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Posts
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Try it, you'll like it. Recharge bonuses are very useful to kinetics. Area defense will end up being more useful than ranged defense in many situations. My kinetics corruptor is 13% melee defense, 9% ranged, and 28% area. She has no problem running in right after the tank (role, not archetype) and standing right next to them through the whole battle. Even against +4s.
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By design, most to-hit debuffs are significantly stronger than defense buffs for a couple reasons. The first one is that the debuffs are weakened against higher level foes, and the other is that debuffs require proactive application. The second one is the big one. Under ideal circumstances debuffs are usually best, but when confronted with unexpected ambushes or enemies attacking from all directions, buffs will be superior.
Among debuffs themselves, ease of use is usually a big factor in the debuff strength. Hurricane is one of the most powerful debuffs in the game because it's difficult to keep the debuff on enemies. Meanwhile, fearsome stare is pretty simple in its application, but still has a pretty significant debuff. Flash arrow is undoubtedly one of the easiest debuffs to use and keep on enemies. It pays for this advantage by being 1/3 as strong as fearsome stare. -
Go for five decimations + apocalypse proc in shriek. It will wreck things.
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Dominators can hold through purple triangles pretty easily without using power boost type effects. As far as I know, it's just not possible for a non-dominator to do it. You have to stack 54 points of holds to do it, and that's just not possible solo.
A controller is definitely a better option than a defender. At high levels of recharge, the defender's four holds will stop being an advantage and they'll run into the problem of their durations being half as long as the controllers. Mind/trick arrow/earth is probably the best.
Assuming 170% recharge (100% from bonuses and 70% from hasten) and a very rare nerve...
Dominate- 50.83 duration, 2.223 recharge, 1.32 activation time, mag 3
Ice Arrow- 33.91 duration, 5 recharge, 1.848 activation time, mag 3
Total Domination- 33.91 duration, 66.68 recharge, 2.244 activation time, mag 3
Seismic Smash- 33.91 duration, 7.779 recharge, 1.716 activation time, mag 4
Hold on a second...this might be possible. Ignoring critical hold chance and chance to miss, and only spamming dominate, you can get up to mag 42. Throwing out ice arrow and seismic smash inbetween dominates, this could happen.
http://www.cohplanner.com/mids/downl...A8443F8FAA10AC -
Yes, I can. Kin/Electric defenders can do amazing things, just like most characters in city of heroes can. Kin/electric is amazing at single target draining, thanks to Transference's giant numbers and electric's -recovery, but it falls short in area end drain. Ball lightning's end drain isn't very much, I'd suggest slotting it for damage instead. Short circuit alone is not an effective means of end drain because of its 20 second recharge time and three second animation. If you can survive long enough to drain enemies with it, then your team was going to win anyway.
Kin/electrics crowning jewel is the thunderous blast/transference combo. Thunderous blast can fully drain even level enemies on its own, has a chance for extra end drain to help with higher level enemies, and halts recovery for a full 20 seconds. Transference allows you to quickly recover from the end crash, and if you take a power boost type effect from soul mastery or power mastery, the power becomes ridiculous. But with a 360 second recharge, this is more of an added bonus than something your character can rely on. -
Thermal/Fire is definitely next on the list for defender proliferation. There aren't really many alternatives.
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What I'm saying is "The only time that this is any kind of advantage is during AV fights, and even then flash arrow is so weak that it's only a couple percentage points stronger than the debuffs found in other sets." In other words, the only situation in which flash arrow is better than other debuffs (and only marginally so) is when those other debuffs are reduced in effectiveness by 85%.
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electric blast isn't that amazing, probably less so for kinetics because voltaic sentinel can't benefit from fulcrum shift. It's definitely viable though.
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A couple incorrect facts are flying around here. I'll address them both.
"Flash arrow doesn't cause aggro"- this is technically true depending on your definition of aggro, but doesn't properly describe how flash arrow interacts with the aggro system. Enemies have an "aggro list" that keeps track of entities that have used powers on them and how much threat they have. It is possible to be on this list without any enemies attacking you. One way is by using powers that are marked to not alert enemies, such as flash arrow. This means that once the enemies ARE aggroed, the person who used flash arrow will get more of a share of the enemy aggro than they otherwise would have.
"Flash arrow's debuff is unresistable and will always debuff the amount it says"- Unresistable means that it ignores to-hit debuff resistance, which all enemies ranked above minion have in small (5-10%) amounts. It is still affected by level differences, just like all powers except for oddities like the achilles heel proc. The only time that this is any kind of advantage is during AV fights, and even then flash arrow is so weak that it's only a couple percentage points stronger than the debuffs found in other sets.
slotted flash arrow against an even level AV- 9.75%
slotted radiation infection against an even level AV- 7.31% -
Radiation blast has better area damage, but sonic blast is king of single target. As far as pure performance goes, sonic definitely wins. Youmu seems to have already covered everything sonic related though.
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I have tons of storm characters. I don't remember ever being kicked, but I got plenty of complaints. How many of them were valid depends on what point in my career it was.
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I'm guessing that the person who the OP tried to join was looking for a debuff person for their team, with the understood meaning that they wanted someone who could debuff enemy resistance and increase killing speed, which radiation blast does not do.
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I've heard that the devastation proc is great in acid mortar. You seem to have a pretty good idea of what you're doing though.
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It's mostly because maneuvers stacks with the other defense buffs that defenders often get, and defense works in such a way that the more defense you have, the more effective it is to get more defense. Assault's a decent power though, so if you feel like grabbing it instead of maneuvers, go for it.
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I just tested voltaic sentinel and it looks like it ignores buffs too. In hindsight, I should have realized this sooner since both voltaic sentinel and tornado accept pet damage sets.
I know for SURE that lightning storm inherits buffs though. -
It's going to be very, very slow at first. However, at high levels, you'll be an amazing defensive character that can still contribute a lot of offense. Dual pistols' damage debuffs will stack pretty well with benumb, making you very good at debuffing archvillains. However, if you're looking for something that will solo archvillains, you might want to look elsewhere.
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I'm pretty sure that tornado does not inherit buffs. I've never done focused testing on it though.
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Quote:The rule for just about all types of enhancements is to use three at most. You only get six slots, so you usually pick the most important thing and go for three of that, then use the other three slots for things like accuracy or endurance reduction.What about slots ? Is there a maximum of usefulness of 1 type of thing to put in a slot ? I assumed 100% bonus would be the maximum so when i filled my slots so i put 2 of the same type in each (for about 85% bonus)
For example, for most attacks the best slotting will be something like 3 damage, 1 accuracy, 1 endurance, 1 recharge. The slotting you have for siphon power and fulcrum shift (1 accuracy, 3 recharge) is good.
Also, it looks like you used inventions in that mids build. You probably want to make sure you're using the single origin enhancements instead. Inventions are a pretty complicated system that most people don't get in to until their characters are higher level. I can give you info on it if you want though. -
A lot of it depends on the enemy group you're fighting. Some enemy groups have no mezzes, some have a few mez type people and if you identify them and take them out first there's no problem, while others have every single enemy trying to mez you and there's nothing reliable you can do about it.
Malta and knives of artemis fit into that last category. Try to avoid them when you're soloing. -
Madadh's build is pretty nice. Not what I would do myself (since I hate thunder clap >.<) but if that's someone's playstyle there's definitely nothing wrong with the build. I would suggest changing freezing rain up if you want it to have maximum effect though.
Level 8: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(9), RechRdx-I(9), Posi-Dam%(11), LdyGrey-%Dam(11), Achilles-ResDeb%(13)
The power looooves procs. -
Quote:Your original build was definitely not anemic. You slotted steamy mist and your ancillary shield well and focused on defense in the set bonuses. My main issue with it was self sufficiency. You're definitely better off with aid self instead of aid other, but that's the only issue on the personal survivability front.Also, many people assume my original build is anemic, but with 42 ranged defense, 47 sm/leth as well as hurricane and phase shift, I would be quite survivable.
Quote:Defenders are just a new beast to me. Do you really feel that slotting for attacks and damage is better than sitting back and slotting for support?
As a defender, you have really huge buff/debuff modifiers. Snow storm combined with freezing rain is all it takes to make even level enemies hit the minimum speed they can run. Enhancing freezing rain with a little bit of slow is a good idea, since it means you can skip snow storm entirely in many combats, and helps you against higher level enemies. It doesn't need a whole lot though.
The best example of this is vengeance. Defenders have a better vengeance than any other archetype (haven't checked this, but I'd be really surprised if they didn't) but slotting vengeance for them is actually -less- important than for any other archetype. Vengeance with just one defense enhancement, alongside the defender's defense buffs which even storm summoning and dark can supply a lot of, can easily soft cap a team.
Speaking specifically about storm/dual pistols now, the ways you contribute to a team defensively are with healing, knockdown, slows, damage debuffs, and to-hit debuffs.
The healing and debuff in O2 boost and hurricane benefit well from slots. Hurricane goes way past what's needed to make even level enemies drop to 5% accuracy, but you'll be wanting the extra power if you're up against AVs or higher level enemies.
Slows I covered up above. Storm summoning has a lot of slow, and you'll have no problem flooring the runspeed of your enemies with just a little slotting.
Knockdown and damage debuffs are probably your most important methods of defense, but you can't slot freezing rain to have more reliable knockdown, and you can't slot pistol attacks to have a stronger or longer lasting damage debuff. What you -can- do is slot these powers for recharge, so they're up as often as possible. When it comes to pistol attacks, the ranged damage sets offer everything you can hope to slot in them. They increase accuracy and recharge so your debuffs are reliable and come back quickly, damage so that your attacks also contribute to killing enemies, and they can give either a recharge bonus or ranged defense, both of which are very useful.
My stance isn't "you're trying to make your character do things it shouldn't" but "your character can do a whole lot more than you realize". Storm summoning will easily cover your slowing needs all on its own. Dual pistols will hit the debuffing needs that storm summoning can't, and it can do damage at the same time.
TLDR!
You don't have to choose between damage and support. Most support abilities only require a few slots to reach maximum effectiveness. After that, all other resources are best used on maximizing your damage output.
Also, if I'm one of the guys who sounds like he's just trying to insult you instead of helping out, I'm sorry and I don't mean it that way. -
Having both choking cloud and oppressive gloom is redundant, since neither of them stack with eachother. I gave you electric mastery in this build, but there are other good options like going for the power boost effect in power or soul mastery. It's actually a good thing that you couldn't fit in amplify. Rad/sonic does so much damage that amplify ends up barely adding anything, so it's best to just keep attacking. Certain parts of your build and mine are actually -really- expensive. You mentioned only wanting it to be moderately expensive, and I tried to keep it at about the same level of cost as yours. The purple damage proc in shriek is probably the most expensive piece I used. However, it makes such a huge difference in rad/sonic that it's definitely worth the cost.
23% melee defense, 32% ranged, 26% area, 172.5% recharge (accelerate metabolism and hasten are 2-6 seconds away from being permanent. There's not a huge difference between a few seconds downtime and being perma)
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(3), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-Rchg/EndRdx(5)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Apoc-Dam%(46)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), P'Shift-Acc/Rchg(50)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(29)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(9)
Level 10: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(31)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Acc/EndRdx/Rchg(19), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 18: Lingering Radiation -- Acc-I(A), RechRdx-I(23), RechRdx-I(37)
Level 20: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36), EoCur-EndRdx/Hold(37), EndRdx-I(50)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 24: Howl -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
Level 26: Mutation -- RechRdx-I(A)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(48)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def(40)
Level 38: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Electric Fence -- 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: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(50)
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