Garent

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  1. I'm guessing somewhere between 500,000 to 1 million. If I had to give a specific value, I would say 800k at least.
  2. The entire reason it scales up is because AT modifiers are homogenized at the low levels. At level 1, all characters do very similar damage, so defenders don't need the damage bonus at that time.
  3. Up to you guys. I'll still come and watch either way.
  4. Quote:
    Originally Posted by Futurias View Post
    Except it doesn't scale that well until you already have SOs.
    It will be noticeable if you're a low level defender sidekicked up.
  5. Quote:
    Originally Posted by Silas View Post
    Before these changes, I preferred Corrs to Defenders because the buff/debuff strength difference wasn't noticeable to me in gameplay, but the damage difference was. Since I team a lot, this leaves Defenders in more or less the same boat as far as I'm concerned.

    My other problem with the Defender inherent was/is that it's well, boring.
    I'm the opposite. I don't notice a huge difference in their damage (unless it's an AV) but I really prefer the defender's higher buff/debuff modifiers (especially on the ancillary personal armors). I do agree on the last line though. I'm quick to play devil's advocate whenever someone makes a vigilance change thread, but the best argument against vigilance is probably that it has little perceivable value or impact in most situations. I miss vigilance if I'm playing a mastermind because of their crazy huge costs, but that's about it. And there ARE ways of making vigilance more interesting without making defenders much more powerful. The idea I've been batting around for awhile lately is making their toggle buffs not suppress/turn off while held. Obviously, this favors some powersets more than others, but at this point I think that's an unavoidable consequence.
  6. In my opinion, scourge does need a buff. I have a different opinion on what type of buff it should be though. One of the problems with scourge is that it favors certain types of powers over others. For example, it works very poorly with a lot of DoT powers such as ball lightning. Powers like this will merely get the power of each tic doubled, which often causes it to have no impact on gameplay as the enemy gets killed by another attack instead of scourge helping by killing the enemy immediately. Meanwhile, scrapper incinerate has its bonus damage front-loaded at the beginning of the attack.
  7. Quote:
    Originally Posted by Starsman View Post
    I don't recall really noting that they were better for corruptors although think some one else did a rudimentary math to say they almost netted the same.
    You didn't. Someone (I thought it was you) ran the numbers on builds using AM and assault, though I can't remember the exact results. I'm pretty sure it was in the closed beta boards too. Hmm.

    basic blast - 36.1 damage on defender, 41.7 on corruptor
    AM - 25% for defender, 20% on corruptor
    assault - 18.8% for defender, 15% on corruptor
    defenders gets an extra 30%, corruptor gets scourge


    36.1 X (1.95 + 0.3) = 81.2
    41.7 X (1.95) = 81.3

    This shows that defenders and corruptors do almost the exact same amount of base damage with full damage slotting, with the corruptor having the advantage of scourge

    36.1 X (1.95 + 0.25 + 0.188 + 0.3) = 97
    41.7 X (1.95 + 0.2 + 0.15) = 95.9

    It looks like I need to change my previous statement. Self damage buffs don't favor either one of them; in fact, they still come out being almost exactly the same ignoring scourge.
  8. I suggest this. If you're going for damage on a build, it's best to use damage procs and solid damage slotting instead of the very small increase you get from the set bonuses. So I shifted the focus to +hp and +recharge in the set bonuses while making sure to get as many damage procs in as I could. For example, I turned freezing rain into a nuke.

    As for life drain, it never got buffed like how siphon life did, so it's not an ideal attack. It does the same amount of damage as dark blast though, so it's not useless either.

    Oh, and if it were me, I'd try to pick up thunderclap or oppressive gloom. Combining one of those powers with dark pit can allow you to disorient lieutenants and bosses instead of only minions.


    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Gale -- Empty(A)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Cloud-%Dam(7)
    Level 2: Gloom -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Dmg/EndRdx(11)
    Level 4: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(15)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(17), RechRdx-I(17), Posi-Dam%(19), ShldBrk-%Dam(25), LdyGrey-%Dam(25)
    Level 10: Combat Jumping -- Krma-ResKB(A)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Steamy Mist -- S'dpty-Def(A), S'dpty-Def/EndRdx(19), S'dpty-Def/Rchg(21), TtmC'tng-ResDam(21), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(23)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg(29), Posi-Dam%(29), TotHntr-Dam%(31)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(39), Mrcl-Rcvry+(50)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(50)
    Level 22: Night Fall -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg(33), Posi-Dam%(33), Cloud-%Dam(34)
    Level 24: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36)
    Level 26: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(36), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(37)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Snow Storm -- EndRdx-I(A)
    Level 32: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40), ExStrk-Dam%(40)
    Level 35: Life Drain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(43), Numna-Heal(43), Dev'n-Acc/Dmg(46), Dev'n-Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-EndMod/Rchg(42), P'Shift-Acc/Rchg(43)
    Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
    Level 47: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 1: Ninja Run



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  9. Garent

    Dark/?/?

    Quote:
    Originally Posted by Bench View Post
    wait. DP does damage? o.0
    Yes, in fact, it does above average damage if you're using fire ammo.
  10. Quote:
    Originally Posted by Foundsavant View Post
    What effect is this going to have on damage output potential of a defender versus corruptor?
    Starsman ran some numbers on it and he concluded that, when solo, defenders and corruptors are pretty even when it comes to damage output. Which is better than the other will depend on specific powersets, since -resistance will favor the defender's greater debuff values while +damage will favor the corruptor as they have higher base values.
  11. Garent

    Dark/?/?

    Compared to other blast sets, dual pistols is above average in both single target and area damage as long as you're using fire ammo. If you're using another ammo type, you're below average. It's far from the worst no matter the ammo though.
  12. Here's a basic IO/SO build. I used SOs in the places where upgrading to common IOs wouldn't make any difference so you can cut down on cost by a lot. I switched amplify to scream and dreadful wail to screech to help with -res stacking. I did put two non-common IOs into the build since they're ones that make a very large difference and aren't terribly hard to get (knockback protection and +3% defense).

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Echo: Level 50 Science Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Heal(A), Heal(3), Heal(3), EndRdx-I(5), RechRdx-I(17), RechRdx-I(17)
    Level 1: Shriek -- Acc-I(A), Dmg(5), Dmg(7), Dmg(7), EndRdx-I(9), RechRdx-I(9)
    Level 2: Accelerate Metabolism -- RechRdx(A), RechRdx(11), RechRdx(19)
    Level 4: Radiation Infection -- EndRdx-I(A), ToHitDeb(13), ToHitDeb(13), ToHitDeb(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
    Level 10: Howl -- Acc-I(A), EndRdx-I(19), RechRdx-I(21), RechRdx-I(21), Dmg-I(23), Dmg-I(23)
    Level 12: Lingering Radiation -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 14: Fly -- Flight-I(A), Flight-I(27)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod(A), EndMod(27), EndMod(29)
    Level 22: Shout -- Acc-I(A), Dmg(29), Dmg(31), Dmg(31), EndRdx-I(31), RechRdx-I(33)
    Level 24: Scream -- Acc-I(A), Dmg(33), Dmg(33), Dmg(34), EndRdx-I(34), RechRdx-I(34)
    Level 26: Maneuvers -- EndRdx-I(A), DefBuff(36), DefBuff(36), DefBuff(36)
    Level 28: Siren's Song -- Acc-I(A)
    Level 30: Tactics -- EndRdx-I(A), ToHit(37), ToHit(37), ToHit(37)
    Level 32: Choking Cloud -- EndRdx-I(A), EndRdx-I(39), Hold(39), Hold(39), Hold(43)
    Level 35: Mutation -- RechRdx-I(A)
    Level 38: Screech -- Acc-I(A), Dsrnt(40), Dsrnt(40), Dsrnt(40), RechRdx-I(43), EndRdx-I(46)
    Level 41: Electric Fence -- Acc-I(A), Dmg(42), Dmg(42), Dmg(42), EndRdx-I(43)
    Level 44: Charged Armor -- EndRdx-I(A), ResDam(45), ResDam(45), ResDam(45), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 47: Power Sink -- EndRdx-I(A), EndMod-I(48), EndMod-I(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: EM Pulse -- Acc-I(A), Hold-I(50), Hold-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run



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  13. I suggest this.

    10.8 melee defense
    15.8 ranged
    17.1 area
    75% recharge bonus


    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Dark Blast
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Numna-Heal/Rchg(27), Numna-EndRdx/Rchg(29), Numna-Heal/EndRdx/Rchg(31)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Cloud-%Dam(15)
    Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7), Cloud-%Dam(11)
    Level 4: Siphon Power -- Acc-I(A), RechRdx-I(5), RechRdx-I(5)
    Level 6: Siphon Speed -- Acc-I(A)
    Level 8: Increase Density -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(37)
    Level 10: Recall Friend -- Range-I(A)
    Level 12: Speed Boost -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(43)
    Level 14: Swift -- Run-I(A)
    Level 16: Tenebrous Tentacles -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19), TotHntr-Dam%(21)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(34)
    Level 22: Night Fall -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), Cloud-%Dam(27)
    Level 24: Teleport -- Range-I(A)
    Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/EndRdx/Rchg(31)
    Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 38: Blackstar -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39), Dmg-I(46)
    Level 41: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(42), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43)
    Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-Psi/Status(46), S'fstPrt-ResKB(46)
    Level 47: World of Confusion -- CoPers-Conf%(A), CoPers-Conf/EndRdx(48), CoPers-Acc/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/Rchg(50), CoPers-Conf(50)
    Level 49: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 2: Ninja Run



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  14. Great White, do you have the money for all those pvp and purple IOs? They're pretty expensive.
  15. Yes, howl debuffs resistance. It's not worth using against a single target, but it makes a large difference against groups of enemies when you're teamed.
  16. I have both an ice shield corruptor and a perma mind dom which are really good for this. I'd like to help out on the next one you try if I can make it. I couldn't have made your last one since I'm at my grandma's eating lots of macaroni and cheese at that time.
  17. Quote:
    Originally Posted by PC_guy View Post
    ice because it out damages archery DP and AR.
    No it doesn't. Archery has the greatest area damage output of any set except for fire blast.
  18. Quote:
    Originally Posted by BadBad_Girl View Post
    See there plenty of room on cage map.. Just move out of cage and it all yours.
    And then your opponent goes into the narrow corners around the cage and forces you to enter melee range if you want to be in line of sight.
  19. I'm gonna vote against the cage map, but mostly agree with the other ones JK listed. The cage map makes it completely impossible to dodge hurricane, removing strategy from the game and turning it into a rock, paper, scissors match.

    I feel like the cargo ship map favors super jumpers, but I'm super speed so I don't think that opinion carries much weight.

    None of the maps are perfect (office map pretty small, tech lab makes super jump kind of useless) but office/tech/perez/cargo are the closest you can get.
  20. Garent

    The Pinnacle Cup

    Considering how many people we have attending, it's easily doable.
  21. Sort of a non-sequiter, but on my kinetics I changed my transfusion to blue and my transference to green.
  22. Quote:
    Originally Posted by doomrider View Post
    Makes me start thinking about trying to go for damage bonuses via IOs.
    There isn't much damage bonus to be gained from IOs. I'd suggest going for recharge instead so you can perma AM.
  23. They're on the closed beta boards, so no. 30% damage isn't a heckuva lot, but it's more than assault, which a good number of people consider useful even on a solo defender.
  24. I'd say it's trick arrow/electric.
  25. Quote:
    Originally Posted by JamMasterJMS View Post
    How "vigilant" am I really if, when people are added to my team, I incrementaly lose my inherent power bonus?
    That's Gameplay and Story Segregation. No attempt is being made for this separate solo bonus to fit into the inherent's concept.