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Posts
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Joined
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What ever he is doing, I hope working on Defenders is on that list!
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I built my SRs around level 35 IOs so that I still get the full benefit when you consider ED, but I can run TFs below that and get a nice set of bonuses. I've seen some builds using level 30s, but I'm not sure I want to go that low.
Example Focused Fighting 6 slotted
Level 50 Red Fortune= 57.52%
Level 45 Red Fortune= 57.02
Level 40 Red Fortune= 56.57
Level 35 Red Fortune= 56.08
Level 30 Red Fortune= 54.23
I would suggest using all level 35s for an all around durable toon, but I would suggest it for future toons. -
Nah don't ever delete, if anything sell them back to the stores, or if you have stacks of a particular item put them up for 1 influence. I put everything except for enhancement drops in the market.
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Another invasion perhaps?
Following the CoH website, Twitter and Facebook just to keep up with current CoX related news is becoming a full time job... -
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I guess they figure by 2012 it would have been 10 years since Spidey #1 and no one will remember it...
As far as casting goes, I wouldn't be surprised if they jump on the Twilight bandwagon and cast one of those vampire dudes for the chick factor. -
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I for one don't particularly link resistance based scrappers, my only resistance based Tank is only 21 and I haven't played him in a few years.
There are a few reasons why I don't like resistance based toons. One is the resistance set bonuses. IMO many of the bonuses are worthless to melee such as Mez Res to Hold/Stun/Sleep and Debt protection (Which should be removed and replaced in all recipes IMO). The defensive bonuses like those in Reactive Armor are just too low. Aegis is nice, but you can only 6 slot it once.
The other reason I dislike resistance sets has a lot to do with my playstyle. Resist sets get hit a lot, too much for me as I am slow. I have died so many times when playing my Dark Armor or Electric Armor scrappers because I fired off a heal or click an inspiration a second too late. For others this isn't a problem as they are quicker than I.
Defensive sets are just so much easier to cap and cheaper. If you decide to invest a lot into them you can even build a defensive based scrapper with decent regen.
I built a Rad/Sonic defender with 51% Ranged and 37% AOE defense, which was a lot easier to achieve than it would have been to cap even just one Resistance category. I am also building a Traps/Sonic Defender with 45% defense to all 10 categories; but I was only able to achieve 65% Resistance to two, Smashing and Lethal.
I think it comes down to personal preference, some of the best players I know swear by Resistance based toons. Resistance toons also have something SR doesn't, and they also do it better than Shield and that's taunting (for herding purposes).
With that said, I have never seen an AV or GM solo'er that relied on just Defense or Resistance or Regen, they have all been combinations, but the one thing that I have seen in common with them is they all have Defense. -
I'm not a PvPer nor a badger but I've find myself increasing bored while looking out for TFs forming. I wouldn't mind shaking things up a little and trying something different. I will be on by 6PM EST, I'll look out in global chat for a reminder.
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It would be nice if they would release some news or update the GR website, heck it would even be nice if there was an official HeroCon site that people could go to to hear the various news etc instead of all this hearsay.
I recall when the game first came out, we were promised quarterly updates, I can understand how a business model would have to change due to external forces like the economy, staffing, technology etc, but IMO they need to put out a schedule of updates and adhere to it as close as possible. These updates are supposed to be like comic book issues, I can not recall every hearing of a comic book issue being substantially delayed. As someone that works in IT I understand that projects fall behind sometimes, but when it's time for a deadline we work and we push in order to make it. I can't tell you how many times I've worked 18+ hours in a row to get things done.
Because of the holidays and Football, I for one have not been stressing over the fact that we aren't getting an update in over 6 months, however; I can feel my patience waining
With that said I'm still giving them the benefit of the doubt and am refraining from hitting that cancel button because I know even if the CoH team drops the ball from time to time, they usually recover and score.
But Football season is ending soon... -
KoA are one of the more annoying groups in the game, not only because of the caltrops, but also because there is no badge associated with them. I never lower my settings, because I usually forget to do it until after I get in the mission, so I know the pain of +8 KoA spawns.
Generally my tactics on my DM/SR is to simply kill everything in sight as quickly as possible and use Siphon Life when needed. But you only have the pool heal, I'd suggest you slot some interrupts in it, if not do what others suggest and just turn down the difficulty.
Good luck. -
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I have 2 kin defenders, one a Kin/Psy the other Kin/Elec.
You already gave reason's why you don't want Psy.
I'd stay away from Kin/Elec. Elec is poor on damage, and the endurance drain against PvE badguys is a moot point as it takes little to no endurance for them to use any of their attacks. You can use procs to get more mileage from your attacks but if you're going to go the generic route I wouldn't recommend elec unless it's for concept.
If you only plan on using generics I'd say go Kin/Ice for the holds/slows.
If you choose to go with a set build I'd you can try the following:
Kin/Energy: Use the +Recharge knockback IO's in each attack
Kin/Rad: Use -Res procs in each attack
Kin/Ice: Use Hold procs in Ice Bolt/Blast and Bitter Ice Blast giving you 5 possible holds (more if you add EPPs) -
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Quote:Agreed, you need that regen if you plan on fighting anything significant such as 8 man spawns, EBs, AVs etc. I would also suggest adding as much extra HP as you can through Accolades and bonuses.Actually, it will. Since */SR is completely devoted to damage mitigation, any source of damage recovery is going to provide a large increase in survivability. That's one of the big reasons why you see so much heavy enhancing of Health in most top end */SR builds.
Personally, the way I'd do it:
Health: Regen Tissue +Regen, Numina Heal, Numina Heal/End
Stamina: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod
Perf Shifter: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod, Numina +Regen/+Recov, Miracle +Recov
Of course, it's done that way mainly to maximize endurance sustainability with the fewest slots possible. With such slotting, Phys Perfection is actually giving you more +recov than Stamina and Health is giving you a healthy 122% +regen. If you had the extra slot, I'd drop a Numina's Heal/Rech into it so that you'd get a tad bit more +regen (138%) and more +hp. Anything over that is going to be wasting enhancement values. There really isn't a point, as far as I can see, of putting more than 3-4 slots into a single attribute power.
I have several SRs and slotting depends on what bonuses I can get from slotting the primaries as well as character concept. My DM/SR is setup to farm large mobs so I have the following slotted (my only MA is regen):
Health
Numina's Convalescence - +Regeneration/+Recovery
Regenerative Tissue - +Regeneration
Miracle - Heal/Endurance
Miracle - Heal
Numina's Convalescence - Heal/Endurance
Miracle - +Recovery
Stamina
Endurance Modification IO
Endurance Modification IO
Level 1: Focused Fighting
Luck of the Gambler - Defense
Luck of the Gambler - Defense/Endurance
Gift of the Ancients - Defense/Endurance
Gift of the Ancients - Run Speed +7.5%
Level 4: Focused Senses
Serendipity - Defense
Luck of the Gambler - Recharge Speed
Serendipity - Defense/Endurance
Serendipity - Endurance
Gift of the Ancients - Run Speed +7.5%
Level 16: Dodge
Serendipity - Defense/Endurance
Serendipity - Endurance
Serendipity - Endurance/Recharge
Luck of the Gambler - Defense
Luck of the Gambler - Recharge Speed
Level 28: Lucky
Defense Buff IO
Luck of the Gambler - Defense
Luck of the Gambler - Recharge Speed
Level 30: Agile
Defense Buff IO
Defense Buff IO
Luck of the Gambler - Recharge Speed
Level 35: Evasion
Serendipity - Defense/Endurance
Serendipity - Defense
Serendipity - Endurance
Gift of the Ancients - Defense/Endurance
Gift of the Ancients - Run Speed +7.5%
Level 44: Weave
Luck of the Gambler - Recharge Speed
Luck of the Gambler - Defense
Gift of the Ancients - Run Speed +7.5%
Luck of the Gambler - Defense/Endurance
Gift of the Ancients - Defense/Endurance
Luck of the Gambler - Endurance/Recharge
The above combined with bonuses from slotting the primaries (as well as 3 slotted Zyphers in SS and SJ) gives me 47% positional defense, 24 HP Recovery/Sec, and 3.11 End Recovery/Sec. -
This Saturday won't work for me, but I'll keep on the look out for next week.
Good luck guys! -
I have a Kin/Psy also I recently moved him off my main server because I retired him in favor of my Kin/Elec.
I can't recall the exact build I used but I can tell you I picked the Psy EPP and it comes in very handy while soloing. Fulcrum Shift surprisingly does not wake up sleeping badguys. Using Mass Hypnosis to put groups asleep then walking over to them and hitting FS proved to be a valuable tactic.
I also used a combination of 6 slotted Thunder strikes, CJ and Stealth in order to bump my positional defense as close to 45 as possible.
Okay I was able to find the build I used for Neutralize. It's pretty much the same thing in game. The Melee defense is very low but I try to hover out of melee and rely on Repel when I can't (Caves etc).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Neutralize: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
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Level 1: Transfusion H'zdH-Heal(A), H'zdH-Heal/Rchg(17), H'zdH-Heal/EndRdx/Rchg(17), H'zdH-EndRdx/Rchg(19), H'zdH-Heal/EndRdx(19)
Level 1: Mental Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Siphon Power Acc-I(A), RechRdx-I(39)
Level 4: Subdue Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 6: Siphon Speed RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 8: Increase Density S'fstPrt-ResDam/Def+(A)
Level 10: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 12: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 14: Speed Boost Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
Level 16: Swift Flight-I(A)
Level 18: Health Heal-I(A)
Level 20: Stamina EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 22: Telekinetic Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 24: Will Domination Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 26: Transference P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
Level 28: Stealth S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(40), S'dpty-Def(40), S'dpty-EndRdx(40), S'dpty-Def/EndRdx/Rchg(43)
Level 30: Psionic Tornado Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(34), Det'tn-Dmg/Rchg(36), Det'tn-Dmg/Rng(36), Det'tn-Acc/Dmg/EndRdx(36)
Level 32: Fulcrum Shift RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(50)
Level 35: Grant Invisibility EndRdx-I(A)
Level 38: Maneuvers S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(46), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(48), S'dpty-EndRdx(48)
Level 41: Mass Hypnosis LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(42), LgcRps-Sleep/Rng(42), LgcRps-Acc/Sleep/Rchg(43), LgcRps-Acc/Sleep(43)
Level 44: Dominate Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Telekinesis EndRdx-I(A)
Level 49: Repel ExStrk-Dmg/KB(A), ExStrk-Acc/KB(50), ExStrk-Dam%(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:
4% DamageBuff(Smashing)
4% DamageBuff(Lethal)
4% DamageBuff(Fire)
4% DamageBuff(Cold)
4% DamageBuff(Energy)
4% DamageBuff(Negative)
4% DamageBuff(Toxic)
4% DamageBuff(Psionic)
4.88% Defense(Smashing)
4.88% Defense(Lethal)
13.3% Defense(Fire)
13.3% Defense(Cold)
29.3% Defense(Energy)
29.3% Defense(Negative)
3% Defense(Psionic)
3.94% Defense(Melee)
33.9% Defense(Ranged)
23.6% Defense(AoE)
3% Enhancement(Heal)
41% Enhancement(Accuracy)
4% Enhancement(Sleep)
25% FlySpeed
34.3 HP (3.38%) HitPoints
25% JumpHeight
25% JumpSpeed
Knockback (Mag -12)
Knockup (Mag -12)
MezResist(Confused) 1.65%
MezResist(Sleep) 1.65%
14% (0.23 End/sec) Recovery
8% (0.34 HP/sec) Regeneration
1.88% Resistance(Energy)
1.88% Resistance(Toxic)
25% RunSpeed
1% XPDebtProtection
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Set Bonuses:
Harmonized Healing
(Transfusion)
1.5% (0.03 End/sec) Recovery
MezResist(Confused) 1.65%
3% Enhancement(Heal)
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Thunderstrike
(Mental Blast)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Subdue)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Steadfast Protection
(Increase Density)
3% Defense(All)
Blessing of the Zephyr
(Hover)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Blessing of the Zephyr
(Fly)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Blessing of the Zephyr
(Speed Boost)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Thunderstrike
(Telekinetic Blast)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Will Domination)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Performance Shifter
(Transference)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
19.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Serendipity
(Stealth)
4% (0.17 HP/sec) Regeneration
7.63 HP (0.75%) HitPoints
3% Enhancement(Accuracy)
1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Detonation
(Psionic Tornado)
MezResist(Sleep) 1.65%
1.88% Resistance(Energy)
1% XPDebtProtection
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Serendipity
(Maneuvers)
4% (0.17 HP/sec) Regeneration
7.63 HP (0.75%) HitPoints
3% Enhancement(Accuracy)
1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Lethargic Repose
(Mass Hypnosis)
4% Enhancement(Sleep)
1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Resistance(Toxic)
Thunderstrike
(Dominate)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Explosive Strike
(Repel)
1.5% DamageBuff(All)
1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative) -
The PvP recipe drop rate in conjunction with the cool down timer in it's current state is easily one of the more ridiculous things I've seen in my time in CoH.
PvP mechanics in this game are very "different" than in any other I've ever seen. That may be a good thing to some, and it may be a bad thing to others. Personally I don't think it's either; however I currently see no incentive in PvPing other than bragging rights.
So to sum it up, yes I think the drop rates need to be looked at, or the timer removed, nit because of the off market pricing, but because I think this will encourage more players to be able to at least stomach PvPing. -
Quote:So I take it a TA/AR Defender is out of the question huh?Good input Masque. Only thing though is that rain of arrow just takes so long to get off. Maybe because when teamed for my kin/ def, by the time I had FS hit and then switch to rain of arrows, most of the mobs were dead or not at the spot where I targetted. It was frustrating in that I felt my best attack was wasted. Cold/ would offer ways to KD or slow mobs to stay in the same general area so that rain of arrows would work better.
And just falling back on the redraw that it bugged me greatly. But do understand that others don't even think about it. -
Quote:Masque will probably roll a Cold/Archery Defender tonight and be 50 by next Tuesday...Just to toss my 2 cents in. I have 2 cold defenders (cold/sonic and cold/ice) 2 cold corrs (rad/cold and ice/cold) and 1 cold 'troller (ill/cold). All of them play amazingly well solo or teamed.
Cold defenders are one of the 3 defender sets (the other two being FF and dark) that can be soft capped fairly easily with almost any secondary (I am talking about positional defense in this case, I have only struggled with getting melee to 45% but typically it is over 35% which is very noticeable, and if you really are worried you can pick up oppressive gloom from the dark epic pool and that helps to mitigate some melee attacks as well.
If you are only picking between the two psy vs archery I am going to buck the trend and say go archery. The reason I would say this is Rain of Arrows is a great power and it does not cause an end crash so you would be able to keep your toggles up (thereby staying softcapped).
I also kind of think sleet + rain of arrows sounds like it could be great. I think a great attack chain could be Sleet+Heat Loss+RoA+Fist full of arrows. Then blazing arrow anything still standing.
If you are willing to look at other secondaries /dark would be a good choice for the self heal. -
Quote:That's because they are sidekicks
Bottomline, defenders, when teamed, are never feel weak to me. -
Quote:Every since they nerfed Defenders and threw them into the "low" category, they always seemed more like "sidekicks" than "heroes" to me, Vigilance only helped to solidify that opinion. Controllers may also be in the low category, however they have an inherent that increases their damage, personal meat shields in the form of pets and buffs/debuffs that are on pretty much on par with Defenders.
Whereas my Defender just feels weak. Probably a good reason not throw a Defender there.
So don't roll a Cold/Psy Voo. Roll a Mind/Cold instead