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Posts
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Joined
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I'd suggest keeping tough+weave and using rebirth as your destiny.
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Quote:This.If you want survivability you'd be best off going with the Mace Mastery pool and taking the Scorpion Shield. You could softcap your s/l defense very easily which would make you much, much tougher. Especially since a lot of Kinetics is melee based and most melee is s/l or has a s/l component.
You're looking for a character who won't drop dead, and there are better ways of achieving that than trying to use a defensive panic button as often as possible. -
Dark blast has one advantage and one disadvantage going for its single target damage output. The advantage is that gloom is a tier 2 blast with a short animation time. The disadvantage is that there is no serviceable third blast. Of course, that disadvantage is easily sidestepped by looking into ancillary powers.
Dark Blast- 36.15 damage, 4s recharge, 1.188s animation, 30.43 dpa
Gloom- 63.62 damage, 8s recharge, 1.32s animation, 48.2 dpa
Electric Fence- 36.15 damage, 4s recharge, 1.32 animation, 27.38 dpa
Dominate- 36.15 damage, 16s recharge, 1.32s animation, 27.38 dpa
Let's take a look at the ideal attack chains in order of difficulty
dark blast, gloom, dark blast, dominate: requires +333% recharge on dominate, does base 34.11 dps with the opportunity for two purple procs.
dark blast, gloom, dark blast, electric fence: requires +237% recharge in dark blast, does base 34.11 dps with the opportunity for 1 purple proc.
dark blast, gloom, electric fence: requires +219% recharge in gloom, does base 35.34 dps with the opportunity for 1 purple proc
The second chain is obviously superior. The first is the best one theoretically, as only one of the attacks would have no purple proc in it, but the amount of recharge it requires is just not possible in standard situations. The second chain is superior to the third despite its lower base dps because the purple damage proc in dark blast will be going off more often. Getting that much recharge into dark blast is very difficult, but not impossible. A build that is close to perma-hasten will accomplish it.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 1: Dark Blast -- Dev'n-Dmg/Rchg(A), Thundr-Dmg/Rchg(3), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), GJ-Dam%(5), Apoc-Dam%(7)
Level 2: Gloom -- Dev'n-Dmg/Rchg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(9), Cloud-%Dam(11), GJ-Dam%(11)
Level 6: Assault -- Empty(A)
Level 41: Electric Fence -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(42), GJ-Dam%(43), TotHntr-Dam%(43)
Level 50: Musculature Radial Boost
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With core musculature slotted and assault on, the above attack chain does 106.1 dps. This is a lot. It won't put scrappers to shame, but it definitely shows that dark blast is a top performer when it comes to defender single target damage output, assuming that someone is willing to dedicate their ancillary choice to it. The damage will be even higher if vigilance's damage bonus is in effect and when tar patch is used. -
I'd suggest keeping it for the set bonuses at the very least. Ranged attack set bonuses are pretty good.
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From a pure performance standpoint, ice is better. If both sets look equally fun to you, go with ice.
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Definitely spiritual. Nerve's defense buff only makes your buffs stronger by a few decimal places of a percent. Having benumb and sleet up as often as possible is crucial.
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I think a very good idea would be for you to go for -damage to stack with kinetic's debuffs. For judgement, Void Radials contain a whopping -50% damage debuff for thirty seconds. For interface, Paralytic contains damage debuffs too.
For Destiny, I'd say Clarion. Kins can do anything as long as they don't get mezzed. No character can go wrong with Barrier though. -
If you move quickly and keep track of your teammates, you won't have any problems. Use lucks if things look like they're going to get bad.
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Use your focus tab. You can right click on people and put them into a separate tab of people that you want to keep track of, like maybe all the melee people or just the tanks/brutes. When there are that many people working with you, it's just not worth the time to buff every one of them. You'll contribute more by identifying who needs the buffs the most, so don't feel bad about leaving people to fend for themselves.
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Quote:Right, piercing round's debuff comes when you're using standard ammo. You actually shouldn't worry too much about hitting too many things with it. If you're using fire ammo, piercing rounds is one of your three best single target attacks, so hitting more than one thing is a nice bonus. And if you're focusing on -res on an AV, then your personal damage contribution isn't as important, so that's not an issue.To get Piercing Rounds to give you the -Res debuff, you can't use any of your special ammo, correct? Corruptors still get it at a -15% debuff which isn't too shabby.
Also, I can't seem to get it to hit "up to three enemies" very often. The mobs don't seem to be nice enough to line up for me. I try to like it (mostly because everyone else seems to) but I just have a hard time using it is all. -
You guys are the reason why, when I was in beta and people were saying it was too difficult, I disagreed with them :P
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It was our fault. The game just wouldn't let us beat BAF. It saw us almost beat phase 3 with five seconds to go and it went "nope, you guys aren't gonna make it lololol".
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There's a better reason for not taking amplify. Because the combo already has so much +damage (the more damage buffing you get the less effective more damage buffing is) and because using amplify wastes the -res of previous attacks you've used AND makes your future attacks miss out of the -res you would've had if you hadn't used amplify, you actually end up doing about the same amount of damage if you use amplify than you would have if you hadn't. I've run the numbers on it before in a previous thread. On a rad/sonic, amplify just takes up a power slot.
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Man, kind of sad that it took a bribe to get this kind of response to a build request thread :P. Anyway, here's my suggestion. Stats are as follows:
Survivability: 47.4% ranged defense (soft capped), 29.3% to melee and area, 43% smashing/lethal resistance
Single target damage: DPA values are power bolt 95.9, power blast 73.7, power burst 78.5, dominate 97.9; These values put you on par with a sonic defender who's not using procs.
Area damage: Energy torrent and explosive blast have the force feedback proc in them. The proc's not as amazing as it looks because of its suppression period, but it's still really nice. Combined with hovering directly over the enemy group, you can rain down a constant stream of knockdown onto the enemies and do some pretty respectable damage too. May induce maniacal laughter on your part. I know it does on my energy defender.
Other stuff: 73.75% recharge bonus plus hasten and the force feedback procs which will be up fairly regularly. Vengeance is slotted so that it's perma. You'll be able to immediately recast it once it wears off if someone happens to be down at that time. Hover can be used at all times to help you aim your knockback.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7), Apoc-Dam%(9)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Energy Torrent -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), FrcFbk-Rechg%(23)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
Level 8: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(25), Srng-EndRdx/Fly(27)
Level 10: Power Burst -- 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 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(33)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Force Bolt -- Acc-I(A)
Level 26: Personal Force Field -- DefBuff-I(A)
Level 28: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(39), Mantic-Dam%(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Aim -- RechRdx-I(A)
Level 35: Explosive Blast -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42), FrcFbk-Rechg%(42)
Level 38: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(43), LkGmblr-Def(43)
Level 41: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/Rchg(45), G'Wdw-Dam%(45), UbrkCons-Dam%(46)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(50)
Level 47: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(50), CoPers-Conf%(50)
Level 49: Detention Field -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(17), P'Shift-End%(17)
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I'd suggest defender if you're going for maximum performance at level 50. A lot of a corruptor/defender's dual pistol damage comes from procs, and that means the defender's lower modifiers become less of an issue. Defenders will also have an easier time hitting the defense soft cap, which is already relatively easy for traps. And it goes without saying that the debuffs are better.
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What Amy said. Ice and Sonic are the big ones for area and single target damage respectively, while dark has synergy with cold.
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In my opinion, blizzard and most other nukes are obsolete on any high damage, high recharge build. Cycling through your standard area attacks will kill enemies almost as quickly and won't make you have to wait for the crash to end.
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You want your attacks looking like this.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: [Empty]
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Apoc-Dam%(7)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), ImpSwft-Dam%(11)
Level 4: Frost Breath -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15), ImpSwft-Dam%(17)
Level 6: [Empty]
Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), ShldBrk-%Dam(19), LdyGrey-%Dam(19), ImpSwft-Dam%(21), Posi-Dam%(21)
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Acc/Dmg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), ImpSwft-Dam%(27)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31), ImpSwft-Dam%(31)
Level 30: [Empty]
Level 32: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34), ExStrk-Dam%(34)
Level 35: [Empty]
Level 38: [Empty]
Level 41: School of Sharks -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), TotHntr-Dam%(43)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
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