Hjarki
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All Assassinate abilities deal the same damage with the same recharge. The only way they vary is in terms of the type of damage and the activation time. To simplify what would otherwise be a very long debate, players tend to ignore damage type when they're discussing the relative value of attacks. While technically some damage types are 'better' than others, this is highly dependent on the specific enemies you're fighting. So it boils down to activation time, which comes in four variants: Kinetic Melee has a 0.67s activation time. Standard. Most sets have a 1.0s activation time. Street Justice has a 1.17s activation time. Slow. Some sets have a 1.67s activation time (Broadsword, Fire, Ice, Ninja Blade). Because you're normally using Assassinate in a rotation, you tend to want a faster activation.
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Due to the existence of Winter sets and typed defenses in Epic/Patron, soft-capping typed defenses is common for Blapper builds. However, such builds rarely function well until you've got level 50 slotting (they retain many of their advantages while exemplar'd but leveling them up in the first place can be painful). The builds you see focused purely on Ranged/AoE defense are ones built purely for range because it's easier to get comprehensive positional defenses when you can subtract one from consideration (Melee) than it is to get comprehensive typed defenses when you have to take them all. I do think you'll find the defenses you listed inadequate for most content. Cold is one of the least common damage types and is almost always accompanied by Smashing. Fire is useful... for fire farming. Outside of AE fire farms, it's not actually all that common. S/L is not only by far the most common damage type, but large numbers of non-S/L attacks are hindered by S/L defense because they include S/L components.
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Yes, it makes sense. Electric Control is one of - if not the - strongest primaries from the standpoint of pure control. Static Field is the near-universal answer to all control problems - it self-stacks magnitude to hold bosses, it recharges quickly, it's unaffected by PTOD and it creates Containment. The secondary effect - End Drain - means that even temporarily locking down a spawn can end up being a permanent lockdown as you floor their endurance/recovery. The key realization is that Kinetics means you slot your controls as controls. There's no reason to slot them for damage since Fulcrum Shift will cap your +damage anyway. Moreover, you can use powers from Epic/Patron - Stone is a good choice - as your primary damage mechanism.
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Melee builds normally don't need Hasten because they don't have the kind of powers that benefit from extreme levels of recharge. In general, if you've got a bunch of roughly similar powers, pushing recharge to its absolute limits doesn't benefit you all that much. Once you hit a certain point, additional recharge doesn't yield additional benefits because you've already got a saturated rotation abilities. Where extreme levels of recharge becomes necessary is when you've got abilities that are either unique or dramatically more powerful than your other abilities. If you're a Blaster, you'd only cast your ultimate if you could. Most support set abilities are unique - you can't simply take a second version of Chrono Shift and interleave your two versions.
- 23 replies
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- farmer
- farmer build
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I'll echo the notion of "why a Tanker?". If you just want a character you can plant in an AE farm and generate influence while you're semi-afk, a Brute is going to work better for your purposes. The reason to make a Tanker would be to have a character that can function in a fire farm but also function in the outside world. However, I probably wouldn't use Radiation for that purpose.
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Some notes: I think you're too focused on S/L defense. Since Guarded Spin gives you a pile of stackable Lethal Defense, you don't really need to put much effort into S/L. If you focus on F/C/E/N instead, you'll probably end up covering Smashing from the secondary defenses since most Smashing attacks are hybrids with various other forms. Going for Melee defense is just bizarre since Guarded Spin will completely cover that. Almost universally, powers with knockback should slot Force Feedback +recharge. For Staff, I tend to go 3-slot Eradication (or Sirocco's), 2-slot Obliteration and Force Feedback. That gives you three procs, some great E/N defense and solid S/L resist. Unrelenting Fury isn't all that great a set. 6-slotting it is bizarre given you'll hard cap Energy resist without any real effort. Grounded can often be skipped since Combat Jumping covers Immobilize and various unique IOs cover Knockback. 6-slotting Panacea is counterproductive. You don't need the 6-slot bonus and you almost certainly want the proc in a power like Health. Power SInk is often unnecessary since Electric is already great at endurance management. Superior Conditioning is probably unnecessary as well. There are generally better Epic/Patron options.
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You can't really do a 'proc build' in the sense that you see from Deffenders/Controllers. However, you can definitely take advantage of procs. Some notes: Crushing Impact is often skipped. Don't. It's essential for the single target rotation. Slot Force Feedback into any power where it fits. Power Transfer +heal is a good idea in almost any endurance regen power and the 2-slot bonus for Power Transfer will generally be more useful than the 2-slot for Performance Shifter. If you plan on exemplar'ing, slot Kismet early. Unlike most defense uniques, it's not global but depends on the power being active. Might of the Tanker is a bit tricky on Radiation Armor due to the lack of a damage aura. You generally want to put it in the power you'll be using in almost all situations. This is not, as it might initially appear, Defensive Sweep. Defensive Sweep isn't a very good power (indeed, Scrappers/Brutes often skip it). Crushing Impact is a better choice because it's the fastest way to activate Momentum - whether you're following it up with AE or single target. The long recharge powers in Radiation Armor don't necessarily return much value. These sort of PBAoE 'drain' powers are often of limited use because - even with procs - the amount of damage/recharge they deliver is much lower than your actual attacks and they aren't much use against difficult single targets. With Titan Weapons, you normally want to use as much of your Titan Weapons as possible. This means that instead of slotting Titan Weapons for 5- and 6- slot bonuses, you probably want to mule Epic/Patron powers for 5- and 6- slot bonuses - and then only use them situationally. Soul Mastery is a good choice for this because even a minimally damaging Dark Obliteration is a great way to open a fight (for the -hit debuffs).
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I don't know that this combo works particularly well. Most notably, Hot Feet and Hurricane are in conflict. While you're not forced to take both powers, the fact is that Fire is a set that encourages being in thick of things while Storm Summoning encourages operating at range. Some general notes: Dark Watcher's Despair. Any time you're slotting this, you could also spend an additional slot on Dampened Spirits for +3% E/N Resistance. Whether or not this is worthwhile varies from build to build. O2 Boost. This normally isn't take on Controller builds that aren't heavily pet dependent (which Fire is not), unless there is some exceptional slotting value to it. Flashfire. This isn't a particularly good source for damage or a particularly good control ability. Like most long duration click powers in Control sets, it can lockdown minions/lieutenants while not being able to lock down bosses. The long recharge and relatively weak damage means you're not going to get much dps out of it. Bonfire. Force Feedback proc will normally return more than 10% recharge (much less the 6.25% you're getting from Positron's Blast), so it tends to make more sense not to put a 5-slot set into this power. Freezing Rain. This power deals minimal damage and doesn't utilize damage procs very well. Cinders. This has the same issues as Flashfires. Tornado. The raw damage of this power enormously exceeds the value of procs in this power. Until you've already hit ED on Tornado, you shouldn't both with damage procs (Force Feedback and KB -> KD reduction are nearly mandatory). Lightning Storm. This is another power where Force Feedback is almost mandatory. Damage procs aren't very useful here, but buff/heal procs can be useful because they're virtually guaranteed to go off. You can also take a different approach and try to deal damage with epic/patron pools (such as Stone) while packing your control powers with Winter sets for defense.
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The Venomous gas debuffs are very short duration. So when you pop up/out, they fall off. If you're planning to keep an entire spawn within Venomous Gas, then you're probably only 5 feet away from the nearest targets. Assuming you can perfectly hit your mark, that gives you a cone which is only 1.33 feet radius at the near approach and 4.02 feet radius at the far extent. What I'm pointing out is that this is a classic 'looks good on paper' strategy that doesn't end up working out in game because it requires absolutely perfect positioning and an idealized spawn. Losing the Venomous Gas debuff to apply the inferior Howl debuff just doesn't make any sense.
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Sigh. I know perfectly well how Cones work. But the entire reason you're standing in the middle of the crowd in the first place is to apply a PBAoE debuff. A PBAoE debuff that is likely to fall off those mobs when you're playing your 'hop and pop' games.
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I think you're going to find some practical difficulties in using the Cone-based Sonic with the PBAoE-based Poison. There's just no good place to stand, especially given your limited ability to control how and where enemies move.
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With even a cursory examination, I found that the numbers they're using are more likely to be incorrect than correct so any conclusions drawn from it are likewise likely to be incorrect.
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Whatever you like. Time/Water and Storm/Water are both very powerful builds. Poison/Water is late-developing and a build trickier to manage, but can be decent in the right circumstances.
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While I recognize the value of Time, I don't personally like to play it because of how 'clickie' it is. You have to keep clicking Hasten, Far Sight and Chrono Shift just to keep the build running rather than clicking powers to actually do somthing. Radiation is a set I don't see as aging particularly well. It doesn't do all that much that you can't get elsewhere in a more convenient fashion. From the standpoint of sheer power, I think almost any Radiation build does better as Time. Storm/Water is one of the 'power builds' in current CoH, but it's not very 'Defender-ish' in the sense that you're not so much helping your team as you're focusing on what you can personally bring to bear.
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Time already has access to a PBAoE heal, so adding another self-heal will be mostly superfluous. Dehydrate also tends to complicate the rotation because you don't want to be inadvertently consuming your Tidal Power with it.
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Unfortunately, the Sentinel is a bit squishy (40% Energy, 30% S/L Resist, no Defense). So even with your heals/absorbs/bubble it can be tricky to keep alive. In any case, the original question is about Electrical Blast. I'd argue the best thematic combination would be Storm Summoning (which also happens to be one of the most potent support sets in its own right). However, Electrical Blast on Blasters/Defenders/Corruptors isn't generally a very strong set. It's much better on Sentinels and there are a host of other Electric-based power sets in other AT that are very good. Kinetics is another decent option.
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Blasters are a 1.125 damage scale while Sentinels are a 0.9 damage scale. While the sets aren't exactly analogous (Torrent on a Blaster isn't actually all that great an attack), Blasters deal ~25% more damage on average. However, that does not mean that adding +30% damage bridges this difference. First of all, your Blaster is going to get that +30% damage from Defiance anyway while Opportunity isn't nearly as useful in most cases. Second of all, you're not going to be running at base damage and you're not multiplying the attack by the +30% from those long recharge abilities but simply adding a bit more +damage. For all your effort, you're just going to end up at the same place - 1.125 scale vs. 0.9 scale. Now, you can't play Radiation Armor as a Blaster. But does it really matter? If we're speculating about some extraordinary Recharge build, our Blaster will be able to Build Up/Aim almost constantly anyway. Heck, you could play a */Dark Blaster and perma-Soul Drain for +100% continuous damage (assuming you had enough enemies and didn't die horribly Soul Drain'ing them). From my perspective, the problem with your approach isn't that Force Feedback isn't a good proc - it's good enough that it dramatically changes the value of power sets and is almost universally slotted into any power that can take it - but that what you're using it for is... unimpressive. A continuous +30% damage is nice, I suppose. But it's really not all that impressive for all the work you're putting in. There's also the reality that the recharge itself is more powerful than those long recharge powers are. You're probably getting +15% more Torrent dps - 15% of the entire dps, including +damage and procs - just from the Force Feedback proc.
- 80 replies
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- theory crafting
- cross-at topic
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I think Martial Arts is a bit superfluous with Super Reflexes. An SR Tank can easily hit incarnate soft-cap on positionals without Storm Kick. Super Reflexes is also a good-until-it-isn't set. If an enemy is hitting you with massive damage, you don't get a chance for the scaling damage resistance to kick in. Likewise, the Toxic/Psi hole means that you'll face attacks against which you have no defenses at all or attacks that hit for full 5% of the time. Super Reflexes also doesn't scale well into Incarnate content due to the relative commonality of team defensive vs. team resistance buffs. A significant number of your allies will have Maneuvers. Probably half of the Defenders/Corruptors/Controllers/Masterminds you encounter will buff your defense in some fashion if they're anywhere near you. In contrast, buffs to your resists are far less common because most of the sets that buff crucial resists are rarely played. The difficulty with Dark Melee is that it's all single target attacks except for Shadow Maul. While Shadow Maul is considerably improved, you can't realistically debuff an entire spawn. That leaves you with single target -hit... which is likely to be heavily resisted by most single targets you'd be worried about. Siphon LIfe is nice, but I'm not sure you couldn't get a similar effect by just layering Call of the Sandman/Power Transfer in all of your Electric Melee powers. Siphon Life also only really makes sense if you're playing a set without decent healing. Kinetic does debuff damage, but if you're sitting at 90% resist the addition of -10% damage is equivalent to +1% more resist. It's just not very significant, especially given KM's weak damage. My personal vote for 'best damage sponge' would almost certainly start with Staff Mastery for the combination of enhanceable +15% M/L, unenhanceable +13% to all resists and soft control via knockdown. Stone is the classic answer for 'best tanking' due to Granite Armor. However, Granite Armor has a Psi hole. So if you're facing Psi, you need to switch to the rest of your powers. Which, unfortunately, means you're terrible against everything except Psi - and you're only 'good against Psi' in the sense that you've got defense against it. Your resistance would still be terrible. I'd agree Soul tends to be the go-to choice. Excluding Electric (which has abnormally hard-hitting single target attacks) and the combo-based sets, Gloom is almost always a strong choice for your basic single target rotation. Obliteration is also a decent enough AE nuke, especially given the minor -hit debuff. In terms of the primary, I think the resist-based sets tend to do the best job because they're the most absolute defense against damage. If you've got 90% resist to a damage form, you're not going to take much damage. In contrast, it's unusual for a non-Super Reflexes Tanker to have Incarnate-level Defenses and there are ways that even seemingly comprehensive defenses. For example, a lot of Toxic damage comes from puddles that don't require a hit roll. Having a split second to avoid death and being able to go grab a cup of coffee before casually strolling out of a puddle is the difference between the people a Tanker protects and the Tanker themselves. When I look at resists, I tend to separate them into 'important' (Smash, Lethal, Fire, Energy, Toxic) and 'unimportant' (Cold, Negative, Psi). The former are all primary (and common) damage types that you really want to heavily resist. The latter are less common and normally an attack is only half composed of the type (the other normally being smashing), so heavily resisting their damage is less important. On the other hand, when I look at defenses, I tend to be highly concerned about Lethal, Cold, Negative and Psi because those are the damage types that carry significant debuffs. Building to resist Lethal -defense debuffs is effectively impossible without a Defense-based set (which tends to preclude hitting the level of resists you want above). That's why sets like Staff are so incredible - you can easily reach Incarnate+ levels of Lethal Defense and simply soak -defense debuffs with raw defense regardless of what your primary is. Dealing with Cold/Psi slow is a bit more difficult. Only one set (Ice Armor) has enough Slow resist to really permit you to laugh it off (arguably Stone Armor is inherently 'slow resistant' because you're not planning to move or attack much anyway). The rest vary between 0% and 45%, with a 20% unique IO if you want it (most people don't). You've got -hit. Any Tanker can use Focused Accuracy to avoid this. However, that requires dedicating your epic/Patron pool to something you may not need. Otherwise, it tends to come down to an issue of how much you depend on hitting. Builds with heals/debuffs reliant on hitting the target can quickly fall apart when the shadow bolts start flying. With that in mind, I tend to view this as a low priority because the problem also exists with Force Field Generators or enemies with unusual defensive bonuses (Lord Recluse, for example). Since it is an infrequent enough problem, it's one that's more easily solved with Inspirations. In theory, status protection is also a concern. However, sets tend to only come into two types: those with comprehensive status resist vs. those without kb/immobilize status resist. Since the latter is trivially easy to acquire via pool/IO, it's not a meaningful distinction. The rate at which you heal/regen is the last layer of 'defense'. In general, you need stupendous amounts of regen to match even modest amounts of healing. A Fire/* Tanker can generally heal 50% of their health every 15 sec. To match this, you'd need ~800% regen. While regen is nice in that it doesn't require activation, it does mean that trying to out-Regenerate significant damage is normally a lost cause. Covering all of what I discussed above is impossible. Indeed, one particular element - Psi Defense - is nearly impossible to cover with any set. Unless you're making "Psi Defense guy" who inexplicably has multiple ranged attacks and a pet on top of a set that grants Psi Defense, you're not going to soft-capping Psi Defense. Likewise, you generally have to choose whether you have a Toxic hole or a Psi hole for resists. Again, you could potentially build a proof-of-concept Tanker who had 90% resist to both, but you'd have to make so many compromises elsewhere that it wouldn't be worth it. Given everything, I'd argue the best choice for a Tanker would normally be Radiation Armor. While it does have a Psi hole, it has generally solid resists across the board (including the critical S/L/E resists). But Fire, Electric and Dark also have a lot to recommend them.
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The issue isn't really aggro caps but target caps. It doesn't make any sense to pile 100 mobs in the same place when none of your attacks can hit more than 16 at once. The "herd the entire map" notion is long dead because it doesn't make any sense. In terms of the aggro cap, it's a bit flexible. While you can only hold aggro against 17 targets at one time, you can effectively hold a greater number of targets by shuffling enemies on and off your aggro list (which is an almost natural byproduct of certain abilities). There's also the reality that Tankers 'tanking' large crowds is a bit obsolete as well. Most fully built level 50s can take the alpha strike from a standard spawn. Where Tankers shine is against opponents with unusual attacks (Toxic, Psi) or extraordinarily strong abilities (Incarnate trials, some Task Force AVs).
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It really depends on what the goals of the build are. Virtually all of my builds are going to have 5xLotG +recharge and 5xPurple +recharge. On a purely ranged build, I'll normally try to soft-cap Ranged Def and maybe AoE Def. On a build intended to operate in melee range, I'll tend to go for typed defenses - normally involving Winter sets. Your choice of Epic/Patron also matters a great deal, since it will shape how you deal damage - especially on an Electric Controller.
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"AFK farming" is really just running the two auras and then setting an offensive power (normally Atom Smasher or Burn) on auto-fire. This allows you to walk away and do something else while you grind down the mobs. You need to stop back from time to time for re-positioning, but otherwise you don't need to pay much attention. It's normally more effective on cave maps than asteroid/city ones.
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I actually don't like Heat Loss all that much. Due to the long recharge, it's really only useful in a boss fight. Due to the hit roll required, there is tremendous potential variance on its effects. If you miss with Heat Loss, that's like not having the power for half the fight. From my perspective, Heat Loss fits into the 'good in theory' category of powers that seem really great until you start trying to use them and realize they're a lot more limited than they initially appear. In contrast, Envenom/Weaken do the same basic job as Heat Loss and do it much, much better. They may have a narrow radius, but the radius on Heat Loss doesn't matter because you can't realistically use it on trash spawns due to the recharge. You can miss with Envenom/Weaken... at which point you just use them again because they're recharged by the time you notice the boss isn't debuffed. Venomous Gas is statistically weaker than Sleet, but it's hard to directly compare the two because they're used in such a different fashion. To a large extent, the challenge in using Poison is figuring out a way you can stand in the middle of everything and not die horribly. In contrast, the challenge with an effect like Sleet tends to revolve around preventing enemies from fleeing. However, the advantage of Venomous Gas is that you don't need to do anything before you unload on a spawn. All you need to do is walk into the middle and start blowing things up. This tends to prevent spawns from falling apart before you can get your licks in. Tar Patch is simply a weaker version of Sleet/Freezing Rain - it has a too-long duration/recharge. Radiation is generally weaker than the others. Toggle debuffs are nice for AV/GM - they can't run away from them and they can't miss - but less useful for trash spawns where you need to pick the right target rather than the right location. They also don't stack, so they're less potent than the field debuffs. Radiation has the best -regen of the sets you've mentioned, but as damage ramps up -regen becomes less important (and damage has ramped up a lot since the heyday of Ill/Rad). From my perspective, Poison look like so: Alkaloid. Half the reason you want to play Poison as a Defender is so that you never have to see the incredibly dopey animation on this power. Otherwise, I guess it fits nicely into the 'Ally heals people never use' category. Envenom/Weaken. The rapid recharge covers up any issues I might have with their single target/small radius nature. Neurotoxic Breath. My suspicion is that they were sitting around the office trying to make the worst possible power. "Non-damaging speed/recharge debuff?" "Yeah! And let's make it a Cone!" Elixir of Life. In general, rez powers are useless unless you can use them without dead allies to stun/-regen debuff. Antidote. On the plus side, you can mule Resists sets in it. On the minus side, I've never seen anyone use it on an Electric Armor Tanker so I'm guessing they're not taking the power. Paralytic Poison. You can mule Hold sets. No, piling Hold procs into an otherwise non-damaging power is not a substitute for a real single target nuke. Poison Trap/Venomous Gas. The reason you're forced to spend a billion influence on Winter sets.
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The activation period is 10s, so you shouldn't be getting more than 50% uptime. The DoT are part of the effect of the power, so I'm not sure why you're calling them out in this fashion. While this can be somewhat useful (such as with Fury of the Gladiator procs) and somewhat of a hindrance (such as with Scourge), it's not generally all that significant a difference from the upfront damage. However, the key flaw I see in your argument is not recognizing that activation time doesn't really matter. Activation time is critical when you're creating a rotation because it's the limiting factor on activating those powers. But when you're talking about AE powers from a blast set, activation time isn't any sort of limitation. You'll have long gaps where all of your attack powers are waiting to recharge. This makes recharge the limiting factor and you really need to be looking at damage/recharge. Even with just Water Burst/Geyser vs. Fireball/Inferno, Water is going to be roughly equivalent to Fire due to the increased uptime on Force Feedback (you might also be looking at the Water numbers without Tidal Power rather than with Tidal Power). I think you're also not recognizing the value of hovering over the mobs rather than standing in the middle of them (which Repel requires): It provides some potential defensive benefits since you do not need to emphasize M/S/L defense. Given the difficulty of obtaining those with primarily ranged attacks and none from ATOs, it makes your build much easier to manage. It eliminates the 'excluded middle' problem. The center of the circle where you're doing your damage is excluded because you're standing in it. This also happens to be the place which would ordinarily have the highest density of mobs, meaning you lose more potential targets than you'd otherwise expect just from the lost area. It's easier for you to team up because you're not interfering with your partner (who is almost certainly standing in that 'excluded middle'). It permits you to use the high damage Cone attacks without constantly shifting around. At most you simply drift up and down in hover. I don't think I've ever seen a Kinetics Corruptor in a fire farm. I have seen Fire/Kin Controllers, but that's a different kettle of fish. I've seen multiple Water/* Blasters in fire farms - and they all tend to use the Hover technique (they could theoretically take Whirlwind in place of Repel). I can't recall ever seeing a Fire/* Blaster doing a fire farm, but my sample size isn't all that large - it's pretty easy to accidentally end up with a Storm/Water Defender who can chew through a fire map in short order but you really have to design a Blaster from the ground up for fire farms if you don't want them to die horribly. There is one key advantage that Fire has over Water: a sniper attack. It is almost always faster to toss a stray attack in the middle of what you're doing and let the new gang wander to you than it is to chase them down. With conventional attacks, range can be a problem. With sniper attacks, you can normally tag anything you need (in a cave or city farm, you'll still need to move around).
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What's 'tiresome' is your insistence on posting such zero-contribution nonsense. Fine: you can't do it. But please don't pretend you've 'tested' something that other people have and found useful.
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Elec/Dark/Soul -- PBAoE Tankmage? Or poor synergy?
Hjarki replied to lightpunch's topic in Dominator
Darkness isn't a particular good set AoE-wise. The easiest way to get a rough impression of the non-Cone AoE capabilities of sets is to set your Mid's to 'dps' and start looking at AoE: Dark (Engulfing Darkness) = 3.74 Earth (Tremor = 2.96) + (Fissure = 2.86) = 5.82; also receives Mud Pots (3.98) that doesn't receive benefits from recharge. Note that KB AE (these and Thunder Strike) are unusually potent due to their ability to slot Force Feedback procs. Electricity (Thunder Strike = 9.54) Energy (Whirling Hands = 2.84) Fire (Combustion = 3.76) Ice (Ice Sword Circle = 2.93) Martial (Dragon's Tail = 3.11) + (Caltrops = 2.9) = 5.01; also receives Trick Shot (4.34) which has a smaller target cap. Psionic (Psychic Shockwave = 3.2) Radiation (Atom Smasher = 3.6) Savage (Rending Flurry = 5.43); in practice, this will be much larger due to Feral mechanics. Thorny (Thorn Burst = 3.43) + (Thorntrops = 2.73) = 6.16; Location AE fields can cause scatter (same as Caltrops) So while Dark isn't the worst AE set, it isn't particularly good either. In terms of Epic/Patron pools, Soul is... ok, I guess. Soul Drain isn't nearly as good for Dominators as it is for Defenders/Corruptors or melee because it has double the recharge. So instead of getting +100% over time like a Tanker would, you're getting more like +30% over time. More importantly, Soul Mastery offers a resist rather than a defense toggle - which makes building respectable defenses much, much more difficult. Contrast with Ice Mastery: Hibernate. This isn't all that great on other AT. On a Dominator, you can lock down a spawn and then solve all your endurance/health problems. Sleet. This is a perma-able -30% resist field, which is the biggest damage multiplier a Dominator can get (it also multiplies damage from other players). Hoarfrost. More maximum hit points and toxic resist. Frozen Armor. Smash/Lethal Resist and a bit of Cold/Fire Resist. Ice Storm. Not as good as it is on other AT, it's still one of the highest dps AE in any of the Epic/Patron pools. In terms of Electric Control, I think it gets a lot of hate it doesn't deserve. From my perspective, it's the most powerful pure control set in the game. Static Field is the 'only Sleep that matters' because it's got all the advantages of Sleep and removes (most of) the disadvantages due to its pulsing nature. Synaptic Overload has less of an immediate thrill than Seeds or Mass Confusion, but it has a lower cooldown and doesn't cause threat. Couple this with Electric's ability to zero out end bars - and keep them zero'd - and it's tough to see any set competing with it for sheer shutdown potential. That being said, it doesn't have any particularly exceptional damage potential. You can play some games with procs in Jolting Chain, but damage is why you have an Assault set. Electric also has another advantage most people don't consider: self-healing. Electric can slot both Power Transfer and Call of the Sandman (this is also true of Electric Assault).