Dr_English

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  1. I sure hope it turns out to be a good idea, because I've stocked up on about 30 of the recipes and 15 of the crafted IO's.
  2. This was not in the patch notes, so I'm guessing maaaybe (hopefully not!) this was not intended. So far IR will not root me when I cast it while moving, but if I cast it from a standstill it will root. Weird.

    Meanwhile, my kins are all jumping much more victoriously. Oh how I detested the root.
  3. With the newest patch today the root on Inertial Reduction seems to be removed! I've had it not animate at random in the past, but no rooting at all upon repeated casts today.

    Let us cross our arms, eyes, and fingers and hope this shows up in the patch notes as intended. The rooting in this power has bothered me for years. Kins rejoice!
  4. I have to agree with Finduilas. Clobber is a beast, and crowd control is actually better than footstomp in my opinion. Higher damage, same target cap, much faster recharge. Even though it's a 180 cone instead of a pure pbaoe, you can quite easily hit the full 10 targets. Beyond this you still have a standard pbaoe in whirling mace and a nice chunky melee cone in shatter. Granted, you don't have rage to boost all this, but you get to cycle everything much faster.

    Having said all of this, my dark/ is a dark/fire. I probably would have made him dark/mace if my last char hadn't been /mace though. Fire is pretty amazing.
  5. I think the last build posted is pretty solid, and close to what I'd probably have in a kin/elec if I went without IO's. That said, you'll get a lot more mileage out of your slots if you frankenslot, of course.

    Transference is the only power I see with significant enhancement problems. You definitely want to slot acc, then recharge, then endmod in order of importance. The base end suckage is quite substantial, and you'll really need that sucker to hit if you're relying on it. With frankenslotting you can get all the enhancement you'll need in 4 slots total.

    As much as I applaud the early slotting and use of vengeance, I would probably prioritize either adding some more recharge and/or damage to your two aoes first, or giving your ST attacks a little love. Veng is still a very effective tool with one slot. That said, I would eventually plop those extra slots in it.
  6. The medicine pool is extremely redundant on a kin. Your heal and status protection are both superior to what the medicine pool has to offer. Resuscitate is handy, but doesn't work in battle and can be replicated with temps and/or day job powers. Definitely not worth two very questionable power picks.

    I can't make a kin without Leadership. Grab tactics, maneuvers, and vengeance! Pretend vengeance is your rez. When someone dies, hit veng, and you are sure that nobody else will die. Most of my kins these days run staminaless while running leadership toggles. It's not much of a hassle at all. Transference really is that good.

    There's nothing really wrong with taking the leaping pool, but IR alone gives you not only the full ability of SJ, but the in-combat maneuverability of CJ. Acrobatics is still a cheap sub for a -kb IO, but you should have no problem dropping 10-15 million on one of these by the time you would normally pick up Acro. I personally use a steadfast -kb and pop it in ID.
  7. I had some success on my fire armor brute grabbing tough/weave and stacking melee defense with touch of death. Others might recommend grabbing a layer of S/L defense with kinetic combat and reactive armor, but that will take a pretty hefty inf investment for the KC's nowadays. Through IO stacking, steadfast 3%, weave, and combat jumping, you can get to the mid 30's in defense without breaking your bank completely. Between that, the extra resists in tough, and as much +recharge as you can afford to squeeze in for healing flames, you should be pretty set.
  8. What's all this about kin/rad being disappointing? I love my kin/rad, and have never felt subpar in any way. It does combine two powersets that encourage an aggressive, melee-oriented playstyle, so you will have quite an adventure staying alive at times, but the payoff is becoming a walking explosion. Irradiate/Neutron Bomb don't pack the ultra up front numbers of a blaster, but kin buffed they do really solid damage and I find they recharge about as often as you need for insertion between kin related activity.

    Procced out Neutrino bolt is also a dream. The rad nuke satisfies, and cosmic burst is of course everybody's favorite puffball.

    I also run a kin/dark, which requires a bit more thought for cone usage, but still melts the baddies away. The dark aoes are subtle in their melting power. Try proccing them out and behold the wonder.
  9. I actually like the dark app on my kin. OG is great even alone to provide minion mitigation, and combined with dark pit you have a real group mezzer. The end recovery and damage buff powers are of little use, but the armor is solid and the self rez is a really handy thing to grab later on. The psychic app is nice for setting up solo spawns with the sleep, but I find that the stunning power of OG provides more utility on teams. None of the other APP's offer anything very compelling beyond these.
  10. The perception alone is enough to draw me to CoD. Being blinded is more frustrating than any other status effect in the game for me. As others have mentioned, you don't have to completely soft cap to reap great rewards from defense. 20-30% alone will net you significant returns and 8% is a hefty start.

    If I weren't so fond of combat jumping for in battle maneuverability I would more appreciate the immob protection on CoD.

    Good power!
  11. Just a note on the accuracy comment. Defender nukes and nukes in general already have incredibly high accuracy.
  12. Though I imagine that such a mechanic would require significant development, it's fair to say that most any major change to vigilance would. I do like the fluid trade-off your version allows, Archon. It also gets rid of one of the major problems of the oft-suggested "critical buff" version of vigilance in that it doesn't encourage pointless spamming of buffs/debuffs in search of a random crit.

    That said, I would encourage you to post this in a stand-alone thread so it can get the attention of our community here. My little suggestion in this thread is just a silly but neat bonus to a somewhat underused power, where yours is certainly geared towards a larger perceived problem. I would be happy to see more defender nuking for any reason.
  13. I see Radion went for more global recharge at the expense of some non ed capped recharge regular enhancement. The net result being about the same recharge on those powers and a bit more on the rest. I hadn't considered going that route, but it is a thought worth considering once you add all the powers together. My only trepidation there is how well it will exemp.

    I like your thoughts on the slotting of fossilize, Local Man.
  14. A few nice things with very cheap set IO's and storm:

    Undermined defenses and 4 slotted freezing rain. Grab the 4 IO's with recharge aspect. Excellent set bonuses, maxed recharge, good chunk of endredux and defense debuff. Rock bottom prices.

    Dark Watcher's despair and 4 slotted hurricane. Grab the 4 IO's with tohit debuff aspect. Maxed tohit debuff, hefty endredux, some recharge, and excellent set bonuses for very low prices. This set is a rare set, so the salvage can be a bit pricier, but still very affordable. One thing on rare sets that are less commonly used...check crafted IO's on the AH for them. Often people are dumping them from respecs and will sell them noticably cheaper than the component cost. Storm is actually one of the least expensive primaries to get the most out of IO's without breaking your neck with weird slotting.

    Here's a build I have for one of my storm controllers that might give you a good idea for affordable set/frankenslotting of storm powers. Just ignore the controllery bits.

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

    Click this DataLink to open the build!

    Oresteia: Level 50 Natural Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Cages -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(7), TotHntr-EndRdx/Immob(9), TotHntr-Dam%(9), Posi-Dam%(11)
    Level 4: O2 Boost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(43), H'zdH-Heal/EndRdx/Rchg(43), H'zdH-Heal/Rchg(46)
    Level 6: Quicksand -- RechRdx-I(A), ImpSwft-Dam%(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), RzDz-Acc/Stun/Rchg(15), RzDz-Acc/Rchg(17), RzDz-EndRdx/Stun(17), Stpfy-EndRdx/Stun(19)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(21), UndDef-DefDeb/Rchg(21)
    Level 18: Earthquake -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(23), UndDef-Rchg/EndRdx(23), UndDef-Rchg(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Super Speed -- Zephyr-ResKB(A)
    Level 24: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), GftotA-Def/EndRdx(29), GftotA-Def(31), S'fstPrt-ResDam/Def+(31)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
    Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(36)
    Level 30: Thunder Clap -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(46)
    Level 32: Animate Stone -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Dmg(37), SvgnRt-PetResDam(37), ExRmnt-+Res(Pets)(37)
    Level 35: Tornado -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(40), BldM'dt-Dmg(40), BldM'dt-Dmg/EndRdx(48), SvgnRt-Dmg/EndRdx(48), KinCrsh-Rechg/EndRdx(48)
    Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Ruin-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Det'tn-Dmg/Rchg(42), RechRdx-I(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg(46)
    Level 47: Earth's Embrace -- Mrcl-Heal/Rchg(A), H'zdH-Heal/Rchg(50), H'zdH-Heal/EndRdx/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
    Level 49: Recall Friend -- Range-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  15. Dr_English

    A small idea.

    Quote:
    Originally Posted by StratoNexus View Post
    If you do not hit anyone with a nuke, you will not lose any endurance (well, you will spend the end cost, but you will not have a crash).
    I hadn't thought about that. That does make it a bit more interesting. The nuke button becomes either a great emergency always usable team saver or a nice emergency you saver when necessary, balanced by a mechanic the nuke already has.
  16. I'm assuming the slotting is just placeholder stuff for now. I think power choice is solid. I personally go for hurricane asap and just deal with the end management, but I can understand putting it off till after stamina. As you noted storm defenders are pretty much in your face with hurricane anyhow, and as such are usually safer tackling the mobs head on than at distance.

    Short circuit does not share the +end chance that some of the /elec blasts have, but I always find myself wanting more aoes on every stormy I make. Just ball lightning alone is going to involve a lot of piddly plinking at single targets while the awesome power of storm keeps your foes at bay. Better to man up and charge in with SC then get back to proper storming than hit six enemies three times with single targets. I don't think you'll regret subbing it back in as long as you give it good damage slotting. I wouldn't worry about the sapping aspect of SC much as you have much more effective mob crippling tools available to you through debuffs and soft control. For pvp this might be a different story.

    As to the utility of Gale, I use it mostly in cornering situations. In open areas it is a less often used emergency knockback, and can cause some scatter, though since the cone is so enormous and it affects so many targets (the full 16 cap), and it has two pulses of powerful KB, I find it to be one of the more reliable and forceful instant positioning powers. Hurricane requires a lot of nudging and whipping around and needs a good slow thrown out to be very effective in positioning.

    That said, I realize gale is not loved by all. The build you have looks pretty much how I'd build a storm/elec myself, though I would probably have gale and TC instead of the two leadership powers. Both are reasonable choices though. Can't say much more beyond that unless you want to throw some slotting in there for review.
  17. Perhaps it would be better if we popped up messages at random in bold letters on their screen saying PLEASE EXPLODE FOR BONUS! If you nuke while the message is up, you get a million influence and a cash register sound plays.

    That's how I feel when I nuke in the first place though. If only I could sublimate that joy to others!

    Anyhow, I guess that's all there is to that.
  18. That's really mostly what I did. Frankenslotting for max enhancement benefit seems to yield the best results here. All the good recharge bonuses, much like ranged defense bonuses, seem to require very non-optimal slotting for the powers I would get them from.

    I think pets do inherit global damage, but I'm not entirely sure.
  19. I would consider dropping zap for either gale or thunderclap. Snipes aren't entirely useless, but they take forever to activate in combat and you want to be on the move with storm. I don't know how far along you are or if you've tried gale before, but I would give it a good run and see if you like it. I love having it to really shove groups in the right direction when I'm herdicaning, or as the occasional emergency breather. Thunderclap is a useful, though not indispensable secondary crowd control if you toss some accuracy in. Running leadership on a stormy is piling more pressure on an already end hungry set. Doable, but you will be leaning on power sink late game if you are very active with your powers. Power sink is great, but you do have to turn off hurricane to use it effectively. While it's off, you may as well incorporate short circuit into your strategy. More aoe is always fun, and short circuit does pretty respectable damage.

    Another nice benefit of gale related to SC and PS: Corner the mobs, drop cane, gale them down, pbaoes, hurricane back up. Between the lingering tohit debuff of cane and gale knocking them into the wall you'll be relatively safe.

    Alternatively: Open with freezing rain, jump in and thunderclap, go to town with pbaoes, go back to hurricaning around. I happen to enjoy the active in and out, though some may be turned off by the extra micromanagement.
  20. I love my earth/storm. She is a beast of control and always has a tool up to handle the situation. I love IO's. I enjoy making builds that overcome the weaknesses or stress the strengths of a character using all the lovely bonuses we have available.

    I can't seem to find a way to improve on this monster controller combo! I suppose some sets lend themselves more to game-changing set bonus improvement, but earth/storm seems to have it all under control. I could go for ranged defense to help mitigate the blowback from my alpha controls, but I'd have to do a lot of irritatingly non-optimal power enhancement to reach a significant amount of it. Frankly corners and placeable powers make this mostly a non-issue anyhow. In my current build I have gone for fairly heavy recovery bonuses, as both sets can be a hog. Frankenslotting of course helps get the most out of this slot hungry build, and really brings down end consumption through endredux, but I feel like I'm missing something here. Here is my build as it stands:

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

    Click this DataLink to open the build!

    Oresteia: Level 50 Natural Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Cages -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(7), TotHntr-EndRdx/Immob(9), TotHntr-Dam%(9), Posi-Dam%(11)
    Level 4: O2 Boost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(43), H'zdH-Heal/EndRdx/Rchg(43), H'zdH-Heal/Rchg(46)
    Level 6: Quicksand -- RechRdx-I(A), ImpSwft-Dam%(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), RzDz-Acc/Stun/Rchg(15), RzDz-Acc/Rchg(17), RzDz-EndRdx/Stun(17), Stpfy-EndRdx/Stun(19)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(21), UndDef-DefDeb/Rchg(21)
    Level 18: Earthquake -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(23), UndDef-Rchg/EndRdx(23), UndDef-Rchg(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Super Speed -- Zephyr-ResKB(A)
    Level 24: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), GftotA-Def/EndRdx(29), GftotA-Def(31), S'fstPrt-ResDam/Def+(31)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
    Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(36)
    Level 30: Thunder Clap -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(46)
    Level 32: Animate Stone -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Dmg(37), SvgnRt-PetResDam(37), ExRmnt-+Res(Pets)(37)
    Level 35: Tornado -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(40), BldM'dt-Dmg(40), BldM'dt-Dmg/EndRdx(48), SvgnRt-Dmg/EndRdx(48), KinCrsh-Rechg/EndRdx(48)
    Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Ruin-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Det'tn-Dmg/Rchg(42), RechRdx-I(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg(46)
    Level 47: Earth's Embrace -- Mrcl-Heal/Rchg(A), H'zdH-Heal/Rchg(50), H'zdH-Heal/EndRdx/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
    Level 49: Recall Friend -- Range-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 5.5% Defense(Fire)
    • 5.5% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 8% Defense(AoE)
    • 3.6% Max End
    • 10% Enhancement(RechargeTime)
    • 21% Enhancement(Accuracy)
    • 5% Enhancement(Immobilize)
    • 5% Enhancement(Held)
    • 91.6 HP (9%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 6.9%
    • MezResist(Immobilize) 4.7%
    • MezResist(Sleep) 6.35%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 26% (0.43 End/sec) Recovery
    • 6% (0.25 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 20% Resistance(Fire)
    • 20% Resistance(Cold)
    • 20% Resistance(Energy)
    • 20% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)

    I mostly team, but do solo off and on, and have no major problems doing either at the moment. My usual solo strategy is to leverage the cages' -kb to turn LS and tornado into AOE grind machines while stoney and I pound away.

    As far as power choice goes, I'm fairly happy. I do vaguely want rock armor and considered that instead of recall, but the visual just doesn't fit the character at all. Recall is handy for stealthing and hauling the team to the end to speed up quite a few troublesome missions. I would be happy for input on any aspect of the build, but I'm mostly interested in what other earth/storms out there have done with their IO build. Whether you built for bonuses, purely frankenslotted, or the usual combination of the two, how did you leverage IO's in your build?
  21. Well if you are going for the deftroller thing, skipping detention field in favor of scramble thoughts might be a useful compromise. Caging does have the occasional nifty use in some AV encounters, but is a fairly fiddly thing in normal pve.

    Other than that it looks like pretty solid power choice. I do find repulsion field to be a handy tool on a FF, as you do not have the kins' constant desire to be near your enemies. RF gives you an on-demand surgical knockback tool to help manage the situation through either grouping or total knockback chaos if necessary. I consider RF superior to force bolt for this purpose, though others may disagree.
  22. What I am saying is that it would present them with a situation in which it would almost always be desirable to nuke. Mez would be like a license to nuke. Better to nuke than sit there and do nothing! I'm more interested in getting people to click on the nuke than I am in finding ways out of mez, but I do think it would be fun to explode your way out of mez.

    It may not be a perfect or incredible idea that addresses any major concerns for defenders or anyone else for that matter, but I do think it would be fun and bring a little more attention and some small utility to defender nukes. Of course I have no expectation of anyone magically implementing this, but it is fun to speculate about what could be possible and useful.

    Allowing them to nuke while mezzed would of course encourage them to nuke more! It would encourage them to nuke when mezzed. Nuking when mezzed versus nuking never or only on random whim is more nuking.
  23. Given that the lack of need for stamina and single target heals frees up your build quite a bit, it might be handy to have rez for those times you just screw up. I have an emp/sonic staminaless build, though he is built for regular team play. You could sub out the recall/tp for CJ/SJ, and perhaps take Shout instead of Heal other. Here is the basic framework of what I use anyhow:

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

    Click this DataLink to open the build!

    Mr. Lincoln: Level 50 Science Defender
    Primary Power Set: Empathy
    Secondary Power Set: Sonic Attack
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal(5)
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), RechRdx-I(19)
    Level 6: Scream -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23)
    Level 8: Clear Mind -- RechRdx-I(A)
    Level 10: Resurrect -- RechRdx-I(A)
    Level 12: Fortitude -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/Rchg(23), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), Krma-ResKB(27)
    Level 14: Recall Friend -- RechRdx-I(A)
    Level 16: Teleport -- Jnt-Rng(A), Jnt-EndRdx(29), Jnt-EndRdx/Rng(29)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31), EndRdx-I(48)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(33), GSFC-ToHit/Rchg(33)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal(36)
    Level 28: Vengeance -- S'dpty-Def/Rchg(A), RedFtn-Def/Rchg(36), LkGmblr-Def/Rchg(36)
    Level 30: Siren's Song -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(37), FtnHyp-Acc/Sleep/Rchg(37), FtnHyp-Acc/Rchg(37), FtnHyp-Sleep/EndRdx(39)
    Level 32: Adrenalin Boost -- H'zdH-Heal(A), H'zdH-Heal/Rchg(39), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Rchg(40), Dct'dW-Heal/Rchg(40)
    Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42)
    Level 38: Dreadful Wail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Rchg(46), Oblit-Dmg(46)
    Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(48)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Amplify -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Force of Nature -- TtmC'tng-ResDam/Rchg(A), RctvArm-ResDam/Rchg(50), Aegis-ResDam/Rchg(50), ImpArm-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 4.5% Max End
    • 3% Enhancement(Stun)
    • 60% Enhancement(RechargeTime)
    • 42% Enhancement(Accuracy)
    • 12% Enhancement(Heal)
    • 5% FlySpeed
    • 68.7 HP (6.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 6.6%
    • 12.5% (0.21 End/sec) Recovery
    • 8% (0.34 HP/sec) Regeneration
    • 7.88% Resistance(Fire)
    • 7.88% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% RunSpeed

    If you do drop the rez I would likely suggest either maneuvers or shockwave in its place. I don't run out of end easily on this staminaless build. Even pre-AB, alternating RA's will be plenty to keep you guys floating on an end surplus. I definitely wouldn't worry about the fitness pool. The only exception there is hurdle if you are going the SJ route, as it makes both CJ and SJ significantly faster. Swift not so much. Vengeance may not be super important, but it's low-hanging fruit when you already have two leadership powers, and if you have veng+rez, there's no stopping you at all even if you screw up badly.
  24. Quote:
    Originally Posted by Wavicle View Post
    I think that you should try playing a defender with a debuff primary and then come back and tell us again how bad defender nukes are.
    I believe I specified that I do indeed take, use, and enjoy my defender nukes. I have played every defender primary to a significant level and can appreciate what the nuke adds. I am in no way saying they are lacking or bad. I am saying that I am disappointed to see many defenders either skip or not use their nukes, and this makes me sad. Perhaps something small like this would prompt them to use the power more often. I'm not saying this is true of my good defender friends, but of the majority I run into while pugging. The suggestion is a fairly minor modification and would not have a huge impact on how I use my defender nukes, but it would be useful and might possibly get some previously unblasty defenders to pay more attention to that bomb in their pocket.

    Maybe instead of ignoring their nuke, at the very least when mezzed they might say "Hey, may as well nuke!"

    As to the list of primaries that are more compatible with nukes, it's true that some defenders risk less by popping the bomb. If you are mezzed your toggles are already dropped though, and you aren't actively contributing with clicky powers either. Nuke your way out of that mez! Now there is a situation in which it would be desirable for any primary to nuke! Sure you have no end when it's over, but you've accomplished something useful where you would otherwise have been standing there mezzed for as long as the crash recovery lasts anyhow.
  25. I really don't have a huge issue with mez on my defenders. It can be irritating at times, but I don't have a problem dealing with it on the whole. The main issue I am addressing here is the reluctance of many defenders to use or even take their nukes. As to the break free issue, that is partly why I don't think it would be an unbalanced addition to the power. I'm not suggesting this as a core mechanic change to defender nukes, but simply a small, useful perk that would introduce a new reason for a defender to use their nuke.

    Previous situation:

    Defender held, no break frees in inventory: Oh no, my team is without my wonderful support, I am temporarily useless!

    New situation:

    Defender held, no break frees in inventory: Well, I'm held with no break frees, but wait! (Dreadful Wail). Oh boy, now all my enemies are stunned and/or dead! Though I have no end to assist in other ways, at least I bought us some time/ended the battle.


    This isn't a suggestion meant to rebalance the Defender AT but merely a useful and thematic addition to an underused class of powers. Personally I do use my defender nukes with fair regularity. I enjoy the secondary effects and the big chunk of damage. This mechanic would allow defenders with nukes to add some support (and damage!) in a situation where they could not always before. As you noted it is on a long recharge and the effect can be reproduced with a break free. These are some of the main reasons I don't think it would affect the balance of the AT or secondary sets.