-
Posts
1439 -
Joined
-
Quote:Toggles will not drain your Endurance bar-- ATTACKS drain the endurance bar. Unless you are toggleman. So, as a defender it comes down to endurance efficiency with those attacks. And they are not very efficient at all. High end cost, low damage, piss poor inherent all add up. Probably simplest solution-- give defenders a damage boost.
And exactly why is Ultimo running 4 toggles? For survivalibility of course. Low HP and lack of being able to properly defend yourself with your own primary is a very real issue with defenders. Again, simple to solve? Maybe not, but more HP gives a defender more time to live.
I agree with this, and go one better. Using your primaries seems to be even worse than attacks. Currently I am playing an Empath and even with 2 End reduction in Healing Aura, this uses more endurance than my attacks. Yet it is my PRIMARY power.
0.75 dmg mod, 25% more HPs and rework Vigilance to be a stacking 8% global endurance savings (up to 5 times) and see how well we perform.
I no longer believe this will over-power ANY defender set. -
Quote:Hello StratoNexus,Why should we change anything about either AT? Maybe they will become even more funner! Maybe even more people will find them appealing! Perhaps more players will feel more powerful and awesome! Who knows? Who cares? Let's just do it!
Defenders and corruptors need more hitpoints. These ATs are designed with AoE damage powers and will draw aggro. They are designed with many PBAoE powers to affect enemies, so they often need to get close to baddies. They are designed with many PBAoE powers to protect teammates, so they need to be close enough to enemies in order to keep melee allies inside the effect. It would be more fun if these ATs could utilize those powers with less fear and with more confidence in their ability to take some of that AoE splash damage and some return fire from any aggro generated by using their best AoE damage (and debuff) powers. Extra hitpoints will also ease solo play, allowing these ATs to survive the longer battles their slightly lower damage engender. Since defenders will have the lower damage, they should get scrapper level hitpoints. Corruptors, being the more offensive AT, get blaster level HPs.
Speaking of damage, these ATs do too little. One of the great features of the CoH game is its fast paced battles, and defenders fall out of that area. Variety is good, but defenders are way out of range of standard CoH experience. Corruptors are moderately less so, but still fall short vs most of the enemies in game. While surviving longer battles can be done by both these ATs, in addition to needing more attacks to win a fight, most also need to use active mitigation powers (debuffs/self-heals/controls), taking even more time and endurance. The endurance consumption needed to win fights on these ATs is unacceptable. We could adjust endurance costs, but that would still leave these ATs lacking on teams (you know, the place they are supposed to shine the most). Wouldn't it be more fun if defenders were appreciated more for their attack sets?
Therefore, we will move corruptors damage scale to 0.9 and defenders to 0.8. The corruptor damage cap will be lowered to 400, resluting in a negligible change at the buff cap (0.75*5=3.75, compared to 0.9*4=3.6). Defender caps will be lowered to 325, resulting in no change at the cap (0.65*4=2.6 vs 0.8*3.25=2.6). It might be wise here to lower scourge from +100% damage to +80% in order to maintain current performance vs the higher HP targets, but its not really necessary, IMO, since they are such a small part of the game anyway, albeit an important one for some aspects of the game.
Neither of the above changes will have a major impact on current defender/corruptor playstyle. No one who currently loves the defender playstyle will feel a major difference. Fights will go a bit faster, and they will be slightly harder to kill, but they still will not be able to carelessly wade into enemies. Most of their mitigation will still be active, requiring attention to be payed and tough choices to be made. Current players of those ATs lose nothing (please do not gripe about the 4% reduction corruptors get at the damage cap).
I have been playing Defenders alot lately, and just to mix things up I broke out my Main Blaster (Energy/Devices) and my main Scrapper (MA/WP), just to remind me what they could do.
I think that I finally agree with you on this suggestion.
The main issues that defenders have (as compared to playing other ATs) is;
A) Status effects
B) Kill speed is on the slow side (not necassarily a problem, just a comparison)
C) Endurance Use (even after Stamina is heavier than other ATs)
Well, more HPs doesnt do much about the three things I listed, but I agree with your assessment that Defenders (Unlike Blasters and Controllers) tend to live closer to the action and could use the extra HPs for teaming. The argument by some that certain powersets dont really need a HP boost, just means that those powersets will not notice any difference really, but sets like Empathy and Kinetics should benefit quite nicely.
As far as the increase in damage base, It WILL help in all of the 3 items I listed above.
Taking down mobs faster reduces the risk of status (especially repeated effects).
Obviously Kill speed will improve, but here is the big one for me, Endurance usage will be lessened considerably.
Killing with even 1 less blast could make a large impact on endurance issues.
The final straw that brought me over to your side occurred when reading a post about ALL the changes that have occurred AFTER Defender ratios were nerfed to 0.65 (Specifically "Enhancement Diversification" and "Global Defense Reduction"). I realized that your modest increase would certainly not bring defenders back to their hey-day of game launch, but would add quite a nice dose of "FUN" in playing them.
I realize that these 2 events hit all ATs, but I am also willing to say that Defenders (Who should be the best at defending themselves) got side-swiped by these changes.
So, Thanks for posting this idea, along with all the others who agree with it.
P.S. I also happen to agree with others regarding Defender / Tanker numbers.
I would be happy with the damage mod being returned to its original 0.75 value.
And the HPs restorred as well to their original amount.
I also still believe that a good Vigilance change would be a stacking endurance reduction triggered off our blasts.
This would further lessen the endurance issues at the same time as convincing more defenders to use their blasts. -
Well if it were a vote for the least USEFUL, then it would be Sonic Resonance for me.
I would play FF every day before Sonic, and twice on Sunday (cept during football season).
But as far as least Used, uhm, hard to say on my server, I see very few defenders at all. Mostly Controllers, Blasters and Scrappers.
I do remember someone posting a server study some time ago and sets like TA, Cold and Sonic were lower, but they are also much newer powersets for Defenders.
I would guess that has not changed much since then. -
Thanks Perwira,
I actually did not have Efficacy Adapter on my radar, but I got a random drop in a recent mission (from that set) and realized it would be much more useful to Electric Blast than for my Energy/Device Blaster(who only wants proc IOs).
Its coincidence that I was just starting to look at something like what you are suggesting.
The original plan was for thunderstrike on CB and LB, but since I am not going to be a hover blaster, I have been looking at global recharge and melee defense, so Decimation and Entropic Chaos popped up as considerations.
Thanks for giving me more things to look at -
Quote:Thanks Perwira,This. There is a controller-like subduing aspect to a constant barrage of electric attacks that seems to be overlooked, and it is this that has to be taken most advantage of as an emp/elec defender going solo.
I found that the slotting of the targeted AoE and PBAoE (e.g., lightning bolt and short circuit in particular) changed over the levels. The question is the balance between endurance modification and damage, while maintaining just enough accuracy to hit reliably. Also early on, recharge speed to produce a non-stop attack cycle that incorporates as much area effect as frequently as possible is a must. These bonuses eventually work their way into the set bonuses, which can be all electric (i.e., efficacy adapter), damage (Targeted AoE or single target range sets) or a frankenslotting of both.
In general, I would suggest that single target attacks be slotted for damage, leaving any endurance modification to some or all of the area effect attacks, particularly short circuit. My experience has been that I often tweaked the balance for these over the levels until arriving at the final 4-6 slot IO sets in the between the mid 20's and early 40's. If you can afford them (and to upgrade them periodically), having IO set doublets/triplets early as possible (beginning at no later than level 22 with level 25 IO's available) helps tremendously.
I really appreciate build advice like this.
Currently, I am at 24, amd will likely hit 25 on my next session. I have generic IOs (all 25) on my powers, and am still debating on when to start the power drain tactics. Up to this point, I have focused on Blaster tactics, using a steady stream of damage from a good attack chain and staying mobile in combat to keep as few villains on me at a time while I pick them off. Air Superiority is what I am using for problematic Villains (Bosses, Lts).
I will come back from time-to-time to let you know how it progresses. -
Quote:I dont consider myself a Defender PRO, but I have played this combination twice over the last 5 years. Once in the very begining (May-June 04) and more recently after returning to the game from a 2+ year absence. Also I can only offer advice during the first 20 or so levels, so take that for whats its worth.I just rolled a rad/elec defender. In theory the combination of debuffs and end drain should work, but I thought I would get the opinion of professional defenders. ANY advice or criticism is welcome.
As far as synergy, Electric blast's secondary effect is rather unspectacular at first, especially if your like me and slot ACC first, damage next, and then later fine-tune other things into the attacks. That alone is a big reason why many shy away from Electric blasts.
Radiation on the other hand offers ALL KINDS of goodies, and the best part is you get ALOT of basics for survival and grouping VERY early.
You could say that Radiation is a great pairing for Electric because of its added controls that become available like Lingering Radiation, Choking Cloud and eventually EMP. But these added controls would help ANY secondary, so once again not a particular boost to Electric blast.
Some keys to playing both sets can be found in the guide section, but I will point out a couple of things that I have found that are helpful playing this combo.
1) Get Radiation Infection as soon as possible. I took the AoE Heal at level one and CB just because I like healing as a defense. At level 2 I took Lightning Bolt to speed up fights, and then RI at 4th. I would not take it any later than 6th.
2) Skip Enervating Field until after Stamina. Its very tempting to take it sooner, but its much more expensive as a toggle, and once you hit SOs and have Stamina, its very nice to have. Before that, it can drain you dry quite fast. On the flip-side though, if you mostly team, you can take it earlier because its very helpful to have both these toggles on a team.
Additionally, you should (once you have both of these toggles) anchor them to different enemies. Teams will continually drop your anchors before the fight is over, so having them on different targets means you can be bringing up a new anchor, but still have the team under the umbrella of the other toggle.
3) Short Circuit and endurance drain strategy seems very nice, but from what I understand is a late-blooming tactic (since I have yet to suceed at building a sapper character). You are welcome to try building in a sapper tactic, but I would skip that strategy early and rely on radiation until you start having lots of extra slots and more freedom to choose powers.
4) Electricity has only 2 Single target blasts, and this creates a problem building an attack chain. I am a big fan of Air Superiority for filling in on Electric, but it can get rather annoying taking AS on EVERY character, so consider other options like Flurry, Veteran reward Sands of Mu, or even Boxing (if you plan on taking Tough/Weave).
But here is another option which I personally shoot for. Turn Ball Lightning into a usuable third attack. You will need to slot ACC and DMG just like a regular attack, but that still leaves room for 1-2 more slots. I have taken Hasten on all my RAD/ELEC characters so I usually slot Ball Lightning at 1ACC, 3DMG, 2END. Pre-stamina this is very hard to pull off, but once Stamina kicks in, you will be surprised what AIM+BL+LB+CB+AS can do. With the decent Endurance Recovery that you get from 3-slotted Stamina and AM, you should be able to throw Ball Lightning around like crazy (if slotted for End reduction + Hasten)
Check out some guides for both sets and have fun. Its a good Character combination. -
Quote:Thanks for your support RobinMaybe it's the way this was said or maybe my mind is just working differently this morning, but this made me think about when I started switching over to controllers from defenders. It was about the time of containment. As you say, it didn't change their role but it did change how they were perceived sufficiently to make them acceptable alternatives to other ATs. Unfortunately the main AT for which they became an acceptable alternative was Defender.
I still don't know that I believe a change to the defender inherent will make the AT more desirable, but I will now be much more open minded to options people voice. Thanks for keeping at this, Spark. I always appreciate calm, mature reasoning.
Robin
Its funny you mentioned changing from Defenders to Controllers, cause thats exactly what I did back in the beginning, even before containment.
Its also why you dont hear my voice amongst the many asking for more DMG. Although I would welcome it as an improvement, I really dont want to see happen to "Blasters" what has happened to "Defenders". If you could play a character that could deal 'near-blaster' level damage, but with much greater safety (Defender primaries), we would begin to see a player-base move from Blasting to Defenders. They would feel the effects and you would see "Loyal" Blaster fans chanting 'Nerf Defenders' continuously.
No Thanks -
Quote:Well, I may not be the average representation of players, but I have soloed EBs with my Blasters and my Scrappers, but failed with Defenders, Controllers and Tanks.EBs are soloable by any character. I do it just fine with my energy blast defender.
Could be I just have not figured out how to balance the powers, slotting and tactics yet, but from the 'feel of it' on many different toons now, I would be willing to say that not all AT/combinations can beat EBs.
I am, of course, making a generalization based on my own experiences, but thats how I feel at this point in time about the game.
As far as commenting on whether thats working as intended, I would say that its not.
I agree, in a reverse way, with what some have said. Instead of saying;
"If One AT/Combination can do it, then everyone should"
I believe that if One AT/combination is 'Incapable' of doing it, then perhaps they all should be incapable."
From the begining, I have always felt that "special' Villains like AVs and EBs should require a team. This is, for me, 'part and parcel' of playing any MMO. If you make the entire spectrum of the game able to be soloed (by anyone) you have less incentive to form groups. There should be "solo content" and "team content" within the game.
"Solo" content SHOULD be solo-able by any player. Perhaps some combinations would require more effort and trial-and-error, but eventually possible.
"Team" content SHOULD NEVER be solo-able by any player. It should involve greater rewards to counter the extra difficulty.
This game actually "blurs" the line between "Solo" and "Team" more so than any other MMO that I have played (which is a fairly long list). -
Quote:Its Been awhile since I have played my Tankers, but doesnt Taunt now add a -rng debuff.Wait, what do tankers get solo?
Gauntlet? Which keeps them aggrod? Tell me, what AT, while solo, has trouble with keeping aggro?
Besides stalkers :P
I am pretty sure that was implemented at the same time as the inherent.
Perhaps, technically, its not part of Gauntlet. My Bad -
Quote:Hello Ultimo,What about (and it may have been suggested previously)...
Reduce the effect of the bubbles and make them usable by the Defender.
Then change the Defender inherent so it increases the effect of his powers relative to the number of people on the team...?
Just a thought off the cuff...
I am going to avoid suggestions regarding individual powersets for the duration of my solo Empath quest. But in regards to Vigilance, I dont think it should be tied to the defender primary powers in any way. As much as it would be thematic, it seems too dificult to arrive at ONE effect that every Defender would be happy with.
As far as basing it off the number of team-mates, well I have never liked that concept.
Regardless of whether its thematic, no other AT suffers from this type of Inherent effect (defect for me).
Every AT can count on their Inherent both on teams and solo, and the effect is pretty much the same. The only AT that could come to the debate with a legitimate complaint (Hero-side) other than Defenders, is Tankers, and at least they get "something" when solo, albeit not anything spectacular. -
Quote:Thanks for the excellent response Robin,Right now the problem is not who is best at what role. It's hands down obvious who is best at what role when each specific role is looked at on its own. The problem is that the capabilities of the defender are split between two roles, each of which is also filled by another AT, and therefore they are not capable of successfully competing with those other ATs. Changing the ability of the defender to fulfill either of those two roles or even both of those roles will not change that they are the schizophrenics of the game. Defenders have MPD: Multiple Powertype Disorder. Until they are devoted to filling a single role or roles that are not in competition with other AT roles, they will continue to suffer from the same problems regardless of how good they are at their roles.
Obviously those are just my thoughts and my predictions, but it's good to get them down so later on people can either tell me why I was wrong or more thoroughly understand how to prevent the problem in the future.
Robin
I can see your points clearly. And you are right about controllers and the change that their Inherent made.
Perhaps I should have stated this differently.
I seem to recall in the begining the choice between bringing a Defender vs. a Controller was more about preference. If you brought a Controller on your team, you 'Knew' you were gaining greater safety (whether you wish to call it mitigation, controll, etc...) but with a sacrifice of less damage. Your Blasters were usually quite happy with the addition of a controller. If you chose to add a Defender you 'knew' that you were getting some nice buffs which added survivability, but also that you were getting some damage as well.
Once Controllers got containment and defenders were reduced in their damage dealing abilities, the clear distinction was gone. So, what I should have said was that the Controller and Blasters inherents improved their 'performance' but not necessarily their 'role' on a team. By the shear magnitude of the Controller change, they did however muscle past Defenders (with a few exceptions) in the 'role' of team support.
Does that sound more accurate ? -
Quote:But objectively, I also have to acknowledge that it's only one out of seventy two possible defender combinations, and furthermore, only nine of those seventy two combinations are "suffering" by having to wait until level 28 for reliable control options of their own. That's 12.5% of all defenders. One out of every eight, and that's if we presume that all primaries and secondaries are equally represented. Given the vocalized popularity of powersets such as Dark, Rad and Storm, all of which have status effect mitigation tools much sooner than level 28, it's very possible that the actual number of defenders getting shafted on the status effect situation is even lower.Quote:
But it doesn't cost us anything to talk about the problems and suggest solutions, so keep the ideas and threads coming. There's a lot of fresh meat on the development team these days, and you never know when someone's going to peek in our corner of the forums and see something that sparks an idea that leads to a universal solution. excellent responses
As far as the Diversity of Defenders, I have to admit that this is the CORE reason I am so interested in the AT. Every AT I have played was very enjoyable, but as you hinted at, more 'cookie-cutter' in its implementation and typical approaches to weaknesses.
I honestly dont want to see Defenders get the 'Controller' Treatment and be given a significant DPS increase to quiet many of the cries from the community. I would not turn it down either, but I am holding out for a Powerset-by-Powerset review that approaches what each primary "NEEDS" in order to improve all their play aspects;
solo-play
small-team play
large-team play
low-level
mid-level
I think this would be good for the AT, even if it would not be a quick and easy fix.
Anything that is 'too general' will leave the disparity between powersets as they are.
This to me would be a missed opportunity and would continue to push players into the more versatile (read powerful) combinations. -
Quote:Completely Agree !A nice idea in general however someone like the FF defender.. once the bubbles are out how do they build their Vigliance bar ???
I would like to see a bit more damage on the defender secondaries since blasting is what they are supposed to be secnd best at and I would like to see a vigilance that helps buff the character better...
Although it seems more thematic for ALL Inherents to be based off the AT's primary, consider Tankers and how the Developers approached their Inherent ability.
I think any attempt to base Vigilance off the primary powersets is doomed from the start because of how different each performs during battle. Which only leaves two options, as I see it; base it off a generic element like Health bars, Endurance Bars, etc... OR... tie it to the defender's secondaries and have the effect improve their primary role in some way.
How this can be done, well... here we are... still... -
Quote:Sorry Luminara, I missed this repsonse.You neglected to note that defenders typically have access to their own status effects, so they can use the same tactic that controllers use, or that defenders also have options like ToHit debuffs, Defense buffs, Knockdown patches, things which prevent mezzers from hitting, or sometimes even having an opportunity to use their status effects on the defender, all of which decrease the risk presented by status effects.
I admit that my original post was very general, and also that it is quite true that defenders can 'act' like a controller. Its not always that clear-cut. For instance, when does a controller begin his ability to pre-empt status effects?
My current defender that I am leveling will not get his FIRST real controll until level 28 (Tesla Cage), which is an effect shared with Blasters, who, I might add, would get this power much sooner.
So, I guess, what I would say is this. If you compare each AT across the board at level 50 with all their powers accessible, you do not see as much disparity as you would during the seperate phases of their individual careers.
I have seen Psyonico's videos of his Emp/Nrg/Psy Defender and they are quite impressive, but this does not mean (to me) that a level 30 Empathy Defender is ALSO in-balance. Just my personal feelings about Defenders as an AT.
-
Quote:Hello Robin,Any change to vigilance will, I expect, achieve one of two results:
1) players will still think it's not good enough because they will still feel the AT is "underperforming" or is "underrepresented".
2) players will realize the fact that the AT is "underperforming" or is "underrepresented" has nothing to do with the inherent but instead to do with the relationship between the defender and his/her role.
I am paraphrasing what you posted and I apologize for that.
The key factors you listed for what a Vigilence change would result, I think would depend on the 'actual' change that gets made. I think you will agree that the implementation of "Containment" for controllers had a huge change in not only 'performance' of controllers, but also the 'perception' of their 'role', both group and solo.
You also have to admit that the 'revamp' to Blasters inherent abilities was also significant in their performance.
What I would expect to happen with a Vigilance change, would be an effect that WOULD address the perceived views of performance AND role. Judging by their track record, I think we can expect an acceptable change.
I would also wager that the reason it (Vigilance 2.0) is not forth comming is more about finding an effect that would satisfy 'ACTUAL' performance issues, as opposed to everyone's wish-list of changes (more than likely based on their preferred powersets). -
Quote:Not to belabor the point, but if you take this in-game need (hitting the store) as an AT that is in balance according to the DEVS, then you might also say that perhaps the other ATs that dont stress as much over Status are (perhaps) out-of-balance.This weakness does not make Defenders unplayable, its just an annoying aspect (for ME), that this is the ONLY AT that I play that MUST go to the store and have particular INSPIES on hand at all times. Every other Hero AT that I have played can view inspirations as helpers to make certain battles easier, but with no 'stress' of 'geez, I HAVE to go to the store for some break frees'.
Should the susceptibility to Status effects be a range from best-to-worst ?
What should that order look like ? -
Hello Agent_717,
I cannot tell you much about the combinations you mentioned (Kin/Ice , Kin/Psy).
Also, you did not mention whether you had a concept build to go along with the powers, or just a desire to play Kinetics.
For the Later, I can offer a couple of important considerations for Kinetics.
First, its a very Melee-Range set. In particular, Transfusion has a fairly small radius around the target mob, so you need to build your Hero with this in mind. Since Kinetics does not have straight-out defenses like other primaries, you will play Kinetics in a way that is different than a standard Defender. You should look into IO sets that can help you with +AoE and +Melee defense.
Second, and this kinda goes along with the first, Accuracy is everything with Kinetics.
Slot it early and heavily. You will find that the worst Villains to face are ones that use -toHit powers on you (like CoT). As far as secondaries with Kinetics, my choices would be Dark, Psy or Energy. But I think controll is very potent with a defender like Kinetics or Empathy, who have less personal defense than, say, Dark/*, Rad/* or Storm/*
Good Luck -
AgreeAnd it used to be blasters. From an AT theme point of view, I felt that fit.
But apparently the DEVS agreed with the fans of the game who played Blasters and saw fit to increase their survivability without giving them outright resistance like scrappers and tankers.
I do believe that defenders can still be susceptable to these effects, Heck ALL ATs should be susceptible, or there is really no reason for them to exist. My main feeling though is that in the case of Defenders Inherent being "called" Vigilance, its rather ironic that we are in fact more of an achilles heel AT than any other AT (Hero-side).
This weakness does not make Defenders unplayable, its just an annoying aspect (for ME), that this is the ONLY AT that I play that MUST go to the store and have particular INSPIES on hand at all times. Every other Hero AT that I have played can view inspirations as helpers to make certain battles easier, but with no 'stress' of 'geez, I HAVE to go to the store for some break frees'. -
Quote:From your wish list of choices, one of them stands out to me as both thematic and quite solo friendly ( Storm - Ice). However you will find this combination will suffer on endurance use until level 22+.I'd like to avoid /Sonic and /Elec, as I've already played them and have no interest in repeating secondaries. I am interested in /Ice and /Arch, especially combined with Kin/ and Storm/. TA/ also sounds fun, although I've heard it works better for Controllers. I'm pretty open to most combinations, though, so long as I can find a common theme in them.
Recently I tried a Defender-Scrapper concept that was supposed to be a Magic-Based Hero(Kinetic-Dark). This combination would get you nice solo-ability, along with endurance recovery and healing, but with a more active playstyle and the -acc in the dark attacks combined with kinetics is quite defensive.
After playing this combo, I noticed that certain villain types (CoT with -acc effects) were quite a pain in the behind, because your drains and heal MUST Hit in order to function.
This made me think that Kinetic/Rad might be an interesting combination as well.
As far as Controllerish, nothing beats a Dark/*** for that feeling.
Hope this helps you decide.
Defenders have SO MANY options, you gotta love that. -
Hello Jade,
Since you didnt post any comments, we are not certain what input you are looking for.
But since I happen to be working an Emp/Electric also, I notice some IO sets that I am targeting.
I noticed a few things to comment on.
First, you seem to be trying to get a wide variety of set bonuses as opposed to focusing on 1 or 2 and maximizing them. If this is what you are trying to do, then thats great.
Myself I prefer to determine what effect would best maximize my character.
On my Energy/Device blaster I went after +ranged def ( currently at +37.5%) and that fits well with his Hover blasting tactics. For a secondary effect I went after +regen.
Now on my Empathy defender I am going after +recharge and combined with Hasten trying to maximize this. Since I am going to use superspeed +ranged def is still valuable, but would rather have +melee and +AoE.
The second thing I notice is you are not taking a resist shield (not as a primary pool, like Tough, or as an ancilliary like Dark Embrace). I reccommend getting at least the epic toggle, since it really helps survival and is a place you can drop the Steadfast IO for a +3% Defense to ALL positions. -
Quote:Ahh, then you are fine I think. Only considerations for placement would be if you plan on exemplar-ing down to levels where it would come into the forefront.Reading back through the posts, I realized I forgot to mention this is a respec build of an existing character. She's currently standing at 43 now, but I appreciate the feedback.
(edit: need to change my sig too.. hehe)
Looking at your build it looks pretty solid. I am wondering why you chose the Energy mastery Epic pool. With Tough/Temp Inv you will have awesome protection against smash/lethal, but if you went with ANY of the other Epic choices, you would add a third type of resistance. Electric and Psychic would seem the best at the end game.
Other than this, I can not offer much, since I dont play Sonic blast -
Quote:I have an Empathy/Energy Defender and may also try a solo build. Even with my team build I was able to solo effectively, but very slowly - especially against anything with status effects. I mostly carried around a tray full of break frees.
You may want to choose Stamina and level 20 and then Recovery Aura at 22. Stamina is always on and RA's recharge is long. Doing a lot of blasting, you may find yourself so low on end you need to pop a blue inspiration just to even fire RA. I used to have to do that when I was a low level Emp without Stamina.
I don't know much about Sonic, so I'll let someone else comment on that.Good luck! No reason an Emp can't solo and the ability to have a dual build will make it much easier and faster.
I totally agree with MissInformed
My Emp/Elec just hit 20 (actually 21 now) and you REALLY want Stamina at 20, if you could get it sooner, then I would say get it then,
but 20 is the first shot at it, so ...
Also, you might consider moving Tough and Weave sooner in the build. I took boxing before 20 (10th I think) and will be taking Tough and Weave at 22 and 24.
I dont know sonic blast at all, but if you are sitting with 3 single target attacks and a decent AoE by 20, they should get you thru most fights. -
Quote:From my experience with Storm Summoning, the leadership pool doesnt really offer anything that makes it a great addition to your powers. Storm summoning is a pretty endurance heavy powerset, so adding expensive toggles on top of it could be a problem.For my first defender, I'm planning out a storm/dark defender and I was looking at the leadership pool, which I noticed gives the most benefit for defenders. How bad should I feel for not taking these? Should I be a team player and get these toggles?
My take on leadership pool in general is that the toggles offer too little for too much endurance. Manuevers especially. It was not that good even when it was considered good.
However, another thing to consider is whether your SG has alot of folks already using Leadership. Having multiple team members with these powers actually IS a good thing. -
Quote:Going WellSo how goes the quest? can we get an update?
Just hit 50 on my rad/rad btw. very awesome and very soloable.(by my standards)
Just hit 20 last night (mmmm... Stamina)
I am having all the familiar issues with certain mob types (mezzers), but also learning the differences between soloing a Blaster and soloing a defender thru these levels.
Tallies ; Levels 1-20, <19 hours, 3 Deaths
I will probably post an extensive walk-thru once I am done to show some of the things I have learned. -
Quote:THIS !A "vigilant" defender shouldn't be falling asleep on the job (or being held or stunned). Having end reduction when your team mates are dying is worthless if you're under some kind of status effect.
Every Hero-side AT can deal better with status effects than Defenders.
Tanks/Scraps resist outright
Blasters keep on blasting
Controllers are pre-emptive (control them before they control you)
Defenders zzz