Frosticus

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  1. Bots/traps is one of the premier big game hunters in the entire game.

    The problem with melee pets paired with traps is that when you run in to put down poison trap there is a decent change 1 or more of your pets will take serious damage. In the case of a GM they spam footstomp and will wreck your pets very quickly. In the case of AV's it generally wouldn't be an issue if you are taunting and approach from the side your pets aren't gathered on.

    Melee pets by default have to be bunched which opens them up to aoe damage.

    How safe is most /traps AV encounters? Most can be done in your sleep. Between bodyguard spreading what little damage gets past your defense that is softened up by seekers means you hp barely quivers in most fights. As safe as a perma PA ill/rad? well no, because they usually take zero damage, so you aren't technically as safe, but the difference is insignificant.
  2. I deleted my em/fa brute (mid 40's). Being locked out of my heal for two crazy long attacks was just annoyingly unfun.
    Similar reason behind my deletion of my em/regen stalker (also in mid 40's).

    EM is simply a case where the numerical analysis is not representative of what you see in game. You are either corpse blasting or massively over killing targets leading to horrible attack efficiency.

    Over kill has always plagued the set, but at least corpse blasting wasn't an issue.
  3. Quote:
    Originally Posted by Bocus_King View Post
    I woulda thought stone melee would be higher on the list

    edit: just curious what type of recharge numbers where used to come up with these numbers?
    I don't recall what recharge that list was done at, but stone needs a lot. Give it a lot and wow. Mixing in either gloom or fireblast (if it ever goes to scrappers) is pretty mean too, especially gloom.

    Not sure if it was mentioned, but one thing that really sucks about EM, aside from the excessive corpse blasting, is that when it comes time to optimize the build with some procs it cycles attacks so slowly that procs are around half as effective as seen in some other sets.
  4. I think traps has gotten a bad reputation because of some bad players in the early days of the set. People that didn't know how to use seekers, cause if you do you would know it is one of the best powers in the game. And people that probably just sit way in the back and are afraid to deploy the good stuff up close to the mobs. By extension that type of player often moves really slowly between mobs, which only further perpetuates the stereotype that traps can't perform on fast moving teams.

    There was also the issue with the few people that did play traps well discovering that PT could pseudo-nuke spawns when proc'd out. Understandably a lot of people jumped ship when that was fixed.

    It's a good set, imo one of the best support sets when used by a competent player. I always enjoy when a good trapper joins the team, just like I enjoy the arrival of a good stormy.

    I can't wait till trollers get traps one day. Ill/traps will be like "out of my way tankers" lol. Well even more so that trappers can already do that, but ill will be able to hold aggro without provoke.
  5. Frosticus

    what/cold?

    Quote:
    Originally Posted by Windenergy21 View Post
    Only that's the problem, it DOESN'T heal right now, only +HP buff . It SHOULD heal, or at least have that 150% regen buff as mentioned. And even if people are not at the cap, with accolades, bonuses, and other +HP powers, they seriously diminish the usefulness of the +HP of frostwork, why hence it needs to have that heal or regen component.
    I worded it poorly. I meant they can sit on dullpain and use it as a heal because you are eliminating their need to run it constantly by using FW. If FW healed (I'm assuming you mean for the same amount as it buffs hp?) then cold would be ridiculously OP'd when it comes to support. Cold's ONLY weakness supporting is getting worn down over a fight and even that is handled well for every kind of attrition except direct hp replacement. Adding regen to the power would be more appropriate, but not really needed.

    Arguing that sources of +hp found in the game through inventions and by grinding accolades devalue FW is tantamount to arguing that the tohit debuff of hurricane is severely diminished because so many people have +def IO's, or even closer to home, that cold's def shields become seriously diminished. I mean ya if you go out searching for scenarios you will find them, but that doesn't in any way detract from what the powers bring to the table.

    For every 1 perma dullpain/capped hp toon you point out, you could find over 100 that can benefit considerably from FW. Maybe not to its full value as it is a ridiculously strong power, but we don't knock other powers due to them being too strong. We say thanks, and put valuable slots elsewhere.

    We all know about layered mitigation. Even if you are only adding 200hp w/ FW, on top of your shields and crazy debuffs the survivability of your teammate just went up by a huge amount.
    Quote:
    As mentioned before, frostwork at 35, would never happen, for other reasons mentioned before, it would never be later than benumb, which should be at 35 or 38 at the earliest.

    And no its not as good as sleet, hence one reason why sleet comes after it, and for what mentioned before why sleet needs to come later than a stormy can get freezing rain.
    You logic fails to explain why a rad can get a heal, AM, RI, and EF by level 10.

    Power order isn't an indication of relative power, or at least not in the sense that we arbitrarily assign power ratings. The examples of early powers being some of the top performers within a set are numerous and extend beyond such glaring examples as rad emissions and dark miasma. If powersets progressed from weakest to strongest like you are suggesting everything would be lopsided like old /psi assault was.

    Putting Sleet into t5 would make it available at the same level as Freezing rain is for storm. Further precedent to support it. If you look at my second suggestion it was to flip FW and sleet and then flip benumb and FW, so sleet at 16, FW at 28, benumb at 35. But honestly benumb and FW being separated by a single tier doesn't really matter.

    Anyway, that's just my feelings on the set. I've ran it to 50 a couple times now as a secondary and am doing it again right now. I've ran it to 40 as a primary and waiting till 26 wasn't as painful, but is still pretty crazy when my storm/sonic opened up the clone of it at 8. I honestly wouldn't change any of the powers in the set, it is really good and does a great job buffing and debuffing without being OP'd. The only thing that is lame about it is the power ordering imo, it makes it a real grind by either being difficult to solo, or shoehorning you into a buffer role until pretty late in the game. For such a potent debuff set that is more debuff than buff that doesn't seem fair.
  6. 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)
  7. Usually have a pretty good feel for them in the mid 20's, but then some sets don't mature until late 30's. I've deleted quite a few (10 or so) toons in the low 40's as well. Usually as a result of a power(s) change and/or game mechanic change. Not always "nerfs" either, I deleted two blasters in their 40's and one in the 30's due to the defiance changes. I just no longer found them fun, but by all accounts they were stronger. I just liked that blasters before were a truly bleeding edge AT and weren't able to just bulldoze through content like everything else.
  8. Solid combo as long as the constant redraw doesn't drive you bonkers. The sound, the hitches in movement due to it and otherwise feeling a bit more clunky than other dominators.

    I've tried two attempts to level a mind/thorny and each time in the mid 20's I end up giving up. But I'm pretty picky about redraw as it is one of my least favorite things in this game.
  9. Frosticus

    what/cold?

    FW is a really good buff at all levels of the game. Don't believe everything Turboski says in regard to it. Perma dull pain, fully accoladed, or otherwise hp capped toons are not common at all.

    And even pretending everyone did have perma dullpain, they can then use it as a heal, which /cold otherwise lacks.

    cold is a mix of buff/debuff moreso than any other set.
    It goes:
    debuff, buff, debuff, buff, buff, buff, debuff, debuff, debuff.
    infrig, iceshield, snow, glacial, fw, arc fog, benumb, sleet, HL

    Unfortunately it sort of puts you in a position where you are a bit of a buff bot for much of the game.

    I say change it to:
    debuff, buff, debuff, buff, debuff, buff, debuff, buff, debuff.
    infrig, iceshield, snow, glacial, sleet, arc fog, benumb, FW, HL

    That way cold is truly a hybrid buff debuff and you can pick whichever course attracts you more. If FW is as bad as people say then it may as well come later in the build when you aren't as power hungry. IMO though, FW is needed more in the 30's due to enemies becoming significantly stronger and more frequently doing mixed damage that you may not have ideal res/def too, so placing it there just makes sense for whatever camp you reside in. It's a good buff early in the game too, but not as good as sleet would be for team/personal performance.

    FW is about as important to cold as Clarity is to sonic, which also happens to be a T8. Sonic of course being the other pure buff/debuff hybrid with 5 debuffs and 4 buffs like cold.
  10. Quote:
    Originally Posted by SBeaudway View Post
    It IS nice, but I prefer it for the + smash/lethal defense shield in order to soft cap and thus not even bother with perma "dull pain". I've even gotten over the look of the shield by now.
    Ya the shield is more important than earth's embrace, but EE will let you do a lot more than without it and the convenience factor is nice.

    Grinding accolades takes ridiculously long and /kin/stone lets you avoid it, which is pretty nice.
  11. Frosticus

    what/cold?

    Quote:
    Originally Posted by Windenergy21 View Post
    At level 35, ugh, they need to put sleet at least at tier 7, nobody needs Benumb at level 28 ugh. With a 120 second base recharge it is pretty much ONLY an AV power really. I'd suggest more that it actually gets put to tier 9 but grr. Devs really didn't think that through unless their sole purpose was to piss us off XD
    I think they should just flip the position of FW and Sleet. Would really change how cold progresses.

    Or push sleet down to t5 (FW position) and then flip FW and Benumb, so FW ends up being T7 and Benumb ends up being T8.

    Either way, would be fine. Waiting until 35 for sleet is brutal.

    Benumb either needs to be aoe with the rech/duration it has or it needs to cycle a lot faster. it is a great power, but not so great that it should be unable to perma outside of extreme conditions.
  12. CoX is heavily instanced so population is deceptive. Good solo'ing toons are plentiful, but I'd recommend a scrapper, brute, or mastermind to get the ball rolling.
  13. My personal estimations have it at 72-80k, so I disagree with that writer.
  14. I recommend mind/ta. It will let you set up almost all of your arrows in peace. Granted TA is a lot faster than it used to be, but it is still pretty slow at getting them all out.

    mind/storm doesn't have any particular synergy, but mind is pretty strong, and storm is really strong, so it will end up being a good toon.

    The lack of stopping power can and often is an issue for mind/storm though. LS has a high mag afraid and the way terrify works it is will allow one action in response to taking damage. If they choose that action to be "run" they can run as far as they want, which is sometimes a long ways away. Because you have to be hesitant with nado and LS when using mind, which is a huge advantage that most controller builds have over other storms, I say no to mind/storm.
  15. Quote:
    Originally Posted by Leo_G View Post
    I don't feel I'm wrong in having the opinion that When a Blaster and a Dominator toss out an attack from one of the mental sets, that you won't see the same discrepency as what you'd see between a Scrapper vs a Tanker...and the difference between those two melees isn't what I'd call 'far' either.
    No you won't see the same discrepancy, it will be larger than between a scrap and tank.

    Whatever man, I was just correcting your very wrong information. I don't have a need to be right so much as I have a need to make sure really incorrect information isn't spread. Sorry you have gotten so defensive about it. The metric you use to define damage as "close" to something else is just not grounded in reality. That's ok. It just isn't damage over time, or burst damage, or actual damage, or theoretical damage. Maybe some other type that only you know about.

    I get that you don't think scrappers and tanks (good job moving the goal post too as before it was scrappers and stalkers, unfortunately it isn't helping your position) deal appreciably different damage. You are very likely alone in that. Interestingly enough they only deal about 35-50% difference in actual damage. In the case of a psi/mm and mind/psi it is 100% to 150% difference.

    It isn't much of a stretch to say that every toon in this game deals "close" to the same damage given your margins.

    Anyway, take care. I think the OP has more than enough information to make a solid decision.
  16. Quote:
    Originally Posted by Leo_G View Post
    My numbers are Blaster mods = around 1.125 range and 1.125 melee while Doms = around 1.0 range and 1.0 melee. Therefore, when a Dom uses an attack, they will not be so far behind Blasters that it makes a huge difference.
    Yes but that is such an incomplete picture you may as well not have picked up the paint brush.

    It ignores so much in fact that applying your logic would dictate that brutes (0.75) do pathetic damage compared to scrappers (1.125). But that is hardly true now is it?
    Quote:
    As for DPS, it's partially irrelevant. Blasters survive on DPA moreso than on DPS but that isn't to say Blaster does not have the edge in both (who ever said that?).
    I dunno, I just keep getting drawn back to the guy that said the damage would be "close". You may well be operating off of a non-standard definition of the term though.
    Quote:
    Seriously, it's like blabbing on and on about how oh-so superior Scrappers are to Stalkers even though their dmg mods are similarly close. Their performance is 'close' in the sense that they do different things better.
    These two AT's are much closer in performance for like sets. However, "close" disappears when comparing aoe damage. Many doms can and do put out "close" to blaster damage. Mind/psi isn't one of them. It is even more disappointing because psi/mm isn't exactly a high damage blaster, which just indicates that mind/psi is a really low damage dominator
    Quote:
    That the Blaster will get better DPS is balanced vs the Dom not attributing all activities to attacking but to defending themselves with superior mitigation. That the dom has better mez protection is just icing.
    This is an entirely different statement that "close to the same damage". It just so happens that I agree completely with it considering I've already said it myself.

    I'll answer my own question then regarding damage of a psi/mm vs a mind/psi just so we can put this to bed:
    psi/mm blaster does 2x more st dps than a mind/psy dom. That is with will dom, -rech, and tk blast mitigating vs tk thrust and -rech mitigating for the dom. If the dom locks them down first it is lower still.
    psi/mm does 2.5x more st burst damage.
    st dps and burst st damage are typical occurrences in game

    The aoe dps is actually pretty close, but the psi/mm does about 2x as much aoe burst damage.
    aoe burst damage is more of a typical occurrence than aoe dps in most game scenarios.
  17. Frosticus

    Mind/Fire

    Quote:
    Originally Posted by Positivity View Post
    But that's if you're only concentrating on AoE damage over ST. And they're great lockdown AoEs, far better than the usual immobilize that makes you an aggro magnet. Again, Mind's strength is that it has 4 AoEs that prevent people from attacking you, at least 2 of which don't grab aggro(I don't remember if TD does or not). Mass Hypnosis can sleep the entire Freedom Phalanx on the LRSF with no aggro. Very helpful.
    Definitely, mind is the best at disabling enemies that you have no intention of fighting. Gravity is pretty good at it too.

    Quote:
    Nobody does though. Like Terrorize and Total Domination it's an "every other spawn" type power.
    The problem I have with using the meta powers as part of your regular control arsenal is that it doesn't leave anything in the tank if things go south. With every other set I don't need to use my aoe hold, so it can sit there until it is really needed. Mind has an abundance of aoe controls, but two of them take 6 min to recharge, one of the frequent ones is useless if you actually want to fight the enemy and the other one allows fairly frequent retaliation.

    Quote:
    Fire only has 3 AoEs(if you include Consume), and they do less damage overall than the best ST attacks.
    Unfortunately aoe rules this game. While /fire is an amazing st set it also does solid aoe. Forgoing the aoe will always be slower unless you are fighting 2 or less enemies.
    Quote:
    IMO, It's a waste of Mind's potential to build around the weaker AoE attack chain. I love the Fire AoEs, but it's not feasible to expect them to be used on every single spawn with an AoE hold in place. They are a little bit more situational. You would like it more if you built around ST.
    Exactly what I already said. If you want a strong st toon it is a great choice

    Quote:
    Dominate lasts so long and recharges so fast that you could easily Hypnotize 3 mobs, Dominate 1 then Incinerate him, Dominate 2 then Fire Blast him, Dominate 3 then Blaze him and THEN AoE them to death before the first guy's Dominate wears off.
    Dominate is not unique in its ability other than it being the second fastest cast of available st holds. If you are only fighting 3 enemies then that is the problem. I fight x8 on my earth/fire and interestingly enough, have more st damage than a mind/fire as well. But I'm aware of all that and still happily playing a mind/fire. It is a very strong toon and will ultimately be better for what I plan with it than my earth/fire could be.
  18. His post is fine here, not sure why you are getting so upset. His question would be just as valid if he were a pve player seeking phase shift on his build as well.

    And for that reason it is an acceptable post to have outside of the pvp forums. Try not to be so mad.
  19. Quote:
    Originally Posted by Carnifax_NA View Post
    CC will also taunt though. I've had it frequently absorb aggro off me from the like of Rikti bosses. It is kinda daft that it negates itself though with the immobs though. Bonfire pretty much negates itself too after one knockback, unless you have it in an ideal location.

    Vines > Cinders imo, simply because it's ranged. Cinders is not.
    I don't think CC has an actual taunt factor like Phantom Army does, but it does do a plethora of things that seem to bug some mobs a lot. I can't say I've seen it strip agro from my plant/kin, but I have had situations where well over 17 targets are happy to hang around me due to CC drawing its own agro.

    As for cinders I'm always in melee range using Hotfeet anyway, so for me the speed of execution is what matters if things start to go south. I can appreciate the range advantage though.

    At any rate though, I think the point is well illustrated that plant, while amazing, isn't a set founded on depth like mind or earth, but rather the principle of "enough". When enough isn't enough, it falls apart pretty quick.
  20. Quote:
    Originally Posted by Leo_G View Post
    Considering their damage mods aren't that far apart, yes you did misunderstand. With the attacks a dom has, it will not fall far behind a Blaster shot for shot.
    Oh ok. If you say so.

    If that is the case then you won't mind sharing some numbers to educate me. What kind of st dps will a psi/mm produce on SO's, hasten, IO'd vs a mind/psi on SO's, hasten, IO'd?

    And what kind of aoe damage will each produce under the same settings?

    How 'bout both in terms of burst damage too?
  21. Frosticus

    fire/ice

    Quote:
    Originally Posted by Seraphael View Post
    the Ice Sword looks pimp!
    Yes it does, it made for a very good looking angel warrior design on my fire/ice. I hardly ever used it prefering to stay at range, but looked cool.
  22. Quote:
    Originally Posted by Leo_G View Post
    So Dom is to Blaster as Flares is to Blaze. Gotcha. Just pointing out the ridiculousness of your stance.
    Seriously, my stance is the ridiculous one? Did you not say that a mind/psi dom will be "close" to a psi/mm blaster in terms of damage?

    Maybe I misunderstood, but it sounded like you were the one saying what you are suggesting in the above quote. Because a mind/psi dom doesn't hold a candle to the damage a psi/mm blaster does. They aren't even in the same league and it is just ridiculous to suggest they are by saying such things as:

    Quote:
    Originally Posted by Leo_G View Post
    Dominator all the way. You've got safety, you've got damage and you've got options:

    Damage = close to a blaster. But a dom does lack BU/Aim, a nova and extra attacks from the manipulation pool.
    Actually rereading what you said you are right. The damage is close if the psi/mm blaster doesn't use aim, bu, or any secondary powers and attacks slow enough to not build up any defiance. Good point.

    I'm going to state something as ridiculous as you did:
    Safety (of a psi/mm) = close to mind/psi. But the blaster does lack dominate, confuse, masshyp, terrify and full mez protection from domination.
  23. Quote:
    Originally Posted by EricHough View Post
    If I remember all the numbers starsman or somene else ran during the dominator revamp test, psi assault came in second to fire for AE damage (or vice versa - I know they where the top two sets, just not which was which), so you are off base on this at least. I don't remember how it came in on single target damage so I won't speak to that, or to your list of ratings except to note that if you are wrong about the AE damage, I certainly wouldn't trust a list of arbitrary numbers that don't look to be backed by actual in game data, just your 'experience'.
    /psi assault is third among doms. It was second and then /earth showed up with a damage aura. Dom's kinda suck at aoe damage, hence mediocre aoe damage. /psi definitely sucks at st damage. It is only third for doms because PSW hits 6 more targets than anyone else. Its per target damage is well below fire and earth and also below thorny. Being 4th against 10 targets and 3rd against 16 is very much "middle of the pack" aka mediocre. Mediocre damage within a mediocre aoe AT. Nothing really difficult to understand. Or at least so I thought.

    The ranking I gave the sets I listed is based on having played all of them to at least 40 in addition to a numerical analysis of their capabilities. Basically, I don't play a toon unless I know exactly what it is and will be capable of doing.
  24. Frosticus

    fire/ice

    It lets you use rain of fire, therefore it is win.

    Shiver and buildup. Not much else worth writing home about, but not much more you really need.

    ice patch is good too, but takes forever and a day to cast.

    Chilling embrace is ok if you plan to be in melee much, but /ice's melee attacks kind of suck.
  25. Quote:
    Originally Posted by Jharber View Post
    I am just wondering what the best Dom would be for solo +0/+8 or maybe +1/+8? I have been thinking it is probably Plant/Psi for SoC and DP? I was also thinking Mind/Psi. I know all the primaries can be good enough to keep things locked down, but I am just wondering which would be the best overall on common Ios.
    With just common IO's DP isn't up very often and PSW+psyscream don't cycle very fast and /psi does very little single target damage. Which means you'll need well above average mob control to wait out how long defeating them will take.

    Mind is a good choice if you want to kill the group one at a time.

    I'd say plant/fire. Seeds cycles quickly and fire packs a lot more punch. Earth/fire will also work well cycling between the various aoe controls. The -def is also fairly nice on a toon with no tohit buffs, especially with no IO bonuses.