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Posts
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Quote:It's worth getting alone if you are planning on building for defense. a 6.25% base to hit debuff is like another 6.25% defense to you and your allies.I actually ended up taking Flash Arrow last, I just didn't think it did much. It's basically Smoke Grenade from Devices with different graphics. I took ALL the powers in TA eventually.
Okay, I don't know if it works out QUITE like that, but you get the drift. Defense + To Hit Debuffs = Harder to Hit. -
Quote:They changed Vigilance awhile back to boost their damage actually.Ok, So I may be the only on COH that feels the way I feel. I have always been fond of range toons. My favs being Dominators, Corruptors, Defenders. I know defenders role are to buff heal what have you, but there damage is way to low in my oppinion. I know there must be other post out there. I just wish that they would increase there damage output. No I am not say defenders should be blaster or scrappers damage out put, but just a little more would make me happy.
Please dont slam my post to much lol
A scaling damage buff that maxes out at 30% at level 20. You loose a third of that if you team with someone else and two thirds if you team with two people. Three or more and the buff goes bye bye.
Mind that's mostly to help a defender who's alone or on small teams. On larger teams your primary job is to buff and debuff and your secondary job is to blast away. -
Quote:All we know so far is it's a set. We don't know any details than that.unless they have some seriously cool tech for a phase power to make it useable, I hope they have learnt their lessons and won't implment one.
Good design is recognising what most players like... and dislike, and I'd rather struggle to choose my powers because all 9 are useful, than have a useless one, thats just wasted developer time!
Until the devs see fit to bless us with that info guessing is mostly pointless.
Once they announce what the has in it and what exactly it does, it's fair game. -
Just catching up on i21 and learning about Time Manip. And I have to say...
WOW. Just... WOW.
I'm not sure how the F2P/VIP thing will work out but I like the Paragon Reward System over the Veteran Reward System.
Don't get me wrong, the vet system is great but only got Assemble the Team a month or so ago. God I could have used that SO much over my time in the game...
Hell I want to get City Traveler just so I don't need to worry about getting Hover or Air Superiority just to give a character Fly, or Recall Friend/Foe to get Teleport.
For now it's best we wait to see what else will come down the line.
Crossing my fingers for a staff or polearm set myself. -
Quote:Not to mention that, stacked with Grant Cover, a LOT of teammates will be QUITE happy fighting by you with a 15% boost it defense.Maneuvers does not use enough endurance to warrant dropping it. It is worth the endurance for the defense it gives.
Do note that you CAN turn off Drop Cover to conserve endurance when you solo but it has a good chunk of your defense debuff resistance, so make sure you have it when you need it. -
Quote:40% to all, yes. To just S/L, doable.40% resistance to all is not worth the effort, even if its possible.
Made a build. It needs the PvP +3% Res IO to get 41.5%, but even without it it's at 38.5 which is damn near close. Plus softcap.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Acc/Dmg(31), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(11), Aegis-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/Rchg(15)
Level 2: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(15), RedFtn-Def(17), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48)
Level 4: Haymaker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg(17), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40)
Level 6: True Grit -- Numna-Heal/Rchg(A), Numna-Heal(9), Numna-Heal/EndRdx(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(48)
Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11), EndRdx-I(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(48)
Level 18: Boxing -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21)
Level 20: Phalanx Fighting -- SW-ResDam/Re TP(A)
Level 22: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit(23), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam/Rchg(29)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Foot Stomp -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(33), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(46)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Taunt -- RechRdx-I(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-EndRdx/Rchg(50)
Level 50: Cardiac Core Paragon
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7)
Level 4: Ninja Run
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Quote:True, but it also has resistance built into it.Do you mean actual resistance, or defense? Shield is a def based power set and adding resist is rather difficult with IOs. The goal for Shield defensively is to hit 45% for the def soft cap.
Slot for defense first. resistance second. I also like to 6 slot Deflection with three defense IOs (Luck of the Gambler) and three resistances. (Aegis) -
Trick Arrow, compared to other debuff sets, tends to be more of a 'Jack of all Trades Master of None'. It's resistance debuffs will help with AVs, but as mentioned it has limited regen debuffs. I imagine that while it will help with most AVs it will really shine in massive mobs since A) all but two of TA powers are AoE and B) you have so many different debuffs the mobs will be a lot more ineffective.
I guess TA could use some love from the devs, but it gets the job done. -
Quote:It can hard to notice the de/buffs a lot of the time, but it's often because, at least for me, I'm not really thinking about it. I usually use Tanks and Scrappers and I watch target lifebars rather than orange numbers, so I'm often more worried about getting up there and doing damage/tanking than what guys I have supporting me. But they do make those differences.You can argue the numerical differences back and forth all day in regards to what is and isn't a significant difference.
For me, having played both, my personal experience is this: I notice the damage difference of playing a Corruptor, I don't notice the increased buff/debuff strength of playing a Defender.
Bear in mind, the majority of my play is end-game stuff, where AVs and GMs are prevalent. Against those kind of targets, Scourge really shines.
Plus, Defenders don't get Blaze or Rain of Scourge.
I mean, c'mon. -
Stepped back to the old slotting, then slotted Acid arrow with the Defense Debuff set and OSA with Posi's blast.
Keep my bonuses, and gives OSA more damage. -
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Quote:True. However I find A Corrs damage is more useful in solo and a defenders buffs/debuffs/heals are more useful when on a team.I'd say the powersets chosen, would be more of a factor than the above blanket statement.As there are certain defender combos that would solo better than certain corruptor combos.
Even in cases with some reversed powersets, I'm not sure there would be anything more than a marginal difference. Some people swear by corruptors, others like defenders. To me, they are both my favorite AT's that bring what they bring to the table. I've solo'd and teamed with both my corruptors and defenders, both AT's are outstanding at what they do.
Defenders can solo missions,TFs, AVs, GMs, just fine.
Heck, even an empathy can solo the vile, impossible Trapdoor!
Note that I never said defenders CAN'T solo, just that Corruptors solo better.
Either way I wouldn't hesitate to put either AT on any team I'm making. Heck, both.
^_^ -
Quote:I'd say how the powersets are used are more important, but your point stands too.Defenders have an easier time softcapping defenses, and get a sizeable damage buff that they lose when teaming.
On the other hand, Corruptors get access to a blast set with no mitigation but extra damage, perfect for teaming, where other people are handling aggro or stacking mez effects.
Powersets matter more than ATs, here. -
I always put it simply.
Defender: Better on teams.
Corruptor: Better at solo.
Both can team, both can solo. They just do one thing better than the other. -
I slotted in the defense debuffs in OSA for the S/L Def bonus. Did take the Hold Proc from Ice Arrow so I could slap in a recharge IO.
Disruption Arrow, at that level of global recharge plus the single IO, will be up in 28 seconds. It lasts 30, so it's up just before it wears off.
Haste I find is overrated. It's great, don't get me wrong, but if I can put in something that will add to my defense I'll take it. I'd never remember to click it anyways. -
Both are great picks really.
SD is easier to softcap (Positional) has an AoE attack and a damage boosting power. On top of that Grant Cover will make you beloved by nearby teammates. Always remember though that Deflection isn't just Melee defense, it also houses your S/L Resistance. If you can spare the slots, tossing in some res IOs there would help your survivability out.
Inv is also softcappab;e (S/L/E/N/F/C) but it's much harder. It would be more practical to aim for just S/L/E/N. You can hardcap S/L resistance if you take tough and your other non-psi resistances aren't bad either. Not outstanding, but not bad. All in all a well built Inv is very, VERY hard to kill. -
I like the build, Garent, but I think I'll take my S/L/E/N over Ranged. If I was building a Hover Defender it would be awesome, no doubt, but this toon is going to be on the ground all the time, in reach of the mobs. While the toon will be as far away from a fight as possible in large TFs and mishes I'm likely to draw some aggro and have someone in my face.
Still an awesome build though. -
It's kind of sad to see Heals/Empathy become maybe not obsolete but almost pointless in anything besides situations like an STF's Tower Buffed Recluse.
It's kinda of jarring for most people to come to CoH from, say, World of Warcraft or who's used to playing a Final Fantasy style RPG where a healer is a necessity to come to CoH where the healing set, Empathy*, is outclassed by sets focused on buffing and debuffing. Most people I know will take a Dark Defender, with only a PBAoE heal, over an Empath, with most of the set devoted to healing via heals or regen/recovery boosts, and only one real non-healing buff. Empathy will need a buff by the devs sooner or later, particularly with everyone at 50 having the choice of taking a massive scale PBAoE heal.
* Yes, Empathy is not JUST heals. It is the best healing set in the game and is what people think of if they want to make a WoW style Priest. -
Quote:Which are more heals that any other power sets.Because they have three powers that qualify as heals? Why not just ignore the other 2/3rds of the powerset? Oh wait, there are people out there that do!
Sides, Empathy maybe the 'healers' of the game, but that's doesn't mean they're a one trick pony. -
Quote:To the OPs credit, Empaths are the 'healers' of the game.A defender is NOT a "healer"!
I will repeat for emphasis.
A DEFENDER IS NOT A "HEALER"!
Got it?
You're a buffer/debuffer and blaster with some handy team heals that can be, on occasion, useful. If the heals aren't needed, you can buff/debuff to boost kill speeds. Also, since you don't need to constantly be buffing/debuffing, you can also blast away to boost kill speeds as well.
What you're asking to do is the equivalent of playing 18 holes of golf with nothing but a putter.
Otherwise, yeah. TV Tropes entry on City of Heroes described the Defender pretty well.
Defender (Primarily powers aiding (buff) allies or weakening (debuff) foes, backed up by medium-damage ranged attacks, defenders are among the hardest to quantify because each primary set is aimed in almost different directions ranging from the heal-tastic Empathy to the debuff kings and queens of dark)
(Not the links given lead to 'Healing Hands', 'Status Buff' AND 'Standard Status Effects') -
Slight change to the build. Took the slow IO Set from Oil Slick Arrow and replaced with Exploited Vulnerability which gives the same Def IO Bonus for one slot left. A quick shuffle later the slot is now in EMP Arrow allowing a 5 slotted purple for extra holding power and global recharge. Expensive, yes, but should be worth it.
Anyone have any input?
... Please?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ballista Royal: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Entangling Arrow -- CtlSpd-Acc/Slow(A), CtlSpd-Rng/Slow(7), CtlSpd-Acc/EndRdx(36), CtlSpd-EndRdx/Rchg/Slow(36), Immob-I(42)
Level 1: Snap Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg(25), Thundr-Dmg/EndRdx(37)
Level 2: Glue Arrow -- RechRdx-I(A), CtlSpd-Acc/Slow(3), CtlSpd-Acc/EndRdx(3), CtlSpd-EndRdx/Rchg/Slow(9), CtlSpd-Rng/Slow(37)
Level 4: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43)
Level 6: Fistful of Arrows -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(42), Posi-Dam%(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg(46)
Level 8: Flash Arrow -- SipInsght-ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(9), SipInsght-Acc/ToHitDeb(11), SipInsght-Acc/Rchg(11), SipInsght-ToHitDeb/EndRdx/Rchg(36)
Level 10: Ice Arrow -- Lock-%Hold(A), BasGaze-Acc/Hold(13), BasGaze-Acc/Rchg(13), BasGaze-Acc/EndRdx/Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15)
Level 12: Acid Arrow -- Posi-Dam%(A), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23)
Level 14: Blazing Arrow -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34)
Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
Level 18: Disruption Arrow -- RechRdx-I(A)
Level 20: Explosive Arrow -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(21), Posi-Acc/Dmg(21), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27)
Level 22: Poison Gas Arrow -- RechRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Oil Slick Arrow -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(37), ExVuln-DefDeb/Rchg/EndRdx(40)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(29), RctvArm-EndRdx(29), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Super Jump -- Zephyr-ResKB(A)
Level 38: Rain of Arrows -- Posi-Dam%(A), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(39), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(40)
Level 41: Power Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
Level 44: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: EMP Arrow -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(48), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-EndRdx/Rchg(50)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(5)
Level 4: Ninja Run
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I've always tried to make a TA/A Defender or A/TA Corruptor, but have always fell out of them sooner or later. I think I have an idea for a new one when I made a Mids build. I kind of surprised myself as I got S/L Def to 32%, E/N a bit higher at 33% and 68% S/L Resistance. It also carries both Aim AND Power Build Up to boost damage and Maneuvers for extra team support. To be fair Disruption Arrow and Poison Gas Arrow only get one Recharge IO each from the slotting, but I imagine both would work well despite this.
Alpha is undecided. Cardiac Core would lower the end cost of my toggles, boost range and hard-cap my resistances to S/L with Spiritual Core would boost my attack rate. Currently I think the latter would be better.
For Judgment I think either Ion or Pyronic Cores. Reactive Radial will be the interface though, for the DoT and -Res. With Destiny though I am torn between Ageless and Rebirth Cores. As for Lore, I'm not sure. See what fits when i get to 50.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
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Blue Ballista: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Entangling Arrow -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(7), CtlSpd-Acc/EndRdx(36), CtlSpd-EndRdx/Rchg/Slow(36), Immob-I(42)
Level 1: Snap Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg(25), Thundr-Dmg/EndRdx(37)
Level 2: Glue Arrow -- RechRdx-I(A), CtlSpd-Acc/Slow(3), CtlSpd-Acc/EndRdx(3), CtlSpd-EndRdx/Rchg/Slow(9), CtlSpd-Dmg/Slow(37)
Level 4: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43)
Level 6: Fistful of Arrows -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(42), Posi-Dam%(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg(50)
Level 8: Flash Arrow -- SipInsght-ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(9), SipInsght-Acc/ToHitDeb(11), SipInsght-Acc/Rchg(11), SipInsght-ToHitDeb/EndRdx/Rchg(36)
Level 10: Ice Arrow -- Lock-%Hold(A), BasGaze-Acc/Hold(13), BasGaze-Acc/Rchg(13), BasGaze-Acc/EndRdx/Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15)
Level 12: Acid Arrow -- Posi-Dam%(A), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23)
Level 14: Blazing Arrow -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34)
Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
Level 18: Disruption Arrow -- RechRdx-I(A)
Level 20: Explosive Arrow -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(21), Posi-Acc/Dmg(21), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27)
Level 22: Poison Gas Arrow -- RechRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Oil Slick Arrow -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(37), CtlSpd-Acc/EndRdx(40), CtlSpd-EndRdx/Rchg/Slow(46)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(29), RctvArm-EndRdx(29), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Super Jump -- Zephyr-ResKB(A)
Level 38: Rain of Arrows -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(39), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(40)
Level 41: Power Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
Level 44: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), EndRdx-I(50)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(5)
Level 4: Ninja Run
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I have a Thug/Poison myself, that's working out quite well.
Dark is also legendary for badassery on MMs