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Posts
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Posting from work so I don't have access to the set bonus listings, I personally think the armors are overslotted BUT if you are going to 5 for a particular set bonus that can be a good reason to overslot.
Don't really have any experience with NB but heres my EA thoughts for the build.
Energy drain is much more potent of an endurance recovery tool then it is a heal. The heal is fairly minor (I believe it's about 35 HP per target base at lv 50) and I personally prefer to slot it for end mod so I can get a full end bar off 2 enemies. Overkill you say? possibly but:
Energy drain, especially slotted out, eliminates the need for stamina. Also, when you're fighting AVs you are unlikely to have multiple targets to drain off of, and getting half an end bar back every 30 seconds is usually enough to keep me going. I like a full set of efficacy adaptor in energy drain personally.
Other then that, you got all the key powers, and I'm pretty sure the ones I would say are overslotted you have that way for set bonuses.
Oh and on combat jumping, it's not that the slotting you have there is bad, from a defensive standpoint I'm pretty sure it's good, but I'm a fan of sticking a jump enhancement in there :P -
Slot some endmod into it, it still won't kill them but if my blaster can turn TB into a full drain attack by itself a defender should be able to as well. Bonus points: TB hits them with a recovery debuff as long as the one it hits you with, so it's effectively a mez when it bottoms out their blue bars. And since it's not magnitude based, works on bosses (but not AVs.) Admittedly most enemies get back into the fight quickly once the debuff wears off (assuming you know, survival) but it still takes a couple ticks of end before they can ramp up to their big hitters again.
[edit] added boss comment -
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Can I nominate the blaster version of frozen aura?
A PBAoE minion only sleep. Don't let the large (and admittedly cool) animation fool you, it only extends out as far as ice patch. I would be so happy if the blaster version got the tank version treatment. -
Admittedly I don't have much room to compare (besides a very short lived MA/Regen) but I love my DM/EA/Lev stalker. Hits like a speeding semi and never stops.
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I can see this working but it sounds...off to me. Mostly because of the presence of masterminds. A Ninja MM is effectively +5/+6 pets in range, and if a merc hits gang war. It just feels a little "too good to be true" for pets to count, maybe if there's a cap.
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This, so this. I'll admit I tend to default to defense if I don't have another priority in mind but it's all about what you want from the build. Take my stalker for example. I was content with where he was on survival, so I focused on getting +damage set bonuses. Sure I got some defense on the way (either from sets I was building for +dmg or in powers that didn't have sets I could use) but the main focus was getting that +dmg as high as possible. My empath built for recharge to get the powerhouse buffs back. My controller DID build for defense, but starting with forcefields meant I didn't really have to sacrifice much in the way of slotting. I'm all for having an IO goal but my general policy is not to change the number of slots I'm giving powers much from SO levels. An extra slot is one thing, 4 slotting a power I normally wouldn't add anything too to get a set bonus is something else.
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Pretty much, in my (somewhat limited) experience it's somewhat less reliable than softcapping melee/range/AoE as some debuffs have position tags but no damage tags (seeing as they do no damage) but in most situations they are equivalent.
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I don't believe TB returns endurance to you, that is limited to the ST attacks. That being said, I AM a fan of endmod slotting in TB because of the full end drain you can reach with it (I don't have PB to boost it.) Sure the bosses are still alive, but they aren't hitting back with no end bar and a guaranteed recovery debuff.
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My stalker has this too and so far I've mainly used it to buy some time for an ally over her head to recover a bit. I've also used it a time or two to get through a spawn to a priority target after I've been locked out of jumping. As any stone tank will tell you, when you can't jump and you're being surrounded by minions it's hard to get places. That said, the pulsing for defense thing sounds handy (and it's not the first time I've heard it) and it sits on my list of "things I can use to mitigate more but rarely do" along with waterspout and touch of fear, and to a lesser extent, spirit shark jaws.
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I went the dayjob route on my stalker, it really is pretty handy. There is admittedly some startup time since you need 2 day job badges to start getting charges, but I find myself using the charges pretty slowly once I have them. On the plus side, it means I don't need to devote 3 powers to it in my build! (admittedly, I've got a couple "for fun" powers so I could probably fit it in if I tried) I actually need to build up some charges on that again, think I'm down to 3.
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Quote:Unless by "even when RA is down" you mean "I don't use RA" I think that's the issue. Your FF defender has higher toggle costs (assuming similar toggle slotting) but this is presumably offset (if not more then offset) by the superior recovery bonuses. However, I have found builds that have "free endurance" powers (recovery aura, power sink, energy absorbtion, etc.) are EASIER on the blue bar as you rack up recharge bonuses rather then harder like most builds. If you have AB at perma then (hasty math but I think I'm about right) you can have RA up 3/5 of the time. Averaging it out over time (admittedly not the best measurement of RA) thats the equivalent of +120% recovery, which I'm pretty sure is impossible to get through IOs.I'm not so certain about the claim that no defender benefits more from vigilance than another. I haven't run the numbers to check but from playing both:
My Emp/Dark/Dark doesn't run out of endurance unless he is solo even when RA is down. He's a high recharge build having AB set up for perma. I can't remember a time any where with in the last year that he was teamed that his end bar was down more than 25 endurance. He runs his epic armor, Tactics, Manuvers, and Assault. He has Stamina 3 slotted but doesn't have any of the Uniques in Health.
My FF/Dark/Dark is a high defense build. I don't have or run hasten and I have set bonuses that give me a total of 28% global recharge. I have health slotted with Miracle +, Miracle Heal, and Numina +/+. Thunderstrikes give me recovery bonuses, Gift of the Ancients in the grantable shields give me more recovery and increase my max end. I have stamina 4 slotted. 2 level 50 generic endmods, a level 50 performance shifter end mod and a level 25 performance shifter proc.
I run Dispersion, Manuvers, Assault, the Epic armor, and Hover. Even on a team of 8 after I've bubbled the team if they stay inside dispersion I can run through an entire bar of end just from blasting, drop in and use Dark Consumption, and empty out the bar again and finish the fight just floating in the air waiting for my end bar to recover. That's not a rare occurance that's a common occurance happening at least once in a typical defeat all mission and happening nearly every time in an AV fight or Multi EB fight that you can get on ITFs. -
I can't really comment on the DB side as my only DB character is a tanker and the stalker version is different. On the EA side here's what I see.
Energy Protection: While it's not going to hurt you any to slot this, I'd probably say it's low priority. The resists are nice but the powerset is primarily defensive.
Conserve Power: Not needed but I can see keeping this for emergencies (or crashes) but I'd probably drop it to the base slot. Energy drain is that good (once slotted.)
Overload: I'd probably leave this at 3 recharge and be done with it, it will cap all your defenses with plenty to spare if you keep your toggles up.
Hide, Kinetic Shield, Power Shield, Entropy Shield, and Energy Drain all look good.
As an aside, I wouldn't consider it a dealbreaker to not have but hasten combines really nice with energy drain. -
Just for something different, I love my DM/EA, a lot. One of the big draws was the bottomless end bar even before IOs (no stamina on this build) and despite EAs less then optimal reputation (although I don't really see people calling it outright bad anymore) I found it to be a solid combo.
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Pretty sure there's a code reason we haven't seen this. As I recall (not that my memory is perfect, I may be wrong) adding toxic defense to the game was either impossible or prohibitively difficult (pretty sure it was option 1.) Thus, force fields give toxic resist instead of defense. Adding a set focused on dealing toxic damage would pretty much necessitate either A) Adding toxic defense so as not to screw over typed defense sets or B) Giving all typed defense sets toxic resist in their defenses (not that this doesn't exist, but it's generally minor, expecting that toxic attacks will also have another damage tag so the main armors can stop it.) And really, toxic protection even for resist based defenses, is sometimes found in odd places where it probably won't be taken advantage of (dull pain and clones, healing flames.)
All that being said, while I wouldn't expect one it would be nifty -
My stalker is a DM/EA and I love him. The DM is specced pure single target (skipped shadow maul) and EA is his defense and a bottomless end bar. He annihilates targets quickly then moves on to the next (I IOd him out for a global damage boost rather then defense.) The tohit debuffs in DM do a lot to make up for the less then capped defense against difficult single targets. I have tanked everything up to and including AVs (I tend to hit kinda hard, if no one has actual taunts, I'm getting aggro from whoever I'm killing.) Admittedly psy EB/AVs can be a problem, defense hole you know, but everything else I've been able to take.
General comments on EA:
I really like the set, there is no need for stamina, it can add a bit of survivability through end drain if the fight drags on, and it's reasonably solid even without that. That said, the psy hole is very apparent at times, you WILL learn to hate Tarantula mistresses, and don't even TRY Makos arc alone. It has some hard to come by mez resists if you PvP (I don't, but repel protection could be useful in AE too...note to self make a high end FF user in AE) Aside from the psy hole the only things that ever get me about the set are that the typed defenses let some debuffs through with no resistance. You'll get webgrenaded (for example) pretty easily. Having noticed that I spent more time on the faults then why I like it let me reiterate, I really like the set. The bottomless end bar is a lot fun (fully slotted it's half an end bar per person nearby, + a small heal.) Repulse is pretty skippable but can be a fun power on occasion. Fairly recently I used it to rescue a melee friend who was in trouble. Hit repulse, ran over, and kept things out of melee long enough for her to get back up to speed. -
As has been said, Permfrost is certainly skippable but it does have things going for it.
The slow resist isn't of utmost importance on an ice tank as you already get good slow resist, but it is nice to have more of that slow not require enemies. Say I arrive late to a fight with knives, permafrost helps the caltrops slow me less until I can I can get into EA range, where they stop slowing me at all. The fire resist is nice, helps patch up a hole in your defenses. It will still be a hole of course, just a bit less of one. Is it vitally important to have permafrost? No but it's a non-negligable boost. I personally have it on my ice tank but I just left it at the base slot.
Wether you take it or not would ultimately depend on how tight your build is, just as a comparison. People are advocating taking tough instead, I had a Ice/DB tank and I wanted all the combos (or at least sweep + attack vitals, which means you take about everything :P) so I was running very short on power picks. Permafrost made a great place to stick the unique with minimal investment of my very limited power choices, and even without the unique (which I actually don't have yet, haven't IOd her) it gives tangible benefits. -
I believe the chance for +recharge used to boost the attack speed of the pet. Shouldn't now AND I think it had the (amusing but often detrimental) effect of causing the singularity to rush into melee.
All that said, if you don't need set bonuses I find my sing does very well with 3 dam/mez hamis, an accuracy, and the +resist pet bonus. Admittedly I'm speaking from a grav/ff controller standpoint but even when it's not bubbled (and also presumably out of the resist aura range) it does pretty well. Granted, the earliest you can slot that way is 47 but the hamis weren't too expensive when I got them.
And also, did not know that singularities attacks were untyped. That explains sooo much about how those consigliers(sp?) managed to hold my stalker through t9-capped defenses, and why it seems hyperaccurate at times. The times you notice it hitting most is when it's an enemy thats evading everything you throw, and you still see sings damage numbers because it's ignoring non-base defenses. -
Quote:Yes, singularity is SO awesome. Any pet that you can leave with an elite boss while you deal with an ambush (and I had crap damage, had to hide in PFF to regen at times) and it will still be there when you get back to it is awesome. Then there was that time it pinned a freakshow to the CEILING in a respec trial. I realllly need to figure out a way to make that happen on command.Haha I seriously was looking for someone talking about how Awesome Singularity is...the bad part most people never get to experience how awesome he is due to Grav being tough for most to play
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After hearing all the good things about phantasm, I think I may need to play my lowbie illusion controller more. -
Quote:Not that this in any way diminishes your point but thought I'd point out: PBd forts are more accessible to controllers then defenders. Defender PBU takes twice as long to recharge as controllers PB. Controllers also get better modifiers on PB iirc. (My emp would kill for the controller PB :P)I have found that with PB Fort I rarely need heals at all for my team...much less AP.
When you can powerboost fort 3-4 players at a time, theres few teams that should have players in trouble enough to need healing. You fort the scrappers and blasters and everything exept STF Recluse is basically a neutered bunny.
If you run into a AV/GM maybe a poorly IOed tank might need a PB fort too, but in most circumstances, I slap my buffs on the damage dealers, then start trowin phantom armies and stuff- my healing rarely comes into play.
With IOs nowdays, theres really a lot less holes in builds that healing needs to plug. Many players cap def on their own, and those that dont just need the aforementioned PBed Fort to keep them green. Not getting hit means not needing heals.
Its actually a nice change in how my Ill/Emp plays. I nowdays spend alot more time buffing and casting PA/ST/blasting because the heal clicks are so infrequently needed on teams.
None of this might apply to those who dont slot membrane HOs into their fort, or who dont rely on PB, but once youre properly slotted up, you really can drop the extra heal power for something you will use more. Or just keep a second build with AP/ Heal Other just in case you do MoSTF... cant think of any other time youll ever really need AP.
As I said your point still stands. My empath usually gives the PBU-Fort to the most AoE happy blaster and just lets em go to town. I spend (far) more time blasting then healing as a general rule. -
Quote:I seem to recall regen scrappers being the preferred hami tanks at one point. Hell I attempted to tank the old hami raid on my empath. In hindsight (being 20/20 and all) I probly could have pulled it off if I had played a bit better, as it was the PAs and I kept trading aggro so they swapped me back to healing a real tank. All that was really required to tank hami were the abilities to hold aggro and to survive one hami hit (this was pre one shot code. Fun fact, hami could one shot defenders, but if you had the HP boosting accolades you'd have a sliver of HP left.) 7 empaths pumping you full of heals/regen from the support team pretty much meant that if the shot didn't kill you, you'd be back to full before you got shot again.What does Granite have to do with it?
Did I ever bring a non-Granite tank? Yes.
Even better: Was I ever lead taunt on a non-Granite tank? Yes to that also.
P.S. A yellow dawn also resulted in epic, crippling lag as the number of entities in the area instantly doubled. -
Going to pretty much echo what seems to be the common sentiment. AP is nice, but ultimately skippable if you need to make space in your build. Once upon a time I used it heavily (approximately every 2 minutes. Hello heart attack tankers!) but now it mostly sits unused on my power bar. Sure 95% of the time I don't need it, but that 5% of the time that it's handy I'm really glad I have it. Admittedly this is AFTER everything is slotted out (not necessarily IOd, just that you have all your slots placed.) At early levels it's very handy to have a second heal, even if you are less capable of mitigating APs drawbacks. As heal other gets better slotting AP's usefulness goes down and the buffs also (greatly) diminish the situations where AP is necessary.
For the record, my empath does still have absorb pain but it's 3 slotted for straight up heal rather then holding a set. This lets it still be a big burst heal but since I rarely need it to begin with and even rarer do I need to spam it I'm not really missing the extra recharge that more slots would bring. That and I was running out of slots to place. -
Couple quick thoughts (I'll try to get back later with a bit more detail, on my way out right now)
1-I would move powersink up, a lot. Power sink is VERY nice, fully slotted it gets you half an end bar back per enemy every 30 seconds.
2-In combination with above (and energize) you really don't need stamina. You of course still can take it if you want, but it's far from needed. -
Seconded. Sitting in melee and fighting it out contributes far more damage in the end then running away for another AS, and it's not like stalkes are super squishy so you have to run away to survive. My stalker (DM/EA/Lev) is pretty far from squishy, and this is without having taken weave or IOd for defense. I'll admit, he's got some bonus defense, but most of the IO defense bonus he has is because it was in the same set I wanted for some other reason (ie: Makos Bite and +damage.)
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I know my energy aura stalker replaced stamina with energy drain, don't see why elec armor couldn't do the same with powersink.