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Posts
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Joined
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I agree completely with the above posters on this issue.
This link isn't regarding your primary or secondary selection but may give you some general blaster tips. I'd especially reccomend the section dealing with temp powers and accolades as well as reccomend Force Mastery as an Epic Power set.
http://boards.cityofheroes.com/showt...01#post2472001 -
Nope it's just your power and slotting selections.
Here ya go.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
TechnoRad: Level 50 Mutation Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: X-Ray Beam- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (5) Thunderstrike - Damage/Recharge: Level 50
- (11) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (17) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (45) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) HamiO:Nucleolus Exposure
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (3) Mako's Bite - Damage/Endurance: Level 50
- (5) Mako's Bite - Damage/Recharge: Level 50
- (11) Mako's Bite - Chance of Damage(Lethal): Level 50
- (17) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (9) Adjusted Targeting - Recharge: Level 50
- (15) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (A) Detonation - Accuracy/Damage: Level 50
- (7) Detonation - Damage/Endurance: Level 50
- (7) Detonation - Damage/Recharge: Level 50
- (13) Detonation - Damage/Range: Level 50
- (13) Detonation - Accuracy/Damage/Endurance: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (A) Flight Speed IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (50) Miracle - +Recovery: Level 40
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (19) Thunderstrike - Damage/Endurance: Level 50
- (19) Thunderstrike - Damage/Recharge: Level 50
- (29) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (29) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (42) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (21) Performance Shifter - Chance for +End: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (23) Scirocco's Dervish - Damage/Endurance: Level 50
- (23) Scirocco's Dervish - Damage/Recharge: Level 50
- (31) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (25) Mako's Bite - Damage/Endurance: Level 50
- (25) Mako's Bite - Damage/Recharge: Level 50
- (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (50) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Detonation - Accuracy/Damage: Level 50
- (27) Detonation - Damage/Endurance: Level 50
- (27) Detonation - Damage/Recharge: Level 50
- (37) Detonation - Damage/Range: Level 50
- (40) Detonation - Accuracy/Damage/Endurance: Level 50
- (45) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (36) Luck of the Gambler - Defense: Level 50
- (46) Luck of the Gambler - Recharge Speed: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (31) Thunderstrike - Damage/Endurance: Level 50
- (31) Thunderstrike - Damage/Recharge: Level 50
- (43) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (45) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (48) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (A) Obliteration - Damage: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (34) Obliteration - Chance for Smashing Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (39) Mako's Bite - Damage/Endurance: Level 50
- (39) Mako's Bite - Damage/Recharge: Level 50
- (39) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (A) Steadfast Protection - Resistance/Endurance: Level 30
- (46) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth: Level 50
- (A) Empty
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An AoE melee centric Ice/Fire may be to your liking as you can slot the primary for slows. You have 2 holds that you can quickly stack on a boss and Ice Storm + Frost breath + Hot Feet + Combustion + Fire Sword Circle will clear the field leaving a heavily damaged boss that will be made short work of by Bitter Ice Blast and Fire Sword.
If that isn't enough AoE for you I'd reccomend a Rad/Fire with enough defense set bonuses to give you around 25 - 30% defense to ranged. You can slot the AoEs in your primary with Achille's heel procs and slot Hot Feet for ED capped slow (I like 3 HO Nuc and 3 HO Micro in Hot feet) this will keep the mobs at range but still within the area of your PBAoEs. You'll shred the mobs while cackling with glee. -
Quote:Player concept and dev concept are 2 entirely different things. The devs tend to cling to their version of their concept even when mutiple players point out the non-sequitors and logical disconnects. States was always a good one to cling like a vise to his ideas (even the ridiculous). Posi does tend to listen to the player base (except about the market.) We don't really know yet which way War Witch will go.Stuns?
Flash? Blind? Char? Cinders? Dominate? Total Domination? EM Pulse?
Heck, Knockout Blow?
Containment doesn't mean "containment." It just means you are shooting at an enemy that's been partially disabled.
Remember, this is the game where someone can get hit by a truck and then you set them on fire and they are completely healed, and where you can microwave people back to life. I don't think an argument about "concept" really works here. -
Actually that IS the idea but it was extended to other mez powers such as sleep (some of which like Salt Crystals, Frozen Aura, and Flash Freeze) do put the target in a "container".
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Quote:Hardly. Merely attempting to clarify the situation. I was presented with a misleading statement of the type that is X+Y always = Z. When the truth of the matter is that sometimes X+Y = Z but only if we omit B, C, and D and add in E.You are starting to argue semantics, a good sign that your points may have less merit than you believe.
Quote:It is not a fact that a controller or corruptor adds more to a team after mitigation is nigh total. Defender damage buffs, resistance debuffs, and defense debuffs are higher which makes their offensive contribution potentially larger than the other two. Defender blast sets will generally provide more damage to a team than most controllers will bring. Corruptors have the damage edge, as intended.
Quote:I will not argue against increased defender (and corruptor) damage, I think both of those ATs could use something to put them more on par, perceptually, with MMs and controllers.
Meh. Rising to the challenge when the fit hits the shan works for me. I liked old defiance and I enjoy vigilance as is.
For Blasters, "just ask the defender not to heal you."
For Defenders, "just don't heal the blasters...."
Quote:I'd be OK with that.
Quote:It is like that now, really. At the lower levels, +35% damage from defiance has much more impact than +35% defiance will have on a level 50 with +99% enhancing and 17% global damage from IOs (or larger outside team buffs you do not often see until the later levels).
Quote:Think about trying to build up high levels of defiance when whole spawns wipe with just FSC+Fireball+teammate's contributions (most people don't fight +4s all the time, although vs. +4s, in my limited experience, defenders shine nicely).
Quote:A good kin on a team can render all of defiance pointless with just ID and FS. Does that mean defiance is useless and needs to be changed?
Quote:Your claims that IOs (your own and teammate's) make defenders and the defender inherent less worthwhile are exaggerated. The fact that only a very small amount of people can run as you outline below renders the line of reasoning you are pursuing an outlier, and one that should probably be ignored.
That's not an outlier or a non-factor. That's easy to do and should be taken into consideration, not blithely ignored.
Quote:Just as people suggest we should not "nerf" the standard game due to IOs, I'd imagine that philosophy extends the other direction. Defenders do not need to be changed because all your SG plays is super IOd characters who have capped defense and high order defense debuff resistance (or avoid the more difficult enemy groups, choosing to fight less annoying mobs at +4 instead).
Quote:I have never met an IOd character who couldn't use bubbles at +4, despite having seen defense capped Shield scrappers tank Lord Recluse on all scrapper STFs and IOd Stone tankers in granite surrounded by Arachnoids.
You don't need a defender to get those values, an /FF controller can get your that, a widow or 2, or even 2 or 3 teamates running manuvers.
Quote:Maybe its because I seek out Carnies, Malta, Arachnos, Arachnoids, Knives, Rularuu, and challenging customs in AE. This could render my experience as an outlier, best ignored as well.
That aside I can see how the defender is getting dinged. IO sets, the seldom useful and conceptually backwards inherent, and Going Rogue on the horizon all taking their respective bites out of the defender AT. I believe that it's time for the most dev neglected AT to have an update. -
Quote:What I mean by "even when RA is down" is that on a team of 2 or more, I don't need RA for myself at all. I cast it for the rest of the team.Unless by "even when RA is down" you mean "I don't use RA" I think that's the issue. Your FF defender has higher toggle costs (assuming similar toggle slotting) but this is presumably offset (if not more then offset) by the superior recovery bonuses. However, I have found builds that have "free endurance" powers (recovery aura, power sink, energy absorbtion, etc.) are EASIER on the blue bar as you rack up recharge bonuses rather then harder like most builds. If you have AB at perma then (hasty math but I think I'm about right) you can have RA up 3/5 of the time. Averaging it out over time (admittedly not the best measurement of RA) thats the equivalent of +120% recovery, which I'm pretty sure is impossible to get through IOs.
My FF defender does have higher toggle costs but has much more extra recovery than is required to "make up the difference" and the blast sets and epics are identical.
The FF uses (and needs to use) Dark Consumption frequently. (It's on a base 360 second recharge as compared to RA's 500 second recharge) Had I built for +rech rather than +defense I would still bankrupt my self. I'd do it faster and still need Dark Consumption more often than it's available.
The Emp doesn't even need to have Dark Consumption in the build (except when soloing) -
Quote:First your statement is a false extrapolation with a non-sequitor as a conclusion.If playing a defender well means that your teammates never take any damage, then they don't need a buff.
If playing a defender well means that your teammates never take any damage, because your teammates are heavily IO'd....
If playing a defender well means that your teammates never take any damage, but you can't defeat an AV because your damage won't over come their regen..........
If playing a defender well means that your teammates never take any damage, then the defender doesn't need a buff even though a Controller or Corruptor can do just as good or better a job AND contribute more to the team.......
The problem is the point at which no damage occurs. If all 3 ATs can do that but the Corruptor or Controller can contribute more to the team after that point is reached, then yes the defender needs changing since the other ATS in question actually do a better job, taken as a whole, in the team role that the devs have tailor made for the defender. Clearly the primary is not in need of a change but the secondary power set needs to be improved in this case.
Let's not make the mistake that a buff is what is being asked for. The needed change may be a buff in the end, it may not, but what is being asked for is for the inherent power to actually make sense.
Let's change the perspective on the issue shall we? Let's look at blasters for a second. How much sense would it make if the blaster inherent made it so that the faster your blaster defeats things (due either to increased player skill, higher character level, or to the slotting of beneficial IO set bonuses) the less overall benefit defiance gives. Clearly if you are defeating things that quickly and are still maintaining adequate health then you don't need all the extra damage and hence no change is required.
Vigilance is broken in just that way but in regards to endurance usage rather than damage dealing.... and yes, it needs fixing. -
Quote:I'm not so certain about the claim that no defender benefits more from vigilance than another. I haven't run the numbers to check but from playing both:I would chime in here with my own opinion based on experience playing both Empathy and Kinetics on teams. I agree with Strato_Nexus in his observation that there is no evidence to support one type of defender getting more benefit from Vigilence than another. Thruthfuly, I view my "Job" on a team primarily as "prevention" and then as a secondary task to "recover". And it seems more common that I rarely need to rely on my healing to keep a team rolling along.
That being the case, I agree with many of the folks here that are saying you should not plan around Vigilance (which I most certainly don't). If vigilance "kicks in", I hardly notice or even need the assistance it offers, because my build is already slotted to maximize my endurance effectiveness over time. This is also why I think it (Vigilance) needs a change, because it has no obvious benefit on a team, and certainly no benefit while solo. Say what you will about a teaming AT having a teaming based Inherent, you will never convince me that this "must" be like this.
I am sorry Adeon, you are partly right in that Fortitude cannot provide "preventative" protection to the entire team, but through proper application to the "most likely to get harmed" members of your team, Fortitude provides a HUGE preventative benefit to a team. What is more often a challenge to my defender is when the team splits up too much OR, the most likely "squishy" team-mates changes frequently or is greater than "4". Thats when my "empath" starts to feel a little more like a "healer" and less like a "buffer". In the Case of Kinetics, the only real Healing I do is when I need to heal myself, which occurs from time to time due to being in melee/AoE range alot.
My Emp/Dark/Dark doesn't run out of endurance unless he is solo even when RA is down. He's a high recharge build having AB set up for perma. I can't remember a time any where with in the last year that he was teamed that his end bar was down more than 25 endurance. He runs his epic armor, Tactics, Manuvers, and Assault. He has Stamina 3 slotted but doesn't have any of the Uniques in Health.
My FF/Dark/Dark is a high defense build. I don't have or run hasten and I have set bonuses that give me a total of 28% global recharge. I have health slotted with Miracle +, Miracle Heal, and Numina +/+. Thunderstrikes give me recovery bonuses, Gift of the Ancients in the grantable shields give me more recovery and increase my max end. I have stamina 4 slotted. 2 level 50 generic endmods, a level 50 performance shifter end mod and a level 25 performance shifter proc.
I run Dispersion, Manuvers, Assault, the Epic armor, and Hover. Even on a team of 8 after I've bubbled the team if they stay inside dispersion I can run through an entire bar of end just from blasting, drop in and use Dark Consumption, and empty out the bar again and finish the fight just floating in the air waiting for my end bar to recover. That's not a rare occurance that's a common occurance happening at least once in a typical defeat all mission and happening nearly every time in an AV fight or Multi EB fight that you can get on ITFs. -
Quote:Since the folks I run with move at near top speed and typically at +4 mobs without the buffs from my defender I agree. It's also the reason that I only play my defenders now in certain special circumstances such as Hami and Ship raids. Most of the time I'm better off with a controller or a blaster since my actual contribution to the team with my defender is typically less than with one of my controllers or one of my blasters (especially in the case of my buffing defenders. Not so much with my debuffing defenders but most of the defenders I play are buff oriented.)If you are on a team and the whole team is taking almost no damage:
- You should consider moving faster.
- You should consider turning the difficulty up.
- You don't need any more power.
This is mainly due to the use of IO set bonuses with the players I typically run with. The defender buffs are typically overkill and corruptor or controller buffs are adequate even against +4 mobs.
Quote:"My defender's team rarely takes any damage therefore my defender needs to be improved," does not seem like a compelling discussion point. You might want to drop that angle, for a few reasons.
Quote:That is hyperbolic (and the ?!?!?!?! makes it look like hyperbolic hysteria ). The maximum benefit is normally irrelevant, since you can get significant aid from Vigilance even with light damage on a small team.
The maximum benefit is normally irrelevant but so are the mid and minimum levels of benefit. If you slot your defender so that you can perform without, or with few, endurance issues, whether you are on a 2 man team, or an 8 man team, all levels of benefit from vigilance are virtually irrelevant, which I believe is the point that Talionis sought to bring up with his OP.
Quote:It has always been nonsense that those who heal can gain more benefit from vigilance than those who cannot. If there is a disparity (and I am not saying there is), those who can heal probably gain less from vigilance (since every defender with heals also has ways to prevent a significant portion of incoming damage on top of being able to remove their own vigilance buff).
I believe the inherent should reward you for doing your job well, instead of giving you higher rewards for doing your job poorly. -
Quote:This.Neutrino Bolt, definitely yes.
Most damage procs have a 20% chance of causing 71 damage at level 50 - thats an average of 14 damage.
Neutrino Bolt does 21 base damage at level 50, so a damage SO or plain IO adds 1/3 of that, or only 7 damage. The damage proc is twice as effective on average.
A standard 4 second attack (most Tier 1's or X-Ray Eyes) does a base of 36 damage, so a damage IO adds 12 damage. The ddmage proc is slightly more effective but its close. For higher damage scale attacks, use the damage IO if its either or.
You can also, as you said, use damage procs AND damage slotting to sort of bust the ED cap. This will be the equivalnet of slotting X-Ray Eyes with an extra damage IO (4 total), and Cosmic Burst with maybe an extra 1/2 damage IO.
My advice - stick one damage proc in Xray Eyes, and as many as you can in N-Bolt. Also add the Achilles Heel Chance for -Res into N-Bolt while you're there.
I've done this with my current FF/Energy blaster - slotted Power Bolt, Power Blast and Power Burst with the Explosive Strike damage procs. Its not game changing, but I do see them go off, and its does help a little bit with soloing.
Also as far as slotting damage procs in Aura powers I wouldn't really reccomend it as you will probably be unhappy with the outcome. You'll average an extra 84 damage every minute. A single ED capped defender AoE attack will give you 65ish damage and apply it's secondary effect in just a couple of seconds.
The best place for procs is fast activating, fast recharging, low damage attacks. -
Quote:I will be. Any new non-controller buffer/debuffer I create will be a redeemed corruptor unless the only place I can get the Primary/Secondary I want is as a defender (and I've all ready done all of those that I care to).I find this interesting in light of the next comment:
Pending on the primary and secondary, would min/maxers really pick a corruptor over a defender? Wouldn't there be situations where higher strength buffs and debuffs be preferred over more direct damage? I think the main thing a min/maxer post-GR would prefer would be a mixed defender/corruptor team for a combination of strong buffs and debuffs with more damage. I don't think it'll be the min/maxers who'll shrug off defenders but rather it'll be soloists who previously avoided redside for their various reasons.
First on my list is a Fire/Dark. -
Quote:That's certainly doable but could be fairly complex or have other implementation problems. I prefer simple solutions.This important point may be a roadblock in its own right in getting the inherant changed. Defender primaries have such a drastic difference from each other that it's hard to find something that benefits them all equally.
Actually, I'd argue that Traps would be at a distinct disadvantage since it has long recharge times on a lot of its moves. While any form of inherant global recharge buff seems like it would be heavily scrutinized by the devs, I think there's a better way to implement your idea. Rather than a static 5% buff for each move used, make the amount of the buff scale up or down based upon the default recharge time of the power with a static buff that is reapplied for toggles. This way you can use a few longer recharging powers or constantly blast with your secondary to build up your inherant.
In the closed beta where defiance 2.0 was being tested my suggestion for defiance was a toggle. When it was on it gave the blaster 25% more damage and 25% more recovery and when it was off it gave the blaster mag 4 mez protection and 100% higher regen.
When a mez hit the toggle would drop (this was back when any mez, even a fraction of a second one still dropped toggles) and break the blaster out of it at least until another of the same type mez was stacked on it and the blaster was frozen in his tracks. Simple and I thought elegant.
The devs went the complicated route though and gave us what we currently have instead. Chances are they would do the complicaed thing again. -
I'm sorry. I seem to have confused you. I was talking about a team, not a walking disaster area or 8 people soloing the same map at the same time.
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I really like my Ice/Rad. Ice slick mitigates the alpha and moving in with Artic Air with the contagious confusion proc AND choking cloud with the Lock down proc means that I only have to watch for bosses.
Block of Ice takes care of single boss spawns. Glacier takes care of Multi-Boss spawns. Shiver and Arctic Air keep even +4s at the -rech and -run speed caps.
The only thing I don't do much of is damage but my solo build is heavily proc'd. Still a little slow going solo, but it's nice and safe. -
They've made changes from time to time. I remember my first /TA controller got killed a few times by firing Flash arrow, while stealthed, inside perception range of the mobs. The devs changed that some time ago though.
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When I was heavily into it (I've slowed down quite a bit lately) I was making about 10 mil per day just from buying common salvage and using field crafter to craft commons.
I'd run 3 or 4 katies a day (more on the weekends) and would net another 5-15 mil per day from that. Post merits I'd run a speed Posi or 3 per week and a few ITFs, LGTFs, Khan TFs as well as some of the other TFs.
If I wanted to exert myself a little I could clear 250-300 mil per week but I really have no need. My main crafter has just under 1b in cash and my Base bins are literally crammed to the brims with crafted Rare Pool As, High demand Pool C's, HOs, Synth HOs, and Purples. I estimate that there's 15-20 billion worth of IOs in there and all my toons and my wife's toons are either in the process of leveling or are at 50 and fully slotted the way we want them.
I have 2 level locked toons red side generating Pool C's and 4 level locked toons blue side generating Pool C's. I create and sell more Pool C's than I slot and have been giving stuff away to friends and teammates. -
Quote:Actually it does. You get the benefit for 15 seconds after you activate the toggle. So Dark defenders, Rads, FF etc. get that benefit every time they turn the toggle on. After it's on they can still activate other powers to stack the buffs and the 5% end reduction from activating other powers make the toggles cheaper to run.One difficulty with your proposal is that it doesn't appear to consider toggles. Let's say I'm a storm def with Steamy Mist. This is a protective shield, so long as the team is near me. But I only turn it on once.
I prefer the adaptation of Dom. The coding is already there. Just modify it so that as Vigilance it gives status protection instead of higher magnitude holds.
Also granting status protection isn't the way to go. Taking the sleep hole out of FF/ or Sonic/ would run contrary to dev history. Adding status protection to vigilance provides no benefit to the FF/ or Sonic/ which all ready have grantable status protection that is useable on self. Vigilance needs to benefit all power sets at least equitably. -
Quote:Actually it is a form of compensation for the buffer since most of the buffing sets have powers that they can't use while solo because they can't be used on the caster. Also some of the debuffing ATs have area targetted debuffs, like Disruption Arrow, Tar patch, Sleet, Freezing rain etc, that could be used this way.In the context "correct" slotting can be defined as "the slotting that someone determined to get the most out of his slots would use". In this case the goal is to slot enough endurance reduction that you aren't panting for breath but not so much that you're hurting the rest of your power through a lack of slotting. In the case of vigilance you can't really account for it in your slotting since it is so situational so therefore you slot enough endurance reduction not to need it and consequently you get no real benefit from it. A well slotted defender will have sufficient endurance regardless of the health of his teammates (baring rare cases like malta sappers).
Kinda like Defiance for Defenders. I like this idea, the numbers probably need tweaking a bit but I like it. It is slightly imbalanced in favor of buffers since they can use spammable buffs (particularly AoE heals) to build up Vigilance in between combat in order to help recharge their long recharge buffs but overall I don't think that's a major problem. My only concern is that high end Defender IO builds are going to be nasty. A 50% global recharge bonus while in combat is pretty good.
For example Empathy's healing Aura with ED capped rech slotting and cast time is about 6 seconds. The best an empath could get from rocking the aura would be 2 buffs, maybe 3 on a high recharge build. So keep in mind while figuring that even buffers won't be easily able to maintain a full set of 5 buffs, and the resultant benefits outside of a combat type situation.
High end defender IO builds all ready are nasty. This doesn't make them that much nastier and still pales in comparison to a high end IO'd Scrapper, Brute, Tank, Dominator, or Blaster. -
Quote:The problem is that there are 2 different types of defenders, buffers and debuffers. (H34l0rs are actually buffing defenders) the inherent needs to benefit all defender ATs equally or at least equitably. Current vigilance doesn't do that nor does your suggestion since FF/ and Sonic/ defenders get mez protection and grant it to their team.I'm that rare oddball nutcase who actually likes Vigilance since I try my hardest to avoid the Fitness pool if I think I can get away with it. I'm also that 0.1% of the playerbase who actually likes Dimension Shift. With that...disclaimer...out of the way, I do have ideas since I feel it can be improved.
Sticking with some of the current implentation, keep the endurance discount per team member added. However, instead of making it so that teammates actually have to take damage for the Defender to gain an endurance discount, make it so that any attacks made against the team, hit or miss, increase the endurance discount. This will also count the Defender themself towards the total so that it can be used solo. Furthermore, as the Vigilance buff builds, the Defender gains an increasing amount of mez resistance and mez protection.
I'll say the same thing that I have said before when this comes up. Vigilance is the quality or state of being wakeful and alert a degree of wakefulness or responsiveness to stimuli.
To me that means that it should work the same no matter how many teammates you have (actually it should work better on smaller teams where you have less to watch out for) or even if you have none at all.
Vigilance's benefit shouldn't be anything that would benefit one particular defender power set or other. With that in mind I have always said that vigilance should give the defender a 5% global reduction in endurance costs and a 5% increase in global recharge each time the defender activates a primary or secondary power. The vigilance buff should stack up to 5 times and each 5% buff should last for 10-15 seconds.
That doesn't give any particular defender Power set a distinct advantage from vigilance it's fairly even across the board. The more aware you are and the more you buff and blast the better and more vigilant a defender you are.
The net effect is that defender will get to use their high powered long recharge time buffs a little more often but with out increasing the buff values and making the buffs over powered. It means that the defender does a little more damage by being able to cycle their harder hitting blasts a little more often with out actually increasing the defender damage modifier or defender DPA. It adresses the defender DPE issue and best of all it works the same no matter what team size you are on (even solo!), no matter what type of slotting you have chosen be it, TOs, DOs, SOs, generic IOs, or IO sets, and it provides that reward for doing your job well instead of penalizing you for doing your job well and rewarding failure. -
Quote:Not according to a certain corruptor that trolls the defender boards. According to him that's the ideal situation. You just use vengance on the lame-o that couldn't keep himself alive, have all the endurance you can burn, and boost the team's damage by more than the Leroy would have contributed. All while providing the team with extra defense and status protection.Losing a teammate isn't a penalty?
Kheldians and half of the Stalker inherent.
Khelds have other advantages and personally I dislike stalkers intensely, besides which everyone knows that the "devs hate villians."
What I will say is the same thing that Castle has said before, anything that is a buff in "x" state is seen by the player base as a nerf while not in "x" state and powers/buffs of this type have been avoided for the most part by the devs.
Vigilence is a classic example of a power that needs changing due to that since the buff is only received by "reactive h34l0rs" and poorly played defenders. Playing a defender well costs you your buff from your inherent. It's the only AT where that is true.
EDIT - In all seriousness regarding Khelds, the kheld is a shape shifter. I would have tied the Kheld inherent to shape shifting (ie: a buff of some type when ever you change forms). The devs did that somewhat when they allowed a breakfree effect from switching into Dwarf. -
I kind of like it too. I have a high recharge/high recovery build on my Fire/Storm. I have Fire Cages 5 slotted with Posi including the proc and the Trap of the Hunter proc.
I move in with Steamy Mist and Super Speed to just outside of Hot Feet range of the mobs. I open with Flash Fires (and detoggle Super Speed and Steamy Mist as it animates), Jump in with Hot Feet running and hit Thunder Clap to stun bosses as well, then Fire Cages, Tornado, Firecages, Freezing Rain, Bonfire, Fire Cages, Fissure, Fire cages, Fire Cages, Fire Cages, Fissure....... throwing in Thunder Clap every time it's recharged.
With the procs in Fire Cages and the defense and resistance debuffs in Freezing Rain most stuff is dead long Bonfire expires.
Bonfire would work much better as a damage power if it benefitted from containment. Sadly it doesn't. -
Quote:The highlighted part of your post is the problem with vigilance. The defender has absolutely no control what so ever over their own inherent. That is one of the things that is so very annoying about it.QR
The basic suggestion of making defenders an archetype that has near infinite endurance is cool, but as usual I disagree with the reasoning behind the complaints with current vigilance. In this case the reasoning seems to be: "It's cool having infinite endurance when my team is in trouble, but when everything's going fine I don't seem to have enough" To rephrase this, this is basically saying "I want to do better in the situations in which my team is untouchable"
I think in this case the complaint is one of general annoyance, and not of archetype balance. If that's the case though, then it needs a solution that reflects it. If enough people are annoyed by the binary nature of vigilance going between doing nothing and making it so you can spam all your powers, then the solution is to make the curve smoother. Have vigilance give a small boost based on number of teammates and max out at a significant, but not ridiculous, value if a teammate is dead.
If you want to be "realistic" about it, a DEFENDER, that lets a teammate DIE, has failed at being vigilant and should actually get a penalty of some sort.
Vigilance needs to be decoupled from team size and team health and control of it needs to be put into the hands of the defender.
All a tank has to do to get benefit from their inherent is hit with an attack. It's easy to use and the benefit is linear.
All a scrapper has to do is hit wth an attack. It's easy to use and the benefit is consistant.
All a blaster has to do is attack. A nice attack chain can be planned so that the blaster gets maximum benefit from the inherent. There's a bit of thought involved and it's a nice change of pace from other inherents.
All a controller has to do is their job and control things. Containment damage occurs anytime a mob is contained and they actually benefit more when other controllers or team members are present and using controls on the mobs.
A defender on the other hand needs to be on a huge team and fail miserably at their intended team role for maximum benefit?!?!?!?! That's totally messed up. -
Quote:Even "being fair" and removing those threads from the list there are no threads that pair /TA with either Ill or mind going back 5 months. "Most" threads that offer up combinations for Ill reccomend /rad, /storm, or /FF mainly due to the synergies with PA or the potential for +rech from set bonuses or IOs.In fairness, the Best Secondary for Earth thread offers many more suggestions for storm and rad than TA and pretty much runs the gamut of all the secondaries. To my recollection, Gravity seems to be the primary most offered up with TA, but that could very well be because Gravity is seen to lack a great deal of control of its own.
Grav as you says "seems" to be paired up most frequently with /TA but the thread titles going back 5 months don't seem to support that. My own personal observations don't support that either as I can't recall ever having teamed with a Grav/TA though I can remember a few Grav/Rads and a spectularly hideous TF that was lengthened to almost 3 times the amount of time it should have taken by a very poorly played Grav/FF.
On the other side of the coin I have teamed with several Earth/TAs, a few Plant/TAs and a Fire/TA that was extremely well played. My Ice/TA is the only one that I have seen to date though.