TwilightPhoenix

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  1. TwilightPhoenix

    Cold vs FF

    Quote:
    Originally Posted by Thinkso View Post
    (Explanation of his arguement)
    Sorry, just didn't want to take up a lot of space by quoting several paragraphs.

    I can appreciate the thought and math you put into that to come to your conclusion. And, in the long term play, it's probably all more or less accurate. Though, when you talk about short term fighting, such as a single encounter with a mob, it's probably not so accurate. For HP, Resistance, Regen, and Healing, yes it'd probably match up perfectly. Defense, however, confounds it all by being all or nothing. Assuming no other mitigation, defense by itself either stops all the damage or none of the damage. That 900 damage swing, if it connects, still does 900 damage (unless you're fighting someone like Cimerorans and it crits). So, while having X amount of defense might be like having Y amount of HP, you can still get two-shotted by a fraction of damage below your Y HP.

    In short, you can probably describe defense as luck manipulation rather than adding raw HP, at least for the short term. It's not reliable like, say, Resistance, which always provides its protection. You can get enough that it'll protect you most of the time, but I've even had my /SR Scrapper, soft-capped, go from 100% to 0% before I knew what hit me on occasion.

    Also, streak breakers.

    For the long term, I suspect you're pretty much right on, or at least in the right direction. I'm not a math person, so I can't check it myself. For the short term, the values would probably be quite different and I'm not sure how close. If I recall, Arcannaville had some good short term equations she used when she compared the survivability of the Scrapper secondaries back when there was only four.

    Quote:
    (Other half of post)
    I guess it's not so obvious to me since powers like Heat Loss and Force Bubble are so dramatically different we may as well compare different species of fruits. Particularly since a number of FF's more "unique" powers can't be quantified on a spreadsheet. Much, if not all, of Cold can. The powers provide v debuffs and w buffs for x targets over y amount of time and recharge in z amount of time. Powers like Force Bubble don't work like that. Using said bubble as an example, it doesn't repel x targets for y time, it does it when the target meets the bubble, whether they ran into it or the bubble ran into them. Additionally, the mitigation it provides largely depends on both positioning and what you're fighting. Rikti Drones, for example, have no melee attacks and therefore Force Bubble mitigates 0% damage against them. In contrast, enemies who's ranged attacks are only short range, such as many shotgun toting enemies, may not be able to move close enough to even attack, thus causing Force Bubble to provide 100% mitigation.

    Both are edge cases, of course, but still serve to show that some powers have too many variables and/or are too different to really compare them with. Or, at least, that's why I wouldn't compare them. Buff/debuff sets provide a huge amount of variety among each other. That's what's so awesome about them. But, on the other hand, it can make direct comparisons a pain.


    And now, to move away from responding to a specific post...

    There's one big issue with this (and other) Cold vs FF discussions: the level 50 Defender on a helpless or perfect team vacuum. It seems as though almost everyone is assuming these are Defenders, when they could be Controllers, Masterminds, or Corruptors (I know MMs don't have CD and Cors FF yet, but we know their modifiers and would know how strong the sets would be on them). It seems almost everyone is assuming level 50, when there's 49 other levels too. It also seems almost everyone is either assuming the Cold/FF is providing the sole source of team mitigation or the team already has perfect mitigation.

    So, big question: which set interacts with more general teams better? Who works better with an Empath? What about a level 30 Empath? 12 Empath? 48 Empath? What about the Dominator? What if he's Elec/Stone? What if he's Fire/NRG? What about an Ice Tank? Invuln Tank? Super Strength Scranker? Level 50 SOed? Common IOed? Set IOed? Uber set IOed? A newb and totally unslotted but otherwise well played? A newb and poorly played but otherwise uberly slotted? What about the Stalker? What if the Stalker is some weird stealth-support specced Stalker relying on Medicine, Leadership, and Concealment to buff and heal teammates from Hide? What about the Brute's Fury Bar? Which set generates more fury? What about Scrappers? Will they care if you're even on the team shielding them while they solo +4/x8 spawns as they typically do? What about Fusionette and Lady Jane? Which set will let them survive going Leeroy Jenkins mode better? What about that level 1 Hellion Slicer taunting you? Which set has more amusing powers to use on said foe?

    Next big question: other power options! Which works better with Sonic Attack? Ice Blast? Rad Blast? Psy Blast? Bots? Thugs? Fire Control? Illusion? Gravity? Leadership? Presence? Teleportation? Fire Mastery? Earth Mastery? Mu Mastery? Throwing Sharks? Warburg Nukes? Which set does better against Hamidon? Which set works better just with Hami-Os? Will my set make a cottage if I use Build Up?


    Ok, I know some of those are silly and non-sensical, but there's still a lot more variables that haven't even been scratched. For example, a Cold could use Dark Blast to make up for the rest of the way to the softcap. A FFer could abuse Dispersion Bubble with control set's AoE auras with little worry about them getting turned off by mezzes. Cold can grief RPers on fire-themed toons better, whereas FF can grief melee toons better. And so on.

    I bet someone is thinking "You don't really need to worry about all that." Of course not, this is CoH. You can survive and accomplish much in this game with whatever team you throw together as long as everyone knows what they're doing. But, if you want to go into uber min-maxing for maximum pwnage, might as well consider all variables!
  2. TwilightPhoenix

    Cold vs FF

    And where'd you pull your numbers from? And why are you comparing individual apples from Cold to individual oranges from FF?
  3. TwilightPhoenix

    Cold vs FF

    Quote:
    Originally Posted by Arbegla View Post
    Knockback, Knockdown, and repel will, in most cases, just annoy the hell out of your teammates.
    As any good Storm/Energy Blast/Energy Assault/Energy Manipulation/Peacebringer/Gravity Control player would probably tell you , if you're annoying the team you're doing it wrong. As a disclaimer, I don't fall under good Storm due to lacking a Storm user. The other sets I've used at various levels of extensivity (I know that's not a word) to be familiar with how to use them. Most teams don't even realize (or just don't say anything) my Grav Controller is using Wormhole as much as possible, a power well known for ticking off teams when used poorly.


    Quote:
    Cave map, force bolt that big nasty away from the squishy, and it lands in another group, congrats, you just aggro'ed a second group for really no other reason then you wanted to watch rag doll effects.
    Thankfully, aggro does not work like that in CoX. Now if you go chasing after him, toss a fireball after him, or the Dark/ had him used as an anchor (at which point your team is free to ridicule you if you Force Bolt an anchor), then you'll aggro that second group. Now if this game had, say, Aion's aggro mechanics, you'd have a big point here.

    Also, I'd like to introduce you to knockback's good friend, Mr. Wall. They get along very well. Mr. Wall also likes Sleet (and similarly targeted powers), because you can use him to cast from out of Line of Sight. Unfortunately, Mr. Wall isn't present in some areas and you do have to take that into consideration if you're leveraging knockback or Sleet.


    Quote:
    Detention field, again, has situational uses (STF comes to mind) but outside of that one, or two instances where it'll be useful, it just slows groups down as your having to wait for it to drop before you can pound on the thing you just detentioned.
    Again, if you're having to wait and it wasn't an emergency use or an "Ok, everybody use Rest!" moment in an AV fight, which I'll admit is extremely uncommon on decent or better mid-level+ teams, it was a bad use of Detention. Of course, the power is still situation, that I won't argue. However, I will argue that situation powers are awesome in the situations that they'd be good in. It's like taking a Rez on an Empath. You shouldn't need it because nobody should be getting killed. It's highly situational. But if someone does go down, you'll be glad you had it.


    Anyway, remember, I'm not arguing FF is better than Cold. And I'm not going to argue it. So, constantly replying to me will just have me taking pot shots at different parts of your posts without directly addressing your "Cold > FF" position.

    Though, back at your 8 vs 35 argument, I could tell you how a lot of other Defender/Controller/Corruptor/Mastermind sets could handle it if you'd like. Pretty much every set would have something they could do to save the team in that situation (or just use Vengeance).
  4. TwilightPhoenix

    Cold vs FF

    What if the mobs don't have defense debuffs, thus everyone stays at the soft-cap the whole fight? What if ten of the mobs aim for the Cold, who, without outside buffs, Insps, or IOs, has lower native defense and no panic button, and kill him outright? Or gets hit with a hold or stun? What if the FFer Repulsion Bombs one group, Detentions one boss, and perma-KBs another with Force Bolt, and the team goes through a door and the FFer uses Force Bubble to prevent the 30 mobs from charging through said door, turning the flood into a trickle?

    I don't see how this pigeonholed situation proves Cold > FF. Both could handle it. They both just have a different method. And if you say "Well Cold can use X outside source", so can FF. You could pop Purps to get FF's softcap, FF could pop oranges to get your resistances. Etc. and etc.


    General question...

    Cold Doms: You use frost shields and Frostworks on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?

    FFers: You use bubbles on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?

    Both instances: You don't know he's soft and HP capped since you haven't asked and he hasn't said, so no saying "but I wouldn't buff him".
  5. :: puts a check mark in a box next to "Anticipated overwhelming disapproval" and moves on::
  6. Ah, I need to replay those then. If they're having me get shot at by space stations rather than looking for three glowies on a big outdoor map, should certainly be worth redoing.
  7. TwilightPhoenix

    Cold vs FF

    Oh dear, I think the Defender forums sprung a leak. A certain someone apparently hasn't noticed though, or otherwise there'd be five times as many posts already all repeating the same thing ad nauseam from a single poster.

    "cough"

    Anyway, having a FF/ and a /SR, I'll agree with the sentiment earlier about both being one trick ponies. "But wait, /SR has more variety than..." No, it doesn't. SR gives defense, defense debuff resistance, recharge, mez protection, run speed, scaling resistances, and a god mode. But, in comparison, FF provides defense, toxic resistance, mez protection, knockback, knockdown, repel, detention, stun, a panic button/alpha eater on a short recharge, and some damage. If FF is a one trick pony, than SR is by far. And nobody except a few rabid Shield fanboys think SR is useless.

    FF in the hands of the average player does little else provide defense and mez protection. The set requires creativity to bring out it's full potential. In the hands of a great player, FF can do A LOT. Force Bolt can provide 100% mitigation against any individual target vulnerable to knockback. Or it can pop runners into walls. Or it can pop scatterers into the debuff/mez/damage fields where they belong. Or, thanks to ragdoll physics, it can knock NPCs out of the air. Personal Force Field means a FFer will almost never die if employed at the right time, especially when coupled with Aid Self. Or it can be used to cross any zone safely. Or it can be used to "defense stealth" maps. Or it can be used to eat an alpha strike. Or it can be used with Provoke to tank hits better than a real tank. Repulsion Field and Force Bubble are used similarly, with one as a chisel and the other as a sledge hammer in effect. They can be used to herd mobs to great effect (ever seen the video of a FFer herding the ENTIRE ITF rooftops in COMPLETE SAFETY?). Or they can be used to force mobs into a corner for mass AoE carnage. Or they can be used to knock mobs out of their advantageous positions. Or they can be used to keep an area of players perfectly safe from melee attacks. Or they can be used to protect the team from ambushes mysteriously appearing behind the squishies and melee-ganking them all. Or, against AV-spawned ambushes, they can prevent said ambushes from overwhelming a team if they're steam-rolling the AV's HP down (I'm looking at you Romulus). Or they can be used to prevent mobs from passing through a certain area 100% reliably. Then there's Detention Field, a much misunderstood and poorly used power. It can be used to prevent certain annoying mobs from doing anything. Or it can give a breather in an AV fight, letting the team rest (particularly useful in low level AV fights where nobody has Stamina, such as Nocturne). Or it can be used to manipulate high-end encounters, such as stopping towers from buffing Lord Recluse or removing one of Reichsman's AVs if the team isn't prepared for it. Or it can be used to save your own skin by locking up a mob so you can retreat and rest. Or it can generate a wall of text containing too many "Or" statements.

    Also, did you know FF can bubble the reactor in Terra Volta? Also, if FF is so gimped, why is Bots/FF considered to be CoH on auto-play, aka a rather powerful combo? Also, did you know having to FFers on the team all bubbling means defense debuffs don't really matter? Also, did you know bubbling a defense-based toon is giving them a huge buffer against defense debuffs? Or maybe even letting them avoid attacks from Rularuu Eyeballs?

    Note I'm not saying FF is better than Cold (or vice versa) here. Both have their own niches and moments where they shine. Cold is simply far more straight forward on finding those niches and moments.
  8. So, I was talking with my SG last night and it came up that the fact that neither Loyalist or Resistance players can attack each other, despite being enemies, was a bit off. Especially when you see a player of the opposite faction attacking your "allies". We all came the conclusion a short while later that Loyalists and Resistance being able to fight one another would actually be quite fun and awesome. However, I seriously doubt the majority of the players would welcome being able to be freely attacked anywhere in Praetoria, so just turning on PvP would be a bad idea.

    Basically, the idea to enable PvPvE would be to allow players to flag themselves for PvP, probably by talking to a contact. Any player flagged for PvP could freely attack other flagged players, but they CAN NOT attack unflagged players unless an unflagged player attacks them. Unflagged players would see flagged players of the opposing faction targeted with a yellow reticle like the "neutral" Praetorian mobs are. Basically, to break it down...

    Unflagged meets opposite unflagged: same as it is now.
    Flagged meets opposite unflagged: Cannot attack the unflagged unless they attack you.
    Unflagged meets opposite flagged: Cannot be attacked unless you attack them. Should probably also auto-flag an unflagged player if they attack too many PvPing players in a certain span of time.
    Flagged meets opposite flagged: Both players can freely attack each other.

    Additionally, to prevent things such as Empaths staying unflagged and grouping to heal a flagged player, a group's PvP status will be determined by the leader's status. Should a player join a group with opposite status, they will be prompted that their status will change, similar to the exemplar/sk warning. If they accept, their status will change after the usual thirty second countdown. If they decline or the dialogue timer runs out, they'll be dropped from the group. Of course, being able to set to auto-accept/decline should be available.

    If necessary, players flagged for PvP could be auto-exemped to the zone's level cap if they're above it. Also, I'd give players rezzing from the hospital a longer than usual countdown until they're PvP capable (about a minute) so they have a greater opportunity to get out easily. I'd also make hospital interiors as "safe zones" where you can't attack or be attacked, regardless of PvP settings.

    If necessary, for various reasons, this system could be restricted to the Underground. The Underground could just become a PvP zone instead, but I doubt that will ever happen and it'd no doubt be a VERY unpopular change. I'd rather have any PvPvE added to Praetoria be completely optional.

    This system could also be possibly expanded to Paragon/Rogue Isles, except with Heros and Vigilantes vs. Rogues in the former and Villains and Rogues vs. Vigilantes in the latter. And still completely optional.

    I understand they could add one or more PvP zones to Praetoria, but few people already use the ones we do have and it'd require more zones to be designed.

    Also, I understand PvP is a bit borked right now. I'm not addressing that in this topic and I'm not even going to try.

    Also also, standard code rant applies to the above.

    Also also also... ::dons a flame retardant suit:: ...ready for this idea to be torn apart!
  9. Wait, where do you encounter this enemy and this power?
  10. TwilightPhoenix

    I love my pet

    The best part about Grav is getting to level 50, slotting KB into Lift, and using it on level 1 Hellions. With some luring, practice, and lots of luck, I might be able to toss one onto the AE balcony from the street.
  11. TwilightPhoenix

    I love my pet

    Singy is awesome. Laura, the name I arbitrarily gave to my Grav/TA's Singy, allows me to perma-hold upwards to four bosses or more with just single target holds. Part of it is Overpower, hold procs, and Ice Arrow, but it's still nice being able to mez that many hard targets without much effort.


    Quote:
    Wormhole is a neat power but some really hate it on a team
    Wormhole is like Storm Summoning: poor use is very disastrous and extremely obvious. Unlike Storm though, excellent use generally goes unnoticed. Nobody says anything when the group flickers for a moment and is suddenly stunned because you Wormholed them to the same spot, rather than being scattered to the four corners of the map. But when you have a team that can handle Wormhole's maximum potential, then it's just ridiculous.
  12. TwilightPhoenix

    The best trio

    Quote:
    Originally Posted by Nightchill_EU View Post
    Damage on this trio will most likely be very high with multible res debuff but:
    - I might be more effective with Corruptors, damage scale (O.65 vs 0.75) may do seem much but damage cap (+400 vs +300%) is really something when you have FS.
    - I'm a fraid without any very strong dmg resist buff some vilain groups/AV may mash you down pretty easy with, for exemple, Defense Debuffs. You also may experience issues at low level to eat some alphas.
    Before I reply, I'll go ahead and say no trio will be perfect and the "best" one will always be subjective. There will be holes and always something you can sub that'll make it better in one area though worse in another. To respond point by point...

    -Corruptors get neither Empathy or Force Field. Your only other options for those powersets are Controllers or, for the latter, Masterminds. Both have lower buff/debuff values Additionally, against any target that matters, the highest resistance debuff values in Sonic attacks should outweigh the lower damage cap, especially against single hard targets where you're not likely to be capped by Fulcrum Shift.

    -At softcapped defense for the other teammates by 22 if the FFer takes Maneuvers and slots it, very little will get through to hurt the trio. FF can reach the softcap itself with a little bit of IO slotting and good power picks, or maybe just via slotted Fortitude. What does make it through can easily be patched by the Kin or Emp. Defense Debuffs are an issue, though this can be mitigated via Siren's Song to sleep the majority of the mob before taking down problem targets and by Empathy's heals/regen/extra defense from Fort. Alphas are never an issue. A FF Defender has access to Personal Force Field right out of the gate, which adds massive defense and resistance.

    -While issues with defense debuffs and lack of resistance can show in some instances, the team would be quite strong at all levels. The FFer would be providing tons of resistance, controls via knockback/down and stun, emergency Detention Fields, and the ability to keep everything out of melee range. The Kin would provide healing, massive damage buffs, recharge buffs, recovery buffs, regeneration debuffs, recharge debuffs, super speed for everyone, super jump for everyone, and endurance recovery. The Empath would provide massive heals, massive regeneration, massive recovery buffs, recharge buffs, accuracy buffs, damage buffs, defense buffs, and emergency rezzing. Probably the best way to patch the trio's few weaknesses would be to add a Thermal or a Sonic Res to add resistances, though that'd be a quartet. Alternatively, as staying a trio, they could all simply pick up an APP with resistance shields.

    One change I'd make to my trio would be to swap out someone's Sonic Attack for Ice Blast. Ice Storm and Blizzard use Blaster base damage. So, after massive sonic debuffing and kin damage buffing, the Ice Blast Defender would be doing a huge mess of damage while still retaining Defender buff/debuff values. Plus it'd add a bit more AoE to the group than going three-straight Sonic Attack would. Hard targets would be a little bit harder, but it should still be a non-issue.
  13. Quote:
    Originally Posted by Sapphic_Neko View Post
    But rats?


    eeeeew.
    Hey, what's wrong with ratgirls? They, or mine at least, aren't running around swimming in sewers.



    I actually have a whole series of screenies with those catgirls from a rather spur of the moment photo shoot. Ahnya, my ratgirl, only appears in that one and one other of it, however.

    In other news, took this one yesterday. Looked cooler in-game with all the bubbles rotating though.

  14. TwilightPhoenix

    Bubble/Sonic

    Dreadful Wail will probably rather lackluster with merely Amplify to boost its damage. It can certainly still end a fight, but it won't be as the first attack. I'd also definitely pick up at least Shriek, if not Shout too, and an APP/PPP. I personally like the Darkness APP as it's full of fun little tools such as an AoE stun toggle, self-rez, and, best of all, Soul Drain! It works best playing from melee range, however, so you'll kind of need to be into that.
  15. TwilightPhoenix

    The best trio

    Off the top of my head...

    Kin/Sonic, FF/Sonic, and Emp/Sonic Defender. Could mix and match with other primaries and still be quite effective.
  16. Ran a high level tip mission last night. In the mission text, it said a explosion already went off in the building before I even picked my options. And there freaks, malta, and more bombs inside. Who's still inside? Civvies running in random directions! It's one thing when a villain group wanders in. It's another when the building was supposed to have exploded already!

    These guys wouldn't bother me at all if they were more like the Mayhem civvies, particularly the ones in the bank that run OUT THE DOOR at the first sign of trouble. It'd be better to have the civilians running past you towards the exit as you do the mission, rather than play human pinball.

    Also worth mentioning, at the end of the mission I saw 20 of those civvies all crowded on a tiny platform mobbing the boss. It was actually pretty amusing.
  17. TwilightPhoenix

    I19 bs/sr

    How's the damage on Ball Lightning compare to Fireball for Scrappers? I can't figure out the proper [power name] syntax to pull the Scrapper versions. I'm already vigilante, so getting to villie would be no problem. Getting back to vigilante though... that'd take some work.
  18. Or bad situations, such as when you're fighting a mob of Carnies, the Scrapper accidentally aggroes a second spawn while Scrapperlocking, then an unexpected ambush pops up from behind, and out of nowhere the Blaster just went 100% to 0% in .52 seconds. Suddenly, you can have upwards six bosses and a bunch of lts, all with mezzes. No single target mez will save you there. AoE mezzes aren't much better.

    Or better yet, let's make them Malta and all those bosses and lts are titans with toxic gas missiles. Suddenly, you have non-squishies getting mezzed through their mez protection! And, of course, they're not going to bother carrying break frees because they haven't been mezzed for about 30-40 levels.

    It's instances like that where you break out the four purples and your panic buttons. Unfortunately, some people don't have the latter because said buttons are "too situational". Whoops! And the former? Unlucky insp drops or they already used em. And then there's some teammates who just. don't. use. insps. No idea why, they just don't.


    Lower level example. You encounter a mob of PPD. The minion-ranked PPD Ghosts hit you with Flashbangs, lowering your to-hit and defense by 40ish% respectively for each shot. I... think I'll just leave it at that for this one.
  19. My vote is Rad/Sonic. It blooms early and stays powerful. Additionally, it has many ways it can be built, making it quite versatile. Full out team support? Full out offense? Lots of mezzes to be thrown about? Pick your build. Or, better yet, mix and match!

    If you don't mind a long read (and one that needs a little updating for I18), check out my sig guide. [/shamelessselfpromotion]
  20. TwilightPhoenix

    I19 bs/sr

    CP and Stimulant would give me the pre-req picks I need.

    I could probably drop the Gift of the Ancient's run speed procs (forgot those were in there) in exchange for the slots needed for my attacks. Wouldn't hurt my defense and I'd only lose about 4% recovery, which shouldn't make a big impact considering just how long it takes my blue bar to drain as is.

    What would yours (or anyone elses) opinion be on swapping Combat Jumping for Maneuvers. It looks like a little more defense and I can also give some to my allies, but it does cost a lot more endurance. I also intended to pick up Hasten and run it on the base slot, so that leaves me with one other pick. Assault or Super Speed?
  21. Only damage. It's still a very nice power, however, especially since it requires minimal slotting.
  22. TwilightPhoenix

    I19 bs/sr

    Nothing? Not even a "SR sucks, reroll as Shield", "::thumbs up::, or "Nub, why would you consider removing Aid Self"?
  23. Don't know where this screenshot came from, but it's actually pretty cool





    Took this one for humor purposes, but I managed to take it during a nice action shot too.





    Healing Flames + Super Speed = cool




    More intentional (notice the lack of interface) and it came out really well.




    The catgirls are trying to cook and eat my ratgirl!

  24. Wish I wasn't working most Thursday nights.
  25. Quote:
    Originally Posted by LISAR View Post
    Is the difference that we can make anime cat girls already?
    That would be one, albeit not the one I intended to point out. Though I do wish we had proper head options to make characters like Fox. Even if we didn't get other parts to match, I'd at least be able to do it and cover the rest of the body with clothes/armor/whatever. That or make Egyptian gods.