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Quote:Impressive. I usually try to do Super Strength because it's my favorite melee set (especially after power customization). Mace isn't my bag. I like your approach to the PBAoE attacks (hadn't realized you could slot PBAoE sets in Shatter, either). I can't see the build as you intended though, because I'm using the patched version of Mids Designer. I assume you took Fitness, and that the two powers with three blank slots each are Health and Stamina.Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
No sacrifices necessary.
Personally -- and at the risk of beating a point to death -- if I wanted to eat 5 billion influence almost purely for defensive bonuses, I'd roll something with a better taunt aura. Then again, I'm probably biased; my Tanker builds are always a little on the Scrapper-ish side, because I like to solo, and I figure that I'll usually have support for situations that require the best possible defenses. YMMV.
It'd be interesting to see an Issue-19 version of your build.
Quote:What's this? Oh, having 1000 MORE HIT POINTS? Haha! I'lll just pretend that doesn't matter. MUST BE A USER ERROR TO CARE ABOUT THAT! tee hee
Quote:Blah bah and wrong. Show me the [Electric Armor] build that has this kind of defence. Really, show me. Even 30% across the board is really really pushing it.
Elec also has near immunity against the most dangerous energy-typed attack you're likely to see (endurance drain). It's probably best to max S/L DEF and call it a day.
Quote:HP regen is more lol, oh better now is it?Truly? At global 90% recharge, ED capped Energize, you get ~899hp/40 seconds from the click heal and 30 hp/sec regen. That's ~53hp/sec. WP tank has 150hp/sec. OH no but but Elec has better regen ! Oh yes it does. In magical maths land where 53 > 150. So over a 40 second period where you get your heal click +regen in Elec, Willpower heals an extra 3880 hp. I suppose it's good that HP doesn't matter according to you so we can ignore your startling ignorance.
That said, the Elec Tanker does have ~30% fewer hitpoints, and Energize's +regen effect isn't all that much stronger than Fast Healing's (~175% versus ~140%). So even if we knock RttC down to one foe in melee range, WP pretty clearly wins in the regeneration contest. There is something to be said for burst heals too, though. -
Quote:After messing around endlessly with various WP Tanker builds and ultimately discarding them, I have to nitpick here a bit: You can soft-cap to all damage types on a WP Tanker (or at least all damage types that matter), but you have to make serious sacrifices to get there.
Willpower has 150 hp/sec regen, some DDR, soft capped to all damage types, massive HP.
Juggling max S/L/E/N DEF and +HP bonuses and offensive priorities just isn't worthwhile, IMO. Who wants to spend several billion influence to end up with a character who hits about as hard as he did with SOs? If you do, then more power to you, but if you're going to go all out to make a pure meat shield, then wouldn't it make more sense to select a build with a stronger taunt aura?
At the end of the day, that taunt aura issue is always what makes me discard my WP Tanker ideas. WP is awesome on a Scrapper or a Brute. It's great on a Tanker too, in terms of ease-of-leveling and ease-of-play -- but it doesn't lend itself very well to a clear high-end plan. IO bonuses pull you in too many different directions.
Suffice to say that all of the things you describe aren't exactly handed to Willpower, which doesn't mean that Electric Armor is better or even superior; the two sets are at least competitive with each other at the high end, though. -
Thought I'd just drop a note here, because I've seen people complain about not being able to use the tilde key in CoH, and as far as I know, no solution is posted on the CoH forums.
If you use Vista and you can't get the tilde key to work in-game, then uninstall the ITECIR Infrared Driver. You can find it under "Human Interface Devices" in the Device Manager.
If you want the Infrared Driver, then I also found this solution posted elsewhere. Can't vouch for how well it works, though:
Quote:For any of you still having this problem, This has also been confirmed as a solution, heck, it even worked for me!
If you use the Microsoft eHome remote/receiver (official media centre remote and USB receiver) you'll notice under your device manager you have a new device named Microsoft eHome MCIR 109 Keyboard; this is the cause of the tilde key not working. It also affects your plus, minus, parenthesis, hash, @, and slash keys remapping them to different functions. (some are even weird Kanji characters)
Solution is as follows and will not affect the functionality of your Media Centre remote:
1. Go into Device Manager -> Keyboards.
2. Right-click "Microsoft eHome MCIR 109 Keyboard", choose "Update Driver" ("Update Driver Software" on Vista).
3. Choose "Browse my computer for software" (XP users tell it not to install automatically and say you'll specify the location, then when it asks you where you would like it to search for drivers choose the option to choose from a list) then "Let me pick from a list of device drivers on my computer".
4. Make sure "show compatible hardware" is checked, then select "HID-compliant device" and click next. Click any remaining "OK" or "Finish" buttons after Windows has installed the driver. -
The easiest IO sets for you to fit in your build will likely be the following:
Melee Damage sets:
Kinetic Combat (+3.75% S/L DEF for four slots)
Smashing Haymaker (cheaper than KC, +1.88% S/L DEF for four slots)
Pounding Slugfest (+1.25% E/N DEF for three slots)
Pulverizing Fisticuffs (+1.25% E/N DEF for three slots)
Damage Resistance sets:
Reactive Armor (+1.25% S/L/E/N DEF for four slots)
Aegis (combined +4.69% F/C DEF for five slots)
Steadfast Protection (+3% DEF to all on the unique)
Some of those are expensive, but using them can get you to the soft-cap at least to S/L fairly quickly. Personally I'd neglect Fire/Cold DEF, because strong fire/cold attacks tend to be typed as S/L too for the purposes of opposing DEF. Energy/Negative is your second priority in my view.
Though it's true that your RES covers you against S/L damage already, it's also true that many DEF debuffs are typed as lethal attacks (swords, knives, machine guns). And because S/L damage is so prevalent the more you can ignore it, the better off you are (indirectly) against everything else that might go along with it. Considering those things, and considering that S/L is by far the easiest category for an Invuln build to stack, it isn't overkill to soft-cap to S/L attacks.
Capping both S/L and E/N is doable on a Brute, but you may find that you have to sacrifice undue amounts of +recharge to do that. As usual, it's a matter of taste. -
Quote:Certainly Invulnerability has its weaknesses. It wasn't all that long ago that Invuln was considered the red-headed step child of all melee secondaries, in fact. Invuln still isn't the best choice if you want the most consistent performance across all content. It's still comparatively weak to psionic damage, which isn't nearly as uncommon as I believe the devs originally intended. And at best, Invuln is middle-of-the-road with respect to ease of leveling (though inherent Stamina will help there).Don't be fooled by this post. This person has probably not been swarmed by psionic-wielding Arachnos or had their defenses debuffed by Paragon Awakened groups. A whole 15% defense isn't going to make you feel tough against psionic damage and Invulnerability lacks significant defense debuff resistance.
Invulnerability does combine high resistance with decent defenses. It does not require IOs to "feel" invulnerable against most enemies. It does have weaknesses, though.
But with the introduction of IOs, and with the addition of considerable debuff resistance (IIRC, ~50% DEF-debuff resistance, 20% slow/recharge resistance, 25% endurance-drain resistance -- all Tanker numbers btw), Invulnerability has become quite competitive. The most recent buffs Invuln has gotten are heavily back-loaded though, either attached to low-priority passive powers (Resist Elements/Energies), or attached to IO bonuses (which tend to favor sets with a combination of RES and DEF, and some DEF resistance).
The thing about psionic damage is that it rarely comprises 100% of an encounter's damage output. Psionic damage rarely comprises even half of an encounter's damage output. If you can effectively ignore all the rest of the incoming damage (which Invuln can do as well as or better than just about any other defensive power set), then you are protected from the practical threat of psi damage except in corner-case scenarios. It may annoy you; it may even make you sweat a bit where other sets might not, but you're probably not going to die as a direct result of psionics unless you're facing something like a psi AV.
Inspirations will generally be enough to carry you through psi-induced rough patches.
As far as DEF debuffs go, they're really not much of a problem for Invuln anymore, at least not at the high end. It's pretty easy to get to the point (through supplemental DEF powers and IO set bonuses) where Invincibility soft caps you to at least S/L attacks with one foe in melee range, whch means that Invincibility will scale much higher than the soft cap with multiple foes around you, which means that your DEF-debuff resistance doesn't have to do all the heavy lifting.
Also of note is that DEF debuffs are often packaged with lethal attacks, against which Invulnerability is crazy strong even with no DEF at all. Cimerora is a great example: The Romans' sword attacks deliver ludicrously high DEF debuffs, but an Invuln Tanker with Tough can basically laugh his way through all but the largest Roman spawns even without toggling Invincibility. When he does toggle Invincibility, most of those debuffing attacks are likely to miss.
If you want to go the extra mile with IOs, it's not terribly difficult to soft-cap to Energy/Negative attacks, too (though I'd say high-30s is more than fine with 1 foe in Invincie). Because pure-fire and pure-cold attacks are exceptionally rare, you can safely ignore that area of defense.
At the high end, Invuln is a monster against most of the game's content. Against the rest of the game's content, Invuln is comparatively weak, but it also scales very well with IO investment and buff/debuff support. To the extent that there are counters to any defensive set, Invuln is actually pretty well off in the sense that even worst-case foes typically won't spell instant disaster (unlike, say, SR in the Shadow Shard). Easily capped max HP + high common-type Resistances + self-scaling DEF makes for a pretty tough nut to crack.
Quote:Pick any defensive set and most people on these forums can point out the weaknesses. The only way to cover those up is through IO sets, which may not cover them up completely. Teaming is really the best way to overcome your weaknesses in your build. -
Quote:(Emphasis mine.)You just can't disregard the blaster's ability to control, even if the controller does it better, as the blaster has the damage to back up the little controls they have.
A dom most certainly could kill things that are soft/hold controlled, but a blaster would do it faster, due to access to AoEs, and such. Maybe not safer though..
Definitely not safer, you mean. And given the scaling in this game, there quickly comes a point after which more offense does almost nothing to save you -- and thus very little to improve practical kill speed. Rightly or wrongly, complaints like the one in this thread are based on high-end (and usually solo) capability, not on anyone's subjective idea of what is or isn't enough for them.
That said, Blaster control cannot be entirely ignored in practical gameplay, but it's difficult to gauge how meaningful it is in any survivability comparison. Just because Blasters rely on what control they have -- perhaps moreso than any other AT barring Controllers -- it doesn't follow that Blaster control is an advantage or even a worthwhile consolation prize for the AT relative to others.
It just means that Blasters have very little else going for them, from a defensive standpoint. Bringing up Controllers and Doms is an obvious loser; Controllers and Doms are orders of magnitude better than Blasters are at control. To say that both Controllers/Doms and Blasters use control is a little like saying that both Bill Gates and I have disposable income; the observation may be technically true (is, in fact, a truism), but it's so spectacularly misleading an over-simplification that it doesn't even satisfy the lowest standard of relevance.
In terms of by-the-numbers control abiility, Blasters are much closer to Defenders (who also have an entire Primary devoted to buff/debuff -- which is often very control-like in purpose), and even Scrappers/Tankers (who also have an entire powerset devoted to defensive abilities, which are effectively multiplied by any proactive mitigation you can layer on top of it).
Of the above ATs, Scrappers have the closest-to-Blaster levels of damage.
So with that in mind, we basically have two choices in pursuing this sidebar about control. We can either hash out endless comparisons between this-or-that Scrapper/Defender/Tanker build and this-or-that Blaster build, or we can stipulate that on the whole, the two parties are comparable if not exactly equal in terms of the control effects they can bring to bear, either selectively or as a natural consequence of attacking.
In other words, if Archetype A has X attribute going for it, and Archetype B has X and Y, then to compare them we simplify by eliminating X. It isn't disingenuous to disregard like terms in a comparison; it's just convenient. -
Quote:Market dilettante though I am, I don't think Fulmen's quote can be over-emphasized. Averaging per-merit worth based on the Gladiator's unique seems little misleading. Or, if you prefer, a little too optimistic.There's obviously an inconvenience factor- many people will get 10 or less A-merits and give up- so the PVP will be disproportionately more valuable.
If you went all out with one character, diligently running Alignment missions and Task Forces (or story arcs) every single day and taking the once-daily R-Merit to A-Merit conversion, then unless my math is off, the fastest you could earn the GA proc is about 20 days.
20 days doesn't sound terrible, given that we're talking about the rarest of the rarest enhancements in the game, but it's a pretty grueling 20-day grind in what is otherwise a fairly casual game environment. And after all of that, either you end up with one IO to use yourself, or you have to arrange an off-market trade with someone who might not be trustworthy in order to get full price for it.
With less effort, I can run two or three mid-level characters through their daily Alignment missions (which seem to be shorter and easier at lower levels), gain a lot of highly marketable recipes on piecemeal random rolls or 2-merit purchases, and level up in the process if I so desire.
Because I'm not saving up for anything in particular, it doesn't really matter which characters I choose to run on a given day (as long as they're over SO-level), and failing to log in for a day or two doesn't interfere with any established plan. Hell, it doesn't even really matter if I suddenly lose interest in (or flat-out delete) one of the characters in question. I may end up with a slightly lower per-merit value per character with that approach, but by the calendar I'm getting very close to the same reward in far smaller chunks of time.
Long story short: There's something to be said for liquidity. The less flexible, longer-term option should be more profitable over time, when you really think about -- but even then, it isn't necessarily better.
For what little it's worth, I'll probably save up for one Gladiator's Armor unique for my Tanker just to say I did it, but it ain't likely to happen in less than 100+ days. The single-minded grind required to go much faster than that just sounds too much like work.
YMMV. -
Quote:Yeah, the thing about Invuln though is that Invincibility makes it more likely those endurance drains will miss you. WP has some decent defense too, but it's harder to get WP up to sky-high numbers when the fit hits the shan.Not even close. Inv has 25% end drain resist compared to DA's 86.5% (Disclaimer: I'm going by tanker numbers).
DA can basically ignore end drain and recovery debuffs. In a sea of Mu or even sappers, my blue bar doesn't flinch. A friend of mine and I ran through a heavy end drain group in AE, him on his WP tank. Even with Quick Recovery and Stamina boosting his recovery, the lower cost of his toggles, he bottomed out fast, even through Strength of Will's recovery boost.
Elec is even better on this front. Elec armor is completely immune to end drain and recovery debuffs. That's not even mentioning Power Sink.
Doesn't mean Invulnerability isn't still susceptible to end drain -- and I definitely agree with you that extra recovery (or, as in this case, less endurance use) is analogous to drain resistance -- but Invuln is generally a little better off against Sappers than WP is.
DA is better still at resisting end drains, but it has its own issues. DA is not quite as user-friendly to play out of the box. -
Quote:QFT.Possibly, but of course the soft control do give them more time to get more hard controls applied and do give the team more time to deal damage (I almost never think of things in just solo or just teamed situations, but rather how they apply to both). Many controller soft controls are also quite long lasting.
Dominators DO have the damage to take full advantage of their soft controls (as do scrappers/brutes incidentally).
To the extent that Controllers rely on soft control, that soft control is usually more consistently available than hard control. That's sorta the point. An Ice/Storm Controller, for example, has access to two huge area-of-effect chain-knockdown, slow powers (Ice Slick and Freezing Rain).
With no IO bonuses and no Hasten, Ice Slick has a 66% up-time ratio. (90-second cooldown becomes ~45 with three SOs, and the duration is 30 seconds.) It's not hard to make Ice Slick effectively permanent, and there simply is no comparable option available to Blasters. Ditto Earthquake (which is basically Ice Slick with a -DEF debuff instead of a slow).
At the high-end, many Controller builds aren't exactly terrible for damage output, either. Doms are certainly near the top for DPS.
The more things change, the more they stay the same. Someone tried to make the laughable comparison between Blaster controls and Dom/Controller powers in a similar thread more than a year ago. Or rather, someone inadvertently made that comparison because he (or she) was too close to the argument and lost track of what he was saying.
Similarly, it was popular some years ago (in the wake of the great AoE-hold nerf) on the Controller forum to complain about Blaster control capability, simply because certain Blaster builds could theoretically take more hard-control powers. Unfortunately, it's very easy to take even a valid argument too far.
Counting control powers is misleading. Neither hard control nor soft control is categorically better than the other; which is preferable depends on the situation and the specific powers in question. Some powers affect more targets, are more consistently available, provide a more useful effect, etc. There's also an opportunity cost for applying pure control powers. For example, a Blaster with three single-target holds may look like he has more control than an Energy Blaster, but the latter can keep an opponent on its backside as a natural consequence of attacking, whereas the former has to sacrifice DPS (and/or reposition himself) to apply a hold.
So which of those two is better in practice? It depends on the situation. Sometimes a discrete hold is better; sometimes a consistent soft-control secondary effect is better. The only thing that's absolutely certain is that any Controller/Dom has light-years better control than any Blaster. -
@DSorrow
Well said.
If DEF bonuses are more worthwhile from the standpoint that they're easier to stack, then the corollary is that high RES is rarer and thus more valuable. A build that can achieve high RES has a higher upside than a DEF-based build in the world of IOs.
I think DEF is more potent in principle, but the debuff issue seriously muddies the waters. Builds that rely solely on IO-bestowed DEF bonuses are very sturdy in most circumstances, but that very sturdiness is almost a detriment when you do encounter heavy DEF debuffs, because your DEF can lull you into an inflated sense of security.
If it's a squishy build (Blaster/Controller/Corruptor/Defender), then a single mez can lead to cascade failure, too.
It'll be interesting to see how many DEF counters the devs throw at us in the new, high-end content slated for Issue 19. -
Quote:Health is most valuable on highly defensive builds with very little regeneration -- SR, Invulnerability, etc. Bonus points if you can significantly improve your max HP. For instance, an IOed Invuln Tanker with 40ish HP/sec effectively regenerates 4000 HP/sec against Smash/Lethal attacks. That's an extreme example, but it's a good illustration.I think it depends on the toon. For example, my WP Scrappers and my WP Tanker, were able to slot up Health for additional Regen and did so, increasing their survival by quite a bit.
On a blaster, well, I see the benefit, it's just not as good in the feel of the game, when I could be using those slots elsewhere.
(90% Resistance and 45% DEF with one foe in melee range: 40 / (1 - 0.9) / (1 - (45/50)) = 4000.)
Of all melee defensive sets, Willpower and Regen benefit least from enhancing Health. Those builds are better off exhausting every option to layer defenses on top of their already-strong regeneration. Or improving offense. Most non-melee builds will also tend to have vastly superior alternatives to slotting out Health.
Health is best used as an IO mule for most builds, if even that. -
Quote:Yeah. I've been away for awhile, and my offhand knowledge of the game isn't what it used to be -- but it sure seems like Regen has the least upside of the Scrapper secondaries. And that's fine if true; Regen is very easy to level, after all, and it performs pretty well at the level cap even without a single IO.I assure you, Tanks can do everything a Regen can and then some. If you survived while your tank was dead, I would think the difference in aggro was the cause of that more than who has a stronger defensive capability. Though that Tank just might have been poorly built.
And yes, you can do some crazy things on Scrappers. You can make some of the other secondaries do things a Regen wouldn't even attempt without a billion+ in IOs invested.
But the complaint that Regen is more survivable than anything else -- especially Tankers -- is at least four years out of date. Regen's maximum capacity (including IOs and whatnot) seems not only lower than most everything else's; Regen also seems to have more glaring situational holes than a lot of other sets (-recharge, -regeneration, -DEF, -RES). That's a little amusing, given that consistency used to be Regen's greatest strength -- the Regen trait most often complained about, especially by the predominantly Invuln-using Tanker constituency.
Meanwhile, Invuln has gained considerable -DEF debuff resistance, decent endurance-drain and recharge/slow debuff resistance, and it gains indirectly from the predominance of IO +DEF bonuses. I'm not trying to say that Invuln doesn't have its burdens to bear too, but I'd say that Regen's weaknesses are roughly on par with Invuln's much-bemoaned weakness to psionic damage (which also penetrates Moment of Glory, and often carries hefty recharge debuffs, incidentally).
Tankers of all stripes have a night-and-day survivability advantage over Regen Scrappers. -
Quote:I think he's saying that a Tanker/Scrapper who gets his toggles dropped by a Sapper will be chain stunned, and thus, he might as well not have had mez protection.What are you trying to say here? Your post makes almost no sense.
Which would be an absurd argument, but there you go. -
Quote:Heh, I recently had an encounter with someone who insisted that Fortitude should always go only to meleers. I didn't really argue the point, because whatever my reputation on the forums may be, I'm usually not that contentious in the game, or in life, for that matter.
Blasters have enough mitigation solo, and a team provides enough mitigation, only when everything goes right. If you're accuracy-capped, you still have about a 10% chance of missing one of the two holds required to freeze a boss in place. If you're teamed with an Empath who is putting Fortitude on the granite tank, and figures that you should know your place and not get shot at, you're not going to be able to do your damage fully and freely.
There is a rather strong strain of the opinion that Blasters should be responsible for managing their own aggro, though -- and it's not an unreasonable opinion on its face. The thing is, that if a Blaster's constantly on tenterhooks, his (particularly AoE) damage advantage basically goes out the window.
Quote:I has been a long time since I've played a blaster on a PUG. Maybe I'll do that today, and let you know how it goes. -
Quote:Which other powers in Storm offer -RES?Neg, if you want to skip FR, then skip it. Honestly, I don't see the issue in skipping it since you are probably going to be using fire cages. The other powers in storm offer -def and -res, the only other thing FR will offer is KD and slow which will be negated my fire cages anyways.
Quote:Those two powers IMO butt heads enough to skip FR if it clashes with how you want to play your toon, and I see no reason to debate the fact that those two powers conflict.
On the other hand, if you're using FR primarily as a -RES and -DEF and -recharge power, then Fire Cages actually helps, in the sense that it will keep your opponents within the area of effect. Also, FR's -DEF debuff helps Fire Cages (which comes with an innate ToHit penalty) to hit, which is helpful when, say, you're counting on consistently applying Fire Cages to tether the targets of your Tornado.
It's not that a Fire/Storm without FR will be totally gimped, in the sense that it will be unplayable, or entirely ineffective. It's that there's very little point in rolling Storm in the first place if you skip FR. It is, bar-none, your most consistently applicable debuff power. To me, that translates to, "best debuff power," but I understand that some people may regard Hurricane as the best under appropriate circumstances.
Fire is good enough on its own that you will end up with a decent character, either way. But as far as most teams are concerned, you're basically half a Controller if you don't bring Freezing Rain to the table. Most groups (unfairly, IMO) aren't thrilled by Storm to begin with; imagine how happy they'd be if they noticed you didn't have the one power in the set that everyone does like.
Concept is concept, and no one can tell anyone else how important it should or shouldn't be -- but in my view, if the concept requires no Freezing Rain, then you'd be happier rolling a different concept, for the moment. Or waiting til Issue 16.
Quote:As for buffing, I play controllers almost exclusivly, and while I do have some that buff, I buff very little, and usually only when asked. Most of the buffs I take as a controller are PBAoE buffs which I use without saying I'm using it.
Quote:I'm of the mind that if you want to play a serious buffer, then play a defender. I have the same viewpoint on debuffs to though.
But like it or not, Controllers are "serious (de)uffer[s]." Control often can't get the job done by itself, and even when it does, the job of proactive damage mitigation isn't always necessary or even desirable. It doesn't, as a general rule, significantly increase exp/time, unless you're in a team which would regularly wipe without it. Buffs and debuffs often do.
Quote:Understand though that people who are making suggestions about your style of playing are just that, suggestions. Take them seriously, or take them with a grain of salt. While I agree buffing/debuffing can be boring sometimes, it can make a team all that much better if all the tools in your aresonal are used. -
Saying that they are relevant doesn't make it so. The point of a comparison is to compare -- that is, to find and measure differences. It isn't to take points of similarity and offer them undue weight on one side or the other.
You can't say that, because no one has mentioned Blasters' proactive mitigation tools, therefore Blasters are more comparatively survivable. Why? Because almost everyone else has similarly effective proactive mitigation tools.
Quote:Obitus, you have been using a whole lot of words in your last few posts, and not really saying anything. You don't actually seem to have a position at all, to be frank, other than to argue for the sake of argument.
The point is, though, that concerns are not automatically invalid because someone can point to generally higher AoE damage, or can list control powers without any context. I mean, for gosh sake, the post that started this little mini-conversation about Blaster controls was basically linking them with Dominator controls -- in importance, if not in magnitude.
I like the way my Blasters play, and from a purely subjective, selfish point of view, I don't want any dramatic changes to them, because if I want to play an easy-mode AT, I have meleers. That's not a position, so much as it is a personal preference.
I do worry, though, that the role of a Blaster, such as it is now, will grow marginalized with the introduction of the new difficulty sliders. We already know that teams comprised of pure buff/debuff builds are the best, but how will the new slider affect more casual team dynamics?
Will we see fewer and fewer mostly-minion-composed spawns, to the point where the Blaster's dominance in the AoE alpha department is less important? Is specializing in damage dealing really a good role in this game? Do Blasters do far and away the most damage, of any AT, under any circumstance? I'm not sure that those last two can be answered with an unqualified yes.
In any case, the importance of solo ability -- and all it implies -- may grow, or at least become more contentious, in the days to follow.
Quote:This thread is nothing more than beating yet another dead horse over AT balance. No different than the threads that pop up in the Tanker forum crying for more damage, or the threads in the Defender forum crying about how they can't solo. And just like all those other threads, this one should be put to rest as well. At least until someone else decides to beat on the 'ol horse again.
In the meanwhile, the only thing I can say is that I reserve judgment pending Issue 16. I had thought to respond more fully to your post, but in the interest of using fewer words, I'll refrain. -
Quote:The point is that those tools offset, not that they have no practical effect. Do I really have to explain why it isn't honest to count one and not the other? Do you really insist that we have to come up with a numerical model for all proactive mitigation tools, across all builds, before we can begin to discuss anything else?How are those proactive tools not relevant? They are extremely relevant: do they offer enough to the Blaster to get the job done when they need it? It's a very strong yes (not a canard, as you say... being able to mez a boss is quite useful solo, and even on a team: I was mezzing Rikti bosses the other day that were pounding the snot out of the Brutes and Scrapper that were on my team). And yes, I am aware you can say the same for Scrappers, etc. But that's what we're looking at, overall performance. Do Blasters offer enough as they are compared to other archetypes? I would argue that yes, they do, and the mitigation tools are a part of that evaluation.
Quote:Your discussion of what melee types can do with mitigation isn't quite thorough enough, either.
Quote:And range still comes into play with this. Many of a Blaster's mitigation tools still come from range, which is important... I don't have to race in to mez with my Blasters, unlike my melee characters. And bringing up Lightning Rod or Shield Charge is only going to do so much here, too. Those sets gave up some survivability to be more offensive, and those powers are on long recharge timers, unlike many of the AOEs Blasters have access to.
2. I purposely brought up only examples from offensive melee sets, because the whole point of my post was that non-defensive-set powers should be thrown out for the sake of simplicity. So I didn't mention Shield Charge, or Oppressive Gloom, or any of the other proactive powers that come from defensive sets.
I mentioned powers available to offensive melee sets, though I certainly didn't list them comprehensively. And if you go down the list, you'll see a pretty impressive collection of proactive mitigation tools in those sets, save Fire. Notice the trend?
I reiterate: The number of proactive mitigation powers is not a good metric for determining their practical value. If an SS Brute keeps his targets on the ground most of the time just by attacking normally, and Joe Blaster has no fewer than 3 single-target holds available to him, then who actually receives more proactive mitigation over time?
It probably isn't the Blaster. Even if it were, the Blaster will still take more time and care to apply those controls, whereas the Brute has to go to no especial effort; the mitigation happens almost by accident, while he's getting down to the business of killing stuff. And the Brute gets a nice hold folded into his hardest hitter. And he has access to a large-radius AoE stun/knockback -- which most meleers don't take, because it isn't necessary, but then I suppose that's a statement in and of itself.
Incidentally, I just know someone will read my for-instance comparison above, and say, "But Energy Blasters can keep their targets KBed, too!" I know that. I'm just illustrating why counting controls isn't instructive in any practical sense. Energy Blasters are great for solo play for the very reason that i'm trying to highlight here: Having mitigation come in the course of your natural attack chain is often more valuable than having a bunch of situational, uni-tasker mitigation tools in your backpocket.
Do Blaster controls matter in actual gameplay? Of course. What I was responding to was the claim that somehow people have been wilfully ignoring those tools in discussing the comparison. Clearly, there is no purposeful attempt to conceal Blaster controls here; they are simply taken as given. All that matters, when you're discussing relative survivability, are the factors that aren't shared. -
Quote:And you ignored the reasons I laid out as to why those proactive tools are not relevant.And yes, I'm aware I've used the word relevant a lot in this post. That's because it's the only point I've tried to make thus far.
If Archetype A has X, and Archetype B has X and Y, then you simplify by ignoring X. You cannot legitimately argue that a Blaster's proactive mitigation tools (such as they are) are relevant and then argue that a Scrapper's aren't.
Since no one has ever brought up such Scrapper tools in this thread, your post was effectively asking us to compare a whole Blaster to half a Scrapper. What makes more sense is to take proactive mitigation tools as a wash, give or take in the case of different builds, and concentrate on the crux of the matter: Damage versus defense.
Unless, of course, you can say with a straight face that the controls of a Blaster uniformly outweigh the tools in melee sets -- which would be absurd, frankly. I can stack stuns on a boss with an MA Scrapper in the time it takes an EM Blaster to cast Total Focus. I can have my target on his backside more than half the time on an SS Brute. I can keep half a spawn stunned on a Stone Brute. I can give myself ~30% melee DEF in the course of my attack chain on a Broadsword/Katana Scrapper. I can heal and debuff ToHit in the course of my normal attack chain with a DM Scrapper/Brute.
Shall I go on, or can we in good faith move past the canard that Blaster controls somehow represent a vastly underrated and undermentioned facet of their survivability? In a perfect world, if we could somehow accurately quantify the effect of these proactive tools over the wide spectrum of possible builds, then sure, that would be the best thing -- but the fact is that it would be a monumental effort to determine what is, on its face, relatively speaking a miniscule factor in any numerical comparison. Defiance is about seven thousand times easier to quantify, by the way.
Simply counting control powers or control effects is misleading. It's not that I personally disagree with your over-arching conclusion; it's that I don't think your specific argument carries much weight here. -
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Quote:If you're just worried about soloing AVs, then you can pretty well take a full (or very nearly full) Fury bar for granted, and thus, the Brute will be generally superior. At that point, the only significant difference between the two ATs is the Brute's higher hitpoints.Scrapper VS Brute, soloing AV's, who's better, who's faster, and who's easier? Three diffrent questions. Paramaters: No insp, no temp powers, no outside buffs. IO's ok, but no extreme builds that most people would never get to. I'm talking in the Billion dollar range. Just the powers an AT comes with and the IO +'s you can attain with that build. I'll reserve my pick now as either a Dark/Shields Brute. AAO + Fury + survivability= Safest, faster, and better. I maybe wrong (strong possiblity) but, this is why I posed this question. Have fun and enjoy the knowledge and debate.
(Disclaimer: I realize I am posing this question on the Brute forums; fear not I posed the same question on on the Scrapper forums, I'll get the results and post them)
If there were Scrapper-only sets that have been demonstrated as superior for the task in question, then that would be one thing, but to my knowledge, no one's ever made the argument that Regeneration is far and away the best Scrapper set for AV soloing. Regen can be made to work, but it's not so good that the Brute's lacking it is a strike against him.
Oh, and Brutes have access to Gloom. -
Quote:Yes, of course. But like it or not, most of these discussions comparing such-and-such to this-or-that are based, even if only subconsciously, on solo situations. Otherwise, the self-contained capabilities of a given AT would be only very tenuously relevant.But isn't that kind of the point of the AT? Every AT is going to encounter situations where they do not perform at peak efficiency. Solo is going to be one of those for Blasters and Defenders, in many cases. The flip side of the coin, is that Scrappers while performing well solo, will bring less to a team than a Defender or Blaster in almost all cases. I don't see why it seems to be so hard for some people to grasp this concept. (That's just a general statement and not directed at you specifically.) All AT's are not meant to perform at equal levels in all situations. That would make for an immensely boring game.
It becomes worse when you introduce IOs and whatnot into the equation.
That said, the poster to whom I responded was making the claim that Blasters' control abilities are most often relevant in solo situations. He also implied that they provide a Blaster with vast survivability in those situations. While that may be true in a vacuum, it's not particularly revelatory, nor are a Blaster's proactive mitigation tools in any way unique or even unusually effective.
They just seem that way because you don't have a whole lot else going for you on a Blaster. Having access to three short-duration, single-target holds is great, but in many cases another AT will have a single power (or a singular secondary effect) that trumps those either in terms of efficiency, or overall control, or both.
Quote:All AT's can solo content on Heroic/Villainous. That's all that is needed. Blasters can handle EB's solo if played competently. Heck, a properly built Blaster can solo AV's as well. Once a Blaster's survivability issues have been taken care, either by a team or through other means, they will in general, be able to defeat larger groups and defeat them at a faster pace than Scrappers.
Yes, Blasters will generally be able to defeat foes faster, all else being equal. The question is, and always has been, whether the role of defeating things really fast is such a worthwhile one that it justifies other ATs' having most of a Blaster's kill speed, and far more survivability, to boot. At what point is the equation balanced?
I don't pretend to know the answer to that, and I like my Blasters where they are. But to say that Blasters are obviously and perfectly balanced because they kill faster, by a relatively small and often situationally-dependent margin, strikes me as no more sound an argument than the opposite. Neither, in other words, is self-evident.
And that's even more true now that we have Dominators running around with a 12.5% smaller damage scalar. The damage scalar doesn't tell the whole story, of course, but then again Doms also have another, valuable role besides damage dealing. They can do both. -
Quote:Devil's Advocate:
Barring extreme the rather extreme case of Fire/Fire most Blaster combinations in fact do offer substantial amounts of control. No, this is not as much as Dominators or Controllers get. It is, however an amount that damn well should be considered when considering Blaster survivability levels. Those controls are one of the main two ways Blasters have of significantly mitigating incoming damage.
Melee sets generally receive significant amounts of control and/or proactive mitigation tools, too. It isn't that anyone's wilfully ignoring Blaster control powers; it's that their effect is both difficult to quantify in any meaningful way, and is pretty well offset by the proactive options available to the subjects of comparison.
Numerically speaking, you can say that the average Blaster has access to more controls than many other builds, but that's a practically meaningless metric by which to judge the actual extent of proactive mitigation. Why? Because whereas Blasters most often have to plan around using this-or-that control ability, a lot of meleers are given proactive mitigation in the natural course of their fights. Even when the control effect in question isn't attached to an actual attack power, the meleer is almost always already in the ideal position from which to use it.
It's a little like comparing the stuns from Energy Manipulation to the KB in Energy Blast (in a solo setting). Sure, on paper, the stuns are probably better in terms of mitigation, but in practice, the KB will tend to offer better mitigation over time, because it's safer and easier to apply.
Most melee sets offer decent if not truly impressive amounts of mitigation -- which, even if it's less powerful in isolation, is more powerful to begin with, because whatever mitigation a meleer can gain from proactive mechanisms is multiplied by his other defensive powers. Thus, whatever little tricks the Blaster has in his pocket are largely irrelevant to the comparison.
Same thing goes for other squishies, to a greater or lesser extent depending on AT and powerset.
And no offense, but the comparison between Dominators and Blasters is laughable. Adding in that little disclaimer, "not as much as Doms or Controllers, sure," is the very essence of understatement. No Blaster -- no matter how controllery the build -- will ever be confused with a character tossing around 30+ second, mag-6, AoE stuns.
Edit: It's also worth noting that the very setting you chose -- the solo setting -- is precisely where the Blaster is least advantaged in any comparison. In team play, it's pretty obvious that Blasters are the best damage dealers, generally speaking. In solo play, however, Blasters' squishiness is a larger factor than their various, often intangible, offensive advantages. No amount of single-target holds is going to make a Blaster a Scrapper's equal when it comes to the sheer volume and variety of content they can easily solo. After Issue 16 introduces the team-size slider, the disparity -- which has already been highlighted by the advent of IOs and the so-called uber build -- will only grow less favorable for the Blaster.
Any build can solo solo-spawned missions reasonably well. No one here, to my knowledge, has complained that their Blasters routinely die against a three-minion spawn. Rightly or wrongly, I believe the source of the (newer) complaints has to do with peak ability. -
Kinetic Combats have skyrocketed in price in the last month or so -- specifically the Dam/End and the triple. I was actually surprised that it didn't happen sooner; it's been a great set for quite some time now.
In any case, the one nice thing you have going for you on a non-melee build is that you don't care as much about the enhancement values. You can use the knockdown proc without fear that your melee attacks will miss out on damage/endred/recharge/acc. You can use the lowest level enhancements for the same reason.
Recently, I bought three sets of KC for a Blaster build. Everything except the two aforementioned enhancements was relatively cheap, but I wasn't about to pay 30-50 million for one of the other two. So, I placed low bids on those enhancements for the first few levels of the range (say, 20-24). Within days, I had my recipes on the cheap.
That said, as noted within the previously posted build, you don't need Kinetic Combat. You don't really need Basilisk's Gaze, either. Everything else should be well within your price range, unless there's something really massive I've missed. If you've already spent 600 million, then I'm saying all of this too late -- but there it is, for what it's worth.
Edit: As for accuracy, the only easy fixes I see for that on the build you've posted are the Kismet unique IO (slots into a DEF power), and adjusting the slotting on Fulcrum Shift; you don't need three recharge enhancements in FS. -
Quote:Fissure's AoE = 15' radius
They also work quite well in the AE. I've been using both of them since I11, and quite honestly could care less about the Farming FotM due to the AE. And the fact still remains that no matter what the dam with FS is, Fissure still has a small AoE
For those keeping score, that's the same size as Fireball. A 30' diameter is nothing to sneeze at. -
Quote:You could say that about anything. The fact is, if three quarters of his team are built around gathering mobs together, then a character which is predicated on copious knockback and general scatter isn't going to work as well as a more conventional build.The OP said that the character didn't fit his team much . . . when in fact, it may not have fit HIS playstyle. I love my Ill/Storm, and have no doubt that I could get mine to be fun (to me) and effective on that team. But if the OP doesn't like it or feels it is somehow lacking, then it is not the fault of the build . . . it is the OP's personal preferences.
And he will have to sit on a goodly number of his powers, most of the time.
Now if it's your preference to have a large proportion of your powers sitting for the most part unused on your tray, then more power to you. No one can tell you you're wrong. The OP is in no way peculiar for feeling as he does, though.
Some builds are empirically better suited for a given setting or situation. To claim otherwise is to ignore the entire point of the conversation.
Quote:So, my post was intended to suggest ways that he might find the character to contribute more. But the better choice may be that he needs to roll up a character he likes.
My only point was that there's a difference between being useful and feeling useful. A buffbot is also useful. Heck, an Ice Controller whittling away at single targets with Air Superiority and Chilblain is technically useful -- in the sense that his team might have taken an extra second or two to finish a given spawn without him.
Whether or not your contribution is meaningful, as opposed to merely useful, is a different kettle of fish. It is that question which most closely relates to the albeit subjective perception of a player as to whether or not his build is useful.
Quote:I have an Ice/Storm at 50, and have a great time playing him . . . I have Ice Blast, Air Superiority and Chilblain slotted up for damage, so I never sit around and watch after Freezing Rain and AA. I do my best to help wipe out the bad guys. Again, it may be my playstyle fits the character more than yours.
Sure, I can toss ST attacks around, and I often do -- but they don't make much difference in most higher-level teams. Part of it may be that I'm a victim of my investments; the character has been so massively improved through IOs that there's very little challenge to be found in the game, much less in team play. Most likely, though, my problem is that I enjoy Storm so much when I can actually use its powers regularly, that I feel suffocated when I can't -- or shouldn't, in any case.
Sure, I could annoy everyone by herdicaning everything into a nice little ball, immobilize all of them, and then prepare to hit Tornado and Lightning Storm -- but there's very little point to all of that when the vast majority of the spawn will be long dead 3 seconds into Tornado's duration. And then what? I have a brain-dead knockback machine following me around for the next 20+ seconds, and/or I've used 30ish endurance to summon an immobile cloud that's managed to attack once or twice for mediocre damage.
So much of an Ice/Storm's damage potential is not only situational; it's also tied to the caprices of the pet AI. You can't tell Lightning Storm which target to attack, or Tornado, or Jack Frost -- and if you're in a situation with untethered mobs nearby, your only choices are to attempt to herd them all together, or to hope that Jack finds the right target, and sit on the other two powers while you plink away with ST attacks. Or, you could just let loose for the heck of it, and disregard the likely fact that you're doing as much harm as good.
And all of my little anecdotes apply to a Controller who can restrain scatter and KB on a whim. Whether it's smart to do so is the issue for the Icer; for the Illusionist, it isn't even a question. It can't be done.
We can talk til the cows come home about subjective preferences, but the bottom line is that there are a whole host of other powersets which are intrinsically more interesting to play in a conventional, Tanker-Empath-Blaster team setting. The sad fact is that his team would probably be best off with another Blaster, or a Kin of some sort, or a Rad of either flavor. Or a Fire/Storm, if Storm it must be; that could work pretty well.