Leadership Powers
IMO, they're generally not that useful. Check City of Data for the actual numbers (or look in game). And like Kay said, the values vary depending on AT.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
They pay off more on big teams. Sure, 10% damage increase may not be more for just you, but add 4 teammates doing the same amount of damage and suddenly Assault adds the equivalent, in total, of +50% of a character's damage. The multiplicative effects make them very powerful on teams; solo they are of marginal use.
I team with the Repeat Offenders.
They can be useful, but they are extremely expensive on Endurance.
Open your Powers tab and click Combat Attributes at the top of the new window. Open Base and then right click on Last Hit Chance; select Monitor Last Hit Chance. That will put up a tiny window that shows the total percent probability you had to strike the last thing you swung at. If that number is habitually lower than 95% with your regular play and you don't think you can reasonably slot more Acc, then Tactics might help.
Maneuvers by itself isn't a terribly large amount of Def, even on high buff-modifier ATs like Defenders, Tanks, and VEATs. However, if you are just short of the Defense soft-cap of 45%, Weave is not an option, and you can afford the End cost, then it's very useful.
Assault is a small amount of +Damage, and doesn't show much effect on low Damage Modifier ATs like Tanks and Brutes. High Damage Modifier ATs like Blasters, Dominators, and Stalkers on the other hand, see more benefit with the percent multiplying a larger base damage number. If you commonly have enemies with slivers of HP left, then Assault can get rid of that problem for you. Again, that's assuming you can afford the End cost.
It's a lot like fighting a sapper!
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
Thanks for all the help everyone. I took the Leadership pool powers for an Army-Man themed blaster and it makes it pretty handy.
I run leadership on very few characters. It's usually used for fillers in builds that don't have to take all their powers. My Blaster has Assault and Tactics just because she skipped a lot in her primary/secondary. Assault is only +10.5%, but when you're doing high base damage already that's pretty good.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
It depends on your character. Defenders and Controllers I believe get higher buff numbers, which makes it more worth the end cost for them. Especially if your set already has end recovery powers (yay for Kin!).
I just picked up Assault and Tactics on my level 25ish Dark/Regen scrapper. Their bonuses are certainly small, but just enough that I miss them when I have em toggled off.
Also, as a Scrapper I don't feel very useful to the team. Leadership helps me feel better.
Also, I play lotsa Tanker and Dominator thingies. This scrapper is running less than 1 end/second of toggles, that's NOTHING! And who needs that stupid Stamina thing, anyway? :P
I was thinking of attempting some leadership at my lvl 50 respec on my MM. Since I do solo I'm thinking after these posts its not something I should consider and maybe go with one or both of the incapacitate skills on the presence tree.
Doc Mech-Nec (Exalted): 50 Bots/FF MM
Crey Radiation Tank (Exalted): 50 Rad/Rad Corr
Servers: Exalted, Triumph, Champion
Alts: 32
Steam Profile
[ QUOTE ]
I was thinking of attempting some leadership at my lvl 50 respec on my MM. Since I do solo I'm thinking after these posts its not something I should consider and maybe go with one or both of the incapacitate skills on the presence tree.
[/ QUOTE ]
MMs get a bit more benefit from the Leadership toggles since the buffs apply to their Minions as well. It's also useful for things like adding some Defense to Gang War and thus allowing the extra pets to survive for longer.
I don't know what powersets/playstyle you would be applying them to, but I'd think they would be more useful than a 9 sec Mag 2 Fear.
well my build atm is FF/MM, Flight with superiority, fly and gfly. Presence with both taunts. Health and Stamina. I picked up Mace Mastery for the holds but my bots still knockback even when something is held so it isn't working as I hoped. I thought the presence powers would help for aoe control but if some tactics for damage and defense would be more beneficial as an MM I'll try either method.
Doc Mech-Nec (Exalted): 50 Bots/FF MM
Crey Radiation Tank (Exalted): 50 Rad/Rad Corr
Servers: Exalted, Triumph, Champion
Alts: 32
Steam Profile
[ QUOTE ]
well my build atm is FF/MM, Flight with superiority, fly and gfly. Presence with both taunts. Health and Stamina. I picked up Mace Mastery for the holds but my bots still knockback even when something is held so it isn't working as I hoped. I thought the presence powers would help for aoe control but if some tactics for damage and defense would be more beneficial as an MM I'll try either method.
[/ QUOTE ]
Try them thoroughly on Test, see what you like.
[ QUOTE ]
I just picked up Assault and Tactics on my level 25ish Dark/Regen scrapper. Their bonuses are certainly small, but just enough that I miss them when I have em toggled off.
Also, as a Scrapper I don't feel very useful to the team. Leadership helps me feel better.
Also, I play lotsa Tanker and Dominator thingies. This scrapper is running less than 1 end/second of toggles, that's NOTHING! And who needs that stupid Stamina thing, anyway? :P
[/ QUOTE ]
If you feel like you're not being useful, you're not paying attention. You're a Scrapper- nobody needs to worry about you, so go after the things that everyone else is afraid of. Bosses, sappers, Comm officers, it's called search and destroy!
I take leadership on quite a lot of characters. (7 out of 12 50s have the pool)
As has been covered solo the buffs are marginal, but teamed they really stack up. If solo I'll frequently just toggle on assault for the +damage, leaving the others available but inactive. Here's the thing many people forget about toggles, you can turn them on and off as you wish. Fighting Nemesis and vengeance is an issue, toggle on tactics. Going against Council and hitting just fine, turn it off.
I ran a STF while ago, and there was so many stacked tactics that I was hitting Mako through elude at 95% to-hit rolls. (that was on a /dev blaster with targeting drone ontop of the tactics), full team leadership is just scarily good.

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
It depends. If you've got a tank on the team running Maneuvers, it's not noticeable. If you have 3 defenders, each running multiple Leadership powers, it's absolutely brutal. I've been on teams where we had 12-15 Leadership powers running and it was astonishing the difference it made.
As far as the AT modifiers, I never take them on a tank. I'll take them on a scrapper or blaster if I have a reason (example: having Tactics in a PvP zone is helpful). On a controller, they're pretty good. On a defender, if there's any way I can fit the power in and afford the endurance, I'll try to take as many as I can. My empathy defender has all 4 Leadership powers. My dark defender has 3.
Also worth mentioning: Vet attacks can not be slotted for accuracy so lots of people feel they're kind of useless at higher levels. But Tactics works just fine with vet attacks.
Paragon City Search And Rescue
The Mentor Project
Personally, I love having the 6-piece set bonus from Gaussian's combined with maneuvers. Together that combo is fairly significant survivability for me, and the two powers help anyone I'm with as gravy.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
[ QUOTE ]
It's a lot like fighting a sapper!
[/ QUOTE ]My Fortunata's got 6 leadership powers, plus Indomitable Will, and does fine
http://www.fimfiction.net/story/36641/My-Little-Exalt
Are these powers (assault, maneuvers, etc) as good as insp's? I took them for a character and I can't tell if they are worth anything or not. They hog END a bit, I can see that.