Six Leadership toggles on a Huntsman?


Big_Chill

 

Posted

I have both Tactics on my SOA, I've been told this is not very good and my powers can better be used elsewhere.

Should I drop the two toggles and Auto +Accuracy and get the Medicine pool instead?


"If Pro is the opposite of Con, then what is the opposite of Congress?"

Progressman - Level 50 - Energy/Energy Blaster - 500 Badges

~Virtue~

 

Posted

I personally took both Assault toggles, and both Maneuvers toggles as well. After you slot up sets, you'll likely have plenty of +Acc. Add in all the -defense from your attacks, shouldn't be too difficult to hit. I'd say you'd get a lot more mileage out of Aid other and Aid Self then tactics.


 

Posted

Double Stacked Leadership..is the beauty of an SOA. continue to play as you have been if you're enjoying the build.

My huntsman build has double stacked everything and no one's ever complained. He is level 50 and I did skip the Epic pools.

By yourself you bringing force field lvl defense, upped damage, resistance to various effects, and increased accuracy....

Who in their right mind would complain about any of the above? :-).


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Posted

The general consensus would agree on doubling up assault and maneuvers. Doubling up Tactics, however, would be the iffy area. Personally, I don't see the benefit because with other set bonuses you'll be getting a lot of Acc bonuses and you're already getting 18ish out of one Tactics. With my current build my 'last to hit' is rarely anything other than 95%.

I realize that this is also a benefit to the entire team and not just myself, but honestly, I don't know many 50s who don't already have their own ToHit/ACC issues covered. Having more dmg is not wasteful, having more DEF is usually not wasteful, but having more ToHit can be wasteful.

Depending on your build you can probably find something better to spend that power choice on.


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Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Not much context was provided, so I am going to talk from a stance of IOing. Posting your build would help, also.

Drop the auto accuracy, drop the power pool toggle, but KEEP TT: Leadership.

Auto accuracy is nearly worthless, it is NOT hard to get the accuracy to 95% for mobs +0 to your level, and it isn't hard to get it to 95% for +4s either.

You need one of the toggles, at the very least to protect yourself and the team versus -perception (such as from Arachnos). The other benefit is being able to drop in a full set of Gaussian's. It also reduces the need to slot global accuracy bonuses, but if you are aiming for global recharge, you are going to get global accuracy anyway (posi blast, 9% for each set of 4).

As for taking Medicine: What are your power pools currently?

Slight tangent: One of the great things about SOA is being able to build for recharge, without sacrificing defense, which also picks up a lot of the other goodies you need: Health, accuracy, recovery, etc. It really does feel like a perfect AT at times, as far as building with IO set bonuses.


 

Posted

Math.

(Your ToHit - Target Defense) * Your Acc bonus = Your chance to hit.

Max is 95%, min is 5%

That's the formula. You can attain 95% chance to hit without any form of tohit buff, with enough Acc. My 1.87x Acc Fire Tank does it usually - but that doesn't mean my Ar/Dev's 105% tohit and 1.92x Acc (or something not too far off from that) is something I'd toss out.

It depends on what you are facing, and how "guarenteed" your hits are needed. Streakbreakers forcing misses (or the occasional hit) aside, there isn't much wrong with more, or less chances to hit.

Its your own choice.

Sure, having technically unmissable attacks can be overkill... but it won't kill you to skirt at 94% either.

Personally, I'm going akin to the OP - double Leaderships, Acc boost and the works outta IOs. Makes some annoying instances (Crey Paragon Protector's MoG, excessive Rikti Guardians or Cimoreans) a bit easier, but it won't kill you (usually) if you miss by picking up another power to shoot with.


 

Posted

From my perspective, it's a matter of value, based around rarity/strength of the effects you get for your endurance/power choice.

Both +damage leadership powers come at full strength, and since +damage helps move things at a faster pace, boosts team survival, and are not that common, two of them seems a good idea.

Since the soldier Maneuvers gives a very sizable defense that can and will help you and any allies live longer by a large enough margin, don't skip them.

Tactics? It's handy. It boosts tohit, so it even enhances accuracy enhancements' effects. That said, a simple SO accuracy will be enough to hit even con foes most often, so it's less a necessity. The perception buff is nice, and it does counter -tohit debuffs too. Plus it's good for hitting high-con foes or those with a +defense powers. I took the soldier version, as it's helpful for AoE's, with their lower accuracy.

One should do it. Two tactics? There are probably better power choices, unless you routinely fight +4's. The one layer with slotting is enough to hit stuff for almost all of this game.

Extra maneuvers from the leadership pool? If you can afford it, but it's not that strong. In fact, it's the reason some new to soldiers skip the excellent soldier maneuvers. Defense is exponential in how its works, so the more the better...but it doesn't give you that much, and needs several slots at that. If you're the only one giving out much defense, it's a hard sell. If you play often enough with folks that also give defense, or aim for a lot of personal defense, it's more worthwhile...it's best when stacked.


 

Posted

Quote:
Originally Posted by Big_Chill View Post
You can attain 95% chance to hit without any form of tohit buff, with enough Acc.
The main reason I keep around TT:Leadership is to give my pets the to-hit bonus. I realize that my teammates would probably be okay without it, but my pets would miss a lot more often. Plus, as you mentioned, it's nice to have when fighting some high def enemies.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

double maneuvers and assault= good.

double tactics is a bit.....eh.

I mean the bonuses are nice, but they shouldn't be needed at level 50.

At level 50, builds should be decent enough to where they don't need the tiny sliver of bonuses that tactics gives.


You're better off either getting one of the epic pools or medicine instead of wasting 2 power points on tactics.

if you REALLY like the bonuses of tactics, keep it. all depends on your playstyle.


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Posted

I have a build with two sets of Leadership and my only complaint was the Endurance use. If not for Cardiac Alpha I'd be one tired widow. I agree with most of what's been said about the To-Hit buffs and Acc though.

All things aside if the build works for you and does what you want it to...stick with it. I personally got into another build that runs 4 TT:Leadership and only 2 Pool Leadership (Assault, Maneuvers). My Acc is still great as well as To-Hit buff. I felt like the double sets were a bit overkill in those areas and I also did not want to be tied to just the Cardiac Alpha. I still use a good bit of End but not as much as being double stacked.

Just a thought...


 

Posted

I run both maneuvers and both assaults, but only one Tactics (TT:L).

I've yet to be in a situation where one tactics, plus my normal power slotting (still using SOs) weren't good enough. Once I get around to swapping to an IO build it'll be even less of an issue.

I personally wouldn't consider the added end cost of pool Tactics worth whatever scant few %Tohit I might be missing in such rare instances.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
I run both maneuvers and both assaults, but only one Tactics (TT:L).

I've yet to be in a situation where one tactics, plus my normal power slotting (still using SOs) weren't good enough. Once I get around to swapping to an IO build it'll be even less of an issue.

I personally wouldn't consider the added end cost of pool Tactics worth whatever scant few %Tohit I might be missing in such rare instances.
This.
And doesn't it seem like everyone else already has Leadership/Tactics now that Fitness is inherent?


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Posted

Another vote for both Manuevers, both Assaults, and TT:L only. Tactics is just overkill; if TT:L is slotted to ~60% to-hit, you need a single 6% Accuracy set bonus to hit 95% against +0s, and if you're slotting full IO sets you'll be hitting 95% against +4s easily.

If you're sticking with SOs, Tactics may help, as you'd need 2 Acc SOs in an attack to hit +4s with just TT:L but only 1 Acc SO with TT:L and Tactics (both slotted to ED cap). At that point though you're kind of wasting enhancement slots IMO.

Vengeance will be far more useful to your team than Tactics.


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