Biospark

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  1. Biospark

    Damage output?

    Quote:
    Originally Posted by Garent View Post
    It's something that happens very often at low levels.
    Agreed.

    I just have never heard this as a reason why being more endurance efficient would be bad.
    Not having run the numbers, you could be right, but I dont think the kind of endurance savings I am thinking about (15-20%) would put defenders higher than scrappers or blasters at that point. I have been wrong before.
  2. Biospark

    Damage output?

    Quote:
    Originally Posted by Garent View Post
    Also, I disagree with the idea that defenders and tankers need to be more damage efficient than blasters and scrappers. Consider a situation where the entire team is at 0 endurance and is attacking using only the endurance gained from their base recovery, which can easily happen at lower levels. If tankers and defenders had better DPE under this situation, then they would be dealing more damage than the scrappers and blasters.
    I am sorry Garent, I dont quite understand the relevance of your example.

    Because, every character I develop places endurance recovery and endurance use pretty high on the list of "things-to-do", so the comparative performance of heroes all at zero endurance seems... odd to me. Afterall, once you hit zero endurance, your DPS plummets, for any AT. You would be comparing one small number to a large number slightly less often.

    Also, I dont think that the numbers would have to be adjusted by a huge amount.
    I am asking only for 15% more damage, which would save enough endurance to make me happy if I could also see some kind of inherent effect while solo. There are others that suggest even more damage, but the end result should not in any way infringe on Scrapper, Blaster, Corruptor or even Tanker DPS.

    In the absence of a DPS boost, thats where my feelings regarding endurance efficiency come from. I am fine with being lower damage as an AT. After all I left Defenders shortly after launch and played controllers (prior to Containment). But doing less damage doesnt change the Health of the mobs in the game, so it requires more blasts AND time to defeat the same mobs as a high-dps AT. Being more efficient SHOULD be the counter-balance. I could be wrong, but what would be a better counter-weight in your opinion ?
  3. Biospark

    Damage output?

    There have been alot of comparisons drawn between Controllers and Defenders, and IME there never was an issue until Controllers got "containment". Basically, prior to "containment", Defenders had higher buffs AND higher DPS, but controllers were "safer" solo, although much slower until mid-30s (set-dependant of course).

    "Containment" brought the controller a MUCH-NEEDED boost solo and (to me) a greater focus on their primary powers that were not pets. A lot has been said regarding the Controllers huge dps abilities now, but if you look closer I think that you will see that Defenders have more powers which deal single target damage, more AoE damage powers and that even with Containment, the average DPS for controllers rose to be more in line with Defenders.

    Obviously there are Controller builds/combos which can seriously create some DPS, but they achieve it the same way that the best Defender builds do (RAD, KIN).

    So... what then is the problem ? Well, this is just my opinion, Controllers REMAIN (just as in the begining) much safer solo than defenders and now command comparable damage (I am not saying greater, notice). It would make sense then, to either make Defenders deal more damage either through base mod or recharge, or... make them safer personally. This would balance them somewhat with Controllers.

    There are alot of ways to look at it, and as we all know, just as many ideas to fix it.
  4. Biospark

    Damage output?

    I have always viewed Defenders as the flip-side of Blasters much as Tankers are the flip-side of Scrappers. So my biggest issues playing defenders have not been about damage per-se, but about being able to to blast with more survivability than blasters and not run out of endurance doing so.

    If anyone should be running out of endurance it should be Scrappers and Blasters (rabbits), while Tankers and Defenders would be more like the tortoise versions that just keep plodding along and never get winded.
  5. Quote:
    Originally Posted by Fulmens View Post
    That is ... enormous lengths to go to, to win an argument. I salute your dedication.

    (I'll admit that soloing my FF/Elec at 50 went faster than I expected...)

    Its all win for me I have always liked the forcefield set (from the very start of the game), but for my own reasons did not stay with one past the early 20s. Now with color customization and alot more experience with Defenders, you could say I was just looking for an excuse to take one all the way to 50.

    As far as solo speed, I have never been put off too much by the speed of Defenders, just that they suffer considerably in the first half of their careers. The only time I find the kill speed annoying is when I am out soloing in order to build up some influence, or get some recipe drops, and face Boss-level villains. This, mainly, is the reason I turn off Bosses while solo. It gets tiresome fairly quickly trying to beat down a Purple Boss. I could take several regular spawn groups in the same amount of time.
  6. Quote:
    Originally Posted by Fulmens View Post
    I don't understand why you'd want to solo a FF defender to 50. My patience would give out long before my defenses would.

    I guess you're enjoying it, so... go you?

    Actually Fulmens, I am not strictly soloing this character.
    I am 27 now and have earned 25+ of those levels solo.

    The reason for this trip is that I have seen several threads by another player who claims consistently that this combination cannot do well and runs out of endurance alot.

    The combination is one that I have tried several times to get off the ground, but now I will stick with it all the way to 50. So far it has been easier than my Empath's journey and after reaching 22 and 3-slotted stamina, I am flying through content at normal difficulty.

    One other comment I might add is that by spending more than a minor amount of time "Solo" as a defender, you learn things about your powers that you might otherwise miss out on by strictly being a team-only defender.
  7. Thanks Dr.Mike,

    I was rather pleased with the Defenses (inc Psionic) being over 30% and capped Ranged.
    That extra slot in PFF was a tough call, I almost used it in Stamina for the Performance shifter, since I think the recovery on this build might be a tad low.

    You are correct about the recharge, I wanted as much as possible to simulate Hasten and get PBU, AIM, PFF, my AoEs and the heals recharged as fast as possible. I also needed 5 slots in one of those AoE powers for the potential of slotting a 5-piece Purple set for more of everything (Yeah when I am a billionaire !)

    I will definitely look at your suggestions
  8. Well Folks,

    After playing this character to 27 so far (mmmm Thunderstrike !), This is the build plan currently. I have made several adjustments to power selections and when certain powers are being taken. What other improvements can be made?

    To recap, I would like to get as much +HPs/Regen as possible, while still maintaining the overall +Def focus.

    Thanks in advance for any assistance

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Force Field
    Secondary Power Set: Energy Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Deflection Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(23)
    Level 1: Power Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 2: Power Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 4: Force Bolt -- ExStrk-Dam%:20(A), Acc-I:50(48)
    Level 6: Swift -- Flight-I:50(A)
    Level 8: Hover -- Zephyr-ResKB:50(A), Zephyr-Travel:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Rchg+:50(46), LkGmblr-Def:50(50)
    Level 10: Power Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(13), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-EndRdx/Rchg:50(15), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(31), LkGmblr-Rchg+:50(43)
    Level 14: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(46)
    Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), Mrcl-Rcvry+:40(17)
    Level 18: Insulation Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(23)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Personal Force Field -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(50)
    Level 24: Aid Other -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(25), Numna-Heal:50(25)
    Level 26: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx/Rchg:50(27)
    Level 28: Repulsion Bomb -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(34)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(43), RedFtn-Def:50(43), LkGmblr-Rchg+:50(45)
    Level 32: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(34)
    Level 35: Explosive Blast -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Acc/Dmg/EndRdx:50(36), Posi-Dam%:50(37)
    Level 38: Aim -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 41: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/Rchg:40(46), ImpArm-EndRdx/Rchg:40(50)
    Level 47: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(48), EndRdx-I:50(48)
    Level 49: Detention Field -- Acc-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  9. Thanks UberGuy !

    Glad you explained this to me.

    My "gut" feeling was that Invincible was harder than +2/x1, but maybe that was because you had no choice of Bosses on the old settings. +2/x1 no Bosses is a very different animal than +2/x1 with Bosses.

    Even so, I feel pretty darn happy with my empath being capable of +3/x1 with Bosses(No AVs).
    In my mind I have been equating that to "Invincible". Hehe
  10. Quote:
    Originally Posted by Gorgar View Post
    And here I thought I'd broken my stormie or forgotten how to play. She does just fine at +2/x1. Pretty weak compared to some of the other numbers I've seen in this thread though.
    I am not sure about what people are calling "Invincible" now.

    +3/x1 seems more like the old "Invincible" to me, but its hard to say, since its been awhile.

    I am old and forgetfull.
  11. Quote:
    Originally Posted by Teeth View Post

    Rad/Sonic has all the benefits you described for Rad and Dark blasts (except much better) plus a +Dam +Rech buff, all of which make it so powerful that it's better in a fight than a Scrapper at low levels. (It also destroys AV's and GM's.) Dark/Sonic is nearly as good, and Cold/Sonic would actually debuff even better (but be in more danger in the process). Kin has +Dam and +Rech, and only the former is a higher number than what Rad has, and Kin cuts into its attack chain to buff itself, if it even hits!
    Very interesting observation Teeth. I would have rated Kin/Sonic the top spot and Rad/Sonic as the second best, but that is strictly based off the multiplicative nature of -res and +dmg combined. This favors Kin/Sonic by a good margin, but the Kinetic being very reactive and requiring more clicking throughout the battle (Transfusion, Transference, FS, Siphon etc...) does make me wonder how much dps loss over time you suffer.

    Darn, looks like I need to roll another Defender !
  12. Quote:
    Originally Posted by NeonPower View Post
    Standard damage wise, Kinetics/Sonic. You get a nice res debuff, as well as almsot always being at the damage cap =). can't imagine standard damage gets better than that for defenders.
    Neon hit this one right on the head!

    I recently rolled a Kin/Sonic as part of a themed build.
    Dont even have Fulcrum yet, but Siphon power plus sonic blasts is INSANE dps.
    Feels like a Blaster with a mega-heal, and I havent even gotten to the good stuff.

    Prior to this Defender, my highest DPS combo (For a Defender) would have been Kin/Dark.
  13. Quote:
    Originally Posted by New Dawn View Post
    I feel that some defender powers are of low recharge than they should ideally be because they are shared by controllers. If the controllers were to have any less recharge they would be seriously WOTT! I think with recharge they should be looking at a different set of figures. Liquefy is one example.
    Not having levelled high enough to use Liquefy, I will take your word for it New_Dawn.

    But I could certainly get behind a power-by-power review of all defender powers and have each one adjusted in one area according to its highest need. Long recharge powers get their recharge reduced, high endurance cost powers that are not necessarily high recharge get a endurance reduction and other harder to quantify powers could get a boost in both areas to be more powerfull generically.

    It would certainly make me feel more happy than I already am about choosing Defender over Controller as a support character.
  14. Quote:
    Originally Posted by DrMike2000 View Post
    I used to run my FF/Sonic and Kin/Elec Defenders on Invincible, or +2/x1 as we now call it.

    I tried running my new-ish level 17 FF/Energy Defender through the "Rescue Lady Grey" mission in the Midnight arc at +1/x1 and found that way too brutal.
    Level 17 to 21 is kinda brutal all the way around Dr.Mike, my newb FF/Nrg is 26 now,
    and took PFF at 22, Aid Other/Aid Self at 24/26, and with all level 25 Generic IOs I can do +1/x2 with relative ease, assuming I dont get cascade defense failures and mezz at the same time, I just PFF+Aid Self, 3-slotted Stamina and Health puts me back in action quite quickly. Defense is Dispersion+Hover (approx 18% iirc)

    Bottom Line FF/Nrg has been tons easier than Emp/Elec, who had to wait till 28th to start feeling able to bump difficulty up a notch.
  15. Quote:
    Originally Posted by Fulmens View Post
    What do you see as the design goal of Sonic Resonance?

    Sorry Fulmens, I think we have (more accurately --> Me) have threadjacked this one off topic for recharge on defenders as a way to differentiate them more from controllers.

    I can only offer my apologies to the OP and the community.

    If you would like to discuss the sonic powerset, I would happily participate in another thread if you would be willing to start it.

  16. So.....

    Your explanation is that the small disparity that I am seeing is;

    A) Not enough to worry about

    B) more than made up for by the added DPS it provides to the team/defender

    C) Rare enough as a commodity to not warrant equal treatment


    Ok, I agree with B) I simply did not sit down and try and calculate the survival implications of -res for the powerset as a whole. It was more or less an observation regarding the two powers alone.

    A) and C) seem more or less opinions, so you are entitled to them, no hard feelings if I disagree I hope.

    As far as requesting an improvement, well I certainly know how happily any suggestions for improvements are met on these forums (not reffering to you), but I honestly was just curious what people thought about the disparity. After having played both Sonic and Forcefields, my opinion is that one is far better as a set than the other in respect to keeping a team alive AND oddly enough keeping a solo Defender alive. Also I am sure that is due to the powerset as a whole and NOT just in regards to the Dispersion powers of the two sets. But it does beg the question; Is the resist amount enough ?
  17. Quote:
    Originally Posted by Schismatrix View Post
    i think a tweak to defender blast set endurance costs (and *crosses fingers* a bit more damage) would do more for Defenders in general than reducing the recharge on primary powers, especially for the sets where that would only really make a difference for one power.
    100% Agree with you
  18. Quote:
    Originally Posted by Fulmens View Post
    1) Tough works on Smashing. And lethal. Only on yourself. Sonic Dispersion works on Smashing, Lethal, Energy, Negative, Fire, Cold and [I believe] Toxic for you and everyone within 25 feet.
    I am fully aware of what the power does, and the fact that it does alot more than Tough is also the reason its endurance cost is alot higher.
    What my question WAS, is in regards to the personal survival boost it provides when compared to Dispersion bubble.
    Dispersion bubble seemingly provides MORE survival to the Defender before you take into consideration ALL other arguments.

    Quote:
    Originally Posted by Fulmens View Post
    2) If you're comparing power to power, instead of set to set, you can draw some amazing conclusions. Look at Barb Swipe compared to Storm Kick and weep with me for all the Spines scrappers.
    Fulmens, I dont know if I have offended you in the past, if so, my apologies.
    This second comment of yours I find a little belittling, because the 2 attacks you highlight dont have the same damage, recharge and endurance cost. They are apples and oranges.
    My discussion is regarding Sonic Dispersion and Dispersion Bubble. Which are remarkably similar in all ways EXCEPT their baseline survival amounts. To top it off the S/L value is the same as Tough. Shouldnt a PRIMARY power offer more resistance to S/L than a POOL power ?


    Quote:
    Originally Posted by Fulmens View Post
    I find your arguments unconvincing.
    You can choose to do so, but you should know that I phrased my original post as a question.

    I think your tone in this post is not what I would expect from a well-known veteran like yourself.
    But perhaps I am reading more into it. If so, my apologies again.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    It still seems strange to me that my Controllers so easily match Defender performance with buffs. I don't think the solution is to buff Defenders base values directly, but to alter how quickly the buffs come back and what they cost.
    The Idea is a good one, and it keeps with the spirit of the term "Vigilance", however, like Dr.Mike said every power and every powerset needs to be looked at seperately. They vary in what they need quite significantly.

    For example, for Empathy having a recharge boost on Healing Aura or Heal Other would help in a small way, but higher recharge on Fortitude, Adrenaline Boost and the Auras would definitely be cool. Now contrast that with a set like Forcefields. Lowering the recharge on Deflection or Insulation is really insignificant in the grand scheme of using Forcefield. So even though these are buffs, much like Fort and AB, the recharge component is completely different in the chain of what will improve the power.

    The idea of global recharge is much like global endurance savings, in that its a great idea, just not equally beneficial across every defender primary. This is also the reason why I like the idea of endurance savings, because its a little more universal to each primary. Further, by making defenders more efficient endurance-wise, it does not boost their DPS (potentially upsetting other Ranged ATs like Blasters/Corruptors), but still manages to assist them in using their blasts more often.
  20. Quote:
    Originally Posted by Fury Flechette View Post
    I'm not sure what you're trying to prove. I think it's boring to continue to reroll the same set. Rusty or not.

    Why not try Cold Domination or Sonic Resonance instead? I think playing a set you don't have experience in would be much more valid as a new player experience test rather than replaying a set that hasn't seen many (if any) changes since you've last played it.

    It would be a lot more interesting to see Philotic Knight on Champion as a Cold Defender than as another Force Fielder.

    I guess it depends on how much you love any given powerset.
    After getting Biospark to 50 and all the many alts I have played using Electric Blasts, I STILL ADORE electric blasts. So much so that I would love to have ???/Electric Blast Defender of EVERY PRIMARY Hehe

    Of course, real life, family, job all that stuff makes that more of a dream than a real possibility.

    Even so, Emp/Electric turned out so well for me, that my second highest defender is a Kinetic/Electric Defender on Guardian. He was sapping at 27 just as well as Biospark can at 50. Thats impressive.

    Westley, Good Luck on your new PK. I think you will be unimpressed though until you get Cosmic Burst.
    But from the sounds of it, you are not planning a solo trip like my current FFer.
  21. Quote:
    Originally Posted by DrMike2000 View Post
    On a set-by-set or even power-by-power basis, yes, definitely.

    Force Fields +Def powers and Sonic Resonance +Res powers, for example, benefit significantly from being 33% stronger on a Defender, because of the nature of +Def and +res, the more you have the better it becomes.
    So they're good as they are. Ditto for most -Res powers.

    Recovery Aura is the opposite - +200% Recovery (same for Defs and Con's oddly enough) is functionally the same as +150% or +250% - you have endurance coming out of your ears either way. People usually slot this for Recharge, because thats what counts, so this power should recharge faster for Defenders.

    Basically, just applying scalars to the buffs doesnt work in making Controller secondaries less effective than Defender primaries, because the powersets are so different. I agree that things like recharge need to be taken into account.

    And I'm with Biospark too - End costs should be dropped for Defender's (and Tanks) attacks a bit. Maybe not by enough to match the DPE of Blasters and Scrappers, but somewhere inbetween.
    Hello Dr.Mike,

    Since I know you have some in-depth experience on Sonic versus Forcefields, maybe you have some insight into a small disparity between the two sets.

    Dispersion Bubble grants 10% Defense to all, which taken purely by itself represents a 20% survival increase on even con minions.

    Sonic Dispersion grants 15% resist, which represents only 15% in the same scenario.

    Granted they scale differently and Sonic powers can grant increased DPS which has a survival implication. But why would they not make Sonic dispersion 20% to be in-line with FF's bubble. After all 15% resist is the same amount tough grants to a Defender, seemingly out of line with the whole Primary > Secondary > Pool

    This always bothered me when I played a sonic.

    P.S. I did not know that Controller and Defender RA both granted the same recovery amount. Thats probably something that should be adjusted. And to be honest, I would LOVE to have the boost be granted in a faster recharge, but highly doubt that will occur.

    P.P.S Sorry to the OP, not trying to threadjack. This is a very good discussion topic, and one I know alot of defenders feel strongly about. Its my opinion though that changing recharge values or adding recharge global boosts does not address the core issue I feel defenders experience, which is two-fold. How to address the endurance issues pre-stamina and secondly, how to provide the defender more opportunity to solo well, which is to say faster/safer. Buffing Defenders in particular.
  22. Quote:
    Originally Posted by Hyperstrike View Post
    Have a Fire/Rad in the teens at +0/x2.

    I can usually handle a regular 2 man mob, but in a lot of the missions I've hit, I've been in areas with multiple groups of 2 man mobs mashed together. 4-6 guys, I can handle. 8-12 is just guaranteeing I faceplant if I can't strip off one or two guys at a time.

    Weirdly enough, the Montague Castanella "Lost Savior" arc would spawn a two man mob as a single Rector. With the Golden Rings hold in addition to Char, they're cake.
    Uhm ??? Defender ???

  23. Quote:
    Originally Posted by Catwhoorg View Post
    When I was listening to the podcasts from Herocon today, I came across this comment

    Castle (I think it was his voice, apologies otherwise) said that the defender AT is and remains the most balanced AT. However, the comment was followed that they are aware there is a little bit that needs to be looked at, and they are monitoring the situation.

    Overall defender remain good (indeed great), one possible tweak I would suggest in this theme that is in line with the suggestion here would be to keep vigilance more or less as it is but extend the same principle to recharge as well as endrec (maybe on a different scale).

    That still doesn't help solo defenders though.
    Exactly the issue I have with Vigilance.
    They could leave the effect pretty much alone and I would be happy, AS LONG AS it would give something for solo play.
    I love my defenders on teams, No, I prefer playing them on teams, but since I really dont like Pugging, I WILL solo when my friends are not around.
  24. Quote:
    Originally Posted by Oedipus_Tex View Post
    I play some Defenders and some Controllers, and I'm constantly struck by how Defender buffs and debuffs don't really seem that much better than the Controller's. Certainly not anywhere near the difference between Defender and Blaster damage.

    What occurred to me is that even though Defender buffs are more powerful than Controller buffs, in the end it's more about the recharge and endurance cost than the net effect of a lot of buffs.

    So my question is, would the Defender AT take a significant step forward if the base recharge and endurance cost for all powers in the primary was offset by the same values used to enhance buffs, but still be balanced? While I doubt it's likely to happen, with Going Rogue coming out soon this seems like a prime time to ask.
    I am a firm believer that the endurance costs for Defenders need some kind of tweak.
    Playing defenders alot and having done so many of them pre-stamina and SOs really makes the endurance issues blindingly obvious.

    As far as recharge, I dont see any problems there, to be honest. Although, my personal opinions on long recharge powers like regen aura, recovery aura are just that, personal. I dont really expect them to be adjusted at this point.

    Endurance costs, on the other hand, should really be looked at, especially pre stamina and with regards to soloing. I dont mind taking longer to take down villains, but to drain my bar as well, doesnt seem fair.
  25. Level 50 Emp/Electric ; +1/x2 No Bosses Solo at level 50 missions

    +3/x1 w/Bosses and +1/x3 No Bosses are my top levels of successful soloing. They were far from comfortable though. Which is why I generally stick with +1/x2 for a slightly higher drop rate.

    Still working 3 more defenders up through the ranks, so will be awhile before I can speak about them.