Talionis

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  1. Quote:
    Originally Posted by BrandX View Post
    I see where the arguements for a change to Vigilance is coming from.

    Solo, it does nothing for you. This I understand.

    On a team that isn't dying. It does nothing for you. And this has people upset how? If the team isn't dying, you're lack of an active inherent shouldn't be a problem anyways.

    But, why not keep any change to the inherent simple, and close to what it does now?

    Vigilance: Grants 4% END REC to the Defender, plus an additional 3% END REC per member on the team.

    On a full team, the Defender has unslotted Stamina level recovery. And when solo, while it isn't much, it's still more than nothing.
    Hallelujah!

    Thank you BrandX. Someone slowed down and stopped drinking the Kool-Aid. Something, very simple. Vigilence is as or more broken than the old Defiance as a mechanic. The repair doesn't have to be complicated, or very powerful. It just needs to do something.

    I would say solo, the Defender should get unslotted levels of Endurance recovery akin to Stanima, and that on an 8 man team it aught to be equivalent to slotted Stanima. But now we'd be arguing about about balancing, and I leave that in the able hands of the Dev's.
  2. Adeon Hawkwood,

    When I'm saying compare Tanks to Brutes, I know there are lots of statistics and numbers that different between the two. The statistics and numbers are also way off when you compare Defenders to Corrupters.

    What I am saying is that if I have a concept for a toon. I can almost always make a Brute fit the same concept as the Tank. Just as I can fit pretty much any concept toon that is a Defender into a Corrupter. The difference is Invulneralbity/Super Strength vs Super Strength/Invulnerability or Storm/Electric versus Electric/Storm. All the powers are the same, so they can do the same things. Visually, they can do the same things so any concept for one works for the other.

    Brutes have better damage. Tanks have better survival for themselves and their team. Even their inherents promote this difference.

    When you get to comparing Defenders and Corrupters. The numbers are different, yes, but the Inherents aren't. Corrupters have more damage. Defenders have better buff and debuff. Corrupters inherent helps them do more damage. Defenders inherent basically does nothing.

    I'm saying that the Inherents help to better distinguish Tanks from Brutes, but they do not help to distinguish Defenders from Corrupters. Thus, I think that the Defender inherent needs a change.
  3. Quote:
    Originally Posted by eryq2 View Post
    You're gonna get all kinds of answers here. I'll go ahead and give you an idea of what i did.
    Thanks. I figured, I would get a lot of different ideas and thoughts. The more ideas I get the more I'll have to pick from. Hopefully, I'll find one that is a good fit for my playstyle.
  4. Most Fun:

    Siphon Speed -- I like going fast. I hate when this misses, but I love going fast.

    Shield Charge -- Teleport in and do cool damage and knock everyone about. Nice

    Power Thrust -- It makes you feel strong. I like to make it the last thing I hit an enemy with so I feel like I sent him flying with the last blow. If only this had damage too.

    Rain of Arrows -- The nice nuke that doesn't drain your endurance or take an hour to recharge. Fun for the whole family. Still slightly challenging to use. I like.

    Smoke Flash/Blinding Powder -- Be loves the ninja powers. I like the concept of active defense and placating. I wish it worked better and did more than just for stalkers.

    Exploding Arrow -- Feeling like a duke boy. Just a little more fun than the law will allow. But I love the way it explodes. The knockback can sometimes be a problem but the visuall show is worth it. It feels powerful.

    Oil Slick -- I'm actually ok with Slick being hard to light. Simply makes it that more great when it does go up! Oh its nice. So nice.

    Lightning Rod -- Nice Lightning called down from the heavens to hurt everything. Thor and Sasuke would be proud.

    Fearsom Stare -- Love it. Awesome animation and useful as active defense.

    Increase Density -- This is just a mean power. It actually has a practical use, but I use it to punish those that make me unhappy. You unhappy I speed boosted you... Ok, next time or too I'll just Increase your density. Take your pick really fast or really slow. Now everyone can feel like a granite tank.

    Seeker Drones -- I like the concept. It mechanically works well. Yeah congrats its a great power.

    __________________________________________________ __________

    Least Fun

    Speed Boost -- I've cast this so many times and it wears off so quickly.

    Stanima -- I have to get 2 powers I don't really want to get one that does nothing visual, is it worth it, unfortunately yes.

    Rock Armor -- Why does my controller have to have wierd poop coming out of her shoulders?

    Ice Armor -- I love these sets, but they are visually limiting on what they are supposed to do.

    Dual Wield -- Awesome look. I want me two guns. Oh wait the power blows. They put an awesome animation on a terrible power. I might as well skip all the attacks? But I want my guns. But I need other powers. What's a guy to do?

    Whirlwind -- Why can't this do something? It used to stop rooting, but I didn't play then.

    Propel -- So so so cool animation, but I wait so long to use it. The rest of the set is so

    Wormhole -- So cool in concept. So very hard to use. Lots of pain and suffering is usually not worth the pain. Gravity was almost a good set.

    Rise of the Phoenix -- Awesome animation, but I have to die to use it. I don't like debt. I don't like dying. I think dying is the opposite of good.

    Artic Air -- Love the power. Now I need a couple generators, maybe my own Nuclear Power plant to use it. I also have never been able to make the melee centered toon to use it either. Oh well.
  5. I was thinking if someone is just starting out with no influence to IO out his toons and make them shiney what would be the best way to earn the influence or find the resources for those IO's?

    Is the answer to farm? Is there something else I should do?

    If I'm going to farm, what toon should I build and where should I farm?
  6. How much help is Stealth?

    I mean if I drop Speed and Hasten, I could pick up both Stealth and Combat Jumping

    Leaping
    Fighting
    Leadership
    Stealth/Speed
  7. Quote:
    Originally Posted by Fulmens View Post
    In general: It's true that the Devs respond much better to clear mathematical models with testable conclusions than they do to vague rhetoric.

    If you say something like "5 out of 9 Defender primaries, with any secondary but Sonic, badly underperform tank damage while soloing for more than half the game" or something similar, AND SUPPORT IT WITH MATH, that's something the Devs might listen to . They might not agree, they might not do anything about it if they did, but that's at least a statement that can be discussed reasonably.

    ( I picked that number at random, but Emp,FF and Sonic are definitely three. )
    In this case we won't know till Going Rogue comes out if Defenders are underperforming. I'm concerned the Defender Archetype will be dead or on life support after Going Rogue.

    I think everyone accepts that the current Vigilence does nothing. No one in this thread has even remotely shown that current Vigilence is valuable. I think fixing the broken Vigilence inherent gives an opportunity for the Dev's to more clearly show the difference between Defenders and Corrupters.

    Think about the difference between Brutes and Tanks. Basically thematically they are the same almost all Tanks can be made as Brutes and vis versa. Its Gauntlet versus Fury, that makes the real choice for people which Archetype to use. Gauntlet has become a very good "control" power that is extremely useful on teams. Fury allows for sick things for damage output. The difference between the two like Archetypes is obvious mostly from their inherents.

    The other point to my thread is that I think a simplier more balanced fix to Gauntlet exists. My suggestion would basically allow what the description of current Vigilence is only changing the mechanic. I'd like something done, and I feel the more realistic and balanced our suggestions are, the more likely the Dev's are to listen to them.
  8. To put it in perspective. I would rather have a single Break Free on a click with a five minute timer than the current Vigilence; I think the current Vigilence is that worthless.

    Penny, you are 100% right if my build has endurance issues, I can both slot differently or pick powers out of most of the Epics to solve it. But that makes Vigilence all the more worthless. Since I have options that are far more consistant to build into my toons I'll choose to use those and ignore the current Vigilence. But because Vigilence is not a consistent power, I have to take powers and use slots to make sure that I don't have Endurance issues. So when I get a benefit from Vigilence its most likely just sitting in my Endurance tank wasted. Thus, Vigilence does nothing.

    I honestly don't think Teams will pick Corrupters over Defenders so much as players will pick Corrupters over Defenders. I'm not going to rebuild any of my Defenders; I've put too much time into them to simply start over. In the sense of picking teams, normally you can't be choosie enough to say oh no, I'm only looking for Corrupters not Defenders.

    I'm saying, "Most, not all, players will create Corrupters and move them Red Side instead of starting new Defenders." Thematically, the two Archetypes are identical. You can get the same almost the same power sets in either Defender or Corrupter. So, if my toon idea could pick between either a Defender or a Corrupter, I'm going to pick Corrupters because they have more going for them.

    Am I a min/maxer, eh kind of. I like to play what I like to play, not because it is necissarially strong. But I do spend a lot of time making toons like my Trick Arrow/Dark as good as I can. I don't think Trick Arrow/Dark is the best Defender out there, but I like it. I have a great backstory for the toon. But I do spend time figuring out which powers will make it most survivable and what slots to put into it.

    I don't think Defenders are underperforming now, but they don't have any competition now. When Going Rogue comes out there will be direct competition between Corrupters and Defenders and I'd like to see some more 'character' given to Defenders in a small rework, not buff, to their inherent power. So that it better distinguishes the choice between Defenders and Corrupters. This would give me a playstyle reason to choose one over the other.
  9. Penny,

    What you are basically saying is that Defenders have almost no inherent power, currently. I don't think I'm suggesting a "buff" to Defenders so much as fixing a broken inherent power.

    After going Rogue comes out, I will probably only make Corrupters, not Defenders. I think that the slight drop in buff power for Corrupters is more than offset by the increased attack power and Scourge inherent.

    I expect as soon as Going Rogue comes out many people will stop making new Defenders and the numbers will bare this out.

    Seeing as all other Archetypes have inherent powers that do something that actually helps the Archetype, I'd say the inherent power is underperforming.

    I think my suggestion basically would not take any real re-balancing of the Defender Archetype, most of the other suggestions such as Increased Damage, Mez Protection, and Reduced Recharge times all would require massive re-balancing of the Archetype.

    I'm basically trying to figure out what inherent would give people a reason to choose Defenders over Corrupters without tons of rebalancing. I also think the current inherent is not working in an effective way for Defenders.
  10. I thought it might help to post my build:

    [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:#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]Concealment[/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]
    • (A) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance[/color]
    • (3) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Endurance/Recharge[/color]
    • (3) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Recharge[/color]
    • (5) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance/Recharge[/color]
    • (5) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal[/color]
    • (7) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]+Regeneration/+Recovery[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Snap Shot[/color]
    • (A) [color:#8BAFF1]Accuracy[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Repel[/color]
    • (A) [color:#7AA4EF]Explosive Strike - [/color][color:#7AA4EF]Damage/Knockback[/color]
    • (7) [color:#7AA4EF]Explosive Strike - [/color][color:#7AA4EF]Accuracy/Knockback[/color]
    • (9) [color:#7AA4EF]Explosive Strike - [/color][color:#7AA4EF]Chance for Smashing Damage[/color]
    [color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Fistful of Arrows[/color]
    • (A) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (9) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance[/color]
    • (11) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (11) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Range[/color]
    • (13) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
    [color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Siphon Speed[/color]
    • (A) [color:#7AA4EF]Tempered Readiness - [/color][color:#7AA4EF]Accuracy/Slow[/color]
    • (13) [color:#7AA4EF]Tempered Readiness - [/color][color:#7AA4EF]Damage/Slow[/color]
    • (15) [color:#7AA4EF]Tempered Readiness - [/color][color:#7AA4EF]Accuracy/Endurance[/color]
    • (15) [color:#7AA4EF]Tempered Readiness - [/color][color:#7AA4EF]Range/Slow[/color]
    • (17) [color:#7AA4EF]Tempered Readiness - [/color][color:#7AA4EF]Endurance/Recharge/Slow[/color]
    • (17) [color:#7AA4EF]Tempered Readiness - [/color][color:#7AA4EF]Accuracy/Damage/Slow[/color]
    [color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Combat Jumping[/color]
    • (A) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Run Speed, Jump, Flight Speed, Range[/color]
    • (19) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Run Speed, Jump, Flight Speed, Range/Endurance[/color]
    • (19) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Knockback Reduction (4 points)[/color]
    • (21) [color:#8BAFF1]Defense Buff[/color][color:#8BAFF1] IO[/color]
    • (21) [color:#8BAFF1]Defense Buff[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Boxing[/color]
    • (A) [color:#8BAFF1]Accuracy[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Speed Boost[/color]
    • (A) [color:#8BAFF1]Endurance Reduction[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Maneuvers[/color]
    • (A) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Endurance[/color]
    • (23) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Recharge[/color]
    • (23) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
    • (25) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense[/color]
    • (25) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Endurance[/color]
    [color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Stealth[/color]
    • (A) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Endurance[/color]
    • (27) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Recharge[/color]
    • (27) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
    • (29) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense[/color]
    • (29) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Endurance[/color]
    [color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Tactics[/color]
    • (A) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]Recharge/Endurance[/color]
    • (31) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff[/color]
    • (31) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge[/color]
    • (31) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge/Endurance[/color]
    • (33) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Endurance[/color]
    • (33) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]Chance for Build Up[/color]
    [color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Explosive Arrow[/color]
    • (A) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (33) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance[/color]
    • (34) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (34) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
    • (34) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance/Range[/color]
    [color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Tough[/color]
    • (A) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance/Endurance[/color]
    • (36) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance/Recharge[/color]
    • (36) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance/Endurance/Recharge[/color]
    • (36) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance[/color]
    • (37) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Endurance[/color]
    [color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Weave[/color]
    • (A) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Endurance[/color]
    • (37) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Recharge[/color]
    • (37) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
    • (39) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Defense[/color]
    • (39) [color:#7AA4EF]Serendipity - [/color][color:#7AA4EF]Endurance[/color]
    [color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Transference[/color]
    • (A) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod[/color]
    • (39) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Recharge[/color]
    • (40) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Accuracy/Recharge[/color]
    • (40) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
    • (40) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Accuracy[/color]
    • (42) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]Chance for +End[/color]
    [color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Inertial Reduction[/color]
    • (A) [color:#8BAFF1]Jumping[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Increase Density[/color]
    • (A) [color:#7AA4EF]Steadfast Protection - [/color][color:#7AA4EF]Resistance/Endurance[/color]
    • (42) [color:#7AA4EF]Steadfast Protection - [/color][color:#7AA4EF]Resistance/+Def 3%[/color]
    • (42) [color:#7AA4EF]Steadfast Protection - [/color][color:#7AA4EF]Knockback Protection[/color]
    [color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Fulcrum Shift[/color]
    • (A) [color:#8BAFF1]Accuracy[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Aim[/color]
    • (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]Rain of Arrows[/color]
    • (A) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (43) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance[/color]
    • (43) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (43) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Range[/color]
    • (45) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
    • (45) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance/Range[/color]
    [color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Mass Hypnosis[/color]
    • (A) [color:#7AA4EF]Lethargic Repose - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
    • (45) [color:#7AA4EF]Lethargic Repose - [/color][color:#7AA4EF]Accuracy/Endurance[/color]
    • (46) [color:#7AA4EF]Lethargic Repose - [/color][color:#7AA4EF]Accuracy/Sleep/Recharge[/color]
    • (46) [color:#7AA4EF]Lethargic Repose - [/color][color:#7AA4EF]Accuracy/Sleep[/color]
    • (46) [color:#7AA4EF]Lethargic Repose - [/color][color:#7AA4EF]Sleep/Range[/color]
    [color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Mind Over Body[/color]
    • (A) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance/Endurance[/color]
    • (48) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance/Recharge[/color]
    • (48) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance/Endurance/Recharge[/color]
    • (48) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Resistance[/color]
    • (50) [color:#7AA4EF]Reactive Armor - [/color][color:#7AA4EF]Endurance[/color]
    [color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]World of Confusion[/color]
    • (A) [color:#7AA4EF]Cleaving Blow - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
    • (50) [color:#7AA4EF]Cleaving Blow - [/color][color:#7AA4EF]Damage/Endurance[/color]
    • (50) [color:#7AA4EF]Cleaving Blow - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    [color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]Telekinesis[/color]
    • (A) [color:#8BAFF1]Endurance Reduction[/color][color:#8BAFF1] IO[/color]
    [color:#489AFF]------------[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [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)
    • 14.3% Defense(Fire)
    • 14.3% Defense(Cold)
    • 15.2% Defense(Energy)
    • 15.2% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 18.9% Defense(Ranged)
    • 25.5% Defense(AoE)
    • 0.9% Max End
    • 1.5% Enhancement(RunSpeed)
    • 3.75% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(JumpSpeed)
    • 6% Enhancement(Heal)
    • 4% Enhancement(Sleep)
    • 10% FlySpeed
    • 95.4 HP (9.38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 4.95%
    • 9% (0.15 End/sec) Recovery
    • 24% (1.02 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]Serendipity[/color]
    [color:#B3CAF7](Stealth)[/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]Cleaving Blow[/color]
    [color:#B3CAF7](World of Confusion)[/color]
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  11. As to all those players hoping to get a damage buff or Mez protection. I doubt Defenders would get it.

    Someone said the Devs think that Defenders are one of the better balanced toons in the game. I disagree only in that I think the differences between Defenders and Corrupters is small and I think with Going Rogue coming out, many players will choose to make Corrupters instead of Defenders simply because their inherent does something.

    Mez is part of the game and like it or not, Defenders were "balanced" to be one of the Archetypes most effected by Mez's. I think the best we could hope for from our inherent is the one quick Break Free when you pop your Vigilence power like I've proposed. I'd love to see more than that, but Maladys Knight has said it right it wouldn't be fair to Sonic and Forcefields to give any more than that.

    On the Damage end, while I would love more damage for my Defenders again, someone poinnted out that the Dev's think that Defenders are properly balanced. Most defenders get some form of Damage increaser in the Primary, Force Fields obviously doesn't.

    I really do think that only thing the Dev's would look at Vigilence for would be to have it primarially do the same thing it already does, just in a better way. This would help solo toons because with less Damage it takes more Endurance to kill enemies.

    I would be happy with any mechanic that changes Vigilence from being balance upon the life totals of the team. I feel like anything is better than the current Vigilence which really does nothing.
  12. Quote:
    Originally Posted by PennyPA View Post
    Then don't account for it. Pretty simple. It is pretty amazing a controller would say "you know, I have containment, so I won't slot damage in an attack." Or a scrapper saying "well, since I will crit every so often, I will only put one or two damange enhancements."

    You have an END issue, slot end red or use other ways (aka IOs/sets) to decrease END use/increase END recovery. If any thing else, you have DUAL builds now. You want to depend on vigilance for teaming and END use - build 1. Team breaks up and you want to solo for a while - build 2 with more END red.
    You naturally recover Endurance, you don't naturally recover Damage.

    Endurance is very different from Damage. More Damage is always good. More Endurance is not always good.

    When Vigilence gives me Endurance if I don't use that Endurance, I've wasted it, because I would've recovered Endurance anyway.

    In other words Vigilence gives me too options:

    1. Slot for Endurance and manage my Endurance like Vigilence isn't there. Having too much Endurance when Vigilence kicks in. Thus Vigilence really does nothing.
    2. Don't slot for Endurance and only have enough Endurance when Vigilence kicks in.
  13. I'm trying to figure out what will be the most fun playstyle for my Kin/Archer Defender. I'm finally hitting the Epics and thinking of burning a respec to put her together. I have a great back story for my toon and I really am starting to like this one and think it might be my first 50.

    What I like about Archery is that Rain of Arrows is a big attack that is up pretty often freeing me up to use my Kinetic powers inbetween bursts of decent damage. The best way I've found around redraw is cycle using your kin powers with short bursts of Archery Powers bundled together. I also don't feel like I need to take a ton of Archery Powers with the build since they all recharge so fast and Rain of Arrows is up so often.

    Advice on Powers to avoid is appreciated.

    Power Pools:

    Leadership - For at least Tactics and Manuevers
    Speed - For Hasten
    Fighting - For Tough and Weave
    Not sure about the last Pool, I'm thinking whatever I can squeeze the most defense out of or Fitness. I know I can get Stealth IO's, but I've also thought of picking up Stealth here.

    Can a Kin get decent enough Defense to be useful? If so I'd love it for the "mez" protection. But the extra defense seems important when you are running around with so many Area of Effect Powers.

    Epics, I'm torn? I lean towards Psychic because I think it has the best solo Epic for a Kin/Archer, not that I solo a ton with this toon, but I like to be able to. But both Dark Epic and Power Epic seem to have some real possible upsides. I love to hear other people's experiences.

    1. Dark has:
    Dark Consumption - Possibly could help skip Stanima
    Oppressive Gloom - Great for stuns and can stack stuns with Stunning Arrow if you take it
    Dark Embrace -- Decent shield
    Soul Transfer - Self Rez, kinda nice Kin's tend to be glass cannons in the fire all the time
    Soul Drain - Often I can good damage without this kind of boost, but extra accuracy is nice

    2. Electric has:
    Electric Fence - ?
    Thunderstrike - ?
    Shocking Bolt - ?
    Charged Armor - Probably the best sheild available
    Power Sink - Could help skip Stanima
    Not much else am I missing something?

    3. Power Mastery has:
    Conserve Power - Less good for going without Stanima, but I might be able to go stanima less anyway
    Power Build Up - Nice for boosting Defense right before taking an alpha strike. Only lasts 10 seconds
    Temporary Invulnerablity - Ok shield
    Force of Nature - If this has Mez protection, I'd do it. But I don't see it in the descriptions
    Total Focus - At least this looks like it could be used in conjunction with Force of Nature to protect you.

    4. Pyschic Mastery has:
    Dominate - Hold
    Mass Hypnosis - AoE sleep, which is nice when you solo so that you can buff while stealthed, I'm not sure how fun a playstyle this would be?
    Mind Over Body - Decent Shield, rather resistance to Psychic
    World of Confusion - Unusual Power, requires a lot of slotting to work at all. Provides some mitigation when slotted. You can probably use this while stealthed.?
    Telekinesis - I'm not sure how this compares with Repel in the Primary. With some real skill you might help yourself by lining up AoE's and grouping. But it burns lots of Endurance and is situational and difficult to use. I don't mind learning to use something correctly, but I want to know a power has real applications.
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    This is a completely different argument than what was being discussed. The argument is not "Trick Arrow is super popular on Illusion Controllers," it's that "of Controllers playing Trick Arrow, Illusion is a more common primary." These are different claims. What you've actually just provided is evidence that Trick Arrow isn't a popular Controller secondary (which I would agree with), which calls into question the statement made by someone earlier that TA is "nearly overpowered" on Controllers.
    That's sorta why Trick Arrow needs a buff, its not popular because its just not balanced with the other Defender Primaries.

    We have said Trick Arrow works better for Controllers and might be "passable" because it really does add value because of hold stacking and being able to create Containment. That does not mean that Trick Arrow is an overpowered Controller secondary.

    Because Trick Arrow does some novel things and adds some control, it has more benefit to Controllers than to Defenders, Corrupters, and Masterminds.

    Trick Arrow isn't popular because its not up to snuff. If there weren't so many Green Arrow wanna be's out there, you probably wouldn't have any.

    Basically Trick Arrow is a great way to self gimp yourself and make CoX more difficult. I'm sure this does attract some small cadre of masocicsts to it, but it does not help them pull their wait in teams.

    I like the Trick Arrow mechanics or I wouldn't be putting this much effort into getting them buffed. I like a mostly Debuff set. I like that I have to be proactive. But, I do want to have the tools to do my job and support a team.
  15. I'm trying to figure out what will be the most fun playstyle for my Kin/Archer Defender. I'm finally hitting the Epics and thinking of burning a respec to put her together. I have a great back story for my toon and I really am starting to like this one and think it might be my first 50.

    What I like about Archery is that Rain of Arrows is a big attack that is up pretty often freeing me up to use my Kinetic powers inbetween bursts of decent damage. The best way I've found around redraw is cycle using your kin powers with short bursts of Archery Powers bundled together. I also don't feel like I need to take a ton of Archery Powers with the build since they all recharge so fast and Rain of Arrows is up so often.

    Advice on Powers to avoid is appreciated.

    Power Pools:

    Leadership - For at least Tactics and Manuevers
    Speed - For Hasten
    Fighting - For Tough and Weave
    Not sure about the last Pool, I'm thinking whatever I can squeeze the most defense out of or Fitness. I know I can get Stealth IO's, but I've also thought of picking up Stealth here.

    Can a Kin get decent enough Defense to be useful? If so I'd love it for the "mez" protection. But the extra defense seems important when you are running around with so many Area of Effect Powers.

    Epics, I'm torn? I lean towards Psychic because I think it has the best solo Epic for a Kin/Archer, not that I solo a ton with this toon, but I like to be able to. But both Dark Epic and Power Epic seem to have some real possible upsides. I love to hear other people's experiences.

    1. Dark has:
    Dark Consumption - Possibly could help skip Stanima
    Oppressive Gloom - Great for stuns and can stack stuns with Stunning Arrow if you take it
    Dark Embrace -- Decent shield
    Soul Transfer - Self Rez, kinda nice Kin's tend to be glass cannons in the fire all the time
    Soul Drain - Often I can good damage without this kind of boost, but extra accuracy is nice

    2. Electric has:
    Electric Fence - ?
    Thunderstrike - ?
    Shocking Bolt - ?
    Charged Armor - Probably the best sheild available
    Power Sink - Could help skip Stanima
    Not much else am I missing something?

    3. Power Mastery has:
    Conserve Power - Less good for going without Stanima, but I might be able to go stanima less anyway
    Power Build Up - Nice for boosting Defense right before taking an alpha strike. Only lasts 10 seconds
    Temporary Invulnerablity - Ok shield
    Force of Nature - If this has Mez protection, I'd do it. But I don't see it in the descriptions
    Total Focus - At least this looks like it could be used in conjunction with Force of Nature to protect you.

    4. Pyschic Mastery has:
    Dominate - Hold
    Mass Hypnosis - AoE sleep, which is nice when you solo so that you can buff while stealthed, I'm not sure how fun a playstyle this would be?
    Mind Over Body - Decent Shield, rather resistance to Psychic
    World of Confusion - Unusual Power, requires a lot of slotting to work at all. Provides some mitigation when slotted. You can probably use this while stealthed.?
    Telekinesis - I'm not sure how this compares with Repel in the Primary. With some real skill you might help yourself by lining up AoE's and grouping. But it burns lots of Endurance and is situational and difficult to use. I don't mind learning to use something correctly, but I want to know a power has real applications.
  16. Quote:
    Originally Posted by Garent View Post
    QR

    The basic suggestion of making defenders an archetype that has near infinite endurance is cool, but as usual I disagree with the reasoning behind the complaints with current vigilance. In this case the reasoning seems to be: "It's cool having infinite endurance when my team is in trouble, but when everything's going fine I don't seem to have enough" To rephrase this, this is basically saying "I want to do better in the situations in which my team is untouchable"

    I think in this case the complaint is one of general annoyance, and not of archetype balance. If that's the case though, then it needs a solution that reflects it. If enough people are annoyed by the binary nature of vigilance going between doing nothing and making it so you can spam all your powers, then the solution is to make the curve smoother. Have vigilance give a small boost based on number of teammates and max out at a significant, but not ridiculous, value if a teammate is dead.
    I think the complaint with Vigilence is:

    1. It does nothing solo
    2. It feels like a non-power because its not something you can plan around
    3. Most Defenders are slotting endurance reduction anyway, so the bonus from Vigilence is almost non-existant. If I already have enough endurance, the extra endurance that Vigilence gives often just sits in the tank and gets unused.
  17. Quote:
    Originally Posted by Catwhoorg View Post
    Now thats the judgment call isn't it ?

    Right now, the Devs still view Defenders as the most balanced AT (Herocon comments). Any shift in their effectiveness is going to be under close scrutiny.
    That is another reason, why I don't think the answer to fixing the Defender inherent is an increase in damage. I just want the inherent to work in a good and balanced way.
  18. Quote:
    Originally Posted by PennyPA View Post
    I don't have an issue with vigilance, but this is how I feel ever single these threads pop up. I have yet to see any one show that defenders underperforming.

    You can make some combinations that synergize greatly or some that make soloing harder. But in the end, they ALL can solo.

    I don't know why soloing ever comes into this either. Defenders are great in teams. That is there balance for the soloing.

    The OP even states defenders aren't made for soloing. I can't see how adding an end red to slotting or use IO's and frankenslot end red with something else in a mixed IO is overkill. That is news to me.

    Add in the fact like my emp def has a power with end recovery, so does my kin, my cold gets end back, as does my D3 from the epic pool. Rad gets AM for some recovery too. Managing END is part of the game.
    I realize that managing endurance is part of the game.

    First off intelligently managing Endurance is my reason for saying that Vigilence is a broken Inherent power right now. I think Vigilence currenlty is a non-power, that you basically have to pretend you don't have and then it will give you extra Endurance in emergency situations. Which may or may not be helpful, but if you have slotted properly you'll have enough endurance all the time regardless.

    I chose to give Defenders an endurance boost, instead of damage or anything else because

    1. It is what Vigilence already is supposed to do, help with Endurance management. My suggestion is basically the same description of the current Vigilence, only as a click power you control it so you can use it regardless of what the situation for your team is.
    2. The Powersets that have tools to help them with Endurance are Kinetics, Radiation, and Cold, probably the three most popular and successful Defender secondaries. People will still make Kinetic, Cold, and Rad toons even if Defenders have access to more Endurance help.
    3. The Powersets that help with Endurance also help their team with Endurance. My vigilence mechanic only helps the Defenders with Endurance. So the powers like Transference still have a real use to the rest of the team.
    4. Even powers like Conserve Power and Stanima still require thought into Endurance Management. Conserve Power itself is not an answer to all your Endurance issues and it will not let every toon skip Stanima.
    5. I think too many toons currently take Fitness for Stanima and feel its "required" to be good. This would give at least Defenders a better chance to build without Stanima.
    6. Solo this will help Defenders. Defenders have to use Endurance in Debuff powers that have high endurance cost because those powers were built to protect the whole team. Defender mitigation powers generally use more endurance than other toons. Also Defenders have to use more attacks than other toons to defeat an enemy because their damage is less. Having more Endurance will allow them to defeat enemies by wittling them down.

    After going Rogue, this will also make the choice between Corrupters and Defenders more meaningful. Comparing Scourge which will help provide more damage with Vigilence which would provide more endurance. I love Defenders, but I would most likely start making Corrupters since the pluses of Defenders won't line up with the Pluses of Corrupters.

    Inherents normally do something. Fury for Brutes. Criticals on Scrappers, Containment on Controllers. Scourge for Corrupters. Guantlet is a huge benefit to Tanks. Defenders are really the only Archetype without an inherent power that helps the toon do its job in the game.
  19. Quote:
    Originally Posted by Fulmens View Post
    Adeon and Talionis:

    I sort of agree that Vigilance is a nonpower (well, sometimes it helps, but I agree that those are unpredictable moments and rare ones. ) However, to replace Vigilance with a power that improves Defender performance, shouldn't you first prove that Defenders need a performance boost?
    While I'm not sure how to prove they need an boost. But, Every other archetype gets an inherent power that does something.

    Vigilence doesn't really do anything.

    Either you have slotted correctly for your endurance usage when Vigilence isn't doing anything or you haven't. As someone else said, if I've slotted correctly, I've pretended I don't have Vigilence at all and got my endurance recharge high enough, probably by taking Stanima. So that I can burn a lot of endurance doing whatever my Defender does. Thus, when Vigilence kicks in, I'm probably just getting extra Endurance that it is just a waste.

    Aside: If you like the current Vigilence mechanic the way it is, what it really needs is a recharge reduction element as well so that the powers you need to save your team are recharging more quickly too. But, while cool, it would be ridiculously over powered. End Aside.

    As for for my actual suggestion. I'm not saying that it should mechanically work exactly like Domination. If you've played a Dominator, you almost always have your "Domination Bar" recharged before the actual power recharges. Thus Domination was never really controlled by your attacks, its really controlled by how fast Domination recharges. My suggestion for Vigilence wouldn't need a recharge bar, it would just recharge like any other power.

    Vigilence would just be a click power. When you click it you get:

    1. The equivalent of a large Break Free so that you can un-mez to save your team
    2. A full Endurance Bar
    3. Conserve Energy

    I'm just saying I think the Defender inherent should do something. I should be able to plan around whatever it does for my normal in game activities. It should help me so that I can slot and pick powers differently. Otherwise its giving me extra endurance at a time when I probably already have enough Endurance and the times when its useful are very limited.
  20. I really don't want to hear any controllers opinions, at least in if they are saying that Trick Arrow is working. I'll concede:

    Trick Arrow maybe working for:

    Controllers

    Trick Arrow is not working for:

    Defenders
    Corrupters
    Masterminds

    Why? Controllers can stack immobolizes and holds. Simple as that.

    The holds and immobilizes cannot be stacked in the other Archetypes for the most part. The effects for a Defender or Corrupter are too weak to give the type of mitigation that you expect from Defenders.

    Single Target Holds and Immobilizes get more and more deminished the larger the team. Since larger teams have larger spawns. IE its more useful for solo or small team play which is not what Defenders are supposed to be focused on.

    The damage that Trick Arrow gets is really kinda minimal when you think about the fact that the recharge on Oil Slick is 180 seconds. Three minutes is a long time.
  21. I hate Vigilence as an Archetype power.

    Yes it does almost nothing.

    But even worse it makes it impossible to slot correctly. Sometimes on teams I have no problems at all with Endurance. I'm running fine. Then I solo or the team does better and all my powers drain me to the ground. It's impossible to slot Defenders for Endurance reduction in the powers. Its either overkill or never enough.

    My suggestion... make Defenders the one Archetype that barely has to worry about endurance.

    Use the mechanic from Domination. Instead of mez protection, have it work like a Break Free that way even if you are Mezed you can use this power as a one time wake up to try to save your team. Have it fill up your Endurance bar and have it cast Conserve power. Make it so its hard, but not impossible to Perma Vigilence just like Domination.

    That's it done. Nothing else.

    The idea is that when their teamates are in trouble the Defenders can pull into their reserves break mez's and use their powers to save their teamates.

    Conserve Power blows as a power. But it would allow many builds to skip the Fitness chain. Which yes, I know all Archetypes can skip Stanima, especially now that we have IO's, but it would make it a little simplier. My Defenders are also the toons that I usually want to take more pool powers on anyway.

    I know Power Mastery has Conserve Power in its Epic, let it stack with your vigilence version of conserve power much like Aim and Build Up do.

    Its funny but now that Domination doesn't have a damage component, I realize its probably much closer to the inherent power that a Defender should have and not a Dominator.

    It would help solo, which Defenders weren't made for, but would still help it without drastically changing Defender balance.

    The biggest thing is that a power like Domination can be planned around whether you are solor or on a team. Whether your team is doing great or doing pourly. It would let us be intelligent about our slotting which is the most important part of the whole equation.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't see this being the case at all. IMO the control powers fill in for some of TAs weaknesses and make it less lopsided, but it is still weaker than the other secondaries. The Control combinations that edge toward overpowered are the ones that award endurance, recharge, damage, and healing in one package: Kinetics and Radiation. If the Controller secondaries are participants in a high school prep rally, Trick Arrow is sitting under the bleachers with Sonic Resonance smoking cigarettes and complaining that life sucks.
    Oedipus,

    I respectfully disagree that the Control aspects are meaningful enough to keep you alive. If all the powers were on 45 second timers they might be because you could stack all your big powers and make significant mitigation. But with many of the "control" powers up every third mob its just not fun and you don't feel like you contribute to the team like you should as a defender.

    Nothing on Trick Arrow overpowers a team. And Trick Arrow is still very hard to solo. Maybe I'm not using my "entangling arrow" and "ice arrow" enough or properly. But both would slow down my kill time, not speed it up since there is no damage modifier in either power.

    Trick Arrow doesn't buff your endurance or your life. I'm not saying it should. But Trick Arrow should have some really good benefits for not having some of the benefits that the other sets have. I feel like I'm trick-or-treating and everyone else got Gigantic Candy Bars of Awesomeness and I look in my bag and got an apple.

    I'm not saying Trick Arrow is unworkable. I'm saying its gimped compared to many of the other Defender sets and I'm embarrassed to try to get on teams with a Trick Arrow. Teams never get what they expect and we are not the force multiplier that all other Defender sets are.
  23. 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.

    Quote:
    Originally Posted by spiritfox View Post
    Disruption arrow - I think that this should stack on some -tohit and -perception, and have a shorter cooldown. It would make sense for a disruption arrow to actually...disrupt...something. Loud *** noises make attention spans shorter and annoy the crap out of people so they have a harder time focusing on anything, and what they do focus on they're not very good at paying attention to it. In balance terms, you could make the thing have no aggro component, and that lets the set stack a ton of -tohit and -perception before the alpha is taken, and the -res component wouldn't hurt either. All you have to do is add "Emits sounds too high for humans to hear" in the description and make the thing drive warwolves crazy and you've got a winner.

    The other option is to give this thing a taunt aura. Now wouldn't THAT be an interesting toy. Give it the ability to take about double the damage of a seeker drone, and a taunt aura, -res, and -perception. Makes enemies run in close to angrily try to stomp the thing to oblivion. Give it a decent range on that taunt aura, and you've got an alpha taker, or a handy positioning tool. I've always wanted a power that could pull enemies towards one point, this is a close second.
  24. Talionis

    Travel Powers

    Quote:
    Originally Posted by GATE-keeper View Post
    No easy answer to that question:

    Fly is the easiest, but also the slowest. But if you're playing a melee toon, then Fly's prereq of Air Superiority comes in handy.

    If you want to get to the mission door first, and want a little bit of stealth, then Superspeed is best. Superspeed's prereq of Hasten also comes in handy, no matter what your AT is. Superspeed is great for zipping to the end of mish to click the glowie or just defeat one room full of enemies. Just be aware that if you don't know your way around the city zones real well, then Superspeed is kind of painful. Also, Superspeed is painful in those multi-level cave rooms or multi-level office rooms. (Those rooms are why I almost always choose Fly.) And don't get me started on the Shadow Shard.

    If you want a little bit more defense as well as a more vertical movement than Superspeed, but not as much as Fly, then Superjumping is great. SJ's prereq of Combat Jumping adds a bit of defense.

    Hope all that helps.
    All of this is good advice. Just remember that Teleport uses the most endurance, but is the fastest travel power when slotted. It has no limitations on where you can go, but it can be difficult to learn to use and some people never get used to it.

    The consenus answer on best travel power really tends to be what prerequisite powers you will use more than which travel power is the best. The travel powers are pretty well balanced.

    Teleport: Utility of being able to teleport enemies, pets, and friends. If positioning is important to your build then learning to use teleport in combat can be awesome. I found teleport to be pretty easy to use, but I know a lot of people that have a hard time using it.

    Leaping: Defense. Combat Defense is a little more defense and makes maneuvering while jumping a lot easier. Super Jump is a pretty good middle of the road travel power, its not too slow, it allows you to get almost anywhere vertically you'd need to go. Acrobatics fills a hole in many builds by giving added knockback protection. Some melee builds don't have a good power for this. This tends to work pretty well for PvP.

    Super Speed: Its the fastest, but with no vertical freedom its the worst travel power in my opinion. Any time the height of the ground changes slightly or anything is in your way you have to either jump or move around it. Many maps especially villain maps are very difficult to maneuver in with superspeed. In really tight builds this may be your only answer, because as pool powers go most commonly used is Stanima. Second most common is Hasten. Hasten is a great power that makes your best attacks be ready to use more often. That's important in many builds and if you don't have a lot of free powers to pick from then Super Speed may be the ghetto travel power for you. The other nice thing about Super Speed is that it has a partial stealth built into it. If you combine this with an other stealth power you are hidden against most enemies. So if adding stealth is important then Super Speed can be good.

    Flight: Is the easiest power to use. But the slowest travel power. I've always thought it was a little too slow. Air Superiority is the best melee attack in the power pools and as such can be added to an attack chain easily enough. It causes the enemy to knock up and they have to pick themselves off the ground giving you a little free time to get a hit in. Flight also is used in some ranged attack builds to help keep enemies at range while you attack. The most damaging attacks are melee attacks and often if you are in the air then many enemies cannot reach you. Just remember that Hover and Flight burn endurance while in use.

    I'd say more of my toons have Super Jump as a travel power than any other. But it all depends on the toon. All the travel powers are good, with the exception of Super Speed that really doesn't provide the vertical movement you'll need to get to places. My first advice is to pick a travel power because the prerequisite for the travel power is useful to your bulid. If that fails pick the travel power that fits your toons theme if you have no other way to decide.
  25. I didn't know that and was very dissappointed. Power Pools are weak enough to begin with and a melee attack, so they are two pronged not that great. You'd think they would reward a fairly defenseless class for going into melee.