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Posts
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Psychic blast has a two advantages on defenders that makes it stand out from the other sets. First is that it has four single target attacks (not counting psionic lance, which is a horrible power) the last two of which are some of the best available to defenders, and the second is that its two area attacks have very powerful debuffs attached to them. I rearranged power picks to capitalize on these advantages and I also moved the endurance reduction from the toggle powers into the click powers, which should give better endurance usage.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 36 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: O2 Boost -- Heal(A), Heal(3), Heal(3), EndRdx(19)
Level 1: Mental Blast -- Acc(A), Dmg(5), Dmg(5), Dmg(23), EndRdx(31)
Level 2: Subdue -- Acc(A), Dmg(7), Dmg(7), Dmg(15), EndRdx(23)
Level 4: Snow Storm -- EndRdx(A)
Level 6: Hover -- Flight(A), Flight(9)
Level 8: Freezing Rain -- RechRdx(A), RechRdx(9), RechRdx(11), EndRdx(11)
Level 10: Psychic Scream -- Acc(A), Dmg(13), Dmg(13), Dmg(15), EndRdx(34)
Level 12: Swift -- Run(A)
Level 14: Fly -- Flight(A)
Level 16: Telekinetic Blast -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx(36)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Steamy Mist -- EndRdx(A)
Level 24: Will Domination -- Acc(A), Dmg(25), Dmg(25), Dmg(27), EndRdx(27)
Level 26: Hurricane -- ToHitDeb(A), ToHitDeb(34)
Level 28: Psionic Tornado -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31)
Level 30: Hasten -- RechRdx(A), RechRdx(34)
Level 32: Lightning Storm -- Dmg(A), Dmg(33), Dmg(33), EndRdx(33)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
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I say put it to a captain vote if someone wants to rejoin due to some weird situation. Doing it on a case by case basis seems simpler to me than doing something like a blanket X amount of matches suspension.
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Sleet's capable of doing a lot of damage, but it's done through damage procs instead of damage enhancements. Four damage procs + two common recharge IOs will do a lot of damage. If you want more slow/end reduction than that, then the following slotting works good too.
Level 26: Sleet- (A) Tempered Readiness - Endurance/Recharge/Slow
- (27) Pacing of the Turtle - Endurance/Recharge/Slow
- (27) Recharge Reduction IO
- (29) Touch of Lady Grey - Chance for Negative Damage
- (29) Impeded Swiftness - Chance of Damage(Smashing)
- (31) Positron's Blast - Chance of Damage(Energy)
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Quote:Ahh, you might have taken the wrong approach. Perhaps next time you should bombastically insist that you are far better at keeping a team alive than an empath. If they don't reconsider immediately, then immediately disregard them, which will give the impression that you can easily get a different team and have no need to put effort into getting into theirs.They say need a healer. I start to explain that I mitigate/prevent damage, I buff the team.. but at that point I give up.
This advice works with getting dates at least. -
It's a permanent sub, in which case I approve. If my team with Razor doesn't work out maybe I can squeeze into this game that way.
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Psychic blast isn't an ideal set for pvp, and unfortunately there's a large difference between how you'd slot the set for pvp and pve. Smart use of storm summoning powers alone can make you a powerful force in pvp though, and psychic blast is far from the worst choice for a blast set.
I moved a lot of powers around and switched a couple things out. Gale was replaced with O2 boost, thunder clap was taken out, all of the non situational powers in psychic blast were taken, and the fighting pool was replaced with medicine pool. One problem you'll run into fast is that hurricane and world of confusion are mutually exclusive, so try to keep aware of which one should be used in which situation.
The focus is on pve survivability (so defense) but there's a significant amount of recharge in there and a small chunk of hp bonuses. It should be very sturdy in pve thanks to it being just short of soft capped ranged defense if you use a small purple. It also has enough tools at its disposal that you should be able to experiment in pvp with it. It's not going to win any pvp tournaments, but depending on your server you can most likely jump into a pvp zone and do just fine.
13.6 melee defense
37.4 ranged
15.2 area
51% global recharge
14% hit points
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Veleda: Level 50 Natural Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Psychic Blast
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(46)
Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 2: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Steamy Mist -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(7), S'fstPrt-ResKB(7), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Rchg+(11)
Level 8: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(19), RechRdx-I(19)
Level 10: Psychic Scream -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17)
Level 14: Hurdle -- Jump-I(A)
Level 16: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(50)
Level 22: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 24: Stimulant -- EndRdx-I(A)
Level 26: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-EndRdx/Rchg(29), IntRdx-I(31)
Level 28: Tornado -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(31), S'bndAl-Dmg/EndRdx(31), LdyGrey-Rchg/EndRdx(33), LdyGrey-DefDeb/Rchg/EndRdx(33)
Level 30: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(34), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(34), ExStrk-Dam%(36)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Mass Hypnosis -- Acc-I(A)
Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
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: Super Speed -- Run-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 6: Ninja Run
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Does this mean that I can apply the code for the enhancements to one account and then apply the code for the going rogue expansion to a second account?
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The only set that I would say has any synergy with sonic resonance is dual pistols, since the resistance debuffs would increase the power of the damage debuffs. That's an extremely specific use though. I'd say go with a set that you want to be using a lot, since like force fields, sonic has a lot of time to blast.
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Quote:Aim/amplify contributes a lot less damage than build up. Aim in general is only good for boosting your to-hit and to use just before a fight starts to front-load your damage. It contributes very little extra damage to a sustained damage chain, which is what sonic blast is all about.Shockwave, I understand, but why skip Amplify? Seems like regular extra damage and to-hit is very desirable. I always take build-up and such on scrappers, so why not Amplify?
here is a link to a post I made where I show how a solo rad/sonic defender using electric fence in their attack chain would only get a 3% damage boost out of aim if they were able to perma it (which is impossible). Aim would contribute even less damage to a chain using shout instead of electric fence, and it becomes less and less useful the more damage buffing you have until it reaches a point where you actually reduce your damage output by using it. Once fulcrum shift is gained and accuracy is no longer a problem, aim has little use in a kinetics build. -
Quote:Warning: I'm responding to this without having read the rest of the thread.Fearsome Stare has an 18.8% tohit debuff. Doesn't it? So, why is the tohit debuff lower with the enhancement? Am I missing something, MIDS related?
I bet it's because the proc that boosts the caster's to-hit is slotted in there. Mids will combine the to-hit debuff of the power and the to-hit buff of the proc together even though they affect different targets. -
for a kin/sonic, shriek and scream are required. Howl, shout, and screech are great powers. Siren's song and dreadful wail are normally open to preference, but they both have very good synergy with kinetics so you should take them if you're able. Amplify and shockwave should both be skipped without a doubt.
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Yeah, it was actually kind of disappointing for me when I found out that they didn't start recharging immediately. I can sort of understand why they did it though.
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I can fraps without killing my computer. I recorded all the matches we did that day at kickball. I didn't realize it was recording vent though, so I need to figure out how to replace the sound with death metal before I can upload them.
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You should give up on using electric fence and shocking bolt as endurance drains. They drain only slightly more than one point of endurance in pvp. Power sink drains a decent amount, though it's hard to hit with it.
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alternating shriek and scream is definitely the best at that level of recharge.
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You have a point, but to be fair, a well played defender of most powersets is a god as it is.
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The corruptor numbers I got from in game, while the other numbers I got from mids. As far as I know, mids is accurate on all of the archetypes.
The debuffs will always stack, regardless of who used them or which power was used. Keep in mind that pistols doesn't get a slow debuff with cold ammo or a damage debuff with toxic ammo though. -
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If heal other isn't enough, what I do is heal other, jump in, heal aura, jump out, heal other. That'll get just about anyone back up to safe health. Also keep in mind that in one more level you're going to have the option to take power build up, which would make heal other hit for about 250 more.
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Actually, I'd say it's the opposite. If you took amplify it wouldn't be useful against AVs, but it has a few uses on teams against regular enemies. Amplify gives dreadful wail about 90 extra damage, which can make the difference between enemies being almost down and actually down. You have more than enough accuracy set bonuses to make sure you're always hitting things, but if you absolutely MUST hit some +3-4 vengeance stacked nemesis with your siren's song, amplify will help you do that.
Amplify is nice in builds since it doesn't need any slots, so if you think one of those situations is worth a power pick, go for it.
EDIT: I'm not sure what Babbage's base resistances are, so I can't say how effective damage debuffs are on him. -
What kind of price range are you looking at? Generally speaking there's super cheap, non-purples only, purples okay, and lolpvp recipe price ranges.
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Amplify has the exact same animation time as electric fence, and that's the power that amplify would replace in a chain if it's up, so I can actually do the numbers on it without having to make another graph.
Factoring in enervating field, here's how much damage these powers will do in a chain of shriek, scream, shriek, electric fence before any damage buffs.
electric fence - 70.13
shriek - 51.68
scream - 98.26
In the span of amplify, you can get off three shrieks, two screams, and one electric fence before it wears off. All of those together deal 421.69 damage, so that means that amplify contributes 210.85 extra damage. This is pretty good for a power that takes slightly over a second to go off.
Now we compare that to electric fence's unamplified damage with accelerate metabolism and solo vigilance, to see just how much benefit amplify has given over it.
damage buffs - 95+25+30 = 150%
electric fence buffed - 175.33
shriek - 129.2
scream - 245.65
with amplify - 200% buffing
electric fence - 210.39
shriek - 155.04
scream - 294.78
So amplify's contribution is an extra 35.52 extra damage each time it's up.
To compare:
three shrieks, two screams, two fences = 387.6+491.3+350.66 = 1229.56 damage
amplify, three shrieks, two screams, one fence = 1265 damage
That's right. The amplify chain does less than 3% more damage than the unamplified chain. Considering that amplify is not perma-able and there will be extended times where it's not up, its total impact on your DPS will actually be much less than this.