Direwolf21

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  1. Direwolf21

    Cold vs FF

    Quote:
    Originally Posted by EvilGeko View Post
    Untrue:

    If you Snow Storm the guy, he and everyone he runs past is cycling their attacks at a snail's pace;

    If you Infrigidate the guy, everyone is hitting him with no problem and if he has Fire attacks you'll lol at them.

    If you just run into things and fire off Sleet/Heat Loss then the mobs will be drained, easier to hit and hit harder, slowed, and perhaps flopping on their butt.

    It's beautiful terror and it most certainly helps the team.
    I agree, in all those specific circumstances. But you talked about a random boss breaking off from the pack and attacking you. This means that snowstorming him does not affect his friends (Because hes run away from them, and towards you).

    My point is, that when we get agro'd, we die a lot easier than a FF defender will. Thats indisputable, simply for the existance of PFF and the repulsion bubbles. Sure you have options at your disposal to help you survive -- in certain circumstances -- but they have some downsides and require more effort.

    In other words --- Ice defenders probably have a LITTLE more for the team, while having a LITTLE less for themselves at the same time.

    Overall, I believe it's balanced. Devastating, true, but what archtype isn't when played and slotted properly?
  2. Direwolf21

    Cold vs FF

    Quote:
    Originally Posted by EvilGeko View Post
    Let's say a boss is coming near my Cold/Cold Defender. Infrigidate, Snow Storm, Ice Storm, then start cycling my attacks. That boss will take a long time to get into melee if he makes it at all. I've literally gotten a boss held because they were so slowed they couldn't reach me in time.

    And besides my defense, I have 43% Sm, Le resistance, 31% Fire, Cold Resistance, and 62% Energy Resists with Charged Armor. It's not so bad.
    Now now, we're comparing Cold with FF -- Charged armor isn't in either of those sets, so doesn't count .

    Yes, you can slow them, but a FF defender won't let them near him ever. You need to know hes coming at you, while a FF defender doesn't need to know, he just keeps up his repulsion bubble, and hes good to go . In other words, you need prior knowledge that an attack is coming, where a FF defender may not.

    Secondly, you'll need to focus on keeping that guy away from you (I know, I've done it), by constantly debuffing him and staying out of his range. Meanwhile, you're not helping your team much (if at all). A FF defender has Repulsion bubble up, and can completely forget about that boss. He can keep doing his job while keeping himself safe -- we have to stop doing our jobs to protect ourselves.
  3. Oh, maybe it was trick-arrow I was thinking of as being considered "weak" back in the day. Hows that do these days?
  4. Direwolf21

    Cold vs FF

    I have a cold defender, but not a FF (yet), so I can only comment on COLD.

    Cold is great. I love it. Not only can I nearly cap your defense (I took manuevers), but I also get a nice stealth power that combines with Super speed to make me totally invis. I also picked up Recall friend, because I'm a nice guy like that. On top of the fact that my team is VERY hard to hit, the enemies rarely get the chance, because theres a 20-30 second delay between each of their attacks! Heat loss is great for low end teams, but hard to get it on the people who need it, unless everyone stays packed together nicely .

    Now, onto the downsides. I have nothing for myself once I've been spotted. Even my fog + manuevers does very little to protect me. And a dead me means no debuffs, because my MAIN debuff is a toggle, and the others have short durations. Arctic fog is the ONLY power I have to buff my own survivability, and all it gives is 5% defense. FF has PFF, which is great, basically a 'save your life Oh_Sh*t' button.

    Benumb is nice, but honestly, very situational. Ever checked the recharge and duration on that guy? 2 minute recharge, 30 second duration. You need a LOT of +rech to get that perma. On big teams, most other things die too quickly to make it worthwhile, so its situational, and mostly used for AV's. With such a slow recharge, its not something I find myself using every fight.

    To counter the argument about the knockback agroing another group -- Oh look, my snowstorm anchor started running away and agro'd a nearby group. Woops! And who do they all have at the top of their 'hate' list? Why me, the ONE guy in the group with no defenses.....crap .

    Now, looking at the bubbler, it has better defenses (you can softcap without manuevers, where I only get close WITH manuevers). The AE +defense (big bubble) has a twice as much defense compared to Arctic Fog (10% vs 5%) and has protection from mez, while mine has +stealth (but not enough by itself for total invis). +Stealth isn't doing much for you while IN combat (does it?).

    My debuffs are awesome, and can seriously slow enemies down (which is devastating), but the bubbler has some VERY cool tricks up his sleeve. He has more soft controls in the form of knockdown/up/back. Force Bubble is really cool, and dispersion bomb is an AE Knockdown + disorient on a SHORT recharge (30 seconds un-enhanced.)

    In short -- they're different. Of course! I want variety in play styles and tactics more than just visual effects. If they were identical, it would make for a boring game. But is one "better" than the other? I don't think so. And if so, its by a VERY small margin. They just have different tricks up their sleeve. You have QUITE a few bubblers out there who just buff the team, then do little more than play like a blaster. However, I think if you find some bubblers who use the set to its full advantage (properly), you'll find them to be VERY powerful.

    Perhaps FF is just a little HARDER to play properly compared to Cold? Like one of the first replies in this thread, its all about who's playing the toon.

    P.S. -- Cold/Cold defender is great, because you get snow storm + 3 other 'rain' effects. Muaahahaahha.
  5. Cool! I should try it out at some point then . I was gonna do /pain for my next MM, but maybe /traps, this thread makes it sound fun.
  6. I remember back in the day, /traps used to be pretty mediocre -- has it been buffed a bit since then? Is it pretty useful now-a-days?
  7. Quote:
    Originally Posted by Candlestick View Post
    Many people miss a great proc for Demon Prince. Impeded Swiftness:Chance for Smashing damage. EVERY single attack from Demon Prince has a slow component, which means this proc checks for every attack he does, including his always on Chilling Embrace, as his AoE stuff like Shiver.

    Set bonuses only apply to you. So the +damage stuff is pretty much wasted. However, slotting 3 purples in Demonlings is still a good idea. The Chance for Build Up proc is fantastic in Demonlings, and the first two bonuses, the +Regen and +HP are certainly good for a Mastermind. Also, Demonlings can afford to have a bit more +Recharge in them, because you are generally re summoning them the most.
    Thats funny, I was considering putting that 'Chance for damage' thing into him last night . Thanks for confirming its a good idea.

    Also, I agree, Demonlings getting the chance for buildup is cool, because all 3 of them will have the chance on each attack, so thats a lot of chances for a proc .

    I got my prince last night, and I'm amazed at how much of a game changer he is. He adds to the survivability of my pets significantly, and hes unslotted! I can't wait to get some +slows, that damage proc, and a bit of +dmg in there .

    Also, good call on muleing the auras into HoE. Can I put multiple auras in there?
  8. So what about the purple set for pet damage? 90% recharge in that overall, is that all wasted?

    Also, what about the set bonuses, like the 4% damage. Does that apply to the pet its slotted in, all pets, or you?
  9. That sucks But thanks for the answer!

    Are there any other enhancements like that, or is rech the only one?
  10. Cool thanks -- what about the recharge thing? Will those SO's/IO's affect the pets recharge?
  11. Hey all . I tried looking around for this information, but couldn't find it explicitly laid out anywhere.

    I checked the guides here, and I Checked paragon wiki, etc.

    So - What enhancements (specifically) affect your henchmen vs don't? If I slot Recharge Reduction, for example, will my pets attacks recharge faster, or only the summon power itself?

    I know that End Reduction reduces their endurance use.

    How do you all typically slot your pets pre-sets? Right now I have them with 2 Accuracy, 3 Damage (level 25 Demon/Therm). I was gonna put an end-reduction in that 6th place, and as I just picked up Tactics at 24, I might eliminate one of the Accuracys.

    What sets do you recommend for them? I want to get the most out of their DPS potential.
  12. So basically, I should focus my set bonuses around a bit of recharge, and whatever defenses I can get .

    Sounds cool!

    Thanks!
  13. So this is my first mastermind since sets came out (I know, I've been mostly playing Hero side). I'm kinda wondering what kind of set bonuses and stuff to aim for on this toon. Most of my other characters, I tend to stack +rech, but I don't know that +rech is all that useful for an MM. I want my pets to be all they can be .

    So anyway, heres my stab at a build, with some slots. Therm I'll probably stick some doctored wounds into the heals.

    This character is currently level 17. Its a leveling build, focused on solo PVE and maybe some group play once I switch him to hero side.

    I haven't figured out what to do with my last 3 powers yet, if I want Anc/Epic or some other pool. I might swap out Hover/fly for Assault/Tactics earlier, but not sure . I have plenty of slots to throw around atm as well.

    Thanks in advance .

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 42 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Thermal Radiation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership

    Villain Profile:
    Level 1: Summon Demonlings -- Empty(A), Empty(3), Empty(3), Empty(17), Empty(17), Empty(33)
    Level 1: Warmth -- Empty(A), Empty(5), Empty(31), Empty(31), Empty(33)
    Level 2: Fire Shield -- Empty(A), Empty(5), Empty(7)
    Level 4: Cauterize -- Empty(A), Empty(7), Empty(25), Empty(31), Empty(33)
    Level 6: Enchant Demon -- Empty(A)
    Level 8: Corruption -- Empty(A), Empty(9), Empty(9), Empty(40), Empty(40)
    Level 10: Plasma Shield -- Empty(A), Empty(11), Empty(11)
    Level 12: Summon Demons -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(42)
    Level 14: Swift -- Empty(A)
    Level 16: Health -- Empty(A), Empty(42), Empty(42)
    Level 18: Hell on Earth -- Empty(A), Empty(19), Empty(19), Empty(23), Empty(23)
    Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
    Level 22: Hover -- Empty(A)
    Level 24: Fly -- Empty(A), Empty(25)
    Level 26: Summon Demon Prince -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(34)
    Level 28: Forge -- Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(37)
    Level 30: Assault -- Empty(A)
    Level 32: Abyssal Empowerment -- Empty(A)
    Level 35: Heat Exhaustion -- RechRdx(A), RechRdx(36)
    Level 38: Melt Armor -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
    Level 41: Power of the Phoenix -- Empty(A)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
  14. Thanks for the tips . Does this look better? Also, any suggestions on getting more +rech in there from other sets? Those LOTG's are pricy, but I can't seem to find anything else to fit in there, outside of purples. When not slotting Hasten, I went for +regen or +hp, just to help the set out even more .

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Master Reiki: Level 50 Mutation Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(23)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(33), Heal-I(40), RgnTis-Regen+(42)
    Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 6: Quick Recovery -- P'Shift-End%(A), EndMod-I(9), EndMod-I(9)
    Level 8: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-ToHit/EndRdx(37), GSFC-Rchg/EndRdx(46), GSFC-Build%(46)
    Level 10: Reconstruction -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Numna-Heal(33), Numna-Heal/Rchg(33)
    Level 12: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(31)
    Level 14: Swift -- Run-I(A)
    Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43)
    Level 18: Health -- Numna-Heal(A), Numna-Heal/Rchg(19), Heal-I(42)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 24: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(42)
    Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/Dmg/Rchg(40), Decim-Build%(40)
    Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(31), RechRdx-I(39), RechRdx-I(43)
    Level 30: Super Speed -- Run-I(A)
    Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 35: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(36), S'fstPrt-ResKB(36)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 41: Boxing -- Dmg-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  15. Hello all please review and critique this KM/Regen build I've put together. Its my first regen character, so I'm not quite sure I did it all right. I'm a fan of +haste, but it doesn't seem like its easy to stack with these powers.

    I don't like spending crazy amounts of money, and my main focus is PVE and leveling.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Master Reiki: Level 50 Mutation Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(23)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(33)
    Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 6: Quick Recovery -- P'Shift-End%(A), EndMod-I(9), EndMod-I(9)
    Level 8: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(46), GSFC-Build%(46)
    Level 10: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Numna-Heal(33), Numna-Heal/Rchg(33)
    Level 12: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(31)
    Level 14: Swift -- Run-I(A)
    Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43)
    Level 18: Health -- Numna-Heal(A), Numna-Heal/Rchg(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 24: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(42)
    Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/Dmg/Rchg(40), Decim-Build%(40)
    Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(31), Tr'ge-Heal/Rchg(42), Tr'ge-Heal/EndRdx/Rchg(42), RechRdx-I(43)
    Level 30: Super Speed -- Run-I(A)
    Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 35: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
    Level 38: Moment of Glory -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 41: Boxing -- Dmg-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 49: Combat Jumping -- DefBuff-I(A), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 2.81% Defense(Fire)
    • 2.81% Defense(Cold)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Melee)
    • 1.25% Defense(Ranged)
    • 5.63% Defense(AoE)
    • 2.25% Max End
    • 8% Enhancement(Heal)
    • 48% Enhancement(Accuracy)
    • 46.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 120.5 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 14.9%
    • MezResist(Terrorized) 6.6%
    • 2.5% (0.04 End/sec) Recovery
    • 70% (3.91 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 5% RunSpeed
  16. Hows it look? Would you change anything major?
    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Electric Fence -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(3)
    Level 1: Personal Force Field -- DefBuff-I(A)
    Level 2: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(46), EoCur-Acc/Hold/Rchg(46)
    Level 4: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(40), GravAnch-Hold%(43)
    Level 6: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40)
    Level 8: Conductive Aura -- Acc-I(A), EndMod-I(11), EndMod-I(11), Heal-I(39), Heal-I(39)
    Level 10: Jolting Chain -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(13), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(21), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(36)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(19), FtnHyp-Plct%(34)
    Level 14: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(43)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(23), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(37)
    Level 24: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37)
    Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(31), Mlais-Dam%(39)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Super Speed -- Run-I(A), Run-I(31)
    Level 32: Gremlins -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-+Def(Pets)(34)
    Level 35: Repulsion Bomb -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(48)
    Level 38: Force Bubble -- EndRdx-I(A)
    Level 41: Charged Armor -- EndRdx-I(A), ResDam-I(42), ResDam-I(42)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Surge of Power -- RechRdx(A), RechRdx(48), ResDam(48)
    Level 49: Summon Guardian -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(50), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-Dmg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 5% Defense
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 2.5% Enhancement(Confused)
    • 3% Enhancement(Stun)
    • 3% Enhancement(Immobilize)
    • 39% Enhancement(Accuracy)
    • 88.8% Enhancement(RechargeTime)
    • 49.6 HP (4.88%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 6.6%
    • 24.5% (0.41 End/sec) Recovery
    • 6% (0.25 HP/sec) Regeneration
    • 4.39% Resistance(Smashing)
    • 1.89% Resistance(Lethal)
    • 10.4% Resistance(Fire)
    • 10.4% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% Resistance(Toxic)
    • 3% RunSpeed
  17. Keep in mind also, that unenhanced Stamina isn't staggering either, and if you're using those AOE powers a lot (aoe immob, chain knockback) I think they're pretty heavy on end use.

    That said, my elec controller (FF secondary, no toggles YET), is constantly out of end as well, so if its bugged, I'd be happy for a fix.
  18. If I read that right, are you saying you get +2 end per mob, per tick (4 seconds) if you're standing inside the Static field?

    Thats pretty sweet .

    Unenhanced Conductive Aura hitting 8 mobs (the max) is equal to unenhanced stamina. If theres only 1 or 2 mobs nearby, you'll BARELY notice the +end gain. However, if you have your +end gain on your monitored powers list (like me) you'll see that it is indeed going up.

    However, like said above, the end drain that you do to enemies is huge, especially combined with all your other powers draining them. I run in and throw down an AOE immob, the chain knockback, and a few single targets, and between all that and my aura, everything around me has 0 end, and its not coming back . Its a thing of beauty!

    And all that is WITHOUT enhancements (level 13ish). Can't wait to get some IO's in there
  19. Direwolf21

    Static Field

    Any word on the amount of +end your teammates (and I assume, you) get from this? I saw in mids in the power description that teammates get +end, but Mids didn't have any numbers.

    Is it based on the # of mobs that are caught in the field, or is it a straight amount regardless?

    Thanks!
  20. Sorry, hes an Ice Defense Defender . I'm more focused on the +Def i'll be giving out to my team, than the +def i'm getting.
  21. Ok, I read this first, but I'm still not totally clear, and I think I just needed to write all this out, because after I did, it started making sense.

    http://paragonwiki.com/wiki/Defense

    So I have a brandy dandy new Ice Defense, and his single target buffs are Defense against S/L/Melee, then E/N/Rng/AOE.

    His AoE buff is a stealth + Melee/Rng/AOE defense.

    So lets say, for arguement sake, that I'm buffing someone with 25% S/L/Melee from his single target, and 5% Melee/Range/AOE from my AOE buff.

    So his totals are:

    25% Smashing/Lethal
    30% Melee
    5% Range, AOE

    Correct?

    Now, someone punches him. Thats tagged with a smashing damage type, and melee positional type. His 'Defense' will be calculated as 30%, since it uses the highest one. It will NOT be 55%, because the 'Smashing' and 'Melee' two don't stack.

    Right? .

    Also, I guess theres no difference in enhancement choices, because +defense buffs everything (Positional vs. Typed) the same.
  22. Ok, here I am with set bonuses (won't be all level 50's, and might take slightly different order of slots). Went for mostly +recharges, to get Heat Loss and other long stuff up quicker.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Steven Deepfrost: Level 50 Mutation Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Ice Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(46)
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(25)
    Level 2: Infrigidate -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(5), ShldBrk-Acc/Rchg(5), ShldBrk-DefDeb/EndRdx/Rchg(42), ShldBrk-Acc/EndRdx/Rchg(42)
    Level 4: Snow Storm -- ImpSwft-Acc/Slow(A), ImpSwft-Dmg/Slow(9), ImpSwft-Acc/EndRdx(9), ImpSwft-EndRdx/Rchg/Slow(43), ImpSwft-Dam%(43)
    Level 6: Glacial Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), LkGmblr-Rchg+(48)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A), Run-I(15)
    Level 16: Health -- Heal-I(A), Heal-I(43), Numna-Regen/Rcvry+(45)
    Level 18: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(23)
    Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(23)
    Level 22: Benumb -- RechRdx-I(A), RechRdx-I(25)
    Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 26: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Slow-I(46)
    Level 28: Tactics -- ToHit-I(A), ToHit-I(31), EndRdx-I(31)
    Level 30: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Slow-I(46)
    Level 32: Heat Loss -- EndMod-I(A), EndMod-I(33), RechRdx-I(33), RechRdx-I(33)
    Level 35: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(50)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Recall Friend -- RechRdx-I(A)
    Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- ResDam-I(A), ResDam-I(50), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 4.5% Max End
    • 3% Enhancement(JumpSpeed)
    • 3% Enhancement(FlySpeed)
    • 3% Enhancement(JumpHeight)
    • 38% Enhancement(Accuracy)
    • 3% Enhancement(RunSpeed)
    • 73.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 22.9 HP (2.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 4.7%
    • MezResist(Immobilize) 19%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 12% (0.2 End/sec) Recovery
    • 9.77% Resistance(Fire)
    • 9.77% Resistance(Cold)
    • 3.13% Resistance(Toxic)
    • 5% RunSpeed
  23. Good call, I was debating that very thing. Thanks next post will be slotted, and I'll get Recall friend in there..

    Is tough/weave really needed or necessary? I'm thinking of dropping it.
  24. So, I want to make a defender . Never played one. I have a /emp and a /kin controller, and even a /rad, so I want to do something new . I decided I wanted some form of defense booster, and was deciding between Bubbler, Sonic, and Ice.

    Ice looks fun. A bunch of buffs, some debuffs, and some mischief thrown in for fun. At least, thats how I Read it.

    I decided on /Ice for the extra slows, and the fun of ice/ice (concept, sorta).

    My goal is a great team player, with limited solo ability. I plan to only play this toon with my sg and friends. Mostly PVE for now, I'm not a big PVP'er.

    Anyway, for now, I'm JUST looking at what powers to take. Once I get situated in the build, I'll decide on sets and bonuses (I usually like to go for lots of +rech, so I see some Red Fortunes in my future).

    I opted for Manuevers, to add even more +def. By my calculations, I can easily approach 40% defense buffs for my team with the shields, arctic fog, and manuevers. And thats not counting the +resist I'll be dishing out . (45% being the softcap.)

    The last 4 power slots, I wasn't sure what to take. None of the ancillary pools looked all that interesting, except MAYBE power build up. I chose tough/weave because I'm bad at staying away from the baddies, but I'd easily change them.

    I would like to work in Recall Friend, since SS + Fog = Invis. Maybe I'd drop Assault for that.

    The guide here made a strong point for skipping Frostwork, which I did. I know this leaves me without any heals at all.

    Hows it lookin?

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Mutation Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Infrigidate -- Empty(A)
    Level 1: Ice Bolt -- Empty(A)
    Level 2: Ice Shield -- Empty(A)
    Level 4: Snow Storm -- Empty(A)
    Level 6: Glacial Shield -- Empty(A)
    Level 8: Hurdle -- Empty(A)
    Level 10: Ice Blast -- Empty(A)
    Level 12: Hasten -- Empty(A)
    Level 14: Super Speed -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Arctic Fog -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Benumb -- Empty(A)
    Level 24: Maneuvers -- Empty(A)
    Level 26: Sleet -- Empty(A)
    Level 28: Tactics -- Empty(A)
    Level 30: Ice Storm -- Empty(A)
    Level 32: Heat Loss -- Empty(A)
    Level 35: Bitter Freeze Ray -- Empty(A)
    Level 38: Blizzard -- Empty(A)
    Level 41: Assault -- Empty(A)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- Empty(A)
    Level 49: Weave -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
  25. WOW I did NOT expect Basilisk's gaze to be so pricey. One of the recipes goes for 90 mil!

    Guess I'll have to throw something lesser in there until I can afford the other stuff .

    On second thought, it looks like the purple set isn't THAT much more expensive.

    90 + 15 +15 + 5 + 15 for the orange set

    40 mil each for the purple set. Not THAT much of a difference. Hrrm worth considering!