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Posts
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Joined
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Quote:Actually as a bubbler if I'm going to use a slot in the medicine pool I would be far more likely to get Aid Self then Aid Other. Since in most teams I'm likely be the one with the least amount of defense. I also tend to use Clarity preemptively(Assuming I know I'm facing foes with sleep.) and I certainly don't want to be sitting around over twice as long to use Aid Other and potentially risk being interrupted to boot.Precisely. As a bubbler you already have Aid other most likely or will get it. Clarity is mobile and has a duration but ultimately if you need to wake someone up aid other works pretty darn good. Seeing as your providing mezz protection from everything else those odd break frees have a tendency to show up upon people getting slept as well.
Clarity is just not worth it. If you can't adjust your bubble to re include someone or if they can't figure out to stay in the bubble if they don't want to get mezzed then you've got bigger issues than a power set power going on there lol. Any decent blapper better have a couple break frees or they deserve every death they eat to holds/sleeps/etc. with a bubbler on the team. -
Anyone who would choose Aid Other over Clarity in relation to mez protection is...not thinking to clearly. Not that Aid Other even offers any mez protection.
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Ironically long ago, before it got changed over to enemy targeted, Repulsion Bomb was a guaranteed stun. With proper slotting it wasn't hard to be able to perma stun bosses. I believe the devs stated reason for Clarity is to cover the sleep defense hole in Sonic Dispersion. Its less of a problem in Force Field since Defense prevents secondary effects from hitting in the first place.
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Heh reminds me of an incident in another game called Planetside. An enemy cloaker forgot to activate his stealth suit and was slowly crouch walking up to our base door. The funny part was that everyone in the vicinity didn't shoot him outright. Everyone just kind of stopped and stared at him as he was crawling up to the door.
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Heh...Whether in game or real life the truly skilled people make it so the bad stuff doesn't happen in the first place. Then idiots go around saying they aren't doing anything useful because they obviously didn't fix anything.
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The only sets I can think of that maybe should not be ported between defenders and corrupters is Empathy/Pain Domination. I seem to have a vague memory that the reason for Pain Domination being made in the first place was that devs felt Empathy wasn't an appropriate set for villains. Have the devs abandoned that reasoning?
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Quote:That sounds not so much like a complaint about defenders as such so much as a complaint about the framework in which all the ATs have been made.I think this hits the nail on the head. My viewpoint is that yes, the damage of "support" characters is to low, but that's because the support from damage characters is to low. It would be nice to see an increase in Defender damage but the only way to balance it would be to somehow increase the force multipliers available to the damage based AT and I don't think that's possible within the context of the way ATs are designed.
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I must admit I'm a little uncertain by what metric people measure defender damage as not being enough. Given that at least some defender builds have the capability to take down AVs I don't feel defenders are broken as an AT. Either solo or on teams. As for the whole vigilance giving incentive to bad play....I don't think I have ever seen anyone deliberately play badly for for the purpose of getting vigilance bonuses.
With the new Keyes trial though you can't help but get a huge amount of benefit from vigilance. -
Sonic Blast is generally considered to be the best of the damage output sets for single target damage. It does have one cone attack though. Those -res debuffs can stack up quickly for some very nice damage numbers. It also has some useful utility powers like a single target stun and a cone sleep.
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I think its been something the devs had been thinking about for a long time. I have a vague recollection that Statesman way back said something about not really liking how the the whole endurance/stamina thing had panned out.
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Quote:This tells only one side of the story. The flip side to the ally only targeting was that it had a fast recharge, 10 seconds I think, and a 100% chance to disorient for seven seconds. This meant with minimal(2-3) slotting you could easily use it to perma disorient bosses. As I recall the reason they changed it to ally targeting wasn't because the devs thought it sucked but because on *masterminds* this was an overpowered ability. If the old version had been knockdown rather then knockback it would have been an awesome power. I still thought it was pretty good.I think Repulsion Bomb may have one of the sadder histories of powers in the game. The current version is actually buffed from what it was previously--a mind bogglingly awful power which required you to target a teammate. The power would sloooowly travel to the ally and when it finally arrived, knock enemies back from around them. Basically like a one shot version of Sonic Repulsion with a 3 second root time each time you used it in addition to travel time. When it was converted to basically an (incredibly mediocre) AoE blast, it kept this excruciating cast time because its not one of the things considered in calculating damage. What's more concerning though is that when the possibility of change was brought up, there were people fighting Castle about the loss of knockback in this piece of cracker jacks power.
[Edit 1]The people who argued to prevent the change weren't complaining for the sake of knockback. More like they hated loosing the powerful disorient and the huge recharge nerf. On a team you could reduce the incoming damage a hell of a lot more with the old version then with the new version. -
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Its more then just 15% damage across one toon though. Its across all the toons on the team your on. When leaderships start stacking across a team(e.g. 2-4 assaults/maneuvers) it really highlights that point. On the other hand if you solo most or all of the time Assault isn't all that attractive IMO.
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I believe when scourge comes into play corruptors pull way ahead. That mostly only applies to tougher foes such as bosses and up. Also when your playing against higher level mobs such as +3s or higher.
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I had the impression though that any time scourge kicked in corruptors would pull way ahead of defenders in damage output. Though that really didn't apply very much to a lot of the weaker enemies your likely to face.
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Cardiac on my Sonic Resonance defender made a big difference. I now run 5 toggles while blasting constantly and rarely worry about endurance. When I got the fourth tier version it boosted my resistance buffs from around +54-55% to a little over 60%.
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My general feeling with my sonic was that you should try to keep your own team buffed as per normal. If opportunity arose and you felt someone on another team could particularly use some buffs sure go ahead but don't sweat it if you don't.
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Quote:Since Flash Arrow is a AoE -To-Hit debuff the kind of defense *toggles* that are most like it in effect are AoE defensive toggles. I at least thought it was a logical comparison."We" weren't comparing it to melee shields; you were just vague about what you meant by "defensive toggle." Since saying "...a [6ΒΌ% to-hit debuff click power] seems to give me nearly as much defense as a [5% defense toggle] would" isn't exactly a revelation, it didn't occur to me that that's what you could have meant since you seemed so excited about it.
As for the other things that Shadow Fall/Steamy Mist do I would certainly hope it does more given that over the sixty second period flash arrows debuff lasts those two powers use almost four times the endurance.(Radiation Infection also for that matter.) Given what it does and *how* it does it I think Flash Arrow is a pretty good power. I view a targeted AoE debuff as being more flexible then a PBAoE. Especially when it has a fairly fast recharge so you can spread the effect around reasonably quickly. -
Quote:Well....To compare you would probably have to compare it to Primary AoE defensive toggles since those are the closest in practical effect.While intentional misinterpretations and sarcasm are fun, I guess, I'm sticking to my position that Flash Arrow doesn't actually provide as much defense as defensive toggles. Unless you were comparing a primary power to a pool power for some reason.
So in increasing order.
Maneuvers : 3.5%(Not a primary but a lot of defenders controllers take it.)
Arctic Fog : 5%
Shadowfall : 5%
Steamy Mist : 5%
Flash Arrow : -6.25% To-hit
Dispersion Field : 10%
Force Field Generator : 13.3%
So against most AoE defensive toggles Flash Arrow stacks up rather favorably from a purely +defense standpoint. Now most of these powers do other things then just +Defense but then again so does flash arrow.
Off topic I do kind of wonder though if Traps had started as a defender set rather then a master mind set if it would have had such a high defense rating. -
Yes I was refering to the team potential not the personal defense with IOs. For that matter Traps seems to have a better foundation for getting to the personal softcap with Melee, Ranged, AoE.
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Quote:I think the point is that Traps defenders can't get close to the defense softcap. Well slotted shield drone will get about a 20-21% and throw in maneuvers and you'll get to about 25%. The seeker drones can help out a little with some -to-hit/-damage but they are more limited in scope then a straight defense buff. You also could use the web grenade to slow enemy recharge a bit. A teammate would have to have at least an extra 10-15% defense against a variety of types(e.g. melee, ranged, AoE) to then get the total advantage a force field defender can give on defense without maneuvers. On the other hand traps has much more offensive potential with the -def/-resistance/-regen debuffs.If a squishy player is running around with absolutely zero defence of their own, I sure as heck don't feel bad that I can't softcap them with my trapper's FFG. I'm not their mommy, people need to take some responsibility for their own hide. Eat purples for tough fights or spend the whole mish admiring the floor for all I care.
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Quote:Actually I'd say that is a bit of a toss up. If your talking a pickup team a 4/4 defender/blaster team *might* go faster then an all defender team. If you actually pick and choose the defenders on the team though I'd put money on the all defender team far out performing the 4/4 team. All defender teams already have a bit of a reputation for being able to handle very difficult things quite easily.As far as the general claim that resistance debuffs can make damage dealers irrelevant in general, ask yourself this; which team would move faster through a mission, 8 defenders, or 4 defenders and 4 blasters? Resistance debuffs only go so far, and the high damage of other ATs is half of where the usefulness of said debuffs comes from.
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Pistols still has the -12.5% defense debuff when using standard ammo. A point that kind of puzzles me. Why have the standard debuff but not the alternate debuffs? Then again Dual Wield doesn't get a defense debuff but gets the alternate debuffs and looses the knockback. Some of the reasoning seem kind of arbitrary.