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I think you've run into the mistake that I see a lot of people make. You've gone for a team support build, but instead have ended up with a build that's dependent on a team. It's a fact of group dynamics in general that people have to be self sufficient to a degree before they can actually contribute to a group. You shouldn't be thinking in terms of "I don't need to do this, because others can do it for me" but instead in terms of "I need to contribute as much as possible in a group dynamic".
If you need someone to save you whenever two minions come gunning for you, then you're a character that needs support, not a support character.
So how can storm summoning/dual pistols best support a group? Both sets provide excellent methods of supporting a team, and neither of these require much slotting to be effective. Storm summoning's recharge debuffs, knockdown, and resistance debuffs are all unenhanceable, so the powers that do these things should be left with only solid recharge/endurance slotting so they can be used whenever possible. O2 boost, steamy mist, and hurricane become more powerful with enhancement though, so they should be slotted well.
On the pistol side of things, there are only two types of ammo that should be considered for this powerset combination. Standard ammo's knockback and cryo ammo's slow effect are redundant with storm summoning, so they won't contribute anything or will get in the way of things. Of the two that are left, incendiary ammo is best in times where there's no need for more defense, and chemical ammo offers a potent defense in times when it's needed most. Storm summoning is a set whose main forms of damage mitigation become much less effective against an archvillain. Fortunately, dual pistols becomes -most- effective in this situation. Toxic ammo's debuff is great against archvillains, and if you want to stack it as much as possible, you'll need the set's single target attacks. Since slow and knockback don't need to be enhanced in these powers, damage is the way to go.
In the build I made here, you're looking at a very self sufficient character, but the character has not made any sacrifices to their team contributions in order to achieve this.
23% melee defense, 38% ranged, 25% area, 57.5% recharge bonus
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
High Plains Specter: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Medicine
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34)
Level 4: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(15), Posi-Dam%(15), ImpSwft-Dam%(45)
Level 6: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), S'fstPrt-ResDam/EndRdx(9), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13)
Level 8: Freezing Rain -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(9), RechRdx-I(11)
Level 10: Swap Ammo
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
Level 14: Stimulant -- EndRdx-I(A)
Level 16: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(25), IntRdx-I(31)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hover -- LkGmblr-Rchg+(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(31)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit/Rchg/EndRdx(27)
Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Dmg(40)
Level 28: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), FrcFbk-Rechg%(42)
Level 30: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 35: Snow Storm -- EndRdx-I(A)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 10: Chemical Ammunition
Level 10: Incendiary Ammunition
Level 10: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
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Definitely expedient reinforcement. Call to arms has better bonuses, but if you're only doing 4 slots then you want the greater enhancement values that expedient reinforcement will give you.
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You really don't need inertial reduction. The great thing about the power is that you can use it in place of a travel power, but since you're already taking fly, there's not much point. However, I WOULD suggest dropping telekinesis in favor of mind over body. Defenders are very survivable because their personal defenses are using tank-level modifiers.
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Knockback is the normal effect that standard ammo has. Pistols and piercing ammo are exceptions to this.
And yeah, pistols having no secondary effect outside of standard ammo puzzles me too. The set breaks normal balance rules all over the place. The most egregious one being that its cones have a shorter duration debuff than the targeted area attack does. I wrote up a big thing about rebalancing the set's debuffs during the open beta for that issue, but it didn't go anywhere. -
pistols and suppressive fire don't have a debuff. And the strength of hail of bullet's debuff is 25% on both of them. The durations of the debuffs will vary from power to power.
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It depends on if the entity is capable of being hit by powers, which usually requires testing to figure out. Trip mines can be set off early by enemy area attacks, so it's possible that you're right when it comes to trip mine specifically.
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Storm/Energy was my very first character. Here's what you do.
1. Slot energy torrent and explosive blast with damage and recharge. Be sure to get damage procs in there and some range into energy torrent if you can. Add hasten too. Just 'cuz.
2. Take advantage of your tank-level buff modifiers to give yourself a large amount of defense and resistance. Get some defense from inventions too.
3. Join a team. Declare yourself to be main tank.
4. Throw out energy torrent and explosive blast. Drop freezing rain and summon lightning storm. Spam energy torrent and explosive blast more. If you have a force feedback proc in either of these powers, spam them continuously and don't even bother using single target attacks. Be sure to attack from an angle that minimizes scatter in order to maximize your damage.
5 (optional). Use hurricane and circle the enemy group if they become too spread out. This will group them back together, allowing you to spam more area knockdown. This will not be necessary if step 4 goes as planned.
Results: If everything was performed correctly and your teammates have decent damage output of their own, the entire enemy group will be decimated within seconds. If the enemy group does a type of damage that your ancillary shield protects against, you will have taken trivial amounts of damage and regenerated it quickly. The only thing you have to fear are enemies with long duration mezzes. Get someone else to distract those for you while you spam knockback. -
Here we go.
34% ranged defense, 30% area, 22-30% melee defense depending on type of attack, 45% recharge
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: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx(9), Numna-Heal/EndRdx/Rchg(13)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(7), RechRdx-I(34)
Level 6: Howling Twilight -- RechRdx-I(A)
Level 8: Recall Friend -- Range-I(A)
Level 10: Shadow Fall -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResDam/EndRdx(11), LkGmblr-Rchg+(15), LkGmblr-Def(29), LkGmblr-Def/EndRdx(37)
Level 12: Hover -- Flight-I(A)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
Level 18: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-%ToHit(45)
Level 20: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(21), Lock-%Hold(23), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 22: Moonbeam -- Acc-I(A)
Level 24: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(25), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-ToHitDeb/Rchg(48)
Level 26: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(42)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 32: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(33), Heal-I(43)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Blackstar -- Dmg-I(A), Dmg-I(40), ToHitDeb-I(43), ToHitDeb-I(43)
Level 41: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
Level 44: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 47: Summon Adept -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(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), Numna-Regen/Rcvry+(37)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Acc(13)
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Quote:Generally speaking, you want to go for either positional defense (melee, ranged, area) or recharge bonuses. For example, for your blasts you either want to use six thunderstrike enhancements or five decimations, with the sixth slot possibly being the damage proc from cloud senses. If a power doesn't have any options for good set bonuses (like tar patch) then frankenslotting for enhancement values is best. For example: tempered readiness end/rech/slow, pacing of the turtle end/rech/slow, and a common recharge IO will give tar patch solid endurance and slow slotting while getting recharge pretty close to the maximum.Any suggestions on an optimized build on the cheap, or suggestions how to maximize the sets?
If you can say what pools you're interested in taking, or what powers you're currently using, I can put a build together for you. -
Do you have the 60 month vet reward badge? You'll need it in order to be able to take super jump without taking combat jumping first.
melee defense 18%, ranged 41%, area 27%, 40% recharge bonus
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Mrs. Megawatt: Level 50 Science Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: O2 Boost -- Numna-Heal/Rchg(A), Numna-Heal(3), Numna-Heal/EndRdx(7), Numna-Heal/EndRdx/Rchg(19)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg(13)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(21)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Super Jump -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Steamy Mist -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(29), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(34), LkGmblr-Def(36)
Level 12: Freezing Rain -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(15), RechRdx-I(19)
Level 14: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(23)
Level 16: Assault -- EndRdx-I(A)
Level 18: Tactics -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(21), GSFC-Build%(23), GSFC-ToHit/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit(43)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 22: Thunder Clap -- Acc-I(A)
Level 24: Recall Friend -- Range-I(A)
Level 26: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(31)
Level 28: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 30: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45), RechRdx-I(46)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(43), BldM'dt-Dmg(45)
Level 38: Thunderous Blast -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(50), Dmg-I(50), Dmg-I(50)
Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Power Sink -- RechRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Stamina -- EndMod-I(A), EndMod-I(25)
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Between just those two options, definitely dark. The to-hit debuffs are much better defensively than the recharge debuffs are.
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Quote:I can speak on the pvp stuff. In pvp, defenders and corruptors actually have the exact same base damage. Defenders will end up doing more damage due to better +dam, -def, and -res and vigilance if they're solo. Corruptors will do more damage when the target is low thanks to scourge, so they're still better at tail end spike damage to grab kills and take people by surprise.If anyone can speak about the PvE and especially PvP benefits of a defender over a corruptor I would like to hear your opinions.
The defensive differences between them are pretty minor. Corruptors have slightly more hit points, while defenders have stronger heals for themselves and teammates. The difference between their defensive debuffs (-damage, -to hit) is lessened because of diminishing returns. -
That's a bit of an issue with psychic blast, because it has four single target attacks and two area attacks. I suggest taking mental blast (required), subdue, telekinetic blast, will domination, psychic scream, and psionic tornado. Slot up all of them except for mental blast, which can be left unslotted. Throw in psychic wail if you're interested in that type of power; it won't need too many slots.
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SO build here for ya. Will give you some ideas hopefully.
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: Traps
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Caltrops -- Slow(A)
Level 1: Pistols -- Acc(A), Dmg(15), Dmg(33), Dmg(33), EndRdx(33), RechRdx(34)
Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(3), Dmg(15), EndRdx(34), RechRdx(34)
Level 4: Empty Clips -- Acc(A), Dmg(5), Dmg(5), Dmg(11), EndRdx(36), RechRdx(37)
Level 6: Acid Mortar -- Acc(A), RechRdx(7), RechRdx(7), RechRdx(11), EndRdx(48)
Level 8: Force Field Generator -- DefBuff(A), DefBuff(9), DefBuff(9), EndRdx(48)
Level 10: Swap Ammo
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Super Speed -- Run(A)
Level 16: Bullet Rain -- Acc(A), Dmg(17), Dmg(17), Dmg(31), EndRdx(37), RechRdx(37)
Level 18: Seeker Drones -- ToHitDeb(A), ToHitDeb(19), ToHitDeb(19), RechRdx(27), RechRdx(27), RechRdx(31)
Level 20: Poison Trap -- RechRdx(A), RechRdx(21), RechRdx(21), EndRdx(48)
Level 22: Triage Beacon -- Heal(A), Heal(23), Heal(23), RechRdx(40), RechRdx(40), EndRdx(42)
Level 24: Maneuvers -- DefBuff(A), DefBuff(25), DefBuff(25), EndRdx(40)
Level 26: Tactics -- EndRdx(A)
Level 28: Executioner's Shot -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(45), RechRdx(46)
Level 30: Vengeance -- DefBuff(A)
Level 32: Web Grenade -- Acc(A)
Level 35: Trip Mine -- Dmg(A), Dmg(36), Dmg(36), EndRdx(43), RechRdx(43), RechRdx(43)
Level 38: Hail of Bullets -- Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(42), RechRdx(42)
Level 41: Electric Fence -- Acc(A)
Level 44: Charged Armor -- ResDam(A), ResDam(45), ResDam(45), EndRdx(50)
Level 47: Power Sink -- EndMod(A), EndMod(50), RechRdx(50)
Level 49: Combat Jumping -- DefBuff(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 10: Chemical Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A)
Level 2: Stamina -- EndMod(A), EndMod(46), EndMod(46)
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Recharge is definitely the best for cold domination because of its powerful, long recharge debuffs.
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I'd say they would synergize really well because both of them work best when you're in close range. Kinetic's single target end drain will complement electric control's area end drain too.
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Quote:That's about right in my experience too. Electric control was absolutely amazing for me in Praetoria. If the team could survive for 10-15 seconds we won the fight, period. The powerset is amazing 1-20 because fights take a decent amount of time and people could really use the end recovery I could give them (this is less so as of I19). But now the character's in the actual game and I'm teaming with my level 50 friends who blow up entire groups in 15-20 seconds and I'm left going "what's the point?"In my experience, even electric control takes a bit over 10 seconds to drain an entire spawn (teaming electric control with an electric blast set is great fun).
Like you, I'm wondering if it'll be more useful against later game stuff once I'm high level. I mostly made the character because I wanted to check out the amazing synergy between electric control and storm summoning. -
I believe it will have no effect on you. The buff will go to the trip mine itself, which uh, won't exactly be able to receive the buff, let alone take advantage of it, due to destroying itself.
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Quote:Looking back on it, I was pretty dumb to say this considering that the two that I listed have little -recovery at all while kin/elec does.Kin/elec doesn't have many options for debuffing recovery, which is absolutely needed for end drain to be effective. Electric armor works better, and electric control is likely the best.
The fact of the matter is that electric armor and electric control don't need -recovery because they have toggles that constantly drain enemy endurance. The important distinction is that both of these sets drain endurance in an area, whereas kin/elec is more focused on single target drain. It can drain a single target very effectively, but short circuit needs to be backed up with power sink or power boost in order to be effective. Both of these powers are on 2 minute timers.
All three of these can potentially reduce an entire spawn to 0 end and keep it there, but electric blast will take the longest to do it, and needs to throw out short circuit every 10 seconds in order to keep things from recovering endurance. This is a tall order considering that the base recharge is 20 seconds and the animation time is over 3 seconds. -
You want to be looking at animation time to determine if an attack is worth using or not. Time bomb takes over nine seconds to set up, so its damage per animation time will be pretty low.
Time bomb- 19 DPA unenhanced, takes 15 seconds to go off after it's used, is an area attack
Howl- 11 DPA unenhanced, is an area attack, gives resistance debuff
Shriek- 23 DPA unenhanced, single target attack, gives resistance debuff
So against a single target, just using your standard sonic attacks will do more damage than a trip mine will. If you often come across big groups on your own and spending 20 something seconds to get a time bomb to go off is time well spent for you, then it's useful. -
Kin/elec doesn't have many options for debuffing recovery, which is absolutely needed for end drain to be effective. Electric armor works better, and electric control is likely the best.
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I think you'll be solid then. The area attacks are the most important on a big team, and you have both of those taken and slotted.