OneWhoBinds

Super-Powered
  • Posts

    763
  • Joined

  1. Cold Domination/ is a set that is decent for teaming and solo play. However, one third of the set is dedicated toward teaming, (i.e. can't be used when solo) leading to a somewhat different play style when on teams.

    /Ice Blast is a decently strong blasting set (at least, as strong as it ever gets on a Defender.) It's main advantages come in the form of two single target holds, and the secondary effects of -spd and -recharge to all opponents. It's main disadvantage is the lack of a utility AoE - Frost Breath is slow to cast and its lack of a visual effect makes it hard to aim, while Ice Storm isn't an 'Every Encounter' power without a lot of +Recharge in it, and Blizzard is a nuke - a ranged nuke, but still a nuke, which means you have to question if it is worth the end crash on your character.

    As a Cold/Ice, that -Spd and -Recharge are going to be your life. You're main form of mitigation is going to come from stopping the enemies from attacking as often as they normally would. This does have the caveat that you don't have much to do against an Alpha - you slow down their follow-up, but can't stop the initial strike.
  2. They are both AoE Confuse powers. That's really it.

    However, there really isn't a question about which is better... despite the shorter range and alerting the enemies, Seeds win the Confusion contest. It can be made Perma with one recharge and one Confusion SO. Furthermore, it's out of the box end use is nearly half that of MC, with a 60 second recharge. Despite this, they both can hit up to 16 enemies, and have an out of the box Confusion duration of 37 seconds.

    Frankly, the real issue - if anything - with Mind Control is with Mass Confusion. A 37 second AoE confuse power does not replace a pet, and as such, should probably not be held to the same recharge/End Use values that the Pets are.
  3. A note regarding /Energy Manipulation.

    Boost Range isn't a must have power, in most cases. Sure, having your regular blasts have a snipe-like range is nice, but not really necessary.

    However, the sets that deal with a lot of Cones? For them, this is a gold mine.

    More range with cone blasts make it very easy to hit the target caps, which means those powers are that much more effective. So, for any Assault Rifle/Energy Manipulation or Sonic Blast/Energy Manipulation blasters, I recommend taking Boost Range.
  4. The Cottage Rule is basically... Once its in, it doesn't get out. Or, plainly - the Devs are NOT going to remove and replace powers in a set. Not unless they can find absolutely no alternative to balance the set - once it goes live, the powers that make up a given set are set in stone.

    So, to anyone who says 'Power set X would be soooo much better if the Devs got rid of power Y and replaced it with Power Z!" ...yeah, you're SOL.

    It doesn't really apply to these changes - you aren't asking for anything that violate the Cottage Rule. That doesn't mean I think you're going to get it - I think with a reliable way to gain mass-containment would over power the set. But hey, you want more containment? Grab yourself /Trick Arrow and go to town.

    Now, I wouldn't mind seeing Telekinesis changed into a targeted AoE Knockback/Knockdown with some smashing damage thrown into the mix... but even that might be a bit much for the set as a whole.
  5. Basic IO slotting has been discussed.

    As for sets... it depends.

    With 6 slots for a full set, your best bets are Doctored Wounds or Harmonized Healing. Doctored Wounds is better for Recharge, Harmonized Healing is easier on the Endurance usage. Using level 35 enhancements - and not considering adjustments from other sets in the build -

    Harmonized Healing:
    Heal: 26.1%
    End use: 6.66
    Recharge: 4.87 seconds

    Set bonuses:
    1.5% Endurance Recovery
    1.65% Confusion Resistance
    3% Global Heal Enhancement
    1.88% AoE Defense; 0.94% Fire/Ice Defense
    1.88% Toxic Resistance

    Doctored Wounds:
    Heal: 26.2%
    End use: 7.92%
    Recharge: 4 seconds

    Set Bonuses:
    2.2% Terrorized Resistance
    1.26 Fire/Cold Resistance
    4% Global Heal Enhancement
    5% Global Recharge Enhancement
    1.26% Toxic Resistance & 1.26% Psionic Resistance

    Taken in a vacuum, I'd prefer the Harmonized Healing set, for the effect on the power itself.

    As for Miracle or Numina's Convalescence... Unless you're building specifically for some of the set bonuses in those sets, they aren't worth the cost of procuring and crafting them. And I think you would be tarred and feathered if you even considered slotting one of their Unique enhancements into Healing Aura. (Or at least, you should be!)

    I'm not good at Frankenslotting, so I'll let someone else work out how to get the most out of the power with less investments of slots.
  6. Very nice. I like the point of view in this.
  7. I'm asking just as a curiosity, since this saved my bacon a few times just today, but I have to ask if the Vahzilok Zombie AI is working as it's supposed to.

    Are they really just supposed to stand around and do nothing after you aggro them? Sometimes they lumber toward me and make a single attack... and then just stop.

    This never pops up if there's a Reaper, Mortificator, or an Eidolon in the group. But if it's just Zombies? They just ignore as I destroy their fellows, and patiently wait for their own turn.

    Is this just me, or is this actually as their AI is intended to act?
  8. Well, I've managed to get my build close to the Soft Cap (Soft cap when he's got one teammate), without sacrificing too much, or making a build that just drives me to slam my head at the eventual cost. This is by no means inexpensive, but I think it may be viable, anyway.

    What do you think?

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Shadow Punch <ul type="square">[*] (A) Crushing Impact - Damage/Endurance/Recharge: Level 35[*] (3) Crushing Impact - Accuracy/Damage/Endurance: Level 35[*] (7) Crushing Impact - Accuracy/Damage: Level 35[*] (15) Crushing Impact - Damage/Endurance: Level 35[*] (40) Crushing Impact - Damage/Recharge: Level 35[*] (40) Crushing Impact - Accuracy/Damage/Recharge: Level 35[/list]Level 1: Deflection <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (5) HamiO:Enzyme Exposure[*] (11) Reactive Armor - Resistance/Endurance: Level 35[*] (17) Reactive Armor - Resistance: Level 35[*] (46) Reactive Armor - Resistance/Recharge: Level 35[*] (46) Reactive Armor - Resistance/Endurance/Recharge: Level 35[/list]Level 2: Smite <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 35[*] (3) Crushing Impact - Damage/Endurance/Recharge: Level 35[*] (9) Crushing Impact - Accuracy/Damage: Level 35[*] (13) Crushing Impact - Damage/Endurance: Level 35[*] (19) Crushing Impact - Accuracy/Damage/Recharge: Level 35[*] (42) Crushing Impact - Damage/Recharge: Level 35[/list]Level 4: Battle Agility <ul type="square">[*] (A) Red Fortune - Defense: Level 50[*] (5) Red Fortune - Endurance: Level 35[*] (13) Red Fortune - Defense/Endurance: Level 50[*] (17) Red Fortune - Defense/Recharge: Level 50[*] (25) Red Fortune - Endurance/Recharge: Level 35[*] (25) Red Fortune - Defense/Endurance/Recharge: Level 50[/list]Level 6: Shadow Maul <ul type="square">[*] (A) Multi Strike - Accuracy/Damage: Level 35[*] (7) Multi Strike - Damage/Recharge: Level 35[*] (9) Multi Strike - Accuracy/Endurance: Level 35[*] (19) Multi Strike - Damage/Endurance: Level 35[*] (42) Multi Strike - Damage/Endurance/Recharge: Level 35[*] (42) Multi Strike - Accuracy/Damage/Endurance: Level 35[/list]Level 8: Hurdle <ul type="square">[*] (A) Jumping IO: Level 35[/list]Level 10: Active Defense <ul type="square">[*] (A) Recharge Reduction IO: Level 35[*] (11) Recharge Reduction IO: Level 35[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Defense Buff IO: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 45[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50[*] (50) Blessing of the Zephyr - Knockback Reduction (4 points): Level 35[/list]Level 16: Against All Odds <ul type="square">[*] (A) Endurance Reduction IO: Level 45[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 35[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 45[*] (21) Endurance Modification IO: Level 45[*] (21) Endurance Modification IO: Level 45[/list]Level 22: Siphon Life <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 35[*] (23) Crushing Impact - Damage/Endurance/Recharge: Level 35[*] (23) Crushing Impact - Accuracy/Damage/Recharge: Level 35[*] (29) Touch of the Nictus - Healing: Level 35[*] (29) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 35[*] (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 35[/list]Level 24: Dark Consumption <ul type="square">[*] (A) Efficacy Adaptor - EndMod: Level 35[*] (31) Efficacy Adaptor - EndMod/Accuracy: Level 35[*] (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 35[*] (37) Efficacy Adaptor - Accuracy/Recharge: Level 35[/list]Level 26: Soul Drain <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 35[*] (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 35[*] (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 35[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 35[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 35[*] (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 35[/list]Level 28: Grant Cover <ul type="square">[*] (A) Endurance Reduction IO: Level 35[/list]Level 30: Phalanx Fighting <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 35[*] (46) Defense Buff IO: Level 50[/list]Level 32: Midnight Grasp <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 35[*] (33) Crushing Impact - Damage/Endurance/Recharge: Level 35[*] (33) Crushing Impact - Accuracy/Damage: Level 35[*] (33) Crushing Impact - Damage/Endurance: Level 35[*] (34) Crushing Impact - Damage/Recharge: Level 35[*] (34) Crushing Impact - Accuracy/Damage/Recharge: Level 35[/list]Level 35: Shield Charge <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 35[*] (36) Obliteration - Chance for Smashing Damage: Level 35[*] (36) Obliteration - Damage: Level 35[*] (36) Obliteration - Accuracy/Recharge: Level 35[*] (37) Obliteration - Damage/Recharge: Level 35[*] (37) Obliteration - Accuracy/Damage/Recharge: Level 35[/list]Level 38: True Grit <ul type="square">[*] (A) Healing IO: Level 35[*] (39) Healing IO: Level 35[*] (39) Healing IO: Level 35[*] (43) Resist Damage IO: Level 35[*] (43) Resist Damage IO: Level 35[*] (43) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 41: Boxing <ul type="square">[*] (A) Accuracy IO: Level 35[/list]Level 44: Tough <ul type="square">[*] (A) Reactive Armor - Resistance: Level 35[*] (45) Reactive Armor - Resistance/Endurance: Level 35[*] (45) Reactive Armor - Resistance/Recharge: Level 35[*] (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35[*] (50) Reactive Armor - Endurance: Level 35[/list]Level 47: Weave <ul type="square">[*] (A) Serendipity - Defense: Level 35[*] (48) Serendipity - Defense/Endurance: Level 35[*] (48) Serendipity - Defense/Recharge: Level 35[*] (48) Serendipity - Defense/Endurance/Recharge: Level 35[*] (50) Serendipity - Endurance: Level 35[/list]Level 49: One with the Shield <ul type="square">[*] (A) Resist Damage IO: Level 35[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 45[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO: Level 45[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 45[/list]Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]7.5% DamageBuff(Smashing)[*]7.5% DamageBuff(Lethal)[*]7.5% DamageBuff(Fire)[*]7.5% DamageBuff(Cold)[*]7.5% DamageBuff(Energy)[*]7.5% DamageBuff(Negative)[*]7.5% DamageBuff(Toxic)[*]7.5% DamageBuff(Psionic)[*]9.56% Defense(Smashing)[*]9.56% Defense(Lethal)[*]8% Defense(Fire)[*]8% Defense(Cold)[*]9.56% Defense(Energy)[*]9.56% Defense(Negative)[*]3% Defense(Psionic)[*]12.4% Defense(Melee)[*]12.4% Defense(Ranged)[*]13% Defense(AoE)[*]42% Enhancement(Accuracy)[*]32.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]135.5 HP (10.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 13.2%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 3.85%[*]4% (0.07 End/sec) Recovery[*]14% (0.78 HP/sec) Regeneration[*]2.21% Resistance(Fire)[*]2.21% Resistance(Cold)[*]7.5% Resistance(Psionic)[*]5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Crushing Impact[u]
    (Shadow Punch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.1 HP (1.12%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2.5% Resistance(Psionic)[/list][u]Reactive Armor[u]
    (Deflection)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Crushing Impact[u]
    (Smite)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.1 HP (1.12%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2.5% Resistance(Psionic)[/list][u]Red Fortune[u]
    (Battle Agility)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Multi Strike[u]
    (Shadow Maul)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 0.95% Resistance(Fire,Cold)[*] MezResist(Stun) 1.65%[*] 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)[*] 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Crushing Impact[u]
    (Siphon Life)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.1 HP (1.12%) HitPoints[/list][u]Touch of the Nictus[u]
    (Siphon Life)<ul type="square">[*] 25.1 HP (1.87%) HitPoints[*] 9% Enhancement(Accuracy)[/list][u]Efficacy Adaptor[u]
    (Dark Consumption)<ul type="square">[*] 15.1 HP (1.12%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.56 HP/sec) Regeneration[/list][u]Gaussian's Synchronized Fire-Control[u]
    (Soul Drain)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 25.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Luck of the Gambler[u]
    (Phalanx Fighting)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Midnight Grasp)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.1 HP (1.12%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2.5% Resistance(Psionic)[/list][u]Obliteration[u]
    (Shield Charge)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Steadfast Protection[u]
    (True Grit)<ul type="square">[*] 3% Defense(All)[/list][u]Reactive Armor[u]
    (Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[*] 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)[/list][u]Serendipity[u]
    (Weave)<ul type="square">[*] 4% (0.22 HP/sec) Regeneration[*] 10 HP (0.75%) HitPoints[*] 3% Enhancement(Accuracy)[*] 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1423;699;1398;HEX;|
    |78DAA593D972124114867B1644608625044848C212B210212 4B972BBF042B42A55A|
    |1923296572A4E4807A6A40899219ADCF90029F505BC737D04 CB3751DF440D9EA5A1|
    |E4DAA9E2FFA64F9FD37F9FA6A77156B78478754768D1BB5DC 7F79BFB2DCFE9F7A51|
    |768386DB765EF1E1DB92DE915EAAED7964121C4EC28A1D990 5D296B75C77BCEAFF9|
    |F14C5D1EC99E2F6BFB1D57760F47C3C476AF233DD91BD4462 FD6DEF171B776DF1DF|
    |4A4EFF360473A7DB7D7B6D54CBB3380518246DBBD17AEEF1E B85D77709EBAD7775B|
    |E48DA5CD86E30FA4773E03FB5B83DF096E949E614048C0A2D 00F09579E11A20E61F|
    |580D122846D80A6AAAE034C43988AE19C8629F145C27A9E51 2478415506751ADBE8|
    |6C7A95DD2C769B629B35368D809BA1DC8C28BC6C093346EB5 9611AC52384198B823|
    |3368D7CF00A28AF409F5BF2D8CB6793133639650C3805AA82 EC2582650AD9601FE2|
    |9016AA70FF8C34244754722427D03503219B5D75FBBB2E445 5447FE838B3F553A7F|
    |384D9181DC250C48A021382509350CB2496788B104A72484F 16286B7A02A7909052|
    |DDA5F824D37C92693EBBF9A4419826E4D2849750956173237 341FBC9BD65BC262CB|
    |D219C41DE2CE705663F5128FB91F181507C4F58F94C58FD42 88436B73AA8FB922ED|
    |2206A1058D16D216527C15F8A0CEC122AF1AC87303056EA0C 057A1C057A1C877A0C|
    |85D256C54AE5A1C926B49506BA55F3CFACD7DFC615C122CA8 5A561768990F786502|
    |D7AA13C840EE82D0608765F612E52CCD1810AAF04266852F7 895AF7B95EF7995EFF|
    |9568960427A4DA5D7740A6D5CD2421B4386C6E906610AB6B9 A90C37792BF3E6F8F3|
    |14224BFFFCCEBFA1750AED99E3CF4A68150AE5CDF117FA5FC F576BE4167A10067D0|
    |8A2EDE1DB2394C7284F509EA2382807282D94E1B77175EC06 6EE826CA2D94DB2817|
    |98148C8044502C141B258A124389A32451D22859947728C3B FA002EA50|
    |-------------------------------------------------------------------|</pre><hr />
  9. Well, just like it says in the title, how would you go about getting a Dark Melee/Shield scrapper to that long-held goal of 45% defense?

    I'm trying to make a build, but so far, the best I've managed is a range in the upper 30s in defense in all positions.

    While I'm not sure if I'm actually going to try and run all the way to the soft cap, I want to see if it is possible, and how others have managed it. Then I'll decide if its right for me.
  10. [ QUOTE ]
    Can someone give an example of using BG mode? I haven't used it yet myself, but it sounds like any pets in BG mode can't attack at the same time, so are you just sacrificing their damage so they can soak up yours?

    [/ QUOTE ]

    When in Defensive mode, pets will attack anything that attacks you. Or them, I think, but primarily you.

    Of course, this leads to the problem that... your pets are idiots. Even early in the game, they can crush things fast... if they learned to concentrait their fire. Which gives you the situation - do you stay in body guard mode while your pets each attack whichever target catches their eyes, or do you direct them to take on one enemy... and loose your protection?
  11. [ QUOTE ]
    Wow, really? Have you ever played a Storm Defender?

    [/ QUOTE ]

    Honestly, no. Or, at least, not one long enough to get to the really fun powers. Part of that may have been my choice of secondaries - Electrical Blast. I ended up deleting that one by level 8, out of sheer the frustration at dieing more than 12 times in a single mission.

    Of course, this happened over a year ago, which was the same time frame where I witnessed people refuse to team with Defenders, sighting that Controllers are superior in every way.

    Also, keep in mind that my perspective is going to put a lot of emphasis on solo ability. I get maybe 2 hours of play time on any one day, usually less. I suck at building teams myself, and don't want to just wait around to play. From this perspective, having an AT that feels penalized for not being in a team is a problem.

    I LOVE most of these powers. They are the kind of things that really say 'Super' to me. And yet, they feel flat and weak when I actually use them. And Corruptors are only slightly better off.

    So yes... this may just be me. But I really think these ATs need some kind of boost to aid in solo play... because they are going to be used for solo play.
  12. [ QUOTE ]
    Edit : Without having seen a specific comment by a dev I'd say the current implementation of vigilance was to make the point that defenders, as designed, were intended to be team oriented.

    [/ QUOTE ]

    That is a given. But, then again, so were Tanks and Controllers. Blasters may have been, too. And they can all solo quite well. Controllers and Blasters have Inherents that help them no matter their situation; Tanks aren't quite as lucky, but some of them can still make good use of Gauntlet when Solo.

    Defenders do not. Defenders have an inherent that almost never triggers when solo, and (at least in my experience) has very little effect when in teams.

    I honestly like the AT, but it just doesn't ever really feel 'super' to me. And I think that changing the inherent would be the way to go.
  13. Here's a sort of 'rule of thumb' I use when playing Masterminds:

    I always take the second tier single target attack. I rarely bother putting many slots into it, but I take it. It makes the early part of the game go so much faster when I can add just a little more damage. Eventually I stop using it, as I usually have other things I could be using that would be more effective over all, then my weak attacks. I rarely respec out of it, though... I generally find I have nothing I want that freeing up one power is going to alow me to get.

    If I'm playing /Force Fields, I try to work in at least one of the other attacks, and actually slot them as attacks. Otherwise, I would fall asleep at my Keyboard.

    If I'm playing Necromancy/, and my secondary ISN'T /Dark Miasma or /Pain Domination, I try to work in Life Drain, and treat it more like a self heal than an attack.

    If I'm playing Robotics/, I try to have Photon Grenade by the time I can get Upgrade Robot. I slot the power more for Stun than damage. This is may just be a personal indulgence, though... I like to participate in my Robot's massive alpha barrage... and with so many stun powers being thrown about, targets are likely to end up dazed, rather than respond.

    I can't think of any other circumstances where I'd recommend taking more than one of your personal attacks.
  14. The best player suggestion for a Vig 2.0 was to make it more like Defiance is currently, with using each power gives a short durration End Discount and/or Recharge buff.

    I'm not sure if that would be feasible, but it's my current favorite for a new Vigilance.
  15. Well, dang.

    Why didn't this little tidbit come up sooner? You know, like before I rolled up the character, and choose Barrage?

    Oh well, now the question: to reroll, or just tough it out and use a Freespec when I hit Port Oakes?
  16. [ QUOTE ]
    Tier 4 Teleport power to me should have Assemble the Team added to the mix. Very useful and very popular.

    [/ QUOTE ]

    Not gonna happen, no matter how useful it would be. It would invalidate the 42 month Veteran Reward.

    Maybe an emergency exit power, that sends the player and those around him back to the beginning of a mission map?
  17. I'm intending to roll up a /Ninjutsu Stalker. Looking at the options, I want to know how Energy Melee works for a PvE Stalker? I know it remainls lacking in AoE attacks (to say the least), but the only guids seem to be from before the Energy Melee changes.

    Is the new form or Barrage useful to have?

    If so, will I need to pick up Energy Punch to fill out an attack chain?

    Thanks for any tips!
  18. [ QUOTE ]
    I haven't tried Grav but I have been thinking of trying it. From what I've been reading it seems that Grav doesn't really blossom until Wormhole. Is that a correct assumption?

    [/ QUOTE ]

    Pretty much.

    Before that point... you're a Defender with only single-target attacks. They all have some goos secondary effects, but yeah... until you get Wormhole, you aren't going to be controlling much in any way beyond one target at a time.

    Still, it's not all bad. If you're good with your secondary, you'll still be welcomed on teams, and you can even contribute to the effectivness by locking down hard targets.

    Just remember not to use Propel or Lift on the scrapper's target... (At least, not unless you've got them held, too... but if they're held and the scrapper is on them, then you should probably shift to another target...)
  19. Ah.

    Well, to be honest, I haven't teamed my Defenders with any Villains. Nor any Plant controllers, for that matter... and I don't think they've been one a team with a Fire that could actually summon Imps... doubtless because I'm leveling my Defenders more through sheer determination than anything else.

    So, accepting that I've not been on a team with a huge mass of added teammates - I can't really say I notice the effects of Vig even on teams. Of course, this might be because either I'm doing a good enough job of covering everyone, and my Teammate's life bars aren't dropping badly... or we're wiping, and all the endurance in the world isn't going to help.

    I do sometimes froth at the mouth when I read about someone saying they 'never run out of Endurance' on a Defender... while I'm running out of endurance on mine. Even with Stamina and End Reduction slotted.

    Of course, by the same token, I will admit to this: I may just not notice it. I have limited time to play during the week, so I don't often put much time into trying to find a team - I want to play, after all, not just stand around. So I end up soloing a lot. And when I do team? I might just be remembering the points where I actually thought about my End bar when playing. If everything's going smoothly, I'm probably not thinking about it, and simply may not notice that my End use is being efficient.
  20. A Nerf?

    Did I miss something in the last few days? I thought the Dom changes were just taking the damage boost from Domination, and instead increasing the base damage of the Dominator AT. Meaning Dominators are no longer tied to Domination for effective damage - which sounds like a Buff to me.

    Is anything else changing?
  21. [ QUOTE ]
    [ QUOTE ]
    ... but Vigilance is just going to irritate the hell out of me...

    [/ QUOTE ]

    It probably won't, since you'll never notice it's there.

    [/ QUOTE ]

    This.

    Just go in with the idea that the defender has no inherent, and you'll be set. It means absolutly nothing when solo, and you will rarely notice it at all, even in teams.
  22. With Doms getting a buff in the near future, a lot of players are giving the AT another look.

    I know that not being dependant on Domination for my damage has made the idea of a Dominator character much more attractive to me...
  23. As an experienced Corruptor, you can probably guess about 90% of your problems with Defenders. Only Defenders are even worse off.

    Both ATs generally have the same problem: namely, when solo, they have a hard time getting to that survival balance between mitigating incoming damage, and doing enough damage to the enemies in return. Or, in short, both ATs were designed with the idea that they would be hiding behind a meat shield.

    Corruptors at least have the benefit of scourge - as the enemy weakens, the Corruptor's attacks get stronger. Defenders? Nada. Defenders got stuck with Vigilance.

    Vigilance means that as a Teammates HPs decrease, you start getting an endurance discount.

    Yeah, I'm sure you're thrilled, too. An inherent power that is not only nearly useless solo (Except in maps with pets.) but one that is rewarding you for failing at your primary function.

    Both ATs, if you can get them to at least the mid 20s (at least, for most builds) finally achieve the kind of damage to mitigation ratio to really survive solo. But it's a long, hard road to get to that point.

    Blaster, on the other hand, are actually at the other end of the spectrum. They generally have little built in mitigation, but loads of damage. So much damage, that it alone can easily carry them to the late 30s. That's when the lack of mitigation really starts to hit the Blasters - they go from being excellent solo to being very hard to solo.

    Overall, my experience says that the Defender will be the most like what you are used to. The two ATs remain broken mirror images of each other, even in this. Defenders will, by necessity, have to concentrate on Mitigation over Damage. But if you can push them to the mid-to-late 20s, you should finally start feeling safe and even heroic...
  24. OneWhoBinds

    Vet Power Choice

    Go withought, or take? That depends on you. Do YOU feel that you have enough damage to compliment your defneses? If you feel your good as is, then there's no real reason to pick up a Vet Attack.

    On the other hand, if you feel that you need more damage... a vet attack is a free power. You can grab it at any time, and phase it out of your attack chain when it's no longer useful.

    As for which to take? Between Sands of Mu and the Ghost Slaying Axe, Sands is usually the superior choice. It's a cone power, Smashing/Dark damage, and give a small to-hit debuff. It's only drawback is being rooted for 3 seconds for the animation.

    The only time the Axe may be a better choice is when your character's primary damage type is Dark. In that case, having the Ghost Slaying Axe comes with some perks... especially since a lot of the things that resist dark, are the very things that the Axe does double damage against. Still, it's single-target nature and reletivly high End cost means that it's still a debateable point.

    Still, for an /Axe tank, I'd say Sands, hands down.
  25. [ QUOTE ]
    [ QUOTE ]

    Don't expect to move your difficulty off of Heroic for quite a while. You probably won't have the tools needed to survive a group of more than 3 or 4 enemies until after level 20.


    [/ QUOTE ]

    Maybe I'm doing it wrong - but on my current controller (level 9) I set the difficulty to Tenacious for bigger spawn sizes as soon as I grabbed my AoE Immobilize. The ranged attacks on most low level NPCs are pitiful - I drop a few Range TOs into my AoE immob ASAP and sit back beyond the range of most attacks while they die. I'm Plant/Storm and it's working out pretty well. I drop Roots, then if it misses anything I hit it with Strangler and Gale it back into the aoe of Roots.

    [/ QUOTE ]

    In my experience, AoE Immobilizes generate far more aggro then you can really handle without something else backing it up. And you won't always be able to out-range your enemies. some Lost, Clockwork... and about half of Outcasts all can still attack from 80 ft away. Unless you're putting Range enhancements into EVERYTHING... they will be able to attack.

    Then there's the detail that Bosses can generate at Tenecious and higher. And a controller has a VERY hard time taking out a boss in the early levels. Especially solo - which is my primary PoV here.