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Posts
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Joined
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An emergency came up and I'm going to be out of state on wednesday. I'll have computer access over there, so I'll try to get things set up so I can still record the match, but no guarantees.
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For straight effectiveness, I'd suggest power mastery if you want power build up, and psychic if you want mass hypnosis and/or a second hold to stack on bosses. Electric is definitely the wrong choice, as all of its powers except for the shield are things that you already have access to.
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It's too bad thermal and pain aren't available to defenders. I always thought that two heals was as much as I'd ever need.
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What's the bug exactly? Last time I observed I didn't get any weird problems. I can only use 10-11 minutes of footage anyway, so being out of it for awhile wouldn't be too bad.
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On the topic of DR, I'm 90% sure that further buffs over the DR soft cap will act as a buffer against debuffs. I'm not positive though. It depends on if the math goes:
Buff - debuff = total(DR-ed)
or if it's:
Buff(DR-ed) - debuff(DR-ed) = total
Quote:The range in order to cast the debuff is different from how far away you have to be to detoggle it. I THINK the range needed to turn a toggle off is 200 feet, but I'm not sure.Couldn't a PVPer just speed run/jump out of the range of the Rad toggles and run right back at you? Their range is really not that big (70ft). No out-ranging Infrigidate/Benumb/Heat Loss though.
Quote:Ok, long recharges on those two, which from what I've heard are super awesomesauce skills. Yeah, being hit by all three would probably suck if you don't have some built-in recharge debuff resistance, but the fact they aren't up often makes them a little un-ideal.
As for landing Sleet and etc, you two must be a heck of a lot better than the people I've seen using locational AoEs. I don't know how many Shield Charges, Lightning Rods, Fire Storms, Sleets, and so forth I've seen miss by huge margins against a mobile target.
As for sleet/freezing rain, I'm not going to act like I can hit every time with it (heck, the last arena match I was in I missed more often than I hit) but with some strategy it's possible to do it with reasonable reliability. It's especially easy in any sort of fight with more than two people as it's not hard to catch people who are focusing on someone else. -
I suggest using infrigidate a lot less. Just drop sleet+ice storm from around a corner, run in and use frost breath, benumb any really big boss that may be present, then start throwing out the ice blasts. Freeze ray can take out any pesky mezzers. Things will get MUCH easier once you hit 44 and get a shield from your ancillary power pool.
Quote:There are two parts to heat loss. The first part is a buff that radiates out from you, the user. The second part is a buff that radiates out from every enemy you hit with heat loss. So you could easily buff your melee teammates without running in yourself. It won't be as powerful as if you had been in there with them, since they won't get the buff that comes off of you, but heat loss is powerful enough that this won't matter.well, if they are in melee and I am at range, and the buff comes off of the enemy, can I buff the team without buffing myself? Or do I have to be in there too? -
Quote:All three of the debuff sets I listed have to-hit debuffs which reduce the chance of being hit with a mez. Usage of line of sight can prevent enemies from hitting you until that debuff is applied. Storm summoning is the most resistant to being mezzed, as hurricane and freezing rain will continue to affect enemies despite whatever may happen to you.... and those (de)buffs aren't terribly effective when the person that is supposed to apply them can't because he is mezzed while absorbing the alphastrike.
Mezzes are a serious issue for toggle debuffers, but they're not insurmountable. -
Quote:I can tell you from experience that sleet and freezing rain are not impossible to hit with. There are a few tricks you can use like watching for your opponent to begin an animation, or using a mez immediately followed by FR/sleet. As for the recharge times, those are a big pain for cold. They HAVE to have a serious amount of recharge bonuses in order to get benumb and heat loss out when they're needed.Sleet is useless because aiming a locational AoE against super speed/super jump opponents on the constant move is near impossible and, once you miss, they have a very obvious spot to avoid. And all serious melee PvPers will have at least one ranged attack to use if you drop it at your feet (not to mention Taunt/Confront to keep you from shooting back). Infrigidate, Benumb, and Heat Loss are probably quite effective, but I don't know the recharge times. If they're long recharges, then that's not going to be so hot.
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I plan to record the match though, so do your best :P.
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I skimmed it real quick and I have a few points. Screech is a useful power because it's the best -resistance debuff in the set. That alone gives it a place in builds and makes it an invaluable power in both PVE and PVP.
Also, electric fence is actually most useful as an attack. It's only slightly worse than using shout in your chain, with the added bonus of immobilizing, and the drawback of poor endurance efficiency and less damage boost for teammates.
link to graph which demonstrates this -
Depends on who's on your team. Brutes obviously benefit from it the most, and all four epic archetypes are pretty far away from their maximums. I use it simply because all builds need a few powers that can live with one or two slots, and frostworks fits that perfectly.
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If it were me, I'd probably do power mastery for power build up and temp invuln. That would give me an extra power pick for triage beacon or another pistol power. Psychic mastery is a close second though, because of its purple options and the potential destruction that contagious confusion can do.
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Hmm, are you level 50 yet? At level 50 defenders should be able to have the best of both worlds. It sounds like you're doing fine though. There's definitely nothing wrong with picking up aid other and aid self. I'm of the opinion that everyone can use a little bit of healing as long as it's not overkill. You should try to get ball lightning and voltaic sentinel if you can. Ball lightning will be your most damaging power on teams, and voltaic sentinel does a lot of damage over its lifetime even though it doesn't seem like it.
Also, nice avatar. -
Cold domination is currently the ONLY set that has a max hp buff.
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That should do the trick. Dark servant doesn't have any accuracy slotting, but you have tactics so you can probably get away with it. Also, the reason I did to-hit debuff in fearsome stare originally is because the debuff is actually just as powerful as darkest night's and because with enough recharge slotting the fear effect will last longer than the power needs to recharge, making it permanent if you keep casting it. Of course, glimpse of the abyss is far from the worst set, so what you have now isn't bad.
Geez, you know a build has a lot of recharge when tar patch only has 21% recharge enhancement and still comes up in 1/3 its normal time when hasten is up. -
In a single target attack chain, pistols will be going off every 2-3 seconds.
As for slotting, you can do five decimations and the achilles' heel proc. -
If a cold has ever soloed a GM I've never heard of it. I know for sure they can solo most AVs though.
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Force field works well with weapon sets since you use all your buffs at once and then blast for the next four minutes. I say go for it.
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Yes, they're better on defenders. Toxic ammo is pretty useless on a blaster, but on a defender it can be great, especially if you can stack it with another source from your primary.
Blasters and Corruptors both do 15% slow, while defenders do 18.75%
Blasters do 7% damage debuffing, while corruptors do 10% and defenders do 12.5%
The strength of the debuff is the same on all powers except hail of bullets, which has a more powerful debuff. However, the duration of the debuff will vary based on the power. Here's a list of them, but keep in mind these are the corruptor numbers.
dual wield- 1.67 seconds
25% knockback
15% recharge for 8 seconds
10% damage for 6 seconds
executioner's shot- 2.57 seconds
70% knockback
15% recharge for 10 seconds
10% damage for 8 seconds
piercing rounds- 2.5 seconds
knockback replaced by -res
15% recharge for 8 seconds
10% damage for 6 seconds
empty clips- 2.5 seconds
10% chance for knockback
15% recharge for 8 seconds
10% damage for 6 seconds
bullet rain- 2.4 seconds
50% chance for knockback
15% recharge for 10 seconds
10% damage for 8 seconds
hail of bullets- 4.17 seconds
10% chance for knockback followed by guaranteed knockback (5% and 60% respectively outside of standard ammo)
20% recharge for 10 seconds
10% damage for 8 seconds -
You really need to take detention field. It's force field's entire saving grace in pvp. That and knockback slotted force bolt. Don't bother building for defense, as a slotted dispersion bubble will make you hit the defender defense cap of around 10-15%. In pvp, force field ceases to be a defensive buffing set and becomes a disruption set.
You did take the right pistol powers though, and you definitely want suppressive fire. As for power pools, definitely drop fighting. -
Something like this.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Heal-I(A), Heal-I(3), EndRdx-I(3), RechRdx-I(9), RechRdx-I(15)
Level 1: Mental Blast -- Acc-I(A), Acc-I(7), Dmg-I(11), Dmg-I(21), EndRdx-I(37)
Level 2: Heal Other -- Heal-I(A), Heal-I(5), EndRdx-I(5), RechRdx-I(9), RechRdx-I(15)
Level 4: Subdue -- Acc-I(A), Acc-I(7), Dmg-I(11), Dmg-I(19), RechRdx-I(27), EndRdx-I(34)
Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(43)
Level 8: Recall Friend -- Range-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), DefBuff-I(13), DefBuff-I(17)
Level 14: Clear Mind -- EndRdx-I(A)
Level 16: Telekinetic Blast -- Acc-I(A), Acc-I(17), Dmg-I(19), Dmg-I(21), RechRdx-I(43), EndRdx-I(50)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(40)
Level 22: Recovery Aura -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Will Domination -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), EndRdx-I(40), RechRdx-I(46)
Level 26: Teleport -- EndRdx-I(A), Range-I(46), Range-I(50)
Level 28: Psychic Scream -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), EndRdx-I(37), RechRdx-I(42)
Level 30: Psionic Tornado -- Acc-I(A), Acc-I(31), Dmg-I(31), Dmg-I(34), EndRdx-I(37), RechRdx-I(43)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34)
Level 35: Regeneration Aura -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), Heal-I(36), Heal-I(46)
Level 38: Psychic Wail -- Dmg-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(42)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 44: Force of Nature -- ResDam-I(A), ResDam-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- ResDam-I(A), ResDam-I(48), S'fstPrt-ResKB(48), EndRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
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Jebus. Well in that case, I give you this.
83.75% recharge bonus and capped defense to all three positions. This is less recharge bonus than is in your build. Depite this, the attack chain in this build will do more damage due to procs and acid mortar actually comes up faster in this build due to better recharge slotting in the power itself. I moved some power choices around in order to get you a well slotted world of confusion.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Operative Jerusalem: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Web Grenade -- Immob-I(A)
Level 1: Pistols -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(7), Apoc-Dam%(9), LdyGrey-%Dam(9)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), LdyGrey-%Dam(36)
Level 6: Acid Mortar -- AnWeak-Acc/Rchg(A), ShldBrk-Acc/Rchg(13), RechRdx-I(13), ShldBrk-%Dam(19), Achilles-ResDeb%(19), LdyGrey-%Dam(21)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(23)
Level 10: Swap Ammo
Level 12: Poison Trap -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 18: Bullet Rain -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(25), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(34), Ragnrk-Acc/Rchg(34), ExStrk-Dam%(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Acc(36)
Level 22: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31), SipInsght-%ToHit(33)
Level 24: Boxing -- Empty(A)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33), HO:Ribo(37), GA-3defTpProc(42)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(45)
Level 38: Hail of Bullets -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(46), Armgdn-Dam%(46)
Level 41: Mass Hypnosis -- Acc-I(A)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 47: World of Confusion -- CoPers-Acc/Conf/Rchg(A), CoPers-Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Conf%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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
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