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If you build like that it will be weaker compared to others in the defender area of the build and also defenders no matter how they slot the blaster side of the build still offer poor offense. End result weak defender/weak blaster. As anyother AT leading a team if i wanted a blaster i would get one but i ask for a defender expecting to increase team survivability. Many blaster like defenders tend to be miles away blasting or caught in an action time just when someone needs them the most. With trick archers its a lot different though we dont heal other absorb pain or even heal at all but people would like to finish a fight as near to the top of a health bar as possible and quickly move on to the next one.
I know a defender can blast as well as be on cue for debuffs but id rather a more defender orientated defender on my team and i feel the primary side is well lacking slot wise for that. When i use the attacks of my trick archer archer (and i do as i can easily afford too) its still "yeah was that really worth it?" -
Low on the defensive side imo more secondary effects and recharges need to be added, your primaries arent going to be all that endurance consuming even without stamina or endurance slots unless your going to be a poor blaster as well, is it a solo build? looks like a solo build to me.
My primaries are 2 acc (if acc is needed), minimum 3 secondary effects or 2 of each type wherever and recharges wherever possible or preferred. I dont intend to be blasting much with med pool and leaderships (end slots in them) also taken and so far have just about gotten away without stamina. imo secondary damage output is nothing compared to the primary effects in team situations. Your current build is probably a somewhere towards a "playing as intended build" though which means you maybe a unimpressive blaster and unimpressive defender. I would expect team mates to say "we need a healer!" after finding out who they invited. -
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So 3 slotted it would be 10%ish defence debuff.
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i tested my defence debuff of my slash on test with a chance meet with a blaster from another server and he said that after testing the def debuffs added duration, i did 1 debuff, 2 debuff and 3 debuffs in the test and i think iirc 3 debuffs was 12 secs and 1 debuff was 8 sec but i was having to take his word for it. -
Muahaha guess who'll be asking for team buddy! you have built ya toon differently to mine but your slots aren't too bad really which is main thing. Expect critique! no not really, if your as good as you are with your other toons my pb will be in safe hands. I'd get haymaker (seeing you dont have it yet) before knockout blow though but both pre 30 for sure.
my way of thinking on the build is just like filths but taunt at lvl 10, recall friend at lvl 14, and tp self at 16, oh and stamina before knockout blow. In my invulns case she'll never have a res against psi or end drain but she still has to get the aggro so with brimstone and crystal (lesser seen damage types) i can leave them till 20's for better aggro getting ability. -
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we needed an empath
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Gah!!! Noone EVER needs an Empath. Thank god CoV took it out.
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You know i when look at thermal radiation, I feel its pretty much a doctored empathy set. -
I wouldnt say tankers rule but they are the ones that should be creating the terms for which the team should fight, no matter what AT i play i can live without one but having one (a good one) makes everyones lives alot easier.
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it does in a way make them more effective against +lvl foes since the higher the foe the shorter the taunt..
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Ahh, fond memories of attempting to tank lvl 54 Rikti on the third respec on a 5 man team composed of me, 3 blasters and a defender... ever since then I've erred on the side of over-slotting taunts in Taunt and in my attacks.
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I remember lvl 54 Rikti, they didnt stand up long enough after taunt but that was in i4. -
I think Xanthus is right on the money with the accuracy slots its definately worth having more on the aoe and cone controls and clearmind is prolly adequate 1-2 recharges and 1 end redux for slots elsewhere. The rest i'd say is down to what feels right.
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i think its psychological, with a trick archer health can drop and people are thinking "ok whose gonna put that back?" and what if more health drops essentially i am talking at lower levels. Also at the end of the fight some may need to rest to put health back before the next one which maybe an inconvenience. Its not always open maps and great teams for everyone.
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However good empaths are few and far between. A good empath ignores the mobs and focuses on the team, keeping CM sunning on everyone, trying to keep fort running on as many people as possible as well as healing where its needed. the mobs? they're someone else's problem.
How many empaths actually display that atitude?
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I do! I also have a trick archery defender (needs tweaking) but have to say all defender sets rock! I dont have leaderships on my empath cos i can buff the acc, dam and defence and the idea of me wishing anyone would die so i can use vengeance is just sick-minded! My trick archer does have leaderships just in case (am gettin med pool res soon).
I will support cognito in saying when it comes to newbie like teams its sometimes considered/is empaths ftw, when it comes to teams that know what they are doing its any defender ftw. -
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"Let Idiots Die"
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Not only do I do that to the idiots who seemed to of thought I was going to be their personal empathy defender and always there for them and not the rest of the team, I do that with my tanker. If a blaster opens up with rain of fire before i get to the group i may let him tank and then i send a tell to the defender to say "leave him dead plzzz!". People moan about tankers not consolidating aggro i moan about people not allowing me to herd completely.
I did a test the other day with my trick archery defender and another empathy defender with no tanker in the team and the result was the same as we survived groups with only one of us defenders in use per group. Only with my trick archery atm people can become worrying low on hp before all is dead but i blame flash arrow for not being good enough ( irc is going to be looked at).
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or the one where u need a granite tanker really badly for an AV mish,
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Firstly i cant believe you paste/type your signature in but i have to say imo a good tanker of any kind is capable of any AV as should a team be with any type of defender in a team. Some people may play a certain defender set badly or the team doesnt play to the defenders needs but that doesnt mean the powersets are bad. -
I'd love a dedicated empath, work it so only you get all the aggro in teams so your mate barely has to click on anyone else for heals. In most cases you should easily tank whole spawns in 8 man teams of decent level like that.
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Spines/Regen isn't the safest, there is more risk in doing all that crazy AoE damage.
That could however be my playstyle. I lived by two words - Never Stop.
Edit - Actually scratch that, I died alot by those words.
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I just meant as a safe pick for an enjoyable pve/pvp scrapper as I am sure most spines/regens would say its the best.
I have never really seen you chives but i can imagine you like everyother spines regen I know running in and scranking in the middle opening with quills and spineburst straight away then taking one for the team -
I personally believe that spines/regen is the safest option. If i wanted the overall easiest scrapper to play I think this could be the one.
This is my "theory" please correct me if i am wrong anyone as I am not too knowledgeable on scrapper sets and I am thinking of them all broadly every power in every set.
All damage types are mitigated the same regen-wise, other secondary types of scrappers will be more god-like vs regen depending on enemy lvl and damage type but across the board it is good as you treat most enemies the same plus minimal downtime ie rest periods. Only worry is what amount of damage you take really.
Spines is good in a sense because with all the range and multihit capability you get good dps pve and pvp if you add up all the damage the opposition may take, all the -recharge in the attacks is another way of damage mitigation as you lower the oppositions damage per second making up for the low single target dps of spines compared to other scrappers.
Most other scrapper types become truly awesome after build up (duration of 10 secs) but are easier to back off from after build up (if you see a scrapper use build up you dont have to go toe to toe, you can just back off 10 secs and not get mullered) but with spines and range attacks they can be harder to avoid.
Most challenging scrapper to play imo is possibly any/super reflex but only pre evasion pve really and possibly anytime pvp whenever the opposition is high enough on the accuracy basically. -
I think hand clap to aid self is probably a great combo although I have never tried it. I would take handclap if i had one more power choice on my invuln maybe as a time buyer. My problem and this is with only seeing it is the amount of knockback i saw.
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i found that dead funny i cant wait for the boombastic rendition
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I just have the one slot with a taunt duration in it. Works fine for me just like that.
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I know a tanker with 1 taunt duration and 1 range and i have played with him as a squishie blaster mostly duoing. On a couple of occasions of faceplanting I got "sorry taunt didnt recharge in time". Against a lvl 52 AV (which is when "perhaps" you really should kite) the AV was not totally locked on him either. In those circumstances I think it matters for the rest of the team especially with lvl 52 psionic AV's as they are possibly -recharge I'm sure as well as being effected for a lower taunt duration because they are higher level. But much can come from the rest of the team to balance what a tank can and cant do. Successes are down to the team imo as any numbnut should be able to stand and taunt at the very least. I just done an even lvl AV with my empath defender, a 3 lvl below AV blaster and a kinetic defender tonight which just goes to show how easy some AV's are really with/without a tank. -
its a nice build aid self on a super reflex simply makes things a whole lot easier, you have 1attack and brawl until lvl 18 which is a sign of a respec build, why combat jump and not combat kick i dont know
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I personally if looking for a defender just need someone who has a shield next to their name, whose priorities are not being a second rate blaster and nothing else because any would do. If people are deliberately not having an empath in the team for any reason or specifically looking for an empath for any reason i am just going to find that weird or put it down to how stonetankers with kinetic defenders are all the fashion atm.
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I havent really found any love with my kheldians yet I just see them as jack of all trades, master of none AT's. Possibly there simply for the level 50 havers to be able to use their experience to partially fill any hole in a team when perhaps teaming with less experienced people.
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So taunt in melee attacks is a bit of a why bother thing.
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Because I didn't factor in any room for taunt durations in my aura when I did my last respec
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For Shame!!!no not really there is a taunt in the aura anyway.
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He has a katana with a broadsword named move. I am not saying he doesnt cone but I have never seen or had a reason not to be up close on him but maybe I have simply always been lucky. For me it was head splitter more head splitter more head splitter step back a bit but not much aha the bow. It all maybe down to that bush i like to use.
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Yeah thats what I thought looking at the taunt unslotted for range thats why i wrote back in after checking my stonetankers range. As I level up if I find I have lacked something I slot for it and my tanker has been around for a year so I only with range am trying to remember exactly what my reason was, it helps if the AV isnt locked down and moves fast I know that, but I dont think Diabolique was my reason, it could be that I dont fly but I aint too sure about that one as my hurl has good range to bring her down. I am thinking maybe its the same reason I have range in my defenders heal other, just to reach further when needed to save someone and healother having 2 recharge, 3 heals and 1 range. 2 recharge is enough to recharge healother just after action time. The range though does provide more room and every AV has a certain amount of attacks of certain range of certain damage and I like to use it. Chimera for me has a tendency to get his bow out too easily and his head splitter attack (toxic, lethal iirc) with his katana is not one i fear i usually just tuck in especially as I have yet to see him use a a really serious cone attack. As far back as i remember he has been a far from a team wiper with any toon i have played.
@jiaozy I make corner pulls for many reasons other than death rooms, the tighter the group i make before people attack the better it is for peoples multihit cone attacks especially with ranged attackers, it can be alot better for the type of defender I have in the team. I may also do it in a mission to test a friend out for another kind or a higher mission especially with sg members just so they know how i am going to work so I can be doing it even when its seemed to be unnecessary but I dont do it all the time. If they dont come to me footstomp has lovely range. -
Since writing the above i have been playing my stonetanker and taunt does have ample range unslotted just keeping out of the range of some AV's main aoe and within taunt range maybe a bit tight, my possible other reasons for having range is simply to have taunt travel slightly further if needed.