Talionis

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  1. While I would like the replacement of Vigilience to work solo, I don't know that solo speed is really what I'd aim for. I was thinking more quality of life solo than actual solo speed.

    The reason that I think that endurance help is the way to go is because it won't make them solo much faster as it does not change their damage, but it does greatly improve their quality of life solo.

    What it does do is:
    1. Let them rest less.
    2. Let them slot better.
    3. Use the powers that were created to defend a whole team solo and have the endurance to actually do that
    4. Use more attacks since with less damage it will take more attacks and more endurance to beat the same enemies.

    I'm not looking to make Defenders a ton better with a new inherent power, I'm trying to make the Inherent power work better. I want to make Defenders different from Corrupters and to have advantages over Corrupters and Controllers. I think some how improving and changing Vigilence is the best way to make that difference more noticable.
  2. Talionis

    Since when?

    Dark is considered the best Mastermind Secondary. So I don't think its any surprise that the Primary is good.

    Dark/Dark/Dark is just a very good well rounded toon. It does a lot of things well. Its very survivable and does AoE damage with a lot of small but good controls.

    It may sound silly, but I think a lot of people don't like it because the two sets are supposed to go together. People like to think they are putting a combo together that the Dev's didn't design that way.

    Either way, Dark/Dark/Dark isn't anywhere near over powered. Its just very good and very well rounded.
  3. Quote:
    Originally Posted by Fulmens View Post
    Nobody wanted to mention the videos of defenders soloing AV's, huh?
    Whether one Defender, Rad/Sonic, can defeat an AV, does not tell us whether the Inherent Power needs to be reworked.

    Fire/Psy Dominators were one if not the best Farmer on the Red side. It didn't mean that Domination or Dominators as a whole were working.
  4. I've heard great things about AR/Rad and Rad/AR. You do all your debuffing and then you pull out your gun which helps with Redraw.

    And you get some great help in recharge department.
  5. I was contemplating the Disruption Arrow would be attackable like the Acid Mortar. I think that would balance out the fact that it recharges fast. Since most likely your enemies would be killing the Disruption Arrow pretty quickly.

    I was contemplating it having decent defense and the minus to hit that you had suggested. So that it would function like a stable forcefield generator, too.

    But I figured that because of the taunt, the Disruption Arrow wouldn't last long in a fight. Thus it would be good at taking the aggro and disruption, but that Trick wouldn't last too long.
  6. Quote:
    Originally Posted by Fulmens View Post
    Full Auto has a bad reputation among some because it's a long, very narrow cone (and it also apparently hits only 10 targets.) I don't use the power, I'm just passing on rumors. AR also doesn't have Aim or Build Up. Rain of Arrows is a nice big circle you can put anywhere.
    I don't disagree.

    I actually like cones, and don't have much trouble lining them up to do decent damage. But I've never really played Assault Rifle to a high level. No one had really talked about it much one way or the other and didn't want to rule it out if someone else thought it was good.
  7. Most people are saying the crashless nukes are the way to go. Not so much because of the actual crash, but because of recharge time.

    Secondaries:
    Archery
    What about Asssault Rifle?

    Primary is a little more open to debate:

    Kinetic
    Radiation
    Dark
    Traps
    Storm
    Am I missing any others?
  8. Trickshooter,

    Did you get a chance to think about this? I really like the idea and think it would be really interesting mechanic. By itself it creates advantages and disadvantages.

    The fact that you could "kill" the debuff early is its own bad side of the coin, but it would be offset with...

    a new debuff to enemy ToHit. And it would also allow for better absorbing of the Alpha Strike.

    I also think it goes with the theme of the set that the Trick Arrow player does something to distract his enemies in order to pull off more of his Tricks.

    Quote:
    Originally Posted by Talionis View Post
    Trickshooter I would endorse all your changes. If Trick Arrow is the only Debuff only set, it should be the best Debuff set and I'm not convinced at all that it is.

    I would also suggest looking at SpiritFox's idea of Disruption Arrow creating an unmoving pet that does AoE -ToHit, - Resistances, and Taunt. I think interesting things could be done with this and it would help Trick Arrow tank an Alpha Strike when solo. I think it would have interesting play applications and be nuanced.
  9. I have a Dark/Stone Tank with only SO's. He is 42-ish. That combonation is notorious for Endurance problems and I've made it work. I get tons of compliments on my Tank and ability to hold aggro and protect a team from a lot of mobs.

    I am using a lot of Endurance Reduction. Plus I have the stacked Disorients to help reduce incoming damage so I have to use Dark Regeneration less than some might. I also cannot really spam attacks for very long.

    I have a lot of Tanks and I would say all of them have a hard time running too many armor toggles before stanima. But Dark/Stone is definately the worst Tank, I have had for Endurance usage.

    Testimonially. I'm not sure, if anything needs to be done or not. Because I still really love this Tank.
  10. I love Ninja Run on my Kin/Archer. Now I can combine both Siphon Speed and Interial Reduction to get the funnest travel power ever.

    I think it adds more choices. Its the best temporary power the Devs have given us, but its still the absolute worst travel power. So it is a trade off.

    Most of my builds still have travel powers. Some of them now don't. I feel at least like I have an option not to take a travel power if I really don't want to.

    Ninja Run is the awesomest for lowbie characters.

    I predict DOOM all the time. But I don't see this as even doom.

    Ninja Run is good for the game in a lot of ways. Plus the Dev's got more money to do something else cool cuz we bought it.
  11. Quote:
    Originally Posted by JamMasterJMS View Post
    Change vigilence to something like brutes fury.

    As you use your pri/sec you build "vigilence", which grants +endurance.

    Useful solo and teamed.
    Great for any powerset combination.
    Anything a team of 8 rad/sons will do wont be effected.

    This even solves the healbot mentality. Standing around spammin heal aura, no vigilence for choo!

    What would it do for the average defender?
    Well, that leadership pool I dip'd so heavily in. I'll be able to slot something other than endurance reductions in them for better effect. And ill still be able to attack to keep my vigilance buff up.

    As much as I'd love to see a +recharge buff or mez protection, I know that isnt goin to happen.

    I refer back to the OP when they said "let the defender be the 1 AT that doesnt have to worry about endurance".
    I could easily get behind something like this. This is a good use of mixing what currently exists to come up with something better.

    I just worry if it would be too easy to gain a full bar of Vigilence and keep it full?
  12. Quote:
    Originally Posted by PennyPA View Post
    Okay, the current inherent is working AS INTENDED, in my opinion. To clear that up no one is defending it. If you can provide numbers that when the team is struggling and you END management changes, you proved me wrong.
    The current Vigilence is doing what it was intended to do, but as you play the game, you realize that what the current Vigilence is intended to do really is not a strong or helpful mechanic. Its like giving me a cell phone with 2000 minutes when I still need to pay for a normal cell plan so I buy one that gives me a 1000 minutes and I realistically will only use around 800 minutes in even a bad month where I'm calling lots of people because of a bad situation.

    I'm not great with numbers, which is one of the reasons, I'm still not sure if I am a min/maxer or not. But if you had enough endurance and endurance cost reduction already built into your toon for normal usage, very few if any builds will burn more than a normal amount of Endurance even when the stuff hits the fan and the team isn't doing so well. Thus the benefit of the current Vigilence is suspect. You only have so many powers, they only recharge so quickly. You can really only burn so much endurance in the amount of time endurance recovers.

    But that said the Vigilence mechanic doesn't really help to make the concept of a "Defender". What I mean by that is that it doesn't separate out the Archetype or make it seem that novel or helpful. It makes it easy for people to say, "I'll just start making Corrupters instead of Defenders." I'm not the only person saying it. I know I won't be the last. Some people will still make Defenders, but I'm betting without a change it will be a lot less.

    I hope the Dev's take this opportunity to rework Vigilence and have it do something more useful and more iconic to separate Defenders from the other archetypes.
  13. Quote:
    Originally Posted by Zamuel View Post
    As far as the "too much buff" mindset, there were heroside teams that actually managed to beat Lord Winter with just 5 people. The force multiplier ability IS a key strength for defenders so damage buffs are highly unlikely.
    The difference between the Defender force multiplier and the Controller and Corrupter multipliers really isn't that big.

    It feels like the Corrupters get a lot for the little bit of loss they recieve in the force modifying department.

    And I'm not trying to unbalance the Orange Numbers. I'm suggesting they balance the Inherent to do something better.

    An Inherent should help to better delineate the difference between Archetypes. It would be nice to have something visible and tangible besides the vague slightly better buffs that currently distinguish Corrupters from Defenders.
  14. Quote:
    Originally Posted by Nny_the_mad View Post
    i also may be very bad, but solo wise, the combo was not very survivable and the damage was not as high as on the paper.

    team wise, the RoA was always hitting dead corps :s
    I've been able to do fun things with my Kin/Archer. But I'd agree with this sentiment. It has been very hard to get enough defense to be noticable and still not gimp myself with other problems. The system I do have is far from perfect.

    I've added a lot on tough multi-person farms, where there is a good solid tank, but the enemies are of very high rank. When it takes more than a couple seconds to wipe through a spawn, I can be a huge help with some good added damage myself and a lot of extra damage to others from the fulcrem shift buff.

    If something were as good as a Fire/Kin Controller, people would know about it.

    If it is possible it will probably be a ridiculously expensive tightly min/maxed build and my bet is still on a Kin/Archer.

    That Dark/Dark video was impressive though. Always good to see video.
  15. Quote:
    Originally Posted by Nny_the_mad View Post
    mass hypno= not a 100% safe solution vs all
    That is why I've added as much defense as possible. Nothing in Defender land will be perfect or easy. I still think Kin/Archer has the best chance of being decent.
  16. Quote:
    Originally Posted by Fulmens View Post
    Solo a tank.
    I have several tanks many of which I solo. I do not see your point. If you are pointing out that Gauntlet does nothing solo, I will grant you that. However, Guantlet does wonderful things for a team and really is a useful inherent. It saves on powers and slots giving yyou more options than just taking the taunt powers.

    I dont have a problem with powers that only affect teams, their are plenty of Speed Boost type powers out there.

    My problem is the current Vigilence really doesnt do much on a team or solo and is basically a non-power.
  17. I am not sure when min/maxing became bad or wrong. I basically have Inherent Envy, because every other archetype has an Inherent power that does something and helps distinguish the planning and playstyle of the toons made in that archetype.

    I think it would be nice if the Devs looked at it.

    It is not like anyone in the whole thread has really defended the current Vigilence. People just seem to say the Devs wont do anything because the archetype is "balanced".

    The other pseudo-defense of changing the current Vigilence is that we might get a nerf.

    No one is really defending the currrent inhereent as working.
  18. Quote:
    Originally Posted by Kahlan_ View Post
    Not much recharge though, and you especially want rain of arrows slotted better (more recharge) if you are going archery.
    Thanks for the input. I'm already making a few changes. I hadn't been able to get anyone to take a look to help with it.

    [color:#489AFF]Hero Plan by Mids' Hero Designer 1.601[/color]
    [color:#489AFF]http://www.cohplanner.com/[/color]

    [color:#B1C9F5]Click this DataLink to open the build![/color]

    [color:#489AFF]Talionis of War:[/color][color:#B3CAF7] Level 50 Natural Defender[/color]
    [color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Kinetics[/color]
    [color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Archery[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leadership[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Speed[/color]
    [color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Psychic Mastery[/color]

    [color:#489AFF]Hero Profile:[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Transfusion[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]EndRdx/Rchg[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal/Rchg[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal/EndRdx/Rchg[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Regen/Rcvry+[/color](7)
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Snap Shot[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Repel[/color] [color:#489AFF]--[/color] [color:#7AA4EF]ExStrk-[/color][color:#7AA4EF]Dmg/KB[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]ExStrk-[/color][color:#7AA4EF]Acc/KB[/color](7)[color:#B1C9F5], [/color][color:#7AA4EF]ExStrk-[/color][color:#7AA4EF]Dam%[/color](9)
    [color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Fistful of Arrows[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx[/color](9)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rchg[/color](11)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rng[/color](11)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](13)
    [color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Siphon Speed[/color] [color:#489AFF]--[/color] [color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Acc/Slow[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Dmg/Slow[/color](13)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Acc/EndRdx[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Rng/Slow[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]EndRdx/Rchg/Slow[/color](17)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Acc/Dmg/Slow[/color](17)
    [color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Combat Jumping[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]Travel[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]Travel/EndRdx[/color](19)[color:#B1C9F5], [/color][color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]ResKB[/color](19)[color:#B1C9F5], [/color][color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](21)[color:#B1C9F5], [/color][color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](21)
    [color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Boxing[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Speed Boost[/color] [color:#489AFF]--[/color] [color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Maneuvers[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/Rchg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def[/color](25)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]EndRdx[/color](25)
    [color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Hasten[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](27)
    [color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Tactics[/color] [color:#489AFF]--[/color] [color:#7AA4EF]GSFC-[/color][color:#7AA4EF]Rchg/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/Rchg[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/Rchg/EndRdx[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/EndRdx[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]Build%[/color](33)
    [color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Explosive Arrow[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rchg[/color](27)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx/Rng[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx[/color](33)
    [color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Tough[/color] [color:#489AFF]--[/color] [color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/Rchg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx/Rchg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]EndRdx[/color](37)
    [color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Weave[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]EndRdx[/color](39)
    [color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Transference[/color] [color:#489AFF]--[/color] [color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod/Rchg[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod/Acc/Rchg[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]Acc/Rchg[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod/Acc[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]End%[/color](42)
    [color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Inertial Reduction[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Jump[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Increase Density[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/Def+[/color](42)[color:#B1C9F5], [/color][color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResKB[/color](42)
    [color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Fulcrum Shift[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](34)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](34)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](34)
    [color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Aim[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]Rain of Arrows[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rchg[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rng[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]AirB'st-[/color][color:#7AA4EF]Dmg/Rchg[/color](45)
    [color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Mass Hypnosis[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/Rchg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/EndRdx[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/Sleep/Rchg[/color](46)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/Sleep[/color](46)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Sleep/Rng[/color](46)
    [color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Mind Over Body[/color] [color:#489AFF]--[/color] [color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/Rchg[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx/Rchg[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]EndRdx[/color](50)
    [color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]World of Confusion[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Pplx-[/color][color:#7AA4EF]Rchg/Conf[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Pplx-[/color][color:#7AA4EF]Acc/Rchg[/color](50)[color:#B1C9F5], [/color][color:#7AA4EF]Pplx-[/color][color:#7AA4EF]Acc/EndRdx[/color](50)
    [color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]Telekinesis[/color] [color:#489AFF]--[/color] [color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#489AFF]------------[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Clrty-[/color][color:#7AA4EF]Stlth[/color](A)
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Vigilance[/color]
    [color:#489AFF]------------[/color]
    [color:#489AFF]Set Bonus Totals:[/color]
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 13.6% Defense(Fire)
    • 13.6% Defense(Cold)
    • 13.9% Defense(Energy)
    • 13.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 18.3% Defense(Ranged)
    • 24.3% Defense(AoE)
    • 0.9% Max End
    • 1.5% Enhancement(RunSpeed)
    • 3.75% Enhancement(RechargeTime)
    • 6% Enhancement(Accuracy)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(Confused)
    • 1.5% Enhancement(JumpSpeed)
    • 4% Enhancement(Sleep)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 87.7 HP (8.63%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 4.95%
    • 8% (0.13 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 5.63% Resistance(Energy)
    • 10% RunSpeed
    • 3% XPDebtProtection
    [color:#489AFF]------------[/color]
    [color:#489AFF]Set Bonuses:[/color]
    [color:#8BAFF1]Numina's Convalescence[/color]
    [color:#B3CAF7](Transfusion)[/color]
    • 12% (0.51 HP/sec) Regeneration
    • 19.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    [color:#8BAFF1]Explosive Strike[/color]
    [color:#B3CAF7](Repel)[/color]
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    [color:#8BAFF1]Detonation[/color]
    [color:#B3CAF7](Fistful of Arrows)[/color]
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Tempered Readiness[/color]
    [color:#B3CAF7](Siphon Speed)[/color]
    • 1.5% (0.03 End/sec) Recovery
    • 1.5% Enhancement(Slow)
    • 0.9% Max End
    • 3.75% Enhancement(RechargeTime)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    [color:#8BAFF1]Blessing of the Zephyr[/color]
    [color:#B3CAF7](Combat Jumping)[/color]
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • [color:#B3CAF7] Knockback Protection (Mag -4)[/color]
    [color:#8BAFF1]Serendipity[/color]
    [color:#B3CAF7](Maneuvers)[/color]
    • 4% (0.17 HP/sec) Regeneration
    • 7.63 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
    [color:#8BAFF1]Gaussian's Synchronized Fire-Control[/color]
    [color:#B3CAF7](Tactics)[/color]
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) 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)
    [color:#8BAFF1]Detonation[/color]
    [color:#B3CAF7](Explosive Arrow)[/color]
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Reactive Armor[/color]
    [color:#B3CAF7](Tough)[/color]
    • 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)
    [color:#8BAFF1]Serendipity[/color]
    [color:#B3CAF7](Weave)[/color]
    • 4% (0.17 HP/sec) Regeneration
    • 7.63 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
    [color:#8BAFF1]Performance Shifter[/color]
    [color:#B3CAF7](Transference)[/color]
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    [color:#8BAFF1]Steadfast Protection[/color]
    [color:#B3CAF7](Increase Density)[/color]
    • 1.5% (0.03 End/sec) Recovery
    • 15.3 HP (1.5%) HitPoints
    • [color:#B3CAF7] 3% Defense(All)[/color]
    • [color:#B3CAF7] Knockback Protection (Mag -4)[/color]
    [color:#8BAFF1]Detonation[/color]
    [color:#B3CAF7](Rain of Arrows)[/color]
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Lethargic Repose[/color]
    [color:#B3CAF7](Mass Hypnosis)[/color]
    • 4% Enhancement(Sleep)
    • 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Reactive Armor[/color]
    [color:#B3CAF7](Mind Over Body)[/color]
    • 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)
    [color:#8BAFF1]Perplex[/color]
    [color:#B3CAF7](World of Confusion)[/color]
    • 6% (0.25 HP/sec) Regeneration
    • 1.5% Enhancement(Confused)
  19. Controllers are a team based Archetype, probably more so than Defenders, and the Controller Inherent power:

    A. Does something.
    B. Helps them solo.
    C. Does more damage.
    D. All of the Above.

    I don't even remotely think that Defenders are actually balanced against the other archetypes. I like them. I think they are fun. I want them on teams, but I'd just as soon have a Controller or Corrupter. As far as I can tell Defenders get the shaft all the way around.

    I hear all the time 8 Defenders can take down XYZ, but guess what so can 8 Controllers almost as quickly, possibly more quickly since they can probably do it safer.

    Whether it is a Controller or Defender that does the buffing and debuffing I really can't tell the difference. I know the Controller does a better job of mitigating damage than the Defender does that I can tell. Late game, the Controller will do near the same amount of damage. (I'm excluding the Fire/Kin Controller that is the best farmer and most complete toon in the game which does much more damage).

    Controllers basically give up a slight difference in damage and buffage for a ton better Control which turns into more life, but also more status protection for the team (since a mezzed mob can Mez your teamates).

    As bad as Fire Controllers are at controlling, they still barely worry about being mezzed or damaged with a Fire/Kin controller. Fire is the least safe of the Controllers. So Controllers have:

    1. Good Controllers controls that work.
    2. Almost as good of Buffing and Debuffing
    3. Almost as good of Damage as a Defender
    4. Controllers bring more to a team

    Defenders just have their whole world nibbled at from all sides.
    1. They are one of the least damaging archetypes
    2. They are squishy
    3. They have no mez protection
    4. They have limited numbers of Controls
    5. They are the most mezzed Archetype

    I want to know what Defenders are really good at? Because from what I can tell, Corrupters and Controllers are doing it better. I don't understand why you think they are so balanced.
  20. Quote:
    Originally Posted by PennyPA View Post
    Then what is the problem? If things are going well as you say, are you not having fun? Relaxing while playing? Chatting it up with friends? Completing whatever you are doing?

    If things are not going well, then why is it a problem with the inherent for the teams bad performance - pulling too much aggro, players afk, etc. Bad teams/PUGs (and we have all been there) have problems any inherent can't fix.

    I have come across teams that things like damage is all that matters. I was on a 43 min MoSTF (yes, before the exploit) where we had 3 defenders. Would we have gone faster with more damage? How much - 1 min? 2 min? Does it really make any difference whatsoever if you complete a 2 hr LGTF or a 1.9 hr LGTF? Was it a grind or fun?

    As mentioned earlier, the inherent of an AT never crosses my mind for any AT I make. I just play for fun, so no problem in my view.
    1. They do underperform to the point of near failure for soloing. All AT are supposed to be able to solo.
    2. I think Defenders underperform when compared to Corrupters and Controllers. If my bad guys can be good guys. I'm going to start making Corrupters when I would have otherwise made a Defender. IE when I am forming a team and want a buff/debuffer I don't care whether its a Controller or a Defender. The extra % to buff/debuff isn't that noticeable and I can't be choosie.
    3. The slightly better % for Debuff and Buff are not offset properly, heck for Trick Arrow, the Entangling Arrow and Ice Arrow work better for controllers than they do for Defenders.
    4. I want Defenders to be noticably better than Controllers and Corrupters in a meaningful way that does not offset game balance or require a nerf to Defenders. I think an inherent that grants Defenders an advantage some where anywhere would be the proper way to go.
  21. Quote:
    Originally Posted by Zamuel View Post
    Perhaps I'm misunderstanding your wording but Vigilance doesn't actually give more endurance--it globally reduces endurance costs. I tend to find that useful since a lower strength version of it does kick in simply for having more members on the team. Perhaps my perception is different since on a team and running my toggles I have no endurance problems despite NOT having Stamina and only having minimal endurance slotting. On the flip side, I admit that usually am gasping for air when soloing but I don't plan to solo with the character at all so it doesn't bug me. Some sort of benefit solo would be nice but I think PennyPA makes a valid warning that a chance to Vigilance might possibly be counterbalanced by a nerf to Defenders. Not guaranteed but something to think about.
    When Defiance was fixed there was no nerf.
    When Stalkers were given team crits nothing was nerfed.
    Dominators might have gotten a nerf, when there's inherent was reworked.

    Only in 1/3 of the examples I can think of was there a cooresponding nerf. I'm also not talking about touching Damage numbers. So, I don't think they would need to do any rebalancing.

    Rebalancing would occur if we were talking about giving Defenders a bonus to damage or Power Boost.

    I don't see the functional difference between a reduction in costs and an increase in Endurance?
  22. Quote:
    Originally Posted by Zamuel View Post
    One thing to think about is the dev thought process behind Vigilance. I think that if the idea that "if your team is doing well, they don't need a buff" really is their thought process, then Vigilance is highly unlikely to get a major change. If so, I wonder if suggestions should be handled differently.
    How would you suggest? Because I think most of the time, especially when I'm not in a PUG things are going pretty well. Thus, I have an inherent that does nothing most of the time.

    Even when it does something, ie give me more Endurance. I usually am not dependant upon it. I've already slotted and chosen powers that will let me have more than enough Endurance. So the extra Endurance sits in my tank wasted.

    Extra damage is never a waste, unless you are at the cap, and they you have done a lot to get yourself to the cap and you could change what you did if you had an inherent that was helping you reach the Damage Cap.

    Extra Endurance is almost always a waste, if I've slotted correctly and chosen powers wisely.

    After all of that, do Defenders really have an inherent power? The answer is no. Thus, the problem.
  23. I have a little more defense on mine. And I think mine is cheaper.

    [color:#489AFF]Hero Plan by Mids' Hero Designer 1.601[/color]
    [color:#489AFF]http://www.cohplanner.com/[/color]

    [color:#B1C9F5]Click this DataLink to open the build![/color]

    [color:#489AFF]Talionis of War:[/color][color:#B3CAF7] Level 50 Natural Defender[/color]
    [color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Kinetics[/color]
    [color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Archery[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leadership[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Speed[/color]
    [color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Psychic Mastery[/color]

    [color:#489AFF]Hero Profile:[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Transfusion[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]EndRdx/Rchg[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal/Rchg[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal/EndRdx/Rchg[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Regen/Rcvry+[/color](7)
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Snap Shot[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Repel[/color] [color:#489AFF]--[/color] [color:#7AA4EF]ExStrk-[/color][color:#7AA4EF]Dmg/KB[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]ExStrk-[/color][color:#7AA4EF]Acc/KB[/color](7)[color:#B1C9F5], [/color][color:#7AA4EF]ExStrk-[/color][color:#7AA4EF]Dam%[/color](9)
    [color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Fistful of Arrows[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx[/color](9)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rchg[/color](11)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rng[/color](11)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](13)
    [color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Siphon Speed[/color] [color:#489AFF]--[/color] [color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Acc/Slow[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Dmg/Slow[/color](13)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Acc/EndRdx[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Rng/Slow[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]EndRdx/Rchg/Slow[/color](17)[color:#B1C9F5], [/color][color:#7AA4EF]TmpRdns-[/color][color:#7AA4EF]Acc/Dmg/Slow[/color](17)
    [color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Combat Jumping[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]Travel[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]Travel/EndRdx[/color](19)[color:#B1C9F5], [/color][color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]ResKB[/color](19)[color:#B1C9F5], [/color][color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](21)[color:#B1C9F5], [/color][color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](21)
    [color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Boxing[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Speed Boost[/color] [color:#489AFF]--[/color] [color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Maneuvers[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/Rchg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def[/color](25)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]EndRdx[/color](25)
    [color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Hasten[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](27)
    [color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Tactics[/color] [color:#489AFF]--[/color] [color:#7AA4EF]GSFC-[/color][color:#7AA4EF]Rchg/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/Rchg[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/Rchg/EndRdx[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/EndRdx[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]Build%[/color](33)
    [color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Explosive Arrow[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rchg[/color](27)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx/Rng[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx[/color](33)
    [color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Tough[/color] [color:#489AFF]--[/color] [color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/Rchg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx/Rchg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]EndRdx[/color](37)
    [color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Weave[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]Def[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]S'dpty-[/color][color:#7AA4EF]EndRdx[/color](39)
    [color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Transference[/color] [color:#489AFF]--[/color] [color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod/Rchg[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod/Acc/Rchg[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]Acc/Rchg[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod/Acc[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]End%[/color](42)
    [color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Inertial Reduction[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Jump[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Increase Density[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/Def+[/color](42)[color:#B1C9F5], [/color][color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResKB[/color](42)
    [color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Fulcrum Shift[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](34)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](34)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](34)
    [color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Aim[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]Rain of Arrows[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rchg[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/Rng[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]Det'tn-[/color][color:#7AA4EF]Dmg/EndRdx/Rng[/color](45)
    [color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Mass Hypnosis[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/Rchg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/EndRdx[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/Sleep/Rchg[/color](46)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Acc/Sleep[/color](46)[color:#B1C9F5], [/color][color:#7AA4EF]LgcRps-[/color][color:#7AA4EF]Sleep/Rng[/color](46)
    [color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Mind Over Body[/color] [color:#489AFF]--[/color] [color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/Rchg[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam/EndRdx/Rchg[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]ResDam[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]RctvArm-[/color][color:#7AA4EF]EndRdx[/color](50)
    [color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]World of Confusion[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Pplx-[/color][color:#7AA4EF]Rchg/Conf[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Pplx-[/color][color:#7AA4EF]Acc/Rchg[/color](50)[color:#B1C9F5], [/color][color:#7AA4EF]Pplx-[/color][color:#7AA4EF]Acc/EndRdx[/color](50)
    [color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]Telekinesis[/color] [color:#489AFF]--[/color] [color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](A)
    [color:#489AFF]------------[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Clrty-[/color][color:#7AA4EF]Stlth[/color](A)
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Vigilance[/color]
    [color:#489AFF]------------[/color]
    [color:#489AFF]Set Bonus Totals:[/color]
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 13.6% Defense(Fire)
    • 13.6% Defense(Cold)
    • 13.9% Defense(Energy)
    • 13.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 18.3% Defense(Ranged)
    • 24.3% Defense(AoE)
    • 0.9% Max End
    • 4% Enhancement(Sleep)
    • 3.75% Enhancement(RechargeTime)
    • 6% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 1.5% Enhancement(RunSpeed)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(JumpSpeed)
    • 1.5% Enhancement(Confused)
    • 10% FlySpeed
    • 87.7 HP (8.63%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 4.95%
    • 8% (0.13 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 5.63% Resistance(Energy)
    • 1.88% Resistance(Toxic)
    • 10% RunSpeed
    • 3% XPDebtProtection
    [color:#489AFF]------------[/color]
    [color:#489AFF]Set Bonuses:[/color]
    [color:#8BAFF1]Numina's Convalescence[/color]
    [color:#B3CAF7](Transfusion)[/color]
    • 12% (0.51 HP/sec) Regeneration
    • 19.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    [color:#8BAFF1]Explosive Strike[/color]
    [color:#B3CAF7](Repel)[/color]
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    [color:#8BAFF1]Detonation[/color]
    [color:#B3CAF7](Fistful of Arrows)[/color]
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Tempered Readiness[/color]
    [color:#B3CAF7](Siphon Speed)[/color]
    • 1.5% (0.03 End/sec) Recovery
    • 1.5% Enhancement(Slow)
    • 0.9% Max End
    • 3.75% Enhancement(RechargeTime)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    [color:#8BAFF1]Blessing of the Zephyr[/color]
    [color:#B3CAF7](Combat Jumping)[/color]
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • [color:#B3CAF7] Knockback Protection (Mag -4)[/color]
    [color:#8BAFF1]Serendipity[/color]
    [color:#B3CAF7](Maneuvers)[/color]
    • 4% (0.17 HP/sec) Regeneration
    • 7.63 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
    [color:#8BAFF1]Gaussian's Synchronized Fire-Control[/color]
    [color:#B3CAF7](Tactics)[/color]
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) 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)
    [color:#8BAFF1]Detonation[/color]
    [color:#B3CAF7](Explosive Arrow)[/color]
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Reactive Armor[/color]
    [color:#B3CAF7](Tough)[/color]
    • 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)
    [color:#8BAFF1]Serendipity[/color]
    [color:#B3CAF7](Weave)[/color]
    • 4% (0.17 HP/sec) Regeneration
    • 7.63 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
    [color:#8BAFF1]Performance Shifter[/color]
    [color:#B3CAF7](Transference)[/color]
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    [color:#8BAFF1]Steadfast Protection[/color]
    [color:#B3CAF7](Increase Density)[/color]
    • 1.5% (0.03 End/sec) Recovery
    • 15.3 HP (1.5%) HitPoints
    • [color:#B3CAF7] 3% Defense(All)[/color]
    • [color:#B3CAF7] Knockback Protection (Mag -4)[/color]
    [color:#8BAFF1]Detonation[/color]
    [color:#B3CAF7](Rain of Arrows)[/color]
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Resistance(Toxic)
    [color:#8BAFF1]Lethargic Repose[/color]
    [color:#B3CAF7](Mass Hypnosis)[/color]
    • 4% Enhancement(Sleep)
    • 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    [color:#8BAFF1]Reactive Armor[/color]
    [color:#B3CAF7](Mind Over Body)[/color]
    • 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)
    [color:#8BAFF1]Perplex[/color]
    [color:#B3CAF7](World of Confusion)[/color]
    • 6% (0.25 HP/sec) Regeneration
    • 1.5% Enhancement(Confused)



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  24. Quote:
    Originally Posted by Kahlan_ View Post
    kin/ice with high defense (either ranged or smashing/lethal)

    Ice gets the blaster level nuke and ice storm.
    Ice's nuke is only up every 360 seconds. At best its up around every three minutes. Plus, I don't see Ice secondary giving that much extra protection over Archery.
  25. One of the real problems with a Kinetic farmer is making it survivable enough.

    1. Mez's stink and get you killed.
    2. You have no +Defense or -ToHit built into your Primary. So it is very hard to build up that defense. If you try you will have holes and believe me Kinetic anything will be attacked in Melee, Area of Effect, and Range. So you'd need defense to all three.

    I love my Kinetic Archer and have the dream that it would be a farmer, but I've not been able to make it work.

    I can do fairly surprising things with my Trick Arrow/Dark. For one I can solo it, which is saying a lot for a Defender. It is a very balanced build that does a lot well, but I don't think it has enough Damage to be what anyone would call a true farmer.