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I have an Ice/Therm troller (Igloo Summer), they are very competent team builds...not so much on the solo side. Ice has a good mix of soft and hard control. Thermal has a bit of everything: shields, buffs, debuffs, heals, and a rez ally. No real considerable damage until Jack and epic pool though. Can be a little end heavy, but I find that to be true of all my controllers...so, YMMV.
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QR
Just throwing this out there, but it seems like you are focusing more on the primary. Secondaries, and the extent to which they synergize (or don't synergize) make a big difference on your enjoyment of a character. Perhaps moreso than your primary, as your secondary will be the more "active" powerset (in terms of clicks at least). I'd suggest using the character builder screens to go through all of them and see which you like visually, and then pair it with a primary you're comfortable with. Extra mitigation is cool too, if you're worried you might be on the low end somewhere.
In terms of primaries, I think most people would agree that layered mitigation is best. If you can build for defense, resistance, and regen/+hp, you should be golden (2/3 is good too). If you have access to a self-heal, even better. Any primary should have at least one of those, and power pools can get you into another, though IOs are typically used to really get significant amounts of defense on a resistance based set. With SOs, your best bet is probably Invulnerability (S/L resists, defense, +hp, and a heal). Dark Armour is good too, though you will likely have endurance issues on SOs.
Put it together and what do you get? Inv/(fire, ice, war mace, stone?), DA/(fire, ice, war mace, stone?).
For me, personally, when I am not the tanker, I like just about any tanker with two exceptions: willpower - this was more of a problem when WP first came out, but I've found it too easy to pull aggro off of a WP tanker, getting myself, or other teammates killed, while the WP boasted about how tough he was... - and stone armour. Stoners are sooooo slow, the safety they bring to the team sometimes gets abandoned in pursuit of steamrolling. My biases don't stop me from inviting those two to my teams, nor from joining teams led by those two, I'm speaking purely from a level of enjoyment. When I first join a team and see the only tanker is a WP, I get a little nervous and check out the rest of the team to see who will really be getting the bulk of the aggro. When I see a stoner I'm not nervous, just...if there's no +speed on the team, and the stoner isn't IO'd...it will be a long mission. Inv, Ice, Fire, DA, and SD are all excellent at keeping aggro, and setting a great pace. With one of those on the team, I get anxious to get going and see just how good we can be.
YMMV -
Quote:PuGs. I'm not sure who, or what, YOU'RE teaming with or fighting against, but <10 seconds for a spawn isn't typical for me. It can, and does, happen, but not anymore frequently than the 11-30 second spawn. Certainly not enough to claim that is almost always the case. Leaving the animation times aside for a moment (I'm not a numbers guy), EVERY toon I have, has been on a team where he has cycled through his attack chain more than once on the same spawn. And I really doubt any of them have a 4 second attack chain.Build Up animation: 1.17 seconds
Incandescent Strike: 3.3 seconds
Radiant Strike: 1.07 seconds
Gleaming Bolt: 1 second
Solar Flare: 2.1 seconds
= 8.64 seconds of animations
How do you get single targets to stay alive for more than 5 seconds at a time while on teams in order for your melee combo to be relevant? The animation time on IS+RS alone is as long as the animation time on Propel in the Gravity powerset, and on teams I almost NEVER managed to land a hit on anything using Propel because the target was almost always defeated before Propel could finish animating (over a leisurely 3.5 seconds) ... even against Bosses. -
Quote:I have a lot of respect for you Dechs, as such, I expected better. There will always be a top performer for any measurable criteria you can come up with, and it will will always be a non-Kheldian. This isn't new, and it's a horrible way to show how PBs could use a buff. Example: Ranged Damage. A PB built purely for ranged damage will never be as good as a Blaster (possibly ANY Blaster even), but it will probably be better than almost every powerset from most other ATs. How is that in need of a buff? Example: Damage Mitigation. A PB built for defense/resistance/heal/regen (traditional damage mitigation methods of meleers), will never be as good* as a scrapper (*higher res cap), brute, tanker, etc. It will be better than almost every powerset from most other ATs. How is that in need of a buff? Sure, most PBs are built to be a "jack of all trades", and so aren't quite so ahead of the other ATs, but still. The simple task of joining a team can sometimes make a bigger difference on PB performance than how its powers are slotted.I know a PB can be built to do pretty well. But no matter what kind of build you come up with, your results would have been far more effective put into any other AT. The comparisons we're making are only with the intention of seeing Peacebringers buffed.
Do high end IO'd builds bring most other ATs (if not most powersets) closer? Probably. But at level 6, when my unslotted Nova is making every single blaster weep...kinda hard to worry. Or at level 22 when my SO'd Dwarf is looking better than most non-exemplared tanks?
So, just so we're clear, why EXACTLY do PBs need a buff? Because Warshades are more awesomer (while true) is not the answer I am looking for. And to be clear, I really am looking for that answer, because I would love to see some love for PBs from the devs...I just can't figure out the justification for it. I need help from people with much better understanding of the game, and math skills to back it up. Someone summon Arcanaville
[edit] I see Smiling Joe has stepped up already, glad to hear it Joe.
[2nd edit] A thought just occured to me: Dechs comparing PBs to "every other AT", is actually a compliment to the PB. I can't think of any other AT that gets that treatment as regularly as Kheldians. Though, to be fair, I don't spend as much time in some AT forums as I do here, so I might've missed those threads for those ATs, whichever they might be (MMs? VEATs?) -
Quote:I would be happy if people on both sides of the "they're fine" / "they're not fine" debate would start using something other than hyperbole to back up their claims, as that's probably the REAL reason the devs haven't made any significant changes to Peacebringers outside of the Kheldian buffs in i13: no proof of a problem. I have a biased memory: I only remember the devs looking at problems the players were able to point out and prove existed, or they were able to find on they're own. I don't recall them ever looking at something just because some people SAID there was a problem. Maybe in Beta...hopefully in Beta...We're not asking for Peacebringers to be made into a "superior" powerset. We're just asking for Peacebringers to be more effective. Right now, Peacebringers blast like a Defender, heal like a Tanker, tank like a Scrapper and scrap like a Blaster.
It's nice that you enjoy playing your Peacebringer. I know I do. However, I'm NOT blind to the AT's shortcomings, the fact that Peacebringers are frustrating to play solo, and don't actually bring all that much to teams apart from "Versatility", a versatility which frankly is not needed.
I especially get frustrated when someone comes into a thread, says "Hey, it's all good, Peacebringers are just fine as they are" when no, no they're not just fine as they are. That attitude is why no developer had seriously looked at Peacebringers for five, six years.
I would be happy if Peacebringers could make it to the *middle* of the pack in effectiveness. Right now, they're near the bottom.
All I've seen in this thread, and every thread where Peacebringer performance has been brought up, has been anecdotes. If Peacebringer performance is lacking so bad, it should be measurable, and demonstrable. Where are the numbers to back up the claims? I think I know where they are...they're hiding, because any numbers showing Peacebringer performance will ALSO show Warshade performance, and NO ONE wants to nerf Warshades. Historically, that has been an option the devs have employed to affect balance as well. ((Specifically, I mean numbers like the scrapper secondary analysis, that showed how and why SR was lagging. There have been numbers posted in this thread and others, but nothing that's encompassed "performance", just some powers comparisons.))
Do Peacebringers meet the dev "standard performance level" (whatever that might happen to be)? Probably. In the hands of a competent player? Definately. In the hands of a highly skilled min/maxer, with all available resources? Beyond a resonable doubt, yes. Are they on par with X, Y, or Z? I have no idea, I'm not even sure if that's a fair comparison. There have always been powersets that players have felt underperform. There probably always will be. I have no problem with the overall performance of my Peacebringers. i13 made things a lot better, and I was fine with them before that even. IF they were buffed again, I'd be ok with that too! There are certainly some aspects that I would like the devs to change (shapeshift animation times, photon seekers, KB). Would I (or any of you) cry if Warshades got a suplementary nerf at the same time as Peacebringers got a buff, to bring the two closer to some arbitrary "standard"?
I know I know, I didn't post anything but hyperbole...what did you expect? This is a Peacebringer performance thread -
AR with Boost Range, is a thing of beauty. Full Auto > Flamethrower > Buckshot before the spawn even gets to melee range on me. The KB from Buckshot pushing back the fastest runners, in time for...Ignite! Fear > Aggro
. Slug to finish off the boss. Oh! Look! All those powers have recharged for the next spawn.... What's that? Some of them don't try to run into melee? No problem, M30 has huge range, I'll just push them into the next spawn for the next rinse and repeat. I feel sorry for melee members of my team, trying to beat my bullets to the spawn
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In all seriousness though, AR could use some lovin. Not something I would put forward as Worst of the Worst though. Not with Electric Blast around.... -
Quote:You could do what I did: take Acro until you have the inf built up to buy your IOs, then respec out. Downside: Acro eats a TON of endurance, and you'll already have other endurance heavy powers. Upside: no KB, ever...until you run out of end and your toggles drop, but then KB will be the least of your worriesI've never had more than 1 KB Protection IO in a toon. I may just pick up Acro when I can. It upsets me that I need to pick up 2 powers from Leaping before Acro opens up. I'm a ninja runner so most of my toons skip a travel power. Acro will force me into picking up Super Jump. So as I ramble about the leaping pool, 3 -KB IOs doesn't sound too terrible... This is turning out to be a very tight build so "wasting" 2 powers may not be optimal. Decisions decisions...
I've been immob'ed, among other times, when facing off against a team full of Council and all the Galaxys decide to spam their immob.. Upside to the -KB IOs: they fit in powers you'll already be taking, at the optional cost of putting one extra slot in those powers. Like Dechs I have 3 of them for mag12 KB protection, and I still occassionally find myself on my backside - technically I can only tell because I can't activate a power
, there's usually so many effects on or near my toon that I can't see myself.
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Quote:I suspect that the bigger factor in your perceived survivability discrepency is due to your primaries. Dual Blades will have a significant AoE advantage over Dark Melee. Your secondaries both thrive when surrounded by enemies, but Dark Melee isn't particularly great at dispensing with them efficiently. Shield Defense has higher defenses, and higher resistances (potentially), but allowing enemies to stick around longer gives them more chances to get lucky and two shot you. Willpower is more vulnerable to alpha deaths by comparison, where the incoming DPS is too high for their regen, and their defense and resistance isn't high enough to reduce the DPS enough to give them time to get past the alpha volley. This is essentially the old SR vs. Regen debate, just complicated more with the newer sets' layered mitigation. Is it better to rarely get hit, or just regen hit points than the incoming damage takes away? Short answer: it depends. Long answer: it depends on a lot of thingsWell I suppose to some degree the debate isn't always going to be equal as my builds are strictly without purples nor hammi O's.
But I do think in late game Psi resist is worth mentioning.
I will say without purples and hammi's my DM/Shield is far inferior (numbers wise) than my DB/Willpower.
DB/Willpower:
Defense:
- 35.7 Melee
- 21 Ranged
- 16.9 AoE
- 45.7 Smashing/Lethal
Resists:
- 50.1 Smashing/Lethal
- 29.7 Psi
Recovery= 235%
Regen= 578%
Recharge= 112%
The ONLY categories that my DM/Shield dude is beating is:
Defense:
- 45.7 Melee
- 45.2 Ranged
- 42.2 AoE
To reach these numbers in defense, you could say I sacrificed Resists, as they are about 20 % lower than the Willpower toon for S/L.
As well the Willpower toon has nearly twice the regen (shown above) than my DM/Shield toon.
I either made a huge mistake in my DM/Shield build, or as I'm suspecting, they aren't even close..... ????. In this case, your primaries are skewing things in favour of WP. If you had DM/WP vs. BS/SD (to keep with the sword theme), I think you'd be saying the opposite of what you are now. *shrugs*
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Flashy eh? I'll second the suggestion for Martial Arts, I'm not sure if there IS a sexier power set in terms of animations.... Dual Pistols is definately flashy, though I prefer the pure daisy-cutter sounds of Assault Rifle...I feel like I'm in a cheesy 80's action movie whenever I play mine
. Also, try playing around with the the colour palette for whatever power sets you end up going with. /Dark/ (anything dark) can start to look very...dark (creepy) IMHO.
WB! -
Quote:If the spawns are close enough, and the team is capable, I will often intentionally aggro that 2nd spawn with fireball and/or taunt, while sitting in the middle of the first spawn with death shroud, combustion, fire sword circle, and taunt. Works especially well if there is a controller or dominator on the team to help ensure the 1st spawn stays put. Basically constantly re-prioritizing the top 17, but effectively keeping 34 at least moderately interested in me...I know, I am such a flirt...Slight correction: The number is actually 17.
To expand a bit: There are ways that you can play with aggro. I did some extensive testing in an old freakshow map set to x8 with my tank and learned a few things.
You can have more than 17 enemies on your aggro list, but only the "top 17" will be allowed to attack you. I would jump into one spawn of enemies and aggro the whole group, then jump to a nearby spawn within range that the first group would follow. Some freakshow followed me, but many went back to their original spawn point. As I killed freakshow, however, those from the first group came back to me, without any actions by me. They were still aggro'd, but not allowed to attack until the others on the list were "removed."
This list is sorted, giving higher ranked enemies priority. If you are over your aggro cap, there is comfort in knowing that only the minions will stray from you and attack your teammates. The bosses would consistently follow me from group to group. Those left behind were always minions. This is very bad, however, when the one minion who strays is a sapper.
The list is also prioritized by who you have recently attacked. If you don't cause damage to an enemy when you are already at the aggro cap of enemies you have damaged, no amount of taunting will cause him to attack you.The AoEs tend to make short work of the minions anyway, so after a couple of volleys the two spawns are really just one spawn of LTs and bosses and any minion who got lucky ;D
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Yes and no. There is no difference in mitigation between 45% defense (aka soft-cap) and 105% defense (random number pulled from my jelly bean) in typical game play (tower buffed Lord Recluse maybe, but I really doubt you will be facing him solo with any serious expectations of long term survival). Until defense debuffs start to kick in that is. Yes, SR has 95%+ ddr (defense debuff resistance), but a dozen or so Cimerorans whacking away at you will eventually drop you out of the soft-cap if you started at or very near 45%. If you started at say 50%, you have that much more of a buffer before you have to worry about cascading defense failure (the more often they hit you > the more often they debuff you > the more often they hit you > etc etc.) I certainly wouldn't go out of my way to get to much higher than 50% though, and on my DM/SR I even settled for 44.7% melee defense, as DM has -tohit in its attacks, which is essentially like +def. With FM as your primary, your secondary mitigation is +dmg, so as long as you're confident in your ability to defeat potential threats faster than they can debuff your 45% you should be fine.
Such is my understanding at least. -
Servers are coming back up as I write this.
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Quote:While I'd argue that the percentage difference in DPS taken IS more meaningful than the percentage of enemy damage output that was mitigated, there's nothing wrong with BunnyAnomaly's math. BunnyAnomaly understands the facts of the situation just fine. I believe it's only on what the facts MEAN to actual game play that this can rise to anything more than a semantic disagreement.
If you calculate survivability in immortality line terms, as damage recovery / (1 - damage mitigation), I think it's a matter of whether you think your PERCEPTION of increased survivability will more closely match the absolute increase in this survivability number, or the percentage increase in this survivability number, or fall somewhere in between. I personally think my perception will more closely follow percentage increases. I believe that regardless of what survivability I have now, if I double it (based on the formula above), I'll feel like I've gotten the same amount more survivable.
As an example, if I can survive one boss now, and I make some changes and can then survive two bosses, I think this will FEEL about the same as if I can survive one AV now, and I make some changes and can then survive two AVs. The second case has a much greater increase in absolute terms (damage output of an AV vs. damage output of a boss), but the same in percentage terms.
But as a counter example, if player X can survive one boss now, and they make some changes and can then survive two bosses, maybe this will FEEL about the same to them as if they can survive one AV now, and they make some changes and can then survive one AV plus one boss.
Neither way of looking at it is wrong, because it's only about how people PERCEIVE survivability increases. I care about percentage increases in survivability. Player X cares about absolute increases in survivability. For me, double the survivability is double the survivability. For player X, adding a boss is adding a boss. Both are right.
Like I said, I am not a math expert. I do see, now, what led to my initial conclusion. BunnyAnomoly started by looking at damage OUTPUT of a critter (100dps), and not damage received by the player (50dps after factoring critter's 50%tohit chance). Then applied defense increases.
Most calculations I have seen on the subject focus on the damage received by the player at increasing levels of defense (which BunnyAnomoly had also admitted would "reduces your received damage by a greater amount than 16%").
Interesting way of looking at it BunnyAnomoly, sorry for calling your math into question, I just didn't "get it" at first. -
Quote:Right you are...ok:You are violating the rules of not being able to have the same AT twice.
I think I would do a level 40 MA/SD scrapper (my main) and level 10 Rad/DP defender. Fully slotted Shield Charge with a RA (self - heal means no medicine pool yay!), AM, RI, and EF, plus a pistol attack for extra coolness. Yes, I will!
Level 4 Peacebringer (Luminous Aura is essentially the same as Invulnerability for Scrappers in terms of powers to level 4) -
Quote:I'm no math expert but 5dps/21dps != 16%, closer to 25%. At 5dps you are taking roughly75% less damage than you were at 21dps. Or, at 45% defense, you get hit 75% less often than you would at 29% defense. BIG difference. There are numerous guides to defense on the boards (I'd recommend those done by Arcanaville and Dechs Kaison specifically) that will illustrate this far better than I can.... not this again. With some small hesitation...
Wherever you put the defence it mitigates the same amount of damage/second (unless past a cap). That amount as a proportion to your presently received damage is going to change, however, dependent on where you are with your current defence. At nearly the soft cap, it might halve the received damage from what you were taking before, but the quantity of damage you are taking less remains static. It remains as 16% less damage of the incoming damage.
Depending on semantics, and I disagree with you. It mitigates the same amount of incoming damage, but it reduces your received damage by a greater amount than 16%.
Let's say you have 100 dps incoming.
With no defence you are taking 50 dps.
With 16% defence you are taking 34 dps.
The amount mitigated is 16% of your incoming damage.
Same situation, but exactly 16% away from the soft cap.
With 29% defence, you are taking 21 dps.
With 45% defence, you are taking 5 dps.
Once again, you mitigate 16% of the incoming damage.
As you can see, regardless of where you are in defence right now (okay, excluding the cap), so long as 16% of the incoming damage > the regen amount, you should take the defence. There's a further benefit to the defence that it also potentially protects you against debuffs.
This here is your answer.
21-16 = 5, but that's not the same kind of math (percentages are fractions x/y). -
Level 4 Invulnerability Scrapper (you'll need to take a Secondary Powerset at some point anyway for levels 4,10,16,etc, unless your plan is to take tons of pool powers)
Level 6 Dark Armor Tanker
Level 12 Radiation Emission Defender
Level 16 Regeneration Scrapper
level 12 Fire Blast Blaster
VERY good resists, Absurd Mez Protection, very good recovery and regen, very good debuffs, and good damage (if not many attacks). Probably couldn't defeat an AV solo, but could tank several at once quite easily (2 Dull Pains!). -
I like the idea of expanded power pools, but I have some reservations about your proposal.
First, some of the powers seem to mimic what is currently available in the Epic Pools. That is a big no-no. Why take the epic pool power at lvl 41+ when you could get the same thing at lvl 26? Second, while definitely a minority, Kheldians ALREADY HAVE TOO MANY POWERS. This is would only further handicap them. Other builds can get pretty tight for power choices too. This seems to only benefit ATs/Power set combos/builds that already have a lot of flexibility in terms of power choices, and don't really have any better choice available.
I'd rather see an entirely new power pool. Or, an alternative tier4 power (mutually exclusive with the current tier4) for each pool. -
The following is my experience with two "quad" form PBs, and a human only.
Pulsar: never, ever, ever taking this power ever again. Tried it once, respec'd out of it. I get better mitigation (solo) from the KB in other powers.
Solar Flare: like most people, I wish this was KD, not KB, but...it is what it is: decent damage, and good mitigation. Proper positioning can eliminate some of the headaches this power causes (bounce em into walls, or hit ranged enemies into areas of control). Timing can also be a good tactic: Tank just died, aggro is about to scatter after your teammates, and you need a moment to go Dwarf. Solar flare, shapeshift, dwarf flare (anything not sent flying by solar flare probably isn't a minion, and you want to keep em close by), taunt. Team should be fine.
Human form ranged AoEs: on my human only PB I took the cone, otherwise I skip them.
Shields: I took the first one, ignored the rest (even on human only). Between team buffs, and the bonus you get from Cosmic Balance, and the self heals, I've never really felt vulnerable. Plus, there is always lightform.
Lightform: awesome power, awkward to time its use though. Depending on the team, I might never use this power, or I might use it as often as it is recharged.
In terms of slotting....there IS "optimal" slotting, but we're a pretty lax board, slot the powers you want/like, and sacrifice slotting on what you feel is expendable. For me, that was the shield, the ranged attacks, combat flight, and to a lesser extent the dwarf attacks. Fully slotting heals, human melee, and nova AoEs.
Edit: just for clarification, traditionally Lightform hasn't been considered a form in and of itself (doesn't come with its own powers, like dwarf and nova). It's just the ultimate expression of your human form (uses the same powers). Your "quad" form is just a tri-from. -
I know this is the Blaster forum, but...have you considered a Kheldian? Guaranteed you won't find them very repetitive.
I only have two pure blasters to base further comments on: Sonic and Assault Rifle (both paired with Energy Melee). Sonic is good, and generally welcomed on teams for the debuffs. The noise gets a little tiresome though. AR I love. So much AoE mayhem. I know people like Archery, but what they really like is Rain of Arrows. Which is just a derivative of Full Auto ;D the original crashless nuke! -
Any teammate is a good teammate in my book. If they invite me, or accept my invite, they are worthy
. I've only ever kicked someone for going on a prolonged AFK and they were still inside a completed mission. Otherwise, the more the merrier. We were all newbies once. Heck, I even teamed with someone who didn't speak the same language as anyone else on the team...that was a challenge!
Unlike some of you, I am OK with having the same AT, or even powerset(s), on my team. There is something...sexy...about having two Martial Art scrappers on the same team. I've even caught the rest of my team drooling at us as we played ping pong with Crane Kick. Ah, power twin, I miss you...
I do get a little competitive with my power twins though, but it's all in good fun. -
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/Fire's strengths are AoE and DoT. When it comes to AVs, focus more on your DoT (damage over time) attacks. You won't see any BIG numbers, but your actual total damage will be fairly significant. DoTs have the added benefit of "sticking" on phased targets (provided they're applied before the target phases).
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QR
Dark/Fire here. I play the same way regardless of the skill level of the team I am on: lead the fray (first one to engage a spawn). In tightly grouped spawns I will aggro a second, or even 3rd spawn. Until we start dying. Essentially I just look for what amount of aggro the team can handle. On strong teams, where people are more likely/capable of soloing spawns, I keep an eye on the squishies - so I know who to expect to be near me, or off by themselves. I push the pace (often beating superspeeders), even at the risk of running out of endurance
. When there is a teammate with some kind of taunt as well (aura or power), I will try to "pile on" spawns as well. Enemy types, and levels, matter, but it's pretty rare that we can't handle 2 spawns at a time.
In terms of actual combat tactics, it goes something like: AoE, taunt south, AoE, taunt north, AoE, taunt west, single target attack on strong enemy (boss, etc), taunt east, AoE, single target, etc etc etc. moving around to keep as many enemies in my aura as possible. Nothing "fancy", but pretty effective. Never had any complaints anyway, even when I didn't join as the primary tank. Fire's got a good mix of PBAoE, and ranged AoE (Pyre epic pool too), so it's not uncommon for me to pull aggro off of other tankers/brutes. Psi damage proc in taunt helps too.
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Quote:To be fair, the redside ATs (in general) seem better at soloing than blueside ATs (thinking particularly of the traditional blueside "squishies" - there is a reason they got that name). So this is in product of what the classes are capable of (especially at SO level slotting), and not necessarily player skill. A blaster might run off and solo ONE spawn, but it's pretty rare to see him/her do it non-stop (I don't think I ever have). There's also the blueside vs. redside player population discrepancy: way more players blueside = way more PuGs blueside = way more playing to the lowest common denominator: stay safe, follow the tank. 99% of PuGs will be successful blueside with that tactic (made up percentageThe great thing about villains and their players is that no matter what it's very easy
My teams start at +1/x8 and I raise the diff until people start dying a bit. If we get a death per mission at +2/x8, that's good enough for me. If we are a bunch of MMs, brutes and corruptors and we jack it up to +4/x8, I bemoan the lack of higher difficulty and accept my sad lot in life. It seems that redside, death means you bit off a little more than you could chew and you learn from it. Blueside, death means someone wasn't following the tank and it's time to piss and moan about it
One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank). I don't think I know of another tactic that is nearly so consistently successful (blueside). Granted, who/what tanks isn't always a tanker - even blueside - but the tactic remains. "Let the person capable of handling the spawn's alpha engage first."
I do look forward to discovering new tactics with my red/gold/blue side teammates though.