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Posts
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Joined
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Meh.
RL interrupts mean im out. -
Seeing as the much loved Marvellous guys dont seem to be posting this week
Continuing the tradition of 12pm Saturday TF's, and given that Citadel was missed by many...
Citadel, 12pm, Saturday 7th? -
It certainly does. The issue of non-stacking was resolved a whilst ago (issue 5) and it now provides both positional and damage type defence.
It is therefore an excellent addition to an ice tanks armoury, so to speak. -
Recharge is better IIRC. Ive never made slick perma without +rcharge buff
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I find those poor tanks who didnt take ice secondary are rather grateful for a blaster darting in and out and laying a nice patch for them
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Personally id put my money on the SR/Kat. You would have to engage, make the Regen use instant healing, then disngage. Run until that dropped, and then move in to kill. But, the /regen would probably disengage until IH recharged...
So it would be pretty dull tbh... -
Ice Slick?
Wow, that must be the worst power of any blaster secondary
*walks away hands in pockets whistling tunelessly* -
Agree. The only thing you need fear with a good tank is AoE
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Its abouut Risk / Benefit.
THe problem with many "uber" sets like /fire is they are absolutely awful in many teams when aggro is not handled well. BUT put yourself in a team which REALLY knows how to work and you (and they) will be laughing.
Seriously, do the maths. /Fire makes everything else look absolutely gimp if you fight in an 8 man spawn. The DPE and DPS is absolutely frightning.
/Fire is the only secondary of choice for PvE teaming. Hook up with an Ice tank and a Rad defender. Then you can forget every one of your primary fire blasts except aim.
I really cant see what the problem is. The maths just bears out that /Fire is by far the best for PvE teams. It should really be nerfed IMO.
I have a sonic/Fire blaster and love it. I wouldnt use my fire secondary in bad teams because it accomplishes little but my death. In a good team - Sonic for -res, jump in, combustion/burn/blazing aura/hotfeet... game over. -
Almost certainly cant make it
Shame... I love you guys! *sniff*
Good luck! -
TB Rocks. Its just an invisible effect.
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/Fire outdamages anything else by miles.
/Energy and /Elec may have huge single target damage, but they are awful in comparison to damage from a /Fire.
Stick a /Fire blaster in an 8 man team with a good solid tank to take the aggro, and some method of immobilising the enemy (Tar patch, ice slick, chilling embrace, AoE immob)... run in with blazing aura, hotfeet, burn patch and you may have time to set of combustion and fire sword circle.
Seriously, ,in the right team that can manage aggro and control movement, your primary may as well be the feather duster set.
Just find the right team and shine. -
My concern is building fury.. for two reasons.
1. Slow recharge HIgh damage attacks, whilst great in principle, do not allow rapid hitting that is great for building fury.
2. Knocking enemies up and down is great for survival, but enemies not attacking = fury bar diminishing.
Any comments? -
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There is no resistance debuff resistance, since resistance inheretly resists resistance debuffs. Defence doesn't inheretly resist defence debuffs, which is why many defence powers got defence debuff resistance added.
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*unpicks brain*
Have you a source for this? I havent seen anything on resistance powers resisting -res debuffs.
Good post mind. Very germanic in its grammar! -
Thats what I thoughht.
Fair point about the relative absence of -resist debuffs tho. I would add Goldbrickers to your list too - they can fell a resistance based brute fairly sharpish! -
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Its horses for courses. Personally, I think defence is better than resistance because you avoid all the debuffs. A good example is facing wailers. I saw a fire brute (with tough) get absolutely hammered by wailers because of massively stacking -resistance debuffs a few days ago. An energy armour brute would survive much longer as the -res debuffs wouldnt hit so often.
[/ QUOTE ]However, a brute with really high resist (Granite armor, unstoppable) wouldn't be really hurt as the resistance debuffs would get resisted by the resistance, and thus only apply a minor effect, even stacked.
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Does any power give resistance to -resistance debuffs? Itsnot in any of the desciptions (although thats not exactly cannon).
I was under the impression that whilst Unstoppable and Granite give extremely high resistance they do not come with -res resistance. -
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The sad fact is in a world of over accurate heroes in later levels resistance is better then defence.
You [u]will[u] be hit so you may as well resist the damage.
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I dont understand this? I presume you are referring to PvP?
In PvE, with issue 7 scaling defence, it doesnt matter how accurate your foes are, defence will provide just as much damage mitigation as resistance (because it scales with enemy accuracy). -
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from many peoples experience overall defense is said to be worth 2 resistance.
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It is actually mathetematically FACT that 1% defence = 2% resistance in AVERAGE damage mitigation.
The other differences:
1. Resistance will garuntee some mitigation, wheras defence means you could, theoretically, get none (An unlucky streak can hit and your HP plummets). BUT the AVERAGE damage mitigation still follows the above formula. Personally, I find this much less of a problem for high HP ATs like Brutes / Tanks because they can weather the occassional streak.
2. Defence also gives mitigation from debuffs and holds. 1% defence means 2% mitigation from these effects. The holds is less of an issue for people with mez resistance (which is why I quite like it on squishy ATs).
3. You could potentially get away with running less toggles in defence. E.g. If you are facing wailers (Sonic attacks SMash/Lethal), a defence toon only needs to run either Smash/Lethal defence or Energy defence and get FULL mitigation from either of these defences. A resistance based toon will need to run both SMash/Lethal and Energy to get full effect.
Its horses for courses. Personally, I think defence is better than resistance because you avoid all the debuffs. A good example is facing wailers. I saw a fire brute (with tough) get absolutely hammered by wailers because of massively stacking -resistance debuffs a few days ago. An energy armour brute would survive much longer as the -res debuffs wouldnt hit so often. -
Bah.
Want to do the Citadel but cant do the Sewer. Also, RL may be a bit skew-whiff this Saturday. Im def free 12-2 but things may get a bit odd after that.
Anyway, Ill see what transpires and gl if im not around! -
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but if anybody does hav the answer to my prayers a tank that can take almost as much dmg as a granite and move then tell me! but till then i'll stick with stoner lol
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Easy, use TP self, a LOT. Amazing tricks can be done with this power to keep aggro. As for not keeping aggro, get provoke as well, slot taunt and provoke for recharge and there is no way an ice tank can keep aggro more than you, AND you can shrug off damage.
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Ice Tanks will always grab more aggro than an Granite tank. -70% recharge on taunt and provoke?. Less gauntlet taunting?. Chilling Embrace and Icicles?. Less mobility?.
Asfar as I can see, even maxed out aggro'ing a Granite tank will not outperform even an Ice tank with one slot in taunt. Thats the price you pay for being a Granite. -
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Job well done guys
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I blame the organisers for that... -
Id dont think there is a particular synergy, although ice and psi would stack -recharges.
Personally, I dont find psi low damage at all, except for psi dart which is only useful for domination building (which it does very nicely IMO). -
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With def scaleability its better to a certain point, when it came out i was informed that a +4 boss is even more likely to hit you so it kinda folds back on itself and then there is the streakbreaker.
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Are you sure of this? It certainly isnt my experience and would not be the case from the "to hit" formula that has been posted.
A +4 Boss is more likely to hit you when you have extremely extremely high defence, because you can only reduce an enemies chance to hit you to: 5% x Critters accuracy, rather than 5% - but this is not an issue unless you team with a FF defender most of the time! and even in such cases you will still be hit very rarely. -
Ouch....
Personally, If you are dead set on this, I would go with getting weave as it would stack with dispersion bubble to give you a bit more protection (and then id get combat jumping and stealth and slot these out... god knows you will need all the personal protection you can get...)
A suggestion...
Get Sonic resonance instead. Stack this with tough and temp invun epic and you end up (by my count) with 78% resist vs smash / lethal... rather tasty actually.
Finally, my preferred choice for melleefender would be Rad primary... you can at least run choking cloud for some melee protection (as well as debuffing 'em)