Biospark

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  1. The following is the best I have come up with so far.
    Since I am getting close to 50, its gonna be something to work on in the next few months.
    Hopefully you can see some things that you will like as well.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg(31)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Mrcl-Heal(7), Mrcl-Rcvry+(43)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(34)
    Level 6: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx(11)
    Level 8: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(36)
    Level 10: Rise to the Challenge -- Heal-I(A), Numna-Heal/EndRdx(15), Numna-Heal(15), Numna-Regen/Rcvry+(37)
    Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(17), EndMod-I(17)
    Level 14: Fly -- Flight-I(A)
    Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(23), Zinger-Taunt/Rchg(27), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(37), Zinger-Dam%(40)
    Level 18: Boxing -- Empty(A)
    Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21)
    Level 22: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(43)
    Level 26: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), Heal-I(36)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(46)
    Level 30: Swift -- Run-I(A)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg(46)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Health -- Numna-Heal(A), Numna-Heal/EndRdx(50), Heal-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run
  2. Forcefields is pretty solid for soloing, because of the Mezz protection and very powerful defensive tools. In fact contrasting My Empath's road to 30 with my FF going to 30, they both have no tools for increasing their damage outside of Assault, but I found Empathy to have the edge prior to SO's, but after SO's its really no contest. Forcefield's Mez protection is such a helpful power while solo that it easily can solo better than Empathy with moderate defense combined with KB. Then, if you do like I have and take PFF, Aid Other, Aid Self soloing is really an excercise in "how long till I wear down my enemies".

    On a team, I have a somewhat different opinion. My Empath "feels" much more complete as a support character. Buff as many as I can, AB who needs it most, fire Auras at opportune times (like right before an AV fight starts) and patch up the rest with heals.
    With Forcefields, buff-up and hope everyone's green bars stay filled, cause I am gonna be going "offensive". Hehe, well I have medicine too, but that was more a side effect of wanting another layer of "personal" survival.
  3. Quote:
    Originally Posted by Barbie_Ink View Post
    This is a very interesting point of perception. I'm unaware of comparative numbers between the two ATs when solo (how long it takes to complete the same mission, solo, for instance) but I pretty much completely gave up on soloing with tankers at low to mid levels. It seemed, to me, such a grueling task that I stopped soloing on tankers some time ago. Defenders are slowish as well, to me, but since I don't play Emp or Force Field never so slow as Tankers do.

    Again, this is purely perception based observation, as I have no numbers to back anything up.

    Well, one of the Key differences to me on leveling up a Tanker versus a Defender is actually building a "decent" attack chain. Defenders have a harder time in the early stages of the game, and there are "Vet" powers and "pool" powers that can "skew" this issue considerably. For the Most part, building a Tanker (melee concept AT) and adding in AS or Boxing, or even Sands of Mu, will be a very good benefit to an attack chain as well as staying within a concept build. Defenders OTH can also take some melee attacks to assist in building an early attack chain, but what if you prefer to stay "out of melee" or have a preferred concept to avoid these attacks.

    When I soloed my Empath, my earliest attack chain was Charged Bolts, Lightning Bolt, Air Superiority and Boxing. They chained together well and allowed me to eliminate threats at a speed which helped while solo. I later respecced out of this chain, because simply, it sucked. But your options on defenders are limited at the early stages. AoEs are way too costly to be part of your chain and you dont have enough ST choices to avoid "wait" periods during solo combat. Those "dead" times between attacks are often punctuated with hospital trips. Hehe
  4. Quote:
    Originally Posted by Frosticus View Post
    I'll be the first on board if specific power sets were being examined to address some of the inequalities within the AT, but a global buff really doesn't address any of the issues that defenders have other than to spackle on some fresh filler in hopes the cracks won't resurface in the near future. A global buff like this benefits the defenders that were already strong at solo'ing far more than the defenders that struggle with it. And the defenders that were already good at solo'ing (basically everything but Emp and FF and elec blast) already solo'd well lol.
    I am in total agreement with you on this one. I think the larger concern is the wide range of solo performance between Defender primaries. This is something that has been my argument for a long time. Considering that after 6 years, Empathy has not been changed (in a positive way) tells me that they (Devs) consider this set properly balanced. The same can be said about Forcefields, but that powerset has seen some small tweaks, which were probably more in response to the MAJOR impact that GDN had on the set. Much the same way SR recieved some small amount of attention after GDN.

    We probably disagree mostly on the "definition" of Soloing "well". That's all.
    I have played Dark/Electric and Rad/Electric and even though these sets handled missions relatively well (solo), they still were considerably slower than even the "worst" Tanker I have played. And Tanks are MUCH MUCH safer. So thats why you will see me often bring Tankers into the discussion when talking solo speed. Tanker solo speed seems (to me) a perfectly balanced AT. Slower but safer, providing a great group benefit but at the expense of reaching the top DPS heights of the damage dealing ATs. Defenders do not have the incredible "safety" and "durability" that tankers enjoy due to their "increased" group benefit. But should they also suffer in the "kill speed" area as well?? For me, I cannot prove that there is an imbalance, It just "feels" like Defenders pay a pretty large price for their "team awesomeness". Not to mention that when they are in their "awesome mode", it can feel more like "work" than "fun".

    Sorry for the rambling
  5. Quote:
    Originally Posted by Frosticus View Post
    I think it is a case of the corr wheel not being nearly squeaky enough and corrs being nowhere near broken that we will see nothing for the AT until after the Cathedral of Pain is put back in. Defenders were in a similar boat in that they weren't broken at all, but their wheel squeaked so badly it was nearly a screech.

    I think the dev explanation for the defender buff says it all. Pure whining got this change put into place. And while I say good for defenders (I play them too), its not how I prefer things to be prioritized.
    Many tart responses came to mind reading this Frosticus, but I decided that you are entitled to your own opinion of the situation.

    So all I will say is... Ouch !

    Even if I wasn't such a fan of the Defender AT, I think that I would be happy that the Devs took some interest in our needs and gave us something. If Corruptors need something as well (And I have heard many say that they do) then (if it was me), I would be "squeaking" on the Corruptor Boards. But Thats just me.
  6. As Much as I want to see a Dark Miasma ported over to Controllers as a Secondary,
    the more I read about it and think about it, I would bet money that we get a new "Dark" control set added to Dominators and Controllers and then nothing else.

    Then Corruptors and Defenders will share "Dark Miasma" while Controllers and Dominators have their own version of "Dark".
  7. From what I can see, its about on par with the amount that Scourge benefits a corruptor, but unlike scourge, a Defender loses this benefit as soon as he joins a team and gets the benefit of the old vigilance instead.

    Post SO
    NEW ( 1.3 x 0.65 ) + ( 0.95 x 0.65 ) = 1.46
    OLD ( 1.0 x 0.65 ) + ( 0.95 x 0.65 ) = 1.27

    16% improvement in damage output

    That's assuming my math is correct.

    Also its worth noting that pre-SO Defenders could see a sizable boost in soloing ability, which is definitely something they needed.

    23% (assuming 1 DO ACC + 2 DO DMG)
    30% (assuming TOs with ACC only in attacks)
  8. There are only a few IO recipes that I will farm merits for: those being LoTG +Recharge, Numina Proc, Miracle Proc, Steadfast +3% Defense(All) to name the big ones.

    Everything else I have has been gotten thru drops or simply with WW purchases.

    Those few recipes will take significant enough time if you're a casual player like me, but are well worth the efforts. I could add a few more on the list, but things like the Performance Shifter proc and Regen.Tissue proc haven't made it into the spotlight yet and seem to be reasonably affordable to buy. (Reasonable is subjective though. 50mil for the Reg.Tissue last I checked)
  9. Although I am still IO-ing out my Tanker, I tend to agree with you regarding the Regen.
    I monitor my regen and it hovers between 60hps and 80hps in most fights (small radius )
    and I have seen in spike to 90+ hp/sec. But the amount of increased survivability I saw once I put in 5 sets of Smashing Haymaker on top of this regen is very nice and seemingly more mitigation. Once those are converted to Kinetic Combats (before 2012 hopefully), I should be rock solid unless taking on AVs or GMs that can hit for considerable amounts of damage in one shot.

    That being said, I am taking no chances and my final IO'd build will have 95% bonus to heal in Fast Healing, Rise to the Challenge, High Pain Tolerance AND Health just to make sure.
    AND, it will not take a significant number of slots to reach that number. 2 Numina's plus 1 Generic Heal IO get you to the cap and then a +regen set bonus to boot.
  10. Nice Build Plainguy !

    I see you went with Electric Mastery for the awesome effect of Short Circuit plus Powersink. Charged Armor stacks really well with Shadowfall too.

    One thing that will really boost this build some more is getting some merits and/or luck drop-farming to Slot the Miracle, Numina's and Regen.Tissue procs into Health.
    The Miracle +recovery would probably be the first one I would try for. But I am kind of a freak on +recovery. Even though my Blue bar stays near full on every team I join, its just something I "obsess" over. Hehe.

    Good Luck
  11. Quote:
    Originally Posted by EmperorSteele View Post
    Well, more to the point: if you don't take a primary that helps your damage output much, then you have to hit an even-con minion 5-6 times before they'll go down. The tier 1 blasts barely seem to do any damage at ALL. Heck, hitting Aim and a SNIPE isn't enough to kill some minions!
    This is it exactly. If you play Rad, Dark, Storm etc... that all have ways to increase your damage, its probably still slow, but not painfully slow. Try ForceFields or Empathy and then try a +3 Boss. Its Reeaaaallllllyyy Sloooooowwww. Thats why My Empath pretty much had Bosses turned off the whole way to 50.

    Will my Empath still solo worse than a Rad/Sonic? Heck Yeah. But having been on test recently and running some radio missions in Peregrine, I am pleased with the boost. I still have all my same weaknesses and strengths, it just takes alot less time to do missions. Still testing how hard I can bump the settings with Bosses turned on, but at least it will not be "base settings" on a fully IOed Empath.
  12. Biospark

    New AT

    Quote:
    Originally Posted by Eiko-chan View Post
    Pets are also defence for the mastermind and the mastermind's team, both in terms of taking damage they don't and because of Bodyguard mode.

    The real problem with Masterminds is they don't fit into a nice niche (or combination of niches) like the other ATs. They're really not like anything else.
    Agreed !
  13. Biospark

    New AT

    Quote:
    Originally Posted by Eiko-chan View Post
    Calling Masterminds "Ranged" is completely off base. Two MM primaries are ranged (Bots and Mercs), two are Melee (Ninja and Necro) and one is a mix of both (Thugs). While the attacks in the sets are ranged attacks, Mastermind sets are not "ranged damage" sets in the slightest.
    I had to think about Masterminds a little longer than some of the ATs.
    Please remember that those are generalizations, but here is my reasoning.

    PETS! These are powers that exist "at range" and can deal damage "at range" from the Mastermind. Calling Pets a "Ranged" effect is, again, a generalization, but not far off base.
    If I made a mistake, I am sure its in the "additional capabilities" for Masterminds.


    Edit::: Just looked it over again. I am sorry Eiko, gonna have to stand by my original definition of Ranged.
  14. Quote:
    Originally Posted by Talen_Lee View Post
    It just occurred to me that most of the 'natural' powersets have powers that generate redraw.
    Didn't Castle (or BaB maybe) say not long ago that they had a potential fix that would eliminate redraw? Just curious, really. I remember reading it, then nothing more about it since.
  15. Quote:
    Originally Posted by Cyber_naut View Post
    I agree with sanc, it sucks, lol. To take advantage of AAO, you need near or softcapped defenses (or lots of insps). And with AAO's taunt power, you're going to get some aggro, and if you can't deal with it, you're dead. This is obvioulsy most noticeable while leveling up vs large mobs, usually on teams. Obviously once you get shield charge things start to look a lot better, but getting there isn't much fun, imo. Clearly, people play this set for it's late game, IO'd up power.

    If you couldn't soft cap shields would you play it? I don't think I would.
    I so wanted to "Love" Shields. I even reserved a good name on my account before Shields was live (as soon as it was announced actually). I have witnessed some pretty amazing things done with IO'ed out Shields characters, but not my own.

    When push came to shove, I went back to Super Reflexes. It doesn't get a Damage boost or a HP boost or a nifty attack, but instead you have a set that actually solo's well prior to IO's (better than shields anyway). And that softcap mark will not require me to slot nearly as many IO sets for defense. One SR build I have worked up is able to hit 400% regen with all the extra IOs I could chase.

    So, to answer your question, nope, I have even decided I will not play it despite the fact it can softcap.
  16. The only things I see that are departures from my WP/Fire build plan is the following.

    I 5-slotted all my single target attacks (4 Kinetics +1 Crushing Impact ACC/DMG) to preserve their offensive power.

    I took Hasten instead of buildup and only put 3 slots into it.

    And instead of 6-slotting Gaussians, you might consider working Taunt into the build and either 6-slotting Perfect Zinger or 4-5 slotting Mocking Beratement.

    You could go 4 pieces of Thunderstrike in Fireblast to get more E/N defense and have 1 more slot to slide somewhere.
  17. Quote:
    Originally Posted by DrMike2000 View Post
    I'd go for Energy Melee.

    The glow around your fists isn't much different from the numbers that appear above your enemy's heads when you take damage, ie its easy to think of them as just an artefact of being in a game environment.
    You can probably make them less visible now using power customisation.
    Yep, Exactly what I did Dr.Mike.
    Used "Dark" choice in the customization and made them a very deep midnight blue. Its much more understated this way and intrudes less on the Pistol Primary.
  18. Quote:
    Originally Posted by Far_Realm View Post
    I disagree, actually. I love Radiation Blast and Cosmic Burst, but sometimes I find the range limitation actually makes it too risky to use. I rarely use range enhancements outside of Teleport (but sometimes I do!), and I'm not saying I know how much difference it would make, but I'm convinced it would make some.

    If nothing else, half range means it only takes half the time for melee attackers to charge you.
    Yeah, I had to think about it for awhile, because I do think the "element" of risk would be higher with a shorter range. But I think that if you made the effort to keep everything at range and "prop-up" your range defense, the results would still be the same.
  19. Quote:
    Originally Posted by _force_ View Post
    lets see:


    Current inherent ability to help while solo: None

    so that would mean... That anything they do will almost undoubtedly be better!

    Yup, gonna love that.
    amen !
  20. Quote:
    Originally Posted by Predatoric View Post
    Its not an aoe set, why do we need another set thats exactly the same as others with a different glow? Energy is unique as it is, leave it alone. If you dont like Energy because it has rubbish AoEs, dont play it lol.
    From a solo perspective and a damage dealing point of view, I completely agree with you Predatoric. However,

    I played a Fire/Energy Tank back at launch. My SG lead played an Invuln/SS Tanker.
    When I reached the point of gaining access to WH, the amount of damage it did, even back then was disappointing, but thats not why I eventually dropped the character.

    My belief, take it or leave it, is that Tanks need at least one "stellar" AoE power in their arsenal for taunt purposes. It doesnt have to be massive damage, but it should get some attention (so good Radius is more important than damage). Many Tanker AoEs fit this bill, like Fire Sword Circle, Footstomp etc... Back before "Gauntlet" I NEVER went into the "Presence" pool for help. It kinda "irked" me, in fact, that to make my Tank better at doing his "job" I needed a pool power.

    So how about increasing the area of effect of Whirling Hands ? More damage would be gravy, but from a "tanking" point of view, the current radius is less than optimal.
  21. Quote:
    Originally Posted by Far_Realm View Post
    Buffs as tertiary powers is an unexpected twist - do any of the currently extant archetypes even get those? I know there are some self-buffs, but no buff-others - or are self-buffs all you were talking about?

    That said, my last proposal still stands: Wouldn't it be interesting if we could give the Terminator better defenses and/or damage in exchange for inferior RANGE?
    In one of my posts I categorized Buffs/Debuffs as one sub-division called "Support", and did not give Blasters any credit for having this in their "additional capabilties".
    My definition of "Support" powers is anything that benefits others as well as yourself.
    With that in mind, there are powers already available to Blasters that would fall under this category, such as "Shiver" or "Hot Feet". But they are not predominant.

    What I guess that I am saying is that any powerset or group of powersets that the Devs would come up with would have select powers which will "break" the rules. If current Blasters are Ranged with Control and Melee thrown in, thats a generalization that takes all sets into consideration. If you change this to Ranged with Support powers and Melee thrown in (as a generalization again), then you have a similar but different AT altogether.

    Having a significant number of "support" type powers in the secondary though would force the Ranged AND Melee components to be adjusted down to Corruptor/Tanker levels of damage for balance. This may not be what you envisioned, however.

    As far as reduced range. I dont think it would make much difference. My favorite Blast set is Energy and Power Burst has a reduced Range. Bottom Line, hovering at 40ft or 60ft plays the same. The melee baddies cannot reach me, but I can touch them.
  22. Biospark

    New AT

    Quote:
    Originally Posted by Shocklock View Post
    I really like the idea of an assault/defenses character could go defenses/assault for its opposite. One of heroes, one for villians.

    Type of character that I envision having this would be Iron man sorts of characters. A mix of melee/range and defensive shields to protect them. A whole slew of character concepts.

    No idea what to call it other then Power Armor. Guess you could call it Armored. Focus on a team would be a switch roles sort of play. Not really focused on argo generation and pulling people off of others ala scrappers and tanks but also not heavy damage AT. IMO its weakness should be no control like powers and no self healing. Just swap out self heals with some other power perhaps a placate to shed a foes focus?

    I could see this sort of AT having a switch mode sort of inherent power. They active a toggle and are in offensive mode doing more damage but taking more damage. Toggle off and they are in defensive mode resisting more damage but doing less damage.
    Damage output would be similiar to dominators outside and inside of domination, defenses would be stalker outside and scrapper inside of buffs. So you could have domination like damage with stalker like shields or dominator (no domination) damage and scrapper like shields.

    I don't think it would be overly powerful and cool in concept but doesn't really have a team role outside of them being pitch hitters.

    Epic pools would need to be designed for them.. not sure what fits them though. No controls or heals, ranged aoe's and debuffs maybe.
    How about "Avenger"

    Couple other possibilities "Protector", "Guardian" (Hehe sounds like server-specific unlockable ATs now)

    How about taking the Defender Inherent but make the Damage scale up as the team gets hurt.
  23. Biospark

    New AT

    Quote:
    Originally Posted by Arctic_Princess View Post
    The reason I point this out is because I'd rather not see a random new AT based on say, a defender with melee or a blaster with shields. As has been pointed out we already have them in the form of VEATs and HEATS and some specialised slotting power choices and use of power pools from existing ATs.

    I'd rather see themed ATs (Paragon/Praetorian Police, Circle of Thorns-style, etc) which don't unlock at 50 (the new change to Epics unlocking at 20 could be seen to be, employing wild speculation with abandon, a step towards alternative methods of achieving ATs).

    There are enough groups already in existence for the concepts to work. Wyvern, Legacy Chain, Longbow, Vanguard for starters. Malta, Carnies, Council, 5th Column, Circle of Thorns, Rikti too. A lot of their powers are similar to existing ATs and, bar the costume pieces for the majorty, a lot of players already have rolled characters that either still are or were once onvolved with these groups.

    So whilst I appreciate that people want to play around with existing formulae for 'new ATs', please can we have some crazy thinking first and then scale it down to something workable?
    I see no reason why your idea cannot co-exist with the ones being presented here.
    New Base ATs and new "Un-lockable" ATs can both be introduced into the game.

    Regarding EATS, I can only comment on Hero-side Kheldians (not having played Villain side much at all) these ATs may exist in the game, but I really do not like them. IF they were functionally the same but without "Forms" and major "Achilles' Heels" of Quantum damage then I would probably love these ATs.
    Since they are not, you will continue to see me lobby for new base ATs
  24. Biospark

    New AT

    Quote:
    Originally Posted by BrandX View Post
    Hmmm...you know...going Defense/Range Set in order of powers might be the way to go, but even with that order, I'd say keep it at Scrapper levels of Defense.
    Your Probably Right, Tanker survivability on a low hp platform might as well be Scrapper survivability on a med Hp platform.

    And one thing I feel very strongly about is that the Developers should start on the low-side of the scale and improve it as needed. For example LOW HPs, Scrapper Defense, Defender Damage. Start there, if its too weak, boost the Defense and/or HPs as needed till it falls in place.
  25. Biospark

    New AT

    My thoughts for a Ranged/Defense AT is to make the Defense Primary and then have a Controller/Blaster hybrid as the secondary. You give them low HPs to avoid actually being Tanks, even though they have Tanker-Level Defense.

    Since their Attack set would be reduced to a dmg mod of .75 to .85 they should be durable, but with lower damage so Blasters and Corruptors will not be Jealous of their damage. You then Mix in Single Target Blasts and Controls but very little AoE so that controllers are not marginalized. No need for melee attacks, but perhaps some could be added in the ancillary powers.

    At the Tier 9 instead of Pets, you could have a Defender-Strength Nuke. It would be interesting to have an AT with both a primary and a secondary Crash power. But my original thought was to come up with a completely new and unique Tier 9 instead.