Biospark

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  1. Errant, I have not ever used this proc, but looking at it I would guess its alot like the Gaussian's buildup proc, which only lasts for 5 sec. Thats a very small amount of time to notice the effect and I doubt it does a whole lot anyway. If I wasnt going for set bonuses, my instinct would be to skip the proc.

    I am not an expert, so hopefully someone else will chime in for you.
  2. I tried it on my Empath briefly, when I was deciding which Mastery set to go with.
    As Miladys mentioned, it does not provide status protection, and to make it even worse, because the the damage output of a defender (perhaps just Empathy) is on the low side, it can easily wear off before a fight is over if you pop it too soon.

    Overall, I feel its a poor choice for anything except a High-DPS AT like scrapper or blaster.
  3. Not too very long ago I made a suggestion similar to this in the ideas forum (for Fun).

    Not knowing the game engine as well as some, it could be that many of these ideas are simply unworkable, even if they could be implemented in a balanced way.

    One Idea I had which is probably doable is to add more ATs which are variations on existing powersets.

    For Example; Take Defender Primaries and Match them with Tanker secondaries.
    The damage scaling would have to be adjusted for balance, but it creates a new set of opportunities that currently dont exist (Dominators probably are the closest).

    Melee-Fender anyone? I would role one up in a heartbeat.

    And I bet they could introduce these new ATs in pairs (one Villainous and one Hero-side).
  4. Biospark

    Illusion/Which?

    Quote:
    Originally Posted by flashrains View Post
    So I have a character I want to make, named "The Illumineer," and I've decided that an Illusion troller is the way to go (though I considered energy and/or rad blasters and defenders as well, I wanted something different). To keep the light theme of the character, I'm thinking either Rad or Empathy as his secondary, but I don't know which I would rather pick. I've played a Rad and I like him, but he's Grav/Rad, and I've never played an Empath. Any advice on which of those two secondaries would be a better mate to Illusion?
    To answer your question Ill/Rad is by far the stronger combination for playability solo.

    but, have you considered;

    Sonic would visually match your description, even though technically its sound.

    Kinetic is flashy as well, but would synergize less with Illusion.

    And Forcefield could be colored differently to give more "lightwave" appearance.

    Cannot think of any secondaries that really emote light other than these, but with power customization, alot is possible.

  5. Biospark

    Grav/FF solo?

    I am gonna respond a little differently than the majority of folks here and say that concept trumps everything. If your character makes the most sense as a Grav-FF, then you should stick with it and discover the subtle gems that will present themselves in the set. My personal experience with Gravity control is limited, but I have tried this combination as well as played FF on MANY defenders. Here are a couple of things that come to mind when I think about this combination;

    1) Status protection for Blasters/Controllers/Defenders is a very rare commodity, so even though Grav/FF would have very little in the way of DPS boosting goodness that can be found in other sets, its Defensive nature means you will be quite safe after you get into your 20s and slot dispersion bubble up a bit.

    2) Gravity has a little less overall control than some other sets, and may have to wait till level 26 to get one of its nicer powers (wormhole), but look at the Knockback abilities of FF as a form of control and you can see that you have more survival tools than just Holds/Immobs. You have buffs and area management tools. The Stun aspect of Wormhole seems pretty solid in combination with repulsion bomb. Scattering mobs may not be your thing, but its a visceral enjoyment I never get tired of on my Energy Blast characters.

    3) Finally, Propel is a pretty solid attack, one of the top ST attacks available to controllers. Plus you get an attack in your secondary. That is also uncommon.
    So, although your damage may not seem stellar next to other combinations, thats more because you have no means of cranking it up with your secondary powers than a lack of ways to deal damage. With IOs and practice, you will be able to do quite well with this combo and SURVIVE status effects better than most squishy toons.

    Good Luck
  6. Quote:
    Originally Posted by BrandX View Post
    Let me tell you...as a DB/WP with QR, Stamina, Physical Perfection, Miracle Unique, Numina Unique, and 3 Performance Shifter +END Procs, I find I never run out of END!

    Just the other day was running an AE Story mission, getting drained in 1 or 2 hits (high accuracy mobs, who could drain END better than a sapper), and as soon as I was drained, toggles dropped, my END was back to the 1/4 mark.

    It was so fun
    Yeah, when I learned this, my first thought was a WP or Regen scrapper. Having 3 of these would be insane. Live and Learn
  7. Quote:
    Originally Posted by StormDevil View Post
    It's not Unique.
    Yeah I just checked MIDS. I assumed that it was unique.

    Very cool thing to know.

    Thanks
  8. Quote:
    Originally Posted by Gaidin View Post
    The Perf Shifter proc averages .22 EPS.

    edit: This is assuming relevant +End/+Recovery Accolades. Also, they would stack if you have more than one in your build.
    What !? Wait... performance shifter proc is not unique?

    Or were you referring to having Miracle AND perf.shifter in the same build ?
  9. Hello Zhadu,

    I have read each of your posts in each of the 5 hero AT forums.
    First off, you will get no criticism from me, but I had a feeling what kind of responses were coming your way

    Have you read ?

    ENANTIODROMOS' GUIDE TO SELECTING
    THE CONTROLLER THAT'S RIGHT FOR YOU

    Perhaps this was more like what you were attempting, but did not go into quite the extensive and elaborate breakdown that Enantiodromos did.

    For what its worth, I presonally believe EVERY combination has synergy, but requires you to play and experiment with all the tools to find what works for you and what the "strength" of the combination was meant to be. This is not to say that every combination will mesh with every individual. Quite the opposite, each player has their own "style" that once married to a powerset combination that "fits" them, makes you wonder why anyone would not use that combo. And in reverse, there will be combinations you may try that make you just shake your head and walk away from before figuring out why they let that combo even exist (Rad/Energy defender anyone ?)

    Good Luck with all your toons. And thanks for sharing your insight on some of your favorite combinations.
  10. Nice tweak Horusaurus,

    5% more hps is always helpful, didnt cost much on the regen side either.
    I like your slotting on Siphon Life, I may have to steal that on my build.

    Thanks
  11. Hello MileHigh,

    I am currently leveling a DM/SR scrapper as well. The build I am chasing is similar to yours, but I am going after +regen. I figure Siphon life + 400% regen should cover all my damage woes. Take a look and see if you can use any ideas here.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(3), C'ngImp-Acc/Dmg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 1: Focused Fighting -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(5), GftotA-Def/EndRdx:40(34), GftotA-Def:40(36)
    Level 2: Shadow Maul -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(25), Sciroc-Dam%:50(27)
    Level 4: Focused Senses -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(5), S'dpty-Def/EndRdx/Rchg:40(34)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Siphon Life -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(9), C'ngImp-Acc/Dmg:50(9), C'ngImp-Acc/Dmg/Rchg:50(23), Numna-Heal/EndRdx:50(27), Numna-Heal:50(33)
    Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(13), Zephyr-Travel/EndRdx:50(13), GftotA-Def:40(19), GftotA-Run+:40(33)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25)
    Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), Numna-Heal/EndRdx:50(17), Heal-I:50(48)
    Level 18: Boxing -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(19)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(39), GftotA-Run+:40(40)
    Level 24: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), GftotA-Run+:40(40)
    Level 26: Quickness -- Run-I:50(A)
    Level 28: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
    Level 30: Shadow Punch -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(31), C'ngImp-Acc/Dmg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 32: Lucky -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37), GftotA-Run+:40(37)
    Level 35: Evasion -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(36), S'dpty-Def/EndRdx/Rchg:40(36)
    Level 38: Dark Consumption -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dam%:50(43)
    Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(42), ImpArm-ResDam/EndRdx:40(42), ImpArm-ResDam/EndRdx/Rchg:40(42)
    Level 44: Weave -- LkGmblr-Rchg+:50(A), S'dpty-Def:40(45), S'dpty-Def/EndRdx:40(45), GftotA-Run+:40(45)
    Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(50), Mrcl-Rcvry+:40(50), Mrcl-Heal:40(50)
    ------------
    Level 1: Brawl -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(23)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  12. Quote:
    Originally Posted by Fire_Minded View Post
    However, the bad playing of many other players ona Empathy/no Attack Defener build gave Empathy a sore spot with me, and will take some heavy consideration before I make one, but as I said before, I may make a Controller with it in the future.

    Sorry to hear that you have encountered so many bad players (Empaths in particular).

    As someone that loves the Empathy powerset, you can count on two things when grouping with me. One) I use my attacks as often as possible and Two) I use my Empathy powers as often as needed.

    This goes out to any new Empaths out there, or those considering an Empathy character.
    You are not just the primary powerset. You have two powersets and if you dont use them you make your job of defending harder than it needs to be. Pair Empathy with any blast set and there is always something to do which helps the team considerably;

    Electric Blast; Tesla Cage(HOLD), Short Circuit and all blasts (END Drain)

    Ice Blast; TWO HOLDs, Massive Slows as a secondary effect in every power

    Dark Blast; Dark Pit (STUN) which can stack with other powers, -ACC on every blast,
    plus immobilize, KB etc...

    you pick any blast set, and you find powers which can be used to improve a teams chance of survival, if used correctly.

    If Biospark only used his empathy powers on a team, I would end up spamming heals much more frequently. Because I have slotted my blast powers, and use them to specifically drain mobs, the incoming damage on my teams drops significantly after 7-14 seconds of battle.
  13. Gonna Echo one previous poster and Say Martial Arts / Dark Armor would be very fun in the end game with stacking stuns from Oppressive Gloom + Cobra Strike.

    But if you were looking for more AoE potential earlier in the game, then Katana/Broadsword would be good synergy as well. Dark has very good resists and healing, but lacks on the defense side. DA/Parry would help considerably.

    One other combination works surprisingly well too, Claws/DA. With the high endurance cost of Dark Armor, the lower cost of Claws fits nicely. Consider Death Shroud + Follow Up and you can see this combination would have some steady DPS, both ST and AoE.
  14. Quote:
    Originally Posted by Local_Man View Post
    If you take Choking Cloud, I recommend first that you max slot for Hold and EndRdx. Then, if you were able to get if fully slotted for these attributes by Frankenslotting, try to put the Lockdown +2 Mag in Choking Cloud -- due to the mechanics of the power and how it stacks mag, that proc is particularly useful. Then, if you have room (probably at level 50 with a Purple Hold/EndRdx), you can try to fit in a damage proc.

    Yeah the build I am currently toying with has it 6-slotted and even running all my toggles (and near perma-AM 121sec), I would have excess 2eps over the toggles costs (RI, EF, CC, Epic Shield, Hover). This looks good on paper.
    If I went with TK, 2-4 of those slots could be reclaimed for other powers.
    Losing set bonuses would be a wash in that case if the slots were put to good use in other powers. But the big sticking point would be which of the 2 powers would have greater overall usefullness for setting contain (both Solo and Teamed).

    For Teams, I assume that both will be less able to be leveraged. CC would take more time to develop, while TK requires good control and technique.

    Solo, both seem just as viable, with CC being easier to manage since no repel effect to deal with.

    I guess its just try em both and see.
  15. Thanks for the replies Folks,

    Steele, I did not know there was a 5 mob limit on TK. Thats a pretty serious drawback considering its cost.

    Guero, Sounds like you are thinking along the same lines that I am, and I am definitely leaning towards CC at the moment.

    Local, Thanks for your reply, I have actually read your guides several times. Lots of info there. I kinda do want one of these two powers, because even though I could alternate, Mass Dom, Mass Hypno, and EMP to set contain, I am trying to get something more along the recharge time of Terrify other than Mass Hypnosis. Additionally, I think Radiation plays pretty well in melee range, so CC would synergize well with Mass Confusion clumping and running RI+EF.
  16. Hello folks,

    I am playing a Mind/Rad quite frequently these days and have one quandry that will need to be answered eventually. My build will have room for one of these two powers to assist in setting up containment more regularly. After reading guides and veteran opinions, there seems to be a few good reasons to take either of these two powers.

    Telekinesis: Auto-Hit, huge cost. My strategy would be burst usage to hold and clump a group follow-up with Terrify+Fireball, drop TK and wait for Terrify to recyle. This rotation seems like it would be slow, but reliable in setting contain. But would require surfaces to get good "clumps". Not to mention expertise. Team-friendly it may not be, since most teams would be too impatient.

    Chocking Cloud: reliable versus Minions and Lts with setup time. RI would help alot and confusion to clump things up. More passive and potentially more group friendly, but would it "cost" more endurance than short bursts of TK. Also CC would be awesome with the Lockdown proc. Actually, IO options are much better with this power, since TK cannot be slotted with IO sets at all.

    Any opinions regarding which would help MC set containment better is welcome, and thanks in advance.

  17. Biospark

    3rd Attempt

    Quote:
    Originally Posted by DSlice View Post
    Ive been playing CoX for just over a year and im making my 3rd attempt at playing a controller. I've basically played only blasters and am looking for a change of pace. My friend plays only controllers and gave me a basic rundown of all the primaries. Today I made a mind/radiation controller. Any tips/advice for someone that is used to just throwing pew pew at everything?
    I am currently playing a Mind/Rad as well, so rather than give half-baked advice, I recommend looking at the guides section and scroll down the mind guides to one called "building a WarTroller". This guide may be a bit out dated, but you may get some pretty good ideas on how to synergize the two powersets.

    If you were building for "pure damage" I might suggest a Mind-Kin over a Mind-Rad, or a Mind-FF for a more defensive Mind-Blaster. Radiation seems somewhere in the middle between the two combinations. Mass-Hypnosis + Fulcrum Shift + Terrorize + Fireball just seems unfair (to the Villains).

    Having played Mind controllers a lot (around game launch), I can vouch for Confuse being a "pseudo-hold". IMHO Confuse powers are VERY powerful, even on teams.

    With Radiation, you have to decide how well you will like toggle-debuffs. On teams, your debuff anchors (RI and EF) WILL get defeated. If you are able to deal with this aspect of radiation, then you will enjoy it as a powerset immensely, since it will perform just as well solo as on a team. Additionally, and the very reason I chose Radiation over some other secondary, is that it contains TWO additional powers which help you set up containment (Choking Cloud and EMP).
    This will help out considerably I estimate.

    Good Luck
  18. Biospark

    Emp/Archer build

    Hello again MintMiki,

    I have had a little more time to look at your build and decided to post one of my own for you to review. What I have tried to do with this build is three things;

    1) Slot some of the Empathy powers a little more like I would
    2) Beef up personal defenses to survive melee, AoE, rng so you would feel more comfortable at every range.
    3) Incorporate one of the synergies with your power choices without completely changing them.

    Please consider this build as just one way of looking at the powers, but I really, really like the synergy of Stunning Shot + Oppressive gloom. You could protect your self quite well both solo and teamed with these two powers.

    Take a look and see if anything gives you some ideas

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Archery
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal:50(17)
    Level 1: Snap Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(25), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal:50(31)
    Level 4: Absorb Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(5), Numna-Heal/Rchg:50(15)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(43)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
    Level 10: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(34), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/Rchg:50(13), AdjTgt-ToHit/Rchg:50(50)
    Level 14: Resurrect -- RechRdx-I:50(A)
    Level 16: Clear Mind -- Range-I:50(A)
    Level 18: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 20: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(21), Mrcl-Rcvry+:40(21)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
    Level 24: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40), Zephyr-ResKB:50(40)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Rchg:50(33)
    Level 28: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(36)
    Level 30: Recall Friend -- EndRdx-I:50(A)
    Level 32: Adrenalin Boost -- P'Shift-EndMod/Rchg:50(A), Mrcl-Heal/Rchg:40(33), RechRdx-I:40(33), RechRdx-I:50(50)
    Level 35: Stealth -- RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(37), LkGmblr-Rchg+:50(37)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Acc/Dmg/EndRdx:50(39), Posi-Dam%:50(40)
    Level 41: Stunning Shot -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-Stun/Rng:50(42), Stpfy-Acc/Stun/Rchg:50(46)
    Level 44: Oppressive Gloom -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(45), RzDz-Acc/EndRdx:30(45), RzDz-Stun/Rng:30(45), RzDz-Acc/Stun/Rchg:30(46), RzDz-Immob%:30(46)
    Level 47: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(48), ImpArm-ResDam/EndRdx:40(48), ImpArm-ResDam/EndRdx/Rchg:40(48)
    Level 49: Soul Transfer -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  19. Biospark

    Emp/Archer build

    Hello Miki,

    I will need to review your build a little more before making more specific suggestions, but there are a couple of questions that come to mind looking at the build.

    How do you play ? At range ? Melee Range ? Teaming mostly ? Some solo ?
    Also, what things do you feel need to be improved from your current performance ?

    The reason I ask is that from my limited playing of Archery, if I played an Emp/Archer it would probably be a ranged focused hover blaster (Think Cherub or Angel) and so I would pursue Range defense cap.

    One thing I would defiinitely do is move the 2 extra slots from rez to Hasten and 3-slot Hasten for recharge. Keep 1 recharge in Rez. I think you will like that performance better.

    If I made a build choosing the same powers as yours, I would probably slot Fortitude, Stamina, the blasts and a couple other things slightly differently. I would also skip stealth since SS+Celerity = Invisibility.
    But that's just because I would push the range defense angle.
  20. I recently tried a Fire/Sonic controller thinking that the combination would be an interesting mix that would synergize well. Sonic would help raise the damage of the controls, while giving a much safer in-melee presence with the Sonic Dispersion and plenty of solo-worthiness once Imps arrived on the field (buffed up).

    You will probably discover, as I did, that Sonic Resonance may actually be a better controller powerset than when used by a Defender.
    But I eventually went with a more traditional secondary (Rad), out of familiarity and solo-speed.

    Good Luck, its always nice to see less played combinations in the game.
  21. Biospark

    FF/Energy

    Quote:
    Originally Posted by ClawsandEffect View Post
    I created a Force Field/Energy Blast defender just for grins (planning on emphasizing KB with him) and was curious as to whether anyone has tried softcapping to ranged and running Force Bubble at all times.

    On paper it seems as though it would be a very safe combo, though it would probably not be a fast soloer. But that's not the point, I wanted to play this combo for sheer fun.

    With the relative ease of getting good amounts of defense and the ability to keep enemies at range and falling on their butts, coupled with the fact that it has (minimal) mez protection, it should be a fun combo for just sheer unadulterated chaos.

    I understand that it's not going to be a ZOMG uber-combo, but am I correct in my assumption of the synergy the two sets have?

    Thoughts? Suggestions? Witty non-sequiters?
    As someone suggested go Hover/Fly route and take BotZ, then Steadfast Defense IO in your epic toggle, maneuvers and set bonuses should easily get you to cap. Heck I was able to come up with a ranged softcap build for my Empath, so I know its possible for FF.

    Energy blast has a very nice advantage on damage in being able to put 3 nice single target attacks together in a chain. Get some good recharge and add AIM and PBU and you can be doing pretty solid damage. Where Energy has always seemed lacking to me and would be very noticeable with FF as your primary is in the AoE department.

    So soloing will not be particularly difficult, just not very fast. Also, you will need to invest in +recovery sets since you will be running some high cost toggles without any kind of endurance recovery in your primary powers.

    P.S. You are correct. The synergy is pretty nice. Forcebolt is a great power early, but once you have Hover+Dispersion and some good slotting, you may find yourself using it less and less and starting to anticipate powers like forcebubble or repulsion field.
  22. Quote:
    Originally Posted by Luminara View Post
    And if the forum eats this reply, I'm riding my moped to wherever they keep the servers and punching someone in the face.
    Hehehe, And I thought it was just my ISP being stupid
  23. Quote:
    Originally Posted by Talionis View Post
    While I would like the replacement of Vigilience to work solo, I don't know that solo speed is really what I'd aim for. I was thinking more quality of life solo than actual solo speed.

    The reason that I think that endurance help is the way to go is because it won't make them solo much faster as it does not change their damage, but it does greatly improve their quality of life solo.

    What it does do is:
    1. Let them rest less.
    2. Let them slot better.
    3. Use the powers that were created to defend a whole team solo and have the endurance to actually do that
    4. Use more attacks since with less damage it will take more attacks and more endurance to beat the same enemies.

    I'm not looking to make Defenders a ton better with a new inherent power, I'm trying to make the Inherent power work better. I want to make Defenders different from Corrupters and to have advantages over Corrupters and Controllers. I think some how improving and changing Vigilence is the best way to make that difference more noticable.
    I am in agreement with you on this. It is clear that the spirit of vigilance was meant to be an endurance savings, so make it work better and make it work while solo, and I am a happy Defender (Happier actually).
  24. Quote:
    Originally Posted by PennyPA View Post
    So still no numbers on soloing speed or what a baseline is? What diff setting? Keep avoiding the questions I guess or providing any rationale, proof, data to support your position. Defenders solo just fine "I think", especially when they take out orange con EBs. A +0/1 mission is easy.
    I recorded my defenders solo speed 144 Hours from level 1 to 44, 19 total deaths.
    The remaining levels 45-50 were all obtained during the last double_XP weekend with the help of my guildmates.

    Is that slower than other soloers, probably. But Scrappers and Blasters SHOULD solo faster.

    The question of solo speed comes down to how fast YOU (each individual) is patient enough to deal with. I have soloed Controllers pre-containment, so Defenders are just fine IMHO as far as speed. My concern is that controllers now solo as fast (or nearly as fast depending on level and powersets) but with MUCH greater safety. If Defenders are meant to be less safe while solo than controllers, then perhaps they should be markedly faster, OR... perhaps their level of safety could be improved.

    Just thinking out loud really
  25. Quote:
    Originally Posted by Talionis View Post
    How much help is Stealth?

    I mean if I drop Speed and Hasten, I could pick up both Stealth and Combat Jumping

    Leaping
    Fighting
    Leadership
    Stealth/Speed
    Or you could go Leaping/Fighting/Leadership/Speed and take Hasten, Superspeed and Combat Jumping. Then save your merits to get the Celerity Stealth IO and put it in Superspeed or Sprint. No need to take Stealth at all. You would lose a small amount of defense, but everytime you turn on SS you would have stealth+celerity = Invisibility.

    This is what I did, except I went Fitness pool instead of Fighting Pool.
    Then Leaping (CJ), Speed (Hasten/SS), and Leadership (Maneuvers/Tactics).