First of all, great job ignoring my post at the end of page 15. 1000 sustained DPS to armor from powers alone just doesn't jive with your worldview, better to pretend it's not real I guess.
Original Stikman wrote...
Okay, so... 16 pages in and I think I have summarized the main arguments for Snap Freeze. They are categorized below
Snap Freeze, as a Primer:
This argument looks at snap freeze as a reliable primer. Priming every 2.5 to 3.5 seconds, depending on the users mods and loadout. It does roughly 1850 damage when caused by an explosion that also takes the full six points in rank, and also with the 10% debuff. Seems like a good reason that makes this power amazing right?
Eh...
Looking at it vs. the Kroldier
Inferno grenades can take up to a 9 m radius, go through, and prime for a rough 1650 (i don'thave the numbers on me) FE against armor assuming the detonator is a rank 6 power. The kroldier also has a 30% boost to power damage from fortification, which will allow him to surpass the Batsol's inferno grenade, in DOT. With a 5m radius and maxed damage inferno grenade, the DOT will surpass that of the Snap Freeze Explosion by the time its ready to be used again. When another grenade is thrown, it will stack.
Inferno grenades also synergize with incendiary ammo and cause massive amounts of damage, which also make for it being a much more effective primer.
Snap Freeze as a Debuffer:
As a debuffer, Snap Freeze will net you an extra 10% damage taken and weaken armor. Pretty nice deal, eh?
Looking at it vs. Recon Mine
Considering that Recon Mine has a 9m readius, debuffs enemies by 35%, can be detonated to take out mooks, outright, and won't trigger a massive cooldown for the Drell infiltrator, Recon Mine takes the cake. Recon mine can also "go through walls," and stagger bosses.
The arm time can be a bit long, but as a debuffer, recon mine takes the cake. The debuff abilities can also be compared to Warp, proximity mine, and even biotic orbs. All of them have much higher debuffing properties.
What about weaken armor?
Considering, at higher difficulties, most effective players will already have armor negating mods and/or ammo consumables. This is negligble for the most part.
Snap Freeze as Crowd Control
Snap Freeze doesn't reliably stagger armored units. They just take the icing to the face. At higher difficulties, the Crowd Control aspects of Snap Freeze are lost, especially on later waves.
Snap Freeze as a Co-Op Power
This seems to be a large focal point: When conjoined with a reliable detonator, Snap Freeze becomes "beastly."
Why?
If it takes two people to take down a mob as fast a single, better, kit can, why is this a good thing? Whats the purpose of having two people do a one-man job? Not only that, but if you insist on taking two people, aren't there much more effective teams out there (Proximity mine and Arc Grenades come to mind)?
Where does that leave the Paladin?
Ah yes, the pally. Without Snap Freeze, he is just a rolling, 250 more shields holding, Shield weilding Salarian Engineer.
Snap Freeze is a requirement on this guy if you plan on taking him out. But don't expect him to well if he strays too far from his tech buddies. On his own (which happens a lot in games when people stray, and they will stray), the paladin won't have the same amount of "oomf" as people will make him out to have, and snap freeze is a part of that.
So let me get this straight: because Snap Freeze doesn't debuff as well as Recon Mine, and doesn't do DoT like Inferno Grenades, it's a lackluster power? Essentially saying that because it can't outperform two of the games best powers at the same time it sucks? Wha'?
But the really, really bizarre part is that you tried to compare Snap Freeze
as a primer to Inferno Grenades, but then proceeded to talk about damage over time.
As a primer, Snap Freeze blows Incendiary Grenades out of the water. It's not even close. Snap Freeze explosions do more damage to armor, over twice as much damage to every other defense, and it's not dependent on Grenade Capacity.
But let's entertain your little fantasy for a moment. It's really hard to compare the two powers because one runs on a CD and the other is a grenade. The only way the power damage from Incendiary Grenades actually keeps up with the Paladins combos is against armor and by stacking grenades on top of each, in which case you're going to run out really fast. Narida claims Incendiaries do 835 DPS to armor (with a full gren damage/power damage spec), which as I detailed in my post at the end of page 15, is actually pretty much the same as what the Paladin is capable of with power comboing.
Also, if you're going to spec into Fortification on the KroSol you're probably not going to have all six evos in Carnage so your Fire Explosions are going to be doing less than the 1680 damage to armor a normal 6+6 fire explosion would do. Also, against shields, health, and barriers, a Paladin easily outpaces the KroSol for power damage, it's not even close because the DoT to shields/health is only around 375 damage per second and the explosions only do around 840 damage...
Try again maybe?