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Posts
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Quote:Look at it a different way. It takes 3 seconds to summon the sentinel, and in the time that it's up it will attack 16-17 times (I haven't tested this). Since each attack does about as much as charged bolts, voltaic sentinel is about five times as much damage as your normal attacks, depending on the situation. The drawback being that you can't control what it attacks.voltaic sentinal is ok for some minor added dmg, but with a duration of 1 min before resummoning, it gets quite tiresome
I'd suggest rearranging the power picks so that voltaic sentinel can be grabbed at an earlier level and slotted up. If that's not possible, then you can't go wrong with hasten. -
Quote:That would make sense IF the developers wanted to shorten the gap between low damage blasters and high damage blasters. Systems for diminishing returns like this one are actually already present in a few areas of the game such as enhancements and recharge equations.Let's change the perspective on the issue shall we? Let's look at blasters for a second. How much sense would it make if the blaster inherent made it so that the faster your blaster defeats things (due either to increased player skill, higher character level, or to the slotting of beneficial IO set bonuses) the less overall benefit defiance gives.
In fact, there are already some inherents that act in a way like that example (though in a much less severe way). Scrappers can one shot minions with their more damaging attacks, making criticals useless in that situation.
I actually agree with you that it should be fixed. I'm really just nitpicking on your reasons for it. I also don't agree that it -needs- to be fixed, but it's a really bad idea to get into a debate over wording and/or achieving zen with the developers' decisions so I'm not getting into that. -
Area attacks are an extremely good place to put procs.
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Quote:Losing a teammate isn't a penalty?If you want to be "realistic" about it, a DEFENDER, that lets a teammate DIE, has failed at being vigilant and should actually get a penalty of some sort.
Kheldians and half of the Stalker inherent. -
If you're looking to throw status effects all over the place, that combination is probably the best. If you're simply looking to neuter enemy groups as effectively as possible, you might be better off looking at dark miasma (a cone fear, single target hold, two different area accuracy debuffs) or the specific combination of storm/dark (area knockdown, two area disorients, a very large area accuracy debuff).
As for secondaries, you should take a look at psychic blast. Most of the attacks have mezzes as a secondary effect, and the area attacks have large debuffs with one of them having knockup as well. -
QR
The basic suggestion of making defenders an archetype that has near infinite endurance is cool, but as usual I disagree with the reasoning behind the complaints with current vigilance. In this case the reasoning seems to be: "It's cool having infinite endurance when my team is in trouble, but when everything's going fine I don't seem to have enough" To rephrase this, this is basically saying "I want to do better in the situations in which my team is untouchable"
I think in this case the complaint is one of general annoyance, and not of archetype balance. If that's the case though, then it needs a solution that reflects it. If enough people are annoyed by the binary nature of vigilance going between doing nothing and making it so you can spam all your powers, then the solution is to make the curve smoother. Have vigilance give a small boost based on number of teammates and max out at a significant, but not ridiculous, value if a teammate is dead. -
It has gigantic resistance to psionic damage.
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Quote:It's the same damage as a tier 1 blast actually with only a slightly slower activation time.And Dominate has similar base damage to a defender Tier 2 blast
Not that I'm disagreeing with your overall point. My storm/energy dropped power burst and uses dominate as his third blast. -
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The way it's -supposed- to work is that the pet inherits your power boost, but it also inherits the fact that that power boost is going to expire in a few seconds. The only pet-type power in traps that could potentially benefit from this is seeker drones, assuming that they properly inherit buffs.
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I'll agree with that. We've been trying for awhile to get hami raids going again on the server and it just hasn't happened.
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I'm gonna agree with Hawkwood. Assault rifle has a lot of area damage potential, and I think you have enough flexibility with the build to be able to take advantage of it without sacrificing AV killing power.
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Quote:I'm the opposite. I wish I could turn my corruptor into a defender. Most of his damage comes from procs in the area attacks, so I'd be gaining much greater defense while taking a loss in single target damage. I would definitely miss the scourge-tastic ice storm though.If they ever proliferate a Force Field Corrupter, I'll definitely be playing a heroic one, and never look back at Defenders again.
Edit: Crud! I'd lose my awesome spirit sharks attack if he was a defender. Forget everything I said. -
Ah, February 3rd. That's not going to work for me unfortunately.
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This one was pretty tough. There's probably someone on here who has suggestions for ways to improve this, as I'm not very confident in some of the slotting decisions I made.
To answer some of your questions, I'd suggest not relying on the to-hit debuff of seeker drones. It won't help much against AVs, and you can't guarantee that all enemies will constantly be under its effects.
You probably won't be able to solo AVs with this combination, but you should have no difficulty duoing them and I'd say you should have no problem going into melee range of most enemies for soul drain.
defenses:
melee-37.5
ranged-47.1
area-46.8
recharge- 43.8
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mercenary Scrappy: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50)
Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(7)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(33), Numna-Regen/Rcvry+(33)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Acid Mortar -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/Rchg(13), RechRdx-I(15), Dev'n-Hold%(15), Achilles-ResDeb%(17), Ruin-Acc/EndRdx/Rchg(17)
Level 10: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
Level 16: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36), FrcFbk-Rechg%(36)
Level 18: Health -- RgnTis-Regen+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
Level 22: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(23), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/EndRdx/Rchg(25), SipInsght-%ToHit(27)
Level 24: Boxing -- Empty(A)
Level 26: Trip Mine -- Erad-Dmg(A), Erad-Dmg/Rchg(37), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 28: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
Level 30: Sniper Rifle -- HO:Centri(A)
Level 32: Flamethrower -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(39)
Level 41: Oppressive Gloom -- Acc-I(A)
Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45)
Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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The only reason SOME controllers do a lot of damage is because they take advantage of their powerful epics and the invention system. Before level 40, the average defender does more damage than the average controller. Changing the damage modifiers would probably throw levels 1-40 out of whack without significantly changing the relationship between high end level 50 defenders and controllers.
Also, I disagree with the idea that defenders and tankers need to be more damage efficient than blasters and scrappers. Consider a situation where the entire team is at 0 endurance and is attacking using only the endurance gained from their base recovery, which can easily happen at lower levels. If tankers and defenders had better DPE under this situation, then they would be dealing more damage than the scrappers and blasters. -
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I'd be willing to try this. Not sure who would be most useful for me to bring though. I know what's useful for a blueside raid, but not sure on this. I'd probably bring my mind/thorn permadom.
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You could pretty easily take out one of the accuracy enhancements in benumb. You really need to max out sleet's recharge too.
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If it works the way it should, then power build up will only affect those powers if you used power build up and then summoned the object. The object's PBU would go away at the same time yours did.
In other words, pretty useless in acid mortar and force field generator, but potentially VERY good for seeker drones.