Deacon_NA

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  1. Quote:
    Originally Posted by shaggy5 View Post
    I totally agree that it is a different playstyle, but for some reason I just don't like troller's playstyle as much as Doms. Maybe that is a better way to put it.

    But, yeah, I'd love to hear a good defense for why defender over corruptor.
    You want to make your team stronger via better buffs and debuffs, simple enough answer really.

    As for why a controller? They're still the ultimate team support. I have an Earth/Fire Dom I very much enjoy playing, he can annihilate a mission faster than my Earth/Cold troller can. However, the team utility of the Earth/Cold troller is significantly higher. I know this is only one example out of many, but I think it encapsulates why trollers are still very relevant and powerful today.
  2. I'm playing a mid level (30) Dark Armor Tank these days. It can be a challenge depending on team buffs, but the future should be getting better over the next few levels as I begin slotting Eradications and Kinetic Combats.

    I'm not a herder, by any means, but I do like to compress the mobs into a smaller area using Taunt and topography. However, DA seems to create a dilemma, if I go in with Oppressive Gloom running, lower ranks get stunned and won't crowd in to melee. If I go in without OG running, then I'm missing a key piece of damage mitigation. Even if I did use this tactic, it takes 2 seconds to activate. That's a looong time. I'm used to playing Invul where it's pretty simple, run up to a dude, smack him, run around with Invicibility and the mobs eagerly come to papa. With DA using OG, doing such a thing creates a bunch of haphazardly stunned foes wandering all over.

    So I ask the experience DA tanker pros - what do you do about this? I'm sure once I finish the build to soft-cap s/l/e/n def I'll probably leave OG off, but I've got a ways to go before I'm at that point. Should I just live with the stunned foes for now?
  3. Quote:
    Sometimes if you type /leaveteam you don't get bumped from the map. Its kinda cheating, but any level 50's want to try that?

    I've only seen that work in regular missions. On tfs (and SSA is tf-ish), when you do that, you're kicked from the instance. I'm pretty sure that happens for this SSA, I remember entering a mission, seeing I was set to my lvl 50 difficulty (which I'm not equipped for at lvl 20), hitting "quit" and getting kicked outside.

    Quote:
    I'd think that going to +18/+13 will be a pretty big difference all things considered.
    It's really not. Your attacks and debuffs are still only 1% effective and that's the roadblock here.
  4. Deacon_NA

    Zone PvP

    I hear chatter from people still getting drops, yes.
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    Now recruiting 7 redside defenders or corruptors.
    -Must have Tactics/Maneuvers/Assault.
    -Must have Sonic Blast.
    -Prefer two Thermals, two Rads, two Darks, and one Cold Domination Defender.

    I'll be on my Claws/Dark Brute.

    Can we defeat +20s and a +15? I don't know, but I intend to find out.
    Not sure why you want to gimp such a team's chances with a Brute. For such a daunting task, it's going to take buffs and a LOT of it.

    I'm not going to crunch the numbers to the final extent, but here's the raw data, as found on the wiki site.

    The damage and debuffs of a +20 critter are multiplied by 3.1.

    Your damage and debuffs against a +20 critter are multiplied by 0.01. That's 1/100, one-hundredth. Just stating that different ways to make sure that's clear.

    Wiki only goes to +10 for enemy to-hit and accuracy. It ends with a .40 buff for to-hit and a 50% accuracy modifier (meaning 1.5). Wiki only goes to +7 for player to-hit, which is .08. You can actually floor enemy to-hit with various +def sets and/or maneuvers and get your team's to-hit to .95 via Tactics. With AV and level modifiers, even after flooring to-hit, you WILL get hit .05 * 1.5 * 1.5 = .1125, or 11.25% of the time, by over 300% more damage than an even level AV would do.

    I think you could probably create a team with enough +Def, +Res and +Regen to have a decent chance to survive an AV or 2. Can you, on the other hand, create enough +dmg to overcome their +regen? Given that any -regen debuffs are gutted BEFORE the AV resists kicks in, and -resists debuffs are gutted too, and you're 1% of damage, well, let's just say if you're playing the role of the bookie for this fight, I'm putting my money on the FP, and I'll take any odds.
  6. Deacon_NA

    Zone PvP

    There are tons of players in Warburg. They won't fight back, but they are clustered together in groups of 2 or more. Have at 'em.
  7. Good choice, I have quite a few 50s and this combo, on a team, is as game changing as any of my characters.

    Until you make a final build, this is actually a quite simple combo to build for. Here are my suggestions, slotting is based on SOs or basic IOs, not IO sets.

    "Must have" from kin:
    Transfusion (5-6 slotted for Acc, Heal and some recharge)
    Siphon Power (some will say "you don't need this once you get Fulcrum Shift" but the -dmg debuff is very helpful on AVs)
    Siphon Speed (2-4 slots for Acc and Rch, maybe some slows if you have slots)
    Increase Density (some will say this is not "Must have" but it's status protection (including the only source in game of -kb and repel protection for allies))
    Speed Boost (1-3 slots, depending on how much you want to aid your teammates endurance)
    Transference (3-6 slots of Acc, Recharge and End Mod)
    Fulcrum Shift (5 slots, Acc and Recharge)

    Inertial Reduction is kind of cool. It can be your travel power if you'd like (as can Siphon Speed, but that's chancier since it can miss)

    Repel is purely a "for laughs" power, turn it on and run around talos and send Warriors flying off cliffs, that sorta thing.

    Sonic can be very good with just a few powers, it's quick to recharge and animate. A high recharge build can get by with 2 ST powers.

    "Must have" from Sonic

    Shriek
    Scream - (4-6 slots of Acc, Dmg, Rch, End) These 2 are a nifty ST chain
    Howl - (5-6 slots of Acc, Dmg, Rch, End, Range actually is helpful too) an aoe resistance debuff of -20%? Gotta have it

    "Really should have" from Sonic

    Amplify (3-6 slots of rch and to-hit), your Aim power, useful for both primary and secondary
    Screech (2-6 slots of Acc, Rch, Stun, End) has a long -res duration. Stun is quite useful
    Dreadful Wail (4-6 slots of Dmg, Rch) Kin gives you an instant refill bar for endurance. Might as well nuke.

    "Can be useful" from Sonic

    Shout (same slotting as other blasts) - with such a fast-twitch combo, using Shout feels like slow motion (long activation). I tend to avoid on a final build but leveling up you will probably find it useful.
    Siren's Song (1-5 Acc, Sleep, Rch) - This is best use as a set mule as it takes the cheapest IOs - sleeps. Very useful solo, of minimal use on teams.
    Shockwave - A high kb power that can be useful if you are a "good kber". Be VERY careful using this on teams

    Power pools - You're all about recharge, so you'll want Hasten. An immobilized kin can be a dead kin, I make sure to always take Combat Jumping so I can stay maneuverable.

    A Kin/Sonic tends to be flexible enough to allow Leadership. You definitely want Tactics so you'll want Maneuvers. One reason for Maneuvers is you want to take as many +def powers as possible to load up on LOTG +7.5% recharge IOs eventually.

    Again, I love my Kin/Sonic. Kinetics gets you and your team to the damage cap. Sonic lets you all shatter it. Awesome combo.
  8. Quote:
    Originally Posted by monkey0707 View Post
    I would stay away from Storm Elementals especially the support one, it has hurricane not a great power to have on a brute.

    Also the extra end drain that they have isn't needed power sink and lightning field will pretty much keep most mobs drained with ease.
    Apparently one of the paths for the elements doesn't include the storm user. I see no problem accelerating the end drain, as Power Sink and LF still takes some time to drain to 0.
  9. I was directed to Storm Elementals when I asked a friend of mine, based on one of the pets having a Short Circuit power to aid with the endurance draining. I don't know firsthand how effective that will be, I'm still at t1.
  10. Quote:
    Originally Posted by Olantern View Post
    Something I forgot to mention: I didn't like having to click past the loading screen, simply because I kept forgetting to do it. Is this "click twice to start the mission" system going to replace the "just click on the door" we've had for several years now? If so, I need to start looking for it.
    One thing you may not know, you're in the mission even if you didn't click the "enter" button (or whatever it's called). I know this because I did some 2-boxing and I was able to teleport my 2nd toon, switch context and I'd see the loading screen still up. This could be problematic if someone say, uses Assemble the Team when you load in but you're really not there and you have your prompt up but aren't there to click it.
  11. Yes you can have multiple auras on simultaneously.

    With that said, I'd still like to hear about experiences. I'm strongly considering ice/time but I'm worried about endo management. Very worried...
  12. Here's a very quick "in a nutshell" recap to consider:

    Fire - decent control, higher damage, performs consistently across the various enemy types

    Earth - outstanding control, low damage, has an answer to deal with any enemy type

    Plant - outstanding control when enemy is not confuse resistant, high damage, if enemy can't be confused it struggles with control.

    Time - looks like it offers more support for teammates, via buffs. I have no hands-on experience with Time yet.

    Storm - very good debuffs starting at a low level. Would probably offer more self protection than Time.

    I'd say there's nothing wrong with any of those 6 choices you mentioned. Nor would I say that whatever may be "the best" of them is so superior as to be a clear choice for selection. Whatever appeals to you the most would be "the right" choice.
  13. Quote:
    Originally Posted by Turbo_Ski View Post
    Sleet doesn't make not having BIB for 10 levels any less painful I assure you. Also benumb doesn't increase damage in any fashion.

    at 50, Corruptors outclass defenders as I've already mentioned previously in the thread.
    Does saying it repeatedly make it less wrong?
  14. Deacon_NA

    Sad Sonics

    My 2 inf, I think Sonic Resonance is close to being quite good, at least for Defenders. I'm content with the +res the set offers, though a smidge more wouldn't make it OP. At worst, you take a squishy from 0 resists to 54ish, giving them a nice buffer to react to incoming damage. At best, you turn a resist based armor into a nigh unkillable force. I know I like Sonic shields on my Invul tanker more than any other buffs, as it gets me capped to pretty much everything but Psi.

    Actually I think Sonic could use more in terms of -Res. Supposedly the king of resistance debuffing, in practice it's outshined by Storm, Cold and yes, even TA (Traps deserves an honorable mention). Sonic Siphon is just unimpressive, in its current state. I've seen suggestions to truly make it a siphon (ie, provide +res to allies) and/or make it affect more targets, like with a cone. I like either of these suggestions. As is, it's barely worth using on my Sonic/Sonic Def since I can approximate its -res with the blast set, but actually do some damage. For an AV it's worth throwing out every 30 seconds.

    Beyond the +/- resist powers, it's seemingly a hodgepodge of powers that seem to have little to do with what I'd expect a master of sonic powers to have (like Klaw).

    Sonic Cage - While Klaw certainly has this power (see below), gameplay-wise, one could say it's a neat party trick and little more. By "one", I mean me. Yes, I know you can cage towers in STF and with proper HO slotting cage some AVs, but in my own experience, it's never really been a difference maker. Soloists may like it, so I can't call it a complete dud, but I wouldn't miss it a bit if it got "cottaged".

    http://en.wikipedia.org/wiki/File:FantasticFour_056.jpg

    Sonic Repulsion - If there was ever a candidate for cottaging out of existence, it's this. Just a cruddy power. Someone may say "I like to put it on squishies in the back". To that I say squishies in the back need to learn how to deal with a little aggro.

    Clarity - personally I don't have too much of a problem with this. It covers sleeps and allows you to stack protection and allow people run off on their own. While it does have some redundancy with Sonic Dispersion, I still find it useful and hey, something's got to be a 1-slot wonder. On my wish-list, I would't mind if it had a smidge of +res, like Thaw does, so I can throw in something like a Steadfast Protection, but it's fine as is.

    Liquefy - I've got nothing new to say that hasn't been said a thousand times. The recharge is ridiculous for what the power does.

    Now, having made an IO build that features high ranged defense (soft-cap-ish) and hard-capped s/l resists, I'm very happy with this particular character's self sustainability in the highest level content and content with the contribution for end-game teams. So I'm not a "sad sonic" but I'm not an "enthusiastic sonic" either. I don't think it would take much to get me to enthusiastic.
  15. My nit-pick comment:

    The damage type is called "smashing" not "slash"
  16. Quote:
    Some people like the Seeker Drones though.
    I'm not only part of "some people" I view Seekers as essential as the "big 3" of FFG, Acid Mortar and Poison Trap (making it a "big 4").

    * Alpha absorbers. I don't care of your chance of getting hit by an alpha is 5%. 0% < 5%, unless someone can prove otherwise.
    * Extraordinary -dmg debuff. This I think is what's most under-rated. While the effects of this on a spawn for an alpha may be erratic, as to who gets debuffed or not, when you get to an AV/GM by himself, the seekers will stack their -dmg debuff, adding yet another layer of phenomenal mitigation, as this debuff is not part of AV resistance.

    I'll pause now for someone to make some statement about how whatever damage resistance an AV may have can affect -Dmg......





    Ok done? While this may be true in some cases, less damage is still less damage.

    I view the stun and -tohit as a tertiary effect (and quadruciary??) that's an added bonus.

    Edit to add - oh yeah, the Bots have Seekers of their own, so you can stack their effects to really enfluffify big game's damage.
  17. Quote:
    EULA

    The EULA has been updated. Please take a moment and read it here.
    There is no "here" there... (that is, there is no link to the EULA)
  18. Deacon_NA

    Solo Demon/Storm

    Not sure if you're looking for feedback or not. If not, stop reading. If you are, here are my observations:

    Upthread, there was feedback for your initial post that Demon Prince's slotting was lacking for damage and I see you did not change it. I want to "ditto" those posters and suggest you change this to something more damage focused. There's plenty of Slows in Storm already.

    You are completely lacking kb protection. I'd put a BotZ in one of Teleport or Recall Friend.

    3 endurance reductions in Snow Storm make that power cost .33 end/sec. 2 make it cost .35. I think you get a slot to play with here.

    In Steamy Mist, 3 Impervium Armors give you 1.88% Def to Psi. If you swapped one of those to an LOTG (such as the triple) you'd get 9 more HP. Personally I seek to add HP to my MMs where possible.

    5 slotting Edit of the Master seems sort of random to me, as the 4th and 5th slot bonus are pretty useless. As in the build I posted above, I'd go for 3 of the purple pet set here, good bonuses. If that's a tad too expensive at this point then use 2 Blood Mandates for a smidge more recovery.

    The 5th and 6th slot bonus for ToLG in Freezing Rain are sort of questionable for an MM, especially one with the def debuffs available in Storm. I'd put in 2 procs here.

    The endurance IO in Hurricane makes the cost .41 end/sec. Without the IO it's .47. I believe there are some more interesting things to do with that slot, say for example, switch it to the Force Feedback +Recharge proc.

    CJ and Hover use trivial amounts of endurance and are fantastic LOTG mules.

    I'm guessing you're using ToLG in Tornado for endurance bonuses. That's fine, but the 3 slot Expedient Enforcement bonuses are questionable. Let's see what it looks like to use the other 3 pet purples here. Again, if cost is a factor, maybe 3 Edict of the Master.

    Miracle unique in Hoarfrost isn't going to be of much help if you want to boost your recovery permanently. With current slotting you get 120 second buff after you activate the power and not any time else. I moved to Health.

    Minor tweaks:

    In TTP, changed the Jaunt to a BotZ, to get a smidge more ranged def. If you're using TTP to move you and your pets across zones, I guess how you had it is better.

    Might as well get the movement bonuses by slotting a Perf Shifter End Mod instead of the regular End Mod.

    Threw in a Stealth io into sprint so you could have full PVE invis available.

    A lot of the above is "season to taste" and what you have will do fine. I would prioritize
    1) Getting -kb protection
    2) Getting Demon Prince to do more damage
    3) Moving Miracle unique from Hoarfrost to Health

    Here's what your build looks like with the edits I suggested:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg(5), BldM'dt-Dmg/EndRdx(7), BldM'dt-Acc/EndRdx(19), BldM'dt-Acc/Dmg/EndRdx(23)
    Level 1: Gale -- Acc-I(A)
    Level 2: O2 Boost -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(43)
    Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(5)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Steamy Mist -- ImpArm-ResDam/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(11), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx(50)
    Level 12: Summon Demons -- S'bndAl-Acc/Dmg/Rchg(A), EdctM'r-PetDef(13), S'bndAl-Build%(13), S'bndAl-Acc/Rchg(15), SvgnRt-PetResDam(19), EdctM'r-Dmg/EndRdx(31)
    Level 14: Teleport -- Jnt-EndRdx/Rng(A)
    Level 16: Freezing Rain -- Posi-Dam%(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(25), Achilles-ResDeb%(40), LdyGrey-%Dam(42)
    Level 18: Hell on Earth -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-+Res(Pets)(34), ExRmnt-Acc/Rchg(34), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(43), C'Arms-+Def(Pets)(45)
    Level 20: Hurricane -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb(33), FrcFbk-Rechg%(46)
    Level 22: Recall Friend -- Zephyr-ResKB(A)
    Level 24: Team Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(31), BldM'dt-Dmg(33)
    Level 28: Thunder Clap -- Amaze-Acc/Rchg(A), Amaze-Acc/Stun/Rchg(29), Amaze-Stun/Rchg(31), Amaze-Stun(33), Amaze-EndRdx/Stun(43)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Tornado -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(36), LdyGrey-%Dam(36), S'bndAl-Dmg(36), S'bndAl-Dmg/Rchg(37), S'bndAl-Dmg/EndRdx(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Flash Freeze -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Sleep/EndRdx(42), FtnHyp-Acc/Rchg(46), FtnHyp-Sleep(48)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), LkGmblr-Def(46)
    Level 47: Hoarfrost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48), Mrcl-EndRdx/Rchg(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
    Level 4: Ninja Run



    Code:
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  19. Quote:
    Originally Posted by Wyatt_Earp View Post
    I think that is a bit of an overstatement. The only differences I see are Heat Loss has slightly more recovery, benumb has more -Special, and Snow Storm has more slow on a troller. Other than that everything else looks identical.
    An overstatement eh? Which part is overstated, is it "The numbers most certainly are not the same across the board"? Because that's a fact. Not an overstatement, but a fact.

    Is "it's wrong on 1/3 of the entire powerset for Trollers" an overstatement? I was considering these 3 powers: Infrigidate, Snow Storm and Benumb. I see now that you're right, Heat Loss is different too. So this was actually an understatement, it's not 1/3 of the power selections, it's almost half, 4/9, that are different.

    All I was doing was giving a warning to anyone that went to that Cold guide expecting " the corruptor values are the same as controllers". They are not, this is a fact, not an opinion, or an overstatement of fact. If you want correct numbers, use City of Data, not that guide. Again, fact.
  20. Quote:
    I'm also fairly certain the damage on Trip Mine is the same on all ATs, which does more to slant the set in favor of Defenders
    Unfortunately Defender Trip Mine was modified and got shafted big time. You're right that Corruptor, Blaster and MM Trip Mine all do the same damage. Unfortunately, someone on the dev staff said "Uhhhh, Defenders are supposed to do less damage right? Maybe we should, you know, lower it or sumthin. What's their AT damage modifier? .65? Let's just multiply by that. Now let's go do something wacky on UStream."

    That 65% is supposed to be the modifier for base ranged damage, NOT 65% of a MM!!!!!!! This infuriates me quite frankly. Either Trip Mine should be universal or nerf the other versions, except for Blaster. I'm FAR more in favor of the former, not the latter.
  21. Do NOT use the guide referred to above for Controllers. The numbers most certainly are not the same across the board and that guide is not to be used for Controllers as it's wrong on 1/3 of the entire powerset for Trollers. Use City of Data instead.
  22. Quote:
    I'm going to have to say you're dead wrong. It's true that corruptors do a good deal more damage than defenders, and the percentage difference may be bigger for damage than it is for buff/debuff, but corruptors are not always the better option, and personally I think the order of power selection is one of the least important choices to base you're character on.
    You're right that turboski is dead wrong. S/he happens to be focusing on a case (Cold Dom) where Sleet has the same value across the ATs. When -res debuffs with Defender values stack up, TEAM damage goes up dramatically.

    I normally shy away from Def vs Corr debates because I think they're pretty balanced and choosing one over the other has plusse and minuses to consider. However I do feel compelled to step in when someone tries to unequivocally state "the Corruptor equivalent is always the better solo AT and the more balanced AT on teams, and a better fit for leagues due to them scaling better on higher team sizes." That's just wrong.
  23. Quote:
    Originally Posted by Severe View Post
    dear defensive trollers,
    thanks for the laughs..


    your friend the tank
    Dear "the tank",

    Sorry you're irrelevant today.

    Sincerely,

    One of the many ATs that has obsolesced you.

    (Yes, I took the bait, sorry)
  24. I certainly wouldn't make an ill/cold just because of feeling some sort of "inferiority complex" for an ill/rad. If you want to make an ill/cold to have an ill/cold, by all means do so. If you want one because you no longer feel like you're "the best" then don't bother. If we accept that ill/cold is better at some aspect of the game, it's not going to be that much better than rad to merit ditching your existing toon. I say this as a guy that prefers Cold to Rad, in general.
  25. Before dismissing +Defense, in the game's current state many tfs are speed runs and in the incarnate trials, there are simply too many mobs for you to control. The sentiment that "my control is my defense" simply doesn't work on a speed ITF (or LRSF, STF, etc), unless you are well equipped with the right inspirations. Anyway, +Def and +Rch are not mutually exclusive, since you can slot LOTGs in the power selections that give +Def. The troller build I respecced into has 45% s/l def and 177% recharge. That's having it all, if I may say so. Since you're going for the Fire Shield, I wouldn't worry about building too much def this time around, but I did feel compelled to offer a counter to "controllers shouldn't build defense".