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Community => City of Heroes => Topic started by: rebel 1812 on September 12, 2014, 04:17:37 AM

Title: Best build for Fire/Fire
Post by: rebel 1812 on September 12, 2014, 04:17:37 AM
Hey guys.  I'm excited that COH might be coming back.  If it does the first toon I want to make is a Fire/Fire toon.  I'm thinking about my build already.  Since Fire is the most offensive of the defense sets it doesn't make sense to make it a tank.  So then I was thinking scrapper would be the best build since it has two plus damage buffs.  However, since there isn't any extreme damage skills I think fire/ fire is sub par as a scrapper.  I think the best build would be a hybrid brute.  The damage aura should make it easy to get aggro and build rage. Using many smaller damage attacks would work better for building rage too.  The fire defense is a mix of resistance and regen and regen works better with higher hp.  Do you agree that the best archtype would be a brute?
Title: Re: Best build for Fire/Fire
Post by: Arcana on September 12, 2014, 09:23:59 AM
Best for what?
Title: Re: Best build for Fire/Fire
Post by: ukaserex on September 12, 2014, 10:21:56 AM
I'm guessing this will get moved soon, but...

There are a couple of reason I can think of at this early hour (for me) to make your fire/fire a brute, rather than a scrapper. For one, the HP difference.

Scrapper  Base HP =1338.6  Max HP = 2409.5
Brute Base HP = 1499.3  Max HP = 3212.7

The Brute's Fury bar -(not rage) - in my expereince is typically at least half way full, usually 2/3 to 3/4, depending on what's going on. I have gotten it higher, but always found it harder to sustain. So much easier sometimes to use a bind to combine inpirations into a red if I think I need more damage. Call me lazy and/or crazy, but I rarely modified my actions to get a higher fury bar. Most of the time, the mobs are dead before you'll build any high level of fury - but your experience may be different - depends on the challenge presented by the mobs you choose to fight, I suppose.

The higher hp gives the edge to the brute. So, scrapper damage versus brute damage is left to discuss. There are a lot variables that go into calculating how much damage a given attack does. I've not the time, nor the inclination to cover them all. In short, it's the fury bar of the brute versus the critical hit of the scrapper.

My best advice - use Mids' and create the two characters in question. Slot them the same for an apples to apples comparison. Then you'll have the answer to your question. I took a quick look myself thinking the brute's endurance would be a greater issue -and it might be in practice, but with a set of oblit's in Fire Sword Circle, the base amounts of cast time, end cost, recharge - all that is the same. But the base damage of the scrapper is higher. With the same set of oblit's, the unbuffed damage is also higher. However, when fury presents itself in the brute, it doesn't take long for the brute to catch up and surpass the scrapper. (I could be wrong about this, because building fury within mids' is not something I know how to do. )

So, for HP reasons, I'd go with the brute. You've got Taunt, which is better in my opinion, than confront. My gut says the brute's damage overall, with fury and criticals being accounted for, will be higher.

When the game reopens, roll both. Then you tell us. If the game doesn't reopen, than it really doesn't matter. Still, good questions.
Title: Re: Best build for Fire/Fire
Post by: silvers1 on September 12, 2014, 11:30:34 AM
I used to have a DW/Fire scrapper, who was by far the most squishy scrapper I ever played.  If you want to go fire for defense, I would recommend a brute.

For a scrap, I'd go Fire/Anything else.

Title: Re: Best build for Fire/Fire
Post by: ukaserex on September 12, 2014, 12:06:17 PM
No question for me. In my experience (limited it is, as there were lots of powersets I didn't play), fire is a pretty weak resistance set compared to say, Invuln or Stone.

But, what it lacks in those resistance numbers, it makes up for in Burn. Ah, burn, how do I miss thee, let me count the ways....oh, I don't need to count them. CoH already did. I miss thee 17 ways, as I cannot burn more than 17 at a time...although..I suppose I could burn one mob, run to another mob and let the DOT do its job while I start with another - but that's a lot of hopping around and I'm not sure it would be all that efficient, or even if the DOT would last long enough to burn more than 17 at a time.
Title: Re: Best build for Fire/Fire
Post by: rebel 1812 on September 12, 2014, 10:32:55 PM
i agree fire isn't the best defensively.  I will have to get toughness and weave on the toon.  But I think the brute will have more impact in a team then a scrapper or a tank will.
Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 12, 2014, 11:05:00 PM
Bah! Go for a classic. Fire/Ice tanker. They did a wonderful job from I1 through I23.
Title: Re: Best build for Fire/Fire
Post by: HEATSTROKE on September 13, 2014, 12:46:25 AM
 Fire is a very challenging defense set. I have a Spines/Fire scrapper.. and if not for the amount of damage he puts out consistently he would be challenged surviving many thing.. I would build a brute.. higher hp cap..
Title: Re: Best build for Fire/Fire
Post by: ukaserex on September 13, 2014, 12:59:09 AM
Quote from: rebel_1812 on September 12, 2014, 10:32:55 PM
i agree fire isn't the best defensively.  I will have to get toughness and weave on the toon.  But I think the brute will have more impact in a team then a scrapper or a tank will.

Yikes! "more impact in a team"?

Sorry. I love fire on just about any AT. Try them all! But, if it's team impact you want, try a fire blaster! With IO's, you can soft-cap for defense and do some serious damage.
Title: Re: Best build for Fire/Fire
Post by: HEATSTROKE on September 13, 2014, 01:27:43 AM
 I have a Rad/Fire blaster that will make most scrappers cry.. wishing they could put out that kind of damage..
Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 13, 2014, 01:44:18 AM
Quote from: HEATSTROKE on September 13, 2014, 12:46:25 AM
Fire is a very challenging defense set. I have a Spines/Fire scrapper.. and if not for the amount of damage he puts out consistently he would be challenged surviving many thing.. I would build a brute.. higher hp cap..

I had one of those. great character. Who cares if he lives, RotP for the boooom... yes, I slotted it. but not till I was 50.

I'm crazy not stupid. :)
Title: Re: Best build for Fire/Fire
Post by: HEATSTROKE on September 13, 2014, 03:12:38 AM
 Oh I didnt die very much at all.. In fact he was pretty much a PbAoE toon and he was awesome.. unfortunately i finally started figuring out how to tweak builds the way I wanted to a few months before the shutdown..
Title: Re: Best build for Fire/Fire
Post by: Supermax on September 13, 2014, 05:35:25 AM
Quote from: rebel_1812 on September 12, 2014, 04:17:37 AM
  Do you agree that the best archtype would be a brute?

Yes. Sets with a damage aura are always better on brutes, because the aura is affected by fury, but not affected by criticals or anything tankers have. A damage aura with max fury adds up to a lot of AoE damage over time. As far as the offense, I never liked Fire though. It lacks the secondary effects that increase your survivability, and more importantly, make you feel powerful. For example with SS, you use Foot Stomp, and everyone around you falls down. That gives you time to regen/heal, plus it just looks great. With fire, you use your best attacks, and nothing special happens except red numbers. It's effective, but a bit boring, in my opinion.

Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 13, 2014, 06:41:16 PM
Quote from: HEATSTROKE on September 13, 2014, 03:12:38 AM
Oh I didnt die very much at all.. In fact he was pretty much a PbAoE toon and he was awesome.. unfortunately i finally started figuring out how to tweak builds the way I wanted to a few months before the shutdown..

I never IO'd mine so I had plenty of opportunities to https://www.youtube.com/watch?v=iWtohHwNXoU
Title: Re: Best build for Fire/Fire
Post by: ukaserex on September 14, 2014, 02:32:12 AM
Quote from: Supermax on September 13, 2014, 05:35:25 AM
Yes. Sets with a damage aura are always better on brutes, because the aura is affected by fury, but not affected by criticals or anything tankers have. A damage aura with max fury adds up to a lot of AoE damage over time. As far as the offense, I never liked Fire though. It lacks the secondary effects that increase your survivability, and more importantly, make you feel powerful. For example with SS, you use Foot Stomp, and everyone around you falls down. That gives you time to regen/heal, plus it just looks great. With fire, you use your best attacks, and nothing special happens except red numbers. It's effective, but a bit boring, in my opinion.

I can appreciate this. My first tank was a Fire/Stone tank called Perfidy. Loved Tremor - watching all the freaks fall down, then I'd burn 'em.
However, I just had to put emphasis on the red numbers. Those are the "bestest" graphics of all. But, that's just me.
Title: Re: Best build for Fire/Fire
Post by: Supermax on September 14, 2014, 04:05:53 AM
Hehe, my main ended up being a Fire/SS tank, but I also inherited a Fire/Fire on a friend's account. I preferred the /SS by so much, it wasn't even close. They were obviously very similar, but the /SS just felt a lot more powerful.

Of course it helped that it was capable of lots of red numbers :)

With FE and double stacked Rage, plus the -20% res provided by Jab, KO Blow hit for 978. With FE and BU and the -res from Scorch, GFS hit for only 634. I realize /Fire also has Incinerate, but this was just something I looked up right now out of curiosity. As a point of reference, a blaster using Total Focus with aim+BU running hits for 708.

That's one of the reasons why I switched my main from a blaster to the Fire/SS  8)
Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 14, 2014, 05:34:01 AM
Quote from: Supermax on September 14, 2014, 04:05:53 AM
a blaster using Total Focus with aim+BU running hits for 708.



Seriously? I feel much better about not spending much time playing blasters now.

Title: Re: Best build for Fire/Fire
Post by: rebel 1812 on September 14, 2014, 02:59:07 PM
http://www.cohplanner.com/mids/download.php?uc=1287&c=503&a=1006&f=HEX&dc=78DA6D93CB6EDA401486673C2604300143B9A4B9D01241D244B288DA7D9534A59B20B1E83EB2A229B58420C2462ACBBE5076BDA5C97354EA3BF4B2E8DE3DF6FCA6195CCBD6C7FCE73A8799C1BB33EBFAD5FBE78C175E8C5DDFBF389DCD03B93E98076EE04D278231265E9F9E64898DD874319063299DBE27670BF5BBA9F433F9464EFCC472329FB9CC1A4EA763E75CBA57DE64548C177D6FF436A09585553091BE5F508B7164B35F5E7997CE7031A34AAE1F50AE26D5EED057E60C4F68C430055B133A3F443A874F5669EB159D36870B0B4D8E3CF984C8B3BBC24FD11C1023F24AB312DA8A7B09A137A87E46C5B0CC86D23E12B2D84316FD3D143A0DD273F0C9A1AF6DA1B34A8D17D04F013EE5842BBD3F0605E52D623645D4DEA8E8FC4C28C1A704ADB24AB2DBD8978D3D7F2154115745EE07159D35B2D7B0AF1A7AAD0B9D37D1398BFF9DD068AC29AD09DF26D675CABF89FA9B266CA46D41DB2AC18FD2ECA0DE0ED367B10736C8A78539B6E0F328A1D099C4DE12DAA8D5C6FEEF7046A33C1DF875710EBAF0E942DF87FE957080FE0E50F389D0F98D78845A4796D2FE101D684E4669DFC9AFA734D143AE63F17F6E9BCB7B442F3DEC30A5F452CA714A799A529EA594BEB9BC8FE179CA3A34973791F158C99597F72CFC4173E2FCBEF5D73FC5E098A2019AE0CF54D4EFFB5138430668827F01D4A9A3C3

is the plan
Title: Re: Best build for Fire/Fire
Post by: Supermax on September 14, 2014, 05:36:52 PM
Quote from: Ankhammon on September 14, 2014, 05:34:01 AM
Seriously? I feel much better about not spending much time playing blasters now.

Well realistically the blaster would probably have some Defiance as well, increasing it a bit. But yeah, you kind of expect more from the supposed "kings of damage".

But if we get I24, I would definitely suggest trying a blaster, as they will become completely different (much better). With the new snipes and nukes, they really would become the kings of damage, in my opinion.
Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 14, 2014, 06:59:49 PM
Quote from: Supermax on September 14, 2014, 05:36:52 PM
Well realistically the blaster would probably have some Defiance as well, increasing it a bit. But yeah, you kind of expect more from the supposed "kings of damage".

But if we get I24, I would definitely suggest trying a blaster, as they will become completely different (much better). With the new snipes and nukes, they really would become the kings of damage, in my opinion.

Yeah, they will definitely get more interesting. Dunno if I'd give them damage kings. Maybe ranged burst kings. Would have to see what was actually in play.

Remember that rupters and fenders would get the new snipe/nuke changes. It would be easy for a fender to get to perma-snipe.
Title: Re: Best build for Fire/Fire
Post by: Arcana on September 14, 2014, 08:05:18 PM
Quote from: Ankhammon on September 14, 2014, 05:34:01 AM
Seriously? I feel much better about not spending much time playing blasters now.

Blaster damage was lower than it should have been based on my calculations, but I'm not sure this particular comparison is a fair one.  You're comparing stacked rage plus Fiery Embrace plus the damage debuff from bruising on KO Blow verses BU + Aim and zero defiance on TF.  That's the best possible damage buff and resistance debuff on tankers vs not the best situation on Blasters.

The best situation on blasters for Total Focus would be Sonic/EM.  You'd reasonably average something along the lines of -25% resistance on Sonic or more, and blasters would typically average about +30% defiance.  That would make TF land for 55.6012 * 3.56 * (1.95 + 1.0 + 0.625 + 0.3) * 1.25 = 958.93.

But that's not the best single target attack situation for blasters overall.  A slightly better option would be Midnight Grasp on a Sonic/Dark.  MG deals some of its damage as a 3 second DoT, but counting all damage and with a saturated Soul Drain (+150%) you'd get to 55.6102 * 3.24 * (1.95 + 1.5 + 0.625 + 0.3) * 1.25 = 985.34.
Title: Re: Best build for Fire/Fire
Post by: Arcana on September 14, 2014, 08:19:55 PM
Quote from: Supermax on September 14, 2014, 05:36:52 PM
Well realistically the blaster would probably have some Defiance as well, increasing it a bit. But yeah, you kind of expect more from the supposed "kings of damage".

But if we get I24, I would definitely suggest trying a blaster, as they will become completely different (much better). With the new snipes and nukes, they really would become the kings of damage, in my opinion.

I was concerned about defender and corruptors catching up with Blasters due to getting similar benefits, but I hadn't even considered all the possibilities fully at shutdown.  I24 had all sorts of unusual possibilities the players had not fully considered yet.  Consider Sonic/Martial.  This is a combination that I24 would have made possible that no one had really seen before: Amplify -> Dreadful Wail -> Burst -> Burst -> Burst of Speed.  Even assuming zero defiance to start (and assuming I remember Burst of Speed's mechanics correctly), this combination deals almost 500 points of damage to all targets in the AoE of Burst of Speed on top of Dreadful Wail's damage, in about five seconds.  Its also unique to Blasters.  Tack on a dragon's tail at the end and I think you have about 1000 damage to all targets struck (DT would have the smallest AoE radius) in about six seconds with zero defiance.

Given the calculations I was in the middle of for defenders and corruptors, it still don't think there was enough separation between Blasters and other damage dealers.  But I think for the average player, Blasters would do more damage than other archetypes in most situations they would encounter.  Not enough more to justify other weaknesses, but better than pre-I23.
Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 14, 2014, 09:04:16 PM
Quote from: Arcana on September 14, 2014, 08:19:55 PM
I was concerned about defender and corruptors catching up with Blasters due to getting similar benefits, but I hadn't even considered all the possibilities fully at shutdown.  I24 had all sorts of unusual possibilities the players had not fully considered yet.  Consider Sonic/Martial.  This is a combination that I24 would have made possible that no one had really seen before: Amplify -> Dreadful Wail -> Burst -> Burst -> Burst of Speed.  Even assuming zero defiance to start (and assuming I remember Burst of Speed's mechanics correctly), this combination deals almost 500 points of damage to all targets in the AoE of Burst of Speed on top of Dreadful Wail's damage, in about five seconds.  Its also unique to Blasters.  Tack on a dragon's tail at the end and I think you have about 1000 damage to all targets struck (DT would have the smallest AoE radius) in about six seconds with zero defiance.

Given the calculations I was in the middle of for defenders and corruptors, it still don't think there was enough separation between Blasters and other damage dealers.  But I think for the average player, Blasters would do more damage than other archetypes in most situations they would encounter.  Not enough more to justify other weaknesses, but better than pre-I23.

Hah! I was just commenting on this in another thread. The more I looked at what I24 was actually bringing the more it seemed that it was going to really alter the game. Something that needs to be kept in mind by our future insect overlords.

Yeah, the blasters definitely needed some alterations. I don't even mind the concept as you've described it with your Sonic/Martial. You didn't even add in the damage mitigation factor that many blaster secondaries usually lacked (loved dragons tail for that).

Many other ATs could bend their focus like this and it was ok. But definitely should have been being looked at.

For example, I had a TA/Ice defender who could pull huge amounts of damage quite often without a long setup time. It got a lot better if you included all the bells and whistles... pushing 3K aoe damage if I wanted it... it was due to be somewhat nerfed in I24. http://www.cohplanner.com/mids/download.php?uc=1487&c=693&a=1386&f=HEX&dc=78DA6594594F13511886E7CC4CC1B614288BEC4BD911185A207AA7115183B1061571494CD3B4436920850C18F54EBC37266A404D1497C44B6FD4E89D7BFC032E3F40A3572E3F40AD5FE77DA1C44E3A79E6BCDF77CEF996731A3D3756F270FFF22E4D95EE998B2F2EC6C6EC693B93B41D4F349E4A27B4DC532C6FDDBA1E1B3D333D6D4D3AE9C46C6CB7E3CC9FCD5B8EC433293B698D27ECD8A8ACB5141CCFCCD88E9D59B2D63F0213F3F37356D44EA613E98CED7747FBE6D2A9195AF6E53ED39994CF1D1D5DB0ED6470EF423A618DC59DD95854D6B49DF3B5124E8FBC57758D4FD6D03ECBA0C9D4F42FE457D0FC063ECFFB9A5A440611B1F58345161906B70C822F048AEBAB5B9AABF96E936B60FD1DF09AF81AF0D58C3E68CD52370F354F08DA8A8E72E6E2283EC1FD4E812527C9E360E914E895095E3790ACEEAD56AE565E0556B463DD5571F5735DFF4B19549A5A4791E1E6BE4D270DD2045F895B007354608D7BDE075F0BCA987BD97BD4B0FC03D8F591FC045E1704B94E90B957906F72A1C0E6A97C04ADEA31F904DCFA947C06F63E50EEBA4AF2AE66FDAAEB613344AB612D6A6AE0575B4BEE145972BB217BD671CFBA11E453BF036C1C26B783CD43602B6BF656D0C0B90DEC79883D0FB1E7EDEC79F75DF21E684A6C4D88CDD3C43E3597926560878FF483FD01F0A6ECDBC27AB7B0DEADAC732BEB1C62FD5B649F36FAB61DC3FCF6C3E424D8D58098DAC4B793F5EA644FBAC901F28291BB4FCAED5FCF25D4A3F732B82CB63ECEEF637DFBD73964B83E170596F2B967CFCA62DEE06FF20FF9178C6898F34E8661E4A087791E223C1F119E8B4673E3CECA4F1E39B9FF2BE1022552A00C17282305CAC102E5504E41E6D90973E39F4053AED55BBE71DFB3DF2575A568E57DFC99D7949A424F060E08BB4DEDC766FF1EF8FFCA6BBA5A610FAE8003ABE084CF8DCEDDF3F4A6EFF8A6EF7FDF85E749

Title: Re: Best build for Fire/Fire
Post by: Supermax on September 15, 2014, 05:26:02 AM
Quote from: Arcana on September 14, 2014, 08:05:18 PM
I'm not sure this particular comparison is a fair one.

I just used TF because it has a similar longish animation, but overall I agree.

But the most fair comparison I can think of isn't a one power comparison at all. While the melee classes specialize in the big hitting melee attacks (for the most part), blasters specialize in fast attacks and continuous damage. In the same time it takes the tank to use Jab+KoB, the blaster (in I24) can use the snipe, blaze, and fire blast (just one example). All from 80+ feet, and adding up to 1647 damage. Roughly the same amount of activation time, but the tank is put to shame. And while the tank has to wait a bit for KoB to recharge, the blaster can go right back to his attack chain and keep firing off the same attacks.

Of course the difference is, the tank can go anywhere and do anything...and live. The blaster has to pick his fights and use lots of strategy...and he'll likely still die sometimes :)
Title: Re: Best build for Fire/Fire
Post by: Arcana on September 15, 2014, 05:26:45 AM
Quote from: Ankhammon on September 14, 2014, 09:04:16 PMYeah, the blasters definitely needed some alterations. I don't even mind the concept as you've described it with your Sonic/Martial. You didn't even add in the damage mitigation factor that many blaster secondaries usually lacked (loved dragons tail for that).

Sonic was always the unsung hero of blaster damage mitigation: https://www.youtube.com/watch?v=IIj68cWnYAA&list=UUkyaL-2ZrJKmVBhTkHHUKvg

Its only one powerset, and a powerset (or a build) does not an archetype make, but it was one of the arguments I made for higher blaster damage mitigation: Sonic/* wasn't game breaking, and it has *loads* of damage mitigation *and* offensive buff.  It was one of my base models of blaster mitigation moving into I24.


You think Sonic/Mental was going to be strong?  This is a test video I made for I24 beta, comparing Willpower to Bio Armor: https://www.youtube.com/watch?v=eZw_I5xkrGA&list=UUkyaL-2ZrJKmVBhTkHHUKvg

Bio is in the foreground and Willpower is in the background.  Both are level 39 tanking even level critters: minions and LTs.  So here's the thing:

1.  Bio is tanking more stuff.  Willpower is tanking 10.  Bio is tanking 11, the same spawn composition plus one more minion.

2.  Bio is only slotted with SOs.  Willpower is slotted with common IOs.

3.  Bio is not using DNA siphon (its powerful PBAoE heal) or Genetic Contamination (which has a -DMG debuff component, but also is a damage aura which would have eventually killed off the minions, so I didn't want to use it).

In other words, Bio with no inventions at all (not even common IOs) can out tank Willpower with one hand tied behind its back.  Wanna see what Bio could do if someone actually used all the powers and decided to slot common IOs?

Level 32 Bio tanking the aggro cap of +5 Rikti:  https://www.youtube.com/watch?v=a6bkyUXYlNU&list=UUkyaL-2ZrJKmVBhTkHHUKvg

Incidentally, I did this to try to avoid a repeat of Willpower.  I did the calculations in beta when Willpower was being tested and concluded it was about twice as strong as it should have been.  Most of the "experts" said it was underpowered, and it was actually slightly *buffed* before live.  We all know how that went.  This time, I decided calculations were not enough.  Calculations showed Bio was going to be a monster, and once again there were lots of testers convinced it was weak or would only become strong with high-order invention slotting.

The videos seemed to work better than calculations.
Title: Re: Best build for Fire/Fire
Post by: Arcana on September 15, 2014, 05:57:05 AM
Quote from: Supermax on September 15, 2014, 05:26:02 AM
I just used TF because it has a similar longish animation, but overall I agree.

But the most fair comparison I can think of isn't a one power comparison at all. While the melee classes specialize in the big hitting melee attacks (for the most part), blasters specialize in fast attacks and continuous damage. In the same time it takes the tank to use Jab+KoB, the blaster (in I24) can use the snipe, blaze, and fire blast (just one example). All from 80+ feet, and adding up to 1647 damage. Roughly the same amount of activation time, but the tank is put to shame. And while the tank has to wait a bit for KoB to recharge, the blaster can go right back to his attack chain and keep firing off the same attacks.

Of course the difference is, the tank can go anywhere and do anything...and live. The blaster has to pick his fights and use lots of strategy...and he'll likely still die sometimes :)

You might want to take a look at City of Data.  When I was analyzing offensive performance I made a spreadsheet of every blaster, defender, and corruptor ranged attack and compared to every scrapper, tanker, and brute melee attack.  Guess which one had the higher single target average DPA (in scale damage)?  Its actually shocking.  Try this: take a look at the blaster attacks and just cursory glance through them.  Make mental note of how many do more damage (in scale units) than cast time (in seconds).  Those are attacks that have higher than 1.0 DPA (not corrected for Arcanatime, but this is just an informal look).  Now look at Scrapper sets.  In fact, look at Battle Axe, a set considered slow by most players.  Battle axe has three single target attacks with higher than 1.0 DPA if you count pencil cones as single target attacks.  How many Blaster ranged sets have at least 3 or more? 

The average number of 1.0 or higher attacks for Blaster ranged sets is 1.8.  The average for scrapper sets is 3.1.  Only five Scrapper sets (out of 18 in CoH) have less than 3, and three of them are recognized AoE heavy: Dual Blades, Spines, Titan Weapons.  Conversely, only 3 out of 13 Blaster ranged sets have at least 3 (and none have more than 3): Beam Rifle, Fire Blast, Psychic Blast.

In fact, if you haven't looked at them in a long time, look specifically at Battle Axe and War Mace.  They were long bemoaned for being very slow and having low damage as a result.  Look at their cast times and DPA now.
Title: Re: Best build for Fire/Fire
Post by: Ankhammon on September 15, 2014, 06:05:02 AM
Quote from: Arcana on September 15, 2014, 05:26:45 AM
Sonic was always the unsung hero of blaster damage mitigation: https://www.youtube.com/watch?v=IIj68cWnYAA&list=UUkyaL-2ZrJKmVBhTkHHUKvg

Its only one powerset, and a powerset (or a build) does not an archetype make, but it was one of the arguments I made for higher blaster damage mitigation: Sonic/* wasn't game breaking, and it has *loads* of damage mitigation *and* offensive buff.  It was one of my base models of blaster mitigation moving into I24.


You think Sonic/Mental was going to be strong?  This is a test video I made for I24 beta, comparing Willpower to Bio Armor: https://www.youtube.com/watch?v=eZw_I5xkrGA&list=UUkyaL-2ZrJKmVBhTkHHUKvg

Bio is in the foreground and Willpower is in the background.  Both are level 39 tanking even level critters: minions and LTs.  So here's the thing:

1.  Bio is tanking more stuff.  Willpower is tanking 10.  Bio is tanking 11, the same spawn composition plus one more minion.

2.  Bio is only slotted with SOs.  Willpower is slotted with common IOs.

3.  Bio is not using DNA siphon (its powerful PBAoE heal) or Genetic Contamination (which has a -DMG debuff component, but also is a damage aura which would have eventually killed off the minions, so I didn't want to use it).

In other words, Bio with no inventions at all (not even common IOs) can out tank Willpower with one hand tied behind its back.  Wanna see what Bio could do if someone actually used all the powers and decided to slot common IOs?

Level 32 Bio tanking the aggro cap of +5 Rikti:  https://www.youtube.com/watch?v=a6bkyUXYlNU&list=UUkyaL-2ZrJKmVBhTkHHUKvg

Incidentally, I did this to try to avoid a repeat of Willpower.  I did the calculations in beta when Willpower was being tested and concluded it was about twice as strong as it should have been.  Most of the "experts" said it was underpowered, and it was actually slightly *buffed* before live.  We all know how that went.  This time, I decided calculations were not enough.  Calculations showed Bio was going to be a monster, and once again there were lots of testers convinced it was weak or would only become strong with high-order invention slotting.

The videos seemed to work better than calculations.

Unsung hero. :)

I was one of the few singing and praising sonic blast early on. I was one of the few who leveled (no PL) a Sonic/Sonic on Infinity. I remember having to justify my existence on certain pugs. I actually put the numbers in my char bio so it would be easier.
Finally, I just started telling folks "I make tanks and blasters out of the whole team". Close to accurate.
Back to your point, I was fairly aware of the damage mitigation the blast set could pull off.

and Bio seemed like it was going to be the top of the heap defensive set from the get go.

Don't know if my observation was warranted or not, but whenever I saw that a new set had multiple "stances" I thought it was going to be overpowered.
That probably comes from my belief that CoH was best when you figured out the advantage you get from a set and how to exploit it. For instance, Dual Pistol chem rounds could be used to get yourself past the effective resist cap utilizing -Dam.