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My Kheldians are evenly split between Virtue and Pinnacle. I have one of each, PB and WS, on each. My Tri-Form WS on Virtue is quickly becoming my main (out of the Kheldians I mean) but I have an SG on Pinnacle, and so I will likely be playing those Kheldians from time to time.
I have characters on all servers but the EU ones, though. The highest levels of my characters are on Virtue, Pinnacle and Triumph, with some midlevels on Freedom, Infinity and Guardian. Actually, my first two mains used to be on Freedom, but I moved them to Pinnacle and Virtue recently, and I plan to eventually move them back. (It's pretty much the only place where I was able to get BOTH the names Jade Dragon and Blue Diamond)
And then there's Joe, who like my signature says, is mainly on Virtue, but actually exists on like five other servers, at one level or another. -
Quote:I agree totally. While I found a /Sonic Corruptor somewhat easier than a Sonic/ Defender, it was not by much. And honestly 90% of that ease came later when I added Air Superiority and a Market bought Pistol to his attacks. If a particular Buff/Debuff set is balanced more towards teaming, however, that is as much a detriment to Corruptors as it is to Defenders, IMO.My first corruptor was actually the worst solo character I've ever had (ice/cold) meanwhile my first character and defender (storm/energy) spent half of his journey to 50 soloing. The reason for this difference is powersets and not archetype mods.
Likewise, I've played both a Dark/Dark Def and a Dark/Dark Corr and don't notice much difference in their soloability. I see a bit more punch when I'm low on Endurance on the Corruptor and cut out the Tar Patch, but I usually end up taking more damage. A Defender really does have significantly more survivability, but once you're at the point where you can survive a battle, you don't really notice the shift in offense over defense as much. So the feeling to me is very much the same.
I think I would much rather try to solo a buffing Corruptor than a buffing Defender, but outside of that giving Corruptors a bit more visibility once Going Rogue comes around, I don't see either disappearing completely. -
Quote:Yes, although technically both Def debuffs and Res debuffs are offensive boosts, since most folks choose to cap Acc at 95% you really gain no more benefit beyond that point. It used to be possible to trade a slot of Acc for Dam (this was quite common in Rad Blast) but ED made that less effective.Another thing to take note of: the defense debuff is only really useful in the lower levels where characters might not be slotted well. Excepting a few mob types (Cimerorans being notable here), hitting enemies in the PvE game isn't much of an issue between a character's own acc/tohit slotting and all the tohit buffs being thrown around by various teammates. As such, Freezing Rain becomes more useful as an AoE slow and knockdown patch, but especially as a sizable resistance debuff.
You can also buff Recharge, but there is no way to debuff the inverse.(-Recharge is defensive, not offensive) So it is +Dam buffs and -Res debuffs that are most valuable, even moreso because they cannot be slotted. Even so, every little bit helps, and even a -Def is better than nothing at all.
One of the reasons Sonic Assault appears so powerful is because its debuff is so rare and valuable. It isn't really that out of proportion with other secondary effects. -
Well, given that recommendations for episodes to watch have been given, I thought I would give a comparison of the Doctors, so you a) know what to expect and b) can tell which you would like for being closest to Eccleston, and which you might like for being totally different.
First Doctor - It was said in The Five Doctors, and I believe it, he really was "The best of the Doctors". He can be grouchy and grumpy at times, but that's probably due to his age. He really has a grasp of the situation and a mind for plots that really doesn't come up again until the Seventh Doctor. I would call him more irascible than sarcastic. This is also prior to the revelation of his background, and so he acts more like a intelligent but eccentric human than a mysterious alien genius.
Second Doctor - The Second Doctor is usually described as "a clown", primarily because he was the first to act strangely or ramble in order to throw foes off guard. He would tend to be more of a sarcastic type, but doesn't have the harder edge of the Eighth and Ninth Doctors. As mentioned previously, though, when he goes off on his "geez, I can't believe you are all this stupid" mode, it's hilarious.
Third Doctor - The Third Doctor is very much cut in the mold of 1960's secret agent movies, as that was the time period in which it is made. He reminds me at times of John Steed of The Avengers, or Napoleon Solo from The Man From UNCLE. He can be very flamboyant (a trait the Fourth Doctor later inherited) and extremely active, moreso than most early Doctors. Actually, the Ninth and Tenth Doctors do engage in fisticuffs and swordplay a lot, so this would definately be similar. His personality seems very restrained, though, he's more serious and down to earth than later Doctors. (But this is the Doctor I have seen the least of, so I could be wrong about that)
Fourth Doctor - Well, if it's true that "You never forget your first Doctor", this was the one for me. The Fourth Doctor has a great deal of the Second Doctor's wit and charm, while having the adventureous spirit and active nature of the Third. He also is the best at seemed to be bumbling along, and then all of a sudden you realize he had this all planned in exquisite detail all along. I wouldn't call his style sarcastic, but it is definately quirky, and even a bit mischeivous. There is almost none of the later darkness, this is the Doctor that spares the Daleks when he had the chance to destroy them, because he doesn't feel he has the right to take their lives, a decision he later comes to regret.
Fifth Doctor - The most human and emotional of the Doctors, he is not sarcastic or even quirky at all. He's somewhat eccentric, but only about small details, like his love of cricket. He seems more intelligent, but only because he's letting his plots show as he forms them. And things seem to go wrong for him more often, this is where the darkness starts to show up, as he takes his failures very personally, and worries about his companious. It's almost like the magnitude of what he has doing has finally hit him, and he's starting to hestitate and question himself. He doesn't yet have the anger of the later Doctors, though.
Sixth Doctor - Although most people say they hate this Doctor, I actually really like him. I like to refer to him as a failed Regeneration, though. He's sort of stuck halfway between the Fifth and Sixth Doctors, he's lost the humanity and compassion (at least outwardly) that the previous Doctor has, but has not yet regained that steel trap mind that the Doctor is supposed to have. This is also the most arrogant and convinced of his own superiority Doctor, even in the face of obvious failures. He actually IS quirky and sarcastic, he has some absolutely hilarious put down lines in Trial of a Time Lord. He comes off as such a jerk, though, that it kind of falls flat. Underneath it all, though, there is a darkness to this Doctor, almost as if he is trying to recover from the destruction he has witnessed before, and return to what he was.
Seventh Doctor - This is my favorite Doctor. I agree with the previous poster who called him a "Chess Master". This is the Doctor going back to his roots, the eccentric genius who cuts through the diabolical plots of his enemies, figuring out exactly what they are up to, and countering with his own. He's not as violent as the Sixth Doctor, or the later Doctors post the Time War, but there's still a darkness to him. You get the impression he could plot something dastardly if he had to. He does try to keep Ace's more violent tendencies in check, though, and as she tends to be somewhat destructive, this takes a lot of his time.
Eighth Doctor - Eh, just one movie isn't enough to form much of a picture. He seems very like the Seventh Doctor, and started out as the Seventh, at the start of the movie. As he spends most of the movie in Regeneration, he really is experimenting with his personality more than having formed it. -
Quote:/macroslot <slot> <macro> will work. The only problem is, it can only put macros into the active tray. You could use:Can anybody come up with a way to put rotating text in a menu?
For example the way you might do "beginchat text$$bind_load_file rotatetext1.txt" but with menus.
Is there some way to send a macro to a sprecific tray slot? That would do it.
/goto_tray 9 $$
/macroslot 1 "popmenu MyMenuWithText1" $$
/goto_tray 1
... but that would occupy your current tray while the operation was going on, perhaps interrupting combat. I would guess the action will be so fast though, it won't be noticable. (I've found a simple macro with a single command takes only a fraction of a second to define)
I guess you would then define the menus with the rotating text as MyMenuWithText1, MyMenuWithText2, MyMenuWithText3 and so on. Although I'm guessing that would make for a huge popmenu file. Sounds doable though...
Actually, I was also thinking about how to make the menu rotate. I don't think it can be done automatically, but my first thought was a keybind. You could simply make the last option on each menu to load the next menu, though. It IS actually possible to load a macro with a bindfile, so you could load a macro that opens the popmenu and then loads the next bindfile, but it's kind of complicated and involves a possible bug, so I'll skip that explanation unless you'd like to hear it. -
The loss of double/triple Domination is another explanation as well. There is also the increased End cost in some Secondaries.
Certainly Rad or Kin does not need such a nerf, though, as those Power Sets are pretty balanced across multiple powers, and they do not need to be boosted or nerfed. You might even say that Dominators used to have Defender-level damage, and the previous Domination was the equivalent of the boost Defenders and Corruptors get from their Primary or Secondary, respectively. Now they get that from their base damage. -
You could always say your super power is the creation of ammo by psychically reshaping other materials...
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Quote:I honestly don't think that Corruptors are that much better off. They only have about 15% more damage, and offensively speaking that's kind of countered by the Defenders having better buffs. They have Scourge, but I still don't think anyone is going to be saying "We don't need a Blaster, we have a Corruptor on the team". They may even end up being treated the same as Defenders, "they're a support class, they can't do as much damage as a Blaster, so they shouldn't waste their time blasting".My guess that, without and changes to the Defender AT, the only Defender sets played 6 month to a year after Going Rogue goes live are Empathy, Force Field, and Kinetics (Speed Boost at level 12 will keep it alive for this AT).
Force Field and Empathy, while they are the only sets Corruptors don't share, will also encourage those Defenders to be seen more as support. Not to mention that there will be Force Field Controllers and Masterminds available.
The main advantage of Corruptors is as they are more solo capable, there will be more players who will be able to get them to high level through a combination of soloing and grouping. This is already true of the so-called "Offenders" anyway, though. -
Quote:These personal attacks are getting tiresome. If you want to know what I have always recommended, you can just do a search. I believe that Force Field and Empathy specifically need offensive boost aspects added to a few of their powers, nothing that breaks the Cottage Rule, just an addition to an existing power. The current Pain Domination is an excellent example.Easy to say that now. Just wait until he comes in with which sets need reworking to be brought inline in order to create an AVERAGE median for every set in the archetype. Don't say I didn't warn y'all. I'll check back in a few pages to say 'Told you so."
A few other sets that have only a duration based Res Debuff might use additional effects, but it would depend on what datamining has to say. I certainly would not recommend removing anything. (Not that I ever made any such recommendations in the Dominator forums, my participation started after the changes had already been made. Outside of an early objection to Castle's "more control, less damage" idea for Domination) -
Really? Please indicate where I have called for a nerf. It was my suggestion to ADD an offensive bonus to Buff/Debuff sets that lack one. In what way would that be a nerf?
And I haven't mention SOs or IOs either. There was the poster that suggested using IOs that raise damage. A suggestion that I second, in fact. Such global buffs are not going to majorly change the performance of the Defender's blasts, though. Not enough to turn Force Field into Rad, anyway. -
Quote:This argument has been going on a lot longer than it was going on with Dominators. It has been going on longer than Dominators have been around. It was going on back in CoH Beta.Wow... just WOW. This whole thread reminds me painfully of the Dominator boards a few months back.
As I mentioned, the issue isn't really Defenders versus any other AT. There are Defenders that do tons of damage. SOME Defenders. The disparity, IMHO, is between those Defenders that have the ability to boost their damage, and those Defenders that lack that ability because of their choice of Primary and/or Secondary.
The issue is not really doing Blaster levels of damage. But since a Defender would need a 73% damage boost to do that much damage (just in terms of base modifier) I think we're a long way from that. -
Quote:Originally the damage modifier of Defenders was 0.75, while Blasters was 1.0. Defender damage was 75% of Blasters', exactly as concieved of by the Primary/Secondary concept. By comparison, Scrapper damage was also 1.0, while Tanker was 0.70, not exactly 0.75, but probably it had been tweaked slightly in early Beta.I can see some number crunchers saying Defenders would be over-powered by bringing the damage numbers up to within 30% of blasters attacks... actually making them Medium to the Blasters High. I'm not so sure. I'd like to imagine that at some point the text listing for Defender damage was accurate and that Jack had something to do with so little damage.
By the end of Beta, a group of Blasters got together and demonstrated that with Enervating Field and Accelerate Metabolism, a Rad Defender could do MORE damage than a Blaster. Note that this was back when you could six slot damage for 300% damage. Even so, between the 25% boost to base damage from AM, and the 30% Res debuff, the numbers came out to a Defender doing about 16% more damage than a Blaster.
This is what resulted in the base modifier of a Defender being lowered to its current 0.65. And this was prior to Blaster (and Scrapper) damage modifier being raised to 1.125, and the addition of Inherents, which add damage to all ATs except for Tankers and Defenders.
The problem is, as others have pointed out, this offensive boost DOES count towards the Defender's Medium damage, if it has access to it. Which is why I feel that all Buff/Debuff sets, across the board, should have at least one power which will boost damage by 30%. It can only boost the caster's damage, like Pain Domination, if the devs are worried about the effect on a large team. But the issue is not Defenders doing low damage, it is CERTAIN Defenders and Controllers doing extreme damage, and other Defenders not being able to achieve the same results. -
Quote:Name the other archetypes that are not built to solo.One of the tips that pops up every-now and then on the loading screen is something to the effect of : Not all archtypes are built to solo
Controllers? That's essentially the argument. Most Defender players argue that Controllers, another so-called "support class", has a much better Inherent designed specifically to help it solo.
Corruptors? The concept of Corruptors is they are supposed to be Defenders with blasts as their Primary. They are supposed to be able to deal damage, and thus solo.
Masterminds? Don't make me laugh.
The loading screen tip comes down to "Defenders are not built to solo. So quit complaining about it". And the loading screen tips were mostly written by players, not the devs. (They were suggested in a thread in this forum) -
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The question of whether a Controller can do more damage with its Primary or a Defender can do more damage with its Secondary is a controversial one. The truth is, probably a Controller CANNOT do more damage with its Primary. The advantage that a Controller has in damage dealing really only comes into play once you get into Epic Pool attacks, and with the additional damage of pets.
The truth, though, is that a Defender's Kinetic powers ARE stronger than a Controller's. According to City of Data, if you go through the psuedo-pets summoned by Fulcrum Shift, you find that the stackable portion of the damage buff is the same for both Defenders and Controllers, at +25% per target. All of the rest of the effects are proportional to the AT modifiers, though, with Defenders having a -25% debuff of the target's damage, and a non-stacking +50% buff to their damage and those around them, while Controllers get a -20% debuff per target, and the non-stacking buff is +40%. So you are talking about yet another implementation with a psuedo-pet which is not strictly in the ratio of the AT modifiers of the caster. This is a known issue and a problem, but it is not universally true.
I'd be more concerned about Corruptors, which have exactly the same Kinetic powers as a Controller. Of course, Corruptors have their ranged attacks in their Primary, and an Inherent that doubles their damage, although not to the extent that Controllers do. Still, there are certain Blast sets, such as Sonic Attack, for which I would say the damage of either a Corruptor or a Defender could be comparable. The unfortunate thing is that it comes down to comparisons of individual sets to each other. -
All of the above is true, but IMHO it comes down more to the differences in the Inherents.
A Scrapper will Critical occasionally, which will add really good burst damage to his already high damage. In other words, occasionally a foe will just fall over dead with only a few of the hits it usually takes.
A Tanker has Gauntlet. This is a basically passive ability that draws all enemy attention to the Tanker, even when he's solo. It's as if he's running around shouting, "Come get me, weaklings!" with every punch.
The Tanker's lack of damage in his Inherent, and his much higher hit points are really the factor that makes the Tanker the tougher of the two, and the Scrapper the more damaging of the two. Although there is the order of the Power Sets, the Brute on the villain side also tends to be tougher in general than the Scrapper, and he has the same power order. So while the balance between offense and defense can be "tweaked" with IOs and your choice of powers, the Inherent always really sets the "feel" for the way your character acts in a battle. Or so I feel. -
I think the original concept was that they would be very similar. If you look at the icon for a Stalker, it looks like the crosshairs of a sniper rifle. And I've compared the Assassin Strike to a Sniper attack before, it's really the same thing, only performed in melee. You NEED stealth because that's what allows you to perform the windup for such an interruptable attack at close range.
If you note also that Blasters are the only AT with two build up powers, that pretty much makes Blasters the kings of burst damage. They have other features as well, but the Stalker basically concentrates on that aspect. The problem is, it becomes too tedious, either you are running in and out of combat too often, so you can go back into Hide, or you're staying and scrapping, with all the risk that entails. The devs decided that Stalkers needed a little more HP and a little more damage to make that risk worth it.
So I would say currently Stalkers are like a hybrid between Blasters and Scrappers. They do high burst damage like a Blaster, but lack the Blaster's AoE damage. And they can stay in the melee a lot more like Scrappers, but lack their ability to tank in emergencies. Like a Blaster, a Stalker really has only one role on a team, damage dealing. He has no secondary role. On the other hand, he can't really do just massive damage, like a Blaster can. So he gets somewhat more resiliance. -
The ranged fighter with no melee attacks is called the Corruptor. The Hunter-type pet user is called the Mastermind. Both are on the villain side.
The Blaster really doesn't map to a ranged archetype from other MMOs. Others in this thread who have pointed out that there are different types of Blasters are right. Devices Blasters are much more ranged oriented, setting down traps, and using Caltrops to slow (or even cause to flee) foes that might get into range. Energy Blasters are the Blappers, their Secondary is specifically designed for getting into melee, so you might as well do it. The other options are somewhere in between, you tend to have melee attacks, but also an immobilize and also sometimes a weak AoE control power, like a slow. You've got a Secondary, though, if you're not going to use it, why did you pick a Blaster?
If you don't want to go villain side, you might try a Rad/Sonic Defender, or some similar combination. Although the damage is not quite as good as a Corruptor, it's closer to what you would think of as a Mage or Warlock. In short, instead of thinking about blasting directly, think in terms of what you could do to debuff your foes so you could do more damage. (Or, buff yourself)
There are also Controllers, which do considerably more damage than you would think, with Containment. At 32 they get a pet, so there is your hero side "Hunter" class. You don't have as much control over the pet as an MM's henchman, but you can always go over there and check out the redside anyway. And with Going Rogue it will probably be possible to have "heroic" Masterminds. -
Quote:Well, actually that... well, that other game that I won't mention but its initials are SWG... have angered some players by totally throwing out the existing power/ability structure and replacing it with something else. I'm sure quite a few WoW players have run into similar problems too, although not to that extent.I understand, but precedent helps to justify changes.
As for the reasons noted, I do think the game sometimes take this too far. Imagine if games like WoW decided never to change anything because fear of invalidating character builds. No, when they think changes are really needed they dare go with huge revamps and grant the affected parties with free respecs.
I think the bigger problem with WoW is coming back to the game after a year away and finding that all of your gear is now useless. So now you have to start over again and build all your gear back up again. CoH has that with Enhancements, to an extent, but when you start getting into the underlying power structure, you can't really do that. If the devs had taken all the capabilities out of Invulnerability, for instance, giving it all to Willpower, there would be no "respec" out of Inv and into WP. You'd be basically stuck starting over.
The Cottage Rule says that your underlying powers may get weaker or stronger, depending on what the devs decide to nerf or buff, but you will never come back to CoH after a year away to find that your SR Scrapper is now Res based, and Shield is now the set of high Defense. -
Quote:The primary reason for the Cottage Rule is so that players do not suddenly find their powers doing something totally different, that they have no experience with. A very important secondary reason, however, is that once players pick a power, they have no way to change it unless they do a respec. So if a player chose not to take a power for some reason, and you take some aspect of another power and move that aspect into it, you have gimped that person's character, because you have changed the powers in a way that the player did not intend when he decided on his build.Or, more reasonably, that a power that serves a specific purpose today shouldn't be dramatically changed into something completely different in tomorrow's patches.
This is the main reason why you won't have things like Focused Accuracy and Evasion folded into a single power. Someone who took FA and not Evasion will suddenly become much stronger, while the person who took Evasion and not FA will log into to his character to find that he has lost all of his AoE defenses, and "Evasion", with some new name, is doing something totally different that he never chose for his character.
In the case of Energize, while additional features were added, and the duration and recharge time of the existing power was changed, for the most part anyone who had Conserve Power still knew what that power did and what to expect from it. And as mentioned, the changes to the Epic pool violated this, and in the end they decided to add new powers rather than force players to replace the old. -
Quote:While Ninjitsu would certainly have to lose Hide, I think the idea that it would have to lose stealth is overstated. Dark Armor does not lose its stealth for Brutes, Tankers or Scrappers, and Energy Aura does not lose its stealth for Brutes. I find it very likely that when Energy Aura is Proliferated to Tankers and Scrappers, it will keep Energy Cloak. (My only concern would be with Tankers, and now that they have Dark Armor I have to say that concern is gone)If Nin were ported to [Scrappers], its basically a given that it would lose Hide and gain some other power. If I had to guess, I would guess that Nin would gain quickness or a similar analog.
So I see no reason why Hide could not be replaced by a more generic Cloaking Device. Caltrops will certainly need to be replaced, and that would be a good candidate for replacement with Quickness. As for Smoke Flash, while I have heard the arguments that there is really no need to replace it, it would not make a Scrapper Crit, I have to admit I'm uncomfortable with giving Placate to any other AT. I think those three powers are the best candidates for replacement, though, Blinding Powder is fine as it is, and the rest should be similar to existing Scrapper defenses.
Personally, as I've said before, I think SR has been trying to cover two concepts, the agility which is based on super powers, and the skill-based, non-super fighting ability. The latter, I think, has stealth as an inherent part of the concept, although you could skip that power if you wanted to. In the absence of the ability to move with super speeds, though, or the super ability to anticipate attacks before they even come, you must use stealth and strike from surprise to ensure you get the initiative. Which is why I picked Stealth from the Pool for my SR Scrapper.
Quote:Originally Posted by KingSnakeI'd rather have the verity of choices myself. -
I'm afraid the question itself is too vague. (And I have to agree, smacks of trolling) No AT is "useless". Yet, any AT can be replaced with another. So what is meant by "useless" here? Are we talking about power, or are we talking about role on a team?
Does your wife want a pure concept build? Does she want a challenge? Is she looking for something that is easy and does not require a lot of focus and micromangement? Does she want to avoid having a serious responsibility on a team? If she just interested in doing what she feels like and not having people call out "heal plz!". Does she just want to throw out buffs and chat with her friends, but not be thought of as leeching?
For a concept build, I would so go with whatever fits your concept. If your concept is a Defender, then go with a Defender. But if something in the Power Set doesn't match your concept, skip it. I do this all the time, my main FF Defender didn't have the ally shields until he was in his 30's. He didn't team until he was in his 30's either, but I digress...
For a challenge, either a MAN build, or a conceptual limitation. Petless Masterminds make a great challenge. Or a melee Controller. Make a Blaster with only a few ranged attacks and concentrate on the Secondary and Power Pool. Avoid Stamina or (for a character that has no heal) Aid Self. Build a character around Flying (no other super powers) or Phase Shift.
If you just want to go kill things and not have to worry about the team harping on you all the time, you can't go better than a Scrapper. As has been said, no one says, "We need a Scrapper on this team", although I have heard "we need more damage dealers". On a team the Scrapper is usually left to do whatever he wants to do, although impatient Scrappers can cause a backlash from the team. But hey, if you want to play an impatient Scrapper, that would keep you from most teams too.
If you want an easy support role, either healer or bubbler. Bubbles don't have to be applied as often, so you have more time to chat or throw out some blasts, but Empathy would be the better set overall, if you don't use FF's knockback. While there are FFers that only take and use three powers, and do nothing else, I wouldn't call them any different from the Empaths that only take and use three powers, and do nothing else.
Personally, I think "useless" is getting away from the idea. If all your wife wants to do is have fun, then let her just roll up a character at random and have fun with it. It doesn't need to be "useless" to be just for fun. I have the most fun with so-called "uber" Power Sets that I just don't go out of my way to min-max to be uber. -
Quote:I found that a really desaturated light tan made my Cold Ice Shields almost invisible. So invisible, in fact, that only the "lines" that made up the edges were visible, the facets were completely clear. I had to increase the intensity of the color to make the facets show up at all. (I was going for a look something like quartz crystal, to match Earth Control)what colors are you picking to make it as transparent as possible? I've manage to get it fairly clear, but... still bothers me.
Of course, that's Cold Domination, and Ice's shields may be somewhat different. I can't say for sure the same color will have the same effect. But you might be able to use like a desaturated blue for the primary color, to highlight the edges, and then that tan for the secondary.
I don't think that "grid" of lines around you can ever completely go away, though. -
Don't most leaders lead from the back? They're less likely to get killed there.
Tankerminds aside, most Masterminds don't lead the charge, their HENCHMEN lead the charge. Which tells you were the folks who lead the charge sit on the totem pole.
Seriously, I've always assumed that any AT can be a leader, that's why Leadership is available to everyone. Leadership may not be that strong with Blasters, but one of my Blasters has it, because in her version of my main team she happens to be the one that takes the lead. She's a detective, and pretty much the one who brought the team together.
And really, Defenders are the best at Leadership, then Controllers and Corruptors, then Dominators and Masterminds. Kheldians sit between Controllers and Masterminds, while SoA, I assume, are up there with Defenders. (Actually, their Def buffs are the same as Defenders, but they get Controller levels with Tactics and Assault)
Everyone else is pretty much on equal footing, and only about 5-10% below the MMs. So I don't look at it as leadership ABILITY as much as where you stand in the fight. The meleers are up front, and can't really see the battle as a whole, like the rear ranks can. And the Blasters are too busy keeping their butts alive.