Leadership Question


Adeon Hawkwood

 

Posted

I have a quick question about the Leadership Power Pool and I can't find an answer anywhere else. Do the leadership bonuses affect yourself and, if so, do they work when you are not in a group?


 

Posted

Yes.

Yes.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Arrow View Post
I have a quick question about the Leadership Power Pool and I can't find an answer anywhere else. Do the leadership bonuses affect yourself and, if so, do they work when you are not in a group?
Keys to using Leadership:

Different archetypes get different bonuses from the powers. Defenders get the most out of them.

They are endurance hogs - slotting two end cost is good for regular builds while leveling before anything else.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Thinking about Leadership and the way AT mods effect things kind of makes me wonder if it would have been better off had the devs balanced certain things on an individual basis rather than just relying on the blanket approach of AT mods. Don't get me wrong, I think the AT modifier system is a wonderful idea from a development stand-point, but I just find it odd that Masterminds get among the lowest value out of Leadership when they should be on par with Defenders thematically.

Just a minor example of gameplay clashing with theme or lore or what "makes sense" in the context of the game world.


 

Posted

Quote:
Originally Posted by JayboH View Post
Keys to using Leadership:

Different archetypes get different bonuses from the powers. Defenders get the most out of them.

They are endurance hogs - slotting two end cost is good for regular builds while leveling before anything else.
They are end hogs compared to other toggles - but end reduction is extremely inefficient in most toggle powers, its not worth wasting the extra slots just to get more after the base slot. You are FAR better off putting any extra slots you may have in an attack or other power and using that for end reduction in some way.

Assault doesn't need anything more than the base slot with an end red. Tactics and maneuvers can use extra slots for to hit buf/def buff respectively or can be frankenslotted very effectively to boost both end reduction and to hit/def. They also take some decent IO's if you are looking for set bonuses.

Tactics can take adjusted targetting for acc and recharge bonuses or Gaussian's for 2.5% def to all positions, although that takes 6 slots. Manuevers can take red fortune for recharge(5%) and ranged def or can be used for an LoTG +recharge. It can also take a karma -KB IO if you don't have anywhere else to put them.

If you want to go all the way with leadership, Vengeance is also a nice LoTG +recharge mule.

However, while leveling enhancement slots tend to be very valuable - you almost never have enough until the high 30's/low 40's (and sometimes not even then:-). So unless you are pushing for a def cap using maneuvers or are on a defender, who gets so much its almost worth slotting extra, sticking with the base slot in all leadership toggles is probably best for a while.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
They are end hogs compared to other toggles - but end reduction is extremely inefficient in most toggle powers, its not worth wasting the extra slots just to get more after the base slot.
I always put two end cost minimum in Leadership toggles AND put end cost in attacks.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by JayboH View Post
I always put two end cost minimum in Leadership toggles AND put end cost in attacks.
I've never put more than one end reduc into a Leadership toggle and that includes pre-i19 Staminaless builds. If you are slotting 2 end reduc in those toggles, you should be at least putting 2 end reducs into attacks and that's just overkill. I do, however, put an end reduc into them. Even if toggles are "cheaper" to run versus attacks, I'm not always attacking. I am most likely always having the toggles on so cutting the cost between battles helps end recovery during that time.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Thinking about Leadership and the way AT mods effect things kind of makes me wonder if it would have been better off had the devs balanced certain things on an individual basis rather than just relying on the blanket approach of AT mods. Don't get me wrong, I think the AT modifier system is a wonderful idea from a development stand-point, but I just find it odd that Masterminds get among the lowest value out of Leadership when they should be on par with Defenders thematically.

Just a minor example of gameplay clashing with theme or lore or what "makes sense" in the context of the game world.
Indeed. Masterminds would get far too much out of Leadership pools if they were Defender levels considering that they have a huge force multiplier. But then, the same could almost be said of Arachos Soldiers and Defenders (who have the skills already to be a force multiplier for teams).

But from a fluff stand point, they should be the best at providing Leadership, unless, these Masterminds are the ones who don't care about their troops... Oh, wait, their Villains, (at least starting out, for now), why should they care what happens to their fodder.

Heh, maybe they need to set up a "Leadership" Powerset for Defenders, Controllers, Corruptors, and Masterminds, too.


Are you a Wolf, a Sheep, or a Hound?

"They called me crazy�they called me insane�THEY CALLED ME LOONEY!! and boy, were they right."
- Megavolt - Darkwing Duck

 

Posted

Quote:
Originally Posted by Kristoph View Post
But from a fluff stand point, they should be the best at providing Leadership, unless, these Masterminds are the ones who don't care about their troops... Oh, wait, their Villains, (at least starting out, for now), why should they care what happens to their fodder.
Masterminds give a tohit and damage bonus to all nearby henchmen. So they do care - to some degree.

Edit: It probably has to do with the notion that MMs were supposed to be the redside equivalent of Tankers.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Now here's one for you: Why can't Assault be slotted for Damage? It's the only Leadership power at a disadvantage because it's the only one that cannot be slotted for its primary function.


 

Posted

Quote:
Originally Posted by Neo_G_Dice View Post
Now here's one for you: Why can't Assault be slotted for Damage? It's the only Leadership power at a disadvantage because it's the only one that cannot be slotted for its primary function.
Because there is no Damage Buff Enhancement (or Damage DeBuff Enhancement, for that matter). If you notice, all the other +DMG powers cannot slot Damage Enhancements, either. Even if you could, it wouldn't do anything because these powers don't do damage themselves.

It would be nice to consolidate a lot of the Enhancements to where a Defense Enhancement will increase the Defense a power provides AND/OR increase the affect of a Defense DeBuff power, Damage Enhancements can be used on Assault and other +DMG powers, etc. But that's a ways in coming.


Are you a Wolf, a Sheep, or a Hound?

"They called me crazy�they called me insane�THEY CALLED ME LOONEY!! and boy, were they right."
- Megavolt - Darkwing Duck

 

Posted

Quote:
Originally Posted by Kristoph View Post
Heh, maybe they need to set up a "Leadership" Powerset for Defenders, Controllers, Corruptors, and Masterminds, too.
A strait Leadership style powerset would be awesome. Might be hard to get 9 powers out of the concept, but I'd it if they did.

I'd love to have 'Envelope' or 'Outflank' perhaps as power names. 'Regroup' as a T9 'Oh shiz' button also sounds like a fun one.


 

Posted

Quote:
Originally Posted by Madadh View Post
A strait Leadership style powerset would be awesome. Might be hard to get 9 powers out of the concept, but I'd it if they did.

I'd love to have 'Envelope' or 'Outflank' perhaps as power names. 'Regroup' as a T9 'Oh shiz' button also sounds like a fun one.
A while back there was a thread about this in the suggestions forum. My suggestion for a T9 power was "Lightning Assault" as basically a reverse-wormhole. Activating it would teleport you and any nearby teammates to the chosen destination while giving any allies near you a damage buff and applying a stun & knockdown to enemies near the destination. Thematically it's like Shield Charge, you aren't actually teleporting, instead your entire team is charging forwards and attacking before your foes can react (represented by the stun/knockdown).


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
A while back there was a thread about this in the suggestions forum. My suggestion for a T9 power was "Lightning Assault" as basically a reverse-wormhole. Activating it would teleport you and any nearby teammates to the chosen destination while giving any allies near you a damage buff and applying a stun & knockdown to enemies near the destination. Thematically it's like Shield Charge, you aren't actually teleporting, instead your entire team is charging forwards and attacking before your foes can react (represented by the stun/knockdown).
I like it. You're right. It is a lot like Shield Charge with a touch of Team Teleport. Therefore, regroup should stay the T9, and Lightning Assault makes the T8. Or I'm pretty sure I recall Shield Charge being a T8.

Either way, whichever works. Sounds like a fun power. Some people would probably complain about being teleported, but Null the Gull could always take care of that.


 

Posted

Quote:
Originally Posted by Madadh View Post
I like it. You're right. It is a lot like Shield Charge with a touch of Team Teleport. Therefore, regroup should stay the T9, and Lightning Assault makes the T8. Or I'm pretty sure I recall Shield Charge being a T8.

Either way, whichever works. Sounds like a fun power. Some people would probably complain about being teleported, but Null the Gull could always take care of that.
You wouldn't even need to do that, "Accept teleport" is already a toggle under the regular Options menu. A hypothetical "Regroup" power would likely be affected by that setting already.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by Neo_G_Dice View Post
Now here's one for you: Why can't Assault be slotted for Damage? It's the only Leadership power at a disadvantage because it's the only one that cannot be slotted for its primary function.
If I recall correctly***.... all damage buffs have to be flagged as [Ignores Enhancements and Buffs] because with the way the game engine is built Damage Buffs would buff Damage Buffs, making it an infinite loop of a power self buffing itself until just running assault would put you permanently at the damage cap. Thus there is no way to increase them.




***And I really could be crazy here, but I swear I remember reading this before.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
If I recall correctly***.... all damage buffs have to be flagged as [Ignores Enhancements and Buffs] because with the way the game engine is built Damage Buffs would buff Damage Buffs, making it an infinite loop of a power self buffing itself until just running assault would put you permanently at the damage cap. Thus there is no way to increase them.




***And I really could be crazy here, but I swear I remember reading this before.
That is indeed the situation.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by DarkGob View Post
You wouldn't even need to do that, "Accept teleport" is already a toggle under the regular Options menu. A hypothetical "Regroup" power would likely be affected by that setting already.
Not necessarily. Team Teleport ignores that check, hence the need for Null to offer the ability to turn it off.


We'll always have Paragon.

 

Posted

Quote:
Originally Posted by JayboH View Post
There already is Leadership powersets. They are called Arachnos Soldiers.
Not quite. It's close. Their Secondary Set is a hybrid Leadership and other defensive sets.

What I was proposing was a 9 Power Set specifically set up for group buffs that work akin to Leadership. We already see some of these affects in classic sets like Force Field, but a full set, that's something completely different.


Are you a Wolf, a Sheep, or a Hound?

"They called me crazy�they called me insane�THEY CALLED ME LOONEY!! and boy, were they right."
- Megavolt - Darkwing Duck

 

Posted

Yeah Soldiers are about as close as we will probably ever get to having a Leadership power set.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by DarkGob View Post
You wouldn't even need to do that, "Accept teleport" is already a toggle under the regular Options menu. A hypothetical "Regroup" power would likely be affected by that setting already.
I would hope that you are correct, but I know better than to assume sometimes in this game.

I would also have hoped (and assumed) that the glitch from I5 I think it was that caused teammates in a mish to be shown in an arena, or in a super group base instead, and vice-versa to have been fixed by now, but it hasn't, last I checked.


 

Posted

Quote:
Originally Posted by JayboH View Post
Yeah Soldiers are about as close as we will probably ever get to having a Leadership power set.

Sadly, you're most likely right. I wish it weren't so, but....


 

Posted

Quote:
Originally Posted by JayboH View Post
Yeah Soldiers are about as close as we will probably ever get to having a Leadership power set.
Quote:
Originally Posted by Madadh View Post
Sadly, you're most likely right. I wish it weren't so, but....
In this, I am in agreement also.


Are you a Wolf, a Sheep, or a Hound?

"They called me crazy�they called me insane�THEY CALLED ME LOONEY!! and boy, were they right."
- Megavolt - Darkwing Duck

 

Posted

Quote:
Originally Posted by Neo_G_Dice View Post
Now here's one for you: Why can't Assault be slotted for Damage? It's the only Leadership power at a disadvantage because it's the only one that cannot be slotted for its primary function.
That wouldn't be nice. That would mean the base values were lower and I would need to waste more slots on the power.