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Posts
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Joined
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Keep in mind that total focus isn't an extremely good power for dealing damage. You're likely to be able to deal more by avoiding it and simply blasting away from range. Total focus is most useful as a stun which does respectable damage and is stackable with beanbag.
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With six slotted kinetic crash, repel hits mag 17 knockback. This will be enough to screw over anyone who only has acrobatics, or has only sprinkled in a few points of knockback protection. A dedicated pvp build will be immune to that though.
As for stalkers, don't quote me on this because I'm pretty fuzzy on what breaks hide, but I'm pretty sure how it would work is that if your repel successfully knocks back a stalker it will break their hide, but if they're immune to it then it won't do anything. Then again, repel is sort of different since it drains your endurance for targets hit, so I wouldn't be at all surprised if I'm wrong.
TLDR: wait for someone with first hand experience to pipe in, because that entire last paragraph is just theorycraft. -
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Something like this should work. At high levels it can double as a teaming build. The order in which powers were taken is on purpose, but pay no attention to the levels I added slots.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Ice Shield -- DefBuff(A), DefBuff(40), DefBuff(42), EndRdx(42)
Level 1: Pistols -- Acc(A), Dmg(36), Dmg(37), Dmg(37), EndRdx(37), RechRdx(40)
Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(3), Dmg(9), EndRdx(11), RechRdx(11)
Level 4: Empty Clips -- Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(7), RechRdx(9)
Level 6: Combat Jumping -- DefBuff(A)
Level 8: Swift -- Run(A)
Level 10: Swap Ammo
Level 12: Arctic Fog -- DefBuff(A), DefBuff(13), DefBuff(13), EndRdx(15), ResDam(15), ResDam(36)
Level 14: Super Jump -- Jump(A)
Level 16: Bullet Rain -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx(19), RechRdx(36)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Suppressive Fire -- Acc(A), Dsrnt(23), Dsrnt(23), Dsrnt(25)
Level 24: Benumb -- Acc(A), Acc(25), RechRdx(42), RechRdx(43)
Level 26: Sleet -- RechRdx(A), RechRdx(27), RechRdx(27), EndRdx(34)
Level 28: Executioner's Shot -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31), RechRdx(31)
Level 30: Aid Other -- Heal(A), Heal(46), Heal(46)
Level 32: Aid Self -- Heal(A), Heal(33), Heal(33), IntRdx(33), RechRdx(34), EndRdx(34)
Level 35: Heat Loss -- Acc(A), RechRdx(43), RechRdx(46)
Level 38: Hail of Bullets -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40)
Level 41: Power Build Up -- RechRdx(A), RechRdx(43)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45)
Level 47: Maneuvers -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Glacial Shield -- DefBuff(A), DefBuff(50), DefBuff(50), EndRdx(50)
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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 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition -
Most people aren't familiar with every power in every defender powerset, so I'm not surprised.
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Recluse begins summoning banes once he is below a certain health threshold. The reason for the conflicting reports may be because the STF version behaves differently than the Recluse that shows up in missions.
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Rad will have more synergy, for the -damage stacking as mentioned above, as well as the fact that rad requires fewer clicks to help avoid redraw.
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Agreed. When the STF first came out, I was pretty glad that the fight was set up in such a way that powers like hurricane could fill a unique role.
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Definitely damage. The defense debuff is plenty powerful as it is, and slotting it will make little difference.
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Quote:There are two different types of escorts: combat and non-combat. Combat escorts are unaffected by your stealth while non-combat escorts will have difficulty following you since stealth isn't negated by them. Additionally, non-combat escorts cannot have any powers used on them, so O2 boost won't help.Do I need to turn Steamy Mist off for escorts?
Steamy Mist should not interfere with escort missions as stealth is negated once an NPC is rescued that needs to be escorted out. There have however been reports of this tech not working as intended. So, if you notice the NPC seems to get lost easily or has trouble following you or a teammate, then you can turn off Steamy Mist or use O2 Boost on the escort and that should solve the problem. -
Quote:This is why my only character without a self heal power is my permadom. You can't rely on anyone to heal you, including empaths without any secondary powers. Expecting a level of performance out of the people around you is just setting yourself up for irritation.The problem is that too many people think that this game is difficult enough to need the idiocy of everyone that commented in that chat log. Except for the claws scrapper. He appears to be the one with the brain.
OP, you should have kept your mouth shut and need to learn how not to die. The kin user also needs to learn how to play.
This game is not rocket surgery. -
That's the problem right there. The kineticist cites him running into melee as a problem, when his heal only works on targets in melee.
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Only a couple defense based sets have defense debuff resistance, and they're self buffing sets that are very reliant on defense.
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Not any more than standard enemies do. -damage is resisted based on the target's resistance. This is an issue since many enemies' highest resistance is to the same type of damage that they deal, and that some AVs have sizable resistances. It's no problem for a kineticist with both siphon power and fulcrum shift though.
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Please don't take my copy of Super Mario Galaxy 2.
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Kinetics has a lot of click powers that need to be used often, so you'll be redrawing the pistols pretty often. If that's not an issue for you though, it's the best combo in the game when it comes to damage debuffing.
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I'd like to double check the power selection before I move on to the slotting. Will these powers work for you? Pay no attention to the level powers were chosen. To summarize: petrifying gaze, black hole, life drain, torrent, and moonbeam were skipped. Power pools are the same as you had them before. Also, do you plan on having hover on at all times during combat?
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Dark Def: Level 48 Natural Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Empty(A)
Level 1: Dark Blast -- Empty(A)
Level 2: Tar Patch -- Empty(A)
Level 4: Gloom -- Empty(A)
Level 6: Hover -- Empty(A)
Level 8: Swift -- Empty(A)
Level 10: Howling Twilight -- Empty(A)
Level 12: Shadow Fall -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Tenebrous Tentacles -- Empty(A)
Level 18: Fearsome Stare -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Maneuvers -- Empty(A)
Level 24: Assault -- Empty(A)
Level 26: Vengeance -- Empty(A)
Level 28: Night Fall -- Empty(A)
Level 30: Dark Pit -- Empty(A)
Level 32: Dark Servant -- Empty(A)
Level 35: Darkest Night -- Empty(A)
Level 38: Blackstar -- Empty(A)
Level 41: Dark Consumption -- Empty(A)
Level 44: Soul Transfer -- Empty(A)
Level 47: Dark Embrace -- Empty(A)
Level 49: Soul Drain -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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I was in a test that proved that mastermind pets are able to stack multiple copies of the heel proc, and as the poster above me said traps can do the same thing. I've never heard of anyone testing multiple players applying the proc, but I assume that can work too.
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Wish I had been there. I've never heard of the person who won and I'd like to see how I stack up. And I was looking forward to the next 1v1 tournament too.
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You do want siphon power, but not until you're high level. Against AVs, spamming siphon power and fulcrum shift is an extremely effective way of destroying their damage output.
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Quote:If you're planning on using wail, then amplify is worth it since you want to load all your damage into one attack.Amplify was brought in purely to use with Wail and/or EM Pulse. Good point about considering dropping it though - even though that damage bonus is really amplified with all of the -Res floating around.
As for the -res, that's a misconception. -res makes aim/amplify better, but it also improves the attacks you could be using instead. So the presence of -res has no effect on whether or not aim is worth using. What makes a difference between how much better aim is than not using aim is how much damage buffing you already have. On a team like this with accelerate metabolism and assault being stacked all around, amplify would end up reducing your sustained damage. -