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I posted this in the defender forums, but it was pointed out that it might be more appropriate here.
Just a little idea that popped into my head playing my emp/sonic the other day. Wouldn't it be neat if defender nukes could be used while mezzed, or even acted as a break free? One of the main complaints about using nukes is that it disables your ability to actively use your primary to defend the team for a short bit. Sure, most of the nukes have a nice debuff or stun to counteract this, but it is still the perception. If you're mezzed you're sure not using your primary or any other powers to defend! This would give more defenders an incentive to actively take and use their nuke, and it would be used in situations where it's impact would be most appreciated.
I'm not sure how this might work with crashless, quick recharging powers like rain and full auto. Perhaps they could be simply used while mezzed, while the big nukes are usable and act as a break free. The recharge is slow enough on the crashless nukes that you wouldn't be making a mezzed attack chain out of it any time soon, but the damage is significant enough that it could be quite helpful.
The longer recharge normal nukes are on such a long timer that I don't think this would be an abusively powerful anti-mez strategy.
What do you think? -
Just a little idea that popped into my head playing my emp/sonic the other day. Wouldn't it be neat if defender nukes could be used while mezzed, or even acted as a break free? One of the main complaints about using nukes is that it disables your ability to actively use your primary to defend the team for a short bit. Sure, most of the nukes have a nice debuff or stun to counteract this, but it is still the perception. If you're mezzed you're sure not using your primary or any other powers to defend! This would give more defenders an incentive to actively take and use their nuke, and it would be used in situations where it's impact would be most appreciated.
I'm not sure how this might work with crashless, quick recharging powers like rain and full auto. Perhaps they could be simply used while mezzed, while the big nukes are usable and act as a break free. The recharge is slow enough on the crashless nukes that you wouldn't be making a mezzed attack chain out of it any time soon, but the damage is significant enough that it could be quite helpful.
The longer recharge normal nukes are on such a long timer that I don't think this would be an abusively powerful anti-mez strategy.
What do you think? -
Just as an update to this, you are right. I was on a team earlier where my recharge was enough for the ideal cb, havoc, blaze, shock chain and it was impossible to maintain without outside endurance sources. My usual chain includes flares from time to time which significantly slows down end consumption at the cost of damage.
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When on an AV I do run nonstop cbraw, havoc, blaze, and shocking, though my build isn't juiced enough for recharge to make that absolutely seemless, so flares or fireblast make their way in at times.
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Teleport is combat movement and world travel in one power. Fly and superjump are supressed and not ideal for combat, though hover and CJ fit the bill nicely.
With teleport my tank can instantly respond to a situation over THERE. My empath can teleport around hami and pop buffs and heals on multiple groups without neglecting the taunter. Instant battlefield positioning is a powerful tool, though perhaps less desirable than CJ and hover in tight quarters. Teleport does require a little planning and placement to use, but it helps you out of a lot of situations that normal travel powers couldn't. As noted before, it's tough before stamina and slotting, but I feel that the power is balanced.
That said, my favorite in battle travel is still combat jumping +hurdle. -
My fire/elec blaster doesn't have to use power sink every 30 seconds. Not even every minute or two unless I'm nuking/power surging.
The dom does look like a fun and effective build though. -
I just specced out of thunderstrike on my fire/electric. I gave it a shot for a long while, and while the animation and KB can be amusing, it really just sat there on the bar looking pretty. Keep in mind only the rather small energy portion of the damage is distributed in the aoe of TS. Frost breath is very solid damage with great end efficiency. It does take a few seconds to animate, but the payoff of up front damage in a ranged aoe with quick recharge is worth it in my opinion. You don't have a lot of options if you want to participate in team aoe on an ice blaster.
The rest of the blaps in /elec are pure gold. Havoc+CB will two shot most minions and put a nasty hurt on anything else. Shocking grasp really let's you leverage stacking holds without disrupting your damage output. Bitter freeze ray, with it's still long animation time and mediocre damage, will likely play a far distant second fiddle to shocking grasp as a hold stacker. -
I'm not saying it's absolutely necessary, as most of my attacks do have endredux, and I do not have to regularly rely on power sink. As you noted, against AV's it can sometimes be handy to have it up a bit more quickly and more importantly more potently. This usually has more to do with crash recovery from nuking or surge of power than regular end usage.
You are right in saying that those two slots might be better spent somewhere else though. The real question is where I would place those slots. I could move them to E-fence and get a bit more ranged defense with thunderstrike and some enhancement on a power I don't use too often. Perhaps I could drop a recharge apiece in the sixth slot of two of my aoes, giving me a smoother aoe chain for those particularly target rich environments. Or maybe another recharge/resist slot in surge of power to max it out and a slot in fire ball for a bit more recharge. I just don't have any truly inspiring ideas for those extra two slots. Any suggestions? For record, here is my current build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Blind Mouse: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7)
Level 4: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(33), Mako-Acc/EndRdx/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dam%(17)
Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dam%(21), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(25), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 26: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(37)
Level 30: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dam%(34), Mantic-Dmg/EndRdx(40), Mantic-Dmg/EndRdx/Rchg(43), Mantic-Dmg/ActRdx/Rchg(43)
Level 32: Inferno -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(34), Erad-Dmg(36), M'Strk-Dmg/Rchg(36)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36), RechRdx-I(37), Efficacy-EndMod(37)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(50)
Level 47: Charged Armor -- ResDam-I(A), ResDam-I(48), S'fstPrt-ResDam/Def+(48)
Level 49: Surge of Power -- ImpArm-ResDam/Rchg(A), Aegis-ResDam/Rchg(50), TtmC'tng-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 29.6% Defense(Energy)
- 29.6% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 36.4% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 33.8% Enhancement(RechargeTime)
- 48% Enhancement(Accuracy)
- 12% FlySpeed
- 67.8 HP (5.62%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 9.9%
- MezResist(Immobilize) 9.9%
- 15.5% (0.26 End/sec) Recovery
- 12% (0.6 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 12% RunSpeed
With combat jumping active I am at 38.2 ranged defense. More of this or extra recharge are the only IO set goals I would be terribly interested in beyond what I have already. Otherwise simple more efficient use of those two slots for power enhancement.
I guess a lot this comes down to personal play preference, but am I missing something majorly useful I could do with those two extra slots in sink? -
I did end up doing this respec the other day, and moved around some things to taste. I do like having power sink maxed on end and recharge, as I am extremely aggressive in my end consumption and like the benefit of good +end against a single target (av's and such).
You're right on thunderstrike though. I had the power for a while just to try it out, and for some reason left it in my respec build without thinking about it too hard. I never used it except when under extreme -recharge. I have replaced it with 5 slotted blazing bolt mostly to mule the manti sting set and for the occasional utility a snipe brings. I shifted the two extra slots from elec fence to combat jumping and superspeed so I could two slot zephyr in both for more ranged defense action.
I'm going with the general advice here and picking up surge over EMP. It seems more reliable and buys me more time than EMP. Also it looks super neat and fits my concept nicely.
My overall goal with the build was to squeeze as much ranged defense into my toon as possible without going too far out of my way with power selection and otherwise non-optimal slotting. I picked up recharge and accuracy as tasteful side dishes when possible, and ended up with a good chunk of recovery as well. -
I'm planning a respec for my little engine of destruction and would like some input, as this is the first blaster I've gotten to a significant level. I'm focusing mainly on ranged defense, but not going gung-ho for the softcap. I have tried to slip in the defense along with a healthy dose of accuracy and some recharge without sacrificing prudent power slotting. A few other nice bonuses show up along the way. I usually group with him, but do like to solo from time to time, and can run him with some success even without ranged defense, so I figure the 30ish he's getting here should make life a lot easier. As a pleasant surprise, the build ended up with a significant number of +recovery bonuses. He's currently at 45, but these are my projected plans:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Blind Mouse: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/Rchg(37)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), RechRdx-I(21)
Level 4: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(33), Mako-Acc/EndRdx/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dam%(17)
Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Speed -- Run-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(25), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 26: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Combat Jumping -- Krma-ResKB(A)
Level 30: Thunder Strike -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Dmg/Rchg(43), Erad-Dmg(43)
Level 32: Inferno -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(34), Erad-Dmg(36), M'Strk-Dmg/Rchg(36)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36), RechRdx-I(37), Efficacy-EndMod(37)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(50)
Level 47: Charged Armor -- ResDam-I(A), ResDam-I(48), S'fstPrt-ResDam/Def+(48)
Level 49: Surge of Power -- ImpArm-ResDam/Rchg(A), Aegis-ResDam/Rchg(50), TtmC'tng-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 31.1% Defense(Energy)
- 31.1% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 31.1% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 48% Enhancement(Accuracy)
- 26.3% Enhancement(RechargeTime)
- 12% FlySpeed
- 94.9 HP (7.87%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 9.9%
- MezResist(Immobilize) 9.9%
- 17.5% (0.29 End/sec) Recovery
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 12% RunSpeed
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One thing in particular I would like some input on beyond general build choices is the electric APP. I like static and use it now to round out my aoe attack chain on teams. I know I want the hold to stack with my current hold. I know I want the armor for general survivability. I was a bit torn between surge of power and EMP. I chose surge as my emergency power because when stacked with the armor it caps my resists for the most important damage types and lasts a very long time, giving me endurance all the while. The downside is the crash, which I think I can manage well with power sync. I wonder though if EMP's faster recharge and more forgiving crash might be worth relying on it to hit and losing the temporary recovery.
What do you find to be more useful for those nasty situations? -
The proc he is referring to is a self buff to recharge, not an effect on the enemy.
The proc has a chance per enemy of firing, so yes, the more enemies you hit with shockwave, the more likely you are to receive the buff from force feedback.
This proc is a very solid choice in aoe knockdown and knockback powers that you use as a regular part of your attack chain. If you only use shockwave periodically, even if the proc goes off every time, it might not be very noticeable. -
Quote:I'll have to disagree with this. In every MMO I've played that has an auction block I have been able to float my market boat quite nicely, and at low levels without any significant startup money. I actually maintained my WoW subscription for several months beyond normal a few times only because I found the market entertaining. Tens of thousands of gold a week for the requisite twenty minutes in the morning. FFXI was no different, though there were longer turnarounds on the very profitable items. Even now one of my good ebil friends playing Aeon is turning that market into a machine of obscene profit.I've played a lot of MMOs, and this is the only one I've seen vehement complaints about the market in. It's also the only one I'm aware of where you can get fabulously wealthy within a month without actually having to play the game if you know what you're doing.
Although the numbers might be higher in CoX, the margin is pretty typical, and perhaps less abusive in many cases because of the combined server market. The reason there is more discourse on the CoX market I'd say is because the truly ebil ones are actually willing to talk about it and share their methodology. -
I would be disappointed to see a kin without SB, but as long as he effectively used his other powers I wouldn't complain, though I would certainly miss the crack.
Kin is an extremely flexible build though. I found that on my kin/rad at least I did not have to sacrifice a single power I would want solo by getting all my team oriented powers. I see you have conserve power here. I can't imagine a situation where that would be remotely necessary for a kin. How do you incorporate it into your strategy? I might suggest at least switching it out for Repel, which can help exercise more controlled knockback on demand, and is just fun in general. If you hate repel or just want to rely on /energy for KB, you could perhaps get some small use out of aim.
Also, your use of performance shifter +end proc in transference will actually proc the +end on your enemy, not you. I would recommend frankenslotting transference instead for max recharge/endmod, and healthy acc. You will then have a much more reliable endurance crutch and have to worry even less about CP. You're not really getting anything terribly useful out of the perf shift set bonuses here anyhow.
I find Siphon power to be a great tool for solo kin as well, and I see you have it with only the default slot, and an endred at that. I really think that if you reconfigured transference you wouldn't need endred in anything as a priority, especially since you chose stamina with this build. I would at least shift the extra endredux slot from assault over to siphon power and switch one slot to acc, one to recharge. Perhaps find another one or two slots to trim and shift to siphon for more recharge as well. SP is excellent against tough bosses when solo, as defender damage even when boosted by kin can take a little while to eat through those guys, and you often don't have all the targets to FS off when fighting in such situations. -
I just had to make a thread about mace. I love mace! The noises, the knockdowns, the rrrip of your unwieldy club. My inv/mace just hit 38 and picked up crowd control, and I can't say I've ever had more fun with a tanker secondary. I don't suppose there's a real point here.
I love mace! -
I see you put the placate proc from fortunata's hypnosis in Siren's. What sort of effect does this have on your solo/team use of this power?
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If you drop it and don't take irradiate you'll only have one aoe. Ehaze is a good cone of course, but consider that neutron bomb can hit 16 targets instead of 10. Irradiate ticks over a few seconds, so although the damage may not have that initial pop, it actually does comparable (if not better?) damage than Ehaze and neutron bomb. The ticks are pretty quick, so it doesn't suffer so much from combustion syndrome (you're dead before they're dead). Irradiate also activates very quickly and has a large radius. I would honestly try to work at least one of these two lovely powers into your build. My personal preference is irradiate, though I actually skipped ehaze in favor of both irradiate and NB on my defender.
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Quote:I went with karma because it's cheap and I have fort maxed out for recharge and defense already. Ideally I would pick up the botz and put some tohit buff in there, but not my highest priority with inf. I actually do have adj targetting slotted in tactics. Not sure why I had gaussian's in there in mids. I have two flexible slots in veng and force I could play around with. I was thinking of taking the previous poster's advice and putting one of those in endredux for RA. The other could go into Tactics for further endredux and the benefit of the extra accuracy set bonus. Thanks for the input!I'd look to get -kb in Recall and or Teleport (from the BotZ set). Once I did I'd either replace or move the slot elsewhere with the Karma -kb in Fortitude. Maybe GotA (def/rech and def/end/rech), LotG (def/rech and def/+7.5% rech), Adj Tgt (to hit/rech and to hit/end/rech) if you go with 6 slots. At high lvls the +to hit from Fort is nice but most teammates have few, if any issues, hitting. Exemp those same characters down and run, for example, Positron and face hordes of debuffing spectrals and they may appreciate all +to hit from your Fortitude they can get.
I'd love to move things around to 5 or 6 slot tactics with either Adjusted Targeting or Guassian's primarily to further reduce end usage. I'd personally lean towards Adjusted Targeting for +accuracy set bonus, as the other reason I like the set (over Guassian's) is redundant in the build already, the +recharge)
Overall the build looks solid. -
Well one of your biggest mitigation tools for any type of damage as dark/ would be dark regeneration, which you have sorely underslotted here. I would find some room to drop another slot or two in there to add some recharge and more endredux. I like to frankenslot it with healing, accurate healing, and taunt sets for maximum recharge and endredux with a chunk of healing and acc as well.
Even if you fight only PSI enemies through some sort of ultra extreme concept build, you'll want DR working well. -
Quote:I could definitely pull a slot from force and put it in RA, then frankenslot the thing to maximize recharge with a good chunk of endredux. I do like the recharge in CM, so maybe I'll pull the last slot from vengeance and drop it in there for an endredux. Fort already has a good chunk of endredux.When I leveled an empath without stamina, the biggest thing I noticed was that most of the empathy powers are real end hogs. I would slot some end reduction in fort, cm and recovery aura. Especially recovery aura at a base cost of 26. There's nothing worse than having unlimited endurance at your fingertips, needing it desperately and not being able to get it off because you're too low.
Any other suggestions here? -
I have my emp/sonic up to 43 now and am contemplating a respec. I currently have stamina, but even with blasting, buffing, toggles, and doing all my duties, the blue bar never really budges at all, especially when RA is up. I know Empathy is one of the primaries where it is practical to skip stamina, and between RA and conserve power, I don't anticipate problems there. I mainly team with this build, but do solo periodically, and haven't had problems soloing in my current build even without siren's song. I think adding song here will make that even easier.
For set bonuses I've gone heavy recharge with a healthy dose of accuracy while still maximizing enhancement totals of the important powers. I chose Force of nature instead of Temp invuln at the end of the build because I figure my regular healing or teammates will get me through any situation that TI would help with, but force could really help me in a tight spot as well as cover the end gap if I fall short. What are your thoughts on this?
Here is the build I'm planning on respeccing into:
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)
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), GftotA-Def/Rchg(48)
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)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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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
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My PB's name is Pale Force Conan, because he is Pale Force Conan. He runs with Pale Force Jim, his warshade buddy. We have to fight in the shade, but we produce our own light. Watch out for those lasers folks.
My warshade is The Love Worm, after the horrible virus that disabled mail servers worldwide. He looks like a techno-organic STD. We have a supergroup on Champion themed around computer problems incarnated as heroes. -
I ran a Sister Psyche today and every person on the team received exactly one recipe the whole time, and that was a mission reward on the same mission for all of us.
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Most of the kheld strategy and build guides still hold true. The first and best read in the section should be Plasma's guide. The major changes made to the AT (dwarf at any time, balance/sustenance in all forms) really don't have a huge effect on the basic way you build and use a kheldian. They do certainly enhance the traditional methods and make your life a bit easier. There are many directions you can go with IO's (the other major change since a lot of the guides) on a kheld, but the best value in my experience has been using frankenslotting to optimize enhancement value and save slots. On a warshade there are merits to a recharge heavy build. Beyond that, the old advice stands true!
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Here's another vote for skipping unstoppable or leaving it till very late as a last minute pick. Invuln is already a monster of survivability with a few good S/L set bonuses and the powers up to invincibility. Add tough/weave and nobody can throw you off.
As to the taunt issue I have tankers that went most of their career with and without. My Fire/EM managed to tank very competently even with the paltry AOE potential of /EM. My Inv/Mace found taunt a nice tool to keep aggro before Invincibility, and a great insurance policy after.
I would perhaps suggest trying it without taunt for a while to get a real feel for aggro control and good pacing. Add in taunt if you feel you're endangering your team too often or for the often mentioned purpose of AV/GM tanking. Note that this can be done well without taunt, but is not 100% foolproof as taunt is.
If you decide to go tauntless, be dauntless! Really push ahead of the team and adopt an aggressive playstyle. If you can get in there early enough and establish the group with gauntlet/auras/aoes, it will be pretty hard to snatch aggro from you. This is good tanker practice for most normal missioning anyhow, as it keeps the team rolling and helps prevent accidental squishy alpha aggro. I'll usually leave the previous group of mobs once I know it's down to a level the others can handle without pain. They mop up while I get the next package tightly wrapped. -
Has anyone found this to be in any way related to shadow shard specific issues? I run on virtue and am usually fine, but the shadow shard is basically unplayable. Horrible beyond playable rubberbanding constantly with mapserves every ten to twenty seconds.