Nihilii

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  1. I think the best a scrapper can hope against +4/x8 rularuu without insps is to simply not die too much.

    Even the usual power that can let many builds take on +4/x8 missions, Energy Torrent, isn't as efficient here as eyeballs, psi guys and mosquitos are all hovering.

    It just doesn't seem possible.

    (^ if we repeat the above enough, Iggy might pop up and do it. Just wait.)
  2. Quote:
    Well luckily for you, I don't cast it at all, so you can always enjoy your relative level of speed.
    Ok ? I doubt we'll ever team ingame because with your attitude, I'd leave or kick you (nothing to do with SB/not SB).

    Quote:
    Also Shield Charge is broken, and is stated as 'being looked into.' That and Fire/Kin totally pwnz it, yo.
    Heh. And heh.

    Quote:
    Ah, but see, you've taken me out of context and side tracked into a different discussion entirely. The point of the question is that in light of everything else a /Kin can do, SB is mere icing.
    Much like taking any power beyond Brawl is mere icing, afterall you can perfectly level to 50 by punching -1/x1 missions. Again, I don't find it that fun. YMMV.

    Quote:
    My apologies, you seem to have missed any of the arguments in the post you are quoting or the one before it.
    No, I'm pretty sure I didn't miss anything. I'm also pretty sure you perfectly understood me as your wording just screams "troll" with anyone with working brain cells, but I can pretend I believe you. This was in reply to the question "is SB needed ?". No it isn't, but why would you skip it and go slower for the sake of going slower ?

    Quote:
    We aren't speaking about theorical perfect teams, we're speaking about Kin with some mysterious group A who we have not confirmed the identity of
    Quote:
    Which is great at low levels, but by the time you have transference everyone should have a competent attack chain that does not require SB to be utilized.
    Teams where everyone have competent attack chains by level 26 would fall into my definition of "theorical perfect teams". I've never seen such a team ingame, but then again that might be because I'm not up to your über standards.

    Quote:
    Transference will eliminate any endurance issues your team might have while simultaneously debuffing a key target.
    1/ If it doesn't miss. Which will happen, the maximum tohit chance is 95%.
    2/ If it doesn't hit a dead enemy. Again, probably not a factor for your über self, but for the rest of us commoners it happens pretty often especially on fast-moving teams.
    3/ To people in a 20 feet radius of your target. Even "theorical perfect team" wouldn't do justice to such a team.

    As for the debuff part I'm just going to assume you had a brain fart, as surely someone as knowledgeable as you would know even defender Transference isn't a full drain on anything +2 and above (and even a full drain needs -recov to be actually efficient for more than a split second), making it basically meaningless as a debuff unless stacked with other end drains (we won't consider a team moving slow enough for the kin to use Transf twice on the same target as someone as skilled as you wouldn't play with scrubs like that).

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    So all we're left with is 50% recharge, and that is unnecessary after Fulcrum Shift.
    Uh.

    FS is a damage buff. Recharge =! damage. Both can be complimentary to each other, but are two completely different mechanics.

    Quote:
    It's really not, and I'm sorry you don't know how to make a well designed character. I could help you, if you'd like.
    That would be great. Here's a few builds I can't manage to make and need your input on :

    DB/invul, 45%+ S/L, 33%+ F/C/E/N, Hurdle/CJ, 300%+ regen, infinitely sustainable endurance (or 10+ minutes) while running a gapless AS/BF/AS/SS chain.
    DM/SD, softcapped to all three positions, maximum acc/dam/heal/end% on SL, 300%+ regen, 90%+ DDR, slotted up OwtS and resistances, Hurdle/CJ perma-Hasten, infinitely sustainable endurance (or 10+ minutes) while running a gapless SM/SL/SM/MG.
    Kat/FA, 45%+ S/L, Hurdle/CJ, infinitely sustainable endurance (or 10+ minutes) while running a gapless GC/GD/GC/SD chain.

    (I'd also want the standard secondary powers slotted up on all builds as well as BU/SD, of course.)

    My issue in all of these builds is I don't have enough recharge to use these chains and have to resort to weaker attack chains. Obviously I'm doing something wrong, and I'm looking forward to be enlightened. If you could post the results in the scrapper forum it'd be great as I'm sure other people could use the help.

    Quote:
    Aaand time. I never said SB was useless, I said it wasn't necessary. Since you're quoting me specifically I'm going to assume you think that is my position, and I wish to assure you that it is not. If we are talking about some hypothetical, then never mind.
    That two line jump wasn't to make my post look cool.

    Quote:
    People are going to do all of this regardless of whether or not I have SB. Since they've now apparently risen up from the commoner status you gave them only moments before, I have to further question why I need to SB them when I can provide them with benefits that greatly overshadow it with the rest of my powers while simultaneously increasing my personal enjoyment and effectiveness.
    You seem to be confused here, I'm lumping myself in with all the dirty commoners. You're the one elite skilled dude who should teach us.

    Further confusion it seems as I can't help but wonder if you somehow thought we were talking about Night Widows ? Unlike FU/BU, SB and FS aren't mutually exclusive so this isn't an "either or" situation, but rather a choice between 2 and 2 + 1. Given the choice, I'll always pick 2 + 1 ; I'm crazy like that.

    Quote:
    And for the record, I've already stated, quite clearly, that I do not wish to be on teams that need SB to fix their builds any more than I wish to be on teams than think they need a Heal0rz. If it's not clear, I do not think people of these mentalities have the necessary intelligence that I would deem enjoyable to be around.
    Not sure why did we go back to the "need" thing after we established SB wasn't needed. Not sure if there was a need for the leet "heal0rz" meme to further establish yourself apart from the unwashed masses.

    Quote:
    Though I do admire your rather direct and nonsensical need to insult people you just entered into discussion with. Bravo, your lack of tact shall be remembered for the ages.
    Thank you. I'm sure it'll make an entertaining anecdote while you're sipping tea with your buddies and laughing about these people who "do not have the necessary intelligence" to be honored with your presence.

    Quote:
    I would think they could, you know, turn on a travel power.
    I would think you might have, you know, heard of that little thing called "travel suppression".

    Quote:
    Else I have Inertial Reduction as well, if they really can't move faster than a snails pace.
    That you are going to recast every minute, with our theorical perfect team being in the 25' radius every single time. Okay.

    Quote:
    a Granite Tank/Brute is really the only character I see having problems in the movement department.
    Sarcasm is hard to do when presented with something so blatantly stupid. Most granites pick TP and are the ones least affected by movement suppression.

    Quote:
    On that note, the /Kin SBing everyone is almost assured to come in last, with the party arriving at different intervals if you buff after the fight, or the Kin will be doing drastically less damage if you do it during.
    Face, meets palm, again.

    Use Siphon Speed. Run. Jump. SB. Animation plays and stops you from controling your movement, but the momentum keeps you going. Repeat as needed.

    This is Kinetics 101, dude.

    Quote:
    Assuming argument 1, the party will arrive at the spawn at very different intervals and have to wait for the Kin to arrive, or just go in without him and do drastically reduced damage in comparison as they wait for him to arrive so he can use FS and move the team along.
    Ok, I think we've officially moved from theorical perfect team to theorical crappy team. I doubt you could find 7 players who couldn't deal decent damage while SBed without FS.

    Quote:
    Furthermore, SBing people seems to have the adverse effect of what you are implying based on my own interaction with the power; I usually notice most of my team run into a wall shortly after application and then defiantly challenge the wall to it's perception of self for a good 30 seconds before backing up... and running into a DIFFERENT wall.
    Thirty seconds, right. So our theorical crappy team consists not only of ridiculously weak characters, but the poor players also run this game on a netbook.

    Quote:
    In contrast, the Kin who just doesn't need to worry about SB is usually at the spawn first or at the same time as everyone else. He is now able to immediately utilize FS, and then immediately move on. The team stays together almost the entire time.
    Back to theorical perfect team who always stick together in a 20' radius at all time !

    I'm starting to see a trend there, but that might be just me.

    Quote:
    I'll mention it again, just so I can stop getting this explanation, I'm well aware of what recharge does.
    Sure, if you say you do.

    (FS doesn't boost recharge.)

    Quote:
    The point is that with Transference and Fulcrum Shift your team is buffed to such a high degree that you do not need your powers going any faster. You will be wiping spawns before everyone has cycled through their attack chain. Fulcrum Shift is that stupidly powerful.
    That would be true if you killed one spawn, then stopped there and logged out. That's not really super efficient though, most people like to take on spawns after spawns and occasionally finish missions too.

    Of course... If you're going so slowly you're not even aware of travel suppression... You might have everything recharged for every spawn, and I guess endurance wouldn't be a concern either. Suddenly, it all starts to make sense.

    Quote:
    The formula for recharge is:

    Recharge Time= Base Recharge / (100% + buffs - debuffs)

    Fortitude, when 3 slotted for recharge come back at 30s. With a duration of 120 seconds, that means it can be kept up constantly on 4 people. That's not bad.

    Math: 30.1s = 60s / (1 + .99)

    The .99 being the enhancement value we get from 3 slotting with recharge. Now then, let's get some Speed Boost going on that character and watch that Fortitude really take off!

    Math: 24.09s = 60s / (1 + .99 + .5)

    Er... 24 seconds? That's it? Okay, so we can still only buff four people. We certainly aren't keeping the entire team fortified. SB Hasn't really helped us at all. But sixty seconds is still a fairly short amount of time, let's take a look at what it does to a long recharge power like Adrenaline Boost.
    An useful rule of thumb when doing maths to support your point : don't be wrong.

    (Another even better rule of thumb is to do maths to understand how stuff works, rather than make up your opinion about how stuff works and then try to manipulate maths to support your view.)

    Everything in there completely forgets animation time. Fortitude animates in 2.27s before server ticks, which means it actually animates in 2.508s. Let's say 2.5s.

    Three even-level recharge SOs give you 94.93% enhancement (let's say 95%).

    So, in that example Fortitude can be used every 2.5 + (60 / 1 + 0.95) = 33.27 seconds.

    With a duration of 120 seconds, we can see it can be kept on 120 / 33.27 = 3.6 players. We can't have 3/5 of a player, even if he doesn't have SB and takes a nap between each spawn, so that's only 3 players.

    Add SB into the mix.

    2.5 + (60 / 1 + 0.95 + 0.5) = 26.99 seconds.

    We can now see it can be kept on 120 / 26.99 = 4.44 players. Well, 4 players.

    Now I'm pretty sure 4 is more than 3, so SB allows our theorical Empath to keep one more person under Fort.

    Quote:
    Adrenaline Boost has a 300s recharge, which can be brought down to 150.7s with a recharge reduction value of 99%, or 3 rechredux enhancements. Let's add SB!

    Math: 120.48 = 300s / (1 + .99 + .5)

    Alright, we shaved off a good 30 seconds this time. Unfortunately the buff doesn't last long enough for it to matter a whole ton, we'll still only be able to put it on a single character. However, that means the character being Boosted in this manner will only have 30 seconds of downtime where the buff isn't being applied to them. That is "not bad".
    Not going to bother adding the animation time to that, AB not recharging as fast as Fort the difference isn't as meaningful.

    Instead let's use the numbers given and look at something else.

    AB lasts 90 seconds. Without SB, it recharges in 150s. With SB, it recharges in 120s.

    150 - 90 = 60
    120 - 90 = 30
    60 / 30 = 2.

    That's right, in this situation SB just singlehandedly slashed the downtime on this buff by half.

    Quote:
    Heat Loss, (3 rechredux enhancements) will go from 180s to 144s.
    Going from 180 - 90 = 90s downtime to 144 - 90 = 54s downtime on the buff portion, again quite the improvement.

    Quote:
    Also, 90s (the common recharge for Build Up/Aim and others) will be reduced too 36s from a recharge value of 45s (3 slots blah blah blah)

    Why is it that we do not see a massive performance increase unless we go beyond 60-90s? Recharge has what is called ~diminishing returns~ in that the more of it you add, the less response you get for it. So adding 50% recharge on top of powers that already have it really isn't going to do as much for us as we'd like to believe. While we do see some marked benefit on very long recharge powers, it is still by no means suddenly allowing them to be spammed all over the place. The enhancement they gain from SB is "not bad", which is definitely a far cry from "the best buff ever". For low recharge powers SB isn't really doing enough to warrant its' use, and while you might argue that not everyone has rechredux slotted into their powers, I might also argue that I shouldn't have to conform my build to players who don't know how to build theirs.
    How can you deduct that from math showing otherwise, math that you posted yourself will remain a wonder to me.

    Quote:
    As your character engages in being level 50 the amount of characters that have enough recharge to fit their needs is always going to continue increasing, making SB continuously less useful. A "Good" team, or even just a competent or sucky one, isn't going to need SB for the large majority of their powers as Fulcrum Shift will provide all the necessary omgwut that you will need. That the Kin can *also* solve your endurance issues while simultaneously neutering a key target should be some kind of criminal. Fortitude, Adrenaline Boost, and Heat Loss simply can't compare in the sustained potential Fulcrum Shift alone can offer.
    Suddenly we're all level 50s. It's nice, the goalposts keep moving - sometimes it's "when the kin gets transference", sometimes it's "with FS and transference", sometimes it's "at level 50". Randomness !

    To balance that out, we're seemingly back into the "people need SB" thingy, after it has been disproved, what, one page ago ? Another familiar theme is confusing Fulcrum Shift for +recharge, or +recharge for +damage. I'm starting to think Warkupo read "+recharge translates to damage" somewhere and understood "+recharge = +damage" instead.

    Quote:
    People not playing Kins because they don't want to SB everyone for 19 seconds (still max) every 2 minutes is a terrible shame when the answer to their problems is obvious and still so incredibly viable.
    Hey, here's something I can actually genuinely agree with.

    Well, the gist of it anyway, not the 19 second max figure which doesn't seem to come from anywhere that I can see. SB animates in a second (1.188s with server ticks), x7 that's 8.316, add a little bit of time for selecting your teammates and that's about 10-12 seconds and... Oh now I get it. You're the kind of guy who would actually use SB by casting it, waiting for it to recharge, casting it on another person, waiting for it to recharge, and so on.

    Heh... And now I take a look at the posts made since I'm typing this, and I notice Smurphy made the exact same remark.

    Quote:
    As it is, SB ranges from "not bad" at lower levels and then continues to be more detrimental as you move on.
    Right. The "lower levels" without animation times using level 50 invention enhancements in their powers. Right, right.
  3. LR's -regen being perma, you only need about 24 DPS to make progress, which is trivial even without Containment. Lacking an immobilize is an hinderance but not a showstopper, you can kite easily as needed as Mind's animations are quick, and your attack chain should involve Mesmerize, stopping the AV every few seconds (even if the sleep breaks immediately because of your next move, he still won't go back at full speed immediately).

    The only problem I see is you slotted Mesmerize for sleep rather than damage. It's better than Power Blast in damage, recharge and endurance efficiency so I'd switch that around.

    Edit : I posted that before your last reply. I see you fixed Mesmerize, however now Dominate is underslotted, which isn't a good move IMHO as this is your strongest damage power. Regardless, either build could take on AVs, it might be very, very slow but it's theorically possible.
  4. Nihilii

    Rad Emission

    Quote:
    The only place I differ in opinion with Nihilii is on frostworks. I don't find the benefit to be worth the amount of time I'd need to spend keeping it on folks. Actually, I did use it a bit leveling, but I don't use it now at 50.
    I actually agree with you and was misleading in my first reply as the FW part was strictly speaking from the recipient point of view. It's a great buff to have, not so much to give, especially to multiple people, what with the recharge that is at the same time too fast and not fast enough. As a Cold, I just like having it for hard fights or if I see someone's life consistently going down ; otherwise, I've got to admit I just FW whoever takes the alphas.
  5. Quote:
    Originally Posted by TheBruteSquad View Post
    That's fine for soloing. My concern was for contribution to teamplay.

    For an AT that isn't meant to hold aggro how does less squish factor help anyone but the player of that character? The team doesn't care if the blaster faceplants every spawn, unless they're going for a "Master of..." run, except for the aggrevation of helping him combine inspirations for awakens.
    A dead blaster deals 0 DPS during the time he's dead and has to be taken care of unless he has RoTP or wakies. Letting teammates die is generally inefficient unless you happen to have Fallout/Vengeance and their damage contribution is low enough to be irrelevant.

    Quote:
    As an example, I've done more than one ITF with only my mez protection running on a scrapper - the rest of my defensive set was unneccessary: between the tanker holding aggro and the AoE damage being flung around I never took enough damage to bother toggling up. What was I contributing? Spike damage vs bosses mostly, with decent AoE damage to boot (broadsword). I was not offtanking, as I couldn't even if I wanted to = I don't have Confront and anything that peeled off the tanker headed for the blasters.
    Well, there's lots of ways to skin a cat in CoH but I'd argue you possibly weren't playing as efficiently as you could have been in that situation. If stuff dies so fast you don't take damage without toggling up, it's extremely likely there's some overkill damage in there. You could toggle up and aggro other groups, either to fight them or lure them near the tanker. I've been on teams like that (damage high enough that mobs just evaporate), and the difference in speed between everyone fighting just one or two groups at a time near the tanker, and scrappers/brutes/additional tankers going left and right aggroing more is night and day (although, to be fair, the potential for things to go south is also increased).
  6. Just earlier tonight, friends and I decided to run a sub-50 ITF. We're four, so only need two more. We head to Cimerora, and I start sending tells to anyone in the level 35-47 range who's solo (unless their comment shows they wouldn't be interested)... And here comes the stupid part.

    I did this for twenty minutes without success, was villainside... *And* didn't think once to hit a global channel for eventual heroes. We eventually gave up and went to play another game for the night.

    It might seem tame as a "stupidest CoH thing"... But the thing is, I've been (casually) tracking Freedom population numbers for months. I should know better.
  7. Personally, I'd play a ranged/armor AT with defender mods for damage/HP and blaster mods for def/res - that is to say, low on everything.

    I can agree such an AT would be considered ridiculously weak by many... To be honest, if I could play a FF defender without having to deal with the gigantic, concept breaking GFX of Dispersion Bubble, I'd just do that.
  8. ^ is all well and fine, but there's nothing wrong with having more choices.

    Edit : Techbotspam ! My reply was directed to the "Crab Spider" comment.
  9. I expect AM from a rad as much as SB from a kin, even more so as it benefits the rad himself so even selfish players should have no reason to skip it.

    As for kicking/banning (banning? wtf) players for lacking particular powers, never seen it. I can understand it's much easier to claim people who disagree with you are evil elitists who will kick players and eat puppies rather than reply to their points, but I doubt it actually happens all that much ingame.
  10. Quote:
    Besides that, if you were really good, you wouldn't be casting Speed Boost *during* combat, you'd be casting it inbetween.
    I actually dislike being SBed between fights, as for a split second while you're SBed the runspeed buff goes off ; while in combat I'm going to move much less.

    Quote:
    For the proponents of SB, I have to ask, have you tried *not* having Speed Boost before?
    Of course. It's slower. What's the point ?

    Quote:
    But is that extra benefit really *needed*?
    Is anything really needed in this game ? I don't think so. Taking an extreme example, you could get to level 50 never training and just using brawl. Would that be entertaining ? Maybe for some, not for me.

    Again, I don't understand the appeal in going slower for the sake of going slower.

    Quote:
    Which is great at low levels, but by the time you have transference everyone should have a competent attack chain that does not require SB to be utilized.
    If we're speaking about theorical perfect teams, ideally everyone should be a Fire/Shield scrapper and spam SC, imho. Well, ideally nobody should team as the best way to get maximum rewards-per-time is solo. That doesn't sound too much fun to me though.

    Meanwhile in the real game, many PuG players tend to have end issues even at level 50, and most if not all builds can benefit from extra recharge and/or endurance.

    Quote:
    Someone of my equal skill wouldn't have taken SB as they recognize that it is mostly a time sink and only useful in a limited number of situations that usually involve poorly designed characters.
    That's cool and all for the almighty leet skilled player you are, but for the rest of us commoners with poorly designed characters, SB is a great buff useful in the vast majority of situations.


    It's really ridiculous to see people trying to argue SB is useless. We're talking about a 50% recharge and recovery buff. People use one pool selection, pick three powers and use two slots to get that same recovery. People use another pool selection, pick one power and use two slots to get (roughly, averaged) that same recharge. People spend hundreds of millions, if not billions, on IOs to acquire the same effects on their builds. If the argument is "omg you are all idiots and I'm so much better than all of you", state it so rather than hide behind SB bashing. It's just ridiculous.
  11. The quote you replied to was talking about solo characters, though.
  12. Quote:
    I find that most people who don't take Speed Boost tend to be selfish . . . not all, but most. SB is a small inconvenience that provides a big benefit for the team.
    My thoughts exactly... Sure enough, the OP has proved the above with his behavior in this topic.

    That said, I don't care that much about kins not having SB, much like I don't care about anyone not having X power. As long as you're not being annoying and actually try to contribute, I'm fine with anything.
  13. Agreed with everything Werner just said.

    And yet, as great as SD can be for pure survival, I don't think I'd have problems with SD survivability by itself. It's when you stack SC on top of that, by itself before AaO is factored in, and then *with* AaO. SC is something you just click and it happens. JoeAverageGuy is going to get close results with SC (again, not considering AaO) than the best minmaxers out there. On normal AoEs you can argue there's some skill (as little as it might be, viewed from the perspective of a seasoned player) in gathering mobs into the 8 or 10 feet area for hitting as many targets as possible ; with SC's 20 feet radius, you roughly aim the middle of the pack and everything is hit by a massive damage AoE KD.

    On SOs, you've got top survivability, you've got top damage and on top of that it's easy to play. It just seems a little too good to me.

    (Not that I mind. I'm probably going to roll yet another Shield scrapper in the following week. Nerf, what nerf ? It's still going to be months before any eventual nerf happens, and even if SC is slashed in half it's still going to be great).
  14. Quote:
    So from where is my Mids' coming up with 141.2? What am I doing wrong?
    I've downloaded the latest Mids (I17 version) this morning and it also comes up with 140ish. It seems they just never got around to update the values to post-buff values.

    Quote:
    My point is most people, I think, spend that or far less, but the forums are dominated by the "min/max, played the game 6 years, squeeze every last ounce of awesome out of my character" player and I feel that the backlash (this week) on /Shield Defense is driven by what they can do with that powerset in optimized conditions, such as pylon fighting.
    [Insert standard Nihilii reply about Shield on SOs being stronger than other secondaries in his experience here]

    I guess I should just write it up nicely and copypaste it everytime someone goes "oh yeah but you're only talking about billion inf builds", like those folks do for server merges.
  15. Quote:
    LOL, 1/10th current damage? So, a Scrapper "nuke" on a 1 minute timer that does 14 points of base damage at level 50?
    Well, 1/10th current damage would be 20 points.

    Quote:
    And yet, after all these years, even old SOed Fulcrum Shift in Support/Control AT is still working as intended...
    That puzzles me too. Always wondered if there was a decimal error in FS recharge.
  16. He's being all witty and stuff implying he tried to tell "@EXTREME PYRO. ((<--- with a period))" (as opposed to "@EXTREME PYRO."). Check the quotation marks.
  17. Nihilii

    Rad Emission

    It is something like that, yes. EF -dam doesn't get nerfed against AVs though unless the AV has got damage resistance.

    What I like about Cold :

    - Sleet

    Recharges in about 15-20s and awesome mitigation between slow and KD (not saying Sleet's slow by itself is so hot, but combined with Snow Storm it is*). Not only that but unless I recall poorly you can also have two Sleet effects at once (debuff lasts 30s), so against static targets that's close to perma -60% res.

    On fast moving teams EF is up more often, but Sleet has a bigger radius and the KD/slow makes a bigger difference than EF's -dam in my experience.

    - Shields + FW + Arctic Fog

    Shields give +24% def to all to your teammates, against +4s that's basically better than RI and on all the time (as opposed to only after you're anchored something and only 15' around the anchor).

    Arctic Fog adds another +8% def to that on a wide radius, bringing your teammates to an impressive 32% def (and some nice cold/fire/energy res as well). It's already pretty damn close to the softcap. That's defense that is always there and works against everything that isn't autohit, as opposed to tohitdebuffs.

    Then there's Frostwork capping HP for a few teammates. Max HP is one of the most undervalued things in this game, or it could be that I just play completely differently than most people, but I know what kills me is damage spikes and having more HP prevents a lot of deaths for me. I've read the argument that squishies accoladed out, IOed out are close to the HP cap, but fact is on PuGs this is the exception and not the norm.

    - Heat Loss

    Infinite endurance for your whole team, and all it takes is one click every two minutes. That it also has a massive slow and an additional res debuff is just icing on the cake.

    - Benumb

    Much higher -dam than EF ; being ST on a long recharge I don't find it so great against anything but AVs, and the recharge is worse than LR for -regen purposes, but it's still going to be up most of the time.

    Infrigidate never struck me as really worth it, YMMV.

    *I also agree on Snow Storm creating a lot of visual interference, and I don't actually use it much. On paper it's a good power especially stacked with Sleet, ingame I find it more detrimental than anything else ; but all other 7 cold powers are fantastic in my opinion.

    The only real downside I see with this powerset is it's tough (at least for me) to find time to use anything but cold powers on full teams.
  18. Nihilii

    Rad Emission

    I don't like Rad much. Mitigation is rather low if you fight, say, +4s (against those cons slotted RI is only -22% tohit and LR -30% recharge), not to mention AVs with their 85%+ resistance to such effects. AM is a great buff but PBAoE (not as convenient and efficient as targeted ally buffs for fast moving teams). CC is meh. Fallout is fun but meaningless overall unless your team is doing something seriously wrong. EMP is ok but then again is a long-recharging AoE hold that useful in this day and age ? The -regen effect can be great against AVs though. One nice thing unique to Rad is EF being a fast-activating toggle can be used on pretty much every spawn.

    That is all thinking about fast moving teams who have a reasonable idea of what they're doing, which seems to be most of the PuGs I end up on nowadays. YMMV. Even then, on slow and/or weak PuGs, I don't find Rad to be a fantastic set if there's someone who insists on killing your anchors (which is more and more common as the graphics aren't as obvious as they used to be). If you can communicate efficiently and your teammates listen, it can definitely turn a trainwreck of a PuG into a good one, but that applies to pretty much every AT (not just defenders).

    There's nothing inherently wrong about the set, it's just not Cold nor Traps (both offer superior debuffs *and* survivability, with the downside of lacking a heal and rez... Stuff I don't care all that much about myself, again YMMV). Rad is more of a "do everything good" kind of set rather than be awesome at something specific.
  19. Now now, I won't claim I'm very fond of them either but furries are people too.
  20. Dual Pistols. Yeah, yeah, I know, not going to happen, but after playing it and not being able to find any blaster, corruptor or defender combo to make it work, I just wish it was an option.
  21. In my experience, who aggroes first (with an aggro power or attack, and not just the enemy seeing you) tends to be more important than who has the most aggro potential.
  22. Scrapper if used with Shield.

    Stalker for pretty much anything else.
  23. There's always respecs. Granted, unless you're a 4 year vet it's going to come with a price (and a hefty one at that), but spending a few hundred millions to move billions worth of IOs from one character to another isn't so costly in the long run.
  24. The problems with the new UI have nothing to do with aesthetics. Give me the old UI with a dog poo background if you want. The problem is functionality.
  25. Best chain with Blaze, Charged Brawl, Havoc Punch and Shocking Grasp would be... Blaze, Charged Brawl, Havok Punch, Shocking Grasp.

    Problem is you won't be able to get enough recharge by yourself to run this. Add Flares, Fireblast or Fireball into the mix and you can make it work.