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Obitus

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  1. Ice/Storm Corruptor: T3 Intuition Radial Alpha, and T3 Reactive Radial (just the DoT). No other Incarnate powers were used, though in retrospect I probably should have used Clarion. The video is . Action starts at about 0:14 seconds, and the Pylon dies at 2:38, for a total combat time of 144 seconds. If I'm doing my math right, that corresponds to 394 DPS. Pretty pleased, even though my technique could certainly stand some improvement. I did have to use Luck Inspirations to stay alive, as the character is built for Ranged, not Lethal/AoE defense. Nor is the character completely optimized for single-target DPS; it's built for general purpose play. On the other hand, Pylons are pretty much the ideal situation for a build like this one; in practice, this build won't see full damage out of things like Lightning Storm very often. Runners/scatter are a constant issue, which is why a build like this won't ever be optimal at just about anything. Still, it's a lot of fun, if you just embrace the chaos. The build follows: Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mu Mastery | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1525;703;1406;HEX;| |78DA8D944B4F135114C7EF4CA7D43EE8130AE55128B494B63074A0C8D2047C04431| |394448D9BA66987D204DAA68F084B177E0137AE7CEE4C1435BEBE8BBA63617CF050| |D7064FE77F689B74E3A493DF9973E69C73CFFFDE697AF7A263FFCADD0B4272AD6C6| |76BB5CC4AB95A6D54EAE5AA399D2D147326419785EEA15620733D5B2AE8797535A7| |679629A71E6C87961B9B9BEA06593B998DC6CE4EB9542C153CABA52DBDAA97EAEA9| |9615F2F97B7D5CBDBC5C256DD66D81B155DCF3B0C734DCF5628CB75F690D7ABB5AD| |622570A952CCA9ED4EE946264DBDF5EADE20AD2E4E7752167C9D9AC54382A688738| |F988F41DB13D0F194F90CFC2AB5726571870AF91431B2CBDC033582C4F5A5B7C81B| |7FC77CCFFC00863E329B0BD3ACC24A129A24D437F54B464CF924839F413BBD63467| |DC9CCB138C71664EC42B3B7856773F26C6E9ECDCDB37979362FCFF69DDA59D1DB6C| |B5A1B7CD0E061DE04C2F38E704351798A2BE76F435D9C38AE11B8C804353CC10FA4| |CD0027BD147EA4D606E27F307F95DACAF2B8ABCD834188F818BD4CBC3337A5E980C| |5FDF4BE63EE87FC57C0D0EBE017F527D1F72852F849EF354AF9F7DFDCFA1A3F00B3| |1C0EB18E07D9861AD67596B3FCD11C01CA600BF13FF4B8FA3ED77E6BE80DF283CCC| |3D86B9AF87F24759EF51D63BF89F7A2F51D931D453C616D0239402271799E7994BE| |011A54EB06E1327B2B1CEF02FC4C2BF997FC0E83D307600CD8F2937C2B991D966CC| |22A654E61C33094635A6916B1175927E9ACFF4F43CF621362041277F935671E0102| |2C1673AC16741637A492715F94265EDFAC897643D93ACFD88D2FA36E94797887779| |925D1EADCBB3D0E5497579569B1EACE974AD2BBAAEB4FE01846478AC6EFAAEE1393| |DB45194E79126F14D1CB77DB274950C3AFB3D3730574F089A1D75E619554F3AB3C6| |A18C7C5F061F6007AFD99A9AA2F3CD0EFB56877DBBC356E8D86B6CFF033DE0F681| |-------------------------------------------------------------------| This is excellent, love what you did with Dominate.
  2. That's a deceptively complex question. I did use Pine's for the numbers in the last post, and although I haven't personally verified them recently, they should be accurate for well-worn sets like Fire or Ice Blast. I'd be more skeptical of Pine's numbers for newer sets. If you're ever unsure, you can verify by checking either in-game or on the archive of City of Data, which unfortunately isn't quite complete (no pet power info archived, for example); still, it's a great resource for most powers data. There is a caveat, though, and that is that you'll find two different types of activation-time figures. When we're discussing attack chains or DPA or DPS on the forum, we tend to use Arcanatime, which describes practical cast times based on the way server processes events (named after forum MVP Arcanaville, who invented the method for accounting for server ticks). In other words, if the game tells you that an attack takes 1 second, then in practice the attack will take 1.188s. I believe Pine's uses Arcanatime by default, and thus its numbers will be more accurate, assuming its data is up to date. Here's an example of how Arcanatime changes DPS calculations. It's pretty hard to get BiB down to the 3.036s recharge time necessary to run BiB->FR->IB, but you can get damn close, and small gaps aren't that important. My Ice/Storm build has 102ish% in global recharge (before Hasten), and still has a ~0.3s gap. But a tiny gap is often better than using a sub-optimal attack to make things seamless, and Corruptors usually have enough other things to keep them busy (debuffs, etc) that they're not going to run continuous single-target attack chains very often, anyway. FWIW, I swapped Ice Bolt out of the build long before I hit 50. IIRC i had something like 60-70% global recharge (plus Hasten) at the time. Even then the gap wasn't super noticeable. YMMV.
  3. I think there's a bit of confusion around this issue because Fire Blast isn't consistent across ATs. Corruptors get a better version of the power than Blasters (and Sentinels, apparently) do - with a cast time of 1.452s instead of 1.848s. For Blasters, Flares has a ~16% advantage over Fire Blast, in terms of DPA. Combine that with Flares' faster recharge timer and you have a no-brainer for high-end attack chain filler. For Corruptors, Fire Blast has a ~10% DPA advantage over Flares. This apparently holds true for Defenders, too, and of course the Dominator version of Fire Blast is just flat-out insane on high-end builds, because Doms not only get the better 1.452s activation time; their version of Fire Blast also has a longer recharge timer, which increases its damage scalar (and thus, its DPA). It looks like Pine's is just taking the damage of each power divided by its whole cycle time to give you "DPS," i.e. 42.12 / (2.18 + 1.188) = 12.51 DPS for Flares. Of course this is extremely misleading in anything except an extremely low level context. We all take more than one attack, after all. We generally emphasize DPA because animation/activation time is the only unavoidable (or unimprovable) bottleneck in an attack chain. That's not to say that recharge time is completely irrelevant, of course, but at high levels of global +recharge the base cooldowns of your lower-end attack powers tend to become much less important. And that brings me to Ice Bolt/Blast. Yes, Ice Blast's DPA isn't that much better than Bolt's, and yes, Blast has a significantly longer recharge timer, but if you're shooting for the "best" attack chain of Bitter Ice Blast -> Freeze Ray -> Ice Blast, then Ice Blast's recharge isn't the problem. The main challenge will be in shaving recharge off of BiB. If you can do that, then Blast will take care of itself. Blast also has a qualitative advantage in that it just does better damage per hit. Ice Bolt is a frustratingly weak attack on a Corruptor. I can't tell you how many times I cast Ice Bolt at a nearly dead minion only to have it come up short. Dropping it when I got enough +recharge was a great pleasure.
  4. You do get some damage if you have fewer than 3 teammates. This link has a handy chart. The Endurance discount only kicks in when your teammates are injured though, as far as I know.
  5. Obitus

    Storm Summoning/

    It wouldn't actually cost you a purple set bonus - you'd just need to find someplace else to put it. I don't think damage procs work particularly well with Lightning Storm (or Tornado) - they certainly can't take advantage of the disparity between inherent recharge and actual recharge like your click powers can. I had thought the same thing, but if my numbers are right, the purple proc adds ~40% damage to Lightning Storm. (4s recharge on the lightning strike, ~1s activation, so a 5s cycle time, divide by 60s and multiply by the 4.5 PPM to get a 37.5% proc chance, multiplied by 107.1 to give you ~40.1 extra damage per Lightning strike, on average. The damage on the lightning strike without the proc is around 100 on my Corruptor; it'll be a little higher on a solo Defender.) And sure, I could slot Apocalypse elsewhere, but the build's pretty tight as it is. Here's a link to it if you care to look: Villain Plan by Mids' Villain Designer 2.22 Click this DataLink to open the build! Level 50 Magic Corruptor I've also toyed recently with the idea of slotting more procs in Freeze Ray, but it looks like I'd have to drop Frost Breath to do it. Arguably worth it, as you could add another 80+ average damage to Freeze Ray with two hold procs. Or I could cave in and take the Fighting Pool again. Only problem there (apart from the diminished power pick flexibility) is that I'd lose a little recharge, and toggle costs would go up a bit. That build (with the Fighting Pool) follows: Villain Plan by Mids' Villain Designer 2.22 Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Storm Summoning Anyway, the other thing to keep in mind is that the FF proc really can't be straight up averaged in as if it were a passive +recharge bonus - even without the lockout - because there will be large gaps in your FF uptime, during which smaller powers (like single-target attacks) will derive zero benefit. So you want to balance the desire for maximum possible +recharge on bigger, slower powers against the desire for a workable passive scheme for smaller powers. My build already has just about perma-Hasten, so it's not like I'm dying for +recharge. The FF proc in Tornado's a nice bonus, but I don't think an extra one in LS is that important. Sensible. Which AoE attacks are those?
  6. Obitus

    Storm Summoning/

    I'd view Force Feedback +recharge procs in Tornado/Lightning Storm as effectively mandatory on a Storm Summoning build. Between the two of them, you're probably looking at 50% or more extra global recharge over time. I think you're probably right with regard to Tornado. On my Corruptor I'm on the fence about Lightning Storm, because I don't use it as consistently, and slotting FF would cost me a purple set bonus (10% +recharge) which is on full-time, and a very strong damage proc in LS. The Defender builds I posted earlier would probably benefit from swapping out the Decimation set in LS and replacing it with 3-4 pieces of Thunderstrike, and an FF proc. (And then freeing up a slot or two elsewhere, thanks to the extra ranged DEF.) Thank you for reminding me about the FF proc, though; I've been meaning to test it for awhile. Turns out that there is no lockout on the proc's buff, at least that I can see. This is in contrast to both my recollection and the info I've seen posted around lately. On the other hand, slotting FF in both Tornado and LS resulted in a significant drop in my Pylon DPS, probably due to a combination of increased end consumption and the loss of the proc in LS. (Update: slotting FF in just Tornado resulted in a fairly large gain.) To respond to Coyote, I don't agree on Gale. Spending ~2.4 seconds in an animation for an ability that you wouldn't otherwise use in return for 5 seconds of a recharge buff isn't a great trade off, IMO. Might be a decent low-level or budget option (if you're lacking recharge otherwise), but at this point it would just be a slot that sits there doing nothing for me, 95% of the time.
  7. Obitus

    Storm Summoning/

    Ah, ok, I think I get it. The link to the installer is for Mid's. I'm using Pine's (which I guess was never modified to change the default forum export link to the installer). I got the app I'm using here: https://forums.homecomingservers.com/index.php/topic,6298.0.html And actually, it looks like they've updated it since I downloaded mine. I'll delete the link to cohplanner.com from my prior post. Sorry for the confusion.
  8. there is a thread out there with some data...on the scrapper forum I think..buried in another thread. the dots used to tick for upwards of 70 per tick pre shutdown. today they tickle. It used to be a maximum of 5 ticks of 13.36 damage per DoT stack (max of 8 stacks). The wrinkle was that each tick of the DoT apparently had a chance to fail, like the DoTs on Fire attacks. This would have worked out to something like 50 damage per attack added on average, which is quite good. Based on what I'm hearing now, though, the DoT effects on Interface powers are less than an afterthought. I'm interested to figure out exactly why.
  9. Obitus

    Storm Summoning/

    Yeah unfortunately the data chunk method of importing doesn't appear to work with the current version of Pine's. If you click on the datalink, though, you can download a copy of the build. That's worked for me, anyway. Looking over the Defender build quoted above, there are a couple of things I'd do differently now. It's a good build, but some of the enhancement values are inflated, because for whatever reason Pines chose to set all of my enhancements to +3. I prefer using Attuned enhancements for sets, to retain maximum Exemplared effectiveness, and using Boosters on things like generic Recharge enhancements in Hasten. Anyway, at the very least I'd swap out the Recharge enhancement in Tornado for the Call To Arms End/Dam/Rech triple. I believe the following, revised build is an improvement. It loses a couple points of non-Ranged DEF, 1 point of S/L resistance, and a little Hover speed, but it gains 7.5% in global +recharge, a little extra max HP, and almost 40% in Energy Resistance. It also gains two damage procs (one purple, one not) in Bitter Ice Blast, which should add about 85 points in average damage to the attack. The procs in BiB are really the main thing here; if you were content to forego those (e.g. by swapping in an extra Thunderstrike set in Freeze Ray, putting the Defender 6-pc ATO set in BiB, and then putting the Apocalypse 5-pc in Lightning Storm), you'd gain a fair amount of flexibility. As before, this Defender build loses Afterburner, relative to the Corruptor. You could also drop Frost Breath if you wanted to; that'd gain you even more flexibility, but it's a very solid AoE option. Or you could drop Assault. Hard to fit in everything you might want, along with the Fighting Pool. Hero Plan by Mids' Hero Designer 2.22 Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Ice Blast Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Now, here's a version without the Fighting Pool. This one gains 2.5 more points of global +recharge (total of 101.25% before Hasten), gains another 0.15 in EPS saved from toggle costs, keeps the two damage procs in BiB, and gains Afterburner plus Snow Storm (or a power of your choice). The downside is that it loses ~4% of S/L/E resistance (Edit - the prior build can get much higher S/L resistance by using Tough, but I'm talking about the end-sustainable figures without Tough), and it loses the ToHit debuff enhancements in Hurricane, but i find Hurricane to be a highly situational tool anyway; I mostly just use it to keep mobs from attacking me in melee, where I have less defense. On the whole, I think I like this one better: Hero Plan by Mids' Hero Designer 2.22 Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Ice Blast Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1491;704;1408;HEX;| |78DA6594C94F535114C6EF7B6D810E50E641A85006A1053A30E8D20450A3A18648E| |2CE34151EA509B44D69232C5D1A87A81B1CE2B873E342A6A573FC1F7465D8B85151| |E3C285C1F3DEF7018D7DE9CBEFDE73CF39F7DCEFDCD7D8F284E7F9A9CBC7955635B| |E90585A8A4F1873467AD6C8396289646A46994FB9BCBE3D7B7CAC3037179ACE6772| |8BF1E9C2E262269D4A275BF657CF25D2496336747AC6888F49BEBC724F65320BA19| |30BA9E47CDE658DA7B38631EBB5869346428296E65359CFDE3C6BA63B914DCD84C6| |33B95C212B1BC56385784C7219B99566292520EF155DF1D9D5D52599D4D955F7321| |85D015F1EF8C84F1EF54A2C1A2C0EED81206A57FA43F211687F4C3E01CB9E826E51| |C18658CDF651B76C039FC06B028786BC0E9766D95C6EB0CA03D657828D55A417BCA| |E436089B595CBDCB4750F91A3E0A01F35BC115F274FE47C86BD9D12ECC6DEBABB01| |393DACCFC3FA3AC5A7123E5A65BF99CBA9AAC8B7E2E2A526DE1736CBBF7A8D5C076| |B37C84DB07E0B7C2DB1358CAD59438DBDEBE40618DC0407B6C820F67D6736891DAC| |8BE09CCD2360D73078437C1A78DE063FE26AE42C4DD4BA895A3753EB20B50E53EB3| |0B58E52EB9B92AF85F5B6EC409B433FC89F60C72FF2B3D027DC462DEF65DACAD8D6| |41F8B445C81078384C46C92FC8D12835FBD8231F7B34584FFE5596CF2D716D67FEF| |65541AF5DF9EF9077C97B60D77D92B5E5A51D9DC86FEB1C426F02A6489237F0DB66| |E916FC03FB07D9A707FBD87B8651E79163E408390AF61E05B73D4AF5F1EEF7F1DE0| |4C8ABE2D2CF1EF5B347AA51A9107B1BE279C3BC9351DEC95AD124829A5584716DF6| |FFBFD86089255262899658864B2C232596C912CB59D3828A76A7ECFBFF144AB3569| |DD5FBDFFFEE5797ACB276AD0BB57F3FB0E9DA19CDEA4FD9799CBDC20FEDBF15C759| |59778AA33A90A9E2B66ED1B50AA5A65CA6EED8F942D1385134BE5834FE077D5DF21| |E| |-------------------------------------------------------------------| As before, you could gain a fair bit of flexibility if you ditched the damage procs in BiB. For all of these builds, I've changed my mind about Musculature Alpha. Now I favor Intuition Radial, which gives you 33% +damage, but also hefty boosts to slow, Defense debuff (Freezing Rain/Tornado), Range (huge for Frost Breath), ToHit debuffs (Hurricane/BiB/Blizzard), and Hold duration (Freeze Ray). No matter what you end up doing, you'll have a lot of fun. Dropping Blizzard + Ice Storm + Freezing Rain is just hilarious.
  10. How they got there is a question that haunted the industry for years. No one's been able to repeat WoW's success. SWTOR probably tried hardest, spending hundreds of millions on story content and copying WoW's combat model more-or-less wholesale, but of course they failed miserably, even despite the platinum Star Wars IP. At some point not long afterwards, most studios gave up on subscriptions entirely. If getting a huge subscriber base isn't going to work, then might as well move towards milking a relatively small base of whales, instead. (Free 2 play.) I'm no expert on WoW, having only played it for like two weeks not long after it launched. The game didn't appeal to me, and of course I was already elbow deep in City of Heroes anyway. That said, I don't think you can give Blizzard full credit for achieving such massive success with WoW. A lot of credit, sure; whatever their flaws, they do know how to polish a product. It was a decent IP too, etc etc - but it seems obvious in retrospect that WoW's greatest asset was its timing. The game arrived at right around the same time that household computers and broadband internet became truly mainstream, yet also well before social media, smartphones and the billion apps and games to follow started contending for the broader populace's attention. WoW also arrived on the leading edge of a wave of related cultural changes, small and large, ranging from the mainstreaming of so-called "nerd culture" to the wider phenomenon of social atomization that came with all of the above technological shifts (among others). In short, WoW arrived just when playing online games to socialize lost its taboo, and when, for a whole host of reasons, online socializing in general became more attractive. Again, I have to give Blizzard a lot of credit for how they handled their unprecedented popularity; I'm sure a lesser studio would have faltered, but WoW caught lightning in a bottle. What's my point? Well I guess there isn't one, except to say that you're right: the marketing blitz largely occurred after WoW blew everyone else out of the water. Then again, WoW did have probably a disproportionately large amount of buzz for an MMO back when it launched, what with the IP and Blizzard's reputation from games like Diablo. That buzz, combined with the confluence of happy coincidences described above, propelled the game to unprecedented success. I doubt we'll ever see anything quite like it again.
  11. That is fascinating, thank you. 100k unique logins is an astounding number for a 15 year-old game that has been absent for 7 of them. That the numbers are in slow decline is no surprise either, but I don't think it's cause for concern. You only need a fraction of the current player base to maintain a healthy population on a single server, and you only need a much tinier fraction to keep the lights on, month to month. $5k is a pittance in the grand scheme. Don't get me wrong; the game could shut down, even soon, but I can almost guarantee that the reason for it won't be that player interest died off. And that brings me back towards the main topic of the thread. CoH is in a bit of an unusual situation here. It's not a new game that needs to worry overmuch about retention; many if not most of us already played the game for up to 8 years, and remained fond enough of it that we were ready to jump on this opportunity 7 years after the game disappeared. The retention is more or less baked in at this point, and as I suggested above, the game has a very low burden in terms of how much popularity it needs to maintain itself. CoH was also never a traditional end-game or raid progression MMO. Sure, we got some raid-ish stuff towards the end, in the form of Incarnate Trials, but the devs walked even that back a bit with Dark Astoria. They knew their audience stuck around in large part due to the game's casual atmosphere and its non-trinity, choose-your-own-pace mechanics. I understand why people worry about the long term when they see all the powerleveling, but I don't think you can apply the usual MMO cliche of the content locust in this case. Some of the people powerleveling might get bored and leave, sure, but many of the powerlevelers are just old timers who want to get back to where they were before the shutdown in 2012. They know the limitations in the game's content. I trust them not to be shocked when they discover that there isn't an endless stream of end-game-progression systems at level 50. That goes double now that we don't have a for-pay developer team. CoH does have a lot of story arcs and TFs, but "content," in the traditional MMO sense of the word, was never the game's strong suit. Others have pointed to the repetitive instanced maps, and they're not wrong. We've all seen the warehouse, the caves, the tech lab, sixty billion times. CoH's variety comes in the form of builds, character concepts, play styles, and to an extent the multitude of vastly different enemy types available. And that variety is nearly limitless. You could spend years just exploring all of the available build options in a given Archetype, much less in the entire game. You can damage; you can soak damage; you can buff; you can debuff; you can control; you can heal, or more likely, some unique combination of those things. You can solo; you can team; you can solo as a team, if you want. You can exemplar; you can sidekick. You can play story arcs; you can play TFs; you can spend your time exclusively beating on pixel Nazis via radio missions; you can do player-made missions in the AE. CoH is quite literally what you make of it, and that, I think, explains the game's enduring appeal. The setting is just window dressing for the comic book story you write for yourself, through highly customizable game play. Some people prefer the maximum flexibility that level 50 provides. I wouldn't read too much into their rushing to get (back) to that point.
  12. Do we have details on how Interface DoTs were nerfed?
  13. Ice Blast is one of the better sets for any AT that has access to it, but I think it works especially well for Sentinels. I say this because Sentinels have a shorter recharge timer on their nukes, along with lower damage, but Blizzard offers a lot more than damage. It's ranged; it covers a huge area; it can (kinda-sorta) bypass the Sentinel's lower target caps, and it inflicts heavy and fairly long-duration debuffs on the targets. The most notable of these debuffs is an enhanceable 20% ToHit debuff. A Sentinel with high +recharge could potentially have Blizzard on a ~25 second cooldown, for basically full uptime on the debuff (which AFAICT persists for 8 seconds). This is obviously a huge asset, but it's best used on secondaries that don't depend wholly (or mostly) on Defense - so basically anything except SR, Ice, or Energy. Unfortunately Ice was also nerfed a bit on Sentinels, otherwise; their version of Freeze Ray (Chilling Ray) has a much longer animation time - so single target damage will be a little lower than you might otherwise expect. Still, the ST DPS should be quite good among Sentinels.
  14. Heh, it's just an estimate based on some of the builds I've mocked up since I came back. The other day I put together this Corruptor build, for example. Total cost was somewhere around 700 million, though it's hard to pin down the exact number because I bought some of it while I was leveling. There are a couple of Dom builds I'm looking at that will/would cost more, and some melee builds that'd cost a little less. It boils down to how many purple sets you can/want to cram in there. 5 purple pieces cost about 100 million. ATOs are pretty pricey too; roughly 10 million a pop (IME) and then another 3-4 million to catalyze them. The good news is that the price for purples here is a lot lower than it was on live, IIRC. The bad news is that there don't appear to be any "cheap" purple sets; in other words, Confuse or Sleep purples seem to cost about the same as Ragnarok or Apocalypse. Then again, this pricing consistency does make it easier to estimate your costs. This is a solid idea, though it'd be hard to balance. At the moment, Vigilance gives solo Defenders exactly the same amount of offense as a Corruptor with standard damage slotting (2.25 * 0.65 = 1.95 * 0.75), and disregarding Scourge. The offensive comparison between Tankers -> Brutes -> Scrappers isn't quite so clear-cut, unfortunately, as Brutes aren't obviously an in-betweener in quite the same way that Corruptors straddle the line between Blasters and Defenders, and of course Brute defenses are significantly weaker than Tanker defenses, sans buffs/IOs - which is a more glaring difference, in practice, than the difference between Corruptor/Controller buff/debuff and Defender versions of the same. You could boost Bruising without too much worry, though, or even attach it to Tanker AoE attacks to give them a little more relevance in steam-rolling team situations. Could also go in the other direction, make Tankers inherently more resistant to debuffs, for example, or give them inherent boosts to recharge/endurance, maybe give them higher range on their auras. Lot of appealing possibilities, though of course it must always be emphasized that our developer team works for free. Heh, when I said that Corruptors can tank I wasn't referring to a build strategy, just referencing the sort of high-end team scenario you describe earlier in your post, where everything dies too fast (or is sufficiently controlled/debuffed) for tanking to matter. Still, */Time Corruptors (or Time/* Defenders) can be pretty damn tanky. Been seeing a lot of those lately, for obvious reasons (new powerset, good for farming, etc).
  15. Good seeing you too, Kruunch. Pretty surreal to see all the familiar names, ain't it? It's like we never left. :D Yeah, I think Judgment, Lore, and Destiny really trivialize team play in a way that even the most tricked out IO builds can't quite match. IO builds are more powerful than Incarnates in a solo context, but set bonuses don't scale (much) as you increase team members. I definitely agree that the obliteration of team roles at the high end is a problem - or if not a problem, then at least disturbing to a lot of players. Then again, a team of 8 Defenders could always eradicate team roles, even before IOs or Incarnates. It's just that now just about everyone post-50 can more or less match the 8 Defenders. This is very true. And as someone who tends to smell the roses a bit during the leveling process, I think Heraclea's right on about how she feels about Tankers. Part of the issue here is that we're all long-time vets who are starting over from scratch - so we're stuck in a weird psychological space where everything's simultaneously old-hat and new, where you can shock yourself with the speed with which your new builds get on their feet, while at the same time feeling a sense of urgency about regaining what you had on the live servers. Someone like you already knows all the subtleties of tanking (regardless of the AT); you know how to make resources quickly; you know how to make builds sing. It's possible you're just beyond the tanking AT, given your knowledge, skill, and your play style. Ah ok, that makes sense. It's an excellent guide, and the best part is that converting enhancements drives the supply up for rare/desired pieces. You're helping the economy :D 200 million is a good number; you can achieve high-end performance with that number. It just isn't quite fully tricked out with purples/ATOs, each set of which will run you 70-100 million or so. As in many MMOs, the IO system puts a high price premium on the last 10-20% of performance. This is a great idea! Will have to try it some time.
  16. It's a bit surprising to see such a familiar tanking name making this complaint. I don't think it's a new complaint, incidentally; Incarnates and IOs have certainly made the case stronger, but it was always true that Scrappers and especially Brutes were usually close enough to Tankers to get the job done, at higher levels. Hell, in high end teams there are so many buffs flying around that you can often make do with a Corruptor tanking. That said, there are very difficult enemy factions in this game, factions that I believe a lot of people skip, factions that can trivialize most players' defenses in one way or another. Tankers do have an advantage there, in that they start at a higher level, and (at least in comparison with Scrappers/Stalkers) have much higher defensive caps. It's not much, but it's something. Tanker damage also isn't quite as awful as it's often made out to be, and while we're on the subject of Incarnates/IOs marginalizing AT roles, it's worth noting that the extra damage a Scrapper/Brute brings to the table is likely to be lost in the overpowered chaos of any high end team too. In a world of tricked out IO/Incarnate builds, everyone's arguably superfluous. As always in CoH, the best teams are comprised of buff/debuff; only difference now is that Destiny turns everyone into a mini-buffer, and Judgment/Lore turn even the most anemically offensive team into a juggernaut of destruction. As to the server's condition, I think maybe you're exaggerating just a bit - or maybe you're just way way more hardcore than I am. It costs somewhere around 700-800 million INF, at current prices, to fully trick out a build, and you say you earn that in half an hour? I can do about 100 million per day with casual market games, which take maybe 20 minutes of play time; used to do about double that before I lost interest in logging in multiple times a day - so don't get me wrong, I wouldn't be surprised if what you claim is possible. I do question how relevant your obviously tippy-top-elite marketeering is to a broader discussion about game/AT balance, though. You're clearly an extreme outlier. Same goes for the Incarnate stuff. Less than a day? How many hours of playtime?
  17. I'm gonna leave aside your jeremiad against a group of developers who are working 100% for free, and just address the last line: Ice has spectacular single-target DPS, for a blast set. Take a gander at Freeze Ray. Now load up on recharge and compare a chain of Bitter Ice Blast -> Freeze Ray -> Ice Blast to just about any other ranged attack chain in the game. Then realize that you can improve it even further, because Ice's attacks can take a high number of procs. And of course, Blizzard is one of the best nukes in the game, given that it's ranged and comes with massive long-duration debuffs (most notably the -ToHit). Fast Snipes won't make Ice suck. There are other sets that may suffer a little, like Sonic for example, but unconditional fast snipes won't be as strong as you seem to think they will be, with regard to single-target DPS. The devs are just removing the ToHit condition on an already existing attack, with a moderately high DPA and a fairly long recharge timer, and they're nerfing the damage on it for people with lower ToHit. As changes go, this is pretty mild. It's not like every set with a snipe just got their own version of Blaze. (Incidentally, Blaze's DPA will be ~86% higher than Blazing Bolt at its default fast-snipe damage scale, after the patch.) Sounds pretty great compared to the game's outlook 7 years ago. :D
  18. I have never been a big Blaster player, generally losing interest in most I've tried, but I have played Dominators. What Dominator set is close to Blaster damage, keeping in mind that half of a Dominator's blast set is occupied with melee powers and that what limited AoEs they get generally require being almost on top of what they are hitting? I have Dominator's with both Energy Assault and Thorny Assault and they don't hold a candle to what my Blaster with Beam Rife can casually toss out and that well before we consider T9 powers. As Frosticus says, */Fire is an excellent contender. That was the one I was thinking of. My own experience with both Fire Doms and Fire Blasters is pretty extensive, though I freely admit that my opinion is probably colored, in part, by conditions that no longer apply. The most obvious example is that crashless nukes didn't exist for most of my time playing as a Blaster and Dom. That's a huge added advantage for Blasters (really any non-Dom AT with a blast set). Still, /Fire Doms also benefited in the recent blaster buff-a-thon; they got a fast snipe (soon to be made unconditional), and they got increased range on Blaze. Oh, and it's always worth mentioning that the Corruptor/Dominator version of Fire Blast (the T2 attack) has always been better than the Blaster version (and now Sentinels too), for reasons I can't explain. (Note the shorter cast time. The Dom version also gets a higher damage scale, because it has a higher recharge time, but the longer recharge isn't all that important at the high end.) (Interestingly, Defenders appear to have gotten the better version Fire Blast too.) Fire Breath's range is a bit of an issue, but it can be enhanced to ~60 feet without undue sacrifice, and once you do enhance its range the power is flat-out wonderful. To be clear, though, the reason to enhance Fire Breath's range is because any cone attack's coverage area expands dramatically with range enhancement - not because 40 feet is unsafe. After all, we're talking about an AT that can toss around mag 6 AoE control powers. Blaze originally had a range of 20 feet. We complained about it, but Blasters still used it. Then Blaze's range was increased to 40 feet, where it remained until more or less the game's closure in 2012. Happily, now, finally, it's 80 feet. As I said before, Doms will be late bloomers with respect to (ranged) AoE damage. You need to take an Epic pool to get Fireball and Rain of Fire, for example. But you can get them, and being a late bloomer with regard to AoE is no worse than a Blaster being a late bloomer with regard to durability and/or (to turn back to the thread's topic) control. As it stands now, probably the best control tool available to Blasters is Bonfire, from the Fire epic pool; if you enhance it with a KB-to-KD proc, it turns into a sort of Ice slick analogue. Anyway, I think the bulk of my comment came from years and years of Dominators being obviously and clearly stronger, overall, than Blasters. I still think Doms are stronger, but thanks to a lot of very recent changes, the comparison isn't quite so one-sided anymore. Certainly Blasters outshine Doms more on the damage side than they used to, and they have a little more durability than they used to, too. You could even argue that Blasters with certain Secondaries and the Fire Epic pool encroach a little on Controller Primaries - but Doms still reign supreme in the sphere of control.
  19. I know this doesn't quite answer the question, but it sounds like you may want to play a Dominator with better damage (which can be a pretty decent fraction of the way to Blaster damage), rather than a Blaster with lots of control (which will always be a pale shadow of Dominator control). Some sets and some builds are much better at clearing rooms than others. For example, fire/psi is IIRC a pretty strong dominator combo for damage. Yeah I think the inevitable conclusion of this discussion is that Dominators are better at damage than Blasters are at control. Or if you prefer, Dominators' control is overwhelmingly uber compared to anything the best Blaster could hope to achieve, whereas the best Dominator damage build is actually pretty close to a Blaster's damage. (This is less true than it used to be, what with crashless nukes on the Blaster side.) In addition to Hopeling's suggestion, I'll point out that pretty much any Dom with */Fire will put out great damage. Bonus points if you take the Fire Epic pool for Fireball/Rain. You lose out on the nuke; you lose out on Aim, and you'll be a relatively late bloomer with regard to AoE damage - but perma-Dom offers comprehensive mez protection (along with mag 6 controls), and you get Fiery Embrace, which is basically a build up that lasts for 30 seconds instead of 10. Doms are among the best soloists in the game, IMO. They may not be as sturdy, or have as much offense, as other builds, but they have what is probably the most comprehensive set of tools to deal with a wide variety of opponents and situations. Toss on some IO +DEF bonuses, and a lot of Dom builds will cruise through content that can make even tankers weep.
  20. Yeah, the max single-target -RES chain for Sonic includes Screech, AFAICT. I'd take it for that reason, and because it's an excellent set mule for people chasing recharge and ranged DEF (Stupefy), and because of course the stun is somewhat useful on occasion. Hopefully at some point in the near future, Screech will get the Sentinel treatment to buff its damage. This seems like a natural move given the snipe changes. Sonic doesn't have very impressive up-front single-target damage, but I've learned to appreciate the Howl/Shockwave combo for AoE. A mature build should be able to chain those two powers near continuously (with maybe a Shriek thrown in here and there); the damage doesn't look great on first glance, but it adds up fast, particularly with the AoE -RES debuff thrown in. And both Howl and Shockwave have a considerably larger base range/area than a lot of other sets' cones (e.g. Fire/Ice Breath, which really require range enhancement to shine). Once again, Sudden Acceleration proves itself to be a game changer.
  21. Obitus

    Storm Summoning/

    I thought the same, but I figure he has so much AoE that maybe he's ok with taking a big cut to single-target damage. The mace immobilize has absolutely terrible redraw too, IIRC. I remember wanting desperately to love it on one of my blasters, back in the day. On the other hand, Chongda does have Snow Storm, which can ground flyers, though I agree with your take (in a different thread) on how the power is clunky to use and not terribly effective 99% of the time. It does look cool, at least.
  22. Ditto. On a related note, I'd also say that CO is shallow, or was when I played it at launch - shallow mechanically, shallow thematically, shallow narratively. For all of its faults, CoH is actually a pretty deep game. To a large extent you could argue that that was unintentional; for example, Cryptic flat out admitted on several occasions that they wouldn't have allowed CoH's obscene buff/debuff stacking if they had a chance to do it over again. I'm not sure what Cryptic's official stance is on control powers, but based on their design of various subsequent games (CO, STO, Neverwinter), it seems a safe bet to argue that they regretted CoH's scheme there too. CoH is, in short, a happy accident - a broken game that is greater than the sum of its flawed parts. Among all of the many ATs and powersets available in CoH, you can find a near infinite variety of distinct and effective character concepts and play styles. You can deal damage, or soak damage, or buff defenses, or buff offense, or debuff offensively/defensively, or toss around hard/soft controls, or more likely, some unique combination of several of those things, but I think the most important point is that all of those approaches are viable and interesting. Though CO's freeform character creator offers more superficial freedom, it offers very little in the way of real variety. You grab yourself some sort of armor, maybe a self-heal, and one or two big attacks. The last time I played CO, there wasn't even any real trade off between AoE and single-target attacks, so most builds could make do with one big attack for both roles. Nothing else really works, or in any event it doesn't work well enough to deviate from the one true approach. The so-called "action combat," too, is puddle deep: depending on which mood the developers were in at any given moment, builders were either completely superfluous or too damn important. Either is bad. Cryptic demonstrably, and understandably, struggled to find the right balance. And all of that's before we get to the overarching tone or atmosphere in the game. CO, as Zolgar says, lacks soul. It feels like the phoned-in sequel to a previously unknown author's unexpected mega-hit opus. This makes CO's aggressively campy tone seem even worse, almost as if the devs were secretly embarrassed by their own lack of inspiration, so they turned to mocking themselves, and by extension the player, to compensate. In CoH, you play a superhero. In CO you're just part of a big joke. If all of this sounds hyper-critical of CO, then I apologize. I really didn't set out to bury the game, which was, after all, made by a studio to which I have a great deal of sentimental attachment. I've played all of their games, to varying degrees, most recently and most extensively Star Trek Online, which has a bit of the same "happy accident" vibe that CoH had. Part of the problem with CO can't be blamed on Cryptic; the whole industry shifted beneath their feet. One of COH's great strengths is that you could leave it for a week, a month, or even a year, secure in the knowledge that when you came back, it'd be as if you'd never left (a couple of dramatic balance patches notwithstanding). There was always a new character concept to try, too. I stayed subscribed for the game's full live run, even though I took some lengthy breaks, because you never know when you might wanna log in for 20 minutes to beat up some bad guys. And I wanted to support the game's developers for bringing me so much joy. By contrast, Cryptic's current games (presumably including CO, even though CO's been in maintenance mode for years AFAIK), all feature the new free-to-play, gotta-log-in-every-day, skinner-box-mentality design. Everything's tinged with an almost frantic sense of feigned urgency, as if the developers know that the games themselves aren't compelling enough to keep a player who breaks the cycle of addiction/routine. I know that COH probably would have fallen into the same hole eventually, or something like it, but I still can't help giving it credit for avoiding that fate. In a sense, you could say that CoH speaks to and evokes a more innocent time, and that too is part of its appeal. Finally, I think it's worth wondering whether COH didn't get the best of the Cryptic team when Jack sold the game. It's easy to forget how long ago that was; Paragon Studios took over fairly early, and the game steadily improved thereafter, IMO.
  23. Obitus

    Storm Summoning/

    No. I don't believe the +recharge affects Lightning Storm or Tornado at all. However, it affects you when you activate it. Since the recharge on these abilities is so long, they have a very high chance to proc Force Feedback. Yeah I didn't think the proc would affect Lightning Storm; I could swear I tested something that did affect LS's attack speed, though - years ago. Probably Hasten. If so, then most people probably don't notice, as most people already have Hasten. It's very strange to come back to the game having forgotten more than I know. Your build is very interesting; it certainly shows there are multiple ways to skin a cat. I especially enjoy the way you used Bitter Freeze Ray as a mule for Basilisk's Gaze - smart. Ditto the extra slow enhancement in Freezing Rain. I may also end up skipping Frost Breath as you did; dropping it would make things considerably easier. I mentioned earlier that I'm not sure how effective the old Sonic ST proc monster would work in the post-PPM era, because short-recharge powers (like Shriek, or to a lesser extent Ice Blast) can get robbed of their "rightful" PPM if you don't spam them as often as possible. On a build like Storm, you're unlikely to do that, or at least unlikely to do it constantly. By contrast, a power like Bitter Ice Blast has the dual advantages that you're more likely to prioritize spamming it between Storm powers, and it has a longer recharge to begin with, so its chance to fire procs is far higher. Likewise, I think I have to agree with your earlier post, in which you mentioned that Ice can't really accommodate the Force Feedback proc. Though it's true that you could get the FF proc up to near max uptime (which as I understand it is 50%, given the 10s lockout) by spamming Gale, there's a major opportunity cost in terms of animation time to do so. (~2.4s out of every 10, basically a quarter of your damage potential lost.) Still, having a Gale that is nearly guaranteed to proc the +recharge buff is certainly a nice asset to carry around in your back pocket. On the whole I'd favor higher full-time global recharge, and full-time soft-cap DEF. Unfortunately I'm more or less stuck with Conserve Power, because it's the only way to get End-sustainable without sacrificing an Incarnate power, which means Power Boost on a pretty long timer. I do like your idea, though, definite food for thought. I'll be saving your build for later reference. This is what I ended up with on the Corruptor after our convo, FWIW: Soft-capped Ranged DEF, +95% global recharge (not including Hasten), End-sustainable with the Epic Shield running (as long as Conserve Power is used on cooldown), +30% global damage, Purple damage proc in BiB, perma-Hover @ 38.3 MPH. The BiB->Freeze Ray->Ice Blast attack chain can be run with a 0.36s gap. I favor Musculature on this build. It would probably be slightly better on a Defender, but again I run into that Afterburner issue. Ah, the price we pay to stay within flavor constraints. Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Storm Summoning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1498;697;1394;HEX;| |78DA6594594F534114C7E7DEDE52BA5128B253A06CA585965E1679340197A090A02| |46A7C691AB89426409B02511FFD0ABEE012D73713C5E54B18BF823E191F4C5C00F5| |D9E0E9FCFF298DBDE9CD6FEEFFCC3967CE99992EDE3A1BD8BF70E78C3242731BD9E| |DEDCC5CA154DA2DEE144AEEC56C2EBFE252F278E4EDAC183257B25B39673535BFE2| |6466C567A7E7C434BBBBB6965A96D16666797773B3B095DFCA29FF52A1B0913ABF9| |1CFADEFF8F478B9E838AB213D5C70B2AB4E697B3D5F0C625A79967885CF15F32BA9| |A5C24DA7945994244EE976BB2C23216FDA547C8EDDEA91C0F628F331F904B49E914| |FC1BAE7E057A3E22B3F79942DD10C4633062D3D2B3E042686C928BC13EFC0B1F232| |6CAFF24B675CF0355C1F4D6D4B7E02FBC5E63660738F627E1D3969A2A9E59C1E565| |0CF0AEA5941802B0FB092302BF08AA317712D6F8BA1351F73FB98BBEF924BD3FE2B| |D322969A12D9CF7CFE97B0455F8183FB60EC7599968ABFC1F7D85B7C7F931441E47| |3077DC8D7E027036063906C00C321F0BB2084BCAE500CBDEC1921E360725CE93CD3| |B2C626AEB129893A4EA5C871B03D4DDA6027F745B52AD5CC5D6D664F9A446EC1BAC| |D166AAD8D24EB08CB9C36CC516D51EC8D295A076375E813E212A58B4AD704BA6289| |166157223A9AA5C6FC6032008E07C9063204CEC8E27B11CFEA9DE48E4D91D360F43| |439031E886B3FBBD37F046DE017F99BFC030E7E1646845FD0E143F11DA2EFD03D41| |CCA386F7C8FBE40330F690A4EF7B297784277C84A7374E7E10DB283B3C5A6EA39C3| |43B6D689B9D007F0852EC5D8A1D9E90E5A5A9A55F98BA27DDD6FFF73251A3A46B14| |BB4699AC51A66A94F913E578A1C6BA6455FE0F94A1156F63E5961FFFF4899527C61| |8403D87279A695CC5C9EABC68E83EF644719B0EAAFD74D4A36AAF3E44EABE6B827B| |D8C9EBBE72DF91F95AD5F872D5F846D578412E81CDF13FBC01F1AB| |-------------------------------------------------------------------| [EDIT - wrong build, lol.]
  24. Obitus

    Storm Summoning/

    Yeah, the repel should still work. The repel will actually work better against knocked down mobs, which can be frustrating when you're trying to herd a whole group, because the KB/KD effect is random. You need an AoE immobilize to make Hurricane's herding consistent; I used to pass time sculpting mob spawns on my Ice/Storm Controller, back on live. But on the whole the Sudden Acceleration proc should make Hurricane a far more consistently useful power. These are extremely impressive numbers, though yeah I have to agree; the thing that leaps out at me is your End consumption. You could, and probably should, just disable your resistance toggles and Tactics most of the time to save End. (They're very nice to have in your back pocket for a difficult situation, though.) You could also, of course, take Cardiac Alpha. I don't have much experience with Archery, but a brief glance at your build suggests an attack chain of Blazing - Snap - Fistful - Snap for ~72 DPS and ~2.62 EPS. That's actually really light on the End come to think of it (I've been looking over Ice attack chains recently that approach 4 EPS). Still, some of your other powers look a little light on End reduction - Freezing Rain, Steamy Mist, Maneuvers, Lightning Storm, Rain of Arrows, to name a few. Freezing Rain alone, if you cast it every time it's available, will cost you 17.76 / (19.38 + 2.244) = 0.897 EPS. That's almost half of your combined toggle cost. Anyway, I messed with your build for a few minutes. The best I could do was the following. I managed to reduce your total toggle costs by 0.31 EPS, added 27.5% in global recharge, added some end reduction to a few key powers, though not as much as I'd have liked. Oh and added a little range to Fistful of Arrows. Unfortunately, all of the above cost you ~7.6% in S/L/E resist. The TL;DR is that your build is really, really good. At this point, I don't think there are any solutions, only trade offs. Click this DataLink to open the build! Reigning Rainer: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Archery | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1472;704;1408;HEX;| |78DA65944B6F125114C7EF0C83389457C596D6420B7D516919A1B4BA34DA6A132DA| |681C42D21ED944ED20219C0D8A50B37BEA26E5C983ED4951B17F6F5098CDFC1B831| |5D18176AD5B870858739FF521226901FF73CFF73CFBDA4EFCEBADECDDDBB2C24CFC| |C6ABE52C9CDEACB7A714937EDE97CC15814F47833BA51281AC5423893378ABAE920| |5BE8382C77B5B6BCAC65AB25732D97ADADAD951A8181A637932F16F425ED8AB9B8A| |29BEBC2B9502AAD6AD9B2AE2FB9AC9FF37ABE4C09DEE305E554568CB2DB5A5F370A| |2B55F2F65E2B1B8BDA4CC9346B656A944BD772E97CA54A057B484A94BE0F6481A72| |E8BA04D88A4227CDFC030F3E5498C5D6C0ACB766A03DC629EDE065F313DAF990F29| |57E25C21451A36556C90CD867AB63D8E3B7300EE30CFEE83BBCCEE18E73EA25CBBC| |4B976A764F9CE7999F10EE60517E8063DCCC794EBE0BE92E3A3CC753F3037092A34| |A9EFF9BD9D3BE02ED3B507EE333D07CC412ADAC19AA48E71D6D9030E91CF8D9EEEC| |FDCABE713738BE0C5DE78DF420FC577A2566717DEEF26F7D9A6103F34FABF90CDAF| |88E021FB82938AC5FEAFBCEE4F613DCDECA4BA5D5C57EE42DDB08F185545D8DA475| |5C81413809E409D1EF1943AF6A263EF6F56183E62467E817FC0FBCCA175D95266A3| |6A7DDCD1D617A01F21F2758393AC329E622A141BC2544398EA30A6398C692631C52| |4A69AC4D49F51BB01681C48F0DB0E2799A353A0C67D46A1310A8D55320F42E3E05F| |8E89FE0313385531E61B4A19419F9114D7393F054E831799B14B20A671E812620CA| |7600C272306DEA19071F6D9C6B1B713D8EB09ECED04F6DA4FFBA4B15EA1E1363D21| |5702534BC016549A37963E8D49C6DA2C89364BB2CD926AB34CB559E61B1668122AE| |BBC7562AB2F282DFF005686EA6BDEFFFA772779912DC5F9AEFF3CB1C9520427E436| |4F41B9D138B38AF8D19A37C67947AD792F5889FC5CE6B31DE69DA9379FFF9B33EB6| |7| |-------------------------------------------------------------------| Oh, and I left the Explosive Strike procs in as placeholders for the Sudden Acceleration KB-to-KD proc. But there is an updated version of Pine's that has Sudden Acceleration. You can find it in this thread.
  25. Obitus

    Storm Summoning/

    Yeah I don't quite have the Recharge necessary to run Blast-Freezing-BiB seamlessly, but it's close enough. I learned a long time ago that accepting a tiny gap in your attack chain, so as to repeat your highest DPA powers ASAP, is often the best approach. Plus, skipping Ice Bolt saves a power pick (on the Corruptor), and slots (on both ATs). A Storm build will have a lot of interruptions in its attack chain anyway, which is why I tend to agree with you about Water Blast and Beam Rifle. You make good points about Ice too, of course, though my interest in Ice is mostly thematic, not mechanical. I'm also interested in your comments WRT Force Feedback; now that you mention it I vaguely recall that Lightning Storm can inherit some +recharge buffs. Is that what you're referring to? Based on some of your comments WRT procs, I had a bit of an epiphany tonight, which led me to dig up an old build I'd mocked up in 2011 - a Storm/Sonic that maximized single-target procs. Of course, this was before the PPM change, so I don't know how effective it'd be now, but looking over that build gave me some ideas for general slotting. Here's a revised example: Soft-capped Ranged DEF, 107.5% global recharge (i.e. perma Hasten), one proc in Shriek, two procs in Scream, -RES procs in Freezing Rain and Howl. Unfortunately I didn't fit any in Tornado/LS. Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Sonic Attack | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1512;712;1424;HEX;| |78DA6594C96ED3501486EF759C96CC0DA5139DC77474E2B62C9884A005046A50452| |4762832A99B46B449943802565060830408D8944162C103B0800E6C5900EFD00212| |74C10A28F000E1C4E74F1B2996ACEFFABF67BCC776F4FAB4F7F5D9E51342FAA7168| |D7C3E3E6DCE9BE93933E78C1AC9544294AE5ABADBCB7AFC54617E5E8B5999DC523C| |56585ACAA453E964DBEEEE45239D34E7B418C989F849CB32125783E7D20B66CE4C5| |B5A79E199CD6416B5338BA9E482E5B6D7B1AC69CE05ECE58C6950A0FC422AEB63B3| |9215E568399D4D25B4A94C2E57C852F678B4108F1A79CBCCDD68A6FA86E8BEA7085| |C4521AED143BD2A36F734A7784A08A94279063E67AA2BE00B66CDA843085D155BE4| |2BE12BC7145BABD198FBC26084E9D641F87EA647077C1DABC2D6BAD6C0757083D9F| |D0EFCC1BE1E3A7027FB4AE726C7F56F311F283C0FDA73D47E622DF49E7B1DFBC0CF| |FA47E617820B35B826545B6B9B040F313B504B076AE9D866DD45493C76F345C5D32| |06DCD8B5ABCA8A5876C7C6C237D23257F97F0835FC92480DC8137DC57DD5B7095D9| |BCC63CB80E6E30EF936F90E33A836ECEBDDF037A99077CA09FD9186006A9A67AD45| |D8FBA1BEBA45D53733916D934B08D68E8E67A15D29AF0EE3415E9128FA88A1674D0| |F2873BEEFECBECFD07EE80DF88EDAAE8C3E939285A2BA2B58E73570F4B26D0DA91F| |531699DC8D11961DF3E1D1C670EBCE2C90CBC0491C3A2B03D88D7D324EDFCDF295E| |3F6B6AFF61AE6DE80873F828780C3CCEDCF60A3188B76D10D31B024B6D8DA0BE919| |B7C7AA3B7C065F03673EC0E7897A9D2196898A286930F638A614C318C29EA98A28E| |298A462122E82D8229B6A9155FB73DA1E12A2552A5E855CA44953259A5CC5429174| |A0A77539C5577FF0B42DABBAEBADDAFBDF8D34DBB78BB642F9FE3EF3D4DCA4BDC4F| |E8BCB4FF36BF2AEDED683B7B8A22BB3842E809A6B9C29C75976271C6CB156BA3627| |DA562FD1F61EDF9E9| |-------------------------------------------------------------------| It also led me to improve the Ice/Storm Corruptor, though I won't bore you with that. This has been a very fruitful conversation!
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