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Quote:Unless you are using TO's in the 20+ game then yes. The buff starts at ~6% at lvl 1 and slowly scales up to the full 30 lvl 20 (iirc).Perhaps my math is completely off, but assuming no +damage powers like assault and no -res, this is what I figured;
SO enhanced attacks (+95%)
Old : 100% +95% = 1.95
New: 100% +30% +95% = 2.25 (which is 15.4% increase)
DO enhanced (+48%)
Old : 100% +48% = 1.48
New: 100% +30% +48% = 1.78 (which is 20.2% increase)
TO enhanced (2 ACC no +DMG)
Old : 100% +0% = 1.00
New: 100% +30% +0% = 1.30 (full 30% increase)
Did I miss something ?
This "help" in the early game that people are citing is less than they believe, though still better than nothing. -
Quote:Defender FF's is vastly superior to troller FF, probably moreso than any other shared set. Just how defense works. (well pre powerboost for the troller anyway).Why should a set that can do that NOT be permitted to solo as well as some of the other sets? Especially since Force Field Controllers have exactly the same advantages as other Controllers when soloing.
I'm really not sure what you are talking about solo'ing a controller for, but suffice to say FF trollers tend to solo slower than other trollers for much the same reason defenders do, no offensive boosting powers. Maybe even more noticable on trollers as pets benefit from things like +dam and -res as well as you.
Quote:I would also argue that Dark provides just as much protection as Force Field, albeit WITHOUT the ability to do this without "babysitting" them. But if the issue is the utility of the set, not its ease of use, then you will have to provide me with hard, conclusive proof that the protection of FF is vastly superior to every other Defender Primary. If not, then there is no reason why FF should be less soloable than Dark.
I can assure you that even though you (and others) don't assign value to proactive mitigation the devs definitely do.
Quote:As for your claim that Scourge, while believed to be useful, is actually nearly ineffective, I must disagree with that as well.
Quote:1) Scourge provides Endurance efficiency for Corruptors' attacks when their foes are nearly defeated, when the need for Endurance is greatest.
2) Scourge speeds the process of defeat, reducing the amount of counter damage the Corruptor recieves. Particularly when the Corruptor would otherwise have to wait for a high damage attack to recharge before defeating a foe.
2. I'll let you learn more about scourge before ripping this apart. But for now I'll just say that scourge results in overkill very often, that is with the low damage attacks, which means you wouldn't have been waiting for a high damage attack anyway.
Quote:
Neither is "useless", particularly when solo, and I think both are more important than the actual value of the increase in damage. It is not the increase in overall DPS, but the burst nature of the bonus.
Quote:Personally, I do agree that the idea that this buff is mostly a minor change, because Defenders are pretty much okay, is a valid one. Note, however, that while Defenders do have an Inherent that give them the equivalent of the Endurance efficiency I noted above, it does NOT give them the faster defeat. This would, just in a different form. As such, I'm not going to look a gift horse in the mouth.
That said I really don't care that defs are getting this change, my defenders that I've built with the intention to solo already do it on par with my non-fire corrs and it doesn't make much of an actual difference to sets like FF and emp while solo'ing, so I'm sure they'll be back asking for more improvements down the road. -
Hey if they rework pistols so that they don't have redraw I'm game for pretty much any and every weapon coming over to doms regardless of how poorly they would perform.
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Quote:Not ignoring anything, not sure why you'd even suggest that if you read what I wrote. It would be a new set for doms and would actually be awesome instead of a bottom feeder like DP would be. New set requiring similar amount of work as a new set. I know that sounds like a strange concept.... which from their own comments takes as much work as an entire new set. Ignoring what they say doesn't make them wrong.
I'd see dual pistols before whip-anything anywhere else. (And personally hope we never see Illusion ported over to doms. Hate it as a "control" set, and it makes no sense with all the non-domination-building abilities to bring it to dominators without a massive rework.)
Easier to make minor tweaks to DP.
Much better than some hack job port that would be at the absolute bottom for burst, dps, and be a major PITA due to the excessive redraw when switching between primary and secondary constantly like doms do.
Regarding Illusion: I'm also not sure what you mean by "non-domination-building abilities" you know domination is primarily built by the assault powers right? Most builds don't have the ability to string together control powers as easily as they do assault powers. In which case the generally fast animations of blind and confuse will actually help build domination faster than slower animating sets.
Do you mean powers that won't be boosted by domination? Meh people said the same thing about earth when it was being ported, it worked out pretty well.
Additionally doms have been reworked to rely on domination far less. The principle is that a dominator doesn't require domination for encounters, which unless you are trying to say illusion under-performs in a non-domination state (which you'd be wrong) then you must be talking about its in-domination performance. Which you'd still have 4 control powers being boosted, which is only 1 less than earth, grav, fire and ice
So is the arbitrary cut off in your mind 5 powers being boosted by domination? What if the devs released information saying that an insignificant number take salt crystals, or flashfreeze? would that shift your arbitrary number, or would it still be 5? Just trying to get a feeling for why you are saying what you are saying. -
The problem with elusivity in pvp is it just creates another arms race. Sure there were some builds that had little issue with forts when they were at their peak, but anyone who failed to dedicate a large portion of focus to the goal of global acc was trounced by them.
It very much had the opposite effect of what i13 was intended to do, which was to lower the barriers to entry and reduce the spectrum of minimum performance vs maximum performance.
I've yet to see any value under the i12 rules or the i13 rules that would result in a smooth implementation of elusivity. Not so long as some AT's have access to abilities that can erase the elusivity value while other AT's have nothing, and not so long as IO's are capable of providing upwards of 100% global acc if you strive for it.
It's no different than def vs tohit, you are just trading out one unbalanced scenario for another because again some AT's have a lot more tohit than others.
Well they could strap a massive restrictive DR curve onto acc similar to what was done with tohit buffs. But imo balance through reducing something to the point of non-existence isn't really balancing at all. -
IMO now that pets zone with you I'd rather go back to the old system.
But then I play a very aggressive storm so endurance is of a premium and losing a single pet is far more frequent than losing multiple/all pets.
Individual buffing was a major PITA when you had to re-summon every new mission, now for me at least the new PITA is tanking my endurance because a single pet dropped. -
Almost every AT would require an altered port, access to repeating powers or access to powers they aren't supposed to get mandates this.
ie If you port stalkers with blasters then stalkers suddenly access armors in their new app's.
The smallest revision necessary would be:
brute - tank (ea has conserve power and would need to be altered)
scrap - stalk (caltrops and conserve power repeated)
corr - def (looks fine)
mm - tank (armors would have to be replaced, thunderstrike, ko blow, and oppressive gloom repeated)
troller - dom (this would be a mess, lots of repeating powers for doms picking troller sets)
Access to unaltered app/ppp's probably isn't going to happen, hopefully the revised ones we access still retain the great meta powers that make them desirable and aren't just filled with crap like stalker snipes...
I'm not at all keen about never being able to respec without losing your epics if you have switched sides, but GR sounds like it is a lot of "a buff in one state is easily viewed as a punishment in another". I'm not too worried about it because I'm more excited about opening up new build possibilities. -
Here's a non-gimp 136.5% rech+hasten. If my goal were a high rech bs/regen that I'd play then I'd tone it down by 5% and get MoG slotted out.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
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Rather see an unchanged version of illusion before any effort is put into converting sets for dominators.
After that a whips set based on the MM version (yes I've read the dev comments about the work that went into it)
Good thing 3 attacks are already done and every set gets a utility power that would require no whip. A melee attack or two could easily port from Martial arts scrappers (ie the spin kick and crane kick), which only leaves 3 more whip attacks needing animation work.
You'd have a hard time convincing me that the ground work that went into the existing whip attacks wouldn't ease the creation of additional whip attacks.
I will never sign on for a dom assault set that requires a drawn weapon. Nope. Absolute PITA to play. -
Quote:I agree, but you'd be foolish to attempt that journey seeking something that "solo's quickly" and mate it to a set that does less damage than any other blast set until lvl 30+. That is the antithesis of solo'ing quickly.
But ya, its the journey and not the destination in this game and YMMV.
I'll just repeat it again cause people seem to be missing my point.
If you want to solo quickly ice blast is a great choice, just make sure you get PL'd to lvl 30 because it is tied for the worst choice prior to that.
The value assigned to levels 1-30 is going to vary by person, but if you never reach lvls 30+ (like most players) then it accounts for 100% of the time spent on the toon. You increase the likelyhood of never seeing the 30+ game by selecting something that doesn't meet your expectations.
Here's my full answer for the OP; if you are looking for something that solo's quickly at:
lvl 50, ice is a top 4 choice
lvl 30+ ice is a top 4 choice
1-30 ice is one of the worst choices.
1-50 based on total time spent, ice is probably a top 6 choice.
The settings you choose to solo on will determine where it ranks within each subdivision.
Quote:Hi folks. Long-time player (with lots of breaks) that has only recently managed to get a toon to 50 (plant/storm troller). Been working on a tanker and scrapper but can't really decide what I want to commit to so I'm looking at Defender builds as well.
So ... Given that I tend to mix solo and team play (probably 50/50) is there a Defender setup that can actually do good damage and run quick missions (hopefully at x8 at some point)? I have literally no experience with Defenders but from what I've read they don't really look to have the damage output necessary.
Thoughts and suggestions?
2. He's only reached 50 once (and it was a toon that hits its stride very early and just gets stronger and stronger)
3. He's going to be evaluating it against the scrapper (decent solo from the start, amazing later on) and a tanker (generally solid from the get go (every set other than /em, /ice, and /elec has decent damage from lvl 10 on).
4. He eventually wants to be powerful and clear mass spawns
Based on that criteria ice is going to be total fail unless he magically appears in late game with a fully built toon. -
FFG no ifs ands or buts.
TB is a decent power because it layers mitigation, but the mitigation that FFG provides is much more significant.
TB is very noticeable once your defense is approaching soft cap. It lets you tackle situations that are clearly more challenging than just the defense alone would allow. Prior to that though I never took much notice of it tbh. ymmv. -
Quote:I'm certianly not taking up the torch trying to get SS ported unaltered to scrappers that's for sure.Footstomp on high recharge is 76% mitigation by itself, don't think you could make an argument for that going over to scrappers as is to begin with
I'm also not keen on the whining that would happen if they reduced it a bunch to give it to scrappers. Probably so many tears they would end up changing tank/brute SS too just cause scrappers are so special.
Nah, I'm j/k I like scrappers, but seriously the whining would be extreme if they only reduced scrapper SS. -
After having spent hundreds, likely even thousands, of hours pvp'ing in this game I can definitively say that the "i pwned joo" attitude that people cite around here is a fable.
Sure you'll occasionally run across an ******, but by and large I would honestly say that the pvp crowd is nicer than the pve crowd.
As for adaptability and skill across the game, well the pvp crowd was so niche that the majority of "regulars" were all skilled players. All the fastest and smoothest RSF's I've done have been when I jump into one of the pvp vg runs. Granted a large part of that is because most of that SF is killing AV's and pvp builds are generally superior single target killers. But anything short of an AV tends to be a pushover for high end teams so...
And yes they tend to be highly optimized teams (seriously lol at "semi-optimized"), not because they lack the skill to run a bunch of dual blade/ea's but because pvp by nature is min/max, so that carries over to pve.
A pvp'er would rather be pvp'ing than pve'ing, but pve is forced in this game so when they engage in it it tends to be conducted in as efficient a way as possible.
I'd gladly put a top tier pvp group up against a top tier pve group to see who was better at running pve content. The degree the pve group would win by would be tiny compared to how badly they'd get stomped in they went and faced them in pvp. If you score a 9.5 in pve and a 10 in pvp vs a 10 in pve and a 1 in pvp which group is better? I know my answer, but I don't expect a unanimous vote.
At the same time you have total bums in both environments so who really cares.
Anyway, the only reason I'm even talking about this is because the original topic of this thread is retarded
*When I talk about pvp'ers it is all pre i13. I haven't pvp'd since then so I can't vouch for the community, or the skill level. It could be just as good as before, I don't know. -
Quote:Not sure about pvp'ers now, but pre i13 they were also some of the best pve'ers easily matching the feats of dedicated pve groups.you mean jumping around like a moron and having 2-3 travel powers makes a good pve player?
or the 'i r 1337' broadcasts?
PvP'ers arent very good at the pve game. Theyre good at being bored and following AT trends and hanging out in pvp enviroments.
less so now, but if you used to be good at pvp you were by default pretty good at the game. Considering how easy the pve game is it resulted in some top caliber pve'ers when they had to do it.
I'll make the safe bet and just figure you really don't have any idea what you are talking about. -
Quote:This statement assumes the journey to 50 is a weighty issue. It isn't. Certainly not compared to years past.You're arguing as if the journey to 30 is a weighty issue. But, there just isn't enough time involved for your argument to be compelling.
But if you are looking for a toon that solo's quickly why you'd pick something that is a dog for 60% of the levels and probably upwards of 35-40% of the time it takes the toon to reach 50* is beyond me.
*No the typical toon does not take 40% of their time to reach 30, but it very likely does on one as slow as pre BiB iceblast.
I dunno, but if you recall the devs said that the average player doesn't even surpass lvl 30 (or something like that) and a person asks for a good solo'ing combo from an AT that isn't generally considered to be a strong solo'er. I figure if you want someone to stick with something when the deck is stacked against it why make it an even bigger hurdle? Play a set that is good from out of the gate imo.
OP can do w/e they like, but ice blast is a bad choice for a defender if they aren't extremely patient (for solo play), just like I suggest people stay away from cold domination on corruptors if they aren't extremely patient. Cold dom, just like iceblast turns out to be one of the better sets if you wait it out and spend some sizable inf on it.
*My brute is lvl 39 in 46 hrs. I too have spent a lot of time on the market as the toon is fully frankenslotted and has just shy of 200M. I have solo'd the toon the entire time. Actually the one night I forgot the game was running and the toon sat at the mission entrance overnight. I'd say it is probably level'd at about 1 lvl per 30 mins. So ya about twice as fast. Not bad for almost no aoe damage. when I roll up a toon to "solo quickly" I do so with the intention of it not being slow. I don't expect my toons to go the speed of a brute, but I also don't expect it to go the speed of an ice controller, which is about what pre BiB ice blast does for defenders.
ymmv. -
Quote:I'm using gimped in a relative sense. If we accept that conventional wisdom says you need to select certain primaries to solo quickly it only stands to reason the same can be said about secondaries.Frosticus: I don't know why the idea that you can solo quickly with an ice blast defender puts such a pebble under your shoe that you find it necessary to use words like "gimped."
Prior to getting BiB in the chain ice blast is the worst st damage defender, tied with elec blast.
I'm not sure how else to state that if you are prepared to wait until you have BiB then the set is very good, but prior to that it is less good than the other options.
Quote:I dusted off my level 29 TA/ice just a little while ago, to check on the hours she has been in-game so far. With *loads* of afk time, and enough time spent at the market to build up 33 million plus influence, it has taken 43 hours to get to level 29. This has mostly been a solo character (being on Protector, that's not uncommon), with one Sister Psyche TF (organized some months back by Blaze Rocker, if I recall correctly, as BR frequently does that on Protector) and some random teams mixed in every now and again. Slotting is SO only, at this point.
Quote:A few other things to mention:
A while back, I believe Silverado had a thread going in which he gave screenshots backing up claims to have solo'd AVs with an ice blast defender. I don't recall any similar threads about either sonic blast or archery defenders.
Killing AV's is much more determined by primary selection than secondary for defenders. If you pick a set with a decent -regen power you need about 25 dps to outdamage its regen. Which you could do with just powerpool attacks if you really wanted. If you pick traps you could technically defeat one with just brawl.
Quote:When stuff is held, it isn't punching you in the face or shooting you from range. Or mezzing you. You can hold stuff from level 16 with ice blast, and the two other blast sets you mention take longer to provide meaningful mitigation. Your traps / archery example makes good sense precisely because traps provides excellent mitigation and strong anti-mez capabilities. If the OP would enjoy rad, TA, or storm more than traps (traps isn't everybody's cup of tea, after all), then the superior mitigation in ice blast is particularly meaningful; RI goes down when mez hits a rad defender, TA defenders mitigate damage when solo *much* better with the extra control provided by freeze ray, and stormies benefit from having freeze ray whenever they fight ranged attackers that spread themselves out. On a related point, things can go downhill quickly for a soloing stormy when they suddenly get mezzed and hurricane goes down.
Quote:On another point, at lower levels it is very difficult to slot up three single target attacks really well, unless you wholly give up on slotting AOE damage and/or your primary.
Which makes it really nice that both arch and sonic have much faster cycling attacks built right into the set.
Arch: 2,4,10
Sonic: 3,6,10
Ice: 4,8,12
What this means is that both arch and sonic have much lower requirements to have a saturated attack chain. Ice ultimately has a higher DPS potential under high recharge if you ignore the -res of sonic, but it takes a lot of money to acheive it. With just SO's ice is surpassed by both arch and sonic in ST damage.
Quote:With ice blast, you take and slot up the first two ST blasts, then also slot up frost breath to improve your damage further. Frost breath is still useful when soloing and leveling up, especially when fighting 3 minion spawns (a very common scenario when soloing). The accuracy bonus makes it particularly useful in lower levels, when starved for slots.
Quote:And, in your 20s ice storm goes very nicely with frost breath for a nice 1-2 punch against 3 minion spawns, as well.
I'm willing to accept that pre BiB ice is a quick solo'ing set in the same way that forcefields is a quick solo'ing set. But I think that most would agree that the extra safety they afford probably isn't worth the reduction in kill speed from a solo stand point.
If you switch it over to their evil brothers, fire blast is far and away the most popular set for corrs both solo and teamed. This is because even with reduced values the mitigation offered by the buff/debuff sets is "enough" to get you to the point where more damage is the main goal. Especially if you are looking for something to fit the definition of "solo quickly". -
I think the next round going to scrappers will be Energy Aura. It only requires a change to conserve power, which imo, makes it by far the lowest hanging fruit left. An improvement to the power would probably be A-OK with brutes and stalkers.
Even if you could make a compelling case for SS being ok on scrappers it would open the door for an unaltered stone melee. If you look at the numbers stone melee would out dps, out burst and out mitigate every other scrapper primary. There is no way that would be ok. -
Quote:Its a bit less that it is buffing "base" damage as all damage buffs operate the same way and a bit more that that scrappers have higher buff scalar than brutes for damage.*Also take this in consideration, as AAO buffs base damage and since Scrappers have a higher base they will be getting the better benefit, also Shield Charge is considered a pet (or however it was explained) so it caps a 400%.
What works in Brutes favor is the DoT from Fire Melee is effected by Fury and is not affected by Crits.
If AAO was equal strength on a brute ie 19.38 w/ 1 enemy, 81.3 w/ saturation instead of 15.5 /w 1 enemy, 65 w/ saturation their damage would be much closer. Scrapper would still edge it out, but brute has a lot more survivability.
If Shield Charge was able to use the brute ability to have low damage leverage by ridiculous damage caps it would be more in line with the scrapper version. Unfortunately, a brute just has sneeze at a spawn and they can hit the ceiling on SC. The result is that scrapper SC ends up being nearly 1.5x as good as the brute version. When you consider brute SC is already crazy good and then make it 50% better than that well....
*The same thing can be seen in defenders vs corruptors except in their case it is the AT that starts out lower and without crits that has the much stronger buff scalar. The result is that soul draining defenders can actually surpass average corr damage even with scourge taken into account. It helps that def soul drain recharges in half the time of the corr version, but that is a different discussion. -
Quote:Well it is actually lvl 31 before your St chain is decent. And no the trip to that point is not quick when you only have a 4 and 8 second attack. It's quick if you team it, but the thread title disagrees with that condition. It's so not quick it is actually slower than every defender blast set except elec.The majority of leveling time comes later, rather than earlier than 29. The trip to 20 is particularly quick. And, Biospark's point about freeze ray is a good point to raise because the ability to lock down mobs is very helpful for minimizing defeats and use of the rest button. Plus, you get that bugged, hyper-damaging ice storm at 22 (if you take stamina at 20, which with ice blast you will probably want to do).
With ice blast you get strong ST and AOE capabilities, along with a healthy boost to your ability to mitigate damage. It gets stronger just as you enter the 30s and mobs really start to pick up in their ability to mez and damage your defender.
If you pair up ice blast with dark or another even more defensively oriented primary, I would agree that soloing can be quite slow, at least until you hit level 29. If you match it up with traps, TA, storm, or rad, you'll solo quite well.
On a related point, TA/ice is generally underrated and probably even more underrated for its leveling speed, in my experience. Safety is provided relatively early through glue arrow, ice arrow, and freeze ray, while damage gets boosted by acid arrow, disruption arrow, and oil slick arrow (especially oil slick arrow, its like getting a mini-nuke on a base 180 second timer). Particularly if you have vet attacks to get even more value from acid arrow, the early levels can fly by.
With the upcoming change to vigilance, defender soloing speed will probably be less of a sore point for many players.
IME if the time it takes to get a painfully slow set up to speed is any point after 30 then it is very nearly half the leveling time. Not to mention it pretty much sucks playing it up until that point, but ymmv.
If someone is asking me about a quick soloing defender I'd only recommend ice if they have a PL to 30 ready to go. It is great after that point.
Sonic and Archery are the correct answer if the question is something that can solo quickly throughout the entire game, they mature early and keep getting stronger. Ice joins the mix if you are ok waiting until lvl 31 to start solo'ing "quickly".
And if you are looking at end game solo'ing speed I'd probably say a traps/arch/dark is the fastest you can make. It has the best primary for the task, the best aoe, decent st, and can self cap damage quite often. It tears through 0-1/x8 quite quickly even by the standards of other AT's.
Just to highlight what I'm talking about:
Arch gets a nice st chain by lvl 10. That chain eventually does 34.5 raw dps (arcanatime included) and burns 4.4 eps.
Ice gets its chain by lvl 28. That chain eventually does 38.5 raw dps and burns 5.8 eps
The question at that point is whether you want to wait that long to gain a little bit more damage and you will definitely need to have your endurance consumption under control if you plan on going ice.
For an AoE perspective it is the opposite, ice matures earlier, though arch isn't gimped in the early game like ice is for st. And in the end arch is way ahead of ice in aoe even with ice storm and blizzard set to blaster standards. -
Quote:I think it will still be quite some time before they port over the sets with extreme DS attacks (like KO blow, seismic, ET). IIRC they even lowered the damage a bit on Greater Fire Sword during the port to scrappers.I agree that the devs should make changes to existing sets to make them less broken and more fun. I disagree that rage is a broken power that need to be change. Can rage be made better? Yes, but that could easily make SS an overpowered set. Should rage be nerfed? Maybe, but that could easily make SS an underpowered set. Without a lot of testing to make sure that rage stays good but not to good SS could become the next EM. So why risk?
This is best argument I have read. If the devs are porting SS over to scrappers then I can see a real reason for a change to rage. Have the devs said that they are finally porting SS to scrappers or is this just the usual rumor thatÂ’s been going around for years?
If/when those sets finally show up for scrappers I very much expect the extreme attacks to only partially crit, similar to total focus for stalkers. -
I think waiting until level 28 before even having a semblance of an attack chain is a compelling reason to exclude ice blast as a "quick" solo'ing set.
It is pretty good if you don't mind waiting around for nearly half the game though. -
traps/son/dark - ton of control, solo GMs if you want, soft cap def to everything if you want (including psy). Very strong single target damage and you can always just hit them with sirens and drop a mine at their feet and then clean up from there.
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I wish they would have hit the vodka before the session and actually told us something...