-
Posts
1564 -
Joined
-
Quote:This is completely true if you're a character with good single target burst damage, but on a FF/DP defender your best method of keeping your team safe will be through defense buffs. If you want to quickly remove a dangerous target, your best bet is to use suppressive fire to immediately remove it from the fight. Death is the ultimate debuff though, and if you want to utilize it your best bet is with area attacks. If there's another person on your team with decent area damage, the two of you can pretty quickly remove most of the minions from a fight and take a lot of pressure off of everyone else.Back on the AoE secondary, maybe it's the way my brain is wired, but I think, "Kill this one target and that equals less people attacking you and your team."
If you're worried about slotting, I can throw a build together for you. I just need a general idea of what power pools you're using and what kind of price range you're looking for (SO, cheap IO, expensive IO, purples, etc) -
Quote:Ignoring momentarily that the Fitness pool is inherent come i19, what should I slot in the remaining three slots? A few items I have questions concerning:
- Repulsion field is a power I plan to use situationally (i.e. no tank, push baddies into AoE). Does the endurance drain make it worth it?
- I am generally trying to avoid AoE secondaries. Is that smart, or should I consider taking a few more?
- As a bubbler, am I providing enough defense buffs?
- Any IO sets that are a "must have," for the primaries?
Any other criticisms of the build are welcome. Thanks for any help that I can get.
One of the things you want in your remaining three slots is one of the ancillary armors that offer resistance.
Repulsion field is a pretty nice power. The end cost is nasty, but it has a pretty good sized area and can seriously screw up melee critters.
You do want to go for area attacks. Force field is a fire-and-forget primary that will give you a lot of time for blasting, and the most damage you can do will come from spamming area attacks all over the place with fire ammo.
You've taken all of the must-have defense buffing powers from force field, and you're a defender, so I'd say you definitely have "enough" defense buffs. If you want to really go the distance pick up maneuvers. It's more useful to you than perhaps to any other type of character in the game.
For IOs, one big thing you want to focus on is procs in your attacks. Dual pistols can take a lot of them. One you really want to go for is an achilles' heel proc in the basic pistols attack. The only reason you wouldn't want to do this is if you were using thunderstrike in it. The two types of set bonuses you want to be going for are defense and recharge, but how much of each you get depends on your preferences. You could soft cap your ranged defense without making too many sacrifices. -
As far as I know, there's no such thing as damage that doesn't make enemies notice you.
-
World of confusion absolutely needs the purple confuse proc to be useful. It's not worth it at all otherwise.
-
With that much defense buffing going around, I think you can go without the fighting pool just fine.
-
There isn't really any way to get a decent amount of resistance out of inventions. Trust me when I say you don't have any need of slotting for survivability in your inventions. Everyone on the team will be soft capped with a huge buffer to help against defense debuffs. I'd suggest going for recharge in everyone's builds, even though it'll be more expensive.
As for tough/weave, I'd say just get tough. Everyone will have more than enough defense already. -
I have a team that I need to register. I'll get on that...someday.
-
Quote:Here's a chart I made to show how effective each power is at stacking debuffs.Consider animation time and you can tell if actually having all three is worthwhile when -90% is damage debuff cap. I'm about to dash off to work, so I sadly don't have the time to consider the animation time to see.
dual wield: 3.6 debuffs
executioner's shot: 3.1 debuffs
piercing rounds: 2.4 debuffs
empty clips: 2.4 debuffs
bullet rain: 3.3 debuffs
hail of bullets: 1.9 debuffs
It's possible to keep three stacks of -damage going if you keep the basic pistols attack out of your attack chain (which will hurt your damage output and put a strain on endurance) but this is 37.75% damage debuff for each defender, so it can be worth it in situations like an AV fight. -
It's 7% for blasters, 10% for corruptors, and 12.5% for defenders. Dual weild, piercing rounds, and empty clips all last six seconds. Executioner's shot, bullet rain, and hail of bullets last eight seconds. If you're looking to see which powers are the best for debuffing compared to their animation times (arcanatime not used), then the following list should help
dual wield: 3.6 debuffs
executioner's shot: 3.1 debuffs
piercing rounds: 2.4 debuffs
empty clips: 2.4 debuffs
bullet rain: 3.3 debuffs
hail of bullets: 1.9 debuffs -
If you want to get used to the invention system, a good way is to download mids' hero designer and play around with it.
You can find it here: http://www.cohplanner.com/
Inventions give you bonuses for slotting a set into powers. You can't have more than five of each specific bonus though (for example, you can't have more than five 6% recharge bonuses, but you can have four 6% recharge bonuses and three 7% recharge bonuses without any problems). Generally speaking, you want to focus on either recharge or defense bonuses, whichever is more useful for your character.
If you want to see an example build, just tell me what powers/pools you're using and I can throw one together for you. -
You should use a different thread if you seriously want to ask that.
-
-
-
Ah, you already have me listed as a free agent. Thanks.
-
Defenders now do almost exactly the same amount of damage that corruptors do when solo now. Whether or not that's fast enough for you depends on your own preferences and what your buff/debuff set is.
-
I'd like to keep playing even if my team captain is dropping out or disbanding the team. I'll chat with my captain and hopefully teammates about it and if I need to I'll place myself up for recruitment.
-
Haven't people been banned from PERC events before? And stop using the word discrimination, because that's not what's happening here. Discrimination requires action being taken against a person based only upon what groups they belong to. If people were refusing entrance just because they weren't from Pinnacle that would work, but there are other reasons here.
-
Quote:- The intent behind "captain run league" is basically "the captains can do whatever they want as long as most of them agree to it". Quibbling over whether or not the captains are allowed to do something isn't the direction to go.You can choose to add said rule, and the way the league was set up will allow for that, but if said rule is added, or any discriminatory rule for that matter, we will pull all prizing and PvPEC support.
- Lots of events have a list of people who are banned from entering. So what?
- I have no idea what you mean by "We will pull all prizing and PvPEC support". Can you explain this, because I had no idea there was any PvPEC support. -
There was a lot of weird confusion or summat. Omega asked Nymph to do it first, but someone didn't want to do it that way since Nymph and Omega were on vent together. I just stayed out of it since it didn't matter.
-
Yes, you'll keep access to the patrons as long as you have completed the first patron arc and gotten the badge.
-
Fire/Ice sword circle: An animation that involves stabbing the sword into the ground in order to create the elemental burst.
Either broadsword or katana, whichever is more technically convenient: More graceful attacks usable for a fencer type of character.
Alternate animations for blast sets in general. -
The damage you see carrion creepers doing after all the enemies drop is damage to themselves.