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Freezing Rain is not only arguably the best power in Storm -- certainly the most consistently useful debuff in the set; it's also quite useful as a control. Control, I assume from your various posts in this thread, is very important to you.
Honestly, while I've been known to skip powers for concept reasons, if I had a concept that required my skipping Freezing Rain, I simply wouldn't play it. Almost every other power in the set is either heavily situational (that is to say, virtually unusable or even downright counter-productive to use in many circumstances), or mediocre.
Like Enan said, you can recolor FR after Issue 16's launch. How well you can recolor it, I can't say for sure, but you ought to be able to make the rain less icy looking. The sound effects will no doubt remain, though -- so if that's a problem, I'd seriously consider either accepting gimpness, or rolling a different concept. -
Quote:Recipes are almost always cheaper than crafted enhancements.Hiya All!
I'm looking to respec my F/K to the stone epic since I keep hearing how nice it is for farming. I have about 200-225MIL saved up and was wondering the best enhances to get for that influence range, with acceptable set bonuses. I'll be soloing 50 bosses (or 52 LT's) so I don't need the be all end all...just something that could survive that.
Also, as a general question....do you guys buy the already crafted IO's, or just get the recipes and do it yourself? Are the recipes generally cheaper substantially cheaper?
Thanks in advance for the help...I've been playing about 6 weeks and I'm pretty addicted! This will be my first attempt at a fully IO'd toon.
As for the build, if all you want to do is farm missions in the AE, then -- no offense, Insanity -- you'd be wise to disregard just about everything that was said in the first reply.
The idea is to soft cap Smash/Lethal DEF, which basically requires Stone Armor. The idea is also that, since you're fighting huge groups of opponents, you don't need damage enhancements in your powers, because with sufficiently large spawns, Fulcrum Shift will cap your damage anyway -- which is convenient, because a number of the best S/L DEF IO sets reside in non-damage sets. Plus, those sets are generally orders of magnitude cheaper.
If, on the other hand, you want a build for more general purpose play -- a build that doesn't assume full Fulcrum Shift at all times -- then you're going to have to pay a lot more to achieve similar results on the farming side. Slotting damage sets in some of your key powers is not only much more expensive; it's also in some cases going to cost you DEF bonuses that you would have otherwise.
Something like this would work, for instance:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
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In any case, you can see how the principles behind such a build work. You take advantage of Fulcrum Shift, Rock Armor, and to a much lesser extent Siphon Speed to mitigate your level of reliance on IO set bonuses. The build could easily be improved through the addition of LoTGs or what have you, but those aren't by any stretch important to overall performance.
I recommend you read around. You can find better versions of the build above in several places on this forum; just keep in mind that prices constantly fluctuate, so in some cases what may have been touted as cheap in a given post might not be cheap anymore. -
Quote:Freezing Rain is a fantastic power, but contribution is in the eye of the beholder. If a player feels like he's hand-cuffed in the vast majority of the fights his team faces, because a large portion of his powers are either troublesome or outright counter-productive, then he might not be inclined to play that character in that setting.What you don't realize is how much Freezing Rain alone contributes. If you use it for every large group, your team is killing groups much faster and more safely from that power alone. Then, if you have PA and phantasm out, they are also contributing to the team damage.
I know I don't play my Ice/Storm anymore in most team settings. It's not that the character is ineffective; on the contrary, she's extremely good at limiting incoming damage, and is very nearly unkillable through normal content thanks to IO bonuses. My problem is that the character is just dull as dirt to play in many team situations. Her average per-spawn contribution consists of: Drop Rain, possibly drop slick, hover around with Arctic Air. (With slight variations here and there, of course.)
Which isn't to say that she's incapable of doing more than that, but most of the time it isn't worth it to bother. More interesting tactical maneuvers featuring some of the jewels of the Storm Summoning set are usually reserved for solo encounters, or for encounters which will obviously take the team a long time to finish otherwise. The latter rarely occurs in high-level team play, unless you're in an AE boss farm, or fighting an AV or whatever.
Like I said before, it's largely psychological. I know that almost any build can feel marginalized in a good team, even if they aren't contributing any less or any more than most of their teammates. I also know that I'm probably, in part, simply bored with that particular character, having played it almost exclusively for more than a year.
Somehow, though, I never feel quite as superfluous on other characters in large teams. It probably has something to do with my damage having so much reliance on the circumstance.
I obviously can't speak for the OP, but it's pretty clear to me that Ill/Storm, while an extremely powerful build, isn't ideally complementary of a static team composed of Tank/Empath/Blaster.
Sure, keep the Ill/Storm, but if the purpose behind the team is to play exclusively (or near exclusively) together, then he'd very likely be happier in the long run using a less chaotic build with that team. -
Quote:Whether it's noticeable or not is subjective. My gut reaction is that, yes, a decent-sized global-damage bonus will be noticeable, especially if you're just soloing missions -- but it won't make much practical difference in terms of AoE kill speed.This was the bit that concerned me the most about this build: Will a focus on damage bonuses actually yield noticeable results? Assault seems obvious, but if I'm better-off slotting for Recharge Red IO bonuses than Damage?
Sure, play style is a factor. But when I think Fire Blaster, I think primarily in terms of Build Up and/or Aim + huge alpha strike. In those scenarios, the relative benefit of IO damage bonuses is negligible. On my Fire/Ment, for instance, I can farm the Cimerora wall at a rate of about 10-15 seconds per spawn, and IIRC I only have a 5-7% global damage bonus.
The biggest factor, for a glass-canon type in a game which predominantly features high-volume, low-hp opponents, is how many attacks it takes to drop your enemy. With that in mind, the only time a ~23% global damage boost is going to provide practical results is when you're fighting a hard target, usually a lone hard target. And that's not really your specialty as a Fire/Fire Blaster, anyway.
In other words, I don't think it's cost effective to chase after IO damage bonuses. You will often end with a few incidental +damage bonuses in the pursuit of other goals (+recharge, +DEF, +end/recovery, whatever), which only lessens the comparative gain for a build who pursues +damage as an end in itself.
There's a difference between noticeable and appreciable.
As always, YMMV, but I really would encourage you to take a second look at certain build options if the lack of +damage has been the deal breaker for you in the past.
Quote:I'm not sure why the Combustion-hate on these boards. I find it easier to position for both FSC and Combustion than keeping moving about as I switch between FSC and Fire Breath. What am I missing there?
To put it another way, I don't find anything particularly objectionable about Combustion. If you like it, more power to you. It's just the one I'd choose if I had to drop an AoE power. You could just as easily make a case for dropping Inferno or Fire Breath, depending on playstyle -- but Inferno is one of the better wow-factor powers in the game, hilarious though not particularly important in fast-paced team play, and Fire Breath does nearly twice as much damage as Combustion, with a shorter activation time, and can be cast from range.
Like I said, though, if you're more set on staying in Hover more or less full-time, then I can see why you'd be more prone to chain Ball + FSC + Combustion -- as Hover doesn't lend itself to zipping in and out of melee range to position cone powers.
Personally, I like to mix it up, and with a little practice (and maybe a range enhancement in Fire Breath), it's surprisingly easy to jump away from a spawn which has gathered around you, queue Fire Breath just before you land, and hit the whole group with it. Then you can either toss Fire Ball from range before you rush in to FSC again, or (and especially if Ball is still recharging) you can run back into the center of the mob to Ball + FSC. Ball is certainly your most flexible AoE power.
Hover is great to have, very nearly essential in my book for a Blaster, but I'm also of the school that believes a Blaster with melee-ranged AoEs should be equipped to jump/run to and fro as the situation dictates. -
Quote:Yeah, I'm a little foggy on the details. All I remember is that, for whatever reason, I just couldn't leave the character creator on a non-buff melee toon. Whether that's because the comic-book aesthetic tends towards the buff look, or whether it's because the textures and the proportions of the low-slider toons didn't appeal to me visually, I can't say. (In fact, to this day, the scrawnier male types you can make look a little off to me.)A little caveat: there has never been a time when body sliders did not exist, but there was a time when there was only one slider for muscle. Well, one for muscle and one for height scale, but that one's besides the point. Lowering muscle all the way down on a character back then produced a very skinny man, the same as you would get today if you lowered the Muscle slider all the way down and left all others at mid value. Male textures, on the other hand, have always been very ripped and muscular, and it took them some time to institute smooth tights and smooth bare chests.
Truthfully, for the first year or so, I overwhelmingly played two characters, both male, both buff, and both meleers (a Tanker and a Scrapper) -- so whatever experimenting I did in the character creator with different concepts isn't fresh in my mind.
At any rate, thanks for the correction. -
For what it's worth, as a concept-oriented player, just about all of my melee characters are male, and all of my ranged characters are female.
I didn't even realize I was doing that until fairly recently (which, considering how long I've been here, is pretty surprising). I'm sure someone could come up with all sorts of unflattering theories as to why I would make the squishier builds female, and the sturdier ones male -- but I really believe it has more to do with my childhood experience reading comic books.
Batman, Superman, Spider-Man, the Hulk, Wolverine, Collosus are all melee-oriented characters. Even other fan favorites like Mr. Fantastic, Iron Man, Silver Surfer, and the Flash, while not perfect fits for any CoX melee AT, are at least very capable and/or sturdy enough to mix it up at close range.
When I try to think of CoX-style squishy type male characters from comic books, I come up with names like Cyclops and Human Torch, and even the latter doesn't strike my not-so-expert-in-the-Fantastic-Four perception as particularly squishy.
None of which is to say that famous female characters uniformly or even typically fit ranged archetypes. For every Storm there's a Wonder Woman, for every Phoenix a Supergirl, for every Zatanna a Catwoman -- but on the male side, at least personally, most of the characters that appealed to me were melee-oriented.
Also, and this is probably the biggest factor, when the game first launched there were no body sliders. You were basically forced to use an extremely buff male shape, and thus, for me, it seemed visually dissonant to have a guy shaped like the Governator prancing away from melee range of his foes. Probably, that's part of the reason I never much liked Cyclops; on the one hand, he was presented as this unparalleled, one-trick-pony Blaster type, but on the other hand, at least at the time, he was drawn like a mountain of muscle, and -- for dramatic effect, i suppose -- he would occasionally shrug off hits that would vaporize a normal human being.
In any case, that's a very long, tenuously on-topic and vaguely self-indulgent sidebar. Apologies. More to the point, I do think that this game, perhaps more than any other current MMO on the market, encourages diverse character concepts. While I don't imagine there are nearly as many female players as there are male here, there does seem to be a greater movement towards female characters.
Whether you attribute that trend to teenage males maxing the boob slider and giggling childishly at the idea that they can make a scantily clad heroine, or whether to the more modern fictional setting, or whether, even, to the notion that people are generally more mature here, I think it's pretty clear that the idea of playing the opposite gender is less taboo here than it is elsewhere. Hell, during my brief stint in WoW, I saw no less than 100 threads on their forums written by no-doubt closet-case male players to complain that so-and-so female character gave them a Crying Game moment.
To which I would reply, when I could be bothered, that such a lamentable problem is easily solved if you're not looking for cyber sex.
Most people here, in my albeit anecdotal but no less extensive experience, don't take it for granted that the player is the same sex as the character. Even if they do take a character's gender for granted (I typically refer to the players of female characters as "she" until told otherwise), most players here don't have any particular emotional investment in the issue. I think that speaks well of us as a playerbase.
As far as the actual proportion of male-to-female characters goes, while it wouldn't be a shock to hear that male characters are more prevalent, the opposite also wouldn't shock me. I've been in all female (character) teams quite a few times, and probably more often than I've seen all-male teams. In fact, I've seen several all-female themed SGs, whereas I don't believe the alternative exists at all.
Sorry for the ramble. -
Ill/Storm is extremely powerful in the higher levels. You will feel more useful, eventually.
Actually, depending on how disruptive you want to be, you can feel useful now -- at the expense of your teammates.
Which brings me to the regrettable, and likely controversial point: Ill/Storm is all about chaos; it brings immense mitigation to the table, but it's also hard to play it to its full potential, most of the time, in the typical Tank-Defender-Blaster team. A lot of powers will disagree with the Tanker and the Blaster -- the former because meleers typically don't like to chase mobs everywhere, and the latter because AoEs require a relatively bunched-up group of foes.
Doesn't mean the build won't work, or isn't effective. It just means that, under most circumstances, either you or your teammates are, in some ways, going to be feel marginalized.
Personally, I like the more unconventional builds in this game, and I absolutely love Storm -- but you seem to have joined a team which is unusually analogous to the typical MMO, tank-and-spank holy trinity.
That said, any build can be made to feel useless, or superfluous, under the right circumstances. In the higher levels especially, a lot of teams will simply kill stuff so quickly that certain builds will wonder what the heck they can contribute. Sometimes, often in the case of lower-damage (or slower-damage) Controllers, they're right; othertimes, it's only psychological. Even if you're only tossing out one or two powers before a spawn is dead, it's possible, even likely, that those two powers are contributing in their own way as much as anyone else is.
Small to mid-size team play ought to get a good deal more interesting in Issue 16, though. If you can set a four-person team's mission to spawn for eight, then you'll get more mileage out of everyone's contribution. Should be fun. -
Quote:The build you posted has a global damage bonus of 33%, including Assault, and a global recharge bonus of 61.3%.I've looked at the threads about def soft-capping, and I know I can go that way, but I'm pretty much tied to a max of +10% damage. I have my tank. I'd rather play this omg-damage even if that means being a glass canon.
Neither of those figures represent a night-and-day offensive disparity with a soft-capped S/L build. In fact, the recharge figure is surpassable on a soft-capped S/L build.
As for the global damage -- well, let's just say it's not that important, relatively speaking. Every time you click Aim and/or Build Up, every time you build up your Defiance bonus, you're diminishing the relative benefit you derive from your global IO damage bonuses, because all of the above modify base damage, and any Blaster is well above his base damage scalar to begin with.
100% base damage + 95% ED-compliant slotting + 40%ish from Defiance = 235% of base damage. So your uber-on-paper 33% bonus shrinks, in an absolute sense, to a ~14% buff -- and roughly a third of that is from Assault.
That's just with constant attacking, no Aim or Build Up or buffs from other sources. Assault is not a toggle I'd probably take on a soft-capped build, because I believe that if you're going to go the defensive route you might as well also get the immob protection from Combat Jumping, and it's about 1/5th the cost in terms of endurance as are Assault + Manuevers slotted with gobs of end reduction. That said, Assault is also not a power you can't take on a soft-capped build.
The big bar to entry on the S/L DEF approach, most likely in your case, has more to do with the fact that you'd be stuck with the Cold APP. That, and you might have problems fitting Combustion in. I don't know how deeply your affection runs for that power, but personally I don't see any need for it. Breath + Ball + FSC + Rain of Fire is plenty of carnage, in my view, but I can see why you might prefer the stay-in-melee-full-time approach.
Quote:The focus is AoE, but not AE. The newer TFs have all been AoE-heavy, and they call for a snipe (so it's a bit of a vanity choice, but it has a use). When the ceiling-height doesn't allow for the Combustion approach, I'm substituting Fire Breath. RoF is dependent upon Control which is why I mentioned it; otherwise, I usually skip it or use it as a soft control. Snipes are not my bag, but they do have occasional uses, and they tend to make for excellent IO mules.
Quote:The DPA of Fire Blast (50.73) is weaker than Flares (63.19).
Presumably, most of the rest of the time, your fights will consist primarily of AoE carnage, with the occasional Blaze thrown in to catch a straggler, or even with the occasional ST chain or two to finish a boss or whatever. In almost every non-mezzed situation, Fire Blast wouldn't be very important. Even if all you do is chain Blaze + Flares + pause + Flares, at sufficient levels of +recharge, you're not doing all that much less DPS than the dude who chains Blaze + Blast + Flares.
Fire Blast is nice to have, though, if you can find a way to fit it in, if only because it gives you a nearly contiguous attack chain even while you're mezzed.
Quote:I think I maxed out the +3% and +2.5% damage IO set bonuses, which made room for a lot of that ranged def, but I'll double-check that and improve the Aim/BU slotting.
However, I wouldn't worry too much about slotting Aim + Build Up for full recharge. At the levels of global rech you have, the extra two slots in each power (four slots total) would account for a little less than six seconds difference. If, as Fury notes, you'll be running mostly in a team and therefore bound to a team's pace, then I very much doubt the extra six seconds of uptime is going to make a huge difference in your damage output.
Again, nice to have, but not essential. Once you have each power up roughly every thirty seconds, you're good, as far as I'm concerned.
YMMV. -
Quote:Apparently, you don't know how to read for context. No big surprise.I think you got the wrong quote
learn how to quote and come back :P
besides that, OP said :
Quote:I would love some suggestions.
It would have been a waste of time to try to quote everything you've said in this thread, so I just chose one post at random and wrote a reply to them all. Context.
Just as, when the OP asked for suggestions, he was clearly referring to ranged-DEF slotting schemes -- as those are the subject of his post. Context.
Quote:and my opinion is definitly not "arguments"
By the way, an argument is just a process of reasoning. My use of that word doesn't necessitate acrimony; in fact, if anyone can be seen to have encouraged acrimony in this thread, it's you.
Quote:On top of that, you shouldn't blame me for trying to help the OP even if my opinion is different from yours.
Yeah, that's real helpful. Your posts suggest only that you have no clue what you're talking about. If you wish to disprove that natural conclusion -- based on your scatter-brained prose -- then supply a pure-offensive build for a Fire Blaster, and demonstrate how it's light years better than a soft-capped version.
Otherwise, you're just playing that dimwitted game of, "my opinion is just as valid as yours even if I can't explain why I hold it." Your equal right to express your opinion does not carry with it the presumption of equal value. Your attempt here to play the victim, as if I'm some sort of free-speech suppressor, is unintentionally hilarious.
This isn't about my shouting you down. It's about not having rational discussion shouted down by those like you. I'm perfectly happy to discuss differing viewpoints, as long as they're discussable. Saying that everyone who builds for soft-capped DEF is a noob or an incompetent -- and virtually nothing else -- doesn't encourage discourse. Quite the opposite. -
Quote:Fair enough. Perhaps I got a little too annoyed with the general tone of some of the other naysaying replies in this thread, and wasn't reading carefully enough. Anyway, you were right in the sense that Fire/Fire/Fire is probably among the hardest Blaster builds on which to soft cap ranged DEF.I didn't say that, and I don't think anyone did. If this is a reply to me, then you misread my post. My point was that it's hard to build for melee defense as well, since it's not practical to slot Obliteration in those powers. I only bring this up because speaking about softcapped defense in general, I found it very hard to softcap any sort of defense, ranged or melee, on a Fire/Fire, and the softcapped builds that I've previously seen all paid heavy prices for it (e.g. skipping Fire Breath).
Now that I've actually seen the build you posted, though, I'll concede that it's pretty good and much better than any of my own attempts. I've changed my opinion.
I also agree that if you can't keep at least your ranged AoE powers, then you're cutting your nose off to spite your face. The trick is to add soft capped DEF without giving up the very reason you'd roll a Blaster in the first place -- namely, great offense. Personally, I like to hold onto at least one PBAoE power for situational use, but sometimes that isn't feasible; in this case, it's probably essential, as there aren't really any better options in */Fire for +ranged IO set bonuses than Fire Sword Circle and Consume.
If you wish to build for general-purpose, Blapper-style DEF, though, the way to go is Smash/Lethal. Something like this, for instance:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Cold Mastery
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The upside is that you can more easily fit in +recharge bonuses to go along with S/L DEF, and you're better able to leverage your full (or very nearly) offensive power. In fact, you're probably often safest in melee range with the S/L approach, because most of the non-S/L attacks in the game are not melee, and you can sometimes trick the AI into melee-only mode by closing distance.
Personally, on my Fire/Ment, I have one build for each purpose. The S/L DEF gets trotted out whenever I'm feeling adventurous, or in obvious S/L heavy scenarios (like the ITF or wall farming in Cimerora), or in places where I know that most of the non-melee attacks are AoE.
The ranged DEF approach is better for general purpose soloing. Even when your ranged DEF doesn't protect you, simply by hovering at range you're cutting incoming damage down significantly. -
Quote:The OP never asked for opinions as to whether it was good to build for ranged DEF. He asked for suggestions as to how to do it.did you read the end of my post ? I don't care, sure you can play the way you want ...
you can also try to use a fork to cut your steak, a gun to knock someone out ... It's gonna work but it's not designed to be used like that. I did not know you were playing this blaster for a long time and usually, you'll notice that people who want rgd def are noob who thinks blasters are too weak
Anyway, have fun
Even if he had asked for the former, it's a good bet he wouldn't find much value in your brand of argument -- for which, thus far, you've provided zero substantiation. "Blasters are fine without ranged DEF," and "only noobs want ranged DEF," are not a good basis for discussion. They're the desperate pleas of a troll for attention.
It isn't as if a character who can toss out Build-Up-and-Aim-powered Fire Breath, Fireball, Rain of Fire, and Blaze is precisely weak offensively. Somewhat weaker, perhaps, than a character who constantly dances in and out of melee range, but then he's also far more survivable.
And with IOs, there's no reason that even a Blapper can't have soft-capped S/L DEF and maintain levels of global +recharge that are commensurate, practically, with those achieved by pure offensive builds. A Fire/Fire Blaster doesn't have any crucial powers with extremely long recharge timers, after all -- and the difference between a Fireball with an 8-second cooldown, and a Fireball with a 6-second cooldown, means virtually squat when you have two or three other AoEs to throw.
The only noobish opinion displayed here, in short, has been yours. There are diminishing returns on +recharge bonuses. Likewise, IO +damage bonuses, while nice, are relatively weak when you consider that they're measured on base damage -- and when you consider that Blasters have a multitude of other damage bonuses from Aim, Build Up, slotting, and Defiance.
There is a place for the total offensive build, most usually on teams with sufficient buff/debuff support. It's not in this thread. -
It does seem that we have an awful lot of people on this forum who are more interested in patting themselves on the back by way of implying that other people can't play than they are in actually having a rational discussion.
I'd ignore it. The notion that a Blaster should be constrained to play as a max-damage, no-defense, glass cannon is outmoded in the age of IOs. Build possibilities are more diverse than they've ever been.
The objection to the ranged DEF build on the basis that you'd lose effectiveness on Blazing Aura and Hotfeet, of all powers, strikes me as particularly amusing -- as if those slow, low-damage, PBAoE DoTs are an integral part of any Blaster's arsenal. Even Blappers shouldn't, as a general rule, be sitting in melee range for extended periods of time; they should be leaping in and out of melee, which dramatically diminishes the offensive benefit of those DoT powers.
Some of us are willing to accept the idea that we may do a little less damage in peak circumstances, in return for the ability to solo more impressive challenges. It's not like anyone's trying to build an all ranged Scrapper here, or a toggle-less Tanker; there are sound game mechanical reasons to want to go for ranged DEF -- and hell, even if there weren't, even if the OP were asking for purely conceptual reasons, what business is it of anyone else's?
With the advent of dual builds, and with the impending advent of the team-size slider, there's even less reason to object. Now you can have one build with ranged DEF + Hover, and a more Scrapperish one with S/L DEF. The latter is easier to build for, but it's also a little less consistently survivable. -
It's hard to suggest a build without knowing more about your preferences. Presumably, you want to go light on melee attacks, particularly single-target melee attacks, and I assume you don't want a ground-only power like Hotfeet -- if you're building around the Flying Pool and ranged DEF -- but I don't know a whole lot else.
Maybe what follows will help give you some ideas. I drew it up kind of haphazardly, and my own preferences might have influenced some of the decisions I made regarding power selection.
I also wasn't shy about including expensive IOs like BoTZ -KB, because I imagine that, if you already have two purple sets, you either already have the money to burn, or you're at least willing to go the extra mile to earn it for your Fire Blaster. Endurance management is also potentially an issue, unless you have plenty of fodder for Consume around.
I put the Apocalypse set in Blaze instead of Fire Blast, because Apocalypse offers marginally better recharge enhancement values for five slots than does Thunderstrike for six slots. Really, though, it's debatable, depending on whether you have the proc IO, because the proc is better in a power that recharges and activates faster; I'd actually consider Flares as a good alternate candidate for that purpose. (Flares casts faster than Fire Blast.)
By the same token, you could make a case that Rain of Fire is a better place for the Ragnarok set, but I wasn't sure whether you even wanted Rain of Fire in the first place, and Fireball really is a far more consistently useful power. YMMV. This build is only presented as a for instance:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Flame Mastery
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Quote:Good points. I have to say, though, that the complaints on the Tanker boards have always been the most amusing to me.I just thought I'd make a tangential, anecdotal observation based on reading the AT forums:
- All three of the Holy Trinity ATs (Blasters, Defenders, Tankers) consider themselves to be underperforming.
- Each one thinks the other two are better off.
- Each one thinks the other two get more dev love.
- None of them ever mention that a trinity team is easy mode for 100% of the game's content.
From level 1 to 50.
From TOs to purples.
For newbies and veterans alike.
Because when they are actually able to leverage their specialization, they are fricking ubar. -
Quote:I don't think it's observer bias, or even that you and I disagree all that much. My posts in this thread haven't been to argue that there's any pressing need to buff Blasters, nor that I'm bitter about their condition. In fact, my first character in this game was an MA Scrapper, and while I don't play Scrappers all that much these days (possibly burnt out on melee after the first couple of years -- which is a huge testament to the entertainment value this game offers), I do have a soft spot for the AT.Obitus: I agree with most of your content but have somehow come to different conclusions.
My Blasters (admittedly most of my Blasters are fire/*) are much more delicate than my Scrappers, and seem to do much more damage.
It may be observer bias. Here are some other possible explanations:
Scrappers as an AT, by the way, have enjoyed massive buffs too. Perhaps it's my own observer bias kicking in here, because Martial Arts at release was a far, far cry from Martial Arts now. The animation buffs alone, on that set, probably outstrip any of the AT-wide buffs Scrappers have received for those who were playing an MA character.
In any case, back to Fulmens.
The only point I was trying to make was that there is a legitimate case to be made that the damage vs survivability equation is off. There is also a legitimate case to be made that it doesn't really matter, after all these years -- and after the considerable buffs Blasters have enjoyed, as Blacksly noted, since their inception. After all, the defense-vs-damage equation is only relevant on an inter-AT basis if you're looking at each AT, each build, as a self-contained unit -- in other words, in a soloing context.
I'm not in the slightest bit surprised that you feel your Blasters, speciically your Fire Blasters, deliver far more damage than your Scrappers. On the whole, Blasters have greater access to AoE attacks, and their attacks cover wider areas. Spines is a bit of an outlier.
Ranged damage is also generally at an advantage in team situations. All you have to do is target and let fly, whereas the meleer has to run from target to target.
You seem to acknowledge that Blasters are fragile, which I would have thought was self-evident, and really half the reason I posted was simply to argue against the knee-jerk, lrn2play and blasters-are-uber-survivalist posts that seemed to have arisen all over the thread. To be fair, I also see the same sort of thing in reverse on other AT boards; I believe I alluded to one such post on the Scrapper forum which intimated that somehow Blasters with soft-capped ranged DEF were more overpowered than Scrappers with similarly tricked out builds.
And honestly, I think that uber tricked out IO builds are among the main reasons we're even having this conversation. If a player has invested so much time and influence on a single build, it's only natural for his/her mind to examine the build's strengths and weaknesses, and moreover, to wonder at and investigate what other builds can do with similar investment.
Uber builds, in other words, tend to encourage the player to think in terms of self-sufficiency, or solo ability.
In that context, Blasters don't do very well, IMO. You can definitely shore up some of the Blaster's inherent survivability issues with IOs, but you will always have glaring (defensive) weaknesses, or else risk compromising the very purpose for which anyone would want to roll a Blaster in the first place, huge offense. Almost any other AT, due to the way that IO +DEF bonuses were assigned, will require less sacrifice vis-a-vis their traditional, primary role in order to make a defensive beast, too.
And that's fine. Blasters are a high-risk, high-reward AT. IOs don't, and shouldn't, change that, relatively speaking. They've never been billed as a particularly self-sufficient AT, and I don't believe the devs will ever allow them to claim that label.
Which isn't to say that Blasters don't solo well; many of them do. It just takes a little more finesse than it might on another AT. The main difference, when I discuss self-sufficiency, is that many of the challenges the uberized melee characters are routinely sent to meet would be absurdly difficult, if not impossible, on most any Blaster.
None of the above strikes me as a terribly good reason to go off half-cocked about Blaster buffs or Scrapper nerfs, or whatever. I just thought the topic was interesting, and I didn't feel that some of the things that were being said about it were entirely accurate. -
Quote:Blaster cones do not typically have a wider angle, though they do end up encompassing a pretty wide area at max range, which is why I enhanced Fire Breath to have a similar range as Psy Scream. It works just peachy.Aside from all the other points made by other posters (the blaster AoEs can hit more targets, the cones are generally wider and longer ranged, etc.)
That said, a 90-degree melee cone (like Ripper) is pretty darn easy to use, too.
Quote:having ranged attacks is an inherent advantage whose importance is underestimated. Spines is a very poor blaster set and was nerfed several issues ago to underscore that fact.
And at range, a Blaster (if not /Devices) sacrifices a large portion of his damage potential.
Quote:A blaster with Force of Nature and fast-recharge Build Up and Aim can easily outdamage a scrapper while having roughly comparable damage resistance.
Literally nothing a Blaster does will give him "roughly comparable" survivability except in isolated circumstances. Do you really want to compare a Blaster under Force of Nature with a Scrapper under Unstoppable and Invincibility?
Quote:Many blaster sets have secondary mitigation effects or control-like powers that make up for the lack of defense/damage resistance before the epics.
This isn't subjective. It isn't a point of contention. It's a self-evident fact. Doesn't mean that Blasters suck or that people need to lrn2play or any other such nonsense; it just is what it is.
Quote:With defiance blasters can always deliver ranged damage, even when held. That ability is often more important than having the scrapper's status protection. Most scrappers can do nothing when they're mired in Quicksand, immobilizes or similar effects.
Quicksand and Caltrops can be a PITA for Scrappers, but they really rarely get immobilized. Hell, all you need is Combat Jumping to be virtually immune to immobs.
Quote:If you're having a hard time making it as a blaster, your playing style is likely the cause. They're not scrappers and you can't normally play them like scrappers. Even blappers can't play like scrappers -- you have to lead with mitigating attacks, pay more attention to what the mobs are all doing. Scrappers have to use active offense for protection rather than static defenses.
This isn't a matter of comparing epeens; no amount of skill or the lack thereof can prove or disprove anything, here. Anyone who wishes to deny that Scrappers have vastly more survivability than Blasters across the full range of in-game content isn't just contrarian. He's delusional.
Blasters are fun to play. If played well, they can succeed at most anything. But in general, any well-built Scrapper can do the same things with half the effort and probably less than half the risk. It just might take a little longer. -
Quote:Thank you.You make some valid points. I've always felt that Fire's AOE potential was overstated when compared to Archery or AR. I have yet to see a Scrapper that can keep up with my AR/EM Blaster running the wall in Cimerora.
My Fire/Mental clears the wall in Cimerora in record time too. Most spawns don't survive past Concentration + Breath + Scream. A Fireball usually mops up whatever's left, and if not, I hit Shockwave.
It goes very fast. In fact, just earlier today I was amused to watch another group of players (three, among them a hovering ranged Blaster and a PB) struggle to clear a single spawn on the top of the wall in about he time it took me to sweep the bottom shelf by myself.
That said, AoE Blasters will typically deliver a much better (faster) alpha -- which is part of the reason I tried to give the Blaster the benefit of the doubt in my napkin comparison -- but the subject of sustainable AoE output is slightly different. Probably the clearest in-game indicator of that is in the boss farms that have become so popular of late; no build can clear a spawn of level 52 bosses in one salvo, or even two or three, and it's there that the relative speed of Spines really becomes apparent.
I can kill a spawn of 52 bosses relatively quickly on my Fire/Ment, but I need someone else to keep them clumped together. Otherwise, they scatter to the four winds, eventually. Even Snow Storm is very little help here.
Quote:You left out a couple important factors however.
Scrapper melee PbAOE's affect a maximum of 10 targets.
Scrapper melee cones affect a maximum of 5 targets.
The intent behind my haphazard comparison, as you know, wasn't to predict with any kind of accuracy in-game performance; it was simply to draw a rough comparison to show that the disparity is actually pretty small.
Smaller, at the very least, than it might at first appear. -
Quote:Sustainable AoE damage? A very rough calc, below, gives the lie to your statement -- which is, I think, an understandable and likely widespread misconception based on anecdotal experience.
If you want to examine AOE performance, more appropriate comparisons would be Spines vs. Archery, Assault Rifle or Fire. All of which far surpass Spines (or any other Scrapper set) in the sustainable AOE department.
Spines:
Spine Burst - damage 82, rech 16 , act 3, end 15.2 (radius 15)
Quills - Act 2, end 0.52/s, damage 10.3 (radius 8)
Ripper - damage 167, rech 11, act 2.17, end 11, arc 90 degrees
Fiery Aura:
Blazing Aura - damage 13.8, act 2, end 0.52/s, radius 8
*Burn - damage 166.8, rech 25, act 2.03, duration 10, end 5.2, radius 8
*Fiery Embrace - dam buff 100% for 10s (non-fire attacks), dam buff 120% for 20s (fire attacks), rech 180, act 0.73, end 7.8
Fire Blast:
Fire Ball - damage 78.8, rech 16, act 1, end 15.2 (radius 15)
Fire Breath - damage 109.8, rech 16, act 2.67, end 15.2, arc 30*
Mental Manipulation:
Psychic Scream: damage 65.1, rech 12, act 2.67, end 11.9 (arc 30)
Psychic Shockwave: damage 68.8, rech 20, act 1.97, end 10.2, radius 15
World of Confusion - damage 7.51, act 4, end 0.13, radius 8
Thus, with ~140% recharge (which is approximately 2 generic IOs worth of recharge in each power, plus Hasten):
The Spines can run an AoE attack chain of Spine Burst, Ripper, wait ~4.5 seconds, repeat
If we assume that Build Up is up 1/4th of the time (which is what 140% recharge would get us, roughly -- a 37.5 second cooldown), that Fiery Embrace is up for ~13% of the time for non-fire attacks and 26% of the time for fire attacks -- and that each attack power is enhanced to the ED soft cap of 95%, then:
In a space of 9.67 seconds, Spine Burst and Ripper have delivered an average of 191.06 + 389.11 = 580.17
Quills delivers an average of ~12 DPS, and Blazing Aura delivers an average of ~17.3 DPS.
580.17 / 9.67 = ~60 DPS
60 + 12 + 17.3 = 89.3 AoE DPS
That's without Burn, and without crits.
The Blaster, with the same amount of recharge, can chain together Shockwave, Ball, Breath, Scream with a 1.96 second gap between cycles.
Build Up and Aim are each up 1/4th of the time. For the sake of simplicity and to give the Blaster the benefit of the doubt (because a strict average of Build Up/Aim/Fiery Embrace tends to diminish their actual effect on AoE output, given the time spent walking between spawns), I'm going to pretend that Aim has the same damage bonus as Build Up (100% versus 62.5%). Further, I'm going to assume a constant 40% damage buff from Defiance, which I believe is a very liberal estimate.
I'm also going to pretend that the Blaster doesn't have to jump in and out to position those cones.
Shockwave becomes 68.8 * (1 + 0.95 + 0.5 + 0.4) = 196.08
Fire Ball becomes 78.8 * (1 + 0.95 + 0.5 + 0.4) = 224.58
Fire Breath becomes 312.93.
Psychic Scream becomes 185.535.
Total is 919.125 over 10.27 seconds. 919.125 / 10.27 = 89.496 AoE DPS.
If we wanted to add World of Confusion's average contribution, as if the Blaster were standing in melee the entire time (and as if anyone would actually enhance that power for damage), then we could stick on another 5.35 DPS.
And that would basically account for the entire difference.
In real game terms, things are of course slightly different. I usually have either Aim or Build Up up to start my AoE chain, whereas for the Spines/Fire it wouldn't be a given, and I didn't bother accounting for positioning time or for Arcanatime.
That said, the case I'm making here doesn't require a great deal of rigor in the analysis, and I believe that the allowances I made in the Blaster's favor -- assuming basically max Defiance, raising Aim's average contribution to match Build Up's, failing to give the Scrapper the benefit of criticals -- more than make up for any practical, comparative inaccuracy. Where I rounded any number, it was for the Scrapper, and always downward.
The fact is that we're talking about an eyelash's difference, practically speaking, between the two builds' AoE damage output. The main offensive advantage the Fire/Mental Blaster enjoys over the Spines/Fire Scrapper is that the Fire/Mental still has very good single-target damage, relative to other Blasters, whereas the Spines build is only a mediocre ST damage dealer by Scrapper standards.
But when comparing supposed strength to strength, it's pretty clear that whatever advantage the Fire/Mental may enjoy is near imperceptible.
As I said before, I don't personally think that Blasters are in particular need of anything, and I don't believe that -- even if it were proved beyond doubt that Scrappers always match or even slightly outperform their Blaster counterparts (which clearly isn't true) -- the devs would feel, or even should feel, compelled to do anything about it.
I also believe that, on the whole, Scrappers have less AoE damage available to them than do Blasters, and that as a general principle, Blasters have an easier time of delivering damage in teams which offer a sufficient amount of buff/debuff support.
That said, if you are just looking at damage output versus survivability, it's pretty clear that Scrappers are far closer to Blasters in terms of the former than Blasters are to Scrappers in terms of the latter. By orders of magnitude, in many cases. This should come as no surprise; it's always been this way, and in fact, before the Defiance buffs and accompanying buff to the Blaster damage scalar, the balance was even more skewed in favor of Scrappers.
It's not debatable. What is debatable is whether you think anything should be done about it. Except for maybe some very minor tweaking here and there, I don't; I personally enjoy playing both ATs, and a marked survivability boost for Blasters in the name of balance would also make them less distinctive. A marked offensive boost would make them ludicrously powerful. -
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Quote:And I have 72.5% global recharge and 45% S/L DEF on my Fire/Mental. It isn't that totally offensive builds are bad; it's just that there comes a point after which more recharge is almost superfluous -- and you really can, with a little thought and a lot of influence (lol) get a good mix of both.QF(Even more)T
I have a Fire/MM (34% global dmg and 80% glogal rech (150 w/hasten)) and a Fire/EM (Ranged Def capped) I can honestly say that I like the way the Fire/MM plays better and they can both handle the same things. Maybe having near perma Drain Psyche skews my view, but I still find myself needing to use aidself on the Fire/EM from time to time while fighting high lvl things, meanwhile my Fire/MM just tears em up, so YMMV.
(With purples, I could get my recharge and global damage a bit higher, but I don't think it's worth spending ~2 billion more for such trivial gains.)
The downside is that you can't, on a Blaster, cover all or even most defensive bases. Whether you go the S/L route or the ranged route, there will still be encounters that can tear you a new one, and in that sense the DEF is almost a disadvantage; it can encourage a false sense of complacency at times.
It isn't my intention to criticize your build or anyone else's. I'm sure it's very good, and all that really matters is that you're happy with it. Part of the appeal of Blasters is the low margin for error, the feeling of flying by the seat of your pants.
The big difference, in my mind, between a soft-capped ranged DEF (presumably +Hover) build and a purely offensive build doesn't even have a whole lot to do with set bonuses; it has more to do with the fact that the pure offensive build will be more comfortable with using his melee powers, which in many cases are more powerful than their ranged analogues.
Otherwise, from a pure cost/benefit perspective, there'd be no reason not to go for ranged DEF, and as many offensive bonuses as you can muster besides.
Quote:Blaster durability is in the player more then the build.
A great melee build almost allows you to sleep through most any normal content, even what others might consider extreme content -- all the while dealing damage that is comparable, if not exactly on par with, Blaster-level damage.
A great Blaster build, even one with high ranged or S/L DEF, will still require a much greater degree of attention and positioning to succeed. The question, then, isn't really whether high-damage melee builds have the better end of the stick; clearly they do, by the numbers. The question is whether it's really even desirable to turn Blasters into a similar play experience.
Personally, I say no. -
Quote:Fireball + Psywave isn't, by any stretch of the imagination, "almost equal" to Inferno's damage. Two of each would be closer.My Fire/Mental is just nuts for AoE damage, Fireball + Psywave almost equals my nukes power.
Unless that's what you meant, of course.
Quote:Mind you, I'm speaking from my personal experiences. I just don't feel the examples you made warrant a buff.
The damage-vs-defense equation in this game has always been very screwy with respect to ranged ATs versus melee ATs. I expect that will never change, and I'm fine with it -- but the truth is that Scrappers and Brutes are almost as good as Blasters are in terms of damage potential, while maintaining vastly superior survivability.
The OP doesn't prove anything in particular, and I probably would have chosen different sets for comparison purposes if I were inclined to make the same case -- but his conclusions aren't totally wrong, either. They're just really old news. -
Quote:There are two different approaches you can take.Hi guys,
I'm usually a tank/scrapper guy but I want to start getting in to some blasters... I wanted to know if people generally try to soft cap their ranged defense for blasters these days or is that not really much of a focus? Talking straight PVE only. Any thoughts are appreciated. Thanks!
One is to go for the more exemp-friendly, more consistently survivable, ranged DEF + Hover approach. There really isn't much downside to this, except that you will likely be sacrificing (voluntarily) some of your damage potential in the form of melee-range attacks.
Occasionally, you will get pwnt by AoE damage. Case in point are the maniac slammer missions in the AE which seem to be all the rage now; the slammers all use shotguns, so as far as I can tell (and admittedly, I'm far from expert on the subject of AE farms) ranged DEF is pointless, there.
On the whole, though, for general purpose play -- across all types of game content -- the ranged+hover approach is probably the safest overall.
The second approach is to pick up the Cold APP and soft cap S/L DEF. This is actually somewhat easier to do than ranged DEF (IMO), because you pretty much start halfway to your goal just by taking Frozen Armor. Since you're using fewer slots to reach your DEF goals, you also will likely have more space to fill up on +recharge bonuses elsewhere.
The other, perhaps most important, upside of the S/L DEF approach is that you can more confidently enter melee range against most critters. The downsides are as noted earlier: Exemping is painful, and when you do encounter foes that don't deal S/L damage, you're more likely to get your backside handed to you.
Issue 16's changes to sidekicking and exemping may very well eliminate or at least mitigate the former issue -- and of course, some people prefer not to exemp very often. Personally, when I'm IOing out a toon, I like to make sure that the bulk of its bonuses are still good down to about level 30 or so.
That said, the ranged DEF approach, on average, is probably going to be far more expensive, and will likely require far more patience in finding the IOs required. The specific IO sets which offer the best ranged DEF bonuses aren't terribly expensive themselves -- but in order to get a comparable amount of +recharge to the S/L build, you may have to start dipping into extremely expensive sets (like LotGs).
All of this depends very much on the specific build, but having messed around more than I care to admit with different Blaster builds, I feel pretty confident in saying that you're never going to be able to plug all or even most of the holes in your survivability. The name of the game is mitigation through offense, killing stuff before it kills you, and the addition of soft-cap DEF to one position or a couple of types doesn't really change that much of the time.
The more (targeted) AoEs you have, the harder it will be to get meaningful amounts of DEF without using mule powers or slots. That appears to be an intentional design on the part of the developers.
I've wracked my brain trying to come up with a way to soft-cap ranged DEF and also achieve significant amounts of AoE DEF, for example, but I just can't do it on a Blaster without gimping other areas way too much. My Controller, by contrast, soft caps ranged and very nearly soft caps AoE (43%) fairly easily, though not inexpensively. If you want to have your cake and eat it too, a Scrapper or a Brute or even a Tanker is still the way to go.
In any case, this is a long ramble without any particular point. If you've a specific powerset combination in mind, I'm sure many people here would be happy to offer advice on your build. -
Quote:The reason we could hit hundreds of mobs with a single target attack was that there was a bug with Gaunlet when it was first implemented (then called colloquially "Punchvoke"); it wasn't only because mobs were stackable in one place.
Like Kruunch I was around for the heyday of herding and I still have the original, untimed Drek mission on CMA. It was an incredible thrill to herd the entire main island of that map and stack them into one small area then unload with Seismic Smash and kill 200+ freaks with one shot. But you know, even if herding that many was still possible actually killing them would take forever in today's game.
You see, at that time Hami-O enhancements offered 50% enhancement and there was no ED so tankers could output roughly half again more damage. Additionally it was possible to stack hundreds of mobs into one location, literally inside each other's footprints so that a single target attack would hit them all.
Unfortunately, the same tactic didn't work on my Scrapper.
Quote:Now, with both of those things no longer possible you'd find that level of herding to be simply a parlor trick; and an inefficient one at that.
The biggest challenge to that sort of gameplay if the aggro cap were raised or eliminated would likely involve the Tanker's actually holding all of the aggro; after all, I havent' heard anyone suggest that Taunt should be given infinite targets, or that taunt auras should be massively improved.
Quote:Kruunch isn't advocating a return to those days; I'm not advocating a return to those days. What bothers me about the aggro cap is the very thing I mentioned at the start of my post... that if you're tanking on a full team there are going to be situations where you're completely helpless to prevent an added spawn from wiping out the team. THAT is why I hate the aggro cap.
If it's that big a problem, then you have ample cause to recruit a second Tanker - the uselessness of which has been a constant cause of complaint on these forums for untold years. -
Quote:So, herding was not more rewarding; it was just a more efficient way to receive rewards. Gotcha.
Herding was not more rewarding.
[snip]
The devs stopped herding because it was part of the risk vs reward argument. At the time, one tank could herd up a whole map, and kill it all at once, all by himself. If you added a blaster to the mix, you could do it incredibly fast. This did not give larger rewards, it gave the same rewards it would have if the whole team killed everything one group at a time. The major issue was, 6 or 7 people could essentially sit at the door and do nothing, with all the risk being on the tank, or tank and blaster. It was just a lot more efficient. With the GDN, ED, and the aoe cap, this is no longer possible. Aggro cap or no aggro cap.
My Tanker could solo Crey's Folly, back in the day -- herding up half the map, maneuvering everything into one tight little ball, and at one point, KO Blow actually would hit stacked foes. It was sickly more rewarding than just about anything else I could have done at the time on that character --
Excuse me; it was sickly more efficient at providing rewards than anything else I could have done on that character.
If your team were comprised of eight people, among them a Tanker and a Blaster, then maybe herding wasn't all that much faster than having the entire team fight spawn-to-spawn -- but if the team is just a Tanker and a Blaster, there would have been no contest. In many cases, the rest of the team was comprised of builds which either weren't capable of helping in a meaningful way (too low in level), or which had no intention of helping (afking while the experience pours in), so the alternative method of spawn-to-spawn play wouldn't have been viable, anyway.
In any case, if all you're interested in is the rewards for your Tanker, and perhaps a friend's Blaster, then there's no point in taking the time to recruit a team.
Quote:At the end of the day, if you ran missions with your friends, and were a competent group, you could achieve the same thing the farmers did.
In fact, given the vast array of build possibilities presented by IOs, and the (nearly) practically limitless ability of players to create alts, the appeal of gaining more and more rewards as efficiently as possible, ad nauseam, is far, far higher than it would have been back in the old days.
Quote:On top of this, again, the rewards are the same as normal content, the mobs are just not distributed the same way. Instead of minions, lts and the occasional boss, they are all bosses, of maximum level. If normal content had the mobs in it distributed the same way, the rewards would equal what can be gained in AE.
The fact that we can pad missions with bosses only points to a revival for Tankers, because Controllers can no longer reliably lock down a single spawn except in pairs -- just as Tankers can no longer reliably manage multiple spawns without help, often from another Tanker.
Quote:Either way, amending the aggro cap will have no real affect on either of these. It won't bring back pulling full maps, and it won't turn AE farms into the old herding mishes.
What it will do is allow those who enjoy pulling large numbers of mobs to do so in a team setting.
So recruit some Tankers or people you know to have sturdy builds besides, and go to town. -
Quote:Yeah, Devices is a bit of a black sheep in that it doesn't have any true melee powers to speak of, and it has a little more ranged control than most other sets (which is to say, not much, but enough for farming purposes). It also provides native +DEF, even if only a little.Ah true ... its very dependant upon the builds we're talking about and I certainly wouldn't recommend a Blapper build for farming (especially over a Scrapper). However my Fire/Dev Blaster can keep mobs in place (Caltrops) and disintegrate bosses (usually takes two full cycles of my AOEs (15 secs?)) and generally doesn't have a problem surviving salvos from the pack, between his defense and ranged attacks being generally weaker then melee. I definitely feel more comfortable on my Scrappers although I would say while my Spines/Fire Scrapper is a faster farmer, the Fire/Dev Blaster does it more safely and almost can match the speed. My Dark/Inv Scrapper can snooze through boss farms but doesn't do them with the speed of either the aforementioned.
At the risk of going off-topic even more than I have already, my current plan for my Fire/Ment experiment is to slot Snow Storm for slow (Curtail Speed has some incidental S/L +DEF and a very small +rech bonus) to keep mobs more or less in place. Remains to be seen how well it will work; I know that on my Controller, Snow Storm tends to make mobs scatter a bit, even though there's no avoid effect explicitly listed on City of Data.
Then again, Slammer bosses seem to have an unusual predisposition towards clumping. We'll see.
In any case, I pretty much have to be in melee at least part of the time on that build. While living at range is generally safer, one of my biggest mitigation powers comes from melee.
Quote:Any of my toons that don't have mez protection are usually well stocked with Break Frees and this never really presents a problem except with the oddball case of timing between getting mezzed and breaking free (if I happen to catch another salvo).
Mind Control powers, which are quite prevalent, bypass positional DEF, too -- which means you're going to get hit with a lot of them whether you choose S/L DEF or ranged.
In any case, mez may not be a huge factor in the general case, but there is a distinction to be drawn between the S/L-DEF blaster who's reliant on toggles for the bulk of his mitigation, and the ranged-DEF Blaster (or whatever), who still can have 35% DEF even when his toggles are down.
And when exemplared. Most of my builds are exemplar friendly down to about level 30. YMMV, but I usually feel that, if I'm going to be spending mondo cash, I want to maintain maximum effectiveness when someone shouts about a lower-level TF or whatever.
Quote:True but Scrappers run into this problem as well ... both suffer from squishy syndrome at the lower levels. Change mindsets up, especially if you don't exemp a lot is sometimes tough for the player to do (I know it is for me).
Regardless, the major disadvantage, throughout the wider range of game content -- and which I forgot to mention -- for S/L DEF as opposed to ranged DEF is that it covers you against a smaller proportion of attacks, in my experience. When S/L DEF is good, it tends to be very, very good, but when it's bad, it tends to be very, very bad. Assuming you play primarily at range, with Hover, the ranged DEF build provides a more consistent experience, throughout the level range, throughout most of the game's varied content, and when for whatever reason you're in danger of losing your toggle powers.
And, as previously noted, the ranged DEF approach allows you to stack ~20-50% S/L RES beneath it.
AoE attacks are pretty common, but they're also not overwhelmingly typed as S/L attacks for the purpose of opposing DEF. At least not IME.
Quote:Generally speaking true, but again within terms of farming only I can see some Blaster builds (Fire/Dev being one of them) that can be superior to equivelant Scrapper builds in that they both survive but the Blaster in some cases can farm faster.
But having said that, I agree that this is not normally the case.
Quote:And Fire/Kins are just sick ... especially well built ones. I've yet to see another AT that has *that* big of a difference from one build to another.
So if your habit is to farm in a small team, as I suspect many people do, even if they don't technically consider it farming, the Fire/Kin still wins, even if Coldmed or anyone else can find a way to prove the solo case for his Fire Tanker.
Quote:And I enjoy PUGs mainly to see the good and the bad operate. I learn from both and usually get a giggle out of it to boot.