macskull

Forum Cartel
  • Posts

    5210
  • Joined

  1. Quote:
    Originally Posted by Memphis_Bill View Post
    2. Inspirations. You will, I guarantee, hear "That's not fair" or "You cheated!" if you pop an inspiration. You know what? Unless you've agreed to a duel with "no inspirations," it's perfectly fair. You're not there to get killed, you're there to get something done and try to survive while doing it.

    So, what is useful - or not?
    Insight (Accuracy, yellow.) Not just to raise your chance to hit. Those little yellow Skittles have an added bonus - they boost your perception. Anyone running Hide, Stealth, just one form of stealth will generally have it overcome by a simple inspiration.

    Sturdy (Damage resist, orange.) This is... iffy. Damage resistance is all well and good, but the TP Foe protection is gone now.

    Lucks (Defense, Purple.) You're harder to hit. Duh.

    Awakens (Self rez, "hospital green.") Don't bother. Throw them out. You run an Awaken in the middle of the zone, you're going to get killed again, period.

    Rages (Damage, Red.) Extra damage - yet I still call them "extra." Nice if you have room, or if you're a low damage AT going after, say, a Firebase (covered in the zone descriptions.)

    Catch a Breath (Endurance, Blue.) Yes. Especially in Bloody Bay, even more so if you're JUST barely able to get in. You don't have Stamina yet. If you have END problems in PVE, you don't want those same problems in PVP. While you won't get debt from a player defeat, it's embarrassing.

    Breakfree (Mez protect, light purple._ Have at *least* one of these to deal with stuns, holds, and the like if you're a squishy. I like at least two, even at 15. If you're not a squishy, stick a toe into the zone and make sure you still have your mez protection power. If you do, it's not such a big deal for you to have these. They can also help with Placates.

    Respite (Green, Health.) Need I say "Duh" again? That said, if you're a blaster, you may want to forego some of these for more Lucks or Sturdies and take advantage of Defiance. Up to you.
    You might do well to add some mention of diminishing returns (DR) to your guide - lots of new PvPers wonder either in broadcast or on the forums why their defense or resistance is much lower than it is in PvE, for example.

    Just gonna pick at this a bit in regards to specific types of inspirations. Also note that the inspiration loadout (remember, you can carry 20 at level 50) will vary depending on what you're fighting, what kinds of teammates you have, and the character you're playing. For example, if I'm on my Blaster, I'll probably bring along mostly reds and greens, and maybe a few oranges if I went with Cold Mastery. On my Stalker I'll probably bring a tray full of reds with maybe a few greens and blues.

    * Yellows are nice and can be used in a pinch to help see stealthed targets or hit targets with lots of defense, but in most cases ally buffs will cover those weaknesses (Clear Mind, O2 Boost, Enforced Morale, and Clarity all give perception, and Forge, Fortitude, and several other buffs grant tohit bonuses). While they're nice to have, they're not going to be at the top of the list.

    * Oranges are more useful for melee ATs or squishies who have defense-based epic/patron shields, as the free PvP base resistance plus slotted APP/PPP shield will generally get you very close to the DR cap on resistance. Oranges do still give teleport protection but given how TP Foe works now, it's not a big deal. I'd probably only bring along oranges if I were on a Tanker, Scrapper, or Brute, and even then I'd probably rather have reds.

    * Purples are kind of like oranges - they're useful for melee ATs. The DR cap on defense on a squishy is something around 20%, which isn't much when compared to the DR cap on tohit buffs and accuracy. They might be nice to save you from someone who's not well-slotted or buffed, but if you're relying on them to stay alive on a regular basis, you'll be disappointed.

    * Reds are probably the best to bring if you're playing on something with a self-heal or some teammate support. Why? In PvP 2.0, damage is king and it's not badly affected by DR until you start to stack a lot of it. For example, my Blaster might bring three columns of reds and two of greens.

    * Blues are nice if you have endurance issues or are fighting an endurance drainer like a Kin or Therm.

    * Break Frees are, unfortunately, worthless. They don't free you from mez effects and will only make a mez last a fraction of a second less, which usually doesn't make a difference. They might be worthwhile for knockback protection but generally that'll be covered through your own build.

    * Greens are important if you don't have a self-heal or don't have reliable support teammates. Unfortunately, using one to heal yourself will trigger travel suppression, so it's your call whether you think you can safely escape without a heal or if you'll need to use one and deal with the opponents catching up to you.
  2. Quote:
    Originally Posted by GOTerpsPvP View Post
    Yeah, hibernate's a pretty stupid power to have so readily available. So dumb.

    On a server like Protector where you're lucky to even find 1 enemy in a pvp zone hibernate is much more of a "get out of jail free" card than it is in busier zones on other servers.

    I like the ideas of a) increasing the recharge time, b) making it interruptible, and c) adding significant travel suppression to a player when exiting hibernate.

    Less hibernating heroes/villains + more kills/deaths = better pvp
    You assume that more kills and deaths equates to better PvP. The I13 changes of heal decay and travel suppression tried to enforce this assumption, and look what happened. We don't need the game dumbed down even further because people can't figure out how to get kills on a player in the 90 seconds out of every 2 minutes that they can't use a phase-type power.

    Quote:
    Originally Posted by SmegHead View Post
    I've thought about this a few times. I use hibernate quite regularly and honestly I think it could use something to make it a little less powerful. The idea I came up with was giving the ice a health bar. Do enough damage to it and it breaks taking the player out of hibernate. It should have high HP and/or high resist so it would take a team to work it down not just a single player. Not that I want it nerfed, but that's the only option I would be happy with. It would still be useful, but there would be a way to take a player out of hiber with a competent team. The suggestions offered by the OP are a bit much IMO.
    DR on regen and recovery helped to effectively "nerf" hibernate, I think. Because you're not gaining back HP or endurance as fast, you're essentially having to spend more time in Hibernate (might not be significantly more, but it's more nonetheless) which means there'll be more opportunity for an enemy team to cluster around you, waiting for you to break out. In most cases that means death for the person coming out of Hibernate, unless they're lucky or have teammates who are in the right place at the right time - watching an entire hero huddle get hit by Dimension Shift by the Dom on my team, enabling me to come out of Hibernate safely, is quite funny.

    The only time where Hibernate becomes annoying is when the player uses another phase power in conjunction with it, and can exit Hibernate with zero risk without any outside assistance (assuming the 30-second phase period hasn't expired).
  3. macskull

    Set bonuses

    Masterminds are somewhat unique among the ATs in that, for the most part, set bonuses offer very little improvement for them above baseline performance. You can do fun things with IOs when slotting your pets, like including damage procs, but when the ability to buff pet recharge was removed in I14, the ability to intelligently slot your pets took a big hit (it's kind of like removing the ability to slot recharge enhancements in any of your Blaster's primary powers). That being said, if you're going to invest in IOs I'd take a look at building for +HP. Between IOs and accolades you can push into the 1000-1200 HP range, which is pretty impressive when you consider their base is only around 800.
  4. Quote:
    Originally Posted by Draggynn View Post
    I usually try to stay out of these threads, but was reading through this one, and just thought I'd respond to this comment, since it was addressed but I didn't see the numbers provided.

    Freezing Rain is essentially a 45 second debuff with a 60 second recharge that will stack with itself. That means that with 3 SOs and hasten you can basically perma stack 2, and with a couple set bonuses you can easily stack 3 half the time. That ammounts to a 105% resistance debuff (obviously the fight needs to last long enough for three applications to be relevant), and a 90% defense debuff (if unslotted). Certainly not just an AOE slow, that's what snow storm is.
    Another thing to take note of: the defense debuff is only really useful in the lower levels where characters might not be slotted well. Excepting a few mob types (Cimerorans being notable here), hitting enemies in the PvE game isn't much of an issue between a character's own acc/tohit slotting and all the tohit buffs being thrown around by various teammates. As such, Freezing Rain becomes more useful as an AoE slow and knockdown patch, but especially as a sizable resistance debuff.
  5. Yeah, that was just a general statement.
  6. Quote:
    Originally Posted by Thirty_Seven View Post
    Well, when you think about it, the fact that the AE building is empty isn't very odd at all.

    To illustrate why I say this:
    Go to a random mission door in Talos. How many people are gathered there? No one, you say? Why should AE be any different?

    A second example. Go to a random trial or TF/SF contact. How many people are clustered there, spamming broadcast? Very few to none, you say? I think I am seeing a pattern.
    If that random mission door or TF/SF contact was the only location in the zone to access literally hundreds of thousands of story arcs, and there weren't more than a few people there, I'd definitely say something is wrong. Or, to put it another way - if every mission in a zone were tied to one mission door, or if every TF or SF were tied to one contact, you'd damn well better expect there to be a decent amount of activity at that location. Anything else is indicative of a problem. If players could pick their own contact locations and mission entrances, you'd have a point.

    Quote:
    Originally Posted by Dementor_NA View Post
    The whole game is the journey from level 1 to level 50. Doing this in 200 hours of gameplay versus 20 hours of gameplay is the difference between a player staying (and paying monthly fees) 5 months and 5 years.

    So, when the devs nerf any kind of exploit that allows for fast advancement, they are protecting their income, and the future of the game.
    And those players who perhaps aren't interested in the 1-50 game and instead derive their enjoyment from IOing their 50s, running raids or level 50 TFs/SFs, or PvPing? Is their preferred method of play any less valid than those who play "normally?" I played enough characters to 50 the "normal" way to play through all the content I was interested in. After playing around with several characters at 50, anything that isn't playing at its full potential (i.e. 50 and IOd out) seems slow and clunky to me. I PL because the first 49 levels are just an annoying hurdle for me to be able to slot purple IOs and start doing serious PvP - I may shelf a character for a while after it hits 50 until I can get its build finalized, but in reality my characters don't really start becoming really useful to me until they get there. That type of playstyle is just as legitimate as someone that chooses to take 200 hours to get to 50 (although I could reverse that point of view - I don't know why someone would spend that kind of time leveling a character and then only dig them out once in a blue moon while they're leveling something else).
  7. Quote:
    Originally Posted by MTS__ View Post
    Boooooo!

    Bwahahaha
  8. macskull

    Help with /Sonic

    Quote:
    Originally Posted by EmperorSteele View Post
    The thing about Sonic's Resistance debuff is that the debuff from a single power WON'T stack with ITSELF (so casting shriek twice in a row, or while it's debuff effect is still active, wont give an opponent -40%, it'll just stay at -20). Also, the higher tier a power is, the longer its debuff lasts. So you want to start with your strongest attack (Screech, debuff duration 10 seconds) and work your way backwards, so that by the time you get to Shriek (duration 5 seconds), the opponent will have -100% resistance debuff. Continue to chain the 5 attacks in a backwards order and you'll be able to maintain that 100% debuff for the entire fight.
    Nope, the debuff stacks on itself (just like Rad's -def stacks, Dark's -tohit stacks, Ice and Psi's slows stack, etc.). Given enough recharge slotting and maybe even a little from set bonuses, Shriek->Scream->Shriek->Shout is your best bet.
  9. 5 Doctored Wounds, all but the End/Rech piece.
  10. *shrug* I can still level faster with less risk in an MA mission than I can via using standard content, and tickets are better reward than most standard drops. I'll keep using the MA when I want fast XP, and other farms when I want purples.
  11. If I'm not mistaken, Black Scorpion (30-35) and Ghost Widow (40-45) were supposed to be in the game but never made it in - that's why the Servant of Recluse badge for completing the RSF has the Roman numeral "III" on it and there aren't any badges with "I" or "II." Still, saying "we don't need need more SFs because we have flashback arcs and contact arcs" is kind of silly.
  12. Quote:
    Originally Posted by UberGuy View Post
    Well, they have some, but I'm sure the point was that it's not enough to make do in PvP vs. the nastier -def effects players can pump out.
    Hm... Indomitable Will gives something like 30% defense debuff resistance in PvP only, and Elude gives another 33-34% in both PvE and PvP. However, I'm pretty sure DR will cut that number about in half and there's quite a bit of -def flying around in PvP so you'll just have to hope the Elusivity from Foresight carries you unless you've got support backing you up.
  13. HP first (shoot for the 2600-2800 range), then recharge (20-40%), and then maybe ranged defense.
  14. IMO bosses aren't worth the extra time they take to kill, nor the extra risk they pose to squishier farmers. Of course, if you can safely solo them and have both enough AoE and single-target damage to dispatch bosses and the rest of the spawn quickly, they might be worth it on the off chance they'd drop a pool C/D recipe.
  15. As a qualifier, I ran with my salvage full (I usually do this because I'm too lazy to go to the market and check what's selling well and what isn't, and I hang onto the rares for recipes I need to craft). Ran the Council Empire map, 0x8, no bosses, solo spawned (bosses scale down to lieutenants), on my Fire/Kin/Fire who has maybe 10 IOs in her entire build. I also stopped the timer between runs while I went to sell, which took me maybe five minutes.

    Did 4 runs, each taking 16-18 minutes:

    Inf from kills: 10,569,751
    Inf from drops: 4,536,368
    Total inf: 15,106,119

    Really, trying to determine if the increased kill speed from fighting even-cons is worth the tradeoff of getting less inf per kill than I'd get from fighting +1s or +2s, or even +3s. I'm guessing the returns might be better at +1 but would start to fall off from there.
  16. Quote:
    Originally Posted by BizarroJ View Post
    Fine, but that kinda gets hosed for PvE content in a PvP zone. Like a CC AT gets to fire his CC powers at an NPC in a PvP zone (enough acronyms for you?) and it works fine since CC nerf keys off the target, not the zone. Maybe I am not asking an original question here, but why not nerf tanking against players only, instead of blanket based on the zone? Heck in my exactly one PvP experience ever, I already had someone train a bunch of NPCs on to me as a weapon (which worked!). As a Tanker I think I'd laugh at that. Heck I hit Power Surge and my resists as a lightning ball dude were STILL LESS than I am as normal ol' me in the non-PvP world.
    Obviously, PvE combat in a PvP zone was at the very bottom of the list of things that were important in making the changes. As a side effect, getting the kill badges for the AVs and heroes in RV became a lot more difficult after I13 to the point where no one I know has even tried to get the badges and I can count the number of teams forming to get them on one hand (I'm not exaggerating, and those changes were made almost a year ago). This is one of the reasons NPCs were often a worse threat than enemy players for a while after I13 - NPC mezzes were using their standard durations, but without mez protection that meant your melee ATs were getting held or stunned for 15-20 seconds.

    Most of us would be happy if they just reverted out diminishing returns (the option exists in the arena, but there's no option to turn off the 40% base resistance most squishies get so everything's running around with capped resistances), but that'd be an admission of a mistake, which unfortunately seems unlikely. I really hate being negative about a game I like, but there's been very little to quell my concerns on the PvP front, at least.
  17. macskull

    Euro FOTMs?

    Dark, Cold, and Therm are probably the only sets that can really shut down a Regen these days (Rad can kind of too, but the toggle dropping might get old).
  18. That's nice and all (yes, it was annoying for them to not be working quite right), but where are all the useful fixes?
  19. Didn't cross my mind at the time - I made that build a long time ago and never looked back at it (lots of the older builds in my Mids folder make me laugh when I look at them now).
  20. Quote:
    Originally Posted by Dz131 View Post
    Came back from a break and My NW turned garbage in PVP. HALP!!!!1
    If you build for crazy insane ranged defense, you can make a Night Widow passable, but they have low HP, no real resistances to speak of, no defense debuff resistance, and no self-heal to fall back on. Better off rolling some kind of Stalker or Brute if you insist on going melee.
  21. Here's a crazy recharge build (120% recharge without Hasten, 190% with). Aim and Concentration are up every 24 seconds and RoA is up every 16. PSW's up every 5-6. Decent amount of HP as well but not much in the way of defense - probably not a big deal since RoA + PSW should clean up most of a mob.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Arch-MM Blaster: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Subdual -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(36)
    Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
    Level 6: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(21), AdjTgt-ToHit/EndRdx(23), AdjTgt-Rchg(23)
    Level 12: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 16: Super Speed -- Run-I(A), EndRdx-I(31)
    Level 18: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(33), AdjTgt-Rchg(33)
    Level 20: Drain Psyche -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(34)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
    Level 26: Explosive Arrow -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/KB(37), KinCrsh-Acc/KB(37), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(50)
    Level 28: World of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Rain of Arrows -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42)
    Level 35: Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(45)
    Level 41: Flash Freeze -- FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(46), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(50), FtnHyp-Sleep/EndRdx(50)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(46), RedFtn-Def/EndRdx(46)
    Level 47: Hibernate -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1415;681;1362;HEX;|
    |78DAA593794F135114C567A00B9429A52C6587424140E8007105344651130CD5068|
    |C3B94A19DC09866DAB4C588FB07F01F51C125C6ED23A851E3871BEFBDE79568FCD3|
    |497B7E6FEE9CDE77FADE9BD4DDB386A63D39A5E9E1F9BC552E67CE9056EC923F656|
    |D38D9C8E9527633994AC55535A8695A4C8D334B96BB61E74CB6D8A5ED44B5BCBC55|
    |2C164A153365BB152B9F4959AE53DCCA5B15A7E046175CB252DDAC0E8C74A19037C|
    |F3B15D72E974372B35CB4ED5C54860BEE1DA7ECAC3B79A7B20DE7A26D151D77237A|
    |AEE864CDF9423E47FD79D6ED0E4A3646DF5EAD7A793E6D8F30A2D5BC025E0B7C6F8|
    |0B78267FFDA03B00760AF833D01FB0EA9AEECFA1A615A0BD9C0BAC0C80A2673823E|
    |D25A65AFFD22A5C6AFC03741D377E087A09FD4AFEC7E84A9431803619A11A619610|
    |2B41B4149E369C151E91027AD571DEADFD770A9F503F05110FB047C16BC206383B2|
    |37205F07F275205F17F27521DF204D18C68435E17129F5FC85041922E8A74792588|
    |201C14BD2A89A298A607D08D6876071048B23D82E195B64A53D5FCB255D9E2C0A06|
    |52C045202D08D2BC6D6A25DA2EE8B270546A47A9B67D479A269E03BB82A13D01C7E|
    |B44307FE7633CB907DC171C782038F85030FD48C09BD38DEEBEEE15F856818C6064|
    |0DB004E160F5607A5A6F9B441EA29B7EB520FDC7603E24183B0C1C018E0A22D4615|
    |0751844073E12C3AAC3F00C42CE0273828913C049C1261DC451651FBD29A5E455C1|
    |E435FCB5EBC00D8143F671B57EE34D32E144AB2089E99321C16DF2996ACB4D9C824|
    |9204691A7D4A64CE1373DBEFDB78D3E74698B7F567054D2BEFD774CD3D16AC0577D|
    |EFBCFFBA7E1AD53EF54B21D2CB2C6912FD0A8F6EB1ACF0ED2A8F2C1EADB364F9D6F|
    |B6554B3468E73A0199659963996A76C0AF2EBD4C062B084591A59222C4D2C2D2C31|
    |962E96772CDE6FA4A0FA20|
    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Jabbrwock View Post
    This is an odd definition of useless you're using. Being worse at teaming than Controllers is like losing at arm-wrestling against the Incredible Hulk - it by no means you're bad, just that your opponent is insanely good. Defenders have a specialty that is extremely good in teams. That makes them very useful indeed. The only situations where I wouldn't prioritize adding Defenders to a team are 1) if the team doesn't have a tank and we're running content that actually needs a tank, which is quite rare. 2) When I can completely fill the team with Controllers.

    Being definitively ahead of 2 archetypes in team desirability, and situationally (and a very common situation it is) ahead of a third, is a long way from being "useless."
    You'll notice that I put the word useless in quotations in my post. I don't think any AT is useless in the formal definition of the word, but I do think that some ATs are far more useful than others for the majority of PvE situations. A good tank is nice (but far from a necessity) on the STF and makes the last mission much easier. In the low-to-mid level game a Defender's preferable to a Controller because they're contributing more in the buff/debuff department at a time when most people aren't slotted well if at all, and Controllers might not have their AoE controls yet (or they won't be well-slotted). Tankers might also be preferable in those situations because of their higher HP, better defenses, and aggro control abilities. However, once you get into the upper levels, usually in the 40+ game, Controllers have their AoE controls well slotted and an AoE from their epic pool, which means most of the time they'll be doing scale 1.1 damage to their targets, which doesn't factor in any damage buffs or resistance debuffs they're putting out. Against hard single targets, Tankers might be preferable to ensure aggro doesn't get loose, but on many higher-level teams buffs and debuffs are plentiful and the squishies simply aren't getting hit (or not taking as much damage, or getting it healed or regen'd back).

    There's nothing wrong with Defenders or Tankers, and I'd take one on my team played by a competent player over something else played by someone I don't know, but they are unfortunately redundant in the late game. Tankers I can understand - they give up damage for superior hit points, aggro control, and defenses, but Defenders not so much: they have a crappy inherent, the lowest damage of any heroside AT (excepting Controllers not using Containment), low hit points, and get their blasts later, all in the name of having marginally stronger buffs and debuffs.
  23. Given the structure of the PvE game and the roles of the ATs within that game, the most "useless" blueside ATs are Tankers and Defenders. Why? In the case of Defenders, a Controller is bringing more to the table in almost every situation, and in the case of Tankers, you don't need aggro control when everything's buffed to the gills and there's layered support to stop incoming damage on the squishies.
  24. Wasn't it Ex that said NPCs were cheating poo-poo-heads because the AI is terrible? Of course, 100% resistance to any common damage type is just stupid but hey, I don't see that kind of stuff getting fixed anytime soon...
  25. Relatively quiet weekend compared to last time.

    Tru Warrir, SS/Shield Brute, 37-50
    Some dUmb Blonde, Mind/Therm Troller, 38-40
    I Trow Heals, Rad/Pain Corr, 37-39
    Scene from a Memory, Fire/EM Blaster, 1-31
    MF macskull, Earth/Cold Troller, 22-30