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Quote:Well, that pretty much invalidates the whole topic. VEAT's ARE "Epic". And uber.Absent defense debuffers, I'm doing exactly that. Walking into groups set for 8 and crushing them with my Widow. And this is not with an absurd IO investment.
My Huntsman/Bane is a bit squisher true enough. But VEATs truly are epic. I think a lot of people don't quite 'get' VEATs at low level, but both branches are always stronger than other villain ATs IMO at equivalent levels.
I guess Widows and Crabs are built better for tanking than Banes and Fortunatas. Which I guess makes a lot of sense. Then again, as I said in Dwarf form I'm easily tanking groups that size. I certainly look forward to getting there with my Crab, she already got way better when she hit 20, and I just spec'ed into Stamina with my second build, to hurry things up. She's still finishing fights almost out of health, but at least she's finishing them and not having to retreat because my End has run out.
I don't know, though, most ATs seem to get that much better after 22. I'm not sure it's as much an EAT is a "tank mage" as he can do what a tank mage can do with a reasonable amount of risk. -
Back when I was a kid, I wrote a game for my Commodore 64 that allowed you to create a customizable superhero and give him powers. There were three travel powers available, Flying, Jumping, and Swing Line. Swing Line was essentially Flying, but instead of having full three dimensional freedom you just "rose" to a static level and then "swung" in a straight line. The line was just a line that went off the top of the screen.
Way too simple for a game like this, but that's one way to get around the question of where to put the line.
I always figured the reason for no Swing Line is that it's just too engrained a concept with a copyrighted character. Then again, so is Claws and Regeneration, and they took a chance with that. I suppose only Cryptic and Marvel know if they got away with it.At any rate, who knows, if they can customize powers, who knows what else they can do.
Personally, I thought of an idea for a "Zip line" which, instead of swinging you around, could be used to pull you to the top of a building, or from building to building. For where there are no buildings you could have a "glider" power that would let you slowly descend back to the ground, then use the zip line to shoot back up to a height again. Kind of like Super Jump, but you would move up almost instantly, and then glide down slowly. I figured it would be easy enough to implement with the game as it is. -
I don't believe it's a bug. From what I understand, that last 10% is intended to be REALLY difficult to obtain. That is what I have heard devs say about it.
It may actually be harder to reach lower levels of Fury, but it is easy enough that most people don't notice. Supposedly there is a cap on the level of Fury you should be able to achieve without attacking, though, you will need to use attacks to get above that limit.
As mentioned, when powers in the past have been bugged it's been obtainable, so it's not that the bar won't go that high. -
Quote:It won't be. You need enough levels to have a large enough selection of powers to bring enough damage down on him, while having a variety of controls to keep him busy both in and out of PToD.The point was, I foresaw this situation being the case throughout the character's career.
Just to say it, I was high level and had Singy to bounce the EB around. So no, I don't suppose I could have done it at 6 or 10. (Although an EB naturally at that level probably won't be as tough) -
Quote:I do not list my villains in my signature because I have intentionally not changed it since CoH came out. I thought that it was obvious that with one of each type of hero AT, I was the sort of person who plays all ATs equally. That list is certainly not exhaustive, and I don't even list what level they are. I don't feel like coming back here and updating my signature constantly. (Heck, it's not even true what server they're on any more)Here's Jade Dragon, the resident dom expert, funny I don't see a single dom in that sig he//she so proudly sports.It knows everything about every dom set and play nuance though. Bow to the master mouth !!!!!!!
I have, as I said, played all ATs. I have two main Dominators, and have been quite clear about what they are and how that applies to my experience. I also have a number of alt Doms across a lot of servers. I rarely play only one character.
I will add that I have been criticised about this before, which is another reason I haven't changed it. If you need an example in my sig to prove I know what I'm talking about, you're not going to listen to me anyway. -
Quote:Tell that to Lightning Storm. And Repulsion Bomb.You can't say "well you're good at buffing, not damage" and then give us damage powers in our primary set, a set that are supposed to be full of what we're good at.
I think for the Defender the main attribute is supposed to be the knockback, not the damage. It's Traps, though, it's derived from Devices. It's been this way since CoV launch, it's not going to be changed now. -
Even with the new Domination, if you are not taking on a Boss, EB or AV with Domination running, you should probably think about retreating once you wear him down a bit, and build some back up by wailing on minions. Of course, depending on the AV, taking that much time will likely let him regenerate back to full, wasting your effort. But meh...
PToD cancel out the boost to status effects benefit, but the main thing is you're immune to his status effects. I made the mistake of trying to take on an EB the other day with no Domination, my logic was that I had the damage now, I should at least be able to hold out until I can bring it up. His knockback was so bad I was on the floor in seconds. I came back with Domination, expecting a tough fight, and he was a pushover. You wouldn't think it would make that much difference, just being able to hold my ground and keep moving, but it did. -
Actually, since they would be chosen like any other power, they would just use the slots that whatever other power you would have chosen would have used. The question is, where do you find slots for powers, when you have the Nova and Dwarf powers taking up so many.
In reference to the OP you replied to, though, I do kind of like this idea. In essense, instead of an Epic Pool you would have Powers that you could choose for your Dwarf or Nova form instead of your Human form. So you would in a sense be able to transfer one of those Human powers over to the Form. I definately think it would be a cool idea for Form specialists.
Maybe you could have a third Human Form pool with some of the ideas that I suggested, like Air Superiority. You couldn't access all three pools, though, so you'd have to choose which one you favored. -
Honestly, it seems like SoA's getting access to Patron Pools was an afterthought. I mean, they get access to the Brute pools. The Brute pools? When one of those pools is in essense a copy of powers Bane Spiders get? It honestly seems like really bad planning to me. It might have been better to just remove the tie between the Patron Arcs and the powers completely, and just let the SoAs do those arcs if they wanted to.
In short, though, Kheldians get 13 Primary Powers and 11 Secondary. They also get 9 additional powers from their two forms. Normal ATs get 9 Primary, 9 Secondary and 5 Epics for 23 total. So Kheldians have either 24 total powers to choose from, (Human Form) 28-29 total powers, (Bi-Form) or 33 total powers. (Tri-Form)
SoA get 8 Powers in their Primary to start, plus 10 more Powers for Soldiers and Fortunata. Night Widows only get 6 additional choices. However, many of those are duplicates, and there are redraw issues with mixing mace and gun attacks, so probably about 10-12 is the maximum applicable choices.
Soldiers get 8 Secondary choices from Wolf Spider, plus 4 from Crab or Bane, so 12 total. None of these are really exclusive, although the Bane mace may cause redraw in the Primary. Widows have only 7 Secondary choices (only 7 of the Soldier choices could be made before he branched anyway) but Night Widows get 6 additional choices, while Fortunata only get 5. So 12-13 total.
So overall, about 22-25 powers to choose from, plus 5 for the Epics, so 27-30. This doesn't really compare well to the Human Form Kheldians, but certainly for Tri-Form or Bi-Form, the total powers that you have to choose from are pretty close. And this really is only the powers you get to choose from, the powers you can actually have is 24, no matter what AT you are. Kheldians get their Form powers for free, though, so they are above and beyond those 24 Human Form powers.
The only real difference, to me, is that Kheldians unlock all their powers by 38, while other ATs must wait for 41 to get to the Epic Pools. I suppose Kheldians could use access to Epic Pools, it might help Human Form Kheldians. I've also said that I think it's a good idea if they put the Pool Powers Kheldians can't get to, like Air Superiority, into an Epic Pool for them. Maybe even allow Warshades access to Fly and Peacebringers to Teleport. -
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Quote:Maybe at high level, but in the early levels I've found Soldiers play very like Corruptors, while Widows are pretty much Claws Scrappers with a really early ranged attack. In fact, when it comes to melee, they are FAR more fragile than any meleer, even a Stalker. (And I honestly don't think that should change)Fortunatas, NWs and Crabs are tank-mages in every sense of the word. They are substantially stronger than any Corrupter, Stalker or Dominator I've seen. Some MMs are on their level, but not all.
I must admit the mez protection is quite a relief in some ways. However, you shouldn't be encountering that much mez problem until the 30s, so it really isn't an issue early on.
Quote:Forts, for example, have high ranged damage, high melee damage, control, defenses, buffs, debuffs & top end mez protection.
What Corruptor, Dom or Stalker has all that?
Granted I have yet to get my first Crab to 24, though it should be soon, but I have never seen anyone agree that the Kheldians or SoA are what are thought of as "Epic" Archetypes, the uber powerful ATs that let you own the content as your reward for getting to 50. They are in fact more of a challenge than the standard Archetypes, you are expected to use your knowledge that you gained getting to 50 to apply it to this new, somewhat unique playstyle.
That's what's meant by "Epic".
Now, if you want to correct me on that, let me know. I do know that SoA are overall considered stronger, while Kheldians take the greater skill and timing. Still, it seems as if you are playing a hybrid, not a tank mage. I'm not invulnerable to damage, I still have to Web Grenade my foes down and keep them out of melee if I want to do my best. Granted the damage is great. Coming from my Kheldians the damage really does seem great. But I'm not standing in the middle of a dozen foes pounding on them like I would with my Dwarf. Not yet anyway. -
A lot of the problem is that Controllers really needed the extra damage to solo, and also to replace the damage pets were doing. Looked at from that point of view, the devs were simply ensuring that nobody lost any damage. They lost all of the stacked pets they could summon previously to ED, but still could do the damage, without having to wait until 32 to get to it.
Sounds very similar to the latest Dominator revamp, in fact.
Unfortunately, ED hit Defenders very hard, too, losing them a good portion of the damage slotting they were using to overcome their low damage modifier. Blasters and Scrappers lost it, too, but they didn't really have any trouble soloing with only 3 damage slots. And there was of course the GDN, which reduced their protective capability as well, while still making stacked defenses very powerful. (Heck, it might be argued stacked defense wasn't really powerful before the GDN, since you could get that defense with just your own powers)
A lot of the problem is that the Controller Inherent is not only useful solo, it makes them capable of doing Defender-level damage on a team, as well. This wasn't really anything anyone could do anything about, because of the way critical damage works. And they did lose a great deal of control, both from ED and afterward, which turned them more towards a damage role. I'm not sure that nerfing Controllers is a good idea or even productive. After all, if a Defender had as powerful a Secondary compared to a Blaster as a Controller has compared to a Defender, then we wouldn't be having this argument, would we? -
I must admit that while it may not be reasonable to insist that all ATs be capable of overcoming any target, it is not unreasonable to insist that you should be capable of DAMAGING any target.
That is, there is a difference betwen being unable to defeat a foe, and being so unable to damage him that any fight turns into a stalemate. While it may be balanced to have a situation where you cannot damage the foe and he cannot damage you, that is not a balance that leads to any progress.
I will add that there were times, back when Tankers had a 0.7 damage modifier, that I ran into that often on my Inv/SS Tanker. I think that 0.7-0.75 value is significant. Most Defenders can boost their damage into the 0.75 range with a buff or debuff, but this strains their ability to keep it up indefinately. And those with no damage buff will never reach that level.
I suspect it's no coincidence that both Brutes and Corruptors start with a damage modifier of 0.75 at the minimum. And while Dominators used to have a 0.65 ranged damage mod, their melee was 0.7, and this was raised to 0.75. It is now 0.95 and 1.05, well above that minimum.
Note I'm not saying that all Defenders should have a 0.75 damage modifier. But I feel all Defenders should be able to BOOST their damage into the 0.75 range. Controllers and Masterminds get along just fine with only a 0.55 modifier, but that's because they are able to boost their damage, whether directly or with additional damage of pets. -
I'd make it so the Crab Spider backpack could be removed if you respec or switch builds.
Although I'm not sure "things that might actually happen" are the topic of this thread.Anyway, I know we're all thinking it.
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Well, first of all the word "Epic" as the devs use it here really does not mean the same thing as "epic". According to Merriam-Webster, "epic" has two definitions. One is "relating to or having the characteristics of an epic, as an epic poem". Slightly, in some way that might fit, as they have an overarching storyline. The other is "extending beyond the usual or ordinary especially in size or scope".
The latter definition is more definately NOT the case, as neither Epic Archetype extends beyond the usual when it comes to Archetypes in this game. Neither HEATs or VEATs are stronger or more powerful than the regular Archetypes, although they do have capabilities other ATs don't. Kheldians are not more powerful tanks than Tankers, though, even in Dwarf form, neither are they more powerful blasters than Blasters, even in Nova form. They do have the unique capability to transfer from Nova to Dwarf to Human form, changing their characteristics while doing so, but for the most part each of their forms are analogous to ATs you have already played.
Likewise, SoA are not really all that different from Corruptors, Dominators, Stalkers, and Masterminds. They bring a new balance to the combination of ranged offense, melee offense, and defense, but there's nothing new or unique. They are not "epic" in that they are more powerful than any other villain Archetype, they simply are what they are.
I think the key to understanding the use of the word "Epic" is to think of how it is applied to the Epic Pools. The Epic Pools are not all that much greater and more powerful than the ordinary powers of an AT. If anything, they are WEAKER, they usually have much longer recharge times, cost more Endurance, and provide less protection. (for defenses, anyway) The point of the Epic pools is not to give the AT new, unique powers that are more powerful than any other AT at lesser level, in fact, most of them are just powers that the other ATs got sooner.
Rather, the point of the "Epic" pools is to balance the Archetypes, and give them something they didn't have before. Likewise, while the EAT's aren't really more powerful than the other ATs, they are in many ways more balanced. Kheldians are balanced by definition, they can form shift to take on any role needed on a team, while SoA as a rule have combinations of powers than no other AT can have. They have strong defenses, long range attacks, strong melee attacks, stealth, and team oriented buffs. While they don't excel in any one area, they are definately "Jack of All Trades".
As for SoA's just being "grunts", well, the whole idea of the SoA storyline is that you're TIRED of being a "grunt", you want to prove yourself something better, like one of these "Destined Ones", and so you add yourself to the list. And really, when you get down to it, aren't the Peacebringers and Warshades a paramilitary organization as well? The Peacebringers have been at war with the Nictus for millions of years, and they didn't do that by being pacifists and hiding out in the far reaches of space. They've been searching for the Nictus to kill them. And in fact, when the Sunstorm merged with a human cop to make contact with the Earthlings, he found the latter's compassion and diplomacy totally changed his personality and attitude towards the war. He had actually been looking for a soldier, like himself.
Really, the only argument you seem to be making is that since SoA aren't "super enough", being only Naturals, that they aren't good enough to be "epic". But Naturals in this game can take on any foe. That's not just gameplay, that's part of the game lore, that otherwise ordinary humans, with nothing but willpower and determination, can take on the most powerful beings in this universe or an infinity of others. And SoA have extremely advanced technology, and highly trained mental powers on their side as well.
So yeah, I would say that I'm not dissatisfied with the SoA backstory. Maybe it would be nice to be a Nictus, or a Coralax, or a Blood of the Black Stream, or on the hero side, maybe a Longbow. But with Going Rogue, hopefully an evil Nictus or good Longbow Soldier (undercover) will be possible, if a little tedious to work into the storyline. And besides, my Crab already knows she's destined to be more than just a grunt, she feels she was called, and who knows, maybe she was. -
Definately being able to set colors will be a big deal. The fact that my FF/Rad Defender's powers are two shades of green, that my Ill/Rad Controller's powers have no common color at all, (and don't come close to matching her costume) or that the idea I had for an Energy Shield/Energy Melee Tanker couldn't have blue for both the shield AND the "pom poms" is something I will be glad to be able to fix. In fact, I'm quite sure Illusion is going to look incredible in gold. I notice a lot of people are going for that color scheme.
The rest of the issue is a wash to me, although I'll definately be creating my Claws Brute (maybe I'll wait 'til GR so I can make him a Neutral though) and Super Sidekicking sounds fun. It could be the most horrible Issue ever created, though, and I'd just be in Icon playing around with colors. -
Quote:Well, I have the same confusion. I can't see how BOTH increasing the damage and End costs of an Assault Set AND decreasing the damage and End costs of an Assault Set are nerfs. Depending on who you ask, Elec and Energy are either much better, or horribly nerfed. Which makes me question either description.New Nrg is great, it follows much of the design of Old Elec, so what's not to like? I just don't see how new elec AND new nrg can both be good, but when their roles were reversed under old doms both were bad and required changing. Seems peculiar.
OTOH, as you said, Energy did get a damage boost in Power Burst, which certainly helped it overall. (This damage boost did not cost any extra Endurance, or increase its recharge time) Electric is no slower than Electric Blast for its blast attacks, and is slower than Electric Melee for its melee. The only place it's actually faster is Thunder Strike, which really is still being left as the single target version, even though it's losing damage. I honestly think Thunder Strike should have been adjusted towards more AoE, but AoE was never a strength of Electric Assault before.
I personally wouldn't say Electric Assault has been buffed or nerfed. I don't really dislike the way it behaves now, but I don't think it's a major improvement either. Honestly the buff from Domination level damage has made a much greater difference.
Quote:I agree that fire should have probably been left alone for the most part. It definitely strays from the expected format that fire has followed in every iteration presented be in melee, ranged, or somewhere in between. I feel like fire was largely changed for the sake of change and wonder why Icy, which people cited as "lacking" received nothing, but Fire, which was generally accepted as the best assault set across an entire career of leveling needed some very major rebalancing. And worse yet icy was critisized for requiring massive recharge and lvl 38 before it felt decent, and yet Fire was changed to be even more recharge intensive...
I think you're also making a mistake by trying to throw Domination at the problem and expecting it to fix it. You say yourself that Domination improves low recharge sets, like Energy was previously, and supposedly, Electric is now. Yet you're throwing Domination at a high recharge set, hoping it will solve your End problems, when in fact recharge only increases End problems. I think that you and anyone else who thinks that this is a solution are going to be disappointed when you don't get the expected results.
Has it occured to you that perhaps the reason the devs gave Earth such a large amount of control capability is as a reward for the additional effort that will be needed to perma-Dom it? Or that the reason Electric worked so well with high recharge is that it had built-in Endurance management tools, which the devs responded to by reducing the benefit it could get from recharge? -
Quote:Tremor does the same damage as Whirling Hands. Which, again, is the same damage as other similar AoEs, although Whirling Mace does a little bit more. What Tremor has going for it, though, is that it's about twice the radius.Tremor is far from a big hitter and does pretty pathetic damage, especially when you consider it is a T9 power. Footstomp does a ton more damage than Tremor by far. All Tremor has is a fast recharge, and is more of a CC power than a damage power, which is funny because it has the same mag KB as Footsomp.
There appear to be two damage scale/recharge ratios when it comes to melee PBAoEs. There is the 1 DS, 14 second version that most of them are fairly close to, and then the 1.42 DS, 20 second version of Foot Stomp, Fire Sword Circle, and Frozen Aura. In each of their categories, Foot Stomp and Tremor are the only ones with 15 ft radius.
When I compared them, really what I was saying is that it isn't the damage, it's that radius. Fire Sword Circle and Frozen Aura are both as damaging as Foot Stomp (Fire is greater, actually, because of the DoT) but nobody ever mentions them. Partly because of the smaller radius, mainly because of Rage. -
Quote:Well, IMHO Electric was made to be much slower and do much more damage than the average from the very start. It's a fact that Electric was given the Blaster version of the melee attacks, instead of the Brute/Tanker versions used by all other sets. This was commented on at the time. The result, though, is that while the set did a lot of damage, like the Blaster Secondary, when compared to other Dominator Secondaries it was very, very slow. When both Electric Melee and Electric Blast are fairly fast sets.I have issues when a bait and switch is performed and you either take a set that was exceedingly fast, light on end and easy to build chains and then make is a leviathan. Or you take a previously high recharge high damage model and turn it into clawls.
And if you look at Energy Assault, the attacks that were chosen are a bit strange as well. Instead of Barrage and Energy Punch, or even just Energy Punch, it got Bonesmasher and Total Focus, attacks that do a lot of damage, but which have long animation times. Total Focus isn't even different for the Blaster version, Bone Smasher does more damage and takes longer to recharge than the Tanker version, as is the standard for Blasters, but Total Focus does not.
Personally, I really feel that only the melee attacks needed to be adjusted. I don't know why Energy or Fire got their ranged attacks increased in damage and recharge, or why the most powerful attacks got that treatment. I can see why it was done for the Sniper blasts, they are considered useless anyway, and at least with more damage scale they will do as much damage as a Blaster's sniper. Energy even somehow wound up with a blast that does less damage than the Blaster version (Ice still has theirs) but I can see why in that particular case the damage needed to be boosted overall. Energy was stuck with very long animations, and thus had very low DPA.
Certainly I don't feel Fire needed to be adjusted, though, save possibly increasing Incinerate's damage and recharge time to fit the pattern, but Flares and Combustion most definately have gotten a rotten deal.
Now, with Earth Assault I kind of hope Fissure ends up with the nice treatment you're suggesting, after all, it will be one of the few ranged attacks, and one of the few AoEs. Assuming it's not overpoweringly damaging, and if it were that it would obviously have a long recharge, I think it should be fine. -
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Quote:It is not the damage that attracts and most importantly holds Aggro, but the Threat rating, which is higher for Tankers than any other AT. Tankers in addition have Gauntlet, which as you said spreads the effect around, and their Taunt and taunt auras, which additionally build aggro and multiply the aggro that they have. The end result of this is that a Tanker appears to deal greater damage, from a standpoint of drawing aggro, than he actually does.I disagree on a factual basis. No matter which AT does damage, it gets the attention of the target. Gauntlet serves only to amplify and extend that fact for tankers and spread that effect around to the immediately surrounding foes. It does not create that effect and therefore can't be said to be why the secondary benefits them in their primary.
It could be argued that a Tanker would be better served with a Secondary that produces effects that tend to draw great amounts of aggro, such as knockback, debuffs, and soft holds. In any case, if it were not for Gauntlet, and the multiplying effect of the Threat rating, the Tanker would never be able to pull aggro off of a Blaster or Scrapper. As long as the damage role of the Tanker is secondary, by definition a Tanker should never be able to hold aggro by damage alone. He will never have as much as the so-called damage dealers.
Aggro, like Endurance Drain, is an on or off thing, either you are drawing enough aggro, or you are not. The amount of damage becomes irrelevant, if you aren't doing enough to hold aggro. On the other hand, the Taunt multiplier is relevant as long as you continue to apply it to even a moderate amount of damage.
Quote:I fully agree with you in that Vigilance doesn't do squat for defenders to make their secondary set benefit their primary role. That's because the only way the secondary set can possibly benefit their primary role is by the secondary effects of the secondary powers. Those effects, like -def, -res, etc., are the exact same ones held by blasters. The exception there is -acc of dark which blasters don't yet have.
In effect, all Tankers have the same secondary effect on their attacks, Gauntlet. This is above and beyond the secondary effect associated with their Melee "theme".
Quote:Any inherent which would benefit the secondary set would benefit only the secondary role. Any inherent which would benefit the primary set would benefit only the primary role. Because they suffer from this role-split all of their benefits are split.
And Controllers, in fact, have an Inherent that benefits NEITHER their Primary, NOR their Secondary role. Their Inherent does not in any way increase their ability to control, or to support the team. (Unless you are one of those who consider Overpower part of the Inherent. It does not operate the same way as Containment, though, so it might be considered a second Inherent)
Quote:Contrast that with how many times you've ever heard a tank be told to not attack and only taunt,
Quote:In order to make their damage side significant enough to compensate for having half of their powers be inapplicable to their primary role, however, it would have to boosted high enough to compete with blasters.
The other counter to your argument is Dominators, who DID have their damage boosted, because half their powers were inapplicable to their primary role as crowd control. Positron explicitly stated that he was making Dominators "have two primary roles", with both control and damage dealing having equal weight. However, do Dominators, under the new system, do as much damage as Blasters? They have 5% more damage with their melee attacks, and 15.5% less damage with their ranged attacks. They also lack the ranged AoE and Tier 9 of a Blaster, and have single target holds that deal damage instead. So overall I think that while a Dominator might be able to "blap" as well as a Blaster, the Blaster still does more damage.
And a Dominator, like a Blaster, does not have a Primary (or Secondary, for a Corruptor) that has the potential to boost their damage. So the Dominator needs a very high base damage. A Defender does not have a very high base damage, and does not need a very high base damage in order to fulfill even a dual role, as a Dominator does, to deal damage.
Quote:One must remember that there are two, mutually exclusive, actions going on: dps and buffs/debuffs. No character can activate two powers at the same time. While they're using a buff power they're not firing off a blast, and vice versa. Toggles detract from the ability to use those blasts by draining endurance, so either defenders are fighting against time (do I use this activation time to blast or to buff?) or they're fighting against endurance (do I blast or keep this toggle going?).
Most Buff/Debuff sets provide you with ample duration after each use to allow you to use other powers. Toggle powers, as you said, can be established, and as long you manage your Endurance wisely, can be used throughout the combat. Dropped and targetted debuffs can be fired into a group, to lay down a battle area, and then attacks can be fired into that same area. Yes, Defenders, Corruptors, and Controllers must take the time to prepare the combat, using their buff/debuff powers, and then engage in combat. This takes more time than a meleer, or a dedicated ranged fighter such as a Blaster or Dominator.
But it is not impossible.
Quote:Defenders are horribly (IMO) underrepresented in the hero population because the people who like to play support would rather play controllers and people who like to blast would rather play blasters. The only people who would prefer defenders are those who specifically want to do both (very, very few) or who care more about concept than ease of soloing or getting on teams. -
If there are any new Patrons (and I'm fairly sure they aren't) I'm really hoping for non-Arachnos ones. While we're at it, we can fill in the concepts that heroes have in abundance, but the villain side doesn't have because it doesn't fit with the Patrons. Say, Fire, Earth, or Psi. You can ally yourself with other villain groups, such as the Circle of Thorns, or Carnies, to get those powers.
Of course, the heroes need to have Electricity more proliferated, now that Tankers and Scrappers will have it, and there are a lot of other potential proliferations as well. -
Quote:Tanker secondary powers only help them fulfill their primary role because they have an Inherent that causes them to do that. If they were forced to draw aggro based on the damage they do (and had no Taunt) then they would be very crippled at their primary role.Tanker/Scrapper secondary power sets all help them fill their primary roles.
Which is why I've said that Defenders need an Inherent that, while not reducing their ability to deal damage as a secondary role (similar to Tankers) also allows them to utilize their Primary better. Currently, Vigilance does not support this in any way.
Also I would argue that is not the Stormies that there is the concern about becoming overpowered with a damage boost, but the Rads. (possibly Rad/Sonics) However, except for the difference in buff/debuff strength, there would be no difference between a Defender with a 75% damage base, and a Corruptor, currently with a 75% damage base. Either would perform the same in comparison to a Blaster, at least until debuffs began to be applied. And quite frankly, I think most Blasters have NOTHING to be concerned about in regards to the damage level of a Corruptor. At best, a Corruptor may be able to beat a Blaster in ranged and AoE damage for short periods of time after his debuffs have had time to stack. He will never be able to beat the Blaster in melee damage, and the Blaster will likely have done enough burst damage to finish off the foes before the Corruptor can even get started.
It is not Blasters that need to fear a Defender damage boost, it is Corruptors. -
Out of the four passives (three Res and Tough Hide) you can probably skip one. Not RPD, you have no choice there. And while you could skip Tough Hide, remember that it gives the same equivalent protection as the other three combined, AND resists Def Debuff. (RPD gives you that protection too, so you might skip it and make do with just half the Def Debuff resist)
So it probably comes down to whether you want the Slow protection, the End Drain protection, or both.
TI I don't know if I'd skip on a Brute. But, if you slot up RPD, and rely on Invincibility and Unyielding it might be okay. I have a Scrapper that skipped TI. Although it's kind of nice to have that enourmous protection against physical damage that is Inv's specialty, I also kind of like having a more balanced protection, even though it's lower overall.
The only thing is that having more protection on a Brute usually means you get more Fury to do more damage. So you almost don't need all the Primary if the Secondary is tough enough.