Seraphael

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  1. There's been countless suggestions over time in loads of threads.

    My favourites would be:

    Lift: Damage increase to Levitate levels.
    Propel: Decrease cast time to around 2.5 secs, increase recharge to 12.
    Dimension Shift: Remake into a reverse gravity field similar to Ice Slick, but with knockup. Should also affects flyers unlike Ice Slik or Earthquake.
    Wormhole: Increase radius to 20. Turn into knockdown. Make it the tier 6 power.
    Singularity: Gain Propel as power.
  2. Quote:
    Originally Posted by Scorpious_EU View Post
    Very good point. Which is why i have been trying to get people to focus on fixing DEFENDER rather than nerfing controllers. It really doesnt matter how much controller is 'balanced' if defenders remain as they are. So, we need to look at defender first and foremost.
    Where as I sympathize with this attitude, I don't think an AT which can outdamage Blasters, outlive Tankers and outsupport Defenders is 'balanced'.

    Quote:
    Originally Posted by Peacemoon View Post
    Yes, we need to buff Defenders, but you are being naive.

    The only way to make Defenders balanced and worthwhile given Controllers current overpowered state is to make make Defenders overpowered as well. Then Blasters are upset and soon, everyone is upset.

    "Nerfing" containment is completely justified. Its not even a nerf, it is just a way to stop it from being abused with massive +damage from /Kinetics, it would have no effect on most solo controllers.
    Exactly. However, having played a Mind Controller I would like to add that the term 'contained' should be expanded to include ANY type of mez including fear and confuse. This would allow Mind (and Illusion) Controllers to leverage AoE Containment at least a little better.

    Quote:
    Originally Posted by Frosticus View Post
    There are lots of ways to go after containment (or outlier troller builds) in general that doesn't involve a drastic change to how the mechanic functions, but I think we should all just wait to see how Fulcrum plays out post i16 before continuing down this path.
    Interesting. Is there talk about changes to FS that warrants believing it will be changed anytime soon? If this is about to happen, I do hope the entire set will get a look to make it a bitt less "weak defenses for insane offensive rewards". That way I might actually consider playing a Kinetics Defender over a Kinetics Controller.

    Quote:
    Originally Posted by Obscure_Blade View Post
    Um, no. If people are avoiding Defenders due to their low damage, nerfing Controllers would just drive people away from Controllers, and not towards Defenders. Unless you think everyone but Defenders should be nerfed, to coerce people into playing them.
    Not entirely true. There will always be need of support minded ATs and more people would be willing to play Defenders if Controllers wasn't the blatantly obvious better choice. Of course, Going Rogue will bring Corruptors to the mix which could make the popularity of Defenders sink even further despite nerf to Containment. That said, the best approach is dualistic in nature; nerfs and boosts where warranted.
  3. Thanks for the replies!

    I've been away from the game for some time and have noticed the AI has changed when it comes to retaliationary strikes. Damage is applied even if the foe is defeated before the animation is completed. With Boost Range, my Power Thrust has a range of 11,2 and if all was fair it should knock back encroachers of my personal space before they get a chance to take a stike at me. I fully expect the AI to cheat and have greater range of their melee attacks though. Guess I'll have to wait til level 35 to test it out.

    Below is my level 50 build, I could squeeze in a little bit more ranged defense to break the soft cap (at 44,4% here) and get a little better global recharge as well. But I would have to sacrifice two semi-usable powers (Boost Power and EM Pulse) for two even less useful powers (Fly and Sniper Rifle) in order to do so.

    What is the best way to enhance Stamina with only 3 slots? Is Performance Shifter: Chance for +End better than the third regular IO?

    What do you guys think, fair build?
    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EU_Damz: Level 50 Magic Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(9)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
    Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
    Level 6: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), FrcFbk-Rechg%(37)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25)
    Level 10: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
    Level 12: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(37)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 24: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(33), Zephyr-Travel/EndRdx(36)
    Level 26: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
    Level 28: Ignite -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(39), Posi-Dmg/Rchg(39), HO:Nucle(39)
    Level 30: Power Boost -- RechRdx-I(A)
    Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(42)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), HO:Ribo(46)
    Level 47: EM Pulse -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  4. Quote:
    Originally Posted by Shannon_EU View Post
    Blasters get a damage boost and two attacks that they can use whilst mezzed.

    Defenders get mezzed, have their low dps lowered even more and get defeated.

    I think Defenders need either to have a couple of attacks that they can use whilst held or have scale-able mezz resistance so that they have a chance to break free and use any power. They are 50% blaster-like.

    Definition of Vigilance: state or quality of being vigilant; watchfulness: Vigilance is required in the event of treachery.

    Breaking free of mezz effects in order to watch over the team, especially with Confuse would fit Vigilances' definition imo. Solo, you may stand a better chance as you get cleared off of sec effects and start fighting back.
    I'm going to have to marry your proposal with Rigel Kent's. How about making every inspiration for Defenders also automatically act as a similar strength break free? It wouldn't help the endurance problems though and alone it would be too little to alleviate the Controller-Defender disparity.
  5. Quote:
    Originally Posted by Rigel_Kent View Post
    Though I love every Vigilance suggestion I've seen, I'm sticking to my first idea. Change inspirations to work like this:

    Enrage

    Effect area: Sphere
    Radius: 25'
    Entities affected: Friend
    Entities autohit: Friend

    Self:
    +25% dmg(all) for 30 seconds if NOT used by a Defender

    Target:
    +25% dmg(all) for 30 seconds if used by a Defender

    It reinforces the team-support flavor role of the archetype, requires no changes under the hood, adds minimal processing overhead, and benefits defenders of all types equally. Doesn't help us soloing, but there's no rule that says inherents have to be helpful soloing. (Especially if they're this good teaming.) The real drawback I see is noobly empaths slowing down missions with even more constant "gather" or "stay close 2 tank" requests.
    The idea is thematically appropriate and not without merit. Ultimatly it fails though as it doesn't help Defenders solo while also being WAY too exploitable. Defenders would end up as inspiration dispensers as all teammates would hand them out so that any team with a Defender could be made into Super Reflex Scrappers.
  6. Quote:
    Originally Posted by Luminara View Post
    You can't? I can Stun and Immobilize at least 32 minions, thus permitting me to keep them close to me without being attacked.

    I can lead as many enemies as I can herd into an OSA + Glue patch, which would permit me to skirt the fringe of the powers' AoEs safely.

    I can simply fire Flash Arrow at a spawn and just stand close to them, and they'll never see me, therefore also never attack me while I'm attacking a completely separate spawn.

    I could find at least a dozen ways to exploit a PBAoE endurance discount aura power, and that's just with my TA/Dark. I have at least ten other defenders, I could come up with more ways to exploit it for each of them.
    Heh! That is some pretty far fetched and potentially suicidal exploit situations for very meager (whoop-e-doo! endurance discount) reward. It had me chuckling though (I'm easily amused ). It's MUCH easier to exploit Vigilance as is. Not to mention powers like Vengeance for a freakin' far greater reward.
  7. I like my suggestion better tbh.

    Generally:

    You're giving up quite a bit of survivability for a highly situational power (Snow Storm) you will probably rarely use. You have enouh tools to deal with Nemesis, eventhough their robots are resistant to confuse and their medics can free others from mez effects. Immobilize the spawn and hover above their heads with hurricane and they won't hit you much at all even if they are not mezzed.

    Specifics:

    1. Go for perma creepers.
    2. Mental Blast. Go back to 6 Thunderstrucks. Better overall bonuses and set bonuses to boost. You don't need that much accuracy. You will have Freezing Rain massively debuffing defense at every spawn.
    3. Drop Air Superiority! Why oh why would you get it? If you feel your solo ST damage is lacking while leveling up, grab Entangle but slot it for damage (respec out of it later). If going for permanently more ST damage, an alternative to the Strangler slotting is 4 Basilisk's Gaze (expensive) and 2 plain damage IOs.
  8. Quote:
    Originally Posted by EmperorSteele View Post
    Okay, so it's not that Controllers are more powerful just because they're designed that way, no, it's ONE power in ONE set. Gotchya.
    You're being intentionally obtuse.

    First off, Controllers were not designed to outclass Defenders in every department. They were given a massively overpowered inherent pravtically doubling their damage output, while Defenders were given an insignificant P.O.S.

    As for Kinetics, it kind of worked to a certain point for Defenders. For them it is all about sacrificing safety and survival for a big offensive reward. For Controllers though, Kinetics is a perfect complement as their primaries already affords them with superb survivability and thus, they only reap the benefit and not the downside. Ultimately though, any one single power which can multiply an entire teams damage output many times over permanently is so broken it's ridiculous.

    Even so, Kinetics has largely escaped nerfs (when I played a Kinetics Defender in US beta is was actually much worse than it is at present), I suspect mostly because Kinetics Defenders still struggles and the animosity nerfs tend to create among certain parts of the community. Not to blow my own horn too much (but who doesn't like their own ideas), but my above suggestion of boosts and nerfs to the set would work out fine for overall game balance.

    Quote:
    Nerfing Kinetics wouldn't stop Controllers from being a larger asset to the team than a defender. You know why? Because they can still CONTROL. With ONE click, a Controller can neuter an entire mob of 16 foes. Enemies not attacking at all trumps healing, defense buffs, resist buffs, and mez protection buffs. But of course, Controllers get the ability to do just that, too. The only time Defenders > Controllers is in the early to mid levels when thier buffs come earlier and put up higher numbers. By the end game though? Tough to say.
    Ememies not attacking indeed trumps all. Being able to control every spawn, makes the game easy (not to mention boring). With Fulcrum Shift it becomes child's play. Controllers got them both in additional to good damage (astronomical with FS) with epic powers.

    Defenders > Controllers in the early to mid levels on teams only. Controllers are vastly better solo performers. So at least the disparity isn't so large in this level range.

    Quote:
    I say, give Defenders better values for their buffs and debuffs, a little better damage, and better AoE control options. Nerfing every other AT in the game isn't the answer (Rememebr how much everyone LOVED ED?), nor is crying about one power (though FS for 'trollers/Corrs SHOULD use Controller numbers, or maybe even a touch less).
    Woha! First you claim it's all about one power for me and now you claim I want the entire game to be nerfed? Let's get real here!

    I do understand the instinctual opposition to nerfs. I really do. However it IS warranted and everyone knows it. Defender buffs and debuffs are already strong as is in this game and that precludes buffing that side of things. Giving Defenders (much) more damage (and Defenders would need a significant boost to level the play ground with Controllers) and we risk stepping on Blaster toes as endgame Defenders already are quite decent with the right epic powers.

    Not that it matters giving Controllers/Corruptors appropriate numbers (as opposed of today benefiting largely from Defender numbers), even with correctly lowered numbers they would still be able to reach damage caps. The only way to correct the imbalance as I see it, is through that mixed bag of boosts and nerfs as I already mentioned.

    I would love to hear reasoning why FS is a balanced power and not in need of nerf. All this; "boost GOOOD! nerf BAAAAD!" doesn't do it for me I'm afraid.
  9. Quote:
    Originally Posted by Atheism View Post
    So your ideas were pretty much to nerf Fire/Kins because they farm. That's comedy gold.
    I'm glad I could amuse you.

    Anyone contending that FS isn't grossly overpowered, especially on Controllers, either doesn't know the game or likes his overpoweredness (is that a word?) too much to care about game balance. As long he reaps the benefit of the imbalance of course. Seems I stepped on some farmer toes here.
  10. Quote:
    Originally Posted by BurningChick View Post
    I, personally, would abuse the jebus out of this by dual-boxing with a corpse.

    But, come to think of it, I did the same thing with Vigilance 1.0 while levelling my 4D. It's amazing what a defender can do with piles of dead bodies.

    But I digress.

    It's a goofy mechanic to have a defender's performance increase by letting one's teammates die.

    On the other hand, it's interesting to see that Castle has shown up in a Vigilance thread. Just from what I've seen ... but he often shows up in a buff X thread, hides for a while, and then says, "I'm looking at ..." Which I think means that Vigilance is a teeny, tiny blip on his radar.
    I was about to edit my initial post and will after this reply.

    To avoid exploitation, the buff would cease seconds after a teammate is defeated. The reason being, the teammate is already down and he doesn't need protecting anymore.
  11. Quote:
    Originally Posted by PhiloticKnight View Post
    That's strange, I'm about halfway through levelling up my FF/Elec SOLO project. I'm actually leveling faster than I ever have before with this character, and all completely solo. And with a primary that doesn't help my damage and a secondary that's considered to be one of the lowest damaging secondaries. Hmmmm....
    What people can make themselves to believe or to say in order to win an argument. Are you honestly claiming that a FF/Elec defender is the fastest soloist you've ever played?
  12. I think it's overly complicated, Trickshooter. How about an old Defiance/Vigilance hybrid? If a Defender and/or teammate is low on health, the Defender get a scaling Power Boost (or even Power Build Up) kind of effect as he strains himself to protect his team better. This would be more noticable in teams and give Defenders a much needed boost in soloing ability.

    EDIT: To avoid exploitation, a defeated teammember should not grant this boost as he or she is out of the fight and no longer in need of protection.
  13. I love Blasters. I have several of them resting at level 50. After slumming with a Defender I got tired of the long protracted fights even vs even cons and decided I needed another Blaster fix.

    Next project is an Assault Rifle/Energy. I have a few questions about the combo though:

    1. Will Power Thrust under the effect of Boost Range hit and knock back a foe coming at me before said foe gets to squish me?

    2. Is Ignite worth it why with no -immobilize attacks? How do you leverage it while solo?

    3. I was thinking of eventually slotting Force Feedback: +Rech into Buckshot and M30 Grenade. Worth the slots?

    Thanks!
  14. Quote:
    Originally Posted by Scorpious_EU View Post
    In the final analysis however, defenders are in a very bad position to get increased damage because they have the strongest buffs and debuffs and regardless of what we would like to think, that makes defenders in the top 3 potentially powerful ATs - along with controllers and VEATs imho. Give them more base damage? Then they trump blasters solo and are way ahead of everything when X8 - i cant see the devs doing that.

    If anyone has a way of improving defender solo which doesnt make the above situation happen? Lets here it and maybe the devs will listen:

    My only suggestion is that the defender should gain status protection and damage based on how much health (as a total %) their team has. So if your team is at 100% health, you have + <insert random number> % damage and mag 5 status resistance. As your teams health falls, these bonuses decrease. In essence, the defender is more powerful when his team is well defended, aka, with more health. This however wont help solo much...
    I was with you until the above paragraphs. Especially on the slap thing.

    Defenders lag behind all other ATs in damage output and a boost to the AT would have to be humongous for the above scenario to happen. With Defiance, Blasters has about twice the damage of Defenders. Also, a new version of Vigilance should not be tied solely to the team. Defenders should be able to benefit from it solo as well.

    Problem now is that Controllers solo much safer and faster while also bringing more support to a team. When Going Rogue hits, Defenders will also directly compete with Corruptors and Masterminds. I can't see another solution to the imbalance than a mixed bag of nerfs and improvements to ATs and power sets:

    1. Lower max damage capacity for all ATs.

    2. Reduce bonus damage from Containment to around 80% (from 100%).

    3. Nerf Fulcrum Shift to around 50% base dmg +10% per foe hit (from 50% +25%). Controller/Corruptor version should be around 40% base dmg +8% per foe hit.

    4. Make Siphon Speed into an AoE slow with the same effect on caster as before.

    5. Make Increase Density into a PbAoE toggle power with (Defender numbers) +25% S/L resistance, make it grant high levels of resistance (not protection) to status effects, and have a weak slow foe compartment.

    6. Fix Defender inherent. For instance turn it into a reverse Kheldian inherent where the Defender uses his focus to protect his teammates. Each member is granted a minor bonus, different for each AT and designed to cover the weakness of an AT. While solo, the bonus is doubled as the focus is purely on self. For Defenders, this bonus could be +recovery and status resistance. Blasters/Scrappers: defense/resistance. Tanker/Controller: accuracy/damage.


    The changes to Kinetics would benefit most Defenders, while being quite detrimental to Controller farmer ability. The Vigilance change would help Defender soloist abilities especially at lower levels where it is much needed. It would also make it so that Defenders aren't outclassed quite as much on teams by Controllers.
  15. Seraphael

    Gravity (Again)

    Quote:
    Originally Posted by Black_Marrow View Post
    I doubt they'll do this. To keep the power on par with the other AoE holds they'd need to change them all.
    Except that of course as so much else, it's not on really par with the other AoE holds as is.

    Earth: Larger radius, longer duration, faster cast
    Fire: Larger radius, faster cast
    Ice: Larger radius
    Mind: Similar
    Plant: Slower cast
  16. Seraphael

    Def on a blaster

    Very enlightening indeed. Thank you very much.
  17. Quote:
    Originally Posted by Fury_Flechette View Post
    And yet many players do the ITF and LGTF with ATs of *both* factions? Have you ever done either of these TFs? Have you ever heard of global channels for teaming? Please don't tell me that all you ever do is look at the looking for team function when setting up a team for one of these? I mean if you do, well...that's sort of...er, quaint.
    In my experience from EU servers, people will generally fill a team with anything that basically fill a certain role in order to get a team going. If these roles are already filled, then anything goes. Would I pick a Controller over a Defender if they both asked at the same time for a single free spot on a team? Most assuredly. Would I pick a Corruptor over a Defender under the same premise? Definitely.

    Quote:
    And I love how you generalize that "we" (as referring to all defenders) are "terrible" soloers. There are defender variants that take down giant monsters and AVs...they must solo terribly too I guess.
    Play fair! Those "Defender variants" are most likely IO'ed out to the teeth. Anyway, I consider my Blasters VASTLY superior soloists. But guess what? None of my Blasters are really capable of taking out AVs. Big game hunting is an insignificant proportion of the game and should never be turned into a meter on how good an AT solos. Blasters solo a hell of a lot faster and with a little mezzing power and a good inherent, a lot safer too.

    Quote:
    Do I think my defenders solo as well as my scrappers? No, but they're quite capable if I don't feel like teaming. Even my FF/Sonic can solo tier 3 difficulty missions without breaking a sweat, and my Dark defender can solo pretty much anything short of an AV (only because she's not heavily IO'ed).
    Your FF/Sonic more than likely benefit from multiple IO sets and is heavily invested in your epic pool. Despite that, being able to solo fairly with the by far best damage dealing and solo (and team!) friendly secondary available for Defenders at top level is a given. Any AT, even Defenders, solo fairly well once IO'ed out with the right epic powers at level 50.

    This shows you're completely missing the point; Defender woes is solo capability while leveling up (lackadaisical damage, endurance problems, mez vulnerability). At top level, Defenders as an AT is totally outclassed by Controllers.

    Quote:
    And you know this how? You assume that people have a min-max mentality for everything, and yet I know there is a significant portion of the gaming population that still a) doesn't play with IOs (SOs only), b) never goes into AE, c) never power levels for max xp efficiency, d) have never grabbed a Shivan or a Warburg nuke even though they are easy to get and extremely powerful for what they do.
    This one made me laugh. So it's your opinion then that balance isn't really important because some people doesn't know any better?

    For me AE seemed to have killed off the game to a large part. Instead of powerleveling from level 40 and above being common place, we now see a huge proportion of the player base doing virtually the same farm friendly maps over and over again from level 1-50. The game should be renamed City of Farmers.

    Quote:
    Hyperbole much? When you're cross buffing or stacking debuffs, the higher defender buff/debuff mods allows you to bring more damage ATs and have less support.
    True. Then again, Kinetic Controller Fulcrum Shift is just as capable of bringing you to the damage cap as the Defender version is. Unlike a Kinetic Defender though, a Kinetic Controller will have superb survivability. While also having a lot better damage to boot.

    The original poster has absolutly all rights to be worried for the future of this game.
  18. Seraphael

    Def on a blaster

    Thanks for clearing that up, Umbral. To clarify further, having above soft capped defenses won't even help vs. bosses, EBs and AVs (which all have higher accuracy than minions)? Even with soft capped defenses, my blaster seems to fare a lot better just using a small purple when faced with a full spawn of +3 bosses...
  19. Seraphael

    Def on a blaster

    If you're going for ranged defense, every little bit counts. A lot. Read up on it here.

    Below is a rather expensive pure ranger build has above soft capped ranged defense at 46.3% (which should help a bit vs. higher conned opponents). Only weakness as I see it, is that I found no room for Hasten which will lower your DPS somewhat, but global recharge is quite good at +68.8% and you should have relatively seamless ST chains (compensate with AoEs). Of course, with a ranged AR blaster, AoE is where it's all at - and with FA recharging in only 23 secs you're gonna leave behind more casings than a Council stike team!

    Your blaster would be a tough nail to crack with extremely high ranged defense, high resistance when needed and multiple mezzes (some are immune to stun but suceptible to holds and vice versa). You'd have a bit of team support as well through Maneuvers. Hope you like.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EU_Damz: Level 50 Magic Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(9)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
    Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
    Level 6: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25)
    Level 10: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
    Level 12: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 24: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(33), Zephyr-Travel/EndRdx(36)
    Level 26: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
    Level 28: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
    Level 30: Fly -- Zephyr-Travel(A), Zephyr-ResKB(39)
    Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(42)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), HO:Ribo(46)
    Level 47: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(48), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50)
    Level 49: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  20. Quote:
    Originally Posted by Quaver View Post
    Why should Kinetics Defenders lose offensive capability? Some sets are dangerous, but with practice and luck you can get a lot more from them. Other sets are safer and more predictable, but ultimately more fun for some players.
    If you think that having a single Defender (or worse, Controller) with a single power being easily able to permanently increase an entire teams damage output manyfold is okey, then you know nothing of balance. A kinetic Defender/Corruptor can already personally outdamage a Blaster against large spawns with the use of Fulcrum Shift. On top of that, the entire team gets the same damage boost. Having such imbalanced powers at out disposal more than likely works against Defenders when we ask the AT as a whole to be strengthened.

    Debuffs are powerful too, but generally the game is sadly so easy that in the end game they are not even in the same ballpark (as FS) strengthwise.

    EDIT: My proposal then would have Fulcrum Shift retain about the same base damage boost (perhaps slightly lowered around +40%) from the initial target, but each additional target would be similar to Soul Drain at around +8% rather than its present +25%. Consequently, the solo ability would not diminish, but the farming capacity would be lowered.


    Quote:
    Even though stuns drive me insane if Kinetics swapped out any one of its powers for personal mez protection it would get boring. Which essentially is what Controllers can achieve with their controls.

    I have always wanted Siphon Speed to function in the same way Siphon Power did. One enemy is debuffed, but you can give much more speed to your team if used well. It makes thematic sense (in my world) too.
    Controllers achieve more that mez protection with their controls. In pracsis they also achieve defense/resistance from the controls. Not to mention getting outright mez protection and armour in their epic pools. If anyone should have mez protection in the epics, it should've been Defenders. That said, I feel mez protection in the magnitude given is outright detrimental to the game. Even for melee ATs. Being constantly mezzed is extremely annoying, but being made virtually immune is incredibly boring. Mez resistance however, is something I can get behind.

    I didn't suggest giving Kinetics mez protection though. I merely suggested compensating the set for nerfing Fulcrum Shift. No matter how warranted that nerf really is.

    Siphon Speed would then become an AoE slow, but the speed/recharge boost would still only be given the caster (a very weak scaling to speed/recharge could be given per foe hit). This would benefit kinetic Defenders in solo play (where they need help, in teams even a nerfed FS will always be awesome), but be quite detrimental to kinetic Controllers who already get more defenses (active or passive) than they need (an AoE slow would be nearly useless to them as they already have the spawn locked down). Which again would alleviate some of the Defender/Controller disparity, while finally adressing the single most overpowered power in the game.
  21. Quote:
    Originally Posted by Miladys_Knight View Post
    Containment is only vastly overpowered when combined with kinetics. The rest of the time it's just about right. The real problem is that controllers have kinetics available to them as a secondary. That was probably the biggest, can't really be fixed now, developer mistake.
    I agree to a point. Giving Kinetics to Controllers was a huge mistake, but it can easily be fixed. If there is a will, there is a way.

    As mentioned above, Fulcrum Shift is brokenly overpowered. The extreme level of offense in the set was probably designed to offset the weak defense. However, a Controller has powers that provide excellent defense. Consequently, they won't feel the achilles heel of the set and only reap the VAST benefits.

    Kinetics must be adressed as a whole. The power of Fulcrum Shift should be significantly lowered. Simultaneously, other powers should be boosted. Siphon Speed could be changed from single target to AoE (slow/-recharge) while keeping its self effect as is. The duration of ally only buffs should be increased.

    As a result, Kinetic Defenders would lose in offensive capability. As they should. But get some defense to compensate. Kinetic Controllers would not benefit as much as Defenders from the above Siphon Speed change.

    The damage cap of all ATs should be lowered. Controllers (and Brutes I guess), mostly so.

    With these changes, and buff to Defender inherent, we would have a much more level playingfield.
  22. Seraphael

    Gravity (Again)

    The numbers are taken from both Mid's and verified with Red Tomax/City of Data, so I assume they're not both wrong in the exact same manner.

    The only reason I held back on a few powers was that I wanted not to look like I wanted balance AND a bag of chips. I really do consider your aggregated list of suggestions fair and balanced. I fear the set will continue to linger in obscurity though since as a whole the Controller AT is doing great. The developers seem more interested in making new content rather than fixing old anyway.
  23. Seraphael

    Carrion Creepers

    Quote:
    Originally Posted by Weatherby_Goode View Post
    As before i14, Recharge is the most important aspect and if you can only spare three slots, three Recharge SOs is the absolute minimum you should accept in this power. Ideally, you have 6 slots in Creepers. Within those 6 slots you have a lot of freedom, and that means there are a lot of good ways to slot it.

    My suggested slotting is:
    ~40% Accuracy
    95% Recharge
    95% Damage
    and as many damage procs as you can cram in. It no longer matters what sets you choose to use, so go for the cheapest one.
    All that AND several damage procs? Best I did with a little effort was (no purples):

    48% Accuracy
    95% Recharge
    95% Damage
    23% Imobilization
    1 damage proc

    What specific slotting do you use?
  24. Quote:
    Originally Posted by Ethric View Post
    Although I don't see many Controllers outdamaging Blasters (except those Elec/Devs), I regularly see Controllers outdamaging both Defenders and Corruptors while providing excellent support in the form of controls and (de)buffs.
    Oh, I see many/most Controllers outdamaging blasters. Among Blasters only Fire and Archery can even hope to compete with the likes of Plant and Fire Controllers. To rub it in, Controllers have vastly better survivability and team support rivaling Defenders.

    Quote:
    Containment is just that good, and so are Controller EPPs. Scourge and Vigilance suck in comparison.
    My Defender would kill and die to get an inherent as good as Scourge! Don't even compare these two. Containment is vastly overpowered, I'm shocked developers ever could think it would be balanced.
  25. Quote:
    Originally Posted by Scorpious_EU View Post
    There is of course a genuine issue if defenders start doing too much damage in a vacuum, since they also have access to the best buffs and debuffs in the game - which would make playing a blaster less desirable in many players logic.

    I think there is a serious fear that defenders are some kind of tankmage in waiting and that is what keeps them gimped while solo in many cases. Tbh, lets face it, the way buffs and debuffs work in this game, however poor a defender may or may not be solo, you put 8 of them on a team and there is very little that compares. 8 scrappers, tanks, blasters, brutes, Warshades, Stalkers or PBs arent in the same league.

    Buffs and debuffs > all in this game. Thats the blessing and curse of the defender and what keeps them where they are in terms of solo damage output.

    True. I firmly believe that all power sets, especially kinetics, should be balanced and tied in with the general strengthening of the Defender AT. Any single power which can increase the damage output of a whole team many times over is so overpowered and broken it's just plain ridiculous (I'm looking at you Fulcrum Shift). The damage boost it yields should be more than halved. As a compensation Siphon Speed could gain AoE slow to afford the set with a measure of defense. Speed Boost, Increase Density and Inertial Reduction should get their respective durations doubled to make the set less of a chore to play in teams.

    Anyway, nothing of this has stopped Controllers from becoming tankmages. Passive personal defenses can easily be softcapped, but who needs defenses anyway when the enemies are not fighting back most of the time? Status Protection can be had, the damage output with containment is plain ludicrous (who could ever think that it would be balanced?) even without taking their secondaries into consideration. VEATs are no slouches either with great damage, superb defense and team support/utility to boot. My faceplant perfected blaster died a silent death seeing all the goodies the villains were given.

    Ultimately though, the change needed for balance is so massive and the developer ability and willingness to do so, so lacking that I'll most likely jump ship once a certain other superhero MMO is released.