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Posts
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Quote:I play between 2x default distance and max zoomed out, depending on the map. This means I often miss minor details like the sex of the AV we are fighting (my friends harass me on that one in particularFor any archetype that needs to have a full view of the battle, seeing friend and foe alike, (an empath defender is a simple example), an elevated zoom out is essential to battlefield awareness and making the right decisions accordingly.
) but it means if the debuff anchor for my rad cloud goes running for another spawn, or an ambush starts coming in, I can react and deal with it before it spells Doom. For similar reasons I recommend that for tanks, its generally not all that important specifically who you are attacking as much as where other spawns are.
For scrappers and blasters, not as crucial. Its not vital for them to know where every teammate and enemy in a 100 yard radius is. -
Quote:As Rhynwa says, Leadership pools are handy for end game content where you are fighting +4 foes (mothership raids), sometimes with over 90% resistance to defense debuffs (STF final AVs). While you could argue those things are a small subset of the game, its the only content hard enough where those "last few powers" will make much difference, for most PvE content you could do fine with Freezing Rain, Hurricane and maybe Snowstorm.This a build for Mothership raids, heavy AV content or anytime your debuffs just aren't being as effective as they ought to be. Normal PvE content, I don't use it.
Assault I like because I like doing a little extra damage. As do tanks, trollers, scrappers, blasters and Khelds... More damage is never too much :-) This one is also pretty cheap (end wise) to run.
Tactics I like for the reasons above. Less accuracy is needed in the enhancements; blinding mobs are not incapacitating, etc. And also, I like knowing that I am going to hit the +3 to +5 mobs regularly, as opposed to being limited to even con content.
Vengeance is great - when I remember to use it.
Regarding Vengeance, in a way its a perfectly designed power; if you are using it, something is in the process of going wrong, and that will often prevent it from going very wrong. My friend took it on his triform PB without ever expecting to use Tactics and Assault just because its that good, kind of like the "throwaway" precursors for Stamina.
For Vengeance, I recommend a keybind as below;
V "unselect$$target_custom_near defeated friend$$powexec_name Vengeance"
By hitting the V key, you autotarget the nearest dead teammate body and activate Vengeance off them. Much faster then trying to select them off the teammate window and remember what tray you parked Veng on. -
Quote:Though when you are tanking AVs (which comes up a fair amount in late game, and tends to be where even good teams may need a good tank) a WS starts losing ground to the PB. No bodies after the first few seconds of the fight, Eclipse wears off a bit later, and you are left hoping you don't miss on your melee heal, which is particularly problematic if the AV runs around a bit.The ability of a PB to heal regardless of circumstance is sort of bleh to me, I either draw life from the enemies, or draw it from the defeated, both of which are present 99% of the time when I am taking damage.
To the OP, if you want to mostly solo to 50 I'd suggest a PB over a WS, but if you like teaming a WS really shines on teams. -
As Psylenz says, if you think you'll solo a fair amount definitely go dual build, one with shields and one without but with more attacks.
Though I usually find its so much faster leveling on a defender to join teams that if I'm stuck soloing I tend to switch to an alt that solos better. . .
But I'd definitely suggest taking the shields for teaming, a team leader who knows what a cold defender does would expect it. -
My only character that still has a snipe is my rad defender, my first 50 and Main, for (1) a Sting set mule but (2) more importantly pulling AVs in a couple of end game TFs, the Patrons in the STF and the final AV in the LGTF (plus once or twice a pulling the AVs in the middle mission of the ITF).
Its a very specialized use, but conversely about 50% of the content I do with my 50 defender is one of those TFs so I get more use then you'd think. And though I could use it in fights, my vet Nemesis Staff does better damage in less time.
Though with a near clone of him on another server I went with Choking Cloud instead (same +7.5% recharge from Basilisk), and I'm still on the fence about which is more useful. That guy tends to do more low level TFs, though, where you don't need to pull AVs. -
Yes, at one point it did stun you if placed in Stamina, I read about someone doing that to a friends character whose account they had access to so they could see how long it took them to figure out why they'd be randomly stunned while standing around.
I think it got fixed because people were griefing other people by putting it in Speed Boost and stunning them by buffing them. . . -
Out of curiosity, Swamper, are you referring to solo or teamed?
I have noticed that medium to large villianside teams don't seem to be as easy as the same sized teams heroside. I think thats a combination of 2 factors;
1. Villian ATs almost universally solo better then hero ATs, with scrappers and perhaps high level controllers the only exceptions. That plus the lower villianside population probably mean they don't get as much practice teaming.
2. Large villian teams face foes as hard or harder then large hero teams, but shields (brute armor vs tank armor, buffs), debuffs, etc. are weaker villianside because of the tradeoff for that "well roundedness". Its thus I think a bit harder for teams to survive colliding with an extra spawn or two villianside, theres not as much synergy on a large team.
Solo, it would depend a lot on your AT, but I do think the "new" mobs the devs made for villianside are a bit tougher then comparable level ones heroside, even aside from the increased number of AVs/Heros. -
Yeah, the only IOs I normally bother to pick up before close to 50 is a -knockback (depending on AT) and a Stealth. Not much else before that point you really need set bonuses for, though once in awhile now I'm starting set slotting in the 30s if (1) its a set that caps out there or (2) I really want this character to be able to exemp back down for TFs.
But no way do I want to have to get sets at 30, then again at 50 if I don't have some reason for it. -
According to City of Data, its an 8' AoE, about the same as most melee PbAoEs so decent but not fireball level, and it fires every 5.5 sec (so I misremembered it).
Sort of a tossup then whether to damage proc that or Caltrops, AM fires more often but Caltrops is more stackable. -
One other piece of advice, use dual builds to have one with tough/weave and another without but with more attacks. Then on any medium to large team you have the substantially higher durability tough/weave option, but small team or solo you can do more of the actual fighting. Only up to 39 on my fire/fire so far, but I've found nothing in the normal game (AE has the potential for much harder foes) that I can't handle for a large team on the tough/weave build.
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Yeah, whichever one you *didn't* pick to target in the ITF immediately gets buried in a pile of Nictus, making it hard to target and kill. . .
I've not heard of two that close, but I have seen more than one in a mission, and spawn points on some maps are very close, so it could certainly happen. -
Quote:Just as a note, Acid Mortar is in fact an AoE; while it picks a target to shoot at (based on your perception range, interestingly, so if you run up to a spawn it will start shooting at it) its debuffs, procs, etc. fire against the whole spawn in the appropriate radius of the main target.I haven't tried putting damage procs in AM, but considering it's a single target attack and fires at a slow pace, I'd say damage procs are kind of silly in it, little bang for big bucks. As I recall, the procs are all just "minor damage" which generally is pretty minor. Putting them in something like Caltrops would better because they have a chance to hit a whole group.
Since IIRC it fires once every 10 seconds, and Caltrops would proc once every 10 seconds it would nominally be a wash whether you put damage procs in one or the other, except that Caltrops recharges a lot faster so you will get more proc damage by stacking that then Acid Mortars.
The one proc I'd put into Acid Mortar instead is the Achilles -resist, and thats because the only thing likely to give a /traps MM any trouble is an AV or GM where -resist is key.
Do slot a bit of Acc, though, I confirmed against a MOGed Paragon Protector that its not autohit. -
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Quote:The difficulty with looking at it this way, and a major reason that Spitting's hypothetical mathematical analysis of controllers vs defenders might verge on the impossible, is that the two overlap, depending on primary/secondary combo.Well, I think when you look at it that way, it is clear that the damage mitigation of a Controller is superior. A Defender has damage mitigation of 100% relative to his AT modifier from his Primary. A Controller has damage mitigation of ~80% relative to the Defender's AT modifier from his Secondary, plus damage mitigation from his Primary.
My rad/rad defender can solo in the Shadow Shard. My grav/FF controller has never been able to survive more then about 5 seconds past the duration of his AoE Hold, if that. In addition to that, the rad defender (at 50) has a wider variety of team friendly control then the grav does. The grav cannot even keep one spawn perma out of action, the rad can do that (mass hypnosis) plus do a very effective job of holding an active spawn via EMP and even has a ST hold to stack on bosses, plus a ST stun so, like the controller, can perma control 2 bosses. And thats without the debuffs.
Admittedly thats an extremely good defender power combo, and arguably a bad controller one (grav/FF fit the character concept, so sue me) but it shows the difficulty of ANY universal comparison of the two ATs.
And the AoE advantage defenders may have is a substantial one, at least for AoE heavy blast secondaries, since leveling on a team is usually so much faster then leveling solo. It feeds into the niche mentioned of "players who want to play very highly team focused characters". I suspect that is a small subset of players, but for the subset that enjoys it (I happen to be one) I doubt that they'd want to give up team focus for solo focus, given the abundance of ATs that are better soloers.
And with Castle's comment one time about the difficulty they have balancing content for stacking buffs/debuffs (sorry, don't remember the exact comment) I doubt they'd want to improve defender solability without some kind of tradeoff. I think they don't mind groups like Repeat Offenders for the same reason they don't mind using Shivans, *occassional* abusive success is fine if you have to put some effort into it.
Though I do have some hopes that Arcanaville's low level soloing project may convince them to improve DPE a bit for defenders, she said they are the worst off that way. -
Quote:Very good point, and yes, I think by using that slot elsewhere I can either get more damage (say by putting it in web grenade, which I can spam more than once every 10 sec) or get other benefit, like get a 6th slot into something for capping a defense.And against a single target it's adding a bit over 14 average damage per proc every 10 seconds... is 1.4 DPS really worth a slot to you? It wouldn't be to me.
If you have slots to burn then go for it, it's free damage. But if you have anything else needing those slots you'd be better off putting them elsewhere. -
I'm searching for slots to scavange in a respec, and was wondering if its still worthwhile to have multiple (or any) damage procs in /Traps Poison Trap any more after the changes to the power some months back.
Anyone run any numbers or have a good feel for how it performs now in a spawn and on a single target (example, AV)? -
Quote:I see one problem already; you don't want auto heal on. Much as with a regen scrapper or dark scrapper, a big part of success with the set is knowing *when* to use the heal, based on how tough the spawn is, damage type they are putting out, etc. Sometimes its right after the alpha, sometimes its 20 seconds into the fight. If you have it on auto, and it popped 5 seconds before you go in, you might as well not have it.I usually have to use burn so they are running away from me reducing their chances to hit and have auto heal on. [snip]
If someone knows a way were I can improve my defense I would really like to know. Right now my build is; All possible shields and resistances with burn, build up, greater fire sword, fire sword circle, combustion, fitness, Acrobatics, firey embrace.
I'd also recommend Tough if you want to tank for medium to large teams. I have a team build with that, and a solo build that skips Tough and takes more attacks for soloing/duoing where you don't need as much protection. Yes, it would be nice not to have to dip into pool powers, but at least there are pool powers for more protection, you don't have a lot of pool options for more offense if you are a Stone tank, say. Similarly, don't be afraid to use insps, and combine them to make ones you need as they drop, so when a second or third spawn jumps in you can pop them and handle it.
Finally, taking a few more attacks to drop the bosses and spawns faster might be more useful then having *both* buildup and FE as well as "all possible shields". Definitely more useful then Temperature Protection unless you are exclusively fighting fire wielding mobs. -
Another factor besides "what kind of build is theoretically possible", especially in the mid levels, is "what are you likely to get from them on a team".
In my experience as a team leader, if I recruit a mid 30s defender, I'm about 90% likely to get someone who will provide significant team support. Yes, once in awhile you get the rad who didn't take Rad Infection, or the bubbler who doesn't bubble, but most defender players are playing defenders because they have some intent to help a team. They build that way, at least on one build, and they've probably learned to do it since leveling a defender is so much faster on a team.
If I recruit a controller, I'd estimate about a 50% chance of getting someone who will support the team with their secondary, 30% chance of someone who mainly uses their primary (which may also keep the team alive, but may not provide as much multiplication factor) and 20% chance of someone who will play like they are solo. I think thats a combination of (1) its usually easier/faster to solo on a controller then a defender, so they may have developed a solo build or playstyle, (2) they may have slotted up their primary powers before their secondary, which is understandable if you aren't a number cruncher and realise the power of buffs/debuffs, and (3) they rolled a controller because they want to control, if they'd wanted a defender they'd have rolled a defender.
So I don't blame a controller for not necessarily being as good a team support or force multiplier in practice, its a completely valid build and playstyle choice, but I do keep it in mind when building a team.
Particularly since a 6 hour STF, where the /storm controller I was counting on for -resist debuffing didn't have their Freezing Rain slotted for recharge, and the /kin controller didn't have Siphon Power or keep SB applied, sigh. . . -
I was thinking Traps would be very nice for the soloing defender; only two other powersets get mezz protection, and Traps arguably has much better personal protection then either FF or Sonic. In addition to pets that grab part of the aggro, its got Trip Mine for decent damage in the Primary, only Storm really gets that otherwise, and it would be a lot safer for a Traps to fight a tough boss with mezzing capabilities. Less exciting, perhaps, but safer.
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Question:
Which pets would do better,
a Crab with 5 pets using VG, or a Bane with 2 pets using VG and Surveillance?
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Against a large group, a Crab, since Surveillance is single target, even ignoring the fact that the Crab has vastly more AoE output.
Against a hard target (AV/Hero being the classic example) I strongly suspect a Bane, since in addition to roughly double the -resist they probably have more ST damage output over a long fight then the extra pets a Crab gets. That would require some research to say for sure, though, as you'd have to find the damage the pets put out.
I may try to look into pet damage, though, as I'm debating whether to first put the effort into IOing out my Bane or my NW. My personal impression so far is that the Bane is more survivable of the two, but its been awhile since I played him and the NW is only up to 41 so I'd really need to compare both against similar foes at similar level to be sure. -
I recommend first +recharge, to have Eclipse and the pets up more often.
Then, I found I could get pretty decent ranged defense just from a bit of extra Zephyr slotting in the multitude of "travel" powers a WS gets (including things like Nebulous Form). Thats nice in Nova form, since its pretty hard for mobs to drop you out of the air now. -
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Having huge bankrolls on hand means I have the option to buy these things whenever I want, if I decide I want them. And if the next big-ticket item that hits the scene really appeals to me, I can just snap that up as well.
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This is one of my main reasons, its much easier to make Inf if you have a good bankroll to start, and I want to make SURE that if I see a nice feature for one of my characters on any server my altitis friends play on I can afford it, regardless of what the price goes to.
The minigame is also kind of interesting, I hired someone to redesign our base (I stink at anything artistic, and they are very good at it). They are asking for a purple (Apocalypse, any one of three, villianside) in payment. Going for 160-250M last I checked.
So I decided to see if I could amass enough Inf to buy one on Virtue, where I had one level 26 villian with about 20M, before they finish the base. Partly because I was curious whether I'd learned enough about marketing to do it, partly because I wanted to convince myself that I'd spent less than 1/10 the time they had. -
I have a question someone in this thread probably knows the answer to; at one time, when I'd do an /e command, I could see my own "thought bubble" chat bubbles. I haven't been able to see that for a year or so. My friends can still see mine and theirs, so I'm puzzled what setting may be off for me.
I tried switching "Chat Bubbles" to disabled then reenabled in the Options menu, but that didn't do the trick.
Any ideas? -
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But you have a point. For a 54 boss mission, a good tank and a well-built team are not afterthoughts. Some people get that, some don't. I was on a team yesterday where the leader very carefully picked out veteran players/good players with good builds (he commented on mine so I know he was paying attention to these things). Took extra time to assemble the team, but it ran really smoothly. On a different team, similar mission, lots of people dying and the leader was frustrated because things weren't working the way they were supposed to..."something's wrong... we shouldn't be having this much trouble!" he kept saying... but of course he'd just assemble a random group of 8 people together, several of which were mid to lower level. No real clue what made a good team for that kind of mission.
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Yes, my few experiences AE farming were like the latter; I could have done better running radio missions, people kept dying and the team leader didn't know why, and I didn't have the time to explain how the game worked to him. For starters, a lvl 12 tank with no buffers on the team isn't going to be able to soak the alpha from an 8-person lvl 54 boss mission, sigh. . .
I agree it calls for more teamwork then old-style farming, but I fear that it generates a group of people with high level characters who don't actually understand why some teams succeed and others fail because they barely understand what their own powers do, let alone anyone elses. They become convinced that the key to success is picking the right AE farm mission, rather than actually having a few core competent players, because "it worked great last night on this OTHER AE arc. . ." -
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I can easily see skipping lots of the early task force missions (like Posi's) because it's brutally long and very repetitious. They were designed with a certain playstyle in mind that nobody really engages in (supergroups spreading the task force out over a couple days).
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A note on this; for the first year or two early in the game if you logged or DCed, that was it, you were off the TF. So no spreading things out over several days, the model was more the kind of "end game raids" they have in some other games where you had *better* have a group of people all committed to spending several hours together. Oh, also no autoexemping, if you were exemped down and your mentor DCed, you were off the TF because you were above the allowable level.
I understand your complaint, though, about the only way now to get a TF to go through the "normal" way is to do it mostly with folks who are actually getting XPs, so they want to fight everything. Putting it together yourself can work, even on your 50; recruit people a level or two below the cap.
But to your point about "why avoid the content when you'll be playing missions anyway", the person on their 50 may well log over to a different sub 50 character, possibly even a different server, when they want to level. They are running a 50 on a TF because its the most efficient way to get merits. When they want drops, they solo; thats most efficient for drops. Some people get most of their enjoyment from combat, some from efficiency.
Me, I like actually fighting stuff on a team, to see how the people and powers interact is a lot more interesting to me then soloing. If I wanted to solo, or watch someone else play for me, I'd get a console game.