Vigilance?!?
"Chance for double buff" sounds like a good one to me. So a double heal, double defense, double resistance, double damage, double recovery, double recharge etc etc. As a second part, something like Supremacy - a small +dam, +acc and +def buff to your party, but not yourself or any pets.
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
When I play I find Vigilance does pretty much the opposite of what I need. If the team is struggling I find myself using only my primaries and dashing about to keep everyone up, so am usually using less endurance, not more.
If the team is full health I'm firing off my rather end heavy attacks and find myself low on end after just a few attacks, so inverse vigilance might not be so bad in my case, and would reward good play as well.
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You may get some use out of it pre-endurance recovery power. After that it's useless and only rewards poor play.
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Agreed. It's about the only inherent I can think of that runs contrary to your role.
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Defiance encourages bad play, Vigillance rewards it, questionably, I have never found any use for either in PvE past hollows level.
I actually don't think either AT needs a massively powerful inherrant, but something basiclly useful for doing your job in a team well would be good.
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Those are both fairly sweeping generalisations regarding old defiance and vigilance.
Vigilance does not "reward" bad play, it provides a boost that might be helpful in bad situations...And not all situations where it is useful are caused by "bad play".
I found that it worked well on skilled blaster teams, where I could keep all the blasters red-lining and benefit from the end cost reduction as a result.
I've said before that the argument that certain abilities "reward" bad play is akin to saying "life belts reward bad sailors"....
Perhaps what would be a good change for vigilance would be a defender version of dominance..
A progress bar that is increased by the use of your powers on your team/enemy, and that when activated provides res Vs mezzes along with the normal end reduction cost...or maybe once activated it acts as a team wide purple,granting an immediate but shiort duration mez resistance/removal?
I have no clue about the finer mechanics in Vigilance but i can see with out a doubt that if i solo i run out of end and on teams i dont. I think that is pretty neat.
And no it is not bacause of buffs or inactivity on teams
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I found that it worked well on skilled blaster teams, where I could keep all the blasters red-lining and benefit from the end cost reduction as a result.
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Can't do that anymore with new blaster defiance
I really think the devs should have looked at Vigilance before Defiance, the former being almost completely useless and the latter only lacking in big team pve. I guess there are just far more moany Blasters than there are moany Defenders.
@Rooks
"You should come inside the box... Then you'll know what I mean."
There are far more Blasters in general moaning or otherwise.
Will people stop giving Vigilance a hard time! it allows my Ta/pointy Sticks to function in teams of 3 or more without end issues and not take Stamina. I like it just the way it is. now if they wanted to improve it, having your debuffs/buffs increasing in power as the teams end goes down would be perfectly welcome.
Defiant 50's
Many and varied!
@Miss Chief
I think that what would really be in the theme of defenders is an inherent that gets proportionally stronger:
- The more teammates you have.
- The more enemies in range.
- If the enemies are higher level.
- If the enemies are higher rank (i.e. lieutenants and bosses).
So, if your defender is in a team of eight against +4s and faces a really large spawn witha lot of bosses and lieutenants, his/her buffs/debuffs become proportionally stronger and gets some +recharge and endurance reduction. This could be good soloing and in teams.
Slight bit of Threadomancy as it seems the time to bring this back up.
I was thinking what if Defenders got a Domination style bar which is charged as they deploy their primaries, or charged less as they use their secondaries.
However instead of one Domination style power being activated when this charged you get a selection of them to choose from (as Defender primaries tend to vary hugely in things like usefulness of Power Boost, End & Health use and recouping abilities etc).
One power could be a mini-Power Boost, maybe doing a 50% power boost for 10 seconds. A second could give +regen & +recovery for 30 seconds. A third could be a 30% +recharge for 20 seconds. Finally maybe a +30-40% Accuracy and Damage boost for 20 seconds (mini build-up)
That way you could pick and choose which suits your powersets, playstyle and current situation a bit better.
I'm still a fan of rewards active play rather than linking the inherent to the teams health etc, you should be rewarding active play IMO (admittedly I'm biased as thats the way I like to play my Defenders).
You'd need to tweak it so that the bar is only boosted by useful moves and prevents spamming, maybe by having a "cooldown" on how often the bar can be boosted by a single power (to prevent someone just spamming quick charging buff powers and PBAOE heals to charge up).