StratoNexus

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  1. Quote:
    Originally Posted by skinbad View Post
    Ok guys, here's the question:

    How on earth do you keep aggro in a team? im doing AE mission's (no debating this here), teamed with another tank /inv, and two /shd scrappers. Im the highest tank at 47, taking alpha's, taunt pulling etc, but as soon as the scrapper enter the fray, (one a 50, one 20summat) all aggro is on them, which their struggling to hold. Now, i know willpower has only a mag 3 taunt aura, compared to all other sets mag 4, but seriously, a lvl 26ish shield scrapper is getting it off me just by entering the mob.

    is it something im doing?
    Always run past the first (or first few mobs), into the middle of the spawn. On your way by, you may want to take a quick whack at someone, but never stop at the leading edge. Once in the middle, use a nice AoE. Then move again to the biggest group of strays (or maybe a high priority boss or Lt.) and attack them, then wiggle back to the center of the spawn.

    Dance, dance, dance. Keep moving. Wiggle, run around in a small circle, jump over the head of a group to better position yourself and the spawn. Keep moving. Dance, dance, dance.

    Switch targets. If you want to hold aggro on a spawn, do not keep smacking the same guy. Attack the guy on the lead edge as you run past. Use an AoE once in the middle. Move to the guys on the left and use a big hitting single target attack. Move back to the middle for another AoE. Switch to a new target and use another attack. Switch to someone else, wiggle a bit and hit the new guy.

    Zoom out. Zoom way out. Tankers and controllers who want to lock down aggro need to see as much of the battlefield as possible. If you do not currently play zoomed out, it can take a bit to get used to, but it is worth it. Being zoomed out lets you see when the controller is about to use a control to start the next fight. It lets you see when the blaster is about to wander too close to the next spawn. It lets you see that boss you thought was right behind you running off to kill a defender.
  2. Quote:
    Originally Posted by Shred_Monkey View Post
    /DA or /FA with a focus on high recharge in thier resurrection power to be used frequently.
    My Kat/Fire is built around high recharge / high damage. No Tough, no Leaping, no -KB IOs. It doesn't die too frequently (yet, only level 41), but I have made good use of RotP.

    My Kat/Regen was also a Whirlwinder until they changed the Knock-Up to Knockback. Great fun, I still miss WW (I kept it even after the change, but when they made MoG good, WW was the power that I dropped).

    Quote:
    Originally Posted by Shred_Monkey View Post
    Caltraps slotted with massive procs and recharge.
    My Nrg/Devices has Hasten and Caltrops 6 slotted. It is great fun. The Ragnorok proc is especially amusing, Caltrops of tripping (I do not have that yet, not quite 50, but a friend does).
  3. Quote:
    Originally Posted by Eva Destruction View Post
    It wouldn't surprise me if it was more, to force everyone into range of it. Even at 80 feet the only way you can stay out of range is to use Assault Rifle or Boost Range. So that's right out.

    If it's an AoE it would be easier to get defenses up, since Blasters who build for defense tend to focus on ranged and AoE from what I've seen.
    If you do it on Test, I'd be all over an all blaster ITF. I've run two and they are loads of fun. Rommy is not all that difficult, especially if you split the healer away from the rest, which is easy to do with blasters. I know we used no nukes, I do not recall if we used any Shivans.

    Sadly, my computer was not playing nicely on the one I recorded, all kinds of lag and major slowdown was occurring, so I kept needing to shut-off my recording. But here are the vids, such as they are.

    http://www.youtube.com/watch?v=G9-nSQf1nhk

    http://www.youtube.com/watch?v=FYlujv9tfaI
  4. Quote:
    Originally Posted by cp2_4eva View Post
    FYI, I haven't tapped much into the AV killing. I've only fought a few, but would like to get more into it. And I wouldn't really solo either, my GF plays support roles alot so it would at the very least be duo-ing an AV.

    I've found a nice love for tanking mainly because I think alot of tanks out there suck so I show em how I gets down, but I love scrappers as well. I want to get just ONE AV killer and Task force type. My DM/SR is 50 and is nice. My DB/SR is coming along. I also have a BS/DA at lvl 30, but I haven't really taken a firm liking to him because he is an end hog.
    You would probably be better off taking Provoke or your scrapper taunt power to help keep your GF alive.
  5. Quote:
    Originally Posted by Calrissian View Post
    I'm still figuring out a good use for Lightning Field in my soloing. I'm finding that my current play style focuses on the range, but draws on the melee attacks either when I'm mobbed, or when someone comes inside. Because of that, I've actually liked the sniper power, as it's allowed me to take down the first of a mob pretty quickly. I'm trying to deliberately use Lightning Field more just to see what it can do, but even in my heaviest battles (again, so far and only soloing, now at lvl 26) I'm not having battles last long enough to take advantage of much damage over time effects. On the other hand, I'm liking having one more option to either freeze or knockback somebody, as I'm running into a few mobs that are a bit heavy for a squishy like me. In this build, it will be 30 before I can get stamina, so I have to watch it.
    Remember, not having long fights does not limit Lightning Field. Lightning Field should be helping make fights shorter (it should be slotted for ~85% or more damage). It is not about how much it does in each fight, its about how many fewer attacks you need because LF has removed enough health from enemies to require one less attack to defeat them.

    That said, vs solo spawns, you usually have to start the fight in melee to see that effect. If you plan on ranging mostly, I'd really recommend dropping LF or only use it to help keep bosses endurance drained and for the extra damage vs the hard target (that way you do not need to have it toggled except in boss fights).
  6. StratoNexus

    /mm help

    Here is a build idea. I shot for ranged defense and +Recharge.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire - MM - Hover: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(7), Thundr-Acc/Dmg/Rchg:30(27), Thundr-Acc/Dmg/EndRdx:30(34), Thundr-Dmg/EndRdx/Rchg:30(39)
    Level 1: Subdual -- TotHntr-Acc/Rchg:30(A), TotHntr-EndRdx/Immob:30(5), TotHntr-Acc/EndRdx:30(34), TotHntr-Immob/Acc:30(46), TotHntr-Acc/Immob/Rchg:30(46), TotHntr-Dam%:30(48)
    Level 2: Fire Ball -- Posi-Acc/Dmg:30(A), Posi-Dmg/Rchg:30(3), Posi-Dmg/Rng:30(13), Posi-Acc/Dmg/EndRdx:30(15), Posi-Dam%:30(17)
    Level 4: Fire Blast -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(5), Thundr-Dmg/Rchg:30(7), Thundr-Acc/Dmg/Rchg:30(23), Thundr-Acc/Dmg/EndRdx:30(34), Thundr-Dmg/EndRdx/Rchg:30(39)
    Level 6: Swift -- Flight-I:30(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg:30(A), Posi-Dmg/Rchg:30(9), Posi-Dmg/Rng:30(9), Posi-Acc/Dmg/EndRdx:30(13), Posi-Dam%:30(17)
    Level 10: Psychic Scream -- Posi-Acc/Dmg:30(A), Posi-Dmg/Rchg:30(11), Posi-Dmg/Rng:30(11), Posi-Acc/Dmg/EndRdx:30(15), Posi-Dam%:30(25)
    Level 12: Aim -- AdjTgt-Rchg:30(A), AdjTgt-ToHit/Rchg:30(31)
    Level 14: Health -- Mrcl-Rcvry+:30(A)
    Level 16: Concentration -- AdjTgt-Rchg:30(A), AdjTgt-ToHit/Rchg:30(31)
    Level 18: Blaze -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(19), Thundr-Dmg/Rchg:30(19), Thundr-Acc/Dmg/Rchg:30(21), Thundr-Acc/Dmg/EndRdx:30(23), Thundr-Dmg/EndRdx/Rchg:30(37)
    Level 20: Stamina -- P'Shift-End%:30(A), P'Shift-EndMod:30(21), P'Shift-EndMod/Acc:30(27)
    Level 22: Hover -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(25), LkGmblr-Rchg+:30(36), Flight-I:40(36)
    Level 24: Fly -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(33)
    Level 26: Drain Psyche -- Dct'dW-EndRdx/Rchg:30(A), Dct'dW-Heal/Rchg:30(29), Dct'dW-Heal/EndRdx/Rchg:30(36), Dct'dW-Heal:30(37), Dct'dW-Rchg:30(37)
    Level 28: Hasten -- RechRdx-I:30(A), RechRdx-I:30(29), RechRdx-I:30(31)
    Level 30: Boxing -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:30(42), Mako-Dmg/Rchg:30(45), Mako-Acc/EndRdx/Rchg:30(45), Mako-Acc/Dmg/EndRdx/Rchg:30(46), Mako-Dam%:30(50)
    Level 32: Inferno -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg:30(33)
    Level 35: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 38: Weave -- RedFtn-Def/EndRdx:30(A), RedFtn-Def/Rchg:30(39), RedFtn-EndRdx/Rchg:30(40), RedFtn-Def/EndRdx/Rchg:30(40), RedFtn-Def:30(40), RedFtn-EndRdx:30(42)
    Level 41: Cryo Freeze Ray -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(42), Lock-Rchg/Hold:30(43), Lock-Acc/EndRdx/Rchg/Hold:30(43), Lock-EndRdx/Rchg/Hold:30(43), Lock-%Hold:30(45)
    Level 44: Surveillance -- Acc-I:30(A)
    Level 47: LRM Rocket -- Posi-Acc/Dmg:30(A), Posi-Dmg/Rchg:30(48), Posi-Dmg/Rng:30(48), Posi-Acc/Dmg/EndRdx:30(50), Posi-Dam%:30(50)
    Level 49: Super Speed -- Clrty-Stlth:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 27.1% Defense(Energy)
    • 27.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 35.2% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 2.5% Enhancement(Held)
    • 42.5% Enhancement(RechargeTime)
    • 5% Enhancement(Immobilize)
    • 66% Enhancement(Accuracy)
    • 17% FlySpeed
    • 63.2 HP (5.25%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • MezResist(Held) 8.25%
    • MezResist(Immobilize) 5.5%
    • MezResist(Terrorized) 2.2%
    • 16% (0.27 End/sec) Recovery
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 17% RunSpeed
  7. Quote:
    Originally Posted by Novella View Post
    I understand they are good on teams because of the large mobs, but even then I still wouldn't take it because on the teams I make damage auras don't really do much good since enemies drop like flies.

    I guess if a person is on a team that doesn't kill fast then it would be worth it.
    I want to make it clear that I have zero issue with someone not liking Lightning Field. I also want to make it clear that Lightning Field is not very good if you do not spend most of your time in melee range.

    However, Lightning Field IS good on fast killing teams and is a great contributor to making a team kill fast.
  8. Quote:
    Originally Posted by Novella View Post
    If you solo only then fine it might be justified, but even then I wouldn't take it, and if you team then there is no reason to take it.

    As someone else mentioned it really comes down to personal playstyle/taste, and I find it completely optional and avoid it everytime. The low damage and the endurance cost per sec are not worth me recommending someone take the power.
    Large damage auras are actually much better on teams normally, due to the larger number of spawns and the larger number of slivers they eat away.

    Obviously, if you stay at range a fair amount of time, then they are not good, but they are very good on teams if you melee mostly.
  9. Quote:
    Originally Posted by Biospark View Post
    Nicely Done StratoNexus

    what is your opinion on the epic choices for Emp/Electric. My initial thought was to go Psychic (for the controller in me I guess), but Electric or Power would be more thematic.

    Which choice would lend itself better to solo-ing ? Which for Teaming ?

    just trying to pick your brain (sorta speak)
    I am a big fan of Power Mastery. I have it on all three of my level 40+ defenders.
    Power Build Up + Short Circuit = whole spawn disabled
    PBU + Tesla Cage = enemy held for a long time
    PBU + Fort = mega defense for that ally
    PBU + Bubbles = mega defense for multiple allies
    PBU + Transference = overkill (although maybe vs +4s it might be needed)
    PBU + Aim + FS + SC + BL + Thunderous Blast = Sparkly, crackly goodness.
    Temp Invlun helps my Kin withstand damage long enough to get off FS and Transfusion.
    Soon it gets Force of Nature. As much fun as I have with Repel on my Kin/Elec/Power, FOCE is probably too good for me to pass up (and pop a blue and get my end back with Transference is going to make it virtually painless).

    Electric Mastery would be a great fit as well.
    Power Sink is a great end recovery tool
    SC + PS = whole spawn disabled
    Shocking Bolt + Tesla Cage = held boss
    Charged Armor looks cool and gives great resists

    Psychic Mastery

    Mass Hypnosis is a great soloing tool and its radius is enormous, although Sparky could ruin it (which is not an issue if you skip him). The DoT nature of SC and BL can also cause some issues if you are not careful, they are pretty fast DoTs as DoTs go, but if you use SC, you will need to wait a few seconds before using MH.
    Dominate + Tesla Cage = held boss
    Telekinesis can disable a whole spawn, and with Recovery Aura running you do not have to worry about its end cost.
    Mind Over Body is like Charged Armor, although Psi is less common than Energy.
  10. Quote:
    Originally Posted by Snakebit View Post
    I meant an abstract minute of dealing damage, not a real minute of play.
    Just to add and perhaps clarify, in each individual fight Lightning Field will not be doing a ton of damage, but over the course of several fights in a mission it will do appreciable damage.

    In each individual fight it will usually do meaningful damage. Meaningful does not necessarily mean a large amount; what it means is that the small amounts it does do will finish off enemies, therefore saving you from needing regular attacks (or take off the first 15% of an enemies health, and save you a regular attack that way).

    Damage auras, especially ones with a 20 foot radius, have a tendency to really eliminate those enemies that would otherwise be standing with slivers of health. Taking out the slivers is both an offensive boon, as well as a defensive aid.
  11. Just something I did with my Emp/Elec defender for giggles. I think with a dual build made for solo play and range defense it could be done without inspires.

    Emp/Electric/Power vs. Ghost Widow
  12. Quote:
    Originally Posted by Aliana Blue View Post
    An alternative for the fluffies is to send a DM/Inv with a tray full of oranges, and let her tank all the fluffies.

    If you have 7 scrappers wailing at Rommy in the meantime, he should go down so quick it'll work fine.

    By the way, when soloing on a team size of two, the spawner fluffy only spawns a couple of minions that go down faster than a cheap ******. I am very annoyed at that. I may end up having to use nukes, having only 4 targets for Soul Drain and Invincibility (which leaves actin 3% short of the cap for Negative Energy defense) is very sucktastic :-/
    Can't you drag some 5th column or Romans into the fight?
  13. Quote:
    Originally Posted by Nihilii View Post
    All my toons with it kill slowly, so they often get to use the 40s duration while solo on team spawns.

    On teams, I like boosting my teammates' damage in a tough spot.

    I'm not sure there's much more to it. The power takes a second and a half to cast, boosts my damage by a bit and opens up Fireball.

    In your situation it seems like it wouldn't be so good (not a prereq for anything cool and dropping BA for it would, as you say, lower your damage output significantly, more than what the boost Melt Armor would give).
    Thank you for the response. Damn, I really wanted you to convince me, but you echoed back what I was seeing.
  14. Quote:
    Originally Posted by Nihilii View Post
    I largely notice it, so do my friends ; but I'm also one of these crazy guys who pick the leadership pool on scrappers and Grant Cover to buff my teammates.

    Kioshi - Oh yeah ? Well, YOU suck for scrappers. So there.

    Poor, poor Melt Armor, you're underappreciated.
    Sorry for the sidetrack, but I am interested in this particular statement.

    What situations do you find Melt Armor useful in? I am considering taking it on my Fire/Fire/Flame blaster, but I have to drop Blazing Aura in order to do so (which accounts for ~11% of my damage output over the course of an evening).

    My experience with it on test has not been good, but I have been all solo or on small-mid size teams (although the small teams were facing larger spawns thanks to the new difficulty slider). Since I really like the animation and sound, I want to be talked into this power, so I should be an easy sell.
  15. All the versions of Burn are the same.

    Corruptor Rain of Fire is a different pet, but it deals the same damage as the blaster version and I think it might Scourge for 3 times instead of 2 times.
  16. I really like Flame Mastery. RotP can prevent team wipes due to adds. Char can help start a fight from a safer position. Plus the powers look great, Fire Shield coats you in roaring flame, Bonfire is this massive patch of roiling heat, and the best looking power in the game is RotP. Even Melt Armor looks and sounds fabulous (although, IME, it is an emote that costs 23 endurance).
  17. Quote:
    Originally Posted by Ipso_Facto View Post
    I've been thinking about what you said about the low early control. My first thought was that it's not really as bad as all that. Rad's on the low end for control, but it's no worse off than Archery (nothing except Explosive Arrow's 50% KB chance at 12 and Stunning Shot at 26) or Electric (nothing but Tesla Cage at 18, plus end drain IF you have another power so you can fully drain--which won't happen at low levels.) But Archery at least has a good, early, third ST blast, which helps a lot with low-level soloing, and Electric is, well ..... Electric

    But I've been soloing my rad/ice some, and I have to admit that I've had the same thought--that it's going to end up feeling a lot like my fire/ice, except with lower damage. It's not just because of the lack of controls. It's the lack of controls combined with the fact that it's so AoE-heavy, starting at such a low level. I think it's going to be another one of those blasters that causes inexperienced players a lot of problems, because AoE is so tempting and low levels don't have the tools to deal with the aggro.
    Archery encourages you to obliterate from 40+feet away. Archery gets its big hitter at lvl 6 and it can be fired from 80 feet.

    Electric has similar issues early, but it gets a great ranged AoE early (ok, so does Rad, but Irradiate is so shiny), so it does not have to get into the baddies faces, although SC can encourage that behavior (I think I am hopelessly in love with PBAoEs). I have gotten good use out of SC in the early levels, but only when teamed. SC also used to drain spawns by itself, so the set was designed with massive mitigation early, and has never been compensated for losing that advantage. So, yeah, Electric has issues too.

    Rad tells you at lvl 2 to run into the middle of the spawn, its where blasters belong! Its different for a defender who has a primary dedicated to mitigation. I truly believe Rad needs something, but since I will usually play with a tanker and a few defenders, I will be perfectly content if it is decided that Rad is more a teaming set, get your mitigation from teammates.

    I am just gald I had decided to go with Hasten in my Rad/Fire build, that will alleviate the 4 and 8 second recharge issue eventually.
  18. Quote:
    Originally Posted by Caniption View Post
    Thanks for the info. I'm going to try out assault/mental.
    My Ar/Men is in their mid twenties. I have kind of lost interest, because I have seen his amazing AoE damage already. Granted, Full Auto would add even more greatness, but everything already dies so fast and does so from range. It really is a sweet build and should make a great farmer at 50.

    So many alts, so little time and I16 has so many more I want to play.
  19. Quote:
    Originally Posted by Aliana Blue View Post
    Dunno, I really much prefer a hold over an immobilize, it may come as a personal preference and what we want to do with them, but I tend to see immobilizes like that, on a scrapper, as more of a convenience than a way to help defuse a truly dangerous situation. I think a hold can be more useful that way.
    I think the idea is that the Shield scrapper is already getting more than enough mitigation from the secondary, so a hold is not needed. Ring of Fire is actually quite an effective damage tool, and it works on AVs to keep them from running away like the pansies they are.
  20. Please keep in mind that I am always thinking about defender blasts in multiple environments and situations. I am not merely advocating that defenders get more damage so they can solo better, but I also want them more appreciated on teams for blasting as well. And not just on all defender teams, but on mixed teams, blaster heavy teams, tanker heavy teams, all types of teams.

    Quote:
    Originally Posted by Luminara View Post
    That paragraph was a direct response to a statement regarding the availability of powers which mitigate status effects before level 28.
    No, it wasn't. The paragraph before the one I quoted was a direct response to a statement regarding the availability of powers which mitigate status effects before level 28. The paragraph I quoted was a general summary of your position that defender diversity makes it difficult to find "the right" buff for defenders. If you had intended it to be linked more directly to the previous paragraph, you made a very bad choice of an opening sentence, which links the quoted paragraph with an entirely different point in an entirely different post.

    Quote:
    Originally Posted by Luminara View Post
    Taking that paragraph out of context, as you did, may make it appear as if I'm downplaying the deleterious nature of status effects, but in context, which I have restored, you are incorrect.
    I think you should reassess your opinion. You were quite clearly downplaying the deleterious nature of status effects vs the majority of defenders. You were not merely pointing out that many defenders have powers which aid them mitigating status attacks, you were flat out stating that, "You have a small percentage experiencing issues with status effects." No claims of removing context are accurate, you had moved on from your previous paragraph and were making a much more general point, and I think you went too far.

    All that being said, I agree with your position that status effects are a deleterious, but manageable and appropriate weakness.

    Quote:
    Originally Posted by Luminara View Post
    Low damage output is not a problem for all defenders. Low damage output is a problem for some defenders, and those cases tend to be a result of having a primary which does not offer a way to improve damage output and a secondary without Aim or -Res. Defenders with primaries which do improve damage output (seven, out of nine existing primaries) consistently show solid performance, and when paired with secondaries with Aim (excluding Kinetics, since the damage cap can potentially render Aim's buff useless) or -Res perform very well.

    Realistically, low damage output tends to be a problem for builds like Emp/Dark or FF/Psi, builds which are in the distinct minority because they offer neither +Damage nor -Resistance. The majority of builds offer at least one of those options, and many of those builds can offer both.
    I disagree. Most defenders have a way to make their low damage tolerably better. While I find the level of damage for defenders quite enjoyable, I have come to believe that even with resistance debuffs or self damage buffs, defender damage is just too low for most people to find them an enjoyable AT.

    I believe that most people are turned off from playing even Rad, Dark, TA, Storm, etc., because they feel their blasts are ineffectual. I do not believe for a minute that FF and Empathy are the exception, rather, they are the extreme low end as opposed to the moderate low end of all the others.

    Keep in mind, I am not just talking about damage while soloing here. I am also not just talking about all defender teams. I am also not talking just about small to mid-size teams. I am also not just talking about large "balanced" teams. I want to talk about all scenarios, although I would give extra weight to the most typical scenarios, if I knew what they were. I currently give extra weight to small to mid-size teaming, because I believe that is the most common scenario, but I do not rule out the other scenarios in my evaluations. Defender damage needs to be perceived as valuable across more scenarios than it is, IMO.

    I am also interested in seeing your datamining or scientific surveys which show "Defenders with primaries which do improve damage output (seven, out of nine existing primaries) consistently show solid performance, and when paired with secondaries with Aim (excluding Kinetics, since the damage cap can potentially render Aim's buff useless) or -Res perform very well."

    Quote:
    Originally Posted by Luminara View Post
    Defenders which are Slept, Held or Stunned, or out of endurance, or who have no additional methods of improving team survivability beyond what they do initially (ex: FF/Archery which has bubbled everyone but does not have Repel, Force Bubble or Repulsion Field and is waiting for Repulsion Bomb to recharge; TA/A which has already applied all debuffs/controls and has nothing recharged or which will stack to further improve team survivability).
    You forgot dead (although with new Epic powers, even that won't stop some). I am going to believe you are joking with this paragraph, because the other option lowers my opinion of you dramatically.

    Quote:
    Originally Posted by Luminara View Post
    They do, but as with all other things related to being a defender, it's dependent on the pri/sec combination. Some defenders can put out amazing AoE damage, some have such poor AoE damage output that it could be referred to as "not worth bothering with". /Dark, /Archery and /Rad are all considered excellent defender AoE damage secondaries, with good reason.
    Considered excellent by whom? Me? I have already decided I do not count. You? You probably think like me when it comes to defender blasting; WE DON'T COUNT. Unless, of course, many more people think like we do than I perceive.

    But even I cannot argue that defenders have amazing AoE damage output. They are serviceable, useful to a team, and good. They are not amazing, maybe great in the best case scenarios, but not amazing (over time; they can have some nice AoE bursts in one spawn, but those involve at least one long recharge power, think Disruption Arrow, OSA, RoA, as I am sure you are aware).

    Quote:
    Originally Posted by Luminara View Post
    For the sake of argument, let's presume that all */Sonic defenders can meet that criteria. That's nine of the seventy two combinations decided.
    How about no? Sonic Attack's potential single target damage is only realized against harder targets. I happen to believe that they represent a very small part of the game. The part of my post you quoted was quite clear, let me repost it here and add some bolding for clarity:
    Quote:
    Originally Posted by StratoNexus View Post
    Only the smallest percentage of defenders can even begin to broach excellent single target output, and normally that is only applicable vs. boss level targets and higher; most missions solo and on small teams will have zero to two mobs like that.
    Quote:
    Originally Posted by Luminara View Post
    Now, had you said "only the smallest percentage of defenders can even begin to touch excellent single-target output within a set span of time", you would be correct. This is one of the prices we pay for having the best Damage buffs and Resistance debuffs in the game, we are expected to use them to improve our own damage output. This is part of the basic design of the AT, we are given powerful tools which we can and should use.
    Are you being intellectually dishonest here? When discussing damage output for an AT in regards to their perceived performance vs. content, what metric would be used that doesn't include TIME? Choosing not to play a defender is probably being done by many people because it takes too much TIME to defeat foes or because they feel like their secondary is not helping their team defeat foes in less TIME. What on earth would I be talking about if not damage over a set period of TIME?

    You actually wrote:
    Quote:
    Originally Posted by Luminara View Post
    Now, had you said "only the smallest percentage of defenders can even begin to touch excellent single-target output within a set span of time", you would be correct.
    OK. I concede your point. If we discuss this with the primary metric that matters, I am correct.

    Quote:
    Originally Posted by Luminara View Post
    I've noticed a trend in threads like this one. Those who continually insist that all defenders need a buff to improve damage output generally play FF/* or Emp/*, or deliberately avoid addressing the use of +Dam/-Res in order to make their position appear stronger because they don't want to "waste time" using their tools to improve their damage output, they want blaster level damage output out of the box and they don't care if it would make some defenders ridiculously overpowered, they care only about their own convenience. I'm not implying that you, StratoNexus, are approaching this discussion from that position, merely that it tends to be a common factor in these threads.
    Possibly. I have seen enough non-FF and non-Emp complaints to make me a doubter. I have also seen very few people argue for "blaster level damage output out of the box", I think that is a characterization you are using to smear people who wish for a damage increase.

    Quote:
    Originally Posted by Luminara View Post
    We have defenders who can solo AVs and GMs, we have defenders who can solo team-sized spawns, we have defenders who claim to struggle when soloing three +0 minions (ridiculous as it sounds). I'd say that covers the entire range of damage output. Or is there some exotic range of which I'm unaware that defenders are incapable of playing in?
    Apparently, there is a range of damage that you are unaware of, because other ATs can reach it, while defenders can't. The ability to solo team size spawns is not solely linked to damage output, otherwise blasters would be better at it than they are. Other ATs can blow through those spawns faster than defenders, even the best defenders, which means there is a level of damage defenders just do not reach. This is that whole TIME factor again. Sure, a good defender player can fight off many of the same challenges that other ATs can, but the defender would go faster if their buff/debuffs were being used by those other ATs.

    Keep in mind, I am not stating that defenders should have the same damage capability as the high damage ATs. I am merely stating that those other ATs have enough separation from defenders currently, that a 23% base damage increase to defenders will not cause people to ignore scrappers, brutes, dominators and blasters (although the new difficulty slider may make people percieve blasters differently). Yes, those ATs might lose some population to defenders, but any population shift to defenders will come from all ATs, not just the high damage ATs and I am advocating change because I want to see defender population increase (and with defenders being more awesome, perhaps that will help get new players interested and interested for longer).

    Quote:
    Originally Posted by Luminara View Post
    Again, some defenders have low damage output. Not all. That is why a unilateral damage buff is not appropriate. Buffing the entire AT means buffing the highest as well as the lowest. We already have defenders soloing AVs and GMs, do you really think the developers want defenders out there trying to solo two AVs or GMs at once, or soloing an AV/GM in half the time?

    You want to address one outlier case with no regard to what happens to the other outlier case. If that position were reversed, if the developers were saying that the extreme top end of defenders were "too powerful" and instituting an AT-wide damage reduction, would you consider that reasonable? Of course you wouldn't. And your position that the entire AT should have its damage buffed is no more reasonable.
    I am sure there are already defenders who have soloed multiple AVs at once. Are defenders who solo GMs and AVs recieving out-of-balance in game rewards? You want to restrict the whole AT based on what happens in an outlier case that is a miniscule part of the game and that is not even causing a reward per time imbalance.

    My position is that all defenders could use an increase in damage. My position is that a 23% increase in base damage will not make defenders overpowered. My position is that more people would play and have fun with defenders if they had a 23% base damage increase (and scrapper HPs), but it will not relegate the other ATs to also-rans that are ignored in favor of defenders.

    Quote:
    Originally Posted by Luminara View Post
    No, it really isn't. Blasters don't have a very wide spread of differentiation in their abilities, they deal damage above and beyond all else. Damage is a constant, it's the same thing from one blaster to the next. Some blasters have some extra tricks up their sleeves, some blasters have higher damage output than others, but they tend to be very similar despite the variety of powersets available. A Fire blaster might defeat foes a little more quickly than an Ice blaster, an Ice blaster might defeat foes a little more safely than an Electrical blaster, etc., but that's their focus, they "kill stuff".

    Defenders don't have that focus. Every defender primary is very different from every other defender primary. The defender secondaries are more streamlined, but how they function on concert with the primaries makes each combination unique (ex: an FF/Dark is not at all like a TA/Dark, which itself is not anything like a Kin/Dark, and so on). Every defender combination does something different. Blasters just shoot and hit things, and with the exception of /Devices, how they do it doesn't change much from one combination to the next.
    This is really a side topic, but I disagree with your position. I believe blasters have much more variability in style and capability than you realize. If you wish to discuss this further, feel free to PM me or start a thread in the blaster forums, that way we do not clutter up this topic.

    Quote:
    Originally Posted by Luminara View Post
    I quantify any character capable of soloing AVs or GMs to be a tankmage. There are many such builds in this game, and yes, there are defender tankmage builds.
    As you wish. I tend to relegate AV and GM soloing into the interesting, but not representative of the game pile. That type of play is done for fun and for bragging rights, but there are few balance concerns that surround it. It is important to keep in mind, but it is also important to recognize it as an outlier.

    If you wish to continue to debate AV/GM soloing as a point against raising defender damage, you are going to have to explain to me precisely what a 23% base damage increase and scrapper level hitpoints are going to do to AV soloers that will be problematic.

    Quote:
    Originally Posted by Luminara View Post
    And there are defender builds capable of doing both. Furthermore, a tankmage is not required to solo normal content, and none of the defender builds are incapable of soloing normal content. Not a single one. Any defender who claims to be incapable of soloing normal content is either deliberately or unintentionally playing with a build that they designed to be extremely limited (such as only having the tier 1 attack).
    Maybe there are people not as good at the game as you? Or do you feel their opinions do not matter? Perhaps we should not balance the game around guide-writing, veteran forumites?

    I said:
    Quote:
    Originally Posted by StratoNexus View Post
    Even Rad/Sonics are going to go through standard missions at a pace many brutes, scrappers, blasters, dominators, masterminds, stalkers and some tankers would find glacial.
    Luminara responded with:
    Quote:
    Originally Posted by Luminara View Post
    You have access to data mining which proves this? Or have conducted a scientific survey obtaining mission completion times at specific difficulty levels with various brute, scrapper, blaster, dominator, mastermind, stalker, tank and defender builds? Or is that just an opinion with no evidence to support it? Because I can easily counter that opinion with my own, based on my own experience playing defenders, blasters, tanks, scrappers and masterminds.
    I want to make sure we are clear here. I am stating that many brutes, scrappers, blasters, dominators, masterminds, stalkers and some tankers will solo through missions at a much faster pace than a Rad/Sonic defender. You feel I need datamining and scientific surveys in order to defend that position.

    Your experience leads you to beleive that Rad/Sonic defenders of various levels will solo through equivalent misisons at approximately the same speed? If so, perhaps our in-game experience and thinking are not as similar as I thought.

    Quote:
    Originally Posted by Luminara View Post
    Again, I'd like to see some legitimate evidence of this "majority opinion", because it's not reflected in any of my four years of play experience on teams. To date, I have only met one defender who did not take or use his blasts, and again, that's in four years of playing this game, across three servers. That doesn't seem to support your assertion that the majority of defenders believe their damage output is meaningless or don't bother to blast.
    I did not say the majority of defenders. I said many. Please do not assume I am trying to misrepresent or hyperbolize (I think I made that word up, I hope its meaning is clear) my game experiences to prove my point. It is my game experiences (among other things) that have made me believe my point, just as yours seem to lead you to believe I am wrong.

    I agree that the majority of defenders will blast. I also believe the majority blast ineffectively, due to poor slotting and sub-optimal choices on which blasts to take and use, but I wouldn't care about that, if I felt they were having fun. Many times I do think they are, but many times (too many times) I believe they are not. I do not have legitimate evidence, just my experience.

    I will balance your experience vs. mine and decide that many defenders blast and many do not and of those that do, many aren't really sure why they do.

    Quote:
    Originally Posted by Luminara View Post
    *snort*

    You appear to be a bit stuck on the Kins and Storms thing, like you believe they're at the top of the heap.

    They aren't.
    Actually, I like to mix up which defender primary I mention. Simply repeating Rads and TAs over and over gets boring. I like the snorting at Kins and Stormies though, very evocative. Sorry, I skipped out on mentioning Cold, TA, Dark, and Sonic in the post you were responding to, but I assume you have a general level of understanding of which defender sets can improve their own damage. You keep telling me you do and mentioning that 7 of 9 can. I will attempt to be more precise in the future, but I really find it a pain to type out when the meaning should be clear. I apologize for the confusion.


    Quote:
    Originally Posted by Luminara View Post
    How does an increase in HP help a defender with 1200% Regen and a 25% self-heal which can recharge in 3s?
    Are you serious? It helps vs. burst damage and would improve both the amount regnerated and healed. It will help over the course of a mission, because when they start fighting a new spawn at half, that half is larger and the mitigation you mention will be more effective to get it back to full.


    Quote:
    Originally Posted by Luminara View Post
    How does a damage buff help a Rad/Sonic?
    It helps them defeat minions and Lts more readily. The most common types of enemies they will face.


    Quote:
    Originally Posted by Luminara View Post
    As I said, solutions which don't address the problems aren't solutions, and every defender combination has a different problem, so unilateral solutions aren't going to fix anything for every defender. It it really were as simple as that, I have no doubt that Castle would've done it years ago. He's not blind to the general dislike of Vigilance or the various complaints about defender issues.
    I believe the real problems people have with all defenders are speed through missions (caused by slow killing, endurance issues, and difficulty remaining alive) and the contribution of their blast set on teams. Therefore, increasing base damage and HPs will address the primary issues I believe all defenders have.

    Your belief in the vast diversity of defender issues because all defenders are different is simply your belief. Or do you have access to data mining or scientific surveys which prove your faith?
  21. Quote:
    Originally Posted by Rush_Bolt View Post
    So... you're asking for:

    Neutrino Bolt: 1.32 DS/3.5s, 3s -DEF
    X-Ray Beam: 1.32 DS/7.67s, 7s Mag 2 Stun, 6s -DEF

    Am I mistaken on that?
    You are not, except I forgot 6 second recharge was scale 1.32. I was thinking it was Scale 1. So your X-Ray Beam line is what I want for that, but NB would be ~.9 to 1 DS in my mind.

    Thank you for pointing that out, I edited both of my previous posts to reflect that.
  22. StratoNexus

    Blaster Balance

    Quote:
    Originally Posted by ClawsandEffect View Post
    There was a guy on Pinnacle who soloed the ITF with a Fire/Fire blaster. A FIRE/FIRE, with pretty much no mitigation at all!
    Other than soft capped range defense, Hover, and the ability to immob the hard enemies so they stayed at range, he had pretty much no mitigation at all!
  23. Reposting fromt the Open Beta Feedback thread.

    Quote:
    Originally Posted by StratoNexus View Post
    Rad Blast is working well for me so far. Build Up or Aim, followed by Irradiate and FSC is everything I knew it would be. It will be a great set when well supported by teams (which is how I normally play, so yay for me), but has some issues on small teams or solo.

    I notice these issues in the early levels that makes Rad a bit unusual for blasters. There is a lack of control or mitigation effects. It's like Fire, only without making things dead as fast.

    Irradiate is a great early power, but it comes with a whopping end cost, near Flamethrower level, but with half the damage and lacks the control effect Psi Tornado has. Two possibilities I like, add a 50% chance of KD or (and I can't believe I am saying this) reduce the radius to 15 feet, and adjust the recharge and end cost accordingly.

    Electron Haze's chance of KB is very small. I'd like to see it increased to 60%.

    My next suggestions are not only to help performance, but also to retain the feel Rad blast is known for based on defenders and corruptors. Make X-Ray Beam recharge in 6 seconds, with the appropriate damage for that recharge. Make Neutrino Bolt recharge in 2.5 seconds, with the appropriate damage for that recharge but add a tick of bonus damage to make it deal ~0.9 to 1 DS. Add a mag 2 stun to X-Ray Beam, duration about 7 seconds.
  24. Increase defender base HPs to scrapper level and change their ranged damage mod to 0.8; Increase corruptor base HPs to blaster level and change their ranged damage mod to 0.9.

    Four fields to change in a database. Let's get it done for I16.
  25. Quote:
    Originally Posted by CoyoteShaman View Post
    There is a huge difference between role bleed and having your powers split between two completely different roles. Tanker/Scrapper secondary power sets all help them fill their primary roles. Same with controllers and blasters. Not so with defenders.
    I disagree. The blast sets of defenders actually are quite handy at helping to mitigate damage, more people just need to understand that they should be using them. I think a damage increase would encourage that behavior.

    Quote:
    Originally Posted by CoyoteShaman View Post
    In any field, the only way multiple roles helps is by allowing less competent people to act as "jacks-of-all-trades". Even then they wind up sending people to specialists when greater depth of ability or knowledge is called for. Filling more roles will never make the AT feel more needed, it will only make it feel more desperate.
    The standard argument that people use to say that controllers are better than defenders actually is exactly that they can accomplish multiple tasks. They control aggro, buff/debuff, and even do respectable damage is the usual line of reasoning.

    Quote:
    Originally Posted by CoyoteShaman View Post
    Tankers and Scrappers have the same primary/secondary sets, just reversed. They do have, as you said, role-bleed. Unless you are desperate, however, you don't call for a scrapper to do the tankers work or vice versa. A tank is just better at tanking and a scrap is just better at scrapping. Controllers have the defender primary as their secondaries. If the defender had the controller primary as their secondary, the two ATs would then fall into the same category. As it stands, the defender can't compete with the controller for mitigation/multiplication or with the blaster for damage. If the defender had controls as their secondary then they'd be back on an even playing field with the controller and wouldn't have half their powers made moot by a blaster. People wouldn't call in a controller to do a defender's work unless they were desperate, just like they don't call in a scrapper to do a tanker's work unless they're desperate.
    I understand what you are saying, I am simply disagreeing with your premise that blasting is not interesting enough of a secondary role to make people want to play defenders. I think it is, but I think it needs more OOMPH to attract those people. If I felt more defender damage would be a balance concern, then I might have to look elsewhere for a change (simply making the attacks more end efficient, for example would solve my personal minor gripes). But since I think the damage can be buffed without causing a problem, I'd rather not change the focus of the AT as it currently stands.

    Quote:
    Originally Posted by Jade_Dragon View Post
    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)
    Well, I just like to switch it up now and again. Next time I will use Dark defenders and after that I might use TA.

    Quote:
    Originally Posted by Jade_Dragon View Post
    It is not Blasters that need to fear a Defender damage boost, it is Corruptors.
    Agreed. That is why I would boost corruptors as well.