WingedKagouti_NA

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  • Posts

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  1. [ QUOTE ]
    I remember when the pre-beta boards had some of the more vocal members of the forums being Moderators.

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    Jazz, MacAllen, Geist and SENSAI are the four I remember. I think there was a fifth, but I'm not entirely sure.

    I remember that Jazz was usually the first person to reply to anyone doing a "Hi, I'm new here" post.

    I remember when Fallout was post-SELF-defeat (like self-rezzes, but without the rez part...), instead of the current post-OTHER-defeat.

    I remember when EMPulse didn't accept Accuray enhancements and caused a self-disorient.

    I remember when you'd lose major parts of the geography (such as the Kings' Row tram station) if you went below 70% World Detail.

    I remember the massive outrage when they went from freeform power selection to ATs.

    I remember when Enervating Field was an AoE, auto-hit, damage targeted toggle. Level 8 Rad Defs could solo in Brickstown with all the melee wolves there, if they picked EF and Hover. Only because police drones didn't eat all xp from things they teleported.

    I remember when you could buy tier 2 & 3 inspirations from contacts and those inspirations were x2/x3 in strength compared to tier 1.

    I remember when the Backalley Brawler was missing his hands.

    I remember getting compliments for my first costume... Which was made by clicking the Random button until something non-atrocious came up. I didn't want to waste too much time on the costume creator for my first session.

    I remember when many people could no longer use their beta forum accounts because they used another account for live.
  2. [ QUOTE ]
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    If you get raided at some point ALOT of that work can be thrown out the window when your gens, control, defeneses get destroyed.

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    Not everything blown up during a raid stays blown up afterwards. A percentage of the items are automatically fixed. This percentage can be improved by building certain aux items for the workshop.

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    Losing an item in a base raid is a lot like losing a level in EQ. You risk losing critical functionality that will take a long time to regain.

    The death penality in CoX is a lot less harsh than the EQ one so why does being raided carry this extremely heavy penality?
  3. [ QUOTE ]
    After refreshing you still don't see the update?

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    Interesting, I hadn't visited the page before at all and didn't see the Mastermind entry. Ctrl+F5 fixed it so I guess it must have been my ISPs proxy.

    Edit:
    _Awry_, you need a hard hit on the head. Calling Henchmen "pets" should be a bannable offense. Pets are uncontrollable underlings who has one type of behaviour, Henchmen can be given orders and will follow them as well as their powers allow them to. While some Masterminds can get both Pets and Henchmen, no one but Masterminds can get Henchmen.

    Pets are typicially more straight out powerful than Henchmen but you can use more complicated tactics with Henchmen.
  4. [ QUOTE ]
    The reward tables for CoV are the exact same ones as CoH.

    The store definitions for CoV are the exact same ones as CoH.

    You don't start giving up Inf. for Prestige until level 24.

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    Except that there are no "rescue citizen" street rewards in CoV.

    Which in turn means that anyone doing any hunting in the streets will earn a bit more inf (and insp) in CoH than CoV.
  5. [ QUOTE ]
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    I can't help but wonder if the water equally changed Cole's perspectives. He was an infameous thief after all; after drinking from the fountain he sort of took a 360 from that path.

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    180, you stupid, spaghetti-slurping cretin - *180*! If I did a 360, I'd go completely around and end up back where I started!
    - Statesman

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    I didn't know States had a role in Last Action Hero as the main villain..
  6. [ QUOTE ]
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    It's all so confusing!! Anyone else happen to notice that in Issue 3 of the Top Cow comic, Recluse says "My sister sends her regards" but how the heck would he know?

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    Maybe she turned evil, died and became Ghost Widow?

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    Nope.

    Ghost Widow's origin is explained in a level 15 arc in CoV.

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    Ghost Widow was posting how much she hated her life on her Liverjournal one night and the computer got struck by lightning and gave her superpowers.

    However, she was so depressed about it she killed herself and the electirc enegry in her body from the lightning brought her back as the current Ghost Widow.

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    Naw, if that was her origin then she'd only be able to haunt the internet...

    Not that the thought of some Livejournal user haunting the net isn't frightening enough.
  7. [ QUOTE ]
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    It's all so confusing!! Anyone else happen to notice that in Issue 3 of the Top Cow comic, Recluse says "My sister sends her regards" but how the heck would he know?

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    Maybe she turned evil, died and became Ghost Widow?

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    Nope.

    Ghost Widow's origin is explained in a level 15 arc in CoV.
  8. [ QUOTE ][*]Balance: Sonic resonance users extremely weak as far as self defense until 18 and Sonic Repulsion. Every other defender primary has a power in their primary to help with defense of some kind for themselves before level 10, even if that's just a heal or a slow.

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    Was Sonic Repulsion changed from Target Ally to Self?

    If not then Sonic Resonance users still lack any kind of personal defenses until level 26. It could be argued that Sonic Cage counts as a defensive power but I'd disagree heavily, it only delays the inevitable damage it doesn't prevent it.
  9. What'd ya do?

    Tell one too many jokes about States?

    Comment on Cuppa's new dress?

    Try to take pictures of Lord Recluse's plushie Sailor Moon?

    Can't say I'm all that surprised following the disappearance of Turner in the last article though.

    Good luck and happy adventures
  10. [ QUOTE ]
    In PvP, just 1 more reason to roll an Ice\Ener blaster like everyone else, with Aim and BU, you dont care about whatever defense debuff resist your opponent have. In PvP, SR had far more trouble with the huge +To-Hit buff almost everyone has access to rather then the -def debuff of the few powers.

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    The solution to that would be to completely remove the +Acc from Build Up and reduce the +Acc from Aim to 50% or less FOR PVP ONLY.
  11. [ QUOTE ]
    No offense TopDoc people that spread ideas like this are evedently gonna kill tankers and scrappers. Obviously you don't care but when the tankers and scrappers dont have a home in the game some other people might

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    Even if 100 people start following this there will be plenty of others you can ask to team up with you.
  12. [ QUOTE ]
    Elec Secondary - If nobody else wants this, I'll be thrilled to take it. I have 2 toons with Elec currently, a 30 Storm/Elec, and a 11 Elec/Elec Blaster. Properly slotted, both can reduce any mob group (short of AV's) to only using their most basic attacks. Combine that with some siphon powers and Fulcrum shift, and the mobs just don't do any damage, as they cannot attack with anything that does harm to the team.

    If you want, I can demonstrate some night with my Storm/Elec defender.

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    I don't think anyone in this thread is denying how powerful a Elec/ Blaster or /Elec Defender can be. The issue is how much it will benefit a team that is at 75% Dam Res (= capped) and at 100+ Defense (8 6-slotted Maneuvers & 2 6-slotted Dispersion Bubbles + individual bubbles) with the added benefit of having the mob damage debuffed.

    The main benefits are that Short Circuit & Ball Lightning both work well from a tanking perspective since you don't need to reposition for cones, SC & BL work well with Sonic Disruption (Target Ally Toggle: PBAoE -Res) and 2xShort Circuit + 4xTransference should help a lot vs Psionic AVs.
  13. [ QUOTE ]
    Wanted to explain the reasons for changing Burn...

    It became apparent that Burn was the trump power...with it, a Tanker needed to do nothing else. He could lay down a Burn patch and Taunt foes in and out of it. The damage was so great that the Burn patch itself would do the defeating; the Tanker only needed to hit Taunt.

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    Burn was the only thing that let a Fiery Aura/non-Fiery Melee Tanker deal better damage than Ice Armor & Stone Armor Tankers. Well Blazing Aura deals slightly more damage than Icicles and Mud Pots but not by much. I'd say that a Mud Pots + Granite Armor Tanker is better in overall defense + Damage than a BA + Fire Shield + Plasma Shield + CJ + Acro + Tough + Weave Tanker.

    And as have been said before, Burn is usually not good in a team even if we take the I3 version. The Blasters and Scrappers will often defeat at least half the mobs before the Burn animation finishes. While people can wait for Burn and let it do it's rather endurance efficient damage you'll rarely find that happening outside PL teams.

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    The question has come up - "what's the point of Burn now?" Well, it still offers Immobilization defense (we're actually going to increase that duration). And Burn does do a lot of damage. Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.

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    As many others already have said: Fire Tankers need Acrobatics for Knockback protection (you try tanking without that) and to get that they go through Combat Jumping which already gives Immobilize protection.

    Now Fire Tankers have a choice between two different Immobilize protections, one is a low cost toggle with no adverse effects on the nearby mobs and the other is a slow recharge click which causes anything in melee to run away and possibly refocus on a squishy. One is useful to a Tanker, the other in antithetical to tanking.

    What was the point of Burn once again? An Immobilize protection which can only be used in a team with a Controller who is willing to risk a lot of extra aggro? Why not team with a Defender or Controller who can give this from his/her primary/secondary set instead? Or just rely on Combat Jumping and have it done with?

    As is a Fire Tanker needs, beyond Stamina, 6 pool powers (CJ, SJ, Acro, Boxing or Kick, Tough & Weave) to get to the same level of tanking as other Tankers, one of these will usually double as travel power (Super Jump). 6 out of 21 possible powers (Stamina takes 3) locked down by almost forced power pool choices. 3 power pool selections out of 4. That doesn't leave much room for "fun" powers or variety. It also doesn't leave room for the secondary powers you now want Fire Tankers using for damage.

    A sample build up to level 28, Burn spec:
    01 : Gash Empty(01)
    01 : Fire Shield Empty(01)
    02 : Healing Flames Empty(02)
    04 : Taunt Empty(04)
    06 : Combat Jumping Empty(06)
    08 : Consume Empty(08)
    10 : Hurdle Empty(10)
    12 : Plasma Shield Empty(12)
    14 : Super Jump Empty(14)
    16 : Health Empty(16)
    18 : Burn Empty(18)
    20 : Stamina Empty(20)
    22 : Acrobatics Empty(22)
    24 : Boxing Empty(24)
    26 : Tough Empty(26)
    28 : Weave Empty(28)

    There's room for 2 secondary powers, one is the forced level 1 and the other is Taunt. No Blazing Aura or you'll be forced to delay Consume, Acrobatics or Stamina, all powers you don't want to delay too much. Box/Tough/Weave could be called optional but if you want to tank they are almost required and you'll want them soon. This isn't a definitive Fire Tanker build, but it's a decent demonstration of how tight an optimal build is and how few actual choices there are.

    If you're fixated on gutting Burn then add Immobilization & Knockback protection to Temperature Protection so that we only have 2/3 less than mediocre powers in the Fiery Aura set (Burn & Rise of the Phoenix, Fiery Embrace for non-Fiery Melee) and aren't forced to take Acrobatics.
  14. [ QUOTE ]
    Also remember that the Freakshow will work for anyone who provides sandwiches and a keg.

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    And something to beat up
  15. [ QUOTE ]
    I would suggest that you edit the 1st post and keep it updated so that people who see this thread will know what the final team make up will be made up of, and what server it will be on, and when it will start..

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    That is unfortunately not possible due to the max time since posted limit.
  16. I just did some testing of Tar Patch (me) vs Disruption Arrow (a friend).

    Disruption Arrow improves damage by 20%, has a 2 min recharge and lasts for 30 seconds.

    Tar Patch improves damage by 30%, has a 1 min 30 second recharge and lasts for 45 seconds. On top of this Tar Patch has a -Speed and -Fly component.

    The DA graphic seems to be a bit larger than TP but with the max 10 target rule this is almost completely irrelevant.

    We have been playing a lot together in I5 with me as a Sonic/Sonic and my friend as a T&A, both Defenders. We can take out a Heroic mission spawn without waiting for the Trick Arrow debuffs, but we usually have to chuck more than a few inspirations. With the debuffs things go a lot smoother so we usually wait for them which leads to a much slower pace. I sometimes manage reading through a couple of threads in the time it takes for the TA debuffs to come back up.

    My suggestion would be to lower recharge of almost all drops in all powersets (Blizzard and similar powers excepted) to 30 seconds or so and make them all obey the new pet rule of maximum one out at a time. That would keep the game flowing, which is fun, without letting a single player stack multiple versions of the same debuff, which can be bad.

    Turbo Ninja Edit:
    Flash Arrow needs a more visible fx on the affected targets, if you aren't the user you have to guess which mobs have been hit.
  17. Once every persistent detrimental AoE has the same level of fear as Burn will I accept that Burn causes fear.

    Oil Slick Arrow, Ignited Oil Slick Arrow, Ice Patch, Ice Slick, Darkest Night, Radiation Infection, Earthquake, Tar Patch, Volcanic Gasses, Lightning Field, Blazing Aura, Death Shroud, Orbiting Death, Icicles, Mud Pots, Quicksand, Enervating Field, Choking Cloud, Disruption Field, Hurricane, Lightning Storm, Voltaic Sentinel, Time Bomb, Auto Turret, Bonfire, Liquefy, Quills, Oppressive Gloom, Inky Aspect and whatever other powers I may have forgotten.

    All of them are bad to be affected by, all of them can be avoided like the Rains/Burn/Ignite, but none of them cause the same kind of AI reaction.

    Once every one of those other AoEs cause a similar level of "I don't want to be here" as Burn, Ignite or the Rain powers will I accept it.

    Your choice as to whether these powers should all cause the same level of fear as Burn & company does now or if not a single one of these powers should cause Taunt breaking fear.
  18. [ QUOTE ]
    Howl
    Short: Ranged Cone, Medium DMG(Smashing), Foe -Res(All)
    BI@10: 1.20 Smashing + 1.20 Energy = 2.40
    Resist Debuff: 20% adjusted by level
    Duration: 13.7 seconds
    Activation Time: 2.5 seconds
    Recharge Time: 10 seconds
    BI/Act: 0.96
    NOTE: This is a DoT, and the debuff is applied after the first tic.

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    Scream (single target moderate) is a DoT, Howl is not.

    I must admit that it's interesting to see such high damage numbers for Shockwave, I'd have expected it to be about 2/3 what it is due to the Minor rating. Maybe it doesn't scale well later on, though I doubt that is the case.
  19. [ QUOTE ]
    More notes to consider from a recent patch update on test.
    Reduced damage on Sonic Attack/Shriek to match its recharge time. Reduced End cost to match new damage.

    Reduced damage on Sonic Attack/Scream to match its recharge time. It was slightly too high.

    Reduced damage on Sonic Attack/Howl to match its recharge time. Reduced End cost to match new damage.

    Slightly increased the Recharge time on Sonic Attack/Shout. Reduced End cost slightly.

    Sonics should be checked again to see if the new dmg on the powers is sufficiently low that the -res component is eaten up by a lower base dmg. This might be a good reason to mix the secondaries. Say have 5-6 sonics and a few using another secondary. I still like dark for it's cones and status effects.

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    The Defender damage (at level 17) didn't seem all that changed. It may only have hit Blasters initially.

    Still packs a higher initial punch than Archery (which may be too low damage). On every attack and before any DeBuffs.
  20. [ QUOTE ]
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    I agree that Psi isn't a good choice. But I can't understand why you think /Sonic lacks AoEs.

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    Minor damage isn't good enough for a damage AoE IMO. Sonic Blast only has 1 AoE (beyond Wail) that deals more than Minor damage. Also only Howl is listed as having -Res as a secondary effect out of the 3 non-nuke AoEs.

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    Good points. I'm glad someone is keeping me honest here.

    But consider the Resistance debuff. I think it more than makes up for having more minor damage attacks.

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    I'd still prefer having a ranged AoE and a PBAoE simply due to the added amount of targets you can hit with the target limit rules (16 for Ranged AoE vs 10 for PBAoE/Cone). Thus my preference for Electrical Blast on at least half the team. Ball Lightning has a 60% advantage over Howl before Howl starts debuffing.



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    i could have sworn that Novas were 16 and everything else was 10 except for taunts which are 5.

    and if you are right and ranged aoe's are 16, then what is the amount of nova?

    Don't get me wrong, i like /elec because you get a second to do what ever when they are shaking after getting hit, but the themes seem to be -res. And with /sonic getting that, /sonic will do more damage over time.

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    From the patch notes:
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    Set a Max Number of Targets that can be affected by most offensive powers. AoE Debuffs, Ranged cones, and Melee AoE (PBAoE) are set to 10. Some Large PBAoE (like Nova) is 16. Melee Cones have been set to 5. Ranged AoE damage powers are 16. Taunts (including Tanker inherent Taunt - PunchVoke) max is set to 5. Buffs are unaffected. Dev note: This will limit the amount of “herding” done by players to a more reasonable and realistic level.

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    The big nukes & PBAoE stuff like EM Pulse has 16 max targets along with Ranged AoE damage.
  21. [ QUOTE ]
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    I agree that Psi isn't a good choice. But I can't understand why you think /Sonic lacks AoEs.

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    Minor damage isn't good enough for a damage AoE IMO. Sonic Blast only has 1 AoE (beyond Wail) that deals more than Minor damage. Also only Howl is listed as having -Res as a secondary effect out of the 3 non-nuke AoEs.

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    Good points. I'm glad someone is keeping me honest here.

    But consider the Resistance debuff. I think it more than makes up for having more minor damage attacks.

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    I'd still prefer having a ranged AoE and a PBAoE simply due to the added amount of targets you can hit with the target limit rules (16 for Ranged AoE vs 10 for PBAoE/Cone). Thus my preference for Electrical Blast on at least half the team. Ball Lightning has a 60% advantage over Howl before Howl starts debuffing.

    If you aren't considering that rule I'd say that mass Sonic Blast is good. The Dark cones are iirc very good for damage, but Sonic + Dark will probably fall behind against either setup (Sonic + Elec & pure Sonic).

    As for attack power slotting I'd say that if you're always guaranteed to team up with 4 Kins you should go for 3 Damage or secondary effect (where possible/beneficial) due to stacked Speed Boost. If you have 2 or less Kins I'd say Recharge, Endurance or secondary effect.

    As for Fulcrum Shift being used as a Debuff, remember it is limited to 10 targets. It will probably be most useful to use against AVs in conjunction with Siphon Power as a Damage Debuff to keep them at the floor (10% of base iirc). If 4 Kins can do this with SP alone then FS isn't of much use in such a team, minions will fall fast and lieutenants won't be far behind. Bosses are not going to be much of a problem either with a team like this. You'll unlikely be able to floor their Resistance (25% of normal, or a +300% damage boost) before they fall over.
  22. [ QUOTE ]
    I agree that Psi isn't a good choice. But I can't understand why you think /Sonic lacks AoEs.

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    Minor damage isn't good enough for a damage AoE IMO. Sonic Blast only has 1 AoE (beyond Wail) that deals more than Minor damage. Also only Howl is listed as having -Res as a secondary effect out of the 3 non-nuke AoEs.

    In the other post you criticize me for slotting the attacks and then later on in your post suggest 6 slotting them. You also question me picking stuff like Maneuvers (which does protect against the one major hole in this setup: Psionics) but later go on to notice that you can actually pick and slot just about anything you want to. As long as you pick & slot the basic required stuff for your powersets of course.

    Aim/Amplify were taken mainly to advance in level so I could get to the higher level powers, the same can be said for almost anything that isn't in the required stuff.

    For the FF'ers the required stuff is the 3 bubbles, for the Sonics it's the 3 shields + Disruption Field. Kins are there to use Transfusion, Siphon Power (Fulcrum Shift is a waste if you bring 4 Kins with SP in a party with 8 Defs all running Assault) and Speed Boost. Rads would be Radiant Aura, Accelerate Metabolism & Enervating Field.

    Everyone should of course have at least 1 AoE (preferably 2), 2 or 3 single target attacks, Assault & Tactics. SR/Clarity would be nice but only really needed vs Sleep due to massive resists from 4 different stacked fields (2x FF & 2x SR) covering Hold & Disorient.

    Anything beyond those powers is pure fluff and only really taken to level up. The Psi APP is nice fluff (like Maneuvers it covers a hole) but still fluff. With 2 (or more) Kins movement powers become fluff though they can still be nice to have.
  23. [ QUOTE ]
    Secondary choices should include Sonic for debuff, and Psi for the extra damage type. Endurance drain should not be a particularly effective option at the higher levels, and unnecessary at the lower onces.

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    I didn't select Electrical Blast for the energy drain, in fact you'll probably find that with a team like this you won't even notice any secondary effect beyond -Res. Electrical Blast was chosen for the 2 early AoEs (Short Circuit deals almost as much damage as Ball Lightning with similar slotting) and Tesla Cage to some degree.

    At 40+ you start running into stuff (other than robots) which is heavily Psi resistant, if you just streethunt to avoid those then your damage type does not matter. Psi Blast also has to wait until level 28 for a second AoE and you have to take a subpar single target blast at level 1.

    Spreading damage types isn't a bad idea, but you should not overspecialize in Psi unless you enjoy frustration against robots and massive /Sonic isn't good AoE capabilities either.
  24. 8x Assault (Def) = 8x 18.75% = 150% Damage

    Halfway to the damage cap and no Kin involved. After a Fulcrum Shift additional Kins will only provide increased recharge & endurance recovery (and running into walls ability ).

    4x AM = +100% Dam, +120% Recharge & good endurance recovery. 50% away from the cap (w 8x Assault), 2 SO Dam to hit it. Rad primary also removes the need for mass /Sonic to hit the -Res cap and lets you pick more AoE centric secondaries. Less recharge buff than 4x Speed Boost but the rest of the RE powers seem like they work better in this setting.

    You could also go 2x Kin & 2x Emp with the Emps focusing on RecAura & RegAura.

    Possible templates:

    Sonic (2 of these)
    Archetype: Defender
    Primary Powers - Ranged : Sonic
    Secondary Powers - Support : Sonic Blast

    01 : Shriek Empty(01) Empty(11) Empty(13)
    01 : Sonic Barrier Empty(01) Empty(3) Empty(3) Empty(5) Empty(5) Empty(36)
    02 : Sonic Haven Empty(02) Empty(7) Empty(7) Empty(9) Empty(9) Empty(37)
    04 : Scream Empty(04) Empty(15) Empty(15)
    06 : Howl Empty(06) Empty(11) Empty(13)
    08 : Sonic Siphon Empty(08)
    10 : Disruption Field Empty(10)
    12 : Assault Empty(12)
    14 : Tactics Empty(14) Empty(17) Empty(17) Empty(19) Empty(19) Empty(21)
    16 : Shout Empty(16) Empty(40) Empty(43)
    18 : Maneuvers Empty(18) Empty(21) Empty(23) Empty(23) Empty(25) Empty(25)
    20 : Vengeance Empty(20) Empty(27) Empty(27) Empty(29) Empty(29) Empty(31)
    22 : Clarity Empty(22) Empty(46) Empty(50)
    24 : Amplify Empty(24)
    26 : Sonic Dispersion Empty(26) Empty(31) Empty(31) Empty(33) Empty(33) Empty(33)
    28 : Recall Friend Empty(28)
    30 : Teleport Empty(30)
    32 : Liquefy Empty(32) Empty(34) Empty(34) Empty(34) Empty(36) Empty(36)
    35 : Screech Empty(35) Empty(37) Empty(37)
    38 : Dreadful Wail Empty(38) Empty(39) Empty(39) Empty(39) Empty(40) Empty(40)
    41 : Dominate Empty(41) Empty(42) Empty(42) Empty(42) Empty(43) Empty(43)
    44 : Mind over Body Empty(44) Empty(45) Empty(45) Empty(45) Empty(46) Empty(46)
    47 : Telekinesis Empty(47) Empty(48) Empty(48) Empty(48) Empty(50) Empty(50)
    49 : Siren's Song Empty(49)

    Force Fielder (2 of these)
    Archetype: Defender
    Primary Powers - Ranged : Force Field
    Secondary Powers - Support : Electrical Blast

    01 : Charged Bolts Empty(01) Empty(34) Empty(34)
    01 : Deflection Shield Empty(01) Empty(3) Empty(3) Empty(5) Empty(5) Empty(7)
    02 : Lightning Bolt Empty(02) Empty(33) Empty(33)
    04 : Ball Lightning Empty(04) Empty(31) Empty(33)
    06 : Insulation Shield Empty(06) Empty(7) Empty(9) Empty(9) Empty(11) Empty(11)
    08 : Assault Empty(08)
    10 : Short CIrcuit Empty(10) Empty(17) Empty(19)
    12 : Dispersion Bubble Empty(12) Empty(13) Empty(13) Empty(15) Empty(15) Empty(17)
    14 : Tactics Empty(14) Empty(19) Empty(21) Empty(27) Empty(37) Empty(37)
    16 : Recall Friend Empty(16)
    18 : Maneuvers Empty(18) Empty(21) Empty(23) Empty(23) Empty(25) Empty(25)
    20 : Vengeance Empty(20) Empty(27) Empty(29) Empty(29) Empty(31) Empty(31)
    22 : Teleport Empty(22)
    24 : Zapp Empty(24) Empty(36)
    26 : Grant Invisibility Empty(26)
    28 : Tesla Cage Empty(28) Empty(34) Empty(36) Empty(36)
    30 : Invisibility Empty(30)
    32 : Phase Shift Empty(32)
    35 : Voltaic Sentinel Empty(35) Empty(37) Empty(39) Empty(39) Empty(39) Empty(40)
    38 : Thunderous Blast Empty(38) Empty(40) Empty(40) Empty(43) Empty(46) Empty(50)
    41 : Dominate Empty(41) Empty(42) Empty(42) Empty(42) Empty(43) Empty(43)
    44 : Mind over Body Empty(44) Empty(45) Empty(45) Empty(45) Empty(46) Empty(46)
    47 : Telekinesis Empty(47) Empty(48) Empty(48) Empty(48) Empty(50) Empty(50)
    49 : Force Bubble Empty(49)

    Radiation (possibly 4 of these)
    Archetype: Defender
    Primary Powers - Ranged : Radiation Emission
    Secondary Powers - Support : Electrical Blast

    01 : Charged Bolts Empty(01) Empty(34) Empty(34)
    01 : Radiant Aura Empty(01) Empty(15) Empty(15)
    02 : Accelerate Metabolism Empty(02) Empty(3) Empty(3) Empty(5) Empty(5) Empty(7)
    04 : Ball Lightning Empty(04) Empty(7) Empty(9)
    06 : Enervating Field Empty(06) Empty(9)
    08 : Assault Empty(08)
    10 : Short CIrcuit Empty(10) Empty(11) Empty(11)
    12 : Lingering Radiation Empty(12) Empty(13) Empty(13)
    14 : Tactics Empty(14) Empty(17) Empty(17) Empty(19) Empty(19) Empty(21)
    16 : Recall Friend Empty(16)
    18 : Maneuvers Empty(18) Empty(21) Empty(23) Empty(23) Empty(25) Empty(25)
    20 : Vengeance Empty(20) Empty(27) Empty(29) Empty(29) Empty(31) Empty(31)
    22 : Teleport Empty(22)
    24 : Radiation Infection Empty(24)
    26 : Fallout Empty(26) Empty(27) Empty(31) Empty(33) Empty(33) Empty(33)
    28 : Tesla Cage Empty(28) Empty(43) Empty(46)
    30 : Zapp Empty(30) Empty(40) Empty(50)
    32 : EMP Pulse Empty(32) Empty(34) Empty(36)
    35 : Voltaic Sentinel Empty(35) Empty(36) Empty(36) Empty(37) Empty(37) Empty(37)
    38 : Thunderous Blast Empty(38) Empty(39) Empty(39) Empty(39) Empty(40) Empty(40)
    41 : Dominate Empty(41) Empty(42) Empty(42) Empty(42) Empty(43) Empty(43)
    44 : Mind over Body Empty(44) Empty(45) Empty(45) Empty(45) Empty(46) Empty(46)
    47 : Telekinesis Empty(47) Empty(48) Empty(48) Empty(48) Empty(50) Empty(50)
    49 : Mutation Empty(49)

    Empath (possibly 2)
    Archetype: Defender
    Primary Powers - Ranged : Empathy
    Secondary Powers - Support : Electrical Blast

    01 : Charged Bolts Empty(01) Empty(7) Empty(9)
    01 : Heal Other Empty(01) Empty(3) Empty(3)
    02 : Lightning Bolt Empty(02) Empty(5) Empty(5)
    04 : Ball Lightning Empty(04) Empty(7) Empty(9)
    06 : Assault Empty(06)
    08 : Maneuvers Empty(08) Empty(13) Empty(13) Empty(25) Empty(31) Empty(31)
    10 : Short CIrcuit Empty(10) Empty(11) Empty(11)
    12 : Clear Mind Empty(12)
    14 : Tactics Empty(14) Empty(15) Empty(15) Empty(17) Empty(17) Empty(23)
    16 : Resurrect Empty(16)
    18 : Recovery Aura Empty(18) Empty(19) Empty(19) Empty(21) Empty(21) Empty(23)
    20 : Vengeance Empty(20) Empty(25) Empty(27) Empty(27) Empty(29) Empty(29)
    22 : Recall Friend Empty(22)
    24 : Fortitude Empty(24)
    26 : Regeneration Aura Empty(26) Empty(31) Empty(33) Empty(33) Empty(33) Empty(34)
    28 : Tesla Cage Empty(28) Empty(43) Empty(46)
    30 : Zapp Empty(30) Empty(40) Empty(50)
    32 : Adrenalin Boost Empty(32) Empty(34) Empty(34) Empty(36)
    35 : Voltaic Sentinel Empty(35) Empty(36) Empty(36) Empty(37) Empty(37) Empty(37)
    38 : Thunderous Blast Empty(38) Empty(39) Empty(39) Empty(39) Empty(40) Empty(40)
    41 : Dominate Empty(41) Empty(42) Empty(42) Empty(42) Empty(43) Empty(43)
    44 : Mind over Body Empty(44) Empty(45) Empty(45) Empty(45) Empty(46) Empty(46)
    47 : Telekinesis Empty(47) Empty(48) Empty(48) Empty(48) Empty(50) Empty(50)
    49 : Healing Aura Empty(49)

    Kinetic (possibly 2 or 4 of these)
    Archetype: Defender
    Primary Powers - Ranged : Kinetics
    Secondary Powers - Support : Electrical Blast

    01 : Charged Bolts Empty(01) Empty(3) Empty(3)
    01 : Tranfusion Empty(01) Empty(5) Empty(5) Empty(7) Empty(7)
    02 : Siphon Power Empty(02) Empty(9) Empty(9)
    04 : Ball Lightning Empty(04) Empty(11) Empty(11)
    06 : Assault
    08 : Increase Density Empty(08)
    10 : Short CIrcuit Empty(10) Empty(13) Empty(13)
    12 : Speed Boost Empty(12) Empty(15) Empty(15) Empty(17) Empty(17) Empty(19)
    14 : Tactics Empty(14) Empty(19) Empty(21) Empty(21) Empty(23) Empty(23)
    16 : Maneuvers Empty(16) Empty(25) Empty(25) Empty(27) Empty(27) Empty(29)
    18 : Inertial Reduction Empty(18)
    20 : Vengeance Empty(20) Empty(29) Empty(31) Empty(31) Empty(31) Empty(33)
    22 : Lightning Bolt Empty(22) Empty(33) Empty(33)
    24 : Aim Empty(24)
    26 : Transference Empty(26) Empty(34) Empty(36) Empty(36) Empty(34)
    28 : Tesla Cage Empty(28) Empty(36) Empty(37)
    30 : Siphon Speed Empty(30)
    32 : Fulcrum Shift Empty(32) Empty(37) Empty(37) Empty(34)
    35 : Voltaic Sentinel Empty(35) Empty(39) Empty(39) Empty(39) Empty(40)
    38 : Thunderous Blast Empty(38) Empty(42) Empty(40) Empty(40) Empty(42) Empty(42)
    41 : Dominate Empty(41) Empty(45) Empty(45) Empty(43) Empty(43) Empty(43)
    44 : Mind over Body Empty(44) Empty(50) Empty(46) Empty(46) Empty(46) Empty(45)
    47 : Telekinesis Empty(47) Empty(48) Empty(48) Empty(48) Empty(50) Empty(50)
    49 : Repel Empty(49)

    Possibly not the best builds in the world, but before you try to shoot them down remember that they are intended to work in a high endurance, high recharge environment and that they will be close to the damage cap, have high accuracy and excelent defenses almost all the time. They're meant to work together, preferably in teams of 8.

    Secondary set & pools (except Leadership) are more or less interchangable, though you'd want to cap -Res with as few as possible and as much AoE as possible on the rest. The order of many powers is not all that important either. Excact slotting is important for some powers but others can use more or less as to individual taste.

    Psionic APP chosen for the Psionic resistance, Electric Blast chosen for the 2 early AoEs (Short Circuit used for damage is rather decent) and Voltaic Sentinel can add more damage later on. Teleport pool chosen for Recall Friend which can easily come in handy.
  25. [ QUOTE ]
    We don't need Resistance debuffs; Sonics can do that at level 1, and we can have Sonic Secondaries to cap the Resistance debuff.

    [/ QUOTE ]
    The level 1 SR DeBuff (Sonic Siphon) is a single target power, not too useful in a large battle but very nice vs Elite Bosses/AVs. Disruption Field is less -Res than EF, it can miss (quite frequently too) and it doesn't accept Accuracy enhancements.

    You need to stack some 8-10 Blast DeBuffs to cap or 5-6 if the target is hit by Sonic Siphon, so unless you have 4 /Sonic spamming Howl (with perma-Hasten) you can use another character with an AoE -Res DeBuff, assuming that both Sonic/ have Disruption Field active.