controller because otherwise the wander from Stalagmites is unmanageable. I did take the immobs on my earth/cold, but I found from personal experience that the wander was greatly mitigated by Quicksand, to the extent where I stopped bothering to use the immobilize after Stalagmites if there was a quicksand patch. Since Quicksand applies a large defense debuff, I use it very often, and eventually ended up just going with a Quicksand + Stalagmites combo instead of Cages + Stalagmites. At that point, I was using the immobilizes solely for -fly and extra damage, and the extra damage contributed was not terribly significant, even slotted for damage. I started using Snow Storm for -fly instead, and eventually respecced out of the immobs entirely. I have not missed them. I do not say that no earth controller should ever try taking them, but they are also not nearly as mandatory as they are made out to be, nor is Snow Storm as low-tier a power as people like to make it out to be.
  18. Quote:
    Originally Posted by Carnifax_NA View Post
    Having the AOE immob is good for when you hit the 40s, assuming you're taking an AOE Blast. The one-two combo gives your fairly weak aoe blast a nice ooomph via Containment.
    This is a reasonable standpoint, although as I've said it is not my choice as a matter of taste.

    My earth/cold is probably the least solo-oriented of my controllers, and it's my feeling that if you want a solo-oriented controller earth/cold is not a terribly good choice for it. As a team-oriented earth/cold will be a fantastic teammate, and a solo-oriented earth/cold will simply be less terrible at soloing than the team earth/cold rather than actually being good at it, it makes sense to me to build for team play with an earth/cold.

    The damage from the immobs and the containment on your APP blast will make your damage output go approximately from "terrible" to just "bad". (I am leaving aside Animate Stone here because Rocky does not benefit from Containment anyway.) Soloing, the difference between terrible and bad is fairly significant. On teams, the difference between terrible damage and bad damage is not especially noticeable, while the difference between having or not having a given utility power may be considerably moreso.

    As I say, they may be worth taking depending on your priorities, but they are not always worth taking on an earth/cold. I would consider that, after Salt Crystals, the immobs are the most skippable powers for a strongly team-oriented Earth/Cold. Quite possibly they are not for a strongly solo-oriented Earth/Cold, who may wish to consider skipping Snow Storm or Frostworks instead.
  19. Ben_Arizona

    Energy Blast?

    Quote:
    Originally Posted by DrMike2000 View Post
    I beg to differ. Energy Blast has standard AoE damage.

    Energy Blast has two AoEs (both of which work from range, which is nice). Both do around 0.9 damage scalar.
    Same as Electric Blast, Archery and Dual Pistols.
    Rain of Arrows puts Archery ahead - it's ranged AoE, short-recharge and crashless, so I would put it in the AoE pool rather than the nuke pool. Archery is below AR for AoE output but ahead of Energy Blast.
  20. Quote:
    Originally Posted by Local_Man View Post
    I'm in the camp where I prefer to have Stone Cages over two slows. For lots of reasons: (a) Stone Cages have -Fly which will handle the problem the majority of the time . . . plus there is -fly in Quicksand, so once they are on the ground, you can keep them there. (b) Stone Cages sets up Containment, as others have mentioned. (c) Stone Cages + Stalagmites act as a hold. While the Slows reduce the movement of the stunned foes, some often do wander out of the AoE of the slow. (d) Stone Cages is your fastest recharging control power. You can fire it off every few seconds. Add a proc or two, and that damage can add up. On the other hand, the Slows will only fire off procs every 10 seconds, and you don't have as many procs available. (e) Stone Cages + a corner to hide behind is just as good as an AoE hold . .. up every few seconds and able to be made perma at LEVEL 4! (f) There is a significant value to -Knockback . . . depending upon your teammates. Just try teaming with a Peacebringer. And if you realize that the -knockback only works for 12 seconds, you can use that to your advantage, since the Immob continues long past then. Cast Stone Cages, and just as the 12 seconds starts to run out, you can then use Earthquake or Freezing Rain a/k/a Sleet to make them bounce in place. (g) People complain that Stone Cages conflicts with Earthquake and the knockdown in Sleet/Freezing Rain -- just don't cast it. Too many people think that Stone Cages has to be spammed, but it can be used stragically. (h) Personally, I like the graphics of huge stone things locking down foes. It also makes the foes easy to see.

    While there are some benefits to having both slows, I think the better choice is to take Stone Cages. The combo of Stalagmites+Stone Cages is just too good and fast as a "First Strike" control. Both Earthquake and Volcanic Gasses take a few seconds to work on the entire group, but Stalagmites is your only "instant control" AoE power.
    I respect your standpoint, but disagree with it as a matter of personal taste. Referring to Stone Cages as your "fastest recharging control power" is, in my mind, misleading as I don't consider immobilization to be a "real" control. It does, as you note, create Containment, but I do not consider Containment to be a significant end in itself (and I am aware that I am in the minority on this point). I do not like Stone Cages as an anti-fly, since for my earth/cold the primary purpose of an anti-fly is to drop them into my Earthquake, and dropping flying enemies into an earthquake with a power that renders them immune to it seems a little silly.

    As for the duration of the KB protection, I freely concede that part of it is that this is somewhat more juggling of timing specifics than I'm especially fond of. However, I think it's pretty hilarious that when I try to argue in favor of /devices on the blaster boards people rant and scream that five seconds is an unpardonably long delay on teams, while on the controller boards you're rendering Earthquake ineffective for "only twelve seconds"!

    Some people like immobilizes. Actually, I'm quite fond of them myself on non-Controllers (Web Grenade is much beloved of me). However, on Controllers I find them generally unappealing, and one of the many reasons I'm very fond of Illusion and Mind Control is that they don't waste your time on them. My Fire/Rad does use Fire Cages, because he makes heavy use of a small-radius effect patch with avoidance that doesn't immediately prevent enemies from fleeing it (Hot Feet + Choking Cloud) and because using it with his stun doesn't penalize his other abilities. On the other hand, I find Earth's effect patches extremely effective at keeping people in them, and the immobilize works against one of them, so it's far less appealing.

    Immobilizes are not useless powers, and if you have them you'll find ways to use them. Depending on your priorities, they might be worth taking. However, my experience is such as to lead me to recommend that an Earth/Cold either skip them or respec out of them after 32. I had them, I used them, I dropped them, I find the powers I took instead more useful to me.
  21. Quote:
    Originally Posted by MentalMaden View Post
    Two groups you see for just a few levels in your 20s and 30s, I don't see it as that important of an example. -Fly is situational at best.
    Cabal and Sky Raiders were the ones that came first to mind. Basically any situation where enemies like to fly around and there are large spawns, AoE grounding helps.

    If you want a more common example, Freak Juicers and Stunners like to fly out of earthquakes sometimes, especially in large groups. Also (as I said) the -recharge is pretty significant with groups that have obnoxious "specialty" powers , which become more common at higher levels.

    I rarely use it when soloing, but on large groups Snow Storm shouldn't be ignored.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    I understand your point. For most people, though, I think having both is probably overkill, because there are so many other important powers to grab in Cold and Earth. It's not so much a factor of the powers being bad as what you have to leave out to take both.
    Such as, for example, the immobs.
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    The reason to take the AoE immob is to get easy Containment for your epic AoE blast. When I was playing Earth a lot I didn't actually use it a lot for that, since I was teaming and preferred Earthquake for safety reasons. But it's a good ability to have if you want to solo in the 40s.
    This is fair, I suppose. Part of it is just backlash on my part against a "CONTAINMENT IS GOD" mentality I see here and there, where people (not the majority of people, but quite a few) seem to think that building controllers for containment at all times and all situations should be maximum priority. Part of it is just my general dislike of immobs for controllers, too. If room for it opened later I might take it, but for the reasons I've explained it's not really a priority.

    Anyway my dislike of immobs led me off onto a tangent. The main point was supposed to be that there's a reasonable case to be made for having both Snow Storm and Quicksand: A toggle with -fly has non-trivial value to an Earth controller, especially against certain types of enemies (Cabal, Sky Raiders), and a toggle AoE recharge debuff has value against quite a few others. The fact that movement slow will be going past the cap hardly even bears on it, in my view.
  24. I may be a bit strange, but I took both Quicksand and Snow Storm, and respecced out of the immobs entirely. My reasoning is as follows.

    First, why I dropped the immobs: Earthquake + Quicksand is my primary means of control. Stalagmites is extremely useful for filling in when Earthquake is not up, but its duration is too short for it to be as "standard" as Earthquake. Because I am so heavily using Earthquake, the immobs have the potential to be counterproductive: they can keep stunned enemies from wandering, but Quicksand (which is essentially perma) can keep them mostly under control without then interfering with an Earthquake I may want to lay down when/if Stalagmites wears off. So, taking the immobs for the sake of actually immobilizing enemies is not terribly helpful. The reason I had taken the immobs before respeccing was to have an extra source of damage when solo. At 32, Animate Stone drastically reduces the need for this; if I exemplar down below 27 I will lose that, but barring the urge for Ouroboros soloing, if I exemplar below 27 I will be on a team, where the damage from the immobs is a joke anyway and having more control/buff/debuff is far more useful to me. So, that's the argument against the immobs for me - they could be a bit useful on the way up, but I wouldn't keep them and sort of wish I hadn't taken it to begin with.

    Now, as to why take Snow Storm when I've already got Quicksand: First off, Snowstorm is an AoE -fly. This is extremely useful for keeping things in your debuff/control fields (quicksand, earthquake, volcanic gasses). Second, it's a massive toggle -recharge; even +2s will be attacking only half as often with it going. Against large groups of enemies with particular "problem powers" (mezzers, sorcerers, shamans, just about any enemy with a significant debuff power) this will have a significant impact. Yes, it drops if the anchor dies or you get mezzed, but that's a problem that any toggle debuff has, and /rads get by somehow. Snow Storm's not a power for every situation, but if you remember you have it and use it appropriately you'll be glad you took it. It's probably one of the more skippable powers in Cold Domination if you absolutely must shave some picks, but that's mainly because CD is so full of delicious things.
  25. I have an arch/dev. It doesn't steamroll +4 as well as other builds, but other blaster builds have trouble farming the Cimerora wall on common IOs and SOs, so, y'know. There are tradeoffs. It's not like you can't pull your weight on a steamrolling team without Build Up; any reasonably AoE-enabled blaster is going to add a significant amount of punch with the amount of buffing that flies around on a steamroller team.