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Posts
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Quote:They took perma AoE holds out of the game for a reason. If Energy Torrent and Explosive Blast were KD, you could prevent entire spawns from acting for a long time.If there was an enhancement you could slot that changed KB to KD how much would the popularity of Energy rise?
Energy blast seems very popular to me as is. Its hard to resist the pew pew pew and SMASH of energy blast. I see them all the time in pick up groups and quite a few of the people I play with regularly have some as well.
Experienced players and inexperienced players alike love and play energy blast. -
Quote:RttC is not a tanker's only method of generating hate or the taunt multiplier. If things are knocked out of the taunt aura and they lose aggro on the tanker, it means the blaster attacked too soon, not that KB caused problems. A Fire blaster would be in danger under those conditions just as much as an energy blaster.If the tank is Willpower or Invulnerability, unchecked knockback can get them killed. If the tank is Willpowerm, unchecked knockback can get the team killed. Rise to the Challenge is not a very good taunt aura, if something gets knocked out of it, it is very likely that the tank will have lost that target's agro before it even stands up. One Energy Torrent at the wrong time on a WP tank's mob can spell doom for a team running on higher difficulty settings. Especially if that team was relying on the tank to keep them alive.
Inexperienced play is inexperienced play. People who cause scary KB are no more dangerous to the team than the tanker who stops at the front of the spawn and does not switch targets. Or the scrapper who jumps into a 2nd spawn and then runs back to the group trailing a herd of enemies. Or the emp who rocks the aura and fails to buff or the bubbler who does not position his DB well. Or the controller who uses his AoE immob while the spawn is all spread out.
It is just that KB is very visible and obvious to most people. It is harder to realize that a team wiped because the back of the spawn was shooting the squishies. Or because the secondary aggro managers were not paying attention to their team. Or because the spawn failed to die fast enough becasue they were spread out (something KB can cause too). Or because the spawn failed to die fast enough because blasters were mezzed.
I also think a lot of melee oriented characters get upset when their beautifully packed group gets scattered. I know it makes me sad when I play my fire/fire blaster. -
Here is where I would go with your idea. Slot IO sets for +end and +recovery. I like to get max HPs and high regen as well, although +defense is very useful too.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Empty(A), Empty(3), Empty(9), Empty(13), Empty(42), Empty(45)
Level 1: Ring of Fire -- Empty(A), Empty(7), Empty(37), Empty(40), Empty(43)
Level 2: Fire Sword -- Empty(A), Empty(3), Empty(9), Empty(13), Empty(17), Empty(45)
Level 4: Irradiate -- Empty(A), Empty(5), Empty(5), Empty(7), Empty(17), Empty(46)
Level 6: Hurdle -- Empty(A)
Level 8: Combat Jumping -- Empty(A), Empty(34), Empty(50)
Level 10: Fire Sword Circle -- Empty(A), Empty(11), Empty(11), Empty(15), Empty(15), Empty(46)
Level 12: Aim -- Empty(A), Empty(25)
Level 14: Health -- Empty(A), Empty(34), Empty(43), Empty(43), Empty(45)
Level 16: Build Up -- Empty(A), Empty(25)
Level 18: Cosmic Burst -- Empty(A), Empty(19), Empty(19), Empty(23), Empty(23), Empty(46)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Super Jump -- Empty(A)
Level 24: Acrobatics -- Empty(A)
Level 26: Neutron Bomb -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(31), Empty(50)
Level 28: Consume -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(34)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- Empty(A), Empty(33), Empty(33), Empty(33)
Level 35: Blazing Aura -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: Hot Feet -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: Weave -- Empty(A), Empty(42), Empty(42)
Level 44: Personal Force Field -- Empty(A)
Level 47: Temp Invulnerability -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Force of Nature -- Empty(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Quote:Do you really want to curb those Tanker instincts? How often do you team? How often do you team with people you trust?Ok, so, curbing a few instincts coming from building my MM and Tank, heres what I have so far;
Here are some possible changes. I got a bit more recharge and a lot more end recovery. It slots the Hot Feet for damage or it gets the hose. I'd consider Hurdle instead of Swift. Ring of Fire, unlike other blaster secondary tier 1 powers, does great damage.
I like to have some Heal slotting in RotP, but I kept all 5 Oblits for the 5% global recharge (I was thinking maybe 3 Oblits and 2 Numinas).
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I think that was added with I15, but it might have been later. It is a great feature. I use it twice in The Better Part of Valor and its a real help for setting stuff up sometimes. Sadly, the last mission will still occasionally fail to spawn one of the boss objectives, even though that map is set to empty, with just a few spawns placed and the triggered objectives. I am well under the objective limit, that map just has a bad spawn point (or multiple bad spawn points).
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Quote:Short Circuit stops recovery. Tesla Cage stops recovery.What gets me is that you can drain endurance, but you really can't stop recovery (you can slow it down iirc). And since an NPC can use any attack with 0.01% end, end draining is kinda pointless.
Now on an EB or something, yeah, it's great once you bottom them out and make them stop attacking, but that's about the only time it's worth it.
Some other attacks have a small chance to stop it very briefly. -
I don't like cream cheese. It is too heavy/fatty and clings to the back of my throat.
A co-worker once was raving about Honey Nut Cream Cheese spread, but I told him I do not like cream cheese. He told me I had to try this, because it was so very different than cream cheese and even if I did not like cream cheese, I would probably love this.
I like Kraft products normally, so one day I worked up the nerve and tried it. I did not like because it was too heavy/fatty and clung to the back of my throat like cream cheese.
Maybe this story demonstrates that I should not have tried something I probably would not like. Perhaps, it demonstrates that people will occasionally give something they may not like a chance, in case it transcends the norm for that type of product. Maybe it shows that if someone trusts the creator of a product, they may be willing to try stuff that creator does that falls outside of their normal purview. -
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Thank you for the look and the good advice. I will definitely be following most (maybe all) of those changes. I'll miss Hurdle though.
Quote:Isn't this changing? I thought I read that on test the procs no longer benefit from slotting in the powers.put the +regen unique in Integration where it will receive full enhancement value.
Quote:Also, remember this: Havoc Punch bad, Charged Brawl good. Havoc Punch deals the damage of Smite while taking an additional .528 seconds to do so, which means you don't want to take it. Charged Brawl is pretty much a carbon copy of Shadow Punch. Charged Brawl has better DPA (54.7 compared to 52.9), and it fits into attack strings better (you can't seamlessly use a 6 sec rech power both before and after CI ever).
When I first made the build I had CB over CI because I knew CB was so good (and did not know CI was sooooo good). Then when I was reminded I had to have CI, I should have swapped out HP instead of CB. -
Quote:Link fixed. TY for pointing it out.Edit to correct for the preview eating the link (or simply post the data chunk), and it'll be easier to look at.
FYI (although you may know this), if no chunk or link exists, you can copy the build and import it into MIDS with very few or often no errors. This build loses two enhancers in Boxing, for some weird reason, but everything else remains fine. -
The following is a long term build goal. Shooting for high damage output on top of good regen/fast recharge clicks, and a minor nod toward some defense.
How overkill is this build on end recovery? Should I drop either Stamina or Body Mastery and go for something else? Any other suggestions?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning Round: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Havoc Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dam%(5), Mako-Dam%(13)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7), RgnTis-Regen+(7), Numna-Heal(13)
Level 2: Jacobs Ladder -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(11), Armgdn-Dam%(11), Sciroc-Dam%(48)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(39)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(48)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(39)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 20: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(46)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(48)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(36)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 35: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(50), RechRdx-I(50)
Level 41: Focused Accuracy -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(46)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Health -- Heal-I(A)
Level 49: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 11.1% Defense(Smashing)
- 11.1% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 17.4% Defense(Melee)
- 6.13% Defense(Ranged)
- 5.5% Defense(AoE)
- 12% Enhancement(Heal)
- 63% Enhancement(Accuracy)
- 77.5% Enhancement(RechargeTime)
- 20% FlySpeed
- 85.3 HP (6.37%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 3.85%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 6.6%
- 17% (0.28 End/sec) Recovery
- 32% (1.79 HP/sec) Regeneration
- 11.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 20% RunSpeed
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"Yo! TZ wants we should bust up some cars in Kings Row. Better get a move on!"
"Hey man, T-Z, she ain't gonna be happy we let one slip away."
"TeeZee got a nasty streak, and its about to slash your way!"
#6 -
Maybe a standard/standard custom boss, then you could design it to make sense?
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If anyone is interested, I think it might be fun to run through some of the new lowbie arcs being created for Dr. Aeon's 2nd challenge.
I have a new Storm/Sonic defender on Triumph at lvl 9 ready for such an event if people like the idea. -
Quote:The boss fight was fine mechanically, IMO.* Is the final encounter too difficult? Too easy? In testing, my main character, a level 50 blaster with purple IOs, exemped to 10 smashes it flat with ease. On the other hand, my level 5 rad/storm corruptor with bad powerset synergy and no enhancements just barely won. Could use more input.
Quote:* Are the two "main" NPCs given enough personality to make the player care about what happens to them?
Quote:* Is the player given enough stuff to do that she feels like a part of the story?
* The first couple missions have the player mostly doing what the contact asks, but the last two missions have the player basically defying what the NPCs want, in order to do the "right" thing. Does this "work"? Or is this "powerposing"?
Quote:* Is there too much profanity? I was a little worried about this, but I picture most of the characters encountered during this story as being fairly salty, street gang types. A dozen times while writing this, I had to paraphrase or work around the profanity filter.
Quote:* Is the Big Bad's nickname too stupid? I wanted to make a custom Skulls boss, and after discovering the Aztec word for a skull trophy rack, I just had to use it as a name. But I just didn't picture the gang members being able to pronounce this name correctly, and thought a shorter nickname would be true to the genre.
Quote:* Do the various minor characters encountered make the arc more fun, or do they distract from the story?
Quote:* I just couldn't think of good titles and captions for the individual mission briefings. But I know a lot of people like them because it makes the briefing look more "polished". The adventure is a very small-scale one, though, so maybe it doesn't need them? Or if anyone has any suggestions, happy to take them.
I was happy with the amount of information given. Not overwhelming but nothing felt lacking (except maybe a bit more info about the final boss could be given earlier to make her eventual involvement more clear). -
I prefer Char to Bonfire, but Bonfire can be very good if you use it just before things go bad (it will then prevent the bad in most cases).
Melt Armor (except the original, corruptor version, Edited to add: which is what was ported to Controllers and MMs, so those two have a decent version as well) is, IMO, the worst power in the game. It uses vastly too much endurance, has too small an area of effect, the recharge is too long, and the value on the debuffs are pointlessly small. It does have good FX (visual and sound).
If you would like a cool emote that costs 23 endurance and can only be used every three minutes, Melt Armor may be for you! -
Thank you.
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Quote:While there are times where helping the rest of the team stay up may not involve doing things that could draw aggro, I find that doing things which probably will draw aggro is often the best way to help a team when something unfortunate has begun to happen.Maybe my experience is unique, but generally past the mid-teens even if my teamis dying Vigilance does little for me because if they're dying it's due to excess aggro, not a lack of endurance, and extra endurance for attacks doesn't help much when at that point my focus is more on helping the rest of the team stay up, not on drawing aggro to myself.
Adds, ambushes, crazy teammates are often countered well by:
Freezing Rain, Hurricane, Tornado, Lightning Storm, Thunder Clap, Enervating Field, Radiation Infection, Fallout, Choking Cloud, EM Pulse, Darkest Night, Howling Twilight (before or after someone dies), Fearsome Stare, Snow Storm, Sleet, Heat Loss, Repulsion Field, Repulsion Bomb, Force Bubble, Repel, Fulrcum Shift, Liquefy, on a practiced team Sonic Repulsion, Caltrops, Seeker Drones, Poison Trap, Glue Arrow, Oil Slick Arrow, Poision Gas Arrow, EMP Arrow, Rain of Arrows, Explosive Arrow, Full Auto, Buckshot, M30 Grenade, Flamethrower, Ignite, Dark Pit, Tenebrous Tenetacles, Night Fall, Blackstar, Short Circuit, Ball Lightning, Thunderous Blast, Energy Torrent, Explosive Blast, Nova, Frost Breath, Ice Storm, Blizzard, Psionic Tornado, Psychic Scream, Psychic Wail, Electron Haze, Irradiate, Neutron Bomb, Atomic Blast, Siren's Song, Howl, Shockwave, and Dreadful Wail.
Oftentimes, a few seconds where some aggro is on you instead of someone else can make a big difference, not to mention the other things those powers can do. Many of those powers use a fair amount of endurance and due to the fact that +End Reduction has a larger effect on more expensive powers, Vigilance has an outsized effect on them (for a few, the Nukes, no amount of Vigilance is going to help that end bar,).
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Quote:The statement, IMO, still applies generally. If playing a defender well means that your teammates never take any damage, then they don't need a buff.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.
Trying to add qualifiers that are less common than the norm or just don't matter all that much doesn't make that statement untrue. Yes, obviously there are situations where things are different,exceptions, but the statement is not misleading, it is generally true.
Quote:Once you get to that point which isn't all that hard for many buffs sometimes needing only 1 or 2 buffers to cap it out (Forcefields and Kinetics being 2 excellent examples) There is absolutely no advantage to having a defender over another buffing AT and the defender inherent means that you can actually be at a disadvantage compared to another buffing AT. No matter what argument you present, that is not the place that the AT that is designed as the top support AT in the game should find themselves at.
Second, once you get to the point where more mitigation or more damage buffs are unnecessary, controllers are in no way more desirable than defenders, because defenders do better AoE damage (with a few exceptions late game). Stating that higher defender buff values are not useful while at the same time arguing that controllers bring more to a team after max mitigation is reached is silly. Who the hell needs to mez enemies when the enemy can't hurt us anyway? Why would I want animation time spent on Flashfires and Stalagmites when I could instead have highly buffed (and enemy resistance debuffed) Ball Lightnings, Irradiates, and Energy Torrents?
Third, I find value in the greater defender buff/debuff values in many cases, although certainly not enough that I would reject a corruptor, MM, or controller to take a defender instead (although it is enough to make me look for defenders as a preference).
Quote:Not really. Until you hit the damage cap 35% more damage is 35% more damage. It's not a dimishing return as it is for vigilance. With vigilance, the harder you work, the more experience you have, the more you develop your character with IOs, the less you get from your inherent. It is actually the perfect tool for leaving an AT at static levels of benefit. A very non-rewarding place to be and not the reason that most folks play CoX.
Quote:Against harder content you can't wipe whole spawns in the late game with just FSC+Fireball+teammate's contributions. ITF's are excellent examples of this. In most missions spawns are at +1 level anywhere from 33-50% of the time. Even setting difficulty at +2 will allow you to build up full defiance nearly every spawn.
On small teams, those better defender buff/debuff values matter more, just like defiance might matter more on a small team.
Quote:Except that it's not an exaggeration. You don't have to have massive set bonuses to get that kind of performance from IOs. Simple and cheap Franken slotting (or comparatively inexpensive uncommon sets like thunder strikes, doctored wounds, red fortunes, titanium coating, etc) could be done by everyone with only a small amount of effort. In many cases this is enough extra performance to make the difference in buff values nearly a non-factor. 3 sets of thunder strikes are not at all hard to come by for anyone making an even moderate effort on slotting IOs and that alone gives you excellent personal numbers on acc, dam, rech, and end for the power slotted with these sets but the defense set bonuses completely eliminate the difference between controller insulation shield + controller dispersion and defender insulation shield + defender dispersion when slotted to the ED soft cap.
That's not an outlier or a non-factor. That's easy to do and should be taken into consideration, not blithely ignored.
I also contend that defender secondary powers provide significant levels of contribution to a team. You cannot just say that controllers buff good enough and on top of that they can control stuff too! Defenders buff better and on top of that they shoot stuff too!
Quote:Except that you don't have to be super IOd to obviate defender levels of buffs. Uncommons and franken slotting are all that is needed to make controller or corruptor buffs adequate in places defender buffs were needed/desired previously.
Quote:Nor have I but to be honest you don't have to hit the hard cap on defense. Soft capping gives you 45% defense and it's possible to exceed that by a few percentage points. All you really need to make sure that you don't ever drop below 45% defense, even in a high defense debuffing situation like an ITF, even without any DDR is another 25ish defense. Once you get to that point you only take 5% total of all incoming damage. It's not that hard to survive against 3 or 4 +2 or +3 level 8 player spawns with that kind of mitigation especially since most ATs have some resistance under all that and the wedding band is a cheap and easy, endlessly renewable, accessable by all, way to get lots more.
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.
This fixation on Defense is noteworthy. Defenders do other things besides give out defense buffs and to-hit debuffs. You brushed aside my point that defenders bring higher resistance, defense, and damage buffs, stating that once you get to X point, it doesn't matter. Allow me to brush aside higher corruptor damage and controller controls the same way.
Once spawns are dying fast, who cares that corruptor base damage and scourge make them do slightly more damage? Why lock down spawns that can't hurt your team? Usually, those lockdowns just keep spawns spread out and less susceptible to AoEs anyway.
Quote: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.