Luminara

Renowned
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  1. Quote:
    Originally Posted by Cynical_Gamer View Post
    It didn't affect dps before, it does now.
    But not enough to matter, unless one is deliberately switching between draw and no-draw attacks (such as Snap Shot/Power Thrust/Aimed Shot/TF/Blazing Arrow/Energy Punch).

    In my experience playing multiple Archery/*, TA/* and */TA characters, redraw is as much or as little of an issue as the individual chooses to make it.
  2. Quote:
    Originally Posted by halfflat View Post
    Luminara, I have not made up a thing. I've been polite, and answered your points with deliberation.

    You, on the other hand, have been rude, dismissive, and have changed your argument at whim in order to try and score points.
    You choose to disregard comments and address what you want to address, that doesn't mean those comments are different from one post to the next, and those comments are still available for viewing to prove that they have been consistent.

    And yes, I am dismissive of your statements, because your statements are wrong, founded on outdated issues which were resolved four years ago and reflect an active choice not to adapt over those four years, not to make use of any of your other tools to mitigate damage and not to acknowledge that the problems you believe all Kins have could possibly be an isolated situation particular to your specific play style and decisions (like, again, not using more of the tools made available to you).

    And correcting misinformation is not a points-based system. If that's what you want to believe, have fun with that.

    Quote:
    My simple claim: soloing the scrapper was much, much easier than soloing the defender, and at level 50, my kin defender, while fun, struggles much more often than my scrapper.
    And again, your "simple" claim has been presented as that of someone who refuses to use some or most of the powers available, who disregards slotting, who denies that almost all blasts have mitigatory secondary effects, who believes it's only possible to attack "5 or 6 times in 30s", etc.

    This is the part where you reply to rant about how rude I am for pointing out that the problems you experience are your fault, not the fault of Kinetics, the game mechanics or anything else.

    Quote:
    For the record, the +1 boss I refered to in the AE mission was not some custom ubercreature, but simply an Arachnos boss.
    Okay, and it's still not possible that it's your fault you died? It's not possible that your approach to playing Kinetics could conceivably be the reason you struggle so much, that the problem isn't, in fact, that scrappers perform so incredibly much better than defenders that some content is "impossible" for defenders to play because it must a design flaw, right?

    Quote:
    I did not quote you out of context;
    No, you didn't quote me out of context. What you did do was ignore what I said, not bother to quote me at all, add in what you wanted to respond to and attribute it to me. Such as your statement that I claimed never to have played a scrapper past 20 when that was clearly (and a matter of record) not what I said.

    Quote:
    you stated that it was never the case that soloing a defender was much more of a struggle than soloing a scrapper. The quote is in my previous post. And yet you have not played a scrapper past the 20s. I don't know how you can really defend that point.
    Let's see... I don't have the problem of being limited to "5 or 6 attacks every 30 seconds", I don't forget that I can slot my powers and use additional sources of +Recharge to make the debuffs more accessible, I don't believe only one target is valid in a spawn of 4+ enemies, I don't refuse to use my debuffs and talk about how "useless" they are, I don't waste time complaining in post after post about problems which were solved four years ago...

    Basically, I don't play half a defender like you do, so I don't experience the problems that you do, and as a result, I don't find soloing defenders to be any more difficult than soloing any other AT, and I absolutely don't consider soloing a defender to be a "struggle".

    Quote:
    I'm happy that you have a lot of success with your defender. I know I enjoy playing mine (at least now that she's a mini-controller at level 50). But a debate about solo ability of ATs is not an attack on you personally.
    I don't take it personally. I just don't believe other players should be given the impression that defenders can't solo, or experience abnormal difficulty soloing, because a few players present opinions derived from either deliberate attempts to "prove" that defenders are badly designed or rooted in misunderstanding of game mechanics, or even outright refusal to play their defenders to their full capabilities. Wrong is wrong and it doesn't become right no matter how you spin it.
  3. Quote:
    Originally Posted by Miladys_Knight View Post
    Wow, how did you get the devs to give you healing arrow?
    I used Aid ASCII.
  4. Quote:
    Originally Posted by Leese View Post
    My highest level blaster just recently hit 49, and I'm going to respec her at 50, freeing up two picks from powers I hardly ever use. Can anyone give me any suggestions about great choices for the last two power picks?


    I don't have a mids build all planned out, but in summary I will definitely be keeping all these powers...

    Archery: All powers except Ranged Shot
    Elec Manip: Electric Fence, Havoc Punch, Build Up, Thunder Strike, Shocking Grasp
    Elec Mastery: Shocking Bolt, Charged Armour, Surge of Power
    Flight: Hover and Fly
    Fitness: Swift, Health and Stamina
    Speed: Hasten


    That leaves the following choices -
    Archery: Ranged Shot
    Elec Manip: Charged Brawl, Lightning Field, Lightning Clap, Power Sink
    Elec Mastery: Static Discharge, EM Pulse

    And the following pool powers I'm interested in -
    Boxing and Tough
    Maneuvers/Assault/or Tactics
    Aid Other and Aid Self
    Grant Invis and Invisibility

    Does anyone have any ideas about what two I should choose?
    Power Sink and Static Discharge.

    Pick up two Performance Shifter IOs (any two) and slot them in Power Sink for a nice 5% buff to Hover's speed.

    Slot Static Discharge as you would any cone/AoE, but add one Range IO afterward so it more closely matches Fistful's range. Then, if you've got Fistful's recharge time down to 4s or lower, you can fire off Fistful > Static > Explosive > Fistful with 0s delay between attacks and deal as much damage as RoA.
  5. Luminara

    Arch/Device

    Quote:
    Originally Posted by Largo View Post
    The links in your sig are broken. Need to fix.
    Fixeratified.

    Of course, I also have to go back through every page of both guides and fix all of the crap that the new forums screwed up, like murdering lists and not supporting underlining.

    *sigh* I hate change. -_-
  6. Quote:
    Originally Posted by Miladys_Knight View Post
    Lumi,

    Your poor little duck is broken
    I healed him!

    And redirected the guide links to ensure that they're pointing to the correct pages.
  7. Quote:
    Originally Posted by halfflat View Post
    [ QUOTE ]

    And you're still only level 6! Minions are defeated by sneezes at level 6!


    [/ QUOTE ]
    No one (I hope) cares about level 6. Every AT is more or less trivial up to level 10.
    You appear to care a great deal about level 6, because the entire focus of your argument is that you can't survive because Siphon Power apparently doesn't recharge quickly enough (indicating that neither Siphon Speed nor Recharge Reduction enhancements are being used) to use on more than once critter at a time.

    Quote:
    The hard times start in the teens and extend through to the early 30s or 40s.
    By which time you should have the good sense to put some Recharge Reduction enhancements in Siphon Power and Siphon Speed and be using Siphon Speed to further reduce the recharge time on Siphon Power, and have multiple other tools at your disposal to aid in promoting your survival and damage output in solo situations.

    Really, how many times do we have to go over this same point before it sinks in?

    [ QUOTE ]
    Quote:

    Your narrow outlook on Kinetics based on your experience four years ago isn't relevant, or even correct, today.


    [/ QUOTE ]

    You accuse me of not using powers such as siphon speed, and as such, am incompetent; I explain that this wasn't relevant. There's nothing more to it than that.
    Apparently it is relevant, because you still haven't accepted that you're not limited to one lone application of Siphon Power every 30s, despite that change to Siphon Speed having been made so long ago and several pages of this being pointed out to you.

    Quote:
    [ QUOTE ]

    [ QUOTE ]

    You can't survive the first 15s of combat solo in many situations: any of a number of EBs will crank you in that time;

    [/ QUOTE ]
    I survive the first 8-15s against AVs and GMs with my Kinetics scrapper.


    [/ QUOTE ]

    This whole discussion revolves around solo play.
    I already stated in my very first reply to you that I was solo when I fought those enemies. Are you reading this thread? At all?

    Quote:
    I was effectively one-shotted the other day, by a +1 boss in an AE mission, after the fulcrum shift debuff.
    And you infer that this, your defeat in a player-generated mission, fighting a player-generated foe which may have been specifically designed to be more difficult than the standard developer-generated content, is some how indicative of a problem with any given powerset?

    Not buying it.

    Quote:
    Some GMs are fine: no one attack does enough damage (especially after debuff) that transfusion can't fix up. But it's not the point. Other foes will quite happily gank a defender.
    I'd love to see a list of foes in developer-generated content which are capable of utterly destroying any given defender with no chance for retaliation or survival. As adamant as you are that they exist, you surely have that list handy, yes?

    Quote:
    More pertinently, you were claiming that it was fine to spend 8 to 15 seconds not engaged in damage mitigation. When I call you on this, you state that 8 to 15 seconds are perfectly survivable ... if one takes measures to mitigate damage. Gaah!
    Open with debuffs.

    Attack (every blast set except Archery applies controls or debuffs as a secondary effect, all of which promote improved survivability).

    Reapply debuffs or apply new debuffs as necessary or when recharged.

    Attack again.

    Unless you're playing */Archery, everything you do is mitigating damage. And even as */Archery, simply doing what you have to do in order to earn XP and progress in levels, attacking, mitigates damage by defeating foes. Defeated foes deal 0 damage.

    It's not that complicated.

    Quote:
    But ...

    [ QUOTE ]

    The only applicable argument is the mezzer statement, and that's a fact of life for every defender, not just Kins. You deal with it or you die, it's that simple.


    [/ QUOTE ]
    and it dramatically affects the abilities of defenders to solo,
    Half the ATs have no inherent options for status protection. Defenders aren't in any better or worse situation than the others who do without, and it hasn't compromised the ability to solo or progress for those other ATs. Saying that defenders are a special case is bunk, especially when so many defender primaries (and some secondaries) offer methods of preventing status effects from ever landing.

    Quote:
    which is Ultimo's point.
    No, it really wasn't.

    Quote:
    [ QUOTE ]

    Mental Blast - 37.5% -Recharge, 36.1 base damage
    Subdue - mag 3 Immobilize, 47.7 base damage
    Psychic Scream - 62.5% -Recharge, 37.6 base damage

    Damage (defeated foes deal 0 damage), enough -Recharge to floor attack speed, an Immobilize which prevents foes from closing to melee range (and thereby restricts them to using only ranged attacks, which, again, typically deal less damage than melee attacks), I'm seeing quite a bit of mitigation in the low level attacks.


    [/ QUOTE ]
    Recharge reduction does nothing against alphas, and only affects foes once they finish running through their available attacks. It's only significant in drawn out battles. Immobilize is not great mitigation (often better than nothing, sure) but Subdue doesn't even guarantee that.
    Yes, I'm quite aware of this. It's still damage mitigation, and it does help you survive, even if you are desperate to ignore it in hopes of bolstering your already shattered argument.

    Quote:
    And after all this, you haven't played a scrapper past 20.
    Again, are you reading anything in this thread, or using the faceroll response technique?

    I specifically stated that I had played scrappers into the 20s. To be precise, I've played three scrappers to level 25, one to level 22 and one to level 28.

    Quote:
    So when you said in reply,

    [ QUOTE ]

    [ QUOTE ]

    Playing the two were like night and day. It shouldn't be the case that Defenders, having a more interesting gameplay, should be so much less effective solo.


    [/ QUOTE ]
    That isn't the case. It never was.


    [/ QUOTE ]
    you were basically just making stuff up. It's hard to take you seriously.
    Thus far, the only thing "made up" are the statements you've invented and attributed to me, which directly contradict what I've posted and are still a matter of public record right here in this thread.

    You're done here, right? Or did you go for the gold by cramming your entire leg into your mouth?
  8. Luminara

    Arch/Device

    Quote:
    Originally Posted by Zanthar View Post
    By far my most favorite blaster set for soloing as well as very nice for a natural hero concept. sadly I have been gone for a while and have forgotten much of what i did with my L 32 blaster. Looking at the 'guides' provides a little knowledge as to what i was intending to do with him but Im at a loss on what to slot and how many slots should go into a number of the skills, with a few of the things that have changed over the time i was gone I would much like a few pointers or a semi current guide if someone has a link to it. (just to let you know how long Ive been gone the character has gained 1 free respec and 12 free costume tokens..)
    The most updated and comprehensive guide is mine. Linked in my sig.

    On my Archery/Devices (currently at level 40, might go ahead and log in today to push for 41), I decided to pursue a high Ranged Defense build (will be slightly above 40% at 50), alongside some moderate +Recharge and +Damage. I've played with and without Trip Mine, doesn't seem to make a significant difference unless I'm fighting an EB, and even then it's debatable whether it's worth having because it takes so long to set up enough mines to make a difference in the time to defeat the EB.

    Take both Snap and Aimed. If they aren't both in your build now, respec into whichever one is missing. Those are your "I've fallen and can't get up" powers.

    Take both Taser and Stunning Shot. Despite the low range on Taser, it's worth having just to stack Stuns on a boss or remove two other foes from combat while you fight the rest of the spawn.

    Fistful of Arrows and Explosive Arrow are your AoE damage output when RoA isn't recharged, or before level 34 (the point at which you have RoA well slotted). Explosive is also very good for following up RoA so you aren't left with a bunch of almost defeated and very annoyed critters crawling up your skirt.

    Blazing Arrow is a must, even if you have aspirations of being an "all AoE" blaster. Not taking Blazing Arrow will result in a flock of angry ducks descending on your home and redefining your definition of "white wash".

    Aim is your only damage buff. I, and practically everyone else who has ever played a /Devices blaster, recommend taking it.

    Powers which I consider to be optional include Caltrops (by the time anything reaches you, it should be keeling over), Targeting Drone IF you're only playing PvE and using set IOs or +Acc set bonuses (essentially, TD will only be useful if you're PvPing or you're determined not to use set IOs at all), Smoke Grenade (has a hit check on the -ToHit, and after 50 levels of that crap with my pre-I7 TA/A, i know it's not worth bothering with), Time Bomb (lolbomb) and Ranged Shot.

    APP: I like Elec, simply for that extra cone. With smart slotting and/or some moderate +Recharge from other sources (Speed Boost, Hasten, set bonuses, etc.), you can have Fistful recharging in under 4s, which would allow you to chain Fistful/Static/Explosive/Fistful and deal almost exactly the same damage as RoA. Very handy.

    Slotting: SOs or generic IOs, 5-6 for single-target attacks, 6 for the cones and AoEs. 1-2 Acc, 3 Dam, 1-2 Rchg in each. 3-6 slots for the other powers, at your discretion.

    Slotting with set IOs: Depends on whether you're frankenslotting or pursuing set bonuses. If you're frankenslotting, four level 50 set IOs (one triple and three doubles) will give you ~47% Acc, ~95% Dam, ~26 or ~47% End Reduction and ~26% or ~47% Rchg (End and Rchg will depend on how you slot). If you're going for set bonuses, five of almost any set will be sufficient to optimize the power and get you most of the better set bonuses.

    If you don't have it yet, download Mids' planner and experiment with different IO builds to find one you think will be good for you.
  9. Quote:
    Originally Posted by DSlice View Post
    thinking of making an archery blaster, any advice would be great.
    Guide in sig.

    Quote:
    also, what works well with it?
    I've read posts from players touting every possible combination and saying they all work well. It's really going to boil down to what, exactly, you want to do with it and which secondary best fits that goal.

    I have two Archery blasters, one /Energy and one /Devices. I enjoy them both.
  10. [ QUOTE ]
    [ QUOTE ]
    Normally it tells you in the description if it can be used on other allies, excluding yourself or if it can be used on self.

    [/ QUOTE ]

    Well how do you cast it on yourself if it's usable on yourself? I can't figure out how to target myself in the first place.

    [/ QUOTE ]

    Just activate it. Buffs which affect your character aren't targeted. Locate the power in your tray and click it or press the corresponding numeric key (1 through 0), it'll do whatever it does without any further input (unless it can be interrupted, like Aid Self, in which case, don't move for a few seconds).
  11. Luminara

    Weakest Combo?

    [ QUOTE ]
    Still think Empathy/Assault Rifle will be weaker. It doesn't even get Aim.

    [/ QUOTE ]

    KB/KD in many powers, an Avoid and a Stun that comes much earlier than Stunning Shot. Better survivability in AR, he's not going to suffer as much.
  12. [ QUOTE ]
    Level 12 Radiation Defender throws up RI on a group of baddies and proceeds to stand in the middle of them and laugh. Their ACC is lowered

    [/ QUOTE ]

    Their ToHit is reduced. The only thing that reduces Accuracy is Elusivity.

    Critters don't get Elusivity.

    </nitpick>

    [ QUOTE ]
    much more than the baseline DEF of the FF Dispersion Bubble.

    [/ QUOTE ]

    Lieutenants have 10% resistance to -ToHit. Bosses have 20% resistance to -ToHit. AVs (and EBs scaled down from AVs) resist ToHit by scaled amounts, from a minimum of 60% to a maximum of 87%.

    Additionally, all critters gain resist debuffs by level. A +1 critter, regardless of rank, has 10% resistance to all debuffs. A +2 critter resists debuffs by 20%. +3, 35%. +4, 52%. +5, 70%. Et cetera.

    That's the price debuffs pay for being usable for solo play. That seemingly strong -ToHit becomes progressively less impressive the higher the rank and/or level of the foe(s). Buffs only have to deal with corresponding buffs on the enemies, like the scaling +Acc that critters get for being +X to the character, and buffs pay for that by being more limited for solo use.

    Furthermore, that RI that you used as an example provides 0 protection versus status effects. Darkest Night, 0 protection versus status effects. None of the ToHit debuffs protect against status effects. One Hold or Stun and it's toggled off, providing zero -ToHit. That's another penalty debuffs face, very few of them are "sticky", and the ones which are tend to be in powersets with no self buffs and significantly weaker than buffs which perform the same function. The defender using Dispersion Bubble isn't dealing with that, he/she is really only vulnerable to Sleeps, and his/her protection turns back on by itself when the Sleep is broken or expires.

    So yes, Dispersion Bubble has a lower base Defense than the -ToHit provided by a few debuffs in other defender primaries. It also isn't double-dinged, it doesn't drop as easily or as often and it resumes full function much more quickly and with less input than the debuffs.

    And the FF isn't limited to only Dispersion Bubble for personal safety, he/she does have other powers which can be used solo, potentially more effectively than all of the -ToHit in any debuffing primary. After all, a critter which can't stay on its feet can't shoot/hit at all and therefore is even less of a risk than a critter which is still attacking but limited to a 5% chance to hit.

    [ QUOTE ]
    Also you mentioned how it would not be fair for a FF defender to have greater self defense than a SR scrapper. Well that would be a valid argument IF they also dealt the same amount of damage in a fight. Which they dont.

    [/ QUOTE ]

    It's a valid point regardless of how much damage is dealt because the scrapper doesn't provide protection to anyone but him/herself. The scrapper won't turn seven other players into juggernauts of destruction, but the defender will. It goes back to that "force multiplier" thing that's been pointed out numerous times in this thread. A defender, alone, is capable, but usually not impressive. Two defenders together can be safer than and almost as deadly as two scrappers. Four defenders together are as powerful as any team of eight scrappers. Eight defenders... well, you'd need two or three teams of scrappers and voice comms to match their speed and survivability.

    That's why we have limits on what we can do as defenders. The only way those limits are ever going to be altered is if the very nature of how buffs and debuffs work is altered, meaning, no more stacking, no more force multiplying and no more RO-style all defender steamroller teams brutally destroying AVs in 17s flat.

    So don't expect to see defenders getting an increase to their damage scales. Don't expect to see defender blasts or APP attacks buffed. It's not going to happen because defenders are the most potentially powerful AT in the game already.
  13. Luminara

    Weakest Combo?

    My vote goes to Emp/Archery.

    Before level 26, you have exactly one source of damage mitigation, Healing Aura. And even after level 26, you're still restricted to HA for the period of time when Regen Aura is down. So you'll be burning through endurance like a madman, trying to repair the incoming damage.

    Only damage buff - Aim.

    Only status effect - Stunning Shot (at level 35).

    No Defense, no Resistance, no -Damage, no -ToHit, no -Recharge, no Immobilize or -RunSpeed... just an endurance hungry PBAoE heal, Explosive Arrow's unreliable KB, Regen Aura's +Regen (with an up time of less than 50%, likely) and a single-target Stun if you make it to 35.

    That's about as tough as I can imagine, without resorting to MAN builds.
  14. Luminara

    Funny AFK

    [ QUOTE ]
    Remember to keep your green onions and garlic (that might sprout) in the fridge, k?

    [/ QUOTE ]

    I don't have to worry about that. My cat's fetish is fresh fruit (he adores plums and apples) and pistachios. He won't even look at vegetables or tubers.
  15. [ QUOTE ]
    [ QUOTE ]

    Slotting Siphon Power with a single Recharge Reduction training enhancement and using Siphon Speed gets the recharge time of Siphon Power down to just above 15s. So by level 6, one can have the -Damage applied to two foes within 15s. That leaves only two of your theoretical four enemies at full damage.


    [/ QUOTE ]
    And you still have made a difference of only 12%!

    [/ QUOTE ]

    And you're still only level 6! Minions are defeated by sneezes at level 6!

    [ QUOTE ]
    Do defenders get only 12% fewer hitpoints than scrappers? Of course not.

    [/ QUOTE ]

    There isn't much difference in HP at level 6.

    [ QUOTE ]
    I'm not claiming Defenders should have the same hitpoints as scrappers; I'm just saying that the siphon power debuff doesn't equalize things.

    [/ QUOTE ]

    But you're not equalizing the playing field with SP alone. You've also got SSpeed's -Recharge and -RunSpeed, Transfusion's heal, potentially Repel and the secondary effects of your blasts as well as the status effects in the blast set, and this is still only level 6. More damage mitigatory tools become available as the defender levels up, more slots and better enhancements become available, the powers improve, etc.

    No AT, no powerset, is defined by a single power. No defender with an ounce of sense relies on a single power to mitigate damage. The ATs and powersets exist as they do to provide every player, regardless of which AT or powersets they choose, with the necessary tools for survival and progression.

    Your narrow outlook on Kinetics based on your experience four years ago isn't relevant, or even correct, today.

    [ QUOTE ]
    [Skipping lots of stuff regarding siphon speed. Sure I use it now, but it just wasn't an option before issue whatever.]

    [/ QUOTE ]

    Again, how a defender plays today is not related, in any way, to how you played your defender before I4.

    [ QUOTE ]
    [ QUOTE ]

    Combat is not a static event, and Kinetics is not a static powerset. Any Kin defender can maintain multiple -Dam (and -Recharge/RunSpeed) debuffs on multiple targets and survive that first 8-15s of combat without any trouble, unless they're scrapperlocking.


    [/ QUOTE ]
    You can't survive the first 15s of combat solo in many situations: any of a number of EBs will crank you in that time;

    [/ QUOTE ]

    I survive the first 8-15s against AVs and GMs with my Kinetics scrapper.

    So who, exactly, do you believe can't?

    [ QUOTE ]
    any mezzers will mezz you in that time;

    [/ QUOTE ]

    Break Free. Mez the mezzer first. Repel them. Use a Luck or two. Play tactically, pulling enemies until you can approach the mezzer safely. Options abound.

    [ QUOTE ]
    depending on level and foe, 4 +1 minions can bump you off in that time.

    [/ QUOTE ]

    I got stuck with a spawn of eight +1 Clockwork with my TA/A pre-I7, right in the middle of a mission, and I defeated the entire spawn without being defeated myself. No Flash Arrow, no PGA, not even Ice Arrow, just Glue and Entangling, and diddly squat from my blast set to help ensure my safety. Surely a Kin can manage a spawn half that size.

    [ QUOTE ]
    These aren't the majority, but they constitute a significant minority.

    [/ QUOTE ]

    No, they really aren't. EBs aren't common enough to be considered a significant minority, you do have options to prevent being mezzed or shrug it off, and unless you're playing at the second or fourth difficulty setting, you aren't going to be fighting spawns of four or more +1 minions (that was changed a loooooooooong time ago). The only applicable argument is the mezzer statement, and that's a fact of life for every defender, not just Kins. You deal with it or you die, it's that simple.

    [ QUOTE ]
    [ QUOTE ]

    You can attack 5 times in 10s with no Recharge Reduction enhancements or global recharge boosts (including SSpeed).
    [analysis omitted]


    [/ QUOTE ]
    I was thinking of real life play, not an optimized attack chain. Unless your foes are locked down somehow, or you are on a team, you don't get to spam fast attacks in a row - it's asking for a trip to the hospital.

    [/ QUOTE ]

    So what is it you think real players are doing for those 10s? /e dance while waiting for the debuffs to recharge?

    You can attack 5 times in 10s. You've already used your debuffs at the beginning of combat, so you really have no reason at all not to attack. If you aren't using your attacks as frequently as possible and interspersing them with debuffs, that is asking for a hospital trip.

    That's real life play.

    [ QUOTE ]
    As you say, Kinetics is a dynamic set. And damage mitigation is found in attacks like TK and WD, not the fast low level attacks.

    [/ QUOTE ]

    Mental Blast - 37.5% -Recharge, 36.1 base damage
    Subdue - mag 3 Immobilize, 47.7 base damage
    Psychic Scream - 62.5% -Recharge, 37.6 base damage

    Damage (defeated foes deal 0 damage), enough -Recharge to floor attack speed, an Immobilize which prevents foes from closing to melee range (and thereby restricts them to using only ranged attacks, which, again, typically deal less damage than melee attacks), I'm seeing quite a bit of mitigation in the low level attacks.

    If you really want to make an argument like that, pick a secondary which offers little or no mitigation. Psy isn't it.

    [ QUOTE ]
    And please, spare the personal barbs.

    [/ QUOTE ]

    Of course it has to be personal, because pointing out the flaws in your approach, analysis and, well, everything you've said couldn't possibly be an objective observation. Nope. If it reflects poorly on you, it must be personal, because you're a flawless Kin player and an unparalleled debater and master of game mechanics/numbers.

    Right?

    Right?

    [ QUOTE ]
    Have you compared solo kin play with solo scrapper play? Are you really saying that they are comparable experiences?

    [/ QUOTE ]

    It's not a comparison I choose to make because there is no performance metric applicable to both of them, beyond "Mission X, *.* minutes, go", and that's really not a good metric because it ignores every other variable, things like total damage taken, number of inspirations used, number of times defeated, levels of the characters, levels of the foes, whether any of the foes spawned at higher levels for one character and not the other, tiers of foes spawned for each character, etc.

    I have soloed a Kin to 50. I have soloed a scrapper to the mid 20s. They are wildly different play styles despite my personal choice to limit my Kin to pool melee attacks. But I also did take that Kin up against Terra and walk away a winner, undefeated. And I did take that Kin up against Adamastor and call it a draw after ten minutes of trading punches. So I know the survivability is there, comparable to what a scrapper experiences.

    The damage output is where you find it, or how you make it. I don't expect an average defender build to solo as quickly as an average scrapper build, but I do expect a carefully planned, well slotted defender build to outperform an average scrapper build, and my experience playing defenders bears out that expectation quite well. Similarly, I don't expect any, except perhaps for a rare few, defender builds to match the performance of a carefully planned, well slotted "min/max" scrapper build, because that's just not realistic. But even then, a good defender can do extremely well in comparison to a good scrapper. I have also seen that with my own eyes.

    It wasn't even two weeks ago that an in-game friend remarked, "I thought you were supposed to be a defender. You're killing stuff faster than me!". A few months ago, I was teamed with another in-game friend, again when I was playing a defender, and he got pasted. I cleaned up the spawn while he lie on the ground and commented about how impressive a good defender could be... and this was a Rad/Energy defender, NOT an optimal combination!

    So I don't waste my time comparing defender damage or survivability to that of other ATs, because there is no valid comparison that can be made. All defenders are capable of soloing safely and reasonably quickly, if the player chooses to use the tools available to him/her. Whether they solo as "well" as scrappers is a pointless, meaningless distinction. Only a scrapper solos as "well" as a scrapper. Or as poorly, in some cases.

    [ QUOTE ]
    I'm not even saying here that they should be; I'm just amazed that you won't acknowledge this.

    [/ QUOTE ]

    There's nothing to acknowledge. Comparing defenders to scrappers is akin to comparing pineapples to potatoes.
  16. Luminara

    Bots/TA?

    [ QUOTE ]
    I had heard that this was an uncommon and somewhat strategic route to take for being a MM. It seems like it will be good, and I do enjoy it (I'm only lvl 4 though lol). But I was wondering how it will be throughout the game (solo), end-game and on teams?

    [/ QUOTE ]

    Slow start, picks up with Protector Bots, picks up again with Acid, Assault Bot and Disruption, then takes off at a ridiculous pace with the second upgrade.

    Bubbawheat has a guide for Bots/TA.
  17. Fire/TA and Dark/TA.

    Fire/TA for stacked Slows with Glue and Rain of Fire, a nice little hellish maelstrom that's about half as deadly as OSA, but usable three times as frequently.

    Dark/TA for cone spam with five damage procs and absolutely disgusting amounts of -ToHit stacked with Ranged defense.
  18. Luminara

    Weakest Combo?

    [ QUOTE ]
    Earth Trick Arrow Controller

    [/ QUOTE ]

    Excellent damage mitigation and better damage output (due to Acid and Disruption) than most other combinations which aren't Fire/* or Ill/*.
  19. Luminara

    Weakest Combo?

    [ QUOTE ]
    I'm not sure weakest applies, but how about most awkward?

    I would think a Trick Arrow/Electric Defender would be pretty awkward, with all the redraw, and with the love-it-or-be-bored-by-it nature of Electric Blast.

    [/ QUOTE ]

    What redraw? Use TA powers, then use secondary attacks. Only way there'd be redraw would be if the player was deliberately alternating between TA and secondary on every other power activation, and that wouldn't be something exclusive to TA/* or */TA, that player would encounter the problem with any weapon set.

    TA/Elec should actually be a good combination. The damage won't be as spectacular as TA/Sonic for single-target, or TA/Dark for AoE, but it would have a solid mix of mitigation, utility, single-target and AoE.
  20. [ QUOTE ]
    [ QUOTE ]

    That wasn't the experience I had, and I was playing a Kin without using the blasts, relying on Flurry and Air Superiority instead. I soloed Terra and fought Adamastor to a standstill, with Kinetics, AS and Flurry.

    [...]

    25%, stacking, isn't sufficient? Getting it up to 75-90% (10% being the floor) isn't enough?


    [/ QUOTE ]
    It's of course 25% (or less) on one target. One on one, if the opponent does not have a strong resist to its damage type, the siphon power debuff is effective. For a spawn of 3 to 5, it simply doesn't make much difference. With four opponents, for example, one application reduces incoming damage by a whopping 6%.

    [/ QUOTE ]

    Slotting Siphon Power with a single Recharge Reduction training enhancement and using Siphon Speed gets the recharge time of Siphon Power down to just above 15s. So by level 6, one can have the -Damage applied to two foes within 15s. That leaves only two of your theoretical four enemies at full damage. It takes 5-7s, even for defenders, to defeat a single +0 minion in the early levels, which means you can defeat the two enemies without debuffs before the first debuff you applied expires.

    Moving out of the training enhancement levels, slot Siphon Power and Siphon Speed with two Recharge Reduction DOs apiece. Now SP is recharging in 13s and SSpeed is recharging in 39s, you've got double-stacked SSpeed for 1/3rd of every minute and SP is recharging in 11.5s in that window, 13s outside of the window. Similarly, one is slotting the attacks to deal more damage and recharge more quickly, as well as utilizing the +Damage obtained from stacked SPs.

    With SOs, SSpeed is effectively permanently double-stacked (25.5s recharge, three Recharge Reduction SOs) and SP's recharge time is below 10s (8.51s, three Recharge Reduction SOs). Now one is capable of reducing the damage on three enemies before the first use of SP expires.

    And none of that takes into account the fact that you're also imposing 20% -Recharge and 62.5% -RunSpeed with every use of SSpeed, which also improves survivability by delaying the enemies' ranged attacks and assisting in preventing melee attackers from reaching you.

    So the only points at which you'll deal a single foe debuffed and three or more not debuffed is before level 6 or within the first 10s of combat.

    Combat is not a static event, and Kinetics is not a static powerset. Any Kin defender can maintain multiple -Dam (and -Recharge/RunSpeed) debuffs on multiple targets and survive that first 8-15s of combat without any trouble, unless they're scrapperlocking.

    [ QUOTE ]
    [ QUOTE ]

    [ QUOTE ]
    and doesn't last long,

    [/ QUOTE ]
    30s isn't long enough? The recharge time is only 20s...


    [/ QUOTE ]
    No, not really. In 30s, might get off five or six attacks (before global recharge bonuses from IOs start helping at high levels.)

    [/ QUOTE ]

    You can attack 5 times in 10s with no Recharge Reduction enhancements or global recharge boosts (including SSpeed).

    <ul type="square">Psychic Blast by level 10:[*]Mental Blast - 1.67s animation, 4s recharge[*]Subdue - 1.67s animation, 6s recharge[*]Psychic Scream - 2.67s animation, 12s recharge[/list]
    MB/Subdue/wait 0.66s for power recharge/MB/PS/Subdue = 10.01s total.

    That's possible at level 10, without using SSpeed or slotting Recharge Reduction. Not even using Hasten. 10s by level 10 to use 5 attacks.

    Opening with Siphon Power and using it again once in the 30s duration, you can still use 13-14 attacks within that 30s time frame. Adding Siphon Speed to the equation means you should be approaching animation time saturation, meaning your rate of attack is determined by your total animation time, not by recharge time.

    And that's still without developing an optimized attack chain, or using Recharge Reduction enhancements, or even beyond level 10. The higher your level is, the more attacks and slots you have available and the more efficient your attack chain becomes.

    [ QUOTE ]
    With a 25% damage boost, that's equivalent to six to eight attacks. By doing something else other than siphon power, the difference is at best one extra attack. Attacking early with a damage attack mitigates damage faster (foes reduce in number more quickly) and allows side effects to help mitigate damage too (eg TK knockback or WD sleep.)

    [/ QUOTE ]

    I, and the facts, disagree with your conclusion.

    [ QUOTE ]
    Honestly, give it a try. If you have 3 or more opponents soloing with kinetics, I find Siphon Power not really worth the effort, unless I get to use APP powers like Dominate or Mass Hyp. to avoid the aggro.

    [/ QUOTE ]

    Go back and read my post. I have done it, with fewer attacks and less damage output, and not only does my experience dispute what you've postulated, the hard numbers which define the powers bear out what I'm saying and completely disprove what you've said.

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Playing the two were like night and day. It shouldn't be the case that Defenders, having a more interesting gameplay, should be so much less effective solo.

    [/ QUOTE ]

    That isn't the case. It never was. You chose not to utilize your powers effectively. That doesn't indicate a problem with the AT, with Kinetics or with Psychic Blast. Or, for that matter, whether or not defenders are "as good" at soloing as scrappers.

    [/ QUOTE ]

    I think it is entirely unfair to state that my experience is due to "not using my powers effectively".

    [/ QUOTE ]

    You were the one who said you didn't bother to use SP.

    You were the one who said you could only attack 5-6 times in 30s.

    The fault lies with you, whether you think it's "fair" or not.

    [ QUOTE ]
    Don't think I haven't tried a variety of play styles to make my defender a better soloer.

    [/ QUOTE ]

    Apparently you didn't try any that involve attacking more frequently than once every five seconds, or using any of the Kinetics powers other than Transfusion or FS. If you had, you wouldn't have been limited to 5-6 attacks in a 30s time span, or been limited to having one foe debuffed in a 30s time span, or had such lamentable survivability issues.

    [ QUOTE ]
    Have you compared solo kin defending with scrapping? I'd be amazed if you found the former in any way comparable with the latter in terms of speed or survivability.

    [/ QUOTE ]

    You imposed unnecessary restrictions on yourself, like not using your primary powers, and limiting yourself to one attack every 5-6s. Remove those restrictions and you won't find the difference so profound, or amazing.
  21. The ToHit Buff graphic doesn't circle around characters correctly. The focal point is offset, not properly centered.

    And it's been driving me up a wall for a long, long time. Years. I've /bugged it, I've asked Castle to ask you to fix it (twice, i believe), it's gotten to the point that I delete Insights and refuse to use ToHit Buff toggles.

    Please to be fixerating the glowy balls. Soon.
  22. [ QUOTE ]
    I should also tell you guys that, as for previous MMOs, I've always seemed to like the Hybrid class. Jack of all trades, master of none. So if there are any powerset combos like that in the game, please list it. Thanks.

    [/ QUOTE ]

    Trick Arrows.

    TA/Dark, TA/Sonic, TA/Rad, any */TA controller combination, Bots/TA, just do it. You'll have access to almost everything in the game. Controls, debuffs, you can pick up pool power buffs if you like, damage is good for both you and your teammates, and you're never tied to teams in order to progress, you can solo quite nicely.

    Go. Find the TA within you and let it out.
  23. [ QUOTE ]
    [ QUOTE ]
    Wah.

    [/ QUOTE ]

    I second this mockery of "pain"!

    [/ QUOTE ]

    Third. Motion passed!

    *bangs gavel*

    Session adjourned!
  24. [ QUOTE ]
    I have to add my two bits.

    I play a kin/psy defender - first character to 50 - and a claws/regen scrapper, also at 50.

    Because of timezone issues, when I get to play CoH, it's usually hard even to find a PuG, let alone a good team, so both characters have played a lot of solo content.

    The defender had a real struggle. Before difficulty levels were introduced, there were multiple missions where I had to beg for assistance, because they were simply impossible, even with inspirations.

    [/ QUOTE ]

    That wasn't the experience I had, and I was playing a Kin without using the blasts, relying on Flurry and Air Superiority instead. I soloed Terra and fought Adamastor to a standstill, with Kinetics, AS and Flurry.

    [ QUOTE ]
    Kinetics before fulcrum shift doesn't have a good self-buff (the time spent using Siphon Power is better used just hitting the opponent again; the debuff is insufficient,

    [/ QUOTE ]

    25%, stacking, isn't sufficient? Getting it up to 75-90% (10% being the floor) isn't enough?

    Last time I checked, defenders did have more than 1 HP, so they shouldn't need complete damage immunity, which is the next step after 90% -Damage.

    [ QUOTE ]
    is resisted by damage resistance,

    [/ QUOTE ]

    It's more complicated than that. Very few critters have resistance to all damage types, and resisting damage resistance is only applicable for the specific types resisted. If a critter resists Lethal damage, then it will also resist a damage debuff, but only the Lethal portion, and if that same critter uses a Smashing attack, the full debuff is applied. And as often as not, a critter with resistance to one damage type will be using a different damage type.

    Furthermore, the reality of resistance is that it's usually very small amounts, especially in the lower levels. So I'm going to say "big freaking deal" if a critter has 10% Resistance to Lethal and also uses Lethal damage attacks. So it's resisting that 25% -Damage by 10%, making it 22.5% -Damage instead. Worlds aren't going to end, and a character isn't going to keel over, because of a piddling 2.5% difference.

    [ QUOTE ]
    and doesn't last long,

    [/ QUOTE ]

    30s isn't long enough? The recharge time is only 20s...

    [ QUOTE ]
    while the buff is not large enough for long enough to make a significant difference solo.)

    [/ QUOTE ]

    25%, stacking, which means it can be stacked up to 75-100%, isn't enough? With SOs, that puts you just ~105% under the defender damage cap... and it's not enough?

    [ QUOTE ]
    Even after Fulcrum Shift, the damage debuff is not sufficient to significantly help solo survivability.

    [/ QUOTE ]

    It stacks with Siphon Power.

    [ QUOTE ]
    In fact, what makes kinetics at all survivable at low to mid levels is Transfusion.

    [/ QUOTE ]

    Transfusion helps, but it really is not the sole gem in Kinetics at lower levels. Layered mitigation is much, much stronger than relying on a single form of mitigation, and Kinetics offers good layered mitigation through multiple stacking damage debuffs and a decent heal.

    [ QUOTE ]
    Playing the two were like night and day. It shouldn't be the case that Defenders, having a more interesting gameplay, should be so much less effective solo.

    [/ QUOTE ]

    That isn't the case. It never was. You chose not to utilize your powers effectively. That doesn't indicate a problem with the AT, with Kinetics or with Psychic Blast. Or, for that matter, whether or not defenders are "as good" at soloing as scrappers.
  25. [ QUOTE ]
    Mutation Booster, eh? I could see that. What Inherent Power might be fitting for such a set?

    [/ QUOTE ]

    A custom map of Paragon City/Rogue Isles in miniature.

    Completely deformable.

    STOMP! CRUSH! DESTROY! RAAAAAAAAAAAAAAAAAAAAAAR!

    ...

    I've got to stop doing that. &gt;.&lt;