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Quote:Every mob performance is nice, but I don't discount aim and buildup simply because they are up every second mob. HL is an "i win" button that is up every 3-6th mob depending on speed. It's sort of like when a blaster nukes a spawn and you quickly move on to the next, but instead of one person doing all the damage you make everyone contribute to that quick kill speed and then turbo charge them until it is up again with unlimited endurance. So really, nothing like a nuke lol, but it is a great "i win" button.Ah there we go, yeah that I wasn't. But I usually also judge by what can be used every mob, so I dont hold that in very high regard. sleet on its own though I wouldn't go to say that the set is "super" offensive. (don't count AV only via benumbs -regen enough to warrant it a title in this, its great for them, just saying as a set its relatively rare)
Sleet alone puts the set on the cusp of being "super offensive" it is just that good of a power. Bare in mind though it is in comparison to the other buff/debuff options available. Benumb is mentioned because it shows that cold has little issue moving from minion munching to taking down the big stuff, unlike kinetics which is unparalleled in minion munching, but quickly falls behind vs hard single targets.
Cold (and rad) are the only two that are consistently awesome regardless of what you face. And cold is better at it than rad, but has the requirement of needing decent recharge and maturing very late.
Quote:Would be nice if they'd hurry and give controllers traps already.
I too am eagerly awaiting the arrival of traps as it seems like since defenders got it people are finally realizing just how potent the set can be. Controllers will be able to showcase it in a way that is unmatched and the sheer number of awesome x/traps trollers possible should do wonders for the set.
If nothing else the increase in availability/popularity will force the devs to correct the wrong animations on triage/PT/acid, which will be nice. -
Quote:Agreed. High rech colds are sick. By far my favorite set other than pre-nerf high recharge storm, so now my favorite.I agree with most of this, although I'd say Cold IO'ed for Recharge is way ahead of Radiation against hard targets. On top of everything else Heat Loss has a huge -300% Recharge debuff in it that is unmatched by any power in the game, even if it can't be perma'ed. That combines with -87% Recharge in Infrigidate, -62.5% Recharge in Snow Storm, and -40% Recharge in Sleet. That's a total of -489.5% Recharge, and if you hit a same-level AV with it at level 50, you're reducing it to around -60% Recharge by yourself for 30 seconds every cycle (about 100 seconds on my IO'ed Cold character). Two Cold Dominators working together could very easily floor the Recharge of an AV and keep it there. That AV is then attacking 4 times slower than normal.
To make things even more stacked, Benumb has -Healing, which lowers AVs ability to heal themselves and each other (e.g. the Nictuses.. Nictii(?) in the ITF). Plus -50% Damage. Plus, if we're talking on a team, around +16.8% Defense from the shields, which unlike Rad's toggles, goes unresisted.
All of this says nothing for the fact that Heat Loss is basically an excuse to never look at your endurance bar again. Even if it hits just one target the endurance buff is so powerful my character can run unslotted Telekinesis on an AV continously for the extra Hold mag.
My comment with regard to cold lining up similar to rad vs hard targets was with regard to non-high recharge builds and only from on offensive standpoint. With enough recharge to have benumb up even 75% of the time it isn't even close anymore, cold is just great.
I know I got a laugh the first time I ran the numbers on the -recharge and saw that a single cold could make a serious dent in AV's despite their near immunity to the effect while HL was up. Literally, cold domination. -
I like most of your ideas as they would make the set more enjoyable.
I'd just like to point out one current synergy with /dev that blasters have. Sonic blast and/or flash freeze from ice mastery.
The sleep lets you safely set up a mine at their feet and then hit aim and easily kill them with an aoe from your primary. It is pretty fast and very safe. -
It's been this way for a while now. Target the pet that is no longer under your control and hit it with a buff of some kind. Something like a single target heal, or whatever. If you are a pure debuff set if you target it with an upgrade it should come under your control again.
Unless you are encountering a different bug? -
Quote:Guess you learn something new every day. Sleet (and Freezing rain) are pretty much the best -res powers in the game. When they aren't bugged, and we can only assume that Castle will fix it some day, they are easily stacked and settle in nicely as second most forcemultiplication behind kinetics.I wasn't aware one power equal to freezing rain and if you count the single target defense debuff in infridgidate was "extremely" offensive...
In case you weren't aware, Heatloss also provides 30% -res.
Benumb, while up, provides 70.67/265.05 effective DPS against a lvl 50 AV/GM respectively.
In mob to mob action it is behind Kinetics and maybe storm (Basically whether LS+nado pull ahead of HL spikes). Against hard targets it is well ahead of everything* if you can perma benumb, but typically more in line with Rad.
So ya, being one of the top rankers across various types of game play is pretty dang offensive.
*No traps available to controllers.
Would you like to know how it compares defensively that warrants the title "extremely" as well? -
Quote:I very much agree with regard to stormy vs cold. Cold is insanely powerful both offensively and defensively. Since the pet recharge nerf storm sort of feels like Fire Armor to me. Typecast into the role of "damage", but not really delivering enough damage to compensate for other weaknesses. That said storm is still great, while Fire armor isn't so hot, but just how I feel when playing the toons.I actually think Arctic Fog is fine as it is. Cold Dom, to me, is a set that already seriously pushes the limits of overpowered and any buffs to it would be egregious. I think it gets less attention than Kinetics or Radiation because it blooms later. But Cold Dom is easily in that class of power sets once it gets its full arsenal. IMO the set that really needs looked at is Storm Summoning, given how close it is to Cold and the huge hit it took when pet Recharge got nerfed. If nothing else Cold Dom's Benumb power should actually be nerfed on Controllers, because it's bugged right now and giving us better debuffs than Defenders get.
I wouldn't mind seeing a recharge reduction granted to benumb or it being turned into an aoe with the current recharge, but it really doesn't matter, just a QoL change for the most part. Regarding the strength of benumb, it is just a byproduct of controllers having a higher modifier for that type of power. The same thing happens when they use powerboost. So I'm not sure if it is bugged, or just the way things are.
Arc fog currently isn't granting any typed defense, which is confirmed as a bug afaik. And sleet (as well as freezing rain) are bugged and not lasting more than 15 seconds in many situations. So once those two bugs are fixed it should be smooth sailing.
I wouldn't mind a change to the power progression to smooth out the leveling of the set, but I wouldn't dream of changing any of the powers beyond what I just said because the set is so good. -
You don't hear a lot about arch/dark because fire/dark is pretty insane and does everything as well or better for the most part.
You don't hear a lot about arch because the set is mainly geared around rain of arrows, which for whatever reason isn't as good on corrs as it is on defenders and barely does more base damage and with new vigilance and weaker damage buffing powers actually does less damage in most cases.
There is nothing wrong with arch/dark in so far that every corr is good. Dark is very strong and arch is decent. It will work out fine. I'd like to second the vote for the defender version though, it is actually quite a bit stronger defensively and offensively (in late game) -
You only really need about 80% global rech+hasten to have perma dom. 85% is very comfortable ime. Extra recharge beyond that protects against debuffs (which shouldn't be much of an issue cause you mez them first) and will bring up aim/heavy attacks faster.
So you may want to consider loosening up your build a bit and getting your attacks better slotted.
If you decide to go with a recharge based ranged set then decimation is much better than entropic chaos.
Slot earthquake with achilies and 4 pieces of dark watcher. You REALLY don't want to slot it for knockback, or be prepared to ruin your own fun.
4 pieces of recharge intensive pet set in animate stone is nice. He's a beast and needs to be slotted up.
Red fortune > kismet if you want to overslot any defensive powers. With aim and the crazy -def of earth/thorn you have no need for the kismet unique. -
Quote:You should try a DA/stone, about 5x as much control/mitigation (conservatively) and minus the corpse blasting.Btw, EM has the best, next to Fire, ST DPS with SOs. It's mitigation is also extremely effective against a single foe. Where EM's stuns really shine is when you pair the Set with a synergistic primary or secondary like Dark Armor. I found my DA/EM tank very handy at making tough spawns into kittens. True, my damage was low for AoE and my use of ET or TF was saved for Bosses, EBS or AVs but that never mattered since I used him for teaming, and damage was brought by the damage dealers.
I love EM threads. You can saying anything in support of EM and watch the anti-EMers swarm like flies on ****.
Weeee, around the carousel some more!
My tanks take damage and deliver quite a bit too. Sorry yours doesn't, it sounds about as useful as a pure Emp. -
it is, but debuffs lose power against +cons and a WP should be fighting +cons. So it usually isn't as powerful as the numbers say.
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Here's my honest opinion on how to make your life really easy. You are level 41 yes?
Pick up oppressive gloom from dark epic.
Drop sleet on them run and stand among them and all the minions will be perma stunned. Use freezeray on the lut. Now everything you face solo is mezzed with no real special attention needed other than targeting the lut and standing among them.
Take your time killing them, you are in no real hurry any more.
As a byproduct this will put you where you need to be to maximize heatloss.
From the sounds of it you are just being overwhelmed with options cause everything you have is a click power. You said you are already moving slowly, so now the best option is for you to slow the game down by eliminating pretty much any danger you face more or less passively so that you can focus on your attack sequences without worry.
It will make your life a lot easier than any of the other epic options. And drop frostbreath, it is lame. -
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Quote:None of the effects found in envenom stack except the 50% -regen. Which is probably a good thing cause 50% -regen is pretty useless.Debuff powers from debuff sets, whose primary function is to debuff (such as Envenom), usually don't stack from the same caster. I don't know for sure as I've never played Poison, but that's probably it.
I don't see a compelling reason not to switch it to 500% and remove the stacking of the -regen as well. It would be a pretty big improvement to the set without making it OP'd relative to any other debuffers. -
Quote:In exchange for confuse protection Arc Fog grants 60% slow/-rech protection, meaning you and your team can pretty much shrug off most of those debuffs. So walking (even running) out of quicksand or caltrops patches isn't an exercise in frustration.Arctic Fog is almost a copy of Steamy Mist (it is missing the confusion protection according to CoD). I would not say that an AoE Stealth compares at all to Superior Invis in terms of invisibility, but if you have GI, you don't need SI no matter what the secondary. However, if you take another stealth power or use a stealth IO, you can drop GI too. You lose the ability to Invis the team when they go out of your AoE, but you gain a power slot. On my Ill/Storm, I took Super Speed + Steamy Mist and skipped both GI and SI. Plus, Super Speed is better for Herd-i-caning.
It also grants more suppressed defense than SI, so if you being attacked arc fog will protect you more (positionally at least as it currently doesn't offer typed protection). Also the needs of the team > individual, but it is an easy choice as it is better anyway.
It's not as good for invisibility as SI, but that really doesn't matter as you can get full invis very easily through superspeed, or stealth IO. You can't get -rech protection aside from 20% in winters gift (which if you stack with Arc Fog, makes you almost immune to -rech/speed debuffs).
For cold, just like storm, I too prefer to stack the aoe stealth with superspeed rather than pick up SI and/or GI.
edit: now if the sleet bug could be fixed so the power actually debuffed for the proper duration instead of 15 seconds that would be great. -
Sadly, sleet is bugged in the same way that freezing rain is so that it only lasts 15seconds if the target doesn't flee from the area.
No idea why as it should last 30 seconds from the time of the last tic which afaik is how it works if they flee from the area it was dropped, but if they stay in one spot the debuffs expire after 15 seconds.
Whether this bug will ever be fixed? who knows, but it is crappy cause most things can't get out from under it so it usually only lasts 15 seconds. Not that them getting away is any more ideal to make the debuff actually work in the manner it is supposed to. -
/fiery (and late game psy) were damage monsters before the dominator buffs. /Fiery came out improved for the most part, though requires a lot more recharge than it used to, but now has a bit higher ceiling too. In all fairness it was actually more damaging pre changes for most moderately expensive builds (like mild permadom) than it is now, but it is still very good and if you throw a lot of recharge at it then look out. You'll have a lot of gaps in your attacks with just SO's on new /fiery, but that's ok as you have primary powers to stick in there. /Psi on the other hand is just a very mediocre set after the changes, but DP is a really cool power (but not really on SO's as it begs for high recharge).
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Quote:Actually it doesn't. Unless dealing 3.2% less damage w/ 3 SO's dam, 2 SO's rech, is "the suck"Stone Melee is the suck compared to EM's ST damage per SOs. True story.
edit: ET isn't even the highest DPA attack attack brutes/tanks get anymore. In fact it isn't a particularly remarkable attack at all anymore. But that's all I want to say at this point in time because if I've learned one thing recently it is that the people we think know these things don't. And I rarely like he who must not be named's changes, so this is one issue I'm not going to draw attention to. -
-res, -dam, and powerful -regen (like lingering rad, benumb) puts you/your team in a position to kill AV's like they are slightly more powerful bosses.
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rep said "incorrect" with regard toQuote:Hopefully my anonymous friend can clarify exactly what they were referring too being incorrect?
Poison doesn't do enough -regen to take the title of AV/GM killer.
You have to stack Envenom 10x just to equal the -regen of powers like lingering rad, benumb, heat exhaust. And 20x to equal poison trap from traps (pretending you can't stack it too heh).
Considering you probably won't be stacking it more than 5x, it just can't make much of a claim to the title. I'd actually be reasonably impressed if a /poison solo'd a GM without insp. (aside from Bot's that provide additional -regen, even if it is buggy) -
Quote:It is even more important on large teams because your active mitigation and def shields are more likely to be overcome than if you are facing less mobs.Frostwork confuses me. I'm terrible at math but basically it looks like at level 50 it would put most characters at their HP caps. If you put the power on another Controller, she'd go from around 1017 HP to around 1606 HP, which is a change of 589 HP. That's basically the same as providing around +35% Resistance, if the character heals that damage. Or so. My math skills are total fail. If i'm right it's better than a Thermal or Sonic shield. But only on a few party members at a time and you have to buff-bot it every 2 minutes. IMO still totally skippable unless you mostly work on small teams. Though I guess you could use it on a pet.
FW does some things that a resistance buff would not do though like make any regen value you have more powerful. It also protects against all types of damage, even untyped.
And in case anyone hasn't noticed /cold provides no defense against non-positional Psi and many toons are weak to any psi damage that gets through. FW is pretty much a godsend in that situation. Combined with high resistance to -rech and endurance immunity thx to heatloss, cold puts teams in a pretty good situation to face some difficult mobs without issue.
Basically to simplify things w/o FW you make everyone about as survivable as a /sr stalker. With FW you make everyone about as survivable as a /sr brute. Then you start adding your active mitigation on top of that. Our understanding of layered mitigation states that the gap between the two only gets larger with more mitigative aspects.
Whether that increase in baseline survivability is valuable to your team is the question. But considering /cold will let your team easily hit and deliver high damage to even the most extreme mobs it only seems to make sense to me that you try to boost survivability high enough to leverage that scenario. But I like to set my support toons up so that they don't have to sweat it if I'm the only one doing my job. Just like when I was the only support on an RSF with my traps corr and told everyone not to worry about it, I don't really fret if I'm the only thing keeping us standing while on my cold toons either. But ime if the team wants to fight the same way they would if they had a healthy regiment of support I need to use FW on the people that draw attention. In the case of my fire/cold corr I wish I could use it on myself lol.
Basically if the emp that has the tank on follow and his aura on auto gets stuck on a rock I don't want the team to get jittery at the "lack of healzorz" heh. -
Quote:The only /cold power I skip on my builds is snowstorm. Not because it isn't a decent power, but because it is slow to cast and I feel you have more than enough active mitigation to warrant not using it.What do you think is skippable in /cold?
Even with ill/, which can get away with skipping a bunch of things in the primary, I find myself wanting to take everything in the secondary.
My ill/cold is skipping sup invis (already have arc fog which is way better) and group invis. That makes it a very tight build, but you don't really need a lot of powerpools to do well with it imo. -
I use it any time there is a power that will ensure they stay in the vicinity for roughly the full duration.
If that requirement is met then the scatter is a non-issue because they will be dead before they have strayed more than a couple dozen feet. So at that point the scatter is actually good mitigation without being intrusive.
There are tons of powers in teams that let you use it without worry, but far less while solo for a blaster. For a solo blaster it isn't a bad panic button though. -
Procs you. I have it in TB.
Don't think it procs anyone else, but never asked -
Quote:"The leg bone's connected to the hip bone, the hip bone's connected to the...red thing. The red thing's connected to my...wristwatch...uh oh."As with everything else in this game, teaming isn't rocket surgery.
A set with its two biggest hitters taking nearly 6 seconds to use both sucks on a team due to the fact that you are constantly wasting them.
No nearly about it:
3.564
2904
=6.47
The are so slow they are almost rounded up to 7 seconds.
Quote:Stating that EM is "great" for soloists is also stupid. It's good for hard targets and good for soloists that aren't bumping their difficulty up above "boring."
Dark is good because it heals and debuffs
Ice is good because it keeps you very safe
Fire is good because it kills quickly
etc
It just depends what aspect of solo'ing someone wants to talk up and you can make any of the melee sets look good.
The fact that EM only performs decently on a single setting x1 out of 8 possible mob configurations (ignoring level settings) while solo says that it in fact, does not solo well because it provides no flexibility.
It solo's well under the old archaic rules of the game, but the game has changed. One may as well just state it's i4 performance for all the relativity citing a single difficulty setting has.
Quote:AoE is still king when running at x8 and it always will be.
EM is a ponderously slow, mediocre set with good single target damage, crap aoe and crap mitigation. It's still good for PvP and AV/Heroes. It sucks on teams and probably always will.
Everything you have said about EM is accurate, but you are being conservative with your assessment as it is even worse than you suggest.