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Quote:Recognize that Gale is a positioning power and a defensive power (due to it's Knockback), not a damage power. Since I suspect that's what you mean when you say it's not good against anything against Lts, since Gale has a high enough mag knockback to push bosses around. After about lvl 5 though it does squat for damage. (again this is addressed rather extensively in my guide, although I dislike Gale and that comes across rather heavy handed)Wow, thank you everyone! You guys are so nice. Defenders seem like the cool people here in the forums LOL. Well, I was thinking of respecifying out of Gale when I hit 24. I love it, but it seems like it would suck even slotted out going up against lieutenants on up. From what I can tell, it's a good low level solo power and that's about it.
Quote:As for 02 boost, I have 3 empty slots in it now. I want to take it just for teaming, but should it even be slotted? .. potentially O2 boost as I find it quite underwhelming even though I'm at level 10.
Quote:I'm with Stormy Darkness on this one and I never cared much for -fly as my defender is a flier and he can just as well fly towards any bad guys and lock their keisters down. -
Ranked by skippability
Gale (High): Easy to use wrong. Unless you are only planning on soloing (and therefore don't need O2 boost) skip it.
O2 Boost (medium...but you really shouldn't): If you are planning on teaming, take it. Yes it's irrelevant if solo, on a team though it is a nice boon.
Snow Storm (low, although it's skippability increases as you level): High end cost, but since you will have limited recharge on Freezing Rain at lower levels this is a key mitigation tool. You can respec out of it as you get FR recharge faster and get better with your mitigation tools
Steam Mist (don't): Slot it up, toggle it on, forget about it.
Freezing Rain (don't): One of the most powerful debuffs in the game.
Hurricane (don't): Yes, StormyDarkness is correct, this power is easy to use wrong, and you should not leave it toggled on all the time (the endurance draw is quite high and the kb is chaotic), but slotted this power will give you and your teammates soft capped defense (lowest chance possible to be hit in the game) and that is not an ability that should be passed up. Hurricane has saved my behind many a time: I can tank ambushes on the ITF if necessary, or take alphas when running low level TFs because the tank doesn't have enough defense at that level.
Thunderclap (high): meh. It's a nice costume change power, and works much better for /dark and other builds that have a stun to stack with it, so if you're going to take Opressive Gloom, then maybe. But otherwise this power will only stun minions (granted a lot of the most annoying units are minions (CoT casters, malta sappers, but I find in my play style, I just don't get any use out of it). I say try it and see, that's what respecs are for. If you're not finding it useful though, ditch it.
Tornado(medium): Since you're already decided I won't say much. I love this power, but it is very situational and unfortunately doesn't get a whole lot of use, but I wouldn't get rid of it.
LS (low): it's some extra damage and some extra positioning/control and looks cool. I say go with it.
To understand more of my viewpoint on powers up through Freezing Rain, glance at the guide in my sig. -
Quote:found one at any rate:I seem to remember at least one instance of Mod8 locking a thread and saying as much: that he would prefer new threads to necro'd threads...I'll see if I can find it...
Quote:Necroposting is a common tactic for trolling, I'd explain more but I prefer not to give trolling lessons to anyone who is interested. Let's just say that I am all for a software solution that auto locks threads after a certain length of time has passed without a reply. Until I get around to that, I just manually lock them. -
In this situation i think the thread made sense, but often times Necro'd threads have old and outdated information in them. Often people don't realize that the thread is really from three years ago and believe that it is current information about the game. Just to be safe, I think they've adopted a blanket policy of locking necro threads. I seem to remember at least one instance of Mod8 locking a thread and saying as much: that he would prefer new threads to necro'd threads...I'll see if I can find it...
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Appendix: Freezing Rain
How Does -Resistance Work, do enemies resist it?
I would encourage you to read paragonwiki's explanation here, but I will restate it here in slightly different terms for your benefit.
Damage_Taken=Damage_Raw*(1-Total_Resistance) formula
In this case the Total_Resistance will be -35% so plugging that into the formula tells us, unsuprisingly that the enemy will take Raw_Damage*1.35.
Now things get confusing when an enemy has resistance (remember that resistance is damage type specific and therefore this calculation must be performed for all damage types).
Resistance_Debuff_Applied=(1-Original_Resistance)*Raw_Debuff. Therefore, resistance resists resistance debuffs. In this formula Original_Resistance refers to any resistance buffs currently on the target. Thus resistance debuffs don't effect how much subsequent debuffs will be resisted.
Thus let's say someone has 50% resistance to lethal damage. Now if freezing rain hits them for all damage except lethal they will take the Raw_Damage*1.35 already calculated. However for lethal damage the Resistance_Debuff_Applied will actually be (1-0.5)*0.35=0.175.
The Damage_Taken is Damage_Raw(1-(.5-.175)= Damage_Raw*0.675
Hey, that's not fair, you might thing, but actually under this formula you are stil doing 35% more damag: (0.675/0.5) = 1.35 where 0.5 is the 50% damage that would have been taken without any resistance debuffs.
If a second Freezing Rain is applied to the target, another 0.175 will be incurred resulting in Damage_Taken=Damage_Raw(1-(.5-.175-.175))=Damage_Raw*0.85
The Resistance_Debuff_Applied is calculated dynamically. Thus if the player above suddenly lost his 50% resistance the -resistance applied would immediately soar to 35%. And if he turned back on the resistance toggle he would immediately go back to the 32.5% resistance from only a 17.5% Resistance_Debuff_Applied.
Wait, so AVs resist debuffs so do they get to resist the -resistance debuff and then have their resistance resist the debuff?
Good news! The 85% resistance (at level 50) to debuffs that Archvillains have does NOT apply to -resistance debuffs. They simply resist the debuff the same way every other mobs does. However, the -resistance debuff is subjected to the purple patch This means that if you apply Freezing Rain to Black Scorpion on the Statesman's Task Force (he has 15% resistance to everything and is level 54) The 35% resistance debuff will only be 48% effective (Since he's +4) so you will apply a 16.8% resistance debuff, so as explained above you will do 16.8% more damage.
Officially the debuff will be resisted 15% resulting in a 14.28% resistance debuff but the net increase in damage 99.28/85 = 1.168 = 16.8%!
How do I perform to hit calculations (Freezing Rain specific example)?
The details of to hit can be found here.
But I will explain some highlights here. The calculation all comes down to this formula:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods –DefMods ) ) where HitChance is the chance that you will hit.
AccMods: AccMods are a combination of your enhancement and set bonus improvements coupled with the inherent accuracy of a power:
AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses)
BaseHitChance: this is your base chance of hitting a mob with no modifiers:
even level mobs:75%
+1 : 65%
+2: 56%
+3: 48%
+4: 39%
additional values can be found here.
ToHitMods: For this simply sum up all +tohit (say from tactics) and all -tohit (say from dark based power)
DefMods: this is any +defense that the mob has from their powers or any -def that you have applied to them. In this case, Freezing Rain applies 30% defense debuff or a DefMod of -30 against even level foes.
The Clamp Function means to make sure the value is between 5% and 95% and to lower it or increase it if it does not fall within this range.
So, your chance to hit even level enemies within Freezing Rain is:
HitChance = Clamp(Acc_Mod*Clamp(75% +0-(-30)))=Clamp(Acc_Mod*95). Because of the clamp, against even level foes, additional defense debuff isn't going to increase your to hit chance at all because it is already at the clamp cap.
Against enemies that are +1, due to the purple patch, Freezing Rain is only 90% effective so Clamp(Acc_Mod*Clamp(65+.9*.3) = Clamp(Acc_Mod*92%) which means that an accuracy Modifier of 1.03 will put you at the 95% to hit cap.
Against +2 enemies, a player needs an Acc_Mod 1.18 modifier
Against +3 enemies, a player needs an Acc_Mod of 1.40, which is less than a lvl 50 accuracy IO in most powers that have a base accuracy of 1.00. Since most players slot for accuracy (everyone hate's missing) in most circumstances, this is more than enough defense debuff.
What does knockback magnitude and protection mean?
In many ways knockback magnitude is similar to status effect magnitude except that, whereas status effects have magnitude and duration, knockback only has a magnitude. As with a status effects, the first step is to compare the magnitude of the knockback and the protection of the target. However, unlike status effect magnitudes, knockback magnitudes are subject to thepurple patch. This means that the knockack is more effective on enemies below your level and less effective on enemies above your level. Thus:
Intermediate_Magnitude = (Level_Modifier)(KB Magnitude) - Protection. If this number is less than zero, there is no KB. After determining the Intermediate_KB, then
Final_Magnitude = KB_Resistance*Intermediate_Magnitude. Unfortunately, knockback resistance is not reported under combat attributed, so there is no good way to tell if an enemy has knockback resistance or weakness. Clockwork, for example are susceptible to knockback so the final magnitude applied to them would be greater, but these numbers are not known at this time.
Once you have the Final_Magnitude, check if it is greater than 0.75. If the magnitude is between zero and .75, the power causes knockdown. Knockdown causes enemies to fall down and need to get back up, but will not change their position. If the magnitude is greater than .75 then the enemy will go flying back in a vector between the knocker back and the target: the greater the magnitude, the farther the distance.
Because knockdown is just a low magnitude knockback this means that with enough KB slotting or a high enough Level_Modifier, Knockdown can become knockback.
Also, unlike status effect magnitudes, Knockback magnitudes are not intended to stack. However, if knockbacks are stacked wtihin one server cycle ~.132 seconds, then the game engine appears to combine them together into one calculation.
What is knock up?
Knockup works exactly the same way as knockback, except that instead of knocking mobs in the direction of the vector between user and the target, it will knock mobs straight up in the air. This is generally a preferred effect as it causes less scatter. The same rules of knockback apply of a magnitude less than 0.75 causes knockdown and more magnitude means mobs are thrown higher in the air. No magnitude of knockback will ever become knockup and vice versa. -
Freezing Rain (Basic Version):
Freezing Rain is a dropped area of effect power that creates a patch of Freezing Rain. Enemies that enter the Freezing Rain are slowed and subjected to a recharge, defense, and resistance debuff which will persist for a short time even after they leave the rain. Enemies inside the rain also have a small chance of being knocked down and will attempt to flee the area of the rain.
Should I take this power? 5/5
This is generally considered THE defining power in the set. If you choose to skip this power **throws his hands up in the air** then I have completely failed. This is one of THE most potent debuffs in the game. It is more powerful than Cold Defenders Sleet and they need to wait until level 26 where as you can get this power as early as lvl 8 (and you should). This power should be used pretty much whenever it's recharged.
How should I slot it? (basic version)
The most important thing to slot Freezing Rain for is recharge. You want to be able to use this power as often as possible (and did I mention that its effects will stack if you have multiple Freezing Rains?) Depending on how your endurance management is, you may find that endurance reduction is helpful. Unless you are slotting Freezing Rain with procs there is no reason to slot Freezing Rain with accuracy. All it takes is one tick of damage from Freezing Rain for the debuff to be applied and after that you have the defense debuff to make things much easier to hit. Furthermore, Freezing Rain ticks so often, that even against high defense foes, due to the streak breaker mechanic, it is still likely to hit. Freezing Rain is a debuff power, not a damage power, so slotting damage in freezing rain is wasted. If you want damage, slot procs (more details in the advanced section). Although slows can be nice to keep enemies inside the rain, if used in conjunction with Snow Storm , enemies are already at the slow cap, making additional slow slotting wasted. Remember, slotting for slow only impacts the -movement not the -recharge. Finally unless you are fighting foes at a higher level than you or with significant defensive powers you won't get much benefit from slotting defense debuffs (See this calculations in the appendix).
Freezing Rain (Advanced Version):
What are Freezing Rain's stats? (For Defenders):
Available Level: 8
Average Damage: 25.02
Activation Time: 2.03s
Recharge Time: 1m 0s
Endurance Cost: 18.20
Accuracy: 2.00X (The 2 simply means that it is a drop power and therefore you will always succeed in creating Freezing Rain. The Rain itself has an accuracy of 1)
Power Type: Click
Target Type: Location
Power Range: 60.00 ft.
Effect Area: Location
Effects @ lvl 50 (only damage and -max run speed change with level):
76 Ticks of 0.33 cold damage over 15.00s on target
Wait that's confusing, what does it mean?
-70.00% run speed for 30.00s on target
-30.00% run speed for 15.00s on target after 30.00s delay
-50.00% strength to recharge for 30.00s on target Ignores buffs and enhancements
-30.00% strength to recharge for 15.00s on target after 30.00s delay Ignores buffs and enhancements
-60.00% fly speed for 30.00s on target
-30.00% fly speed for 15.00s on target after 30.00s delay
-70.00% strength to jump height for 30.00s on target Ignores buffs and enhancement
-30.00% strength to jump height for 15.00s on target after 30.00s delay Ignores buffs and enhancements
-70.00% jump speed for 30.00s on target
-30.00% jump speed for 15.00s on target after 30.00s delay
-3.50 max run speed for 30.00s on target Ignores buffs and enhancements
-35.00% resistance to all damage for 30.00s on target Ignores buffs and enhancements
-30.00% defense for 30.00s on target
5.00% chance for 0.10 magnitude knockback on target Ignores buffs and enhancements
+5.00 Avoid for 0.75s on target
The following is how the power should work, but please read the next section as well.
When you use Freezing Rain it will summon a patch for 15 seconds in which every .2 seconds each enemy in the patch will be attacked for .33 cold damage using Freezing Rain's accuracy modifier of 1.00x (rather than the 2.00x listed). If an enemy is hit it will then be subjected to a 30 second defense, resistance, movement, and recharge debuff, as well as have a 5% chance of being knocked down (assuming they have less than .1 Knockback Protection). See the appendix for more about knockback. Each time an enemy is hit by the Freezing Rain that 30 second timer will reset. When those 30 seconds are up, the enemies will then be subjected to a lesser -speed and -recharge debuff for 15 seconds. Note that the in game description says that this lingering debuff will last 30 seconds, this is wrong. The lingering portion has always been 15 seconds, it is the text that is wrong, not the power. The Avoid effect simply means that enemies will attempt to leave the area of the Freezing Rain and is applied every .5 seconds.
Thus, an enemy could be subjected to 60 seconds of debuff: 15 seconds in the rain, followed by a 30 second debuff, and a 15 second lingering debuff. If an enemy is hit by the freezing rain and immediately escapes the patch, it will be subjected to 30 seconds of debuff followed by 15 seconds of lingering debuff. Obviously, after the enemy has left the patch, there will be no chance for knockdown.
Umm, Draggynn, I'm using the power and it doesn't work the way you said it should?:
Ah, yes. Unfortunately, that is true. Freezing Rain is currently bugged; the developers are aware of this:
Quote:The power works exactly the way it is described if an enemy leaves the patch before it expires. However, if an enemy is still in the patch when it expires there is around a 65% chance that the debuff will vanish completely. Thus giving you only 15 seconds of debuff instead of the full 60. Even if the buff continues for the full 30 second duration, you will not get the 15 second lingering effect of the power at all. This bug has been termed "The Poofing Bug" due to the way the debuff suddenly goes "Poof" with the disappearance of Freezing Rain.Originally Posted by Castle in PM to meWe've investigated the issue, but there isn't really a way to fix it completely at this time.
Even with this bug, Freezing Rain is still one of the most powerful debuffs in the game. However this bug can make it more important to supplement Freezing Rain's slow with Snow Storm and makes it even more crucial to have a high recharge on Freezing Rain. It also becomes advantageous to knock enemies out of the Freezing Rain if you do not have need of the knockdown mitigation as this will prevent the "Poofing Bug".
Strategy:
Can I open with Freezing Rain?
As far as opening moves go, starting with Freezing Rain is a much better than opening with Snow Storm as the knockdown from Freezing Rain will stretch out the alpha strike, giving you more time to react and more time for you team to take on some of the aggro. That said, if there is someone on your team that is equipped to handle aggro, like the tank perhaps, it is probably a good idea to let the tank go in first. As Freezing Rain will slow mobs it is usually best to wait until mobs are in their "final position" to cast Freezing Rain as otherwise it will just take them longer to get there. Thus, if the tank is herding groups or someone is pulling around a corner, wait for the mob to arrive before using Freezing Rain (unless of course you are using one of the defensive tactics discussed below). It is also worth remembering that you don't need line of sight to summon Freezing Rain so it can be used from around a corner where enemies can't see you to slow down the retaliation even more, much the way you would pull with Snow Storm .
How can Freezing Rain be used as a positioning tool?:
Because of the "avoid" effect that comes with Freezing Rain, mobs will try to escape the rain. This mechanic can be leveraged to your advantage. If you would like to drive the mobs away from you, you can cast Freezing Rain closer to the front of the mob, near you, so that the shortest path out of the rain is away from you. If you would like to push the mobs towards you, use Freezing Rain centered more towards the back of the mob to drive them in your direction. You will discover when doing this that it is not a pure tactic as there are many other factors that go into the decision making of mobs besides the avoid effect; they will not all attempt to take the shortest path out of the rain. However, think of it as a way to gently suggest mobs follow a particular path. (If you want to strongly urge them use Gale, Hurricane of Lightning Storm). However, learning to position your Freezing Rain, will make things run just a little bit smoother for you.
How can Freezing Rain be used defensively?:
Remember that avoid effect? It means that mobs don't want to be in that rain. Thus you can use Freezing Rain as a barrier to keep mobs away. Granted not all mobs will stay out of the Rain. Think of it more like cats and a river: they can cross the river, but they really don't want to and will be unhappy if you make them. Those enemies that do try to cross the rain will be slowed and therefore may not make it across even if they want to. There are many way s to use this to your advantage. If your team is performing a long pull and over aggros, use Freezing Rain halfway through the oncoming mob so that your team only needs to deal with half the group at a time. If you've acquired too much aggro, run through a door or around a corner, breaking line of sight, and cast Freezing Rain on the doorway or hallway. Mobs will be more hesitant to enter, allowing you to deal with just a couple at a time rather than the whole group (or three groups). In this situation also consider using Lightning Storm[to be LINKED later] and toggling on Hurricane[to be LINKED later] for extra defense. You can also cast Freezing Rain directly on top of you to keep mobs out of melee range or to drive them away if for some reason Hurricane[to be LINKED later] is unavailable.
Damage will knock enemies out of stealth so, like all rain powers, Freezing Rain can be used to find stealthed enemies.
Will Freezing Rain cause scatter and archvillains to run?
Well, yes, and no. Since it does have the avoid effect enemies will attempt to flee the Freezing Rain. However while fleeing they are significantly slowed and being knocked down frequently so they won't make it very far. Furthermore, most decent tanks should be able to generate enough aggro to overcome the avoid effect keeping mobs in the rain. Remember though, that the avoid effect only lasts for.75 seconds, so if they are continuing to run beyond the .75 second period it is not directly Freezing Rain. However the mob artificial intelligence has a chance to flee if it has no attacks recharged or has not successfully had a hit in a certain period of time. Thus the fleeing could be related to the slow in Freezing Rain or the -recharge, but is not directly related to the avoid effect. However AVs resist slows and recharge so much that an AV running all over the place is most likely not the fault of Freezing Rain but another AI mechanic in effect.
Why is -resistance good?
Resistance debuffs are beneficial because they increase the damage that everyone on your team deals against a target. For every target effected by Freezing Rainy your allies will do 35% more damage. Now this is better than simply applying a +damage buff, because resistance debuffs are multiplicative. What do I mean by that? If you apply a 40% damage buff to an ally this increases the damage modifiers on their powers by 40%. What do I mean when I say this? I mean that if you ally had 100% damage bonus from enhancements in a power, then when they received the buff they would have a 140% damage bonus. Thus if the base power dealt 100 damage, instead of dealing 200 damage, they would now deal 240 damage. Thus the actual damage bonus 240/200 = 1.20 or 20%. This number will continue to decrease as the damage bonuses already on the ally increase. On the other hand, if your ally attacked an enemy with your 35% damage resistance debuff on it, instead of dealing their normal 200 damage, they would deal 270 damage (200*(1+.35)). The resistance debuff increases the damage dealt by 35%, regardless of how many damage buffs your allies have on them. This means that -resistance is one way to get around the damage cap. If you team is at the damage cap thanks to fulcrum shift, the only way to increase their damage is to reduce the resistance of your enemies.
But wait! you may be wondering, isn't that advantage of a buff rather than a debuff that enemies can resist debuffs but they can't resist buffs?? This is why +defense can be better than -tohit against Archvillains after all. Fortunately, No, -resistance can't "really" be resisted. See the appendix for an explanation of how resistance to a resistance debuff works and the effects on Archvillains and higher level foes.
Why is Freezing Rain's -defense a good thing?
Freezing Rain will cap your teams chance to hit against +1 mobs with no defense even if they have no accuracy slotted in their powers as seen here. This makes Freezing Rain incredible beneficial at low levels as Beginner's Luck starts to wear off, but people don't yet have access to Single Origin enhancements, or are leveling so quickly that they aren't updating their enhancers. Freezing Rain is practically accuracy slotting for your whole team (when it's up at least). This also means that you can feel freer to use veteran attacks (which you cannot slot for accuracy) as you can rely on Freezing Rain to provide the accuracy.
Now, as you enter the higher levels, most players will have at least some accuracy slotted in their powers and accuracy from set bonuses, so they will often be at the to-hit cap. In these situations the -defense component is significantly less important except in certain situations. There are a number of enemies that have unreasonably high defense and can slow down teams considerably while they whiff (attack while missing) away at the enemies. This includes certain enemies "god modes" like Paragon Protectors, Moment of Glory, Sky Raider Engineers with their forcefield generators, Fake Nemesis with their Dispersion Bubble, Nemesis lieutenants with vengeance, Rikti Drones, Night Widows in general,(the list goes on and on and I don't think the guide really needs more bulk). In these cases the defense debuff from Freezing Rain can essentially negate their increased defense. Yes, Freezing Rain needs to hit, but remember that the streak breaker mechanic means that it almost always will. Suddenly enemies are subjected to a large (in can be enhanced to ~50%) defense debuff and the whole team's attacks suddenly start connecting.
So Freezing Rain will let me negate archvillain's God mode?
Well, no. The -resistance portion means that you will be doing 35% more damage (subjected to purple patch modifiers) but the defense debuff is resisted by AV Resistance which is 85% (@lvl 50, for other levels see here). This means even slotted to the enhancement diversification cap, the -defense is only (50*.15)=7.5% which certainly is not going to be enough to stop an AVs elude. In particular if you're on the Statesman's Task Force where Mako is level 54 and therefore your debuff is also subjected to the : (50*.13*.48)=3.1%. Against Mako you would make more of a dent in his elude from a small yellow than you would from Freezing Rain.
How should I slot it? (Advanced Version):
Why shouldn't I slot slows in Freezing Rain?
The reason for not slotting slows in Freezing Rain, is the same reason for not slotting slows in Snow Storm . Together Freezing Rain and Snow Storm put enemies at the -speed cap (-90%). If you are intending to use Freezing Rain without Snow Storm , then it may be beneficial to slot a little bit of slow, but the knockdown from Freezing Rain will do more to keep enemies from leaving the rain patch than the slow. Furthermore, it is important to note that slotting for slow doesn't increase the -recharge, only the -speed.
Why is recharge so good in Freezing Rain?
Recharge in Freezing Rain is good because, the more recharge you have the more fights Freezing Rain will be available for. But perhaps even more important than that, Freezing Rain will stack with itself!!! Please remember in the following calculations that the Freezing Rain bug discussed above means that it is likely you will not see this behavior. Remember there should be 15 seconds of debuffing rain which applies a 30 second debuff, which is followed by a 15 second lingering debuff. Out of the box enemies should always have their speed and recharge reduced. The power needs to be recharged 2 seconds before I want it to go into effect due to its activation time . For those of you who are number savvy, I am ignoring Arcanatime (the impact of discrete server ticks). If you are interested in learning about arcanatime, look here.
39.5% recharge (43 seconds recharge, after 45 seconds): permanent res and defense debuff, combined with 15 seconds of overlapping -100% run speed, -80% recharge (if the power wasn't bugged).
114.3% recharge (28 seconds recharge, after 30 seconds):At this point you have 15 seconds of overlapping full debuff (-70% res -60% defense, -140% speed, -100% recharge) alternating 15 seconds of -35% res, -30% defense, -100% speed, -80% recharge). above this value and you start to have a period of 3 slows stacking.
192.7% recharge (20.5 seconds recharge, after 45 seconds): At this point you have perma -70% res -60% defense, and 7.5 seconds -140% run speed, -100% recharge alternating with 15 seconds of -170% run speed, -130% recharge.
233% recharge (18 seconds recharge, after 40 seconds): At this point you have 5 seconds of -105% res, -90% defense, -210% speed, -150% recharge followed by 20 seconds of -70% res -60% defense, -170% run speed, -130% recharge.
391.7% recharge(13 seconds recharge after 45 seconds): At this point you are able to perma the rain portion of the power which means that even if you get hit by the poofing bug everytime you have made the debuff permanent. Without the poofing bug you now permanently apply -105% res, -90% defense, -240% speed, -180% recharge.
400% is the recharge cap, and it is unlikely you will be able to reach this number on your own. you can get 100% recharge from enhancements and hasten provides 70% recharge. The fifth set bonus for the very rare enhancements is 10% recharge, so with 5 sets of those you would be at 220% recharge. As you can see you will only hit the recharge cap with external buffs, like speed boost, AM, and Adrenaline Boost to name a few.
I want to damage with Freezing Rain! How do I do that?
In Freezing Rain, a damage proc will have two chances to fire. Once with the first tick of rain, and once at the 10 second mark. Thus with two chances to fire, a damage proc that has a 20% chance to deal 72 damage at lvl 50 will add an average of ~29 damage per use of Freezing Rain. Clearly slotting a proc is better than slotting for damage when the base damage of the power is only 25 damage. However, in order to leverage both procs enemies must be kept in the rain for the first 10 seconds, and the two damage ticks with a chance to proc must hit. It is for these procs that it may become worthwhile to slot Freezing Rain for accuracy. There are 5 damage procs that Freezing Rain can accept:
Positron's Blast: Chance for Energy Damage (20%)
Javelin Volley: Chance for Lethal Damage (20%)
Shield Breaker: Chance for Lethal Damage (20%)
Touch of Lady Grey: Chance for Negative Energy Damage (20%)
Impeded Swiftness: Chance for Smashing Damage (20%)
All of these procs use the proc damage scale. To break this down more, at lvl 50:
With one proc there is a 20% of dealing 71.75 damage to a target.
with two procs there is a 4% chance of dealing 143.5 damage and a 32% chance of dealing 71.75 damage
with three procs there is a .8% chance of dealing 215.25 damage, a 9.6% chance of dealing 143.5 damage and a 38.4% chance of dealing 71.75
with 4 procs there is a .16% chance of dealing 287 damage, a 2.56% chance of dealing 215.25 damage, a 15.36% chance of dealing 143.5 damage, and a 40.96% chance of dealing 71.75 damage
with 5 procs, there is a .03% chance of dealing 358.75 damage, .64% chance of dealing 287 damage, 5.12% chance of dealing 215.25, a 20.48% chance of dealing 143.5 damage, and a 40.96% chance of dealing 71.75 damage.
Of course, if you slot all of these procs, then you can't slot the recharge that I recommended above, and you can't slot that extra bit of -defense to punch through Moment of Glory and other tricky tier nines.
I've heard about this Achilles' Heel proc, should I slot it?
Probably. If you team, then yes. If you fight higher level foes and bosses, then yes.
This proc has a 20% chance to provide a 20% -res debuff for 10 seconds. Like the damage procs it has two chances to fire in Freezing Rain: once on the first tick, and once at the 10 second mark. Because Freezing Rain won't have debuffed enemies on the first tick, it may be advantageous to slot Freezing Rain for accuracy to increase the chance that the proc will land. This proc also has the advantage that it is not subjected to the purple patch. That means that even against +4 enemies it will still provide a 20% resistance debuff while Freezing Rain's debuff will be reduced to 16.8%. However, the debuff is still resisted by resistance. Unfortunately the debuff will not stack, so there is no chance of achieving a 40% resistance debuff thanks to multiple Freezing Rains.
Although the proc is quite strong, in order to make the Achilles' Heel proc better than a damage proc you must deal 360 damage in 10 seconds. Against a single hard target, where you can focus your fire, this is certainly doable, but depending on your Area of Effect potential, you may actually deal more damage using a damage proc than the Achilles' Heel proc. It is also worth mentioning that at level 50 a minion only has 430 hit points. This means that, thanks to the -res in Freezing Rain, the minion is dead before you can deal the requisite damage. Of course, against lieutenants and bosses you don't run out of hit points, and on a team you don't have any trouble reaching that 360 damage mark. So as long as you regularly encounter lieutenants and higher, play on teams, or fight higher level enemies, the Achilles' Heel proc is worthwhile.
Why shouldn't I slot the Pacing of the Turtle: Chance of -Recharge?
With Snow Storm and Freezing Rain on a target, enemies up to +3 will be at the -recharge cap as shown here, so an extra dose of -recharge isn't going to do anything. The only enemies against whom this proc might be useful are AVs. The proc provides a 20% chance to apply a 20% recharge debuff for 20 seconds. Against AVs this 20% debuff is reduced to 3% making it worthless. However, if you are not going to use Snow Storm regularly, then placing this proc in Freezing Rain might be useful to have a chance to get enemies to the -recharge cap with just one power.
What happens if I slot the Analyze Weakness: Chance for +toHit?
When you summon Freezing Rain there is a 10% chance that you will get a 20% to-hit buff for 10 seconds. The power will have no impact on Freezing Rain's chance to hit and will do nothing at the ten second mark when procs have a second chance to fire. Since once you use Freezing Rain you will have a massive defense debuff on enemies, and the proc's chance to hit is low, I think there are much better things to slot for.
So which IO sets should I slot?
Personally, I like slotting the two end/recharge/slow in Freezing Rain, and Achille's Heel proc. With the remaining slots you want to hit the enhancement diversification cap on recharge, which can be accomplished with 3 Touch of Lady Grey enhancements for +1.5% health (~15 hit points) and 2.5% recovery, or 3 Undermine Defenses enhancements for +2% damage +1.8 endurance. If you are looking to spend fewer slots, I would recommend just the Achilles' Heel proc and 2 recharge IOs, anything less than that is a travesty. If you decide to use damage procs, remember to consider slotting some accuracy in there. There are various defense and recharge bonuses that you could pick up by slotting Freezing Rain very sub-optimally, but I wouldn't recommend them. -
Whew...Freezing Rain took a long time to get together. Granted, I was side traked by soloing AVs on my Stormie, but obviously that's not a good excuse.
I think this post calls for a celebration as Freezing Rain finally puts me past the halfway point. I can't wait to make it to Thunder Clap...finally a power that only does 1 thing!!
To see other sections of the guide go to:
Gale
O2 Boost
Snow Storm
Steamy Mist
Hurricane
Thunder Clap
Tornado
Now the blurb about the guide:
The original target of the guide (over a year ago) was for relatively experienced players, but those that didn't have a firm grasp of underlying game mechanics. The goal of this guide was also to be one stop shopping for any questions you might have about Storm Summoning so it is quite comprehensive (I hope). Based on feedback I have modified the structure of the guide to attempt to make it more accessible to new players, although it now has a strange combination of treating you like you know a lot and like you know nothing.
Although the guide is intended to be comprehensive, I would not call it objective and is certainly subject to my biases, although I attempt to present contrasting view points as well.
All feedback is welcome, although I wouldn't worry too much about grammar at this stage as I have not done a thorough proofreading seeing as the guide is likely to change. I am particularly interested in any questions you have about Freezing Rain that you don't see answered, or information that you believe I have wrong or that I have omitted.
Alright, the posts are up, and all links should now be active. Please let me know if you think there's anything that should be linked that isn't, or if you identify any broken links. -
We must find someone to make accompanying illustrations!
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Quote:My Search Fu is better than yours!!This thread reminded me of another thread last year where the OP was concerned that the ability to change a characters sex at the tailor was giving children the wrong idea about crossdressing.
I've spent 15 minutes trying to find it but I think it got deleted.
Anyway, I'm all for more choices!
I give you THE THREAD which was locked, but not deleted.
/signed for proliferating costume pieces. -
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Quote:Run it by Wassy to be safe, but that sounds like a retcon to me. It changes the established fact that Sister Psyche does not age while mind-riding. This change was made to the City of Heroes comic to increase its appeal among a growing geriatric audience, allowing the comic to tackle such tough issues as arthritis and back pain!Interesting idea LD, out of curiosity did you happen to run it by Wassy?
I approve! and look forward to the finished piece. -
Quote:Psst...Amerikatt...look over here.WOW! This piece is both nomtastic *and* nomworthy, Miss Wassy! Thanks!
(*HUGGLES!*)
+15 Interwebz for ya!
Thanks also to everyone who has made a positive comment about this beautiful piece of art. It's bolstering *my* little kitty ego, too.
Sorry that I had to leave so abruptly, Khel, but I'm having to pay closer attention to some things in what we laughingly call "real" life.
Huggles to you all!
**Waits patiently in the Wassy Art line** -
Quote:like this?@ChristopherRobin, I was actually wanting to know how to link the picture so that when you click on the picture it links back to the devpage. I've seen it done on here before, but I guess just posting the dev link below the picture works too. =P Less effort on my part, probably.
To do this you need surround your image with url tags. After your image place a [/url] tag and before your image place a [url="<insert url here>"] I put the last tag first so as to not to make all of the text in between a link and hide the tags. I hope that does what you want.
Amerikatt will be delighted!! I'm afraid I can't provide additional insight into which colors to use though. Although you can look at her reference material here (using the same tag trick except around text) -
When someone is talking about a particular powerset, they will often abbreviate all multi-word powers with just the letters, so if you don't see the abbreviation on the acronyms list, look for powerset context in the conversation, or check the player's powers.
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Since I suspect some people didn't read through and see that Bill stopped counting:
Quote:And in case someone else comes through to count:Thank everyone. We're still hovering at 33% using Hide From Searches and have been hovering there for some time. I'm going to call it at that.
1/3 of the player base is generally hiding from searches.
Final tally:
Yes: 34
No: 68
Is this a scientific poll? Of course not. Could a dev swoop in and say "the forum going populace is not an accurate representation of the playerbase on the whole." Of course.
But for my calculations, 1/3 hidden it is.
No -
Great art as always Caemgen!
Quote:Awww(And I'll readily admit I am very, very annoyed right now since I am grouchy from quitting smoking two days ago and I just racked up like 380k debt on one mission trying uselessly over and over and over to complete it... but argh, this non solo friendly thing has annoyed me for a long time now...)I always felt that thanks to the difficulty slider this was one of the most solo friendly MMOs around. I've always found that with a couple cheap inspirations almost all content is soloable (with the obvious exception of TFs and raids). That said, I wouldn't attempt to solo the endless list of EBs (scaled down AVs so they still have crazy resists) in Maria Jenkins arc, but I think it's probably doable. Which mission did you get hung up on?
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I forgot to mention earlier, that it is my not so secret hope, that developers use the incarnate system to clearly differentiate the AT, so that there need be no more of these and "corruptors will kill defenders" threads. Not to mention the similar threads amongst all of the melee ATs.
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You play a defender over a controller because they are defenders. The two ATs play very differently. If you want to use controls, that's great! But it's a different play style.
From a purely min/maxing perspective: many controllers can out damage defenders thanks to containment, and the modifiers aren't radically different between the ATs (and in the case of pseudopets, sometimes the same). That said, people will continue to invite defenders to teams. Yes, there are probably some full of themselves min/maxers out there who believe in only inviting controllers to teams, just like there are people who believe empathy is the only buff set and all tanks should be stone. However, said min/maxers probably aren't putting together PUGs anyway.
Defenders will continue to be invited because the mentality of someone who is playing a defender is to prioritize their buffing and debuffing first, whereas the controller ought to be focusing on controls. Whereas a defender, like a tank, will often prioritize the survival of the team, I expect controllers to prioritize their own survival. Yes, Controllers are the "pure support" AT, and everyone should be focused on keeping the team alive, but this has not been my experience. Does this mean all controllers play that way? No. But, I find that when looking for buffs/debuffs for a team, the blue shield tends to signal a different mentality.
I mostly play a storm/psy defender, and personally I love that I have vigilance. On a team I am often running Steamy Mist, two leadership toggles, snow storm, hover, and hurricane. and I can still O2 boost, FR, and summon LS (and Tornado if needed, two endurance heavy powers) on ~20 second recharge. Thanks to vigilance I can do all of this without breaking a sweat, on a controller, you need to pay more attention to managing your endurance. Furthermore, as a controller, your primary concern is going to be your primary power set, so you may not have as many enhancement slots to devote to your secondary, which may make it harder to utilize to its fullest (obviously this depends on power selection).
Do I think defenders could use a buff, yes. Do I think there is no reason to play a defender, no. -
Quote:Kinetics is able to debuff them by a heafty sum. Infact, you -can- stack 2 Siphon Power drains on a Single Target so their damage is now 56%. Not 50%, 56% due to multiplication and evil math.Quote:Vel_Overload, I have to disagree on what Kin brings to the team defensively. Not because what you said was wrong, but because what you said isn't very much protection, COMPARED TO OTHER SETS.
Furthermore, I believe damage debuffs are calculated the same way that Mez Resistance is. I could be wrong...but I'm fairly sure that
Damage_Dealt = Damage/(1+Damage_Debuff). Thus a 100% damage debuff, does not mean an enemy is dealing no damage, but that he is dealing half damage. Thus a 25% damage debuff is really a damage dealing reduction of 20% (1-1/(1+.25)) and a 50% damage debuff really means that the enemy is dealing (1-1/(1+.5))=33% less damage.
Like I said, I'm not at home so I cannot verify this, but this is what I seem to remember. This is why the Rage crash is -9990%, since if it were calculated directly there would be no need for the crash to be any larger than the damage cap. -
Hmm, just a little bit too much damage from Vandal, I may try again once I have the gladiator IO. Also, it felt like Vandal was running more than the other AVs I fought which makes me wonder if he's set to a ranged AI where the others are set to a melee. Usually I can keep enemies in range for at least a couple LS bolts before they run off, but Vandal was always on the run.
Romulus was another long yet boring fight, but he went down smoothly. Certainly easier than Tyrant though since there wasn't a large psi resist to overcome. Two blues on Romulus for the Force of Nature related crashes for the additional end because I was getting antsy. I found to save endurance I could toggle off my lethal resistances until I was hit once and then toggle it back it on. -
Quote:I only use Snow Storm for the -fly. Without snow storm too many animations root me for too long and I spend most of my time fleeing, not attacking. Furthermore if I can't keep them on the ground I loose Tornado which depending on resistance and how many FR applications I can stack can be between 10 and 40 dps: damage that I can't afford to lose.Don't use Snow Storm against AVs, it's not worth the end cost.
Yes, I know enough not to use Snow Storm against AVs that are landlocked, but if they fly....I really don't think I have a choice, unless you have some other tactic you recommend? -
Definitely some good suggestions you two. I hope you appreciate just how much of a boon -regen debuffs are **shakes fist** Oh well I'll make do.
Tyrant soloed (two blues) but that was LONG and very dull fight. It went a little faster once I realized I didn't need Tough or Temp Invulnerability (rookie mistake) as that freed up some of the endurance that I had to burn on maintaining Snow Storm. His ranged damage output was VERY low though. Usually I need to use Force of Nature to get through the tough spots when a few too many attacks connect in a row but he wasn't even doing enough for me to worry about my health. I did however need Force of Nature to have another two minutes of endurance because his Psy resist combined with high smashing resistance meant that my usual "maintain period" while waiting for conserve power to recharge wasn't quite doing enough damage. Slowly picking away at him, yes, but he would have won when I fell asleep at the keyboard without it. Thus two blues two recover from the subsequent end crashes.
I will give Vandal a shot tomorrow night. -
Evidently It's the same deal with Nemesis. I've just spent 90 minutes exchanging blows with him. I can get him down to his bubble stage, but he enters it too quickly for me to knock him down before he reenters and regens again. don't have the energy to try Terra or Kurse tonight.
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Quote:**rasies an eyebrow**A friendly reminder that I believe that everyone should be self sufficient and thus the damage buff is what I consider to the be the most important buff of the three that it does buff.
Sure, no one should "require" an external buff. However, a +defense buff will allow players who usually need to play cautiously to avoid drawing too much aggro to unleash the full force of their attacks. In particular on a blaster the defense buff can mean that they can ramp up their damage output significantly. (Granted, many blasters don't bother watching their aggro and faceplant all the time, but this means you waste less time rezzing them or waiting for them to pop an awaken and several blues).
Also, even though many defensive builds may be self sufficient, tanking for an 8 man team can be tough work and not everyone has a soft capped build. Being able to softcap (or significantly increase the defense of) the main aggro holder (be it tank or scrapper) means that you need to spend less time healing them and can attack more.
But then I'm sure you already know all of that...so I'm sort of baffled by that comment...
If I could only have fortitude affect one attribute it would be defense, if I could choose two it would be defense and damage.