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Posts
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Joined
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They should just add something called Electric Surge which acts like Healing Flames..
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Agreed, but the extras like a strong tier 9, end drain protection, a +recharge +speed auto power, kb/teleport protection, a fast recharge pbaoe end drain AND a healing flames clone would be a little much if you ask me.
Something like reconstruction with a 80 second base recharge timer would be a little more reasonable. Either that or a fast healing clone or a auto HP power. Personally I'd prefer the self heal over the other 2.
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Really, i'd personally prefer a fast healing clone tied in with a auto + hp power.
As it stands now, maybe a touch over fire armors resistance and just a few resistances to things like slows and end drain. This set is going to be far to weak for me to even consider without something like a combined fast healing/auto hp power in place of CP.
which likely see they might do since tankers already get CP in the epic, and they don't want ATs to have double of something like that, hence why blasters dont get it in the epics. -
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I see short circut as better fit as a replacement for elm's jacob's ladder.
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don't you EVEN consider touching jacob's ladder. Its the reason i've been waiting for elec melee to port to tanks this whole time. -
I always wanted an invuln/elec tank for the longest time. Now though i'm thinking as i wanted a shield/fire to farm i might like shield/elec for it better anyways.
They NEED to get elec mastery for tankers with ball lightning included though! So much goodiness.
And as far as elec armor goes, i think an elec/dark melee tank would be very sweet. -
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So i got no response on the matter where did whoever find out about rad blast getting sent to blasters?
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Sure you did.
Odlus:
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And where did you find the list of powers being ported over??? Can you provide a link please.
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http://www.cityofheroes.com/news/gam..._overview.html
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"Other Issue 16 Features"
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OH, wow how did i miss that. And OMGOMGOMGOMG elec melee for tanks woohoo!!! -
!!!! OMOMOMOOGOMGOGMOGMGOMGOMOGMG FINALLY ELECTRIC MELEE FOR TANKERS!!!! omg omgomgomgomg i'm going to freak out omgomgomgomg!!!!!
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So i got no response on the matter where did whoever find out about rad blast getting sent to blasters? Can anyone provide a link to all the different sets being ported in the next issue. AND OMG i can NOT freaking wait for power customization!
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[ QUOTE ]
Some concern of seeing cosmic burst go the way of willdom. I hope not though as rad only has 3 st blasts, whereas psy was better equipped to handle the change with 4 blasts.
Something about the best attack in the set also having massive control has me concerned about how it will be for blasters.
Rad/em seems like the clear choice as powerboost is going to mesh very well with it.
Rad/fire has me thinking too about the pbaoe goodness (similar to elec/fire, but with an actual t3 attack.)
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The stun in cosmic burst is really the sets only mitigation so i doubt cosmic burst will be touched at all.
On rad/em, meh, good mix of damage but to your style.
Rad/fire though would be SO much aoe damage goodness, as would a rad/mental.
I personally think i'll be running a rad/devices. Get some good mitigation, and taser to stack with the stun in cosmic burst. -
And where did you find the list of powers being ported over??? Can you provide a link please.
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BAH, RAD. I want dark blast for blasters already dangit!!!
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it would be nice if they showed the status for the login server.
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I'm glad to see someone else not hit a perverbial brick when skipping hasten is considered. Truth is there are probably only about 10% of builds since IO's came out that i even consider it any more, and that is only for very long duration buffs/debuffs that its being used with.
As to torrent, if you are going with the hover route it works. But i prefer repulsion field, if you are a cjer like me. Its easy to turn on when you need and off when you don't but YMMV and personal preference and all. -
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WindEnergy, thanks for taking the time to post that build. Certainly more damage and mitigation. Stacking Dark Pit with OG is interesting; though running into melee range for OG to hit sort of goes against the idea of building defense for range and aoe. Melee attacks are the achilles heel of the set no?.
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No not really. For one, oppressive gloom tics very fast. So using dark pit at range, they have less than 2 seconds, considering tic rate thats the max so its usually a second or so before the mob in melee in question is fully stunned.
Secondly, you ought to be using TT before hand, on top of the almost 30% defense, i try to base around +2/+3s, you are now about 35% defense to melee, more than a SR scrapper.
As to viglance it works decently, as a FF defender you ought to be playing with close to the maximum players on a team. Now they won't be getting hit much, but at the same time the team knows, or rather will not be paying attention, that if they are at 80%ish health from that attack or two that got in, they are not going to fret it and worry much about healing if they even notice.
With several teammates, if that, but if a few have a little bit of hp missing, thats going to equate to at least 10-20% end reduction across the board for every single one of your power, toggle or attack. For a couple big hits that might get through itll jump to 50%ish for a little while, or longer depending on the player/team. So anywhere between 10-30% end reduction you can see on average with a full team.
Now there is of course those times where only one or two have some slight hp missing as well, thats still 5-10% end redution global. When your attacks and toggles all have end reduction slotting, thats still going to be a factor.
Not to mention, if the team is THAT good on their life bar, you can easily shut of manuevers during those times saving you .26end/sec more.
But with 1.8ish end/sec, with vigilance and end reduction in every power/toggle you should be ok.
I have a FF/psy defender right now with nothing but SOs and no accolades, and no numina's, and is having very little problems with endurance at all, and he has all 3 leadership toggles as well.
I mean looking at attacks, almost 70% end redux on the single targets, almost 50% on the 2 aoes. They are going to not be much of an issue.
I think you might be suprized once you start slotting IOs to see where it takes you in relation. -
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High
Resistances
+ Health
+ Recharge
+ To Hit
Accuracy
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The resistance bonuses available in game are low and far between for specific types. You are much better going off for +max hp bonuses.
Basically for each amount of + hp, reacts exactly as that much in resistance, to ALL types. If you have 100% health, and you get 5% max hp bonuses, it is now going to take 5% more damage to defeat you, the same as it would work if you had 5% resistance to any type of damage. And with max HP bonuses, the best part is it is global hp, so it works against every single type of incoming damage. It is also much easier to achieve max hp bonuses than it is to stack resistance bonuses of any type.
Lots of 1.13% bonuses are easy via lotg in your defenses, and efficacy adaptors in stamina. Can pick up 1.88% with numinas in true grit and health. In the single target attacks with makos bite and touch of death which you would use to get their good positional defense bonuses as well, they come with 1.5% max hp bonuses, in hack, parry, and disembowel thats 3 of those already.
With the two toggles for defense, true grit, health, stamina, and your attacks that is already 11.65% max hp, or equivocally resistance to all. Picking up OWTS with some numinas takes that to 13.53%. Add in weave and its 14.66% max hp bonus!!! Gotta love it
FYI it takes 71% outside sources to cap hp on a scrapper. So 20% from accolades, 19% from true grit and 14.66% from bonuses takes you to 53.66%, still shy of the cap so every one of those max hp bonuses will be in effect.
Here is how i built my bs/shield. 39.4% defense to melee/aoe, 43.1% to ranged. In addition to 17.5% damage bonus, 45% acc bonus, 52.5% rech bonus, 2.5 end/sec, 14.66% max hp, and 121% regneration bonus, which equates to healing a tic of hp every 4 seconds :P. Makes for one BA scrapper.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
BS Shield: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(42)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(17), ResDam-I(37), ResDam-I(39)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(31), M'Strk-Dmg/EndRdx/Rchg(42)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(13), Heal-I(17), ResDam-I(37), S'fstPrt-ResDam/Def+(39)
Level 6: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(39)
Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(43)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(50), RgnTis-Regen+(50)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(29)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(40)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(42)
Level 38: One with the Shield -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(43), Numna-Heal(46), ResDam-I(46), ResDam-I(50)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]17.5% DamageBuff(Smashing)[*]17.5% DamageBuff(Lethal)[*]17.5% DamageBuff(Fire)[*]17.5% DamageBuff(Cold)[*]17.5% DamageBuff(Energy)[*]17.5% DamageBuff(Negative)[*]17.5% DamageBuff(Toxic)[*]17.5% DamageBuff(Psionic)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]5.19% Defense(Fire)[*]5.19% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]7.38% Defense(Melee)[*]11.1% Defense(Ranged)[*]7.38% Defense(AoE)[*]45% Enhancement(Accuracy)[*]52.5% Enhancement(RechargeTime)[*]195.8 HP (14.6%) HitPoints[*]MezResist(Held) 9.35%[*]MezResist(Immobilize) 10.5%[*]MezResist(Stun) 6.6%[*]1.5% (0.03 End/sec) Recovery[*]86% (4.81 HP/sec) Regeneration[*]3.13% Resistance(Negative)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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No problem. In general i go for the certain amounts of regen where i can, and then go for max hp.
In the case of a willpower toon, you are having so much regeneration to begin with, as you mentioned 783% regeneration against a single target. Even more against mutliple.
In such a case as willpower i would suggest that max hp is a better way to work out your toon. 783% regen - 178% (base plus slotted health with my calc's) = 605%
According to the data thats between 418% and 1012%. So you are going to be regenerating faster than 1 tic every 2 seconds. It would take so much more +regen to reach 1012%, that its not worth slotting for more +regen bonuses really as per scale only a full mob of RTTC is going to get you there.
In which case it becomes apparent that you would benefit more from max hp bonuses.
but, then i have to ask, how do you have 605% extra regeneration? 605 - 148% from fast healing - 246% from RTTC = 211% you are getting just from set bonuses. I know from building other toons that his is only possible with both a numina and regen tissue unique, all 5 10% and 12% bonuses, and 3 16% bonuses from the ranged damage purple.
I think there is something you are calculating wrong or that mids is stacking up improperly. For starters I believe when you put a unique healing ability like numina or regen tissue it bumps it up for some reason. I'd go back and manually count your + regen to see what you come up with.
Either way you are going to be healing above that 418% bonus or close enough to it that you are about 1 tic every 2 seconds, so going for max hp for a willpower still applies to your brute.
P.S.
Since posting this original post, i maxed out a energy/ice/ice blaster out JUST getting him to 223% regen bonuses. At max hp, he'll have hoarfrost basically as a heal, plus hibernate for bad times, and frozen armor. With all his knockback, slows, and controls from /ice/ice, its going to be BA playing him when he is regenerating a tic of hp every THREE seconds.
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Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Force Fields Dark: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(40)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Personal Force Field -- LkGmblr-Rchg+(A)
Level 6: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), DefBuff-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Rchg+(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(33), RechRdx-I(34)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Heal-I(43)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(31)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(37)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Rope-Acc/Stun/Rchg(43)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(50)
Level 47: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(48), Sciroc-Acc/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48), RechRdx-I(50)
Level 49: Repulsion Field -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]15.5% Defense(Energy)[*]15.5% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]16.8% Defense(Ranged)[*]5.5% Defense(AoE)[*]66% Enhancement(Accuracy)[*]68.8% Enhancement(RechargeTime)[*]6% Enhancement(Stun)[*]17% FlySpeed[*]125.9 HP (12.4%) HitPoints[*]17% JumpHeight[*]17% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]21.5% (0.36 End/sec) Recovery[*]62% (2.63 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]3.13% Resistance(Negative)[*]17% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
[ QUOTE ]
Yeah, I've never been sure of how -tohit translates to bumping up defense. I know it's not a 1:1 ratio, but I still have a bit of -tohit overkill you're right.
[/ QUOTE ]
Actually, it is a 1:1 ratio. The issue is that enemies resist tohit debuffs according to their level thanks to the Purple Patch. This means that, while you may be hitting that 53 target with your level 50 character's 20% tohit debuff, they'll only be affected by a 13% tohit debuff. Because of how the Attack Mechanics work, that 13% tohit you're managing to get through to the target is does exactly the same thing to your team's chance to get hit as giving them all 13% more defense.
[/ QUOTE ]
Exactly. There should be no reason a FF/dark should be slotting anything besides damage in its attacks except for maybe a little immobilize duration in TT.
Cloud senses may come with a 6.25% rech bonus, but thats about all you'll really be getting out of it. If that actually.
If you use positrons blast in TT, nightfall, and repulsion bomb (seconded on getting this power), thats 6.25 x 3 right there. Stupefy set in dark pit, thats 4 right there. Go so far even as putting positrons blast in torrent as well, there is your capped 6.25% recharge bonus. Or with OG too there it is.
As a defender, especially ff/dark you won't be needing that max end bonus much. Nor be needing that miracle unqiue at all. And outside of sleep which health grants IIRC 62.5%? resistance too, those status resistances won't mean much. Now the ranged defense, you can easily get that with thunderstrikes in db/gloom.
Then of course your dark blast attacks will be debuffing the rest.
Also, don't forget dark pit + oppressive gloom = full mobs + bosses stunned.
With cj + hurdle there should be no reason to need swift, its taking up a spot that there is a much better power for. Assault is a HUGE jump into a better power choice right there without using up any additional slots. IMO EVERY FF defender/controller should always take assault as the set is so low in the ability to boost a teams damage up. Which bubbles are nice, but every team will gladly take the extra 18.75% damage bonus. It may or may not sound like a lot, but trust me it is a decent amount.
And i personally still like vengeance. IF someone dies its a heal to the team, plus capped defense without worrying about being in range of dispersion bubble, or super spamming your attacks to debuff. It also adds to hit and damage, and knockback protection and to you added sleep resistance.
Also, i'm not sure hasten is as needed as you might think. Granted the build i'm going to give you, while using no purples does use lots of lotg, thats only because there are so many powers that are perfect mules for it. Without them the build is entirely achieveable without terribly much effort, as tfs should be a breeze for you. Without them powers like tt/nightfall still recharge within 5 seconds Which means only about 3 seconds of a wait time betwen casting aoes, repulsion bomb in 15 seconds. But when they are placed closer to 4/4 and 12 seconds.
Personally, i would choose repulsion field over force bubble. The bubble is just too wide, you wont be able to use tenebrous tentacles, and barely nigthfall and not at good setup either. I much prefer repulsion field as its radius is smaller and its more of a precise knockback. Additionally for the same reason i prefer it over torrent, as it is auto hit as well.
With this build i'm about to present, you are at about 30% melee/aoe defense, and 41% to ranged. meaning just one hit of any of your attacks on an enemy, even up to +4, is going to cap your ranged defense personally. Which with repulsion field, and TT, should be no problem.
In additon to that, i personally, in addition to the bonuses suggest slotting life drain as an attack, rather than a heal. With this build you will be almost at regenerating a tic every 4.5 seconds, in addition to the extra heal from life drain and all your superior defense, resistance to s/l/n and knockdown. You should be having no problems at all. -
Can anyone explain why the servers are up, but it won't let you log in? I've tried about 5 times now and nothing :/
-
Since when did defenders get trick arrow as a secondary o_O???
-
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
TA Sonic: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(3)
Level 1: Shriek -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Entrpc-Acc/Dmg(11), Entrpc-Heal%(17), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37)
Level 2: Glue Arrow -- RechRdx-I(A), RechRdx-I(3), TmpRdns-EndRdx/Rchg/Slow(13)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), RechRdx-I(31)
Level 6: Scream -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Entrpc-Acc/Dmg(11), Entrpc-Dmg/EndRdx/Rchg(17), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37)
Level 8: Poison Gas Arrow -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Heal-I(39), RgnTis-Regen+(50)
Level 20: Disruption Arrow -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Shockwave -- Acc-I(A), Acc-I(25), EndRdx-I(25)
Level 26: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(27), Dmg-I(27), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(40)
Level 28: Siren's Song -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(46)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(34)
Level 32: EMP Arrow -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(33), NrncSD-Acc/Hold/Rchg(33), G'Wdw-Acc/Rchg(33), G'Wdw-EndRdx/Hold(34), G'Wdw-Acc/Hold/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Dreadful Wail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), M'Strk-Dmg/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Apoc-Dmg(43), Apoc-Dam%(43)
Level 44: Shocking Bolt -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Acc/Hold/Rchg(45), G'Wdw-Acc/Rchg(45), G'Wdw-EndRdx/Hold(46), G'Wdw-Acc/Hold/Rchg(46)
Level 47: Ice Arrow -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(48), NrncSD-Acc/Hold/Rchg(48), G'Wdw-Acc/Rchg(48), G'Wdw-EndRdx/Hold(50), G'Wdw-Acc/Hold/Rchg(50)
Level 49: Charged Armor -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]24% Enhancement(Accuracy)[*]23.8% Enhancement(RechargeTime)[*]171.7 HP (16.9%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 1.65%[*]10.5% (0.18 End/sec) Recovery[*]146% (6.2 HP/sec) Regeneration[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I thought about the build, lots of powers to fit in so it didn't quite mesh how i wanted but this is about what i would be going for. +regen is going to be your friend. No end problems with this biuld i can say that much pretty easily. Lots of control. Shockwave is very important in situations with glue arrow and oil slick where they slowly try to get near you. You use it to knock them back on towards the other side of the patch so they have to go ALL that way over again.
I'm not sure why the build i posted only is saying 146% regeneration. Some othe things it says might be off then so might be best to put it in yourself. My guess is skipping out the numina and regen tissue uniques.
This build actually has 191% bonus regeneration. Which is a little faster than a tic of regeneration every 3.5 seconds :P.
120% bonus is for a tic every 4 seconds, and 220% is for a tic every 3 seconds. So its on the higher side towards that.
Electric fence in this build is used as an attack, and does a decent job of that + being used as an immobilize. For AVs the added damage, and set bonuses within it trumps entangle arrow on a large scale IMO. -
Here is one i'd use. I previously did one without hasten and picked up salt crystals for the purple bonuses. Its less hectic without hasten and you can still play fast with the IOs i've chosen plus siphon speed. But its nice having SS as a travel until you get to 28 for inertial reduction. But that build also got stone prison for some damage earlier on as well, and against AVs its nice for a continual defense debuff while using your main powers like tranfsuion, transference, siphon power, siphon speed and fulcrum.
Considering everyting i may like the non-hasten build better TBH, but general masses thought would go for this higher recharge build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Earth Kin IO Hasten: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(5), NrncSD-Acc/Hold/Rchg(17), G'Wdw-Acc/Rchg(23), G'Wdw-EndRdx/Hold(34), G'Wdw-Acc/Hold/Rchg(37)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9), RechRdx-I(23)
Level 2: Siphon Power -- Acc-I(A), Acc-I(3), RechRdx-I(40), RechRdx-I(46), RechRdx-I(46)
Level 4: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(34), TotHntr-Acc/Immob/Rchg(34)
Level 6: Quicksand -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), Acc-I(11), RechRdx-I(40), RechRdx-I(40)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(46), RechRdx-I(50)
Level 20: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), EndMod-I(21)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(25), EndMod-I(25)
Level 26: Volcanic Gasses -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(27), NrncSD-Acc/Hold/Rchg(27), G'Wdw-Acc/Rchg(29), G'Wdw-Hold/Rng(29), G'Wdw-Acc/Hold/Rchg(31)
Level 28: Inertial Reduction -- Jump-I(A)
Level 30: Increase Density -- ResDam-I(A)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BriL'shp-Acc/Dmg(37)
Level 35: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), P'Shift-EndMod/Acc/Rchg(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Earth's Embrace -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(48), Tr'ge-Heal/EndRdx/Rchg(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]2.25% Max End[*]38.8% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]36% Enhancement(Accuracy)[*]5% Enhancement(Immobilize)[*]3% Enhancement(Stun)[*]194.6 HP (19.1%) HitPoints[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 6.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 2.5%[*]12% (0.2 End/sec) Recovery[*]36% (1.53 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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With 3 stacked siphon speeds its just shy of 2 seconds is of perma hasten. -
Best is really a toss up.
I'd personally suggest a few. Between kinetics, storm, and sonic.
The -defense and all around attack centric style of kinetics pairs very well together.
With storm, you're just a control MONSTER. As far as endurance goes there isn't a stormy i've had a problem with when i get anywhere near to IOs, and earth with so many location long laster controls is probably one of the best on end IMO outside of obviously stone cages.
And sonic, is a personal favorite. Lots of -defense and -resistances for teams. Good control, lots of + resistances and some status protection for your team.
It also lets you turn your stoney into an uber tank, and is a great candidate for sonic disruption. -
[ QUOTE ]
Well Electric Control IMO will be the next control set for both controllers and doms. As it seems the devs are avoiding giving doms illusion and doms getting Electrical Assault last wave.
Most of the powers are already in the game. High chance the pets will be those electric gremlins running around Caps redside.
[/ QUOTE ]
Aye, i've several times posted a complete electric control build that would work just fine. From what i remember some basides like elec cages/ST hold pets (i wanted electric imps but several gremlins seemed to be the way most people wanted)
Some key powers were things like a cone disorient, and a location ground power kinda like quicksand only electrical based animations and the secondary effect being tics of damage/-endurance/-recovery etc. -
[ QUOTE ]
Add Psi resist to Clarity? Not gonna happen because it would be overpowered--> the Psi resist would have to be flagged as not stackable. The Devs have explored the possibility of having powers that grant status protection (like Clarity, Clear Mind, Thaw.....) not be stackable. And we know where that has gone.
Add Psi resist to Sonic Dispersion? That is interesting and frankly more likely to happen. But I would think it would be a unenhanceable 5%. Just like the accolade from the Rikti invasion.
But defenders and controllers can already get psi resist on their own if they so desire. I have the feeling that while many might like it, the Devs won't think it's necessary.
[/ QUOTE ]
They can separate the powers functions of resists and mez protection. This ALREADY exists in the game with increase density. -
In the case between defenders and blasters there are a couple important points to remember, which having nova, is a big reason compared to the other types of defender nukes.
On a defender the damage isn't going to really be big enough to kill much besides the minnions. Leaving their more important function being that they also usually have a hefty debuff or control aspect to them.
In the case of energy blast on a defender the knockback will usually hinder the fight, making it IMO the worst defender blast nuke in the game.
On a blaster at least, with aim and build up you'll be doing enough damage that the knockback is less of an issue because you will be killing everything but the bosses.
Which on any blaster i suggest picking up and slotting the nuke for said reasons.