Leadership question
Most of the builds i've looked at take Maneuvers and Tactics, but i feel drawn to get Assault early on with it's 18,75% damage bonus. Or are there some problems with it i don't see?
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As for Tactics, a large to hit bonus is very useful, especially if you start cranking up the difficulty.
All four Leadership powers can be incredibly useful, it's just a question of which take a higher priority for your character. Maneuvers has its perks - it's more +def for the whole team to stack with FFG, it covers ALL types including Psi, and although it's not THAT much +def, a Defender can get it up to about 5%. Assault = more damage for the whole team, and yes, that 18.25% on a Defender DOES make a huge difference. On a team of 8, that Assault layer can deal as much or more damage (through teammates) than your own direct attacks. A layer of Tactics can let the whole team hit purple-conning baddies effectively, even if they're running low-end builds, or let well-tuned builds even cut through purples that run defense buffs. It also packs +perception which can be a big deal in PvP and against select enemies. Vengeance is so powerful for a pool power that it's almost cheating - when slotted on a defender, it alone is enough to soft-cap the entire team's defenses (to all positions), along with a hefty +tohit/+damage boost. If one ally falls, Vengeance ensures that it's ONLY one ally that'll fall.
Honestly, a number of my Leadership-carrying characters have taken everything EXCEPT Tactics. Tactics is an amazing power, but I tend to team with coalition friends that also run Leadership. After one or two characters on the team take Tactics, further stacking makes less of a difference, whereas Assault and Maneuvers can stack as high as you like and still be useful (in most situations). If you're probably going to be the only one with Leadership running, and like pushing the envelope against high-level enemies, Tactics has a much stronger pull.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
It's mostly because maneuvers stacks with the other defense buffs that defenders often get, and defense works in such a way that the more defense you have, the more effective it is to get more defense. Assault's a decent power though, so if you feel like grabbing it instead of maneuvers, go for it.
On a Trapper I wouldn't skimp on either Maneuvers or Assault.
Maneuvers to get from 20 to 25% def to all. That's your foundation for building up Defense bonuses, not too shabby.
Assault because it's a 1-slot wonder that interacts quite nicely with Acid Mortar (-Res) * (+Dmg). I view both as must-have power to any Trapper of mine.
I have a Traps/DP like in the OP, and I took all 4 leadership powers.
Global = Hedgefund (or some derivation thereof)
Thanks for the helpful advice. I think i will go for Assault first as i expect it to have the most notable effect on my leveling experience and revisit the Leadership pool after i get my travel powers.
Hi, i'm fairly new to this game, tried out a few ATs and am now quite happy with my Traps/DP Defender. I've got a question concerning the Leadership pool:
Most of the builds i've looked at take Maneuvers and Tactics, but i feel drawn to get Assault early on with it's 18,75% damage bonus. Or are there some problems with it i don't see? It should work on the Traps (mines, mortars, bombs, drones), right?
The toon will be used mostly for soloing but should be group-capable.