Quaver

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  1. Quaver

    Self Buffing

    ^^agree with all of the above, also considering that several (I think 5?) defender primaries get some method of status protection/resistance, this would be another unfair advantage over say, blasters and controllers.

    I think the main issue is not having as many tools when solo; consider Empathy. It excels on a team of course, but then solo you have a grand total of 3 powers from your PRIMARY powerset that you can even activate let alone really benefit from. It sometimes makes you feel a bit.....unheroic.
  2. Quaver

    ?/Sonic

    A TA/Sonic will also have much more opportunity to actually *use* all of this above-average damage as they have FAR more mitigation compared to Kinetics.
  3. Quote:
    Originally Posted by Luminara View Post
    -Res is capped at 300%.

    Ooh in that case TA/Sonic sounds very tempting.
  4. Quote:
    Originally Posted by Luminara View Post

    I think TA/Sonic may be one of the strongest single-target builds possible, because of the insane amount of -Res you can stack (60% with TA, from double-stacked Disruption and one application of Acid, or 80% if you're using the Achilles' Heel proc in Acid; and minimum 60-80% with /Sonic, optimally up to 100-120% depending on recharge and cycle times and interruptions to the chain), but TA/Dark, properly built, is nothing short of amazing for AoE damage and not at all lacking for single-target output. I'll know more about TA/Sonic's performance when I get Ultrasonia up to the 20s or 30s.
    I was under the impression -damage resistance was capped at 90%?
  5. Quote:
    Originally Posted by Derangedpolygot View Post
    Make sure not to put the Aegis Unique in a click power. The 20% mez resistance takes time to build up, and requires continuous use to do so. It's best to place it in an Auto or Toggle(one you are likely to run all the time).
    I forgot about that but yeah you're right, waste of money to put it in a click (mine is in Mind Over Body).
  6. Quaver

    Vigilance

    Quote:
    Originally Posted by Luminara View Post
    No, not much. Even if the third tier power were allowed, TA still wouldn't gain any appreciable improvement, and Sonic would have absolutely nothing. If something like this were implemented, it would have to apply to specific powers in each powerset, not be generally applied to tiers.

    Maybe they should just rework Self Destruct, add a "teleport to nearest group of enemies even when affected by status effect" function and let us pop into a spawn and blow ourselves to bits when the poo hits the fan. Heck, if nothing else, it'd at least be more fun and noticeable than an endurance discount reliant on teammates getting beaten down, and probably a lot more popular.
    As long as it's ''affected by buffs/enhancements'' I'd be up for that ;-)
  7. Quaver

    Vigilance

    Quote:
    Originally Posted by LimitingFactor View Post
    Assuming you're replying to me? That's why it would be +Recharge and +Recovery. You'd get to use your powers faster, and your blue bar would recover just as fast. The +Recharge would give you faster endurance usage by letting you apply more buffs, more debuffs, more heals, or more blasts as needed to salvage the situation. The +Recovery would be there to actually make the +Recharge worthwhile, simply by balancing out how fast you'd burn endurance. This wouldn't change how any powers work, but it would give the player more options simply due to making their effective slow-recharging powers come up more often. Make it a sliding scale based on the HP of the defender and their team, giving more of a benefit as people become closer to making out with the floor, and tweak until balanced.

    If you need a thematic reason for it, this might work: Defenders wind up in a state of perfect focus when they or their teammates are in danger, becoming more in tune with the nature of their powers than they would otherwise be. This enables the Defender to use their powers more often and with less of an energy drain when themselves or their teammates are hurt.
    The +recharge makes sense, but the +recovery as well, that sounds a bit too much to me. Maybe -end cost for your primary set, but Blasters might moan that much of the time Defiance isn't as useful if they see Defenders going round blasting like there's no tomorrow and not suffering for it. As of course, most Blasters teamed with a Defender reach their peak performance and could probably use a little more +recharge themself.

    /sidetrack end
  8. Congratulations!! Siege might be fun to try next?
  9. My vote would be dark miasma, powerful for solo as well as teaming, the heal is just about all you have that affects your team directly. Everything else is debuffs/soft controls, with a pet that also takes care of healing. Lots of fun too!

    edit: you get a team stealth too with psi resistance, but it's a toggle.
  10. Quaver

    Vigilance

    The funniest thing is that if we *did* get +recharge/some way to use powers while mezzed etc, during low levels our endurance would be hurting, for most sets.
  11. I have two, one in ID and one in my Epic shield (psychic - Defender), as well as an Aegis mez resistance. All three together add up to 30% resistance to most and it makes a difference. Just the one, you might not notice it so best to go for defence. After all what doesn't hit you won't mez ya.
  12. Quaver

    Vigilance

    Quote:
    Originally Posted by Luminara View Post
    A TA could... Immobilize... the thing which is... already in melee range... pounding on him/her...



    So I could... Flash Arrow... the spawn which I already used Flash Arrow on... fifteen seconds before they mezzed me...

    Yeah, somehow I'm not seeing this proposal as being an improvement over the current Vigilance.
    I would settle for them letting us use Ally Only buffs even while mezzed. Trick Arrow/Dark Miasma would lose out there though...
  13. Quaver

    Vigilance

    Quote:
    Originally Posted by Biospark View Post
    If I may weigh in on this topic, I certainly feel that Defenders need something in regards to their Inherent.

    I see Defenders as the flip-side of Blasters, much as Tankers are the flip-side of Scrappers.
    As such, Blasters and Scrapper inherents are very nice and well suited to their AT.
    Tankers Inherent is thematic, although I am sure Veteran tankers have varied opinions of it.
    At one point (sorry my memory is not so great) Tankers got a slight adjustment to their Endurance costs on their attacks. I dont recall the official stance on why this was done, but I feel that Defenders should have an endurance tweak as well.

    As far as a good Inherent option. I would propose a generic endurance savings based on their endurance bar itself. For example, we could get a endurance cost reduction as we lose endurance 1% savings every 2% used endurance. Theoretically, this would be 50% endurance savings at 0% endurance, but would be less tied to the Powersets, and still be thematic.

    Additionally, Blasters have the ability to use certain abilities while under status effects. I think it would be much more thematic for Defenders to have some ability of this type. Perhaps we could only use our 1st Primary power while under status. This is more wishfull thinking on my part, and may be too powerful, but hey ! I can hope.
    It's not a bad idea, the second point. Not sure about the scaling endurance reduction though, coming from a Kinetics' point of view. Endurance issues for Empathy/Kinetics/Cold Domination are rarely a problem in the end game. On the other hand what use would shields be if they cost 50% less to use but you literally just applied them and unlucky shots got through..? Yes the shielding sets have other tools, but I think the end reduction isn't as necessary as the *speed* at which you can defend. We can get Conserve Power, Catch a Breaths etc if we need endurance, just like the other ATs. During "times of trouble" as Vigilance is supposed to help out in, we need +recharge, or a boost to buffs/debuffs.

    Literally every single one of the suggestions in this entire thread have at some point been raised in the Defender board though..
  14. Quaver

    Vigilance

    Quote:
    Originally Posted by Seraphael View Post
    You're of course correct. My suggestion was playig to he strengths of each AT, it could easily be altered to covering the weaknesses instead. Thinking of it, that sounds more like a defenderish role anyhow.

    As I see it, the three major problems of defenders are lack of status protection, endurance management and damage (worst of all ATs in all three categories really). On the other hand, Tankers has no real weaknesses they need defended. Any suggestions for how such a version might look?
    I would say Tankers' weakness is also endurance, given that most have a fair few toggles and they naturally need to spend more end than scrappers to get the job done, due to lower damage. Have you ever watched a Dark/EM tank slowly go insane from toggle management? :P
  15. Quaver

    Vigilance

    Though I see your point I disagree that a Defender is "supposed" to keep its team healthy. Designed for it yes, but there are parts of the game that naturally you will end up soloing. Of course you don't have to solo, it just feels unfair to expect the entire AT to ALWAYS team. Some prefer to solo, but the powersets available to Defenders fit their character theme etc.

    And...since when was playing this game a job? I play my Defender like a crazed squirrel, constantly obsessing over health/end bars, damage buffs, recharge speed, where my enemies are, and every few minutes I remember the team might want some buffing. Or not. Depends if they're in range...
  16. Quaver

    Vigilance

    That would be good, I'd be happier with the first 2 Primary powers being usable while mezzed and a slight reduction in the -end discount, but might be a bit much for some powersets.
  17. Quaver

    Vigilance

    Quote:
    Originally Posted by Garent View Post
    Actually, I'd say the VEAT inherent is -significantly- more useless.

    I agree but at least it works solo. And by that I mean it's *there* solo ;P
  18. Quaver

    Vigilance

    Quote:
    Originally Posted by Seraphael View Post
    Vigilance is by far the weakest and most useless inherent in the game. Controllers bring as much to a team or more (unless the Defender sacrifices solo ability and goes full support) and is still a much stronger soloist than Defenders. At epic levels, this discrepancy is worsened as Controllers get access to AoE attacks turning them into the dreaded magetanks. Controllers awesome inherent basically doubles the damage they do. All other ATs get strong inherents that often define the AT. Defenders get stuck with an inherent that might as well not exist.

    My suggestion would be to turn Vigilance into something similar to a reverse Kheldian Cosmic Balance. With this a Defender inherent would grant all team members, including him or herself, certain minor bonuses depending on what AT they are. For instance, Tankers would be given resistance/defense buffs, Blasters/Scrappers would gain accuracy/damage buff, Defenders would get recovery/regeneration buffs and debuff resistance, Controllers would get a recharge buff and status effect resistance. The bonuses would stack with each extra Defender in any given team. When solo, a Defender would retain only a single Defender bonus (Recovery/Regeneration and Debuff resistance) only.

    This way, the inherent would be useful in both team and solo situations, thematically appropriate and well balanced. What do you guys think?

    A good idea, however out of the three ATs without standard status protection, Controllers need it the least. The most frustrating thing about Defending is Vigilance (as it is now) working fine, but being stunned/held/slept etc and unable to react no matter how full your end bar is.

    No other hero AT suffers from this as obviously...Controllers rarely get hit, let alone mezzed, Blasters have Defiance and (solo) this is usually enough to live through the fight. So just my tuppence. Good idea though the style of it is very apt.
  19. Quaver

    Sonic/Rad -->

    Remember that Screech also has that -res, so is preferrable over an EPP hold/stun. Screech/Shout/Scream/Shriek is -60% damage resistance. I usually use them in that order as the debuff durations are 12,10,7 and 5 seconds respectively so there's less pressure to chain them instantly if you need a heal in between etc. Also the lower damaging attacks used at the end will also be affected by Scourge.

    Don't forget Siren's Song does a tiny bit of damage so will aggro and the cone is wide but shallow, takes some practice to get a feel for it but well worth it.
  20. Completely agree with justisaur, from a Defender's PoV. Siren's gives you the time to set up Fulcrum, Screech lets you wake them up one by one (and carries the -res too) and then you just blast single target. Easy peasy. If you're going to nuke and there is a boss, just Screech him first and the stuns should stack unless you're unlucky. Also with 3 blasts, cone, pbaoe, stun, sleep and knockback, there's plenty of spaces for different IO sets.

    So yep, definitely try Sonic/Kin! No idea about Pain, and hated Cold Dom with a passion so maybe a bit biased.. ;D
  21. Not an expert on IOs at all but with you taking ID so late it's unlikely the extra resistance is really going to help your teammates, it would be a good place to stick the +3% global defence IO (steadfast protection set, iirc).
  22. Depends on the Lts., high lethal resistance = bad for Rain of Arrows, with Ice giving you -recharge = more personal safety. Kinetics is a hard set to "farm" solo with on a Defender, one mez and you're down.
  23. After playing a Kin/Sonic Defender to 50 and then making a Sonic/Kin Corruptor I did notice a difference in damage at low levels, the Corruptor was faster. I also found Scourge to be a bit irritating when it finished off a target and I needed to use Transfusion asap.

    Also played an Elec/Elec Blaster to 50 and yes, Elec Blast (imo) is one of the weaker blast sets, even for actual Blasters.

    I would wait until we know more about Going Rogue, your Kin/Elec might be able to be shifted to a Corruptor version anyway..?
  24. Quote:
    Originally Posted by Amy_Amp View Post
    The problem is Dark only offers two powers at best that really help Kin.
    True, but if you have a tight build it could work. I'd recommend Psychic > Dark > Power > Electricity personally.