Defenders and Leadership


Amy_Amp

 

Posted

For my first defender, I'm planning out a storm/dark defender and I was looking at the leadership pool, which I noticed gives the most benefit for defenders. How bad should I feel for not taking these? Should I be a team player and get these toggles?


 

Posted

Leadership's alright, but not so good that you should feel you need them to be a team player. Just because a million permanewbie empaths all take them doesn't mean you should.

Maneuvers - You're a stormy. Stuff can't attack anyway.
Assault - Useful, especially solo, though you'll have to retoggle it every time you nuke. Perhaps have Assault instead of O2 Boost on your soloing build. For teaming, damage buffing should be someone else's job.
Tactics - You're a stormy. Anything that gets wet from Freezing Rain is going to be easy to hit.
Vengeance - Useful, though you'll have to take at least one not-so-useful power out of either Maneuvers or Tactics to get it. Since you're Storm/Dark, power choices are scarce, so be careful not to drop great powers for merely good ones.


 

Posted

Same question, but for a dark/rad...am I thinking along the right lines here? Although running all three might kill my end.

Maneuvers - +def to stack with my -to-hit in dark.
Assault - +dam to stack with the -res in dark, and possibly from -res IO procs in rad attacks.
Tactics - +to-hit to stack with -def in rad attacks.
Vengeance - To use before I HT my whole team back to life. Vengeance is a self-buff, right?


 

Posted

Quote:
Originally Posted by Karl_Rove_Man View Post
Same question, but for a dark/rad...am I thinking along the right lines here? Although running all three might kill my end.

Maneuvers - +def to stack with my -to-hit in dark.
Assault - +dam to stack with the -res in dark, and possibly from -res IO procs in rad attacks.
Tactics - +to-hit to stack with -def in rad attacks.
Vengeance - To use before I HT my whole team back to life. Vengeance is a self-buff, right?
The problem with leadership on a dark defenders, from my experience, is that there are so many available methods of tohit debuff available, maneuvers is either wasted due to enemies being floord in their accuracy, or a particular enemy avoided the debuffs and maneuvers has nothing with which to stack.

Assault just sucks in general for personal damage... resistance debuffs don't prevent it from being overshadowed by enhancements and common inspiration usage (it still sucks for adjustements to DPE).

Tactics I do use on my dark defender, but he doesn't have radiation blast, which, like the tohit debuffs, provide such a plethora of defense debuffs that tactics is unlikely to make a difference once you've actually hit something.

But, yeah, vengeance is a self buff


 

Posted

Well if your going to be teaming a lot Leadership is never a bad choice.

Maneuvers : Stacks very well with any other defense buffs. Don't just think of your own buffs here. Think of others. A lot of people have stuff like hover and combat jumping. Maneuvers makes these rather trivial defense buffs not so trivial. Don't forget IO set bonuses either which are quite common these days.

Assault : I believe its about an 18% boost to damage for defenders. Not a bad thing. Much better if you have -Res debuffs to magnify the effect. From a PvP perspective it helps reduce taunt/placate effects. I'm not into PvP myself but if its something you like then it should be considered.

Tactics : About a 12% to-hit buff. I've found this particularly useful against a number of enemies. Annoying Tsoo sorcerers with their hurricane effect and Circle of Thorns ruin mages come to mind. Oh also those avalanche shamans from the banished pantheon. PvP it gives confuse and fear resistance too I believe and a +perception buff.

Vengeance : Nothing to not like here. One of the most powerful team buffs in the game. Can turn a loosing fight into a winning fight.

One last point. Leadership powers stack very well with each other. Having two people on a team running leadership powers can make a very large difference.


 

Posted

Quote:
Originally Posted by trendee View Post
For my first defender, I'm planning out a storm/dark defender and I was looking at the leadership pool, which I noticed gives the most benefit for defenders. How bad should I feel for not taking these? Should I be a team player and get these toggles?
From my experience with Storm Summoning, the leadership pool doesnt really offer anything that makes it a great addition to your powers. Storm summoning is a pretty endurance heavy powerset, so adding expensive toggles on top of it could be a problem.

My take on leadership pool in general is that the toggles offer too little for too much endurance. Manuevers especially. It was not that good even when it was considered good.

However, another thing to consider is whether your SG has alot of folks already using Leadership. Having multiple team members with these powers actually IS a good thing.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
However, another thing to consider is whether your SG has alot of folks already using Leadership. Having multiple team members with these powers actually IS a good thing.
Yes...Non intuitive but its actually been pointed out that a lot of leadership on one team can almost be game breaking. While I've never seen more then four on one team if anyone ever did get all eight people on one team running for instance Assault it would be like everyone on the team getting a minimum of 3 damage SO enhancements. If they were all defenders it would be 4.5 SOs worth of extra damage.


 

Posted

Con: Storm already being end heavy.

Pro: If you can find the slots for it, 5/6 slot Maneuvers with Red Fortune for the 5% recharge. Four slots should be typical slotting in Maneuvers, so four slot it with Gift of Ancients for the 2% recovery and 1.8% max end. Tactics can also be 6 slotted with Gaussian's Synchronized Fire-Control which gives 2.5 ranged, melee and AoE def. May not seem like a lot, but add it to Steamy Mist and Maneuvers and you are looking at over 10% def right there and you haven't even started adding in other set bonuses to up those more. Since Storm lacks a self heal, end recovery and def are the two things I would look at in sets. Steamy Mist is already a free 5% def.


 

Posted

Quote:
Originally Posted by Arondell View Post
a lot of leadership on one team can almost be game breaking
A single storm or dark miasmist on a team is game breaking.

Re: Dark Miasma and Leadership

Maneuvers: Same answer as with Storm. Defender Dark Miasma soft-floors enemy to-hit without any outside help whatsoever. Against even level opponents you don't even need to slot to-hit enhancements to floor enemies.

Assault: Same answer as with Storm. Nice to have soloing and exemplaring below 38, but gets less handy the moment a controller busts out Fulcrum Shift, or the moment your nuke recharges.

Tactics: Same answer as with Storm. Good for people who want to use less slots for accuracy, not so good for ATs with nukes and retoggling issues.

Vengeance: Always great, but being forced to take Maneuvers or Tactics is rough love. Not so big a sacrifice, since Dark/Rad has more skippable powers than Storm/Dark. You can always use Maneuvers or Tactics as an IO holder.


 

Posted

The leadership pool is nice to respec into at 50 when you can use IOs to mitigate the end cost and you have used your primary/secondary stuff enough to know what you can throw away.

On the way to 50, I'd rather spend those power slots on my primary/secondary stuff playing with the toys there and figuring out what I like from it.

A side note on maneuvers, while it's true that -tohit and +def are two sides of the same heads-I-win-tails-you-lose coin, there is a huge practical difference between -tohit which only affects things you have targetted and taken time to apply it to and +def which passively works to counter all incoming damage. Additional +def will improve your survivability no matter how much -tohit you have.


 

Posted

I *like* taking the leadership toggles on my defenders - even the debuffers. SkeetSkeet hit the nail on the head: A buff to you and a debuff to them are NOT the same, when they can resist your debuff...

Maneuvers is a little expensive on my dark, but in the team defensive build I have, I took Shadowfall slotted for def plus maneuvers. Does a nice +12-13% defense for everyone near-ish to you. This a build for Mothership raids, heavy AV content or anytime your debuffs just aren't being as effective as they ought to be. Normal PvE content, I don't use it.

Assault I like because I like doing a little extra damage. As do tanks, trollers, scrappers, blasters and Khelds... More damage is never too much :-) This one is also pretty cheap (end wise) to run.

Tactics I like for the reasons above. Less accuracy is needed in the enhancements; blinding mobs are not incapacitating, etc. And also, I like knowing that I am going to hit the +3 to +5 mobs regularly, as opposed to being limited to even con content.

Vengeance is great - when I remember to use it.

Typically, I will run only assault and tactics on my defenders unless there is a special reason to use maneuvers, or to take veng.


 

Posted

With the high -Res debuff Storm has, Assault is that much better of a pick.

The notion that "boosting damage is someone else's job" is a perplexing one when Freezing Rain debuffs resistance (ergo, increases team damage).

Against an even con, Freezing Rain is a 35% debuff so, combined with Assault's 18.75% damage buff, the additional team damage becomes 1.35 * .1875 = .25 (and change). In other words, Assault becomes a 25% damage buff, not 18.75%. Against +2s where FR is adjusted to a 28% debuff, the gain from Assault is 24%.

Your "job" (whatever a job is in a videogame) is to make your team better using whatever tools you have available, not to pigeonhole yourself into a role, unless you have some rp concept you're adhering to.

Assault on Darks and Storms will make a big impact to both for making a real improvement to a team.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Assault on Darks and Storms will make a big impact to both for making a real improvement to a team.
Not in my experience, it doesn't.

Just as -tohit and +defense work differently (and thanks for reminding me of that), -resistance and +damage work differently. First, Assault is a toggle, and toggles make defenders nuke-shy. Nuke-shy defenders don't slow teams down as badly as defenders who refuse to use all nine blasts, but it is a consideration. Second, Assault has to be retoggled; that's seconds you could've spent blasting survivors. Third, while -resistance is almost always a help, +damage is easily and often hardcapped at level 38 and above. The level controllers get Fulcrum Shift just happens to be the same level defenders get their nukes, it's a coincidence but an important one!

That's why I say it's fine to leave the +damage buffing to controllers when teaming and above level 38. Yeah, Assault gives your team a bonus on paper, but in practice, you're giving up too many other things to make use of it (nukes, animation time) and not always getting any benefit (low +damage hardcap).

(Same advice applies double for corruptors, who really shouldn't be nuke-shy, and of course doesn't apply to Archery and Assault Rifle types, who are awesome with Leadership.)


 

Posted

I have no doubt whatsoever that the team DPS lost whenever I retoggle Assault after a nuke pales in comparison to the team DPS gained by running it throughout the 99% of the rest of a mission. It takes less than 4 seconds to turn back on. The opportunity cost of retoggling versus throwing out a pew pew defender level blast is pretty minimal.

And obviously I know that +Dmg and -Res are not exactly the same, I illustrate that in my post by showing their interaction (multiplicative, so more powerful).

Even post 38, my experience isn't one of being on a fully damage capped team with kins FSing all members of the team at all times. Perhaps I run in the wrong circles.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Even post 38, my experience isn't one of being on a fully damage capped team with kins FSing all members of the team at all times. Perhaps I run in the wrong circles.
This also assumes one Kin will be on the team.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
This also assumes one Kin will be on the team.
i've found that at least the half the teams i'm on with my Dark/Ice have no kin, but then i don't ever insist on looking for one. i currently have Assault, Tactics and Vengeance and i am considering dropping my nuke since i also run Shadow Fall, Mind Over Body, Hover, Combat Jumping and Darkest Night in addition to the leadership toggles. Awesome as the nuke is, in my opinion it interferes somewhat with the rest of my team support when i have to spend several seconds popping blues and putting toggles back up.

Still, i suppose my build is sub-par by Rigel Kent's standards for taking leadership at all, much less planning to drop the nuke. *shrug*


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Rigel_Kent View Post

Assault: Same answer as with Storm. Nice to have soloing and exemplaring below 38, but gets less handy the moment a controller busts out Fulcrum Shift, or the moment your nuke recharges.
Already been said, but not all controllers are /kin and not all teams have kins on them. And the paltry damage from a Defender nuke is not even in the same ballpark as the constant +Dmg to an entire team from a single Assault toggle, let alone multiple stacked toggles.


 

Posted

There's always the option of having one build for teaming with a Kinetic, and another build for soloing or not teaming with a Kinetic. If you don't mind the implicit admission that Kinetics breaks the game so much that it deserves a second build more than PvP.


 

Posted

Or you could just turn assault off when it's not needed.


 

Posted

I took Manouvers on my Storm/Ice Defender.

Stacked with Steamy Mist and both slotted thats a +13% defence to the team. Not bad for an incidental effect of me being on the team. Playing along with my BS/Shield scrapper with Grant Cover, the effect's really noticeable.

Its totally overshadowed by Hurricane, but you can't always touch everything with it straight away, especially Council and CoT and other "spread out and fire" mobs.


 

Posted

Basically, I think it's up to you- can you fit the powers in? Do you team regularly enough to get use out of them? Do they provide advantages that your default powers do not?


 

Posted

Quote:
Originally Posted by Karl_Rove_Man View Post
Same question, but for a dark/rad...am I thinking along the right lines here? Although running all three might kill my end.

Maneuvers - +def to stack with my -to-hit in dark.
Assault - +dam to stack with the -res in dark, and possibly from -res IO procs in rad attacks.
Tactics - +to-hit to stack with -def in rad attacks.
Vengeance - To use before I HT my whole team back to life. Vengeance is a self-buff, right?
With dark miasma at all + any blast set, leadership really won't fit in at all anyways. For one on your question karl, you shouldnt need tactics considering all the defense debuff your attacks should be doing. Maneuvers, well if you plan your character right everything will be floored from to hit anyways making it useless. Only possibly AVs would it make a difference on, but with all the healing and still debuffing not really for how little it gives but YMMV for that, but again mostly only for AVs.

The only one i would bother with on a dark is assault maybe, if you can manage to find an extra spot.

As to the orignal posters question on the storm/dark. DEFINITELY skip leadership on it. There are WAY too many good powers in both storm and dark to take to warrant the end cost alone on the leadership toggles.

As mentioned, freezing rain will take care of most any acc issues. Manuevers doesnt really have anything to stack with. And assault, as yes it always helps, but personally there are just too many good powers to pick in its place. In my build the only thing i could see skipping for it would be hasten, but i just love having freezing rain and lightning storm up as often as possible :P.


Hero Plan by Mids' Hero Designer 1.401
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Storm Dark Stun: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: O2 Boost -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(3), Tr'ge-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15)
Level 1: Dark Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Entrpc-Acc/Dmg(11), Entrpc-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 4: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Entrpc-Acc/Dmg(7), Entrpc-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 6: Steamy Mist -- EndRdx-I(A)
Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(9), TmpRdns-EndRdx/Rchg/Slow(9)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37), Enf'dOp-Acc/Immob/Rchg(46)
Level 18: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(37), Rope-Acc/Stun/Rchg(43)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(48)
Level 22: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(37), Rope-Acc/Stun/Rchg(43)
Level 24: Hurdle -- Jump-I(A)
Level 26: Health -- Heal-I(A), Heal-I(27), Numna-Regen/Rcvry+(27), RgnTis-Regen+(45)
Level 28: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Acc(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Lightning Storm -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(33), Entrpc-Dmg/EndRdx/Rchg(33), Entrpc-Dmg/Rchg(33), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(34)
Level 35: Life Drain -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 38: Blackstar -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), M'Strk-Dmg/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(39), DampS-ToHitDeb/Rchg(45)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(48)
Level 44: Dark Embrace -- S'fstPrt-ResKB(A)
Level 47: Soul Drain -- C'ngBlow-Acc/Rchg(A)
Level 49: Tornado -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
------------
Set Bonus Totals:
  • 36.3% Enhancement(RechargeTime)
  • 27% Enhancement(Accuracy)
  • 9% Enhancement(Stun)
  • 152.6 HP (15%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Sleep) 1.65%
  • 20% (0.33 End/sec) Recovery
  • 130% (5.52 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Rhynwa View Post
This a build for Mothership raids, heavy AV content or anytime your debuffs just aren't being as effective as they ought to be. Normal PvE content, I don't use it.

Assault I like because I like doing a little extra damage. As do tanks, trollers, scrappers, blasters and Khelds... More damage is never too much :-) This one is also pretty cheap (end wise) to run.

Tactics I like for the reasons above. Less accuracy is needed in the enhancements; blinding mobs are not incapacitating, etc. And also, I like knowing that I am going to hit the +3 to +5 mobs regularly, as opposed to being limited to even con content.

Vengeance is great - when I remember to use it.
As Rhynwa says, Leadership pools are handy for end game content where you are fighting +4 foes (mothership raids), sometimes with over 90% resistance to defense debuffs (STF final AVs). While you could argue those things are a small subset of the game, its the only content hard enough where those "last few powers" will make much difference, for most PvE content you could do fine with Freezing Rain, Hurricane and maybe Snowstorm.

Regarding Vengeance, in a way its a perfectly designed power; if you are using it, something is in the process of going wrong, and that will often prevent it from going very wrong. My friend took it on his triform PB without ever expecting to use Tactics and Assault just because its that good, kind of like the "throwaway" precursors for Stamina.

For Vengeance, I recommend a keybind as below;

V "unselect$$target_custom_near defeated friend$$powexec_name Vengeance"

By hitting the V key, you autotarget the nearest dead teammate body and activate Vengeance off them. Much faster then trying to select them off the teammate window and remember what tray you parked Veng on.


 

Posted

Quote:
Originally Posted by Scientist View Post
Regarding Vengeance, in a way its a perfectly designed power; if you are using it, something is in the process of going wrong
Or going very, very right!

Power Build Up + Vengeance + Fallout = Love


http://www.fimfiction.net/story/36641/My-Little-Exalt