StratoNexus

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  1. Quote:
    Originally Posted by Gargoyle_KDR View Post
    It's possible there were inaccurate readings due to his confusing what was coming from DB vs the D/I Shields, but I'll have to retest it to confirm the findings.
    I recommend just using the little bubbles while testing, in order to avoid confusion. Also remember to keep Maneuvers off, because it too gains benefit from PBU, but also only during PBUs duration.

    One of the nice things I can use PBU for on my bubbler is for a mini-MOG. I built myself to be capped to AoE all the time, but the other defenses are lower. When I hit PBU I am nicely over the cap on everything. I also know it will boost my whole team nicely for that duration. Now if only it recharged a bit faster.
  2. Quote:
    Originally Posted by Gargoyle_KDR View Post
    In testing I did a couple of days ago with Power Build Up and both click and toggle FF powers the bonus to Defense lasts only 12.5 seconds before dropping back down to the regular power level.
    On Dispersion Bubble, the defense drops to normal when PBU ends.

    On the clicks, your description has never been true and is still not true, I just tested it in case it had changed with I18.

    When I used my click bubbles they granted 23.43% defense. When I clicked PBU and then my bubbles, they granted 38.18% defense and the higher values lasted the full four minutes.

    When I used Fortitude it granted 23.34% defense. When I clicked PBU and then Fort, it granted 38.09% defense and the higher value lasted the full two minutes.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    The vast majority of stalker melee sets have zero ability to damage multiple targets at a time.
    Eight out of ten stalker attack sets have an attack that can hit more than one target. Five out of ten have more than one attack that can hit multiple targets. While some of those AoEs are small cones, most sets do have an AoE that is large enough to easily hit two or three targets and some sets can regularly hit more than that.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Claiming that the single target focus is a bad thing is debatable. Again, I don't think it is, but you can't ignore the fact that the single target focus exists.
    I am not sure you actually know what powers the stalker attack sets have, so it is hard to believe your claim about its single target focus. You claim Fiery would likely lose both (using the scrapper version as base) its AoEs, which is a sure sign you do not understand what is in stalker attack sets. Why would that happen? One AoE would be dropped for AS and taunt/confront would change to placate. It would keep the other AoE(s), just like all the other sets with more than one AoE have up to this point.

    While I agree that losing an AoE often makes stalkers less capable in that department, in the general sense they have significantly more than zero ability to damage multiple targets at a time. And they can supplement what ability they do have with an AoE from the APPs.
  4. You can download the new Mids from here.

    The Forum for the VEATs. While a the guides may be older, not a lot of stuff has changed, as far as I recall. Either way, if you come up with a build idea and then post it in that forum and ask some questions, I am sure many other VEAT players will help.
  5. Very good points Local_Man. I enjoy discussions such as this and it is very helpful to hear other viewpoints and examples of gameplay scenarios as well as the whys and hows of what you are doing.

    Quote:
    Originally Posted by Local_Man View Post
    But I don't find it the same as Choking Cloud. A foe-anchored ToHit Debuff + Immob is not as good in my opinion. It doesn't travel with you and you need to make sure your anchor doesn't die or your mitigation is gone. Plus, you lose your ability to mitigate damage at range . . . while I stand in one place with CC + HF on, I can Fire Cage and RI another group while we kill off this one. Flashfire only lasts so long, and the Fire Cage + RI combo can provide pretty good mitigation at range . . . and I still have Cinders and EM Pulse in researve.
    I have to agree that CC is a bit better than controller RI at upping my mitigation. My reason for skipping CC is that I almost never need the extra mitigation from CC, so it is just an end drain to say I locked the spawns down, when I don't need to lock them in order to live (I do have other toggles draining my end in order to help me live though ).

    It is true that you have to be mindful of where you need RI and where you don't. If I know I don't need it, I'll save it for an emergency. I'll toggle it off partway through a spawn once I have it locked down (as much as I need) in order to help make sure it is recharged if I am concerned about maybe needing it for an ambush or a close spawn that might aggro.

    I am a minimalist when it comes to control. The less you need to use, the better, IME. Hot Feet is awesome, because it has control with damage. Ring of Fire, control with damage. Heck, I don't even use Fire Cages, because I rarely find I miss it. I have an admitted bias against control, because I think it is overused and often creates more problems than it solves.

    All the situations where you list CC as useful, I find myself living through them just fine without it, while killing very fast. This is especially true on teams. I want to be clear, I am not challenging the fact that the power is potent once slotted. But if you would rather take your build a different way, you can skip it and still fly through tough missions, killing stuff extremely quickly. CC is not very helpful increasing kill speed, so I would need to see a mitigation (or spawn grouping) reason to take it. While it can help keep enemies inside my Hot Feet, I find that HF itself, FF, LR, my single target controls, and any teammates I may have do that plenty well.

    I do play on teams that over aggro, but I can almost always use one of my other tools to prevent disaster. While I do take special glee from using Vengeance + Fallout, there are very few deaths on my teams that are caused because the mob I am standing in is not controlled. There are rare times where someone dies where I may have been able to save them if I had FF recharged, and it is possible I might have saved it if I had CC. Those times are not enough to make me want CC (after all, Vengeance + Fallout not only kills stuff, but it makes everyone else on the team into even more devastating killing machines).

    Quote:
    Originally Posted by Local_Man View Post
    I think you are in the minority of experienced Fire/Rads on this one. Giving up Choking Cloud means giving up an effective control option on one of the few builds that can make best use of it.
    No doubt it is a lost control option. Minority, majority, or plurality, the OP appears they may want to try out the non-CC route. It would appear their experience matches mine, never used it, never felt like I was lacking, kill fast, die rarely.
  6. Quote:
    Originally Posted by IronAlex View Post
    I for one am not taking HoB however if they buffed it to be like in champions online and gave us 45% def i would def scoop it up..
    If you are not taking it because you think HoB does not perform well, you are making a grave error.
  7. Quote:
    Originally Posted by Snowvein View Post
    Was curious how this build was treating you. Recently rolled up a fire/fire myself and thought I might use this as a baseline.

    Thoughts on how things are going would be great.
    It seems it has gone well.
  8. Quote:
    Originally Posted by Local_Man View Post
    but a fire/rad skipping out on Choking Cloud is missing one of the best aspects of the character.
    I disagree. It is an extra, unneeded control in almost every circumstance. It is a security blanket that makes you feel better. There is nothing wrong with that, but I would rather have my security blanket work in more varied situations, which is why I chose a different route (although not necessarily better, but I also contend it is not worse).

    Quote:
    Originally Posted by Local_Man View Post
    The key to making Choking Cloud work is keeping some kind of distraction on the foes until Choking Cloud's odd pulsing hold can roll the dice enough times to hit. Flashfire's stun plus locking the foes in place with Fire Cages works great for this. Cinders can do it. But so can a Tank or other melee character who grabs aggro. On a fast moving team, a Fire/Rad is a perfect character for the "clean up crew," letting the Tank and the First Responders move on to the next group while the Crew finishes off the last few foes. Tank runs in to grab the aggro, and after the foes are gathered around the Tank, the Fire/Rad can go in and take the time needed for the group to be held with Choking Cloud and an occasional Char as needed. The Tank can then run off to the next group while the Fire/Rad with his Hot Feet and Imps (and other teammates) finish off the few who need to be finished off. By then, the Tank will have grabbed aggro and gathered the next group to rinse and repeat . . . and no waiting for Flashfire or Cinders or EM Pulse to recharge. That's the beauty of a toggle hold.
    That is a great way to play a Fire/Rad and I play like that whenever I can get a tank who will move that fast (which is often enough thanks to my SG). I don't have or need CC for that. As the tank gathers, I toggle RI, once collapsed run in with HF and start Char and Ring of Fire (maybe FF if it is up and if I want containment). Tanker moves on, whatever is left for me to be the clean-up crew tank is easily handled with my single target controls and RI/EF/LR/Imps. Sure, with CC I may not need the single target controls, but they are also part of my damage output, so the endurance spent on them is doing double duty, damage and control.

    CC is a fine power. But it does not in anyway define the Fire/Rad experience (although on a team of all Fire/Rads it stacks to goofiness, so if you do the super team thing, it may be more set defining). Outside of those heavy Rad teams, all the things I have ever seen you describe a Fire/Rad do is exactly how I play and it works just like you say, except I do not have or use CC.

    How can I get the same experience and the same feeling for the combination you do and yet skip CC? Because CC is not a vital part of the combination.
  9. Since you enjoy the journey, I think you may be disappointed in your early kill speed due to skipping Incinerate and Levitate. You may want to consider grabbing those in order to level up and then respec them out once you have enough other attacks or recharge.

    Your build looks very much like a fine build to play after 42, but it looks awful pre-39, at least to me.
  10. Quote:
    Originally Posted by DMystic View Post
    kMeter crits would be the only way to recharge this way. I'm not sure on the recharges of all the powers involved but I don't think it would be perma.
    It takes 8 seconds to become hidden. Recharge of Placate is irrelevant.

    Run up to spawn. Build Up - attack stuff, Placate - CS, Build Up - attack stuff. Once spawn is done, wait for hidden, run up to spawn, CS, Build Up, attack stuff.

    Even if its not Perma, Build Up would be available quite a bit.

    On test they have fixed the cast time of KM Build Up to be the same as the other Build Ups.
  11. Quote:
    Originally Posted by DMystic View Post
    No I'm saying the crits from Hidden and Placate should have recharged Build up instead of the %20 thing.
    Oh. Instant recharging of Build Up seems like something that is better handled randomly, rather than as a guarantee.
  12. Quote:
    Originally Posted by DMystic View Post
    It's not about the difference in performance. Although I don't know if there is any.

    Power Siphon adds a neat mechanic to the set. That neat mechanic is replaced by the Stalker one, yet the Stalker one isn't allowed to be utilized fully. Now granted a full crit on CS would be insane, but having the build up recharge locked in to a %20 chance,which Scrappers also get, instead of the kMeter that's unique to Stalkers seems like a wasted opportunity. Which to me is a shame.
    Are you suggesting that there should have been a 20% chance for CS to place the stalker into the hidden state, like Placate does? That would have been pretty cool.
  13. It seems to me that if I wanted to test out the difficulty of an encounter like this and datamine how the players handled it, I might want to eliminate a huge balance shifter, such as the warburg nukes, especially if I saw them being used enough that it was affecting my ability to judge how much trouble the players may have against the encounter.
  14. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by DarkMaster View Post
    IWhen a Kinetic give your Brute/Scrapper a fully saturated Fulcrum Shift, do you stand back and say "Omg WOW! I rawk so hard and my damage is SO good and it's ALLLL thanks to ME cuz FS comes out my rear and I could do this much damage solo too!!!"....or....do you thank the Kin and then invite one every friggen time you get a chance to? Lol...I think you'll be in Broadcast asking for a /Kin buddy
    Ironically, when I play my Fire/Fire blaster, I do often hear kins saying they can't get Fulcrum Shift off because the enemies die too fast (and I think, "Then we don't need FS now, do we?"). I often consciously slow down my kill speed on teams in order to let things like FS and Spine Burst happen, not because I think it will make us faster, but because I think it will make the other players have more fun (and it is also fun for me to stand in the center of a mob with Hot Feet ticking and then watching the Rain of Arrows fall around me killing all of our enemy).

    After all, when you FS buff that Tanker who then Foot Stomps, you don't stand back and say, "OMG! I rawk so hard and my buffs are so uber and its ALLLLL thanks to ME cuz FooT Stomp is crap without FS and I could face these spawns solo too!!!!"
  15. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Moonlighter View Post
    While I agree, a good Blaster with high defenses should be able to manage this with Inspirations now that we can combine three into Break Frees. The mez time should remain relatively low assuming the Blaster is good at resource management. Yes, other ATs don't need to do that resource management but that doesn't mean the game does not provide the tools to deal with this.
    I was reminded of this the other day when I was blindly charging into things on a blaster and having some difficulty keeping my green bar up. I had been playing a Mastermind, and forgot that I needed to use inspires occasionally on my blaster. Once I started using them, I never ran out and never needed to buy them that play session. It was just a matter of needing a few here and there and combining as I went.
  16. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Hart View Post
    If a corrupter or defender buffs your team or debuffs your enemies, that doesn't mean your blaster is doing more damage than the corrupter; the corrupter is causing your entire team to do more damage. It's something the corrupter is doing that benefits the team, not something the blaster is doing differently because the corrupter is there. The blaster fires off their attack chain as usual, but because there's a corrupter around, they do more damage; that damage should be credited to the corrupter.
    OTOH, while the corruptor is animating a buff or debuff, the blaster is likely animating something that will make dead things.

    I know I often charge into a mob with my Kin/Elec thinking Fulcrum, Short Circuit, Ball Lightning and then end up doing FS and Lightning Bolt, because the rest of team was animating attacks while I was animating FS. Do I get credit for the damage from the previous FS and from the SB that means they all have their AoEs back so fast? Sure. But I still find it is useful to have some blasters and scrappers and brutes and doms to benefit from my buffs/debuffs (OK, OK, all buff/debuff teams are fun and have plenty of time to attack and buff/debuff as well, but even at +2, you can quickly get into overkill territory, so play whatever you want, it all works).
  17. Quote:
    Originally Posted by Turbo_Ski View Post
    So you're saying FF doesn't rapidly decay in utility if you play worse? You're not presenting a very strong argument if the only thing you can come up with is "FF is great for idiots" as a contribution on teams with already high mitigation.
    Really? I find it pretty compelling actually. I see all the time in the defender and tanker forums people who say you can't save the stupid. Well, FF can. I think that is a pretty strong argument myself.

    Also, you are missing my point. When you have bubbles, tactics that will kill the enemy quickly, but are normally stupid because they will likely get the teamed killed, become possible. When I say excessive FF lets me play like an idiot, what I thought I was strongly implying was that it allows me to go faster, precisely because I do not have to worry about dying. I don't have to wait for the tanker. I don't have to wait for the Sleet. I don't have to wait for RI. I don't have to wait to see which way my team is going. Pure scrapperlock from every teammate is fun for me (one type of fun, I would not want to play that way all the time).

    Quote:
    Originally Posted by Turbo_Ski View Post
    2 Cold or 2 FFs will cap the team's +Def, with the 2nd only adding a partial contribution on the +Def since it is the one that caps it off the rest of the way. The difference is that 2 Colds are bringing heck of a lot more than 2 FFs are at this point because of the wider variety of effects. The gap only increases more when we compare 3 cold to 3 FF since FF has reached it's minimum by this point where as cold can still contribute more through +Res(nrg), -Res, and more targets to infrig/benumb. That's only an example, the same would be true when comparing 3 kin to 3 FF or 3 rad to 3 FF and so on. FF's rapid contribution decay is directly caused by it's lack of variety.
    Of course, the "partial contribution" from the second bubbler is actually huge because of how strong every point of defense is the closer you get to the cap. Defense over the cap is quite useful due to the prevalence of defense debuffs as well.

    I do not believe I would call the contribution decay rapid, when I have to get to three teammates dedicated to +defense in order to start rendering the FF "not useful". Sure, on a team with two colds or two FF or one cold and one FF, adding another FF is not very useful. I honestly do not find that to be a big concern in game. That being said, it may be interesting to see how VEATs affect this in the long-term.

    Quote:
    Originally Posted by Turbo_Ski View Post
    In a vacuum, FF works fine and does a great job at protecting the team, it only underperforms in comparison to other support sets when more mitigation is added. Again this is due to it's lack of variety.
    I like that statement better than your previous ones. It takes quite a bit of mitigation from the rest of the team, but you can get to points where a FFer contributes very little. That happens to me in game very rarely and I would dare say it is a rare in game occurrence overall.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    What is the "end game"?
    For now I consider it anything 40+ (maybe with some of the 35+ stuff).

    ITF, LGTF, STF, Crimson, Harvey, RWZ, Grandville arcs, 40-50 tips, etc.

    Maybe after Issue 20 I will think differently.
  19. Quote:
    Originally Posted by Turbo_Ski View Post
    You provide a scenario with a team with 2 bubblers. Already you have nearly fulfilled your +Def need with simply one, the 2nd bubbler adds significantly less contribution now because of the pressence of the first bubbler. The 3rd bubbler adds absolutely nothing. If we replaced it with any other support set the 2nd and 3rd would still be contributing via other stats like +recovery or +dmg.


    as I said the 3rd bubbler in that scenario is contributing nothing from their primary.
    Not true when you play like an idiot. If you haven't aggroed the entire room and part of the next hallway, you are doing it wrong.

    Generally, the more mitigation you bring, the more insane I play. I turn the difficulty up. I aggro more stuff. I try not to split much, but we may have people spread out and outside of Leadership buffs/Steamy Mist/Tactical Training/etc.

    One bubbler is very nice, but I have to remember that when I go out of the DB, I am no longer capped. The 2nd bubbler does not add significantly less contribution, but instead adds significantly more, since now both bubblers are capped and the whole team is likely capped even if they wander away from the team too far.

    Sure, the third was a just a security blanket. But the point was not that they were doing anything, the point was that they were desired by the players. While you can attempt to make it seem like FF brings less in the endgame and you can talk about mitigation curves and contribution amounts, the fact is that in game, people WANT bubbles. And they want them in the endgame and they bring a lot more than you credit them for in that endgame.

    All that still does not change the fact that I think they could use some variety and some type of offensive contribution through a buff or debuff. I just think you overstate the case considerably. So I can agree when you say this:
    Quote:
    Originally Posted by Turbo_Ski View Post
    That doesn't mean that FF isn't good, it just doesn't bring as much to the table as Cold does at endgame.
    Although I'd rather have one of each, and IME there are plenty of times (but definitely the minority) I'd rather have the FF, if I can only have one.

    However, I have to take issue when you make statements like:
    Quote:
    Originally Posted by Turbo_Ski View Post
    It's a set that only performs well in the absence of other support sets, which is problem when you need to start stacking support sets for endgame encounters.
    Quote:
    Originally Posted by Turbo_Ski View Post
    the point is that FF is the only set doesn't offer a buff/debuff mitigation variety and the only set that can completely bottom out in utility if there is already moderate to high amount of mitigation on the team. Again it's needs to be buffed to be more offensive so it as at least has a minimum contribution that isn't zero.
    Quote:
    Originally Posted by Turbo_Ski View Post
    My argument is that FF is the only support set that deteriorates to zero value as the amount of damage mitigation increases in the team.
    Quote:
    Originally Posted by Turbo_Ski View Post
    My case is about FF having no offensive powers and thus rapidly contributes less as mitigation increases until the contribution eventually reaches zero. No other support set does this and it's why FF is so undervalued at the endgame when mitigation tools are widely available.
  20. Quote:
    Originally Posted by Turbo_Ski View Post
    I think you missed some words there, I have no clue what you're trying to say.
    I did not miss any words. I will simplify. Everyone I have ever met in game that expressed an opinion has always wanted, desired, and loved having a FF defender join every team I have ever been a part of. No joke. All the time. Never have I ever encountered anyone, anywhere being saddened by adding a bubbler. That includes when I have been on a team that already had two bubblers and we added a third.

    I am not joking. I am not exaggerating. People generally seem to like being buffed to the gills with bubbles (even though I sometimes prefer to die).

    Quote:
    Originally Posted by Turbo_Ski View Post
    It's the lack of variety in addition to only dabbling in mitigation that results the scenario that FF can contribute nothing.
    I do not believe I have EVER been on a team or in a scenario where a FF defender just using the three defense powers are contributing nothing. Even the team with three bubblers.

    Quote:
    Originally Posted by Turbo_Ski View Post
    (It's easier to think of a [y = -mx + b] graph when reading the following)
    All support sets see a contribution reduction as mitigation increases, the rate of this decay is less the more varied they are in stats and the less the mitigation matches those stats. FF has the problem of only having +Def to work with and very high amounts of it, this makes for a very rapid decay. Because we have an 8man team cap, the amount of mitigation that can be added is finite and the more varied sets will never reach zero contribution, but will hit a minimum point above zero instead. However FF's decay is so rapid because of the focus solely on +Def it will have a guaranteed minimum of zero before mitigation reaches it's peak potential at the 8man team cap. The solution is to make FF more varied so that the minimum is higher than zero and relatively closer to the minimums of other sets.
    I guess you run on more teams where everyone has capped defense and mez protection without bubbles. That is cool. I think it is also extremely rare.
  21. Quote:
    Originally Posted by Gemini_2099 View Post
    I like the weaken/confuse/control that stalkers can bring. Its fits in well where brute strength isn't always needed, but rather guile, and planning.

    This is what make stalkers so interesting from my point of view. If stalkers became more bruising, I would stop playing the AT all together.
    I think you misunderstood me. I, too, like the weaken/confuse/control aspect that stalkers can bring, I just think they fail to bring enough (in the general case, some combinations are actually already within a range that I think is good).

    When I said Bruising, I was talking of the new tanker ability to weaken a foes resistance to damage. Stalkers could use more stuff like that. I was not talking about making them more damaging or more brutish.
  22. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Steel_Shaman View Post
    My first 50 was a Dom so being squishy and relying on control powers to stay alive is not a new concept to me.
    If you like dominators, you will probably like blasters, they play similarly. I would encourage you not to skip your AoEs, Energy Torrent + Explosive Blast are a great combination.
  23. StratoNexus

    Why A Blaster?

    They are still high damage relative to everyone else, but the low survivability can make it difficult to deliver that damage. On the plus side, Energy blast has a lot of mitigation thanks to the knockback.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    Now someone explain to me why some target based toggles that aren't in the primary DON'T cause redraw and it'll all make sense to me. Cuz right now... it doesn't.
    It is not just target based toggles. All toggles seem to act this way. On my Kat / Fire scrapper for example:
    Fire Shield, Plasma Shield, Assault, and Tactics all fail to animate if I already have the sword drawn and none of them force redraw.

    Blazing Aura animates but also does not force redraw.

    Caltrops, Consume, Burn, Healing Flames, and Fiery Embrace (the last two have the same animation as Build Up (if the sword is already out)) all force redraw.