Biospark

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  1. Quote:
    Originally Posted by NeonPower View Post
    Ok so, sofar the genearal jist is, kinetics is good for buffing enemies to kill everything with one hit, which makes the defender have pretty descent attack damage even though its base damage is kinda low.

    but i kinda find myself not watching to role a kinetics defender as much anymore. i'm kinda leaning toward a sonic/rad corr...

    d'you recon thats a good starting point for me as i'm coming down for the scrapper field??

    I would never recommend someone to go over to the Villain side. Hero is where its at

    I do, however, offer up Luminara's guide to Kin/Dark as a scrapper-like defender option.
    You should give that a try at least, before moving on to the other side.

    Almost said Dark Side
  2. Quote:
    Ive been playing Coh for about 5 years now and have decided to try my hand at a Defender, Ive done some looking around and have come to like the Rad/Electric sets. I dont really know much about these sets except from what Ive seen in teams, Im a melee player, scrappers/tanks. I solo and team and want this toon to be able to do both without to much trouble. So from what Ive asked and read in the forums this is the build I came up with. Any input will be greatly appreciated.
    Welcome to Defenders ! You picked a very interesting combination to start off with, and one which I have played a couple of times. I hope it meets your expectations.

    As far as your build is concerned. I like how you have achieved perma-AM. Thats an awesome buff. Here are a couple of things I noticed though. ***oops, I was confused, looks like Garent's build is the one with Perma-AM, which is a good plan by the way.***

    You 6-slotted Ball Lightning. I personally prefer only 5 slots. You get the recharge plus 95% dmg boost and losing the 6-piece set bonus is not a big loss. That gives you an extra slot. You 4-slotted Stamina. Not a big deal, but I would probably stay with just 3 slots there also. You only need a couple set bonuses to get just as much recovery and defenders seem (to me) to have little trouble getting +recovery in IO sets.
    I also see a performance shifter in your Nuke. You dont use that power enough to make that a huge priority, but that's just my opinion. That is 3 slots you could move somewhere else.

    If you can slide 2 slots around, putting 1 more pacing of the turtle in LR and 1 more stupefy in OG will yield you over 6% Ranged defense. This will help alot I feel. Also in Short circuit, I would swap the Performance shifters for Efficacy Adapters for more HPs. A good friend has convinced me that +HPs is a VERY good way to boost Defenders survival overall. And he was right! With Accolades and set IOs my main Defender sits around +30% HPs and it has made a very noticeable difference.

    Finally, regarding your power choices, you will do fine with this build in a general sense.
    However, I cannot imagine using Electrical Blasts without Tesla Cage, Radiation without EMP and Dark mastery without Soul Drain. Soul drain stacks really well with Assault, Enervating Field, AM and AIM. Some people even refer to Soul Drain as a mini-fulcrum shift. You should keep these three powers in mind if you find later the need to modify your build a little.

    Good Luck
  3. Biospark

    Damage output?

    Ultimo_

    Glad to see you posted your build. Its answers alot of questions.

    I have some suggestions for you, and hopefully I can get it in words successfully.

    Base End recover at level 1 is 1.67/sec. You really should never drop below that point.
    Your recovery is 2.50/sec with 1.29/sec use from just toggles. Thats too much.
    I try and stay even higher than that on my builds, so that after Stamina my net recovery is more like 2.0/sec. I have seen people with crazy recovery in the 3+/sec range. This is really only possible with IOs, but the basic gist is you should be AT LEAST as good at recovering endurance as you were prior to Stamina. You should reconsider how many toggles you are using.

    Biospark runs, CJ, Maneuvers, Tactics and Charged Armor. Thats it. It works fine.
    For FF/Energy, I would probably go with Hover, Dispersion, TI and Maneuvers at most.
    And honestly thats still too much unless you can get some +recovery from IOs.
    Running Hover+Dispersion+Temp.Inv nets you 1.71/sec.

    The second thing I would correct is your attack slotting.
    The first 4 slots should be 1 ACC + 3 DMG, always. Just my opinion, but the only time I even consider end reduction in SO-level slotting would be a high cost attack, and then only if they are used alot in normal fights. ET perhaps.

    This would be the SO slotting I would use on your ST attacks
    Power Bolt 4slot 1ACC, 3DMG
    Power Blast 5slot 1 ACC, 3DMG, 1Rech
    Power Burst 6slot 1 ACC, 3DMG, 1Rech, 1 End

    Since you dont use Hasten, you will be surprised how much smoother your attack chain will be with 1 Rech in both your single target blasts.
  4. Biospark

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    With Empathy, you will get access to the Recovery Aura, which grants you the endurance to sustain your attacks, the exact thing I'm suggesting.
    That an endurance increase is a boost in damage is the point. The difference is that sets that had the capacity to defeat certain foes will still be able to while sets that had difficulty will fare better.
    Well, in response to this I feel that some clarification is in order.

    Recovery Aura does take away all endurance concerns while its running, but is not available all the time. Actually having better endurance recovery built into the AT would make this power more of a team power than a solo power. But one thing I have to say Ultimo is that the recovery in no way transfers into extra damage, unless you believe that a defender will avoid using certain high-cost powers when its not running.

    Here is my take on endurance usage problems for Defenders and Empathy in particular.
    Not only do we need more DPE to arrest villains, but the COST of running our primary powers is pretty significant. For example Empathy solo (Pre-SO) has healing Aura, which is an AoE heal and its cost is huge (13 base iirc). Prior to Stamina and SO's this power is the solo Empath's only defense but its use is very detrimental to your End Bar.
    After Stamina and SO's it becomes less painful to use as far as endurance, but is STILL an issue because of its 2+ sec activation. I have actually used this heal and watched all the HPs gained after casting be knocked back off during the activation time, meaning a net result of having the same HPs as prior to using the Heal.

    So, considering these things my first choice would be a small increase to our damage, which will SAVE endurance by making fights shorter. I would like to see Defenders returned to their original 0.75 modifier that existed prior to ED and GDN.

    If that were not an option, my second choice would be more HPs to toughen up the AT to survive better solo.

    And finally, I think our Inherent needs a rework so that is does SOMETHING when solo.
    Choices I like are A) counting my health in the global endurance saving calculations
    or B) Give me a stacking effect of global endurance reduction, similar to how blasters get a Dps stacking effect.

    But to recap, less endurance != more damage UNLESS you get that endurance savings thru Higher DPS not DPE
  5. Biospark

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post

    I was playing my World War 2 arc below, and came up against the Elite Boss, Catburglar. It was actually a pretty fair fight, except that I couldn't do any damage. I'd get him down to about half health, using an entire tray of blues in the process, and he'd heal back to full health. That was WITH Sands of Mu and the Nemesis Staff in use. I hate to think how little I'd have done if I didn't have those.

    This leads me back to the seemingly endless debate about Defender damage output.
    Hello again Ultimo_

    I decided to try this arc with Biospark (At least the first one with Cat Burgler in it).

    Ran the first mission twice. Succeeded both times

    First set at +0/x1 No Bosses
    He spawned as a Boss and surprised me, even though I have tactics, SS+Celerity.
    No worries though, immobilized him with electric fence, drained his endurance and whittled him down fairly easily. No inspies used.

    Second run was at +0/x1 With Bosses. He spawned as a level 50 EB.
    This time I saw him first. The fight took awhile, full cycle of my RA's (150-180sec estimated). Had to pop Powersink a couple times for refilling my endurance bar and used 3 inspies at the start of the fight (Red, Purple, Yellow). He never got a heal off, missed on my first SC but got him immobilized and drained pretty easily.

    My conclusions are ;

    1) CatBurgler is a pretty cool little NPC. Challenging, but very doable.
    However, I am level 50 with all my epic powers and all but 10 IOs from a completely IO'd build. My defense is over 20% to Range, Melee and Psi, 14% to AoE (Darn BotZ KBs).

    2) My strategy is very different than a FF/Nrg, so results would vary across different combinations. Draining his endurance completely negated his healing and a great deal of his potential DPS.

    3) Considering how my Energy-Device blaster plays, I suspect that your strategy would need to be perfected against this kind of mob. Does he animate when he heals ? When does he start healing ? With KB, alot is about timing. If you can keep him on his back side the majority of the fight and hover out of melee range, I would think he could be soloed.


    My questions for you are regarding your build. What do you have in your ST attacks ?
    Do you have all three of them ? (Power Bolt, Power Blast, Power Burst).
    What level are you at ? What is your Melee and Ranged Defense when you take him on ?

    bottom line, this EB may just be too much for your current build and IO set-up.
  6. Quote:
    Originally Posted by DrMike2000 View Post
    Good on you for trying something different again, Biospark.

    I tried something similar on my Fire/FF controller - the idea beiung I could bubble up PFF and regenerate rather quickly if needs be.

    The results weren't great, and it did occur to me that Aid Other and Aid Self would be far more useful coupled with PFF.

    However, I didn't get all the set bonuses I wanted at the time and kind of gave up before really giving that idea a fair shake. I was set on not having a tricorder to heal, you may be too, and if so, good luck to you. I guess for proper field testing you could seek out a giver of +Regen to see how it would feel, maybe get someone to drop an unslotted Triage Beacon for you?
    Oh wait, youve got it at 35. Maybe you'll find once you get Aid Self all that hard won +Regen amounts to nought.

    I'd personally swap Deflection Shield and Detention Field around. One bubble can provide a team heaps of mitigation, thats everything excepot exotic ranged attacks covered by Defelection since it covers both S/L and all melee. But what happens between levels 8 and 22 is a tiny bit of your career, so big deal really.

    No Energy Torrent? Thats a fast animating fast recharging AoE with a good chance of KB. I'd maybe swap that for Force Bolt in that it can kind of stand in if something gets too close, but also beefs up your AoE damage, which is gfood for soloing. Force Bolt is the "oh yes you are going to get knocked down" power, but Energy Torrent followed by your ST chain is a pretty good chance of neutralising that threat that gets too close.

    One last point - have you looked at Explosive Strike Damage procs? You could try one in Power Blast and see if it works for you instead of the Psi defence bonus from 6 Dev's. Ive been kitting my new FF/Energy Defender out with them and quite like them. They're not game changing, but add a little bit more punch.
    Thanks for the input Dr.Mike !

    My +HP/Regen focus came to me after playing my most recent FF characters (FF/AR, FF/Arch, FF/Rad, and of course my newest FF/Nrg).
    I started noticing that with all the FB juggling, I can disrupt the flow of incoming damage and prolong the fight sufficiently for my low dps to whittle villains down, and that got me thinking that regen would really be able to provide good effect. Still low level, so dont know how this will fair when I start facing hard-hitters.

    PFF+Aid Self is very thematic since I am a Tech Origin. Was still debating if waiting for the 30s was too long of a wait. I have a feeling that I will need it much sooner.

    I also thought that Deflection shield would be better moved down to pre-lvl 20 for Posi runs. Just not sure where to make the cut. Detention really helps solo, and I kinda need the 3 ST attacks as well. Maybe after getting past 22 (for the 3rd or 4th time hehe), I can do a small respec and move them around. Afterall, I will only be doing sub-20 content at that point on teams. Very unlikely while solo.

    The reason for avoiding Etorrent is just a personal one. I have never been a big fan of cones. Battles are pretty chaotic and cones seem less reliable to me. I will have Repulsion Bomb +Explosive Blast at some point, so my AoE needs will eventually be met.

    As far as the Explosive Strike proc, tell you the truth, I have never looked at it.
    I only recently started liking procs, since Bio has 4-5 of them now. I kinda like the random boost they give. I will check it out
  7. Quote:
    Originally Posted by Westley View Post
    You should look up Catwhoorg's "DDR theory of survival" or something like that. He has a guide where he suggests that true defense (lowercase D) is composed of Defense, Damage Resistance and Regeneration/Healing. He calls them three legs of a stool.

    He was specifically talking about Scrappers, but I think it goes for everything. There is a reason why Willpower is usually considered the strongest set next to Stone. Layered defenses.
    Perhaps I have read this in the past PK

    My personal theory on survival has 4 legs;

    Avoidance (+def, -acc, hold, sleep, stun)
    Mitigation (+res, dmgdebuff, slow, KB, immob, +HP)
    Recovery ( healing, regen )
    Speed ( +dps, +acc, +rech)

    Each of these 4 categories need to be accentuated on ANY character to make them more survivable. The fourth category "Speed" relates to the amount of time your enemy is allowed to deal damage to you, so could theoretically be thrown into the second group, but I kinda like it having its own category.
  8. Quote:
    Originally Posted by Miladys_Knight View Post
    I'll just mention that you could something different yet....

    Instead of respecing into your team build, just create it as your secondary build. That's what I did with my Fire/FF controller. Build 1 is my solo pre-level 32 build. Build 2 is my team/post level 32 build (when I have the imps as teammates even solo).
    Your absolutely correct Miladys, I actually did that with Biospark until about level 37.
    But I remembered some advice I received at the begining about playing a balanced build and discovered that playing a balanced build "solo" has a few trade-offs, but with some adjustments to strategies you can easily play a "team-capable" build while solo well enough to do missions higher than base settings.

    So, in essence, I am confident that building a defender for "Balance" is a good way to level up and learn both "offense" and "defense". My team bubbles may sit on my tray gathering dust while solo, but I will not have to spend twice the influence building the character or having to run to a trainer to switch builds either.
  9. Quote:
    Originally Posted by Garent View Post
    It's odd how you have devastation in some of the blasts but thunderstrikes in another. I'd suggest using all thunderstrikes (for defense) or all decimations (for offense).
    Yeah I love Thunderstrike, but originally I had 3 full sets and was well over 50% Ranged Def. Also Biospark currently runs 2 full sets of Devastion on 2 blasts and its awesome how often I get the Hold proc off. I have seen as many as 3 mobs "caged" at the same time.

    The Psionic defense aint half bad either. I guess you could say I like lots of layers in my defense.
  10. Awesome feedback !

    Thanks Westley
    (Still think of you as PK)
  11. Quote:
    Originally Posted by Westley View Post
    Well if you're SOLO-ing to 50, why take the team bubbles at all? You said in the OP that you wanted a "balanced" character.

    So which is it, balanced or solo? Because those are not really the same.
    I will solo to 50, but once arriving at that goal, I fully intend on being balanced for team play. Biospark, while doing this same thing skipped all team powers until his late 30s, but by then I had realized that many powers that were "solo-targeted" from pools were quite skippable (like the entire fighting pool). So he respecced to be more Balanced around 37, even though he continued "Soloing" until level 44-45.

    Does that help ?
  12. Quote:
    Originally Posted by Westley View Post
    Waiting until halfway through your bubbler's career before taking two of the three "set defining" bubbles, for one. Unless you're going for a concept build, there's no reason to NOT take them as soon as they are available. They are just too good.

    Did you read my guide?
    Well, I am planning on soloing to 50, so the dead-spot in the low-mid 20s was where I put them. I could shift them around some and get them prior to level 20 (mostly for POSI's), but didnt want to hold off on Stamina and Flying prior to 20.

    And yeah, I have read your guide. Couple of times in fact.
    I was hoping you would be one of the folks responding to power picks.

    What would you drop/pickup on this build ? Lose Assault to get Force Bubble ?

    ???
  13. Quote:
    Originally Posted by Westley View Post
    Is this a joke? I'm being serious here, you're kidding right?

    Well this will not be what it looks like for quite awhile PK, hehe

    But seriously, Assuming the IOs could be generic until the 30's and 40's,
    what obvious things can you see.
  14. Hello Defenders,

    The following is a build I am considering and wanted to get some feedback regarding it.
    Specifically, this is a level-up build that is balanced for team play as well.

    What I dont know;

    Are the power choices in a logical order ?
    Any obvious mistakes, considering I am going for as much regen/+HPs as possible ?
    Would I be better served to take CJ/Acro than Leadership Pool ?

    Thanks in advance

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

    Click this DataLink to open the build!

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

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

    Damage output?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Too low based on what? Given the mitigation provided by defender primaries, I can't even see what case you could make.

    What's even stranger, unless this FF/Ene def's soloability plummets after 22, I might just keep it.
    It gets Harder, trust me

    My Empath went thru a really rough spot at 17-22, only slightly easier from 22-28.
    But after getting a Hold (Telsa Cage) it got much easier.

    My new FF has Detention Field AND Force Bolt. So he doesnt even have to wait till 28 to start pre-empting mezzers. To be honest, I have travelled this road before. I had a FF/Nrg up to 23, prior to deleting him and making him a Blaster. But I have learned alot since then. I was trying to use too many toggles (Hover, Maneuvers, Dispersion, Tough, Weave) all at once. Horrible idea for a sub-25 Defender (or Blaster even).

    Hover, Dispersion, then maybe Medicine and Hasten, wait for Epic toggle and IO sets.

    PFF+Aid Self = I WIN
  16. Biospark

    Damage output?

    Quote:
    Originally Posted by Sarrate View Post
    I don't recall Tankers ever getting an endurance discount due to having a lower damage scalar. A *long* time ago their damage was buffed from ~0.65 to 0.8, effectively raising their DPE, but their end wasn't cut.

    (If someone can point me towards proof to the contrary, I'll freely accept it.)
    Hmmm, maybe this was the change I am referring to.
    I was not playing tanks as often back then, but my SG Leader sure was, and I recall that something changed in regards to his endurance usage that made him very happy.
    It was sometime right after they took the root penalty off Unyeilding.

    Anyway, long time ago, and my memory is bad.
  17. Biospark

    Damage output?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Am I really going to have to build an FF/Ene defender with videos of me soloing ridiculous content to prove this to you? Or can you just finally accept that the problem is you, your build and your playstyle?

    Hehe, funny you say this Bill, cause thats exactly what I am doing.

    Much as my Solo Empathy project, I am going to give him a small slush fund and solo him all the way to 50.
    Compare his death totals to Biosparks (19 iirc) and see what happens.

    So, if you see Powercell flying around Protector, wish him luck
  18. Biospark

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    Not a threadjack, this is what I've been saying, but people prefer to focus on me and my build for some reason.

    My build is set up for soloing, and has the best possible damage output short of Assault (which was just burning up Endurance). In fact, because of Sands and the Staff, my damage output is GREATER than normal. If it's MY problem and all about ME, why has this exact topic come up over and over for years?

    Finally, if EBs are not solo content, they shouldn't be in solo missions (unless I override that in my difficulty settings).
    Ultimo_ I think you tend to take comments too defensively.
    There are different levels of constructiveness in people's responses too, so if someone is deliberately being rude or callous, just ignore it. But one reason I keep coming to the forums is that I have LEARNED alot here. From guides, from veteran responses, etc..
    And I personally choose to give back whenever I can, because no one forced Veterans like StratoNexus, Dr.Mike, Laughing_Man, Balanced, Bill_Z_Bubba and countless others to come to the forums and share their wisdom. But they do just that.

    So, I am willing to keep trying to help you and not out of any kind of mean-spirited purpose, but because I know that behind your Avatar photo and one-word Forum name is a real person that enjoys this game. If you didnt "Love" this game, you would not waste your time coming here again and again, correct?

    1) EBs are NOT solo oriented content. I have beaten them with Scrappers and Blasters with regularity. But fail to beat them with Defenders, Controllers and even Tankers with equal regularity. As much as I wish it to be different, changing this would involve "toppling" the house of cards of "game balance" that exists. No amount of wish or want will make this better, so I choose to move on and focus on what I can effect.

    2) Defenders are ALOT better than I first believed. Its simply going to take more time and effort to realize their potential "SOLO" than other ATs. Can other ATs realize even greater success given the same investment in time and influence ? Oh Yeah. But I "know" that my defender brings ALOT more "suvivability" to ANY team than a Scrapper. As much as I chafe at this form time to time, this was the way they made the game. IF I could solo a "Tiny" bit better, I would be happy, but as many have pointed out to me, any increase that makes Defenders better at solo "could" come hand-in-hand with a nerf to their team role. Many folks would be very unhappy with that.

    3) You are suffering from the choice of your primary, much as I have. My first 2 defenders were FF/Rad and Emp/Rad. Little did I know how different they are from the debuffing sets and was sorely "unimpressed" with Defenders from the start. When I opened that shiney box back in 2004 and read the 5 ATs, Defenders were the one I wanted to play.
    And here we are 5 years later, and BOTH these primaries (Emp and FF) are, for the most part, weaker and unchanged. (The change to Repulsion Bomb gives me hope that Empathy could still see a small boost of some kind). but the point I want you to accept is that Forcefields does not have the same soloing tools of say "Radiation", so is weaker in that respect, but on a team Forcefields is MUCH more powerfull, especially as the difficulty goes up AND is also MUCH more easy to play in providing team defense. I love radiation solo, but I Hate it on teams, because most every person will not take that extra fraction of a second required to NOT KILL MY ANCHORS.

    Its all about balance, and you chose Forcefields. That choice means that you will not reach the Heights of Solo play of other ATs, or even other Defenders that dont ryhmn with "Empathy", but what you can do for a Team is absolutely amazing.
    I "Know" this, because I have seen it. Thats the balance we accept, or dont accept.
    And I dont get to make that choice for you, only for myself.

    Good Luck Ultimo_
  19. Biospark

    Damage output?

    Quote:
    Originally Posted by Evilmeister View Post
    /threadjack

    Build and tactics aside, fact remains that defender secondaries work far from the "regular" ratio of efficiency for shared powers which at release pretty much was 75% across the board - except for defenders, getting shafted both in damage/endurance spent compared to this norm from their secondary and seeing controllers getting full "bang for the buck" for some powers in the shared primary. This has shifted even further since buffs to blaster damage, and also includes corruptors to some extent.

    Personally, I consider it unfair that those with the weakest blasts also suffers the greatest endurance costs compared to any other shared powersets. Changing these across the board is easily accomplished with a straight multiplier to all endurance costs for defenders (End mod: (0.65/1.125)/0.75) = 0.7704) and corruptors (End mod: (0.75/1.125)/0.75) = 0.88889) respectively, and would in my opinion help improve quality of life for soloing defenders. Plinking away at a hard target would still require the same amount of attacks - but only costing a normalized amount of endurance.

    Secondary effects may be great in some powersets (yeah, sonic) but the only factor giving actual rewards in this game is straight damage, which also is the primary purpose of a blast. That is why I consider it reasonable to normalize against that power aspect alone. Things may be functional as is, but am I the only one wanting the same efficiency per endurance point spent for my defender as other archetypes with shared sets get?

    You are not alone

    I also agree that if my blasts do half the damage of another AT, its simply logical that the cost should be less as well. Tankers, iirc received a endurance cost reduction on their attacks for the same exact reason. I have been waiting for the Defender discount for quite awhile. To the point that I have even suggested that defenders get a stacking bonus effect similar to blaster's inherent, but instead of dps increase, we get a endurance global reduction. Sure would make soloing easier. Would also be nice on teams.
  20. Biospark

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    ANYTHING the game provides as a challenge to overcome must be accessible by everyone, regardless of AT or powers. It makes no difference if it's PC or Dev content. If something can't be overcome, then there's a problem somewhere.
    I strongly disagree with your statements here. There is (and should be) content that requires a bit more power and/or team-mates to overcome. And on top of that, you are trying to express that AE arcs should follow the same "balance" paradigm that regular game arcs (made by developers) attempt to follow. The big problem with this is the arc creator. YOU (plural meaning anyone making arcs) can make completely broken and un-beatable custom situations. You CANNOT talk about game balance in respect to AE arcs. Thats ludicrous. Anyone with a little knowledge of their character can make a custom mob that completely "Hoses" their AT and/or powerset.

    Quote:
    He spawned as an EB when I played, and was healing for over 1100 each time he used the heal.
    This proves my point above exactly. Thats alot of healing, and I bet any low-dps AT would have a serious headache with this.

    Quote:
    My build is still kind of beside the point. There's no build I know of using FF/Nrg that increases damage output. The only thing I might have that I don't is Assault, but those extra 2 points of damage are kind of irrelevant (I know, I exaggerate, but the point is it doesn't add much).
    I have always believed that Defenders got the short end of the DPS stick because of the state of the game shortly after launch, and further that with ED and GDN it just got worse, but the more I hear of your examples, the more I am convinced that you are attempting things that are not normal difficulty for your character's actual ability to defeat villains. Perhaps you dont like playing at the game's base difficulty. Or maybe you believe that if one character of Level "X" can do something, every character of that level should be "Equally" capable. This is not true in the game. And there are alot of reasons for it. I play defenders because I love playing a "Support" role on teams, so my only "Dissatisfaction" with defenders comes when I attempt to solo. And further this ability to SOLO has developed MUCH slower than other ATs. What my Scrappers can do at 25 is MUCH more impressive than what my defenders can accomplish solo. But turn the tables to teaming and its a "whole different basket". My scrappers uhm "Kill or get Killed" on teams, often at the same time it seems. My Defender can make even a crappy team smell like a spring day. And THAT's what I love about them. Would it be cool if they could solo better ? Absolutely. Does it look like this is gonna happen ? Well...

    Quote:
    Either way, the fact remains that there seems to be considerable dissatisfaction with the damage output of Defenders.
    This last statement should tell you something though. If you are that unhappy with defenders, play something else that matches your expectations for the game.
    I can guarantee that no developer will care whether you cannot solo a custom arc, and think thats a logical argument for how this AT needs a boost.
  21. I also have a MA/WP character who is still in his early 30s, but my targeted build looks like the following. From the looks of your build, are you trying to avoid the ridiculously overpriced Kinetic combats (I remember when they were cheaper ), or is your focus more about recovery and regen ?

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

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), C'ngImp-Acc/Dmg:40(40)
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(43)
    Level 2: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg:40(40)
    Level 4: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(34)
    Level 6: Fast Healing -- Heal-I:50(A), Heal-I:50(11), Heal-I:50(13)
    Level 8: Crane Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg:40(42)
    Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx/Rchg:50(17), LkGmblr-Def/EndRdx:50(34)
    Level 12: Boxing -- Acc-I:35(A)
    Level 14: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(17), Zephyr-Travel/EndRdx:50(36), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(46)
    Level 16: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 18: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37), Zephyr-ResKB:50(37)
    Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(37)
    Level 24: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
    Level 26: Rise to the Challenge -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(27), Mrcl-Heal:40(27), Mrcl-Heal/EndRdx:40(40)
    Level 28: Dragon's Tail -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(46)
    Level 30: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(39)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg:40(46)
    Level 35: Cobra Strike -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Acc/Rchg:50(36), Stpfy-EndRdx/Stun:50(36)
    Level 38: Strength of Will -- RctvArm-ResDam:30(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam/Rchg:40(42)
    Level 41: Caltrops -- Slow-I:50(A), Slow-I:50(45)
    Level 44: Web Grenade -- GravAnch-Immob:50(A), GravAnch-Acc/Rchg:50(45)
    Level 47: Exploding Shuriken -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
    Level 49: Stealth -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Acc-I:35(A)
    Level 1: Sprint -- Jump-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Critical Hit
  22. I am most interested in human form Peacebringers, so perhaps I will do just that Jade.
  23. Quote:
    Originally Posted by Jade_Dragon View Post
    Oh, and Galaxys do "Nictus" damage. (which is just Negative Energy) They are not Quantums. Voids are, though. (Which is why that keybind searches for "quantum", "void" and "cyst")
    Yeah, I was not sure about that. I was kinda going off the Black and Purple graphic and thinking that it might be "Quantum", but either way, the susceptability to Quantum damage is what made me drop the Khelds and go back to the Hero ATs which did not suffer this major "achilles heal".

    You are correct Jade_Dragon regarding many powersets having certain built in weaknesses, and to be quite fair, I steer away from them as much as possible as well.

    My First scrapper was MA/SR and I would love to have stayed with it, but it was not my kind of challenge. Waiting till late 30s to feel "super" and being required to take 8/9 of the powers didnt seem very fair.
  24. Quote:
    Originally Posted by Obsidian_Force2 View Post
    I know the Quantum damage is now ressistable but do kheldians actually take more damage from the Quantum weapons than any other AT?

    I was under the impression they didn't, am I wrong and just didn't notice it in all this time since the changes in i13?

    I'm being serious here.
    Well if the villains called "Galaxy" (Council) are any indication, then no, regular ATs are not vulnerable to the damage. However, my understanding is that Kheldians are "vulnerable" to Quantum damage, so they take more damage than a standard AT.

    Also, if I am not mistaken, "Quantum weaponry" is generally only present if you have a Kheldian on your team. Not every spawn has a "Quant" in it, but its prevelant enough that you MUST react to it when present.
  25. Quote:
    Originally Posted by Novella View Post
    I have been seeing a lot of question threads lately related to how people are finding Kheldians, especially Peacebringers frustrating and confusing.

    What exactly is causing you to be confused or frustrated to the point where you delete the character?

    The reason I ask is because I have never found them frustrating or confusing and it would be nice to know why people feel that way about them. I come across people in game that I assume are new to the game and don't really know about Kheldians but they always say they haev heard how they are this or that way and I end up having to explain things that counteract what they've been told.

    So I ask, what causes those of you who have deleted Kheldians to do so? Is it because they are not straight forward like a Blaster, Controller, Scrapper, Tanker, etc? Is it because you are overthinking the character too much rather than just playing with them and finding your niche? Is it because you are not finding them fun and the power boring?

    Please enlighten me.
    Hard to join in on a thread so huge, but I thought I would share my opinion.
    Perhaps someone could enlighten me as to how my issues are not real.

    The reason I tried and dumped my Kheldians is very simple ; Quantum Weapons.

    Seriously, giving me an unlockable AT (Which says Reward to me) and then punishing me in such a harsh manner is just plain mean. Issues with Forms; Dont care, I only play human-form. Sound effects or graphics, meh, I can deal with these. Keybinds, dont need em.
    But being 2-shot from some bozo in the back that I didnt notice till it was too late, no thanks, I can play a blaster or empath and have better odds.