Self Buffing
A great idea would be if they could add an IO that would turn a single target buff into a Team buff at x times the cost, where x is the number of players in the team.
Speed Boost the whole team in one cast, that'd be nice.
But they'd have to make it so that only certain powers could take the IO, as you wouldnt want to turn things like O2 Boost into teamwide heals...
I think an original concern to not alot self buffing was the idea of the tankmage that the defender could become. In reality tankmage is easily doable with many AT's, so that concern isn't valid anymore.
Self buffing is what my mother told me caused blindness.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
It's a balancing factor on teams too, not just solo. You can buff your teammates, but you remain a weak point unless there's another defender on the team.
It's been mentioned in several threads to allow the defender to self buff. It has also been shot down as a bad idea because it would make the defender too powerful by themselves. But is it really that much of a difference? The only true test I can think of to prove it either way is to take 2 Defenders with the same primary set with buffs and have Defender B cast the Buffs on Defender A, then report Defender A's performance.
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"But the Defender's lower hit point balances it out!" you say. How wrong you are...
44.5% +def reduces incoming damage by 89% on average. This means that 11% of the damage is coming through. In order to be killed, it would require 9249 damage in a single instant to kill the Defender.
36.3% +def reduces incoming damage by 72.6% on average. This means that 27.4% of the damage is coming through. In order to be killed, it would require 4885.4 damage in a single instant to kill the Scrapper.
So the Defender would get 190% of the survivability of the Scrapper at 77% of the endurance cost and the Defender would be able to give this exact same level of defense to everyone else in the group whereas the Scrapper can only provide for him/herself.
^^agree with all of the above, also considering that several (I think 5?) defender primaries get some method of status protection/resistance, this would be another unfair advantage over say, blasters and controllers.
I think the main issue is not having as many tools when solo; consider Empathy. It excels on a team of course, but then solo you have a grand total of 3 powers from your PRIMARY powerset that you can even activate let alone really benefit from. It sometimes makes you feel a bit.....unheroic.
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
^^agree with all of the above, also considering that several (I think 5?) defender primaries get some method of status protection/resistance, this would be another unfair advantage over say, blasters and controllers.
I think the main issue is not having as many tools when solo; consider Empathy. It excels on a team of course, but then solo you have a grand total of 3 powers from your PRIMARY powerset that you can even activate let alone really benefit from. It sometimes makes you feel a bit.....unheroic. |
We dont need EVERY ally power changed, just some, and really only for powersets that are underperforming solo (Like Empathy).
Think about this one idea as an example. Empathy is the MAIN healing set, correct?
Why then can other sets use a better AOE heal (Like Dark and Kinetics, or the SAME like Rad). To seperate Empathy from the healing pack, shouldnt the AoE heal of Empathy be better than RAD, which has so many other tools which help while solo.
I say make Healing Aura a 20-25% base heal and give it some other effect that lasts for 8 secs like +regen, +res, +dmg, +rech etc... etc.. etc.. Something that would help a lower level solo empath. Or better yet, give them +res and +res to status effects.
and thats it. ONE Change. This could do so much for a solo empath, especially the status protection.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
It's been mentioned in several threads to allow the defender to self buff. It has also been shot down as a bad idea because it would make the defender too powerful by themselves. But is it really that much of a difference? The only true test I can think of to prove it either way is to take 2 Defenders with the same primary set with buffs and have Defender B cast the Buffs on Defender A, then report Defender A's performance.
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Adrenalin Boost gave me enough recharge to alternate auras, and have a permanent Recovery Aura and Regen Aura going.
With AB, which was also permanent, I had +1000% Regen and +1000% Recovery at all times, could have been even more Regen if I slotted these powers for Healing.
Mutual Fortitude slotted for Defence was +22% Defence, +31% damage and +18% To Hit at all times.
Add in Manouvers for each character, and you're at 33% Defence to everything. With the recovery mentioned above, having the Endurance to run these toggles was not an issue, neither was finding the power choices to fit in Leadership since Stamina was totally unnecessary.
Clear Mind provided full mez protection and increased Perception at all times.
So, 33% Defence, 11 times normal Regen and spot heals to cover any spike damage made me unkillable.
I was constantly operating with unlimited Endurance and +100% Recharge, giving me an attack chain of Power Burst, Energy Torrent, Power Blast, Explosive Blast, all at +62% damage due to stacked Assualt and Fortitude.
If I Nova'd, one slot in Adrenalin Boost would mean I didn't even suffer an Endurance crash.
It was awesome, to the point of being boring. These characters are currently stalled at level 39 due to being too easy to play.
Green Machine of the Repeat Offenders Network do this with teams of 8 Empaths - I can do the numbers and imagine the sickening levels of power they achieve.
In brief - Defender buffs are extremely powerful, and to stay that way, many of them suffer from the "not useable on self" penalty. This is necessary to balance this type of power.
These powersets are advertised as such. If you want to play a more self-sufficient character, no-one is forcing you to choose Empathy or Sonic Resonance, maybe choose Radiation Emission instead?
Asking for all powersets to benefit the user is reducing the number of options available.
And this is exactly why I think more attention should be put on Self-Defense.
We dont need EVERY ally power changed, just some, and really only for powersets that are underperforming solo (Like Empathy). Think about this one idea as an example. Empathy is the MAIN healing set, correct? Why then can other sets use a better AOE heal (Like Dark and Kinetics, or the SAME like Rad). To seperate Empathy from the healing pack, shouldnt the AoE heal of Empathy be better than RAD, which has so many other tools which help while solo. I say make Healing Aura a 20-25% base heal and give it some other effect that lasts for 8 secs like +regen, +res, +dmg, +rech etc... etc.. etc.. Something that would help a lower level solo empath. Or better yet, give them +res and +res to status effects. and thats it. ONE Change. This could do so much for a solo empath, especially the status protection. |
Having some powersets overperform in teams and underperform solo is not a bad thing - its another choice we can make at character creation.
But you cant do that without making grouped Empaths even more insanely powerful.
Having some powersets overperform in teams and underperform solo is not a bad thing - its another choice we can make at character creation. |
I can see your examples, but they seem to be the extremes and not normal play.
Although I am sure that there ARE people that have put together teams of 8-empaths, do you think everyone would role an empath if they got a little boost to their self-defense.
I am skeptical. I think it would convince more people to try one, but they would likely find that Empathy is still not the best solo-platform, just better than before.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Hello Dr. Mike,
I can see your examples, but they seem to be the extremes and not normal play. Although I am sure that there ARE people that have put together teams of 8-empaths, do you think everyone would role an empath if they got a little boost to their self-defense. I am skeptical. I think it would convince more people to try one, but they would likely find that Empathy is still not the best solo-platform, just better than before. |
I don't think the Ally-Only buffs should be changed, they work well and do their job. It's just a bit disappointing looking at your power tray, knowing that there are at least a couple of powers you can't play with. I think maybe the disappointment is amplified by our inherent ALSO being unavailable solo.
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
It's just a bit disappointing looking at your power tray, knowing that there are at least a couple of powers you can't play with. I think maybe the disappointment is amplified by our inherent ALSO being unavailable solo.
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I second that !
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
The best solution for making empathy more solo-friendly, is to add a self-only fortitude buff into Recovery Aura and a self-only adrenaline boost buff in regen aura. Yes it's a really strong and late-blooming combination but Healing Aura is the only other power you could even use while solo and it certainly would help empaths out in teams higher than 5 people.
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However, I really feel that something sooner in an empaths career would be better.
Hehe, with only 3 powers to choose from, kinda narrows it down some.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Hello Dr. Mike,
I can see your examples, but they seem to be the extremes and not normal play. Although I am sure that there ARE people that have put together teams of 8-empaths, do you think everyone would role an empath if they got a little boost to their self-defense. I am skeptical. I think it would convince more people to try one, but they would likely find that Empathy is still not the best solo-platform, just better than before. |
I dunno if there's a shortage of Empaths out there, is there?
I agree that the 8 person team is an extreme outlier, but most of what I described can happen spontaneously during normal gameplay ,with any two balanced Empaths (ie ones with some attacks) without any special build concessions. If they decide to buff each other the entire team can be rolling in double Fortitude while the Empaths enjoy their own demigod status.
Your suggestion isnt a bad one, it just needs a corresponding take from somewhere. Currently, Empathy's healing power is divided between Healing Aura, Heal Other and Absorb Pain, which is two powers not useable solo and one that is. So it wouldnt be too bad to buff up Healing Aura a bit at the expense of Heal Other maybe? Maybe increase Heal Other's recharge perhaps? I'm not sure.
Absorb Pain is probably best left alone as the "Quick -Lord Recluse just hit the tank" heal (from what I hear).
On the other hand, I'd be opposed to any changes that made it advantageous to fire off Healing Aura consistently when the team is at full health. +Regen, +Damage, mez resistance would all do this.
So I'm not totally convinced that Healing Aura needs a buff for the soloist.
Consideration also needs to be given to solo Controllers with pets, who can get some mileage out of Fortitude and AB. Do they get the same buff? If not are solo Mind/Emp Controllers getting the shaft?
Other than that, Empathy enjoys a rather special niche as the "I'm going to buff my best friends" set. Most other buffing sets (FF, Cold, Kinetics) can scale seamlessly to buff an entire team. Empathy can't, and so adds in the extra decision making of who to give what to. As a balance, its buffs are amongst some of the best in the game. Empathy is a poor solo-er, but enjoys top spot on small teams and duos (and dedeicated superteams) in compensation.
As for other sets, I think Sonic Resonance really needs some help. Its a nice team contributor, but not spectactular. It pays the price of being a poor solo-er without getting enough back in return. Empathy gets a lot of ally only powers as part of the set design, Sonic seems to get a few just because thats what someone felt like on the day. Disruption Field and Sonic Repulsion, for example, seem to be ally-centred just because we hadn't tried that before.
I've dual boxed two Empaths, and they were game-breakingly powerful.
Adrenalin Boost gave me enough recharge to alternate auras, and have a permanent Recovery Aura and Regen Aura going. With AB, which was also permanent, I had +1000% Regen and +1000% Recovery at all times, could have been even more Regen if I slotted these powers for Healing. Mutual Fortitude slotted for Defence was +22% Defence, +31% damage and +18% To Hit at all times. Add in Manouvers for each character, and you're at 33% Defence to everything. With the recovery mentioned above, having the Endurance to run these toggles was not an issue, neither was finding the power choices to fit in Leadership since Stamina was totally unnecessary. Clear Mind provided full mez protection and increased Perception at all times. So, 33% Defence, 11 times normal Regen and spot heals to cover any spike damage made me unkillable. I was constantly operating with unlimited Endurance and +100% Recharge, giving me an attack chain of Power Burst, Energy Torrent, Power Blast, Explosive Blast, all at +62% damage due to stacked Assualt and Fortitude. If I Nova'd, one slot in Adrenalin Boost would mean I didn't even suffer an Endurance crash. It was awesome, to the point of being boring. These characters are currently stalled at level 39 due to being too easy to play. Green Machine of the Repeat Offenders Network do this with teams of 8 Empaths - I can do the numbers and imagine the sickening levels of power they achieve. In brief - Defender buffs are extremely powerful, and to stay that way, many of them suffer from the "not useable on self" penalty. This is necessary to balance this type of power. These powersets are advertised as such. If you want to play a more self-sufficient character, no-one is forcing you to choose Empathy or Sonic Resonance, maybe choose Radiation Emission instead? Asking for all powersets to benefit the user is reducing the number of options available. |
The best solution for making empathy more solo-friendly, is to add a self-only fortitude buff into Recovery Aura and a self-only adrenaline boost buff in regen aura. Yes it's a really strong and late-blooming combination but Healing Aura is the only other power you could even use while solo and it certainly would help empaths out in teams higher than 5 people.
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Are we at +2000% Regen and Recovery yet? I think so.
What is wrong with having a few powersets that are very much team-oriented?
I don't want to say "maybe it's Vigilance that needs to change to assist the weaknesses in the primaries" because I think we're all bored of picking that one apart...
but ya know.
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
Hi Biospark.
I dunno if there's a shortage of Empaths out there, is there? I agree that the 8 person team is an extreme outlier, but most of what I described can happen spontaneously during normal gameplay ,with any two balanced Empaths (ie ones with some attacks) without any special build concessions. If they decide to buff each other the entire team can be rolling in double Fortitude while the Empaths enjoy their own demigod status. Your suggestion isnt a bad one, it just needs a corresponding take from somewhere. Currently, Empathy's healing power is divided between Healing Aura, Heal Other and Absorb Pain, which is two powers not useable solo and one that is. So it wouldnt be too bad to buff up Healing Aura a bit at the expense of Heal Other maybe? Maybe increase Heal Other's recharge perhaps? I'm not sure. Absorb Pain is probably best left alone as the "Quick -Lord Recluse just hit the tank" heal (from what I hear). On the other hand, I'd be opposed to any changes that made it advantageous to fire off Healing Aura consistently when the team is at full health. +Regen, +Damage, mez resistance would all do this. So I'm not totally convinced that Healing Aura needs a buff for the soloist. Consideration also needs to be given to solo Controllers with pets, who can get some mileage out of Fortitude and AB. Do they get the same buff? If not are solo Mind/Emp Controllers getting the shaft? Other than that, Empathy enjoys a rather special niche as the "I'm going to buff my best friends" set. Most other buffing sets (FF, Cold, Kinetics) can scale seamlessly to buff an entire team. Empathy can't, and so adds in the extra decision making of who to give what to. As a balance, its buffs are amongst some of the best in the game. Empathy is a poor solo-er, but enjoys top spot on small teams and duos (and dedeicated superteams) in compensation. As for other sets, I think Sonic Resonance really needs some help. Its a nice team contributor, but not spectactular. It pays the price of being a poor solo-er without getting enough back in return. Empathy gets a lot of ally only powers as part of the set design, Sonic seems to get a few just because thats what someone felt like on the day. Disruption Field and Sonic Repulsion, for example, seem to be ally-centred just because we hadn't tried that before. |
Its funny you mentioned Sonic Thats one of the other sets that tops my list of needs help. I used your self-defense guide and ran a Sonic/Energy and a FF/Energy both to level 22+. The sonic defender burned several respecs and in the end I had the same results. Fighting Smash/Lethal non-mezzers and I was a GOD. anything else, especially mezzers and I was waking up in the hospital more than I would care to.
I DID learn a new respect for FF though. FF+Energy blasts = soft control hehe
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Its funny you mentioned Sonic Thats one of the other sets that tops my list of needs help. I used your self-defense guide and ran a Sonic/Energy and a FF/Energy both to level 22+. The sonic defender burned several respecs and in the end I had the same results. Fighting Smash/Lethal non-mezzers and I was a GOD. anything else, especially mezzers and I was waking up in the hospital more than I would care to.
I DID learn a new respect for FF though. FF+Energy blasts = soft control hehe |
And I would say there's nothing soft about FF/Energy ;-)
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
You Dual boxed. Also, as I said earlier, some powers may be too powerful too share, such as Adrenalin Boost. And you used 2 Maneuvers. Try it again with only 1 Emp buffed up with say just Fort and CM. Would that be too powerful? Then how about just letting CM be AoE then? And maybe including pool power should not be considered when examining the changes too.
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I think pool powers do need to be considered in these cases, simply because they are available to everyone. I've pointed out int he past that any Defender can already get 20% Defence to everything and 30% Ranged without too many build concessions, and wrote a guide about it. I last gave this advice to a solo Emp/Archer in fact. Power pools need to be part of any build discussion.
Clear Mind is probably a good candidate for a change here, though. Its currently suffering from a hideous animation time, which may well be an accident of design rather than a deliberate limitation. Turning it into an aura that affects the Empath too could be kind of cool - say 90 second recharge, 90 second duration. And it would help out solo Empaths without making 2 or more crazily good.
However, do that an you can no longer stack it on an ally to let them stand up to Ghost Widow and her cheesy Mag 100 Hold. (Or Reichsman and his super-stun) Even that small change would make an Empath less useful in at least one team situation in order to solo better.
Its funny you mentioned Sonic Thats one of the other sets that tops my list of needs help. I used your self-defense guide and ran a Sonic/Energy and a FF/Energy both to level 22+. The sonic defender burned several respecs and in the end I had the same results. Fighting Smash/Lethal non-mezzers and I was a GOD. anything else, especially mezzers and I was waking up in the hospital more than I would care to.
I DID learn a new respect for FF though. FF+Energy blasts = soft control hehe |
I have to sheepishly admit that that particular experiment was an outright failure
Solo Force Fielders on the other hand, can achieve exactly what I set out to do, and then some!
Did you take Sonic Dispersion? That provides mez protection..?
And I would say there's nothing soft about FF/Energy ;-) |
I guess 'soft' is just the term I used. Semantics really. Bottom line is FF and Energy have great syngery.
And KB is mitigation,control, defense whatever term you prefer.
If I were to try FF again, Energy may be overkill combined with FF, so Sonic or Dark might work better.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Absolutely. But there is a hole in that defense. And unfortunately it rears its ugly sleepy head quite alot
I guess 'soft' is just the term I used. Semantics really. Bottom line is FF and Energy have great syngery. And KB is mitigation,control, defense whatever term you prefer. If I were to try FF again, Energy may be overkill combined with FF, so Sonic or Dark might work better. |
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
A sample solo Empath/Energy build for what we have right now.
Any Empath can do something like this with the dual build system and still retain a team-friendly other build. Use the fact you only take 3 primary powers to your advantage and take pool powers to boost your defence.
1 Healing Aura (9)(9)(17) - 4 Heal/End or Heal/Rech IOs
1 Power Bolt (3)(5)(7)(17)(23) - Thunderstrike set
2 Power Blast (3)(5)(7)(15)(23) - Thunderstrike set
4 Energy Torrent - single accuracy, used for knockback on groups.
6 Hover (33)(33) - Blessing of the Zephyr set
8 Boxing
10 Power Burst (11)(11)(13)(13)(15) - Thunderstrike set
12 Swift
14 Tough - Steadfast Res/Def IO
16 Health
18 Recovery Aura (19)(19) - Recharge
20 Stamina
22 Fly
24 Weave (25)(25)(29)(29)(31) - Red Fortune
26 Regen Aura (27)(27) - Recharge
28 Manouvers (31)(31)(33)(34)(34) - Red Fortune
30 Aim
32 Power Push or Snipe?
35 Explosive Blast
38 Nova....
You get 19.1% Defence to everything from Manouvers, Weave, Hover and the Steadfast IO.
Set Bonuses make that 38% vs Ranged, 22% vs AoE, 35% vs Energy and Negative.
Two purple pills cap your defence to everything for EB fights.
Tough can be turned on while Recovery Aura is running, or if you're facing high burst damage, but is mainly there for the Steadfast IO and more defence.
The only expensive IOs are the Blessing of the Zephyr set and the Steadfast IO. Drop the BotZ if you cant afford it. Each +Def Io will add +0.5% defence, Maybe one of them and two flight speeds?
The Steadfast IO is yours for only 125 Merits, easily obtainable by doing story arcs, and well worth getting.
Between your high defence, spot healing and +Regen for tough fights, and knockback (or other defensive secondary effects) you should be Ok to survive, as long as you pick your fights.
eg Warriors are bad news with mainly smashing and lethal melee attacks. CoT with lots of ranged attacks and negative energy are easier to fight.
It's been mentioned in several threads to allow the defender to self buff. It has also been shot down as a bad idea because it would make the defender too powerful by themselves. But is it really that much of a difference? The only true test I can think of to prove it either way is to take 2 Defenders with the same primary set with buffs and have Defender B cast the Buffs on Defender A, then report Defender A's performance.
One thing that was never considered because self buffing gets shot down so fast is how the self buffing will work. You can't target yourself now and that kind of change would take a very long time to program I think. But what if the single target ally buff was changed to an AoE buff, like the Empathy Auras. This should be a quick change programing wise. Changing single target buffs to AoE buffs could help differentiate the Defender from Controllers, Corrupters, and Masterminds. Most single target buffs recharge so fast that a whole team can be buffed in a few seconds. In teams, this would make the Defender a bit more efficient than other buff classes. Also, some powers may stay as ally only buffs as they are too powerful otherwise. I think this would be mainly recharge related buffs, ie speed boost and adrenalin boost.