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Posts
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Joined
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AoE Healing of 500+ would have been either (PBU+Heal) or Rebirth. Honestly, there are better things to do with your build than to get obsessed over having bigger green numbers than the Johnsons. *shakes head*
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The procs won't make up for the difference for the fact that it's rad blast to start with. Or to put it another way, (Rad + Achilles) ~< Ice Blast without Achilles.
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Quote:Pysonico on Fruit Salad Emp/Nrg:I think PSYONICO was the Empath in question.
Not sure if the VIDs are still online though. It was some time ago.
http://www.repeat-offenders.net/forum/topic/10342-solo-defenders/
Note: This was a long time ago, pre-incarnate, pre-level shifts, pre-custom difficulty settings, maybe even pre-IOs. His version of Chimera is only an EB, not the AV version. Given the need for ~110 dps to take out an AV in 30 minutes, and pre-incarnate pre-fire max ST dps without outside buffs of roughly 85, I'm pretty sure it's the Reactive that finally tips the scales. Alternately Red Candy on an optimized IO build "could" tip the scale, but I'm not sure how much it would take. None of which changes the fact that defenders need to use their secondaries and can do a great deal more than the average player seems to realize. -
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Traditionally I'd say: Bots or Thugs with Traps or Dark.
However, I'm currently working on the idea of Demon / Dark to stack (Defense and -tohit) with (Resist and -damage). This won't work so well with AV/GM due to debuff resistance, but on all other content should make them even more over-powered than normal. -
I have no idea what most players do.
In BG mode I'm fairly certain pets will respond to any pet getting attacked. That was once upon a time a problem, but I'm pretty sure it was fixed many moons ago.
I have no reliable information on set damage bonuses and pets. I've been told both yes and no, depending on source. If it's of importance to you, I'd say check Paragon wiki as well.
I expect it would be difficult to get your cake and eat it too, in any build. Sacrifices have to be made. However, here is an unfinished build you can start with and modify, if you like.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;674;1348;HEX;| |78DA65935B6F125110C7CFD95D4A59A04001692DB5145B5BC16EC1D698F860B5F52| |E284D1B35BE34A46C81845BB82436DEFA197CF1C9EB47D1182F1FC337B537B5D57A| |C5D999D3825902F91DFE3367FE73F6CC266F9D7130B632C5B87BA690AED51692E95| |A5DAF16F3A58C2599CEE6179995311668A90B738D62B15CD2E6738D6CCDDFA64F37| |9696B4F96ABA52F35C2CE5F4AA5EAA6BBB0B7BAA5C2E68E70AF96CAEAEE27AAEA2E| |B19172E137A3AA3576BB97CC549694656BE94F59EADE417B5995CBA9AD5455BCB3D| |D04C047E2F2D4C7C9A16B6098833E933E10B42F94AD842746C239695BD5DF0850F7| |B0175B8A8C31F51EE6344E713C25384FA0C1066EA73FC771BEAC8B8ADA9C897B921| |752510EEAB8414A2FB0AE2159850BF4D6E19C40ADD041B3C5C2B4514AB1B937D3E8| |217B1CF4FD881947E76077C6DA25B1B970DA94722C888FD0AC1820876205E83B75D| |ECB27F44DFE03AE2C027C22A610D11DA4084A12F279D913BA31421DC852E5C14915| |CC701601A121CA47E3DB0D923523CBBA1FF53EE4115AFE8CABB2D19D2C16F84EF84| |1DC4D00FC24F84170AFBC5A3F41FA38211C13770CE00C5A4C07BC938FAD016EE3AF| |401C411F616127AC5D3EE3D499129C229C4C869C234E23E74D84787B0F459658C74| |220EDB082AC18E8838103EAB614C33D67F823A7B07C603A2EB01BAF908614531C68| |A3CC2BFD0F6C86FC21FC25FC45893C0D08383C7B0F018C6399641191513391AC307| |3C3681189F2404B8D1D7F8512CA0407A94D2E528CD5D9C062E4EE317A74B3AEF664| |C13461A1A5D00252694182A41D34B1531293193123729132665D2A4244C4AB2A534| |53CADECBCC38466DD0AD2CA26B2A44797B74A3A5707E0D0FECB8C48D495937E56EB| |6148987F0EE1C0FF04EBA1E2266556C0AADAEB7AD6FB4AD6FB6AD67BDC62E5AFF03| |D4D0FEC5| |-------------------------------------------------------------------|
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Quote:Post i7 defense revamp, or I think it was i7, maybe it was i9. look it up....Some higher level AVs even with the soft cap can hit you more than 5% because of accuracy bonus. If they hit 20% at soft cap def level would they hit you at 25% just under the soft cap?...
Using the spreadsheet I saved back then, and not reinventing the wheel or double check any calcuations. Feel free to look it all up, double check it, create your own spreadsheet, and post any corrections.
An even con AV @45 Defense will hit 7.5%, @40 Defense that's 15.0%. If that same AV puts out 1000 dps of damage, that's 75 dps after defense with 45 defense, and 150 dps with 40 defense.
A +4 AV @45 defense will hit 10.9%, @40 defense that's 21.8%. If that same AV puts out 1000 dps of damage, that's 109 dps at 45 defense and 218 dps at 40 defense.
math ad nauseum, 40 defense is going to result in you taking Double Damage on average long term at 40 defense vs 45 defense. The last 5% DOES matter a great deal.
PS:
- I like Elude and other T9s, but I understand many players do not.
- I also use builds that use small purples to cover the gaps.
- I sometimes use the 32.5 Benchmark, especially on squishie types.
- On my higher end builds I like 46.5 such that I cover the iTrial cap with a small purple.
- I also like to have Vengeance slotted such that I can hit 70 defense on the high end builds in order to cover defense debuffs since most of my builds don't have DDR. Note: SR has DDR.
- It's your choice: 32.5, 45.0, 46.5, 59.0, or 70.0.
PPS:
Link - Defense i7: http://boards.cityofheroes.com/showthread.php?t=115184 -
I choose based on how many attacks I average per 10 seconds.
If It's a slow set, I take the 75% Fire. If it's a fast set I take the 25% debuff 50% fire. If the set is fast enough, it'll on average saturate the Fire Dot, and have attacks left over for the debuff to add additional damage without making sacrifices on the Dot part.
You could always just take both and test them both, with the bonus of being close to getting the T4 version. -
Take something like the following and modify to taste.
Enforcers (8.5x2) + Uniques (10) + Maneuvers (4.2) + FFG (15.9) ~= 47.2 Pet Defenses
Meanwhile the bonuses give you 45/44/48 defense.
It's just a template, I never finished the build to try to make it any better.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;672;1344;HEX;| |78DA6593594F135114C7EF9D85D28DB6B4B520454A05C156865630263E888210975| |64B206A7C210D1DDA26DDD22591B8F1197CF1C9F5A3688CCBC7F0CD854505C5B59E| |39E7426B6632CDEFF67FCE3DE77F9749DE3CE7606C6D8A71F74C215DAB2D25D3B5B| |A5E2DE64B193599CEE6979985311668A94B0B8D62B15CD216738D6CCDDFA64F3756| |56B4C56ABA52F35C28E5F4AA5EAA6B7B037BAA5C2E6873857C3657B7E178A1A2EB1| |9170E137A3AA3576BB97CC549694656BE94F5CE56F2CBDA4C2E5DCDEAC2D66A0F98| |89C0EF85CAC4D354D91620CEA4CF842F08E52B611BD1B1835855F667C10B0F7B0E7| |5B8A8C31F52EE2344E763C21384ED2920CC6CCFF0DF2DA823E3B4A6225FE286D495| |40B8AF105288EECB8897D084FC36B93A8815BA0956D85C0B45148B1B937D3E82177| |1C04FD885947E761BFA5A855B2B970DA94722C888830A4145043B10AFA0B75DCCB2| |7FC0BEC10DC4A18F844F847544681311065F4E5A2377462942B8032E5C14915C270| |1D0342438487E3D30D923523C7BA1FF53EE4215AF70E5DD910CE9F037C277C22E62| |E807E127C20785FDE204FDA7A8E06B585F803429F04E32963CB48DD947DE8338C2D| |E4042AFD8E5DED31499229C418C9C254C23EE81B33E32AFF659648C74228E5A0936| |821D117120BC16A331ED57FF097216117C0B0606446C804E3E4258538C6B45BDC2B| |FB0FDB1DF843F84BF88B12681612F0EBD86C52E0CE33D96411915377234861B3C36| |81189F2404B8E16FFC381650203D4AE97294EE5D9C2E5C9CAE5F9C0E69CECD98261| |A69D8E83C2831A1C450099A3EAA8849899994B8499930299326256152922DA59952| |F63F66C6316A05B7B288AEDB20CADBA39B2D85F3ABB860C7456EDC980D53EE564B9| |17808CFCE711FCFA4EB0162DE86A6B0D5B5B6F1F5B6F18DB6F1BCD79845E37F186E| |FEC4| |-------------------------------------------------------------------|
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Mask Presence and a Stealth IO are sufficient.
Smoke Grenade is completely optional.
Unlike Stalkers, for Veats Placate is a waste of animation time, you're better off just hitting something again. (Placate+Damage+Bonus) / (Placate Animation + Damage Animation) ~= Damage / Damage Animation.
Mask Presense, Super Speed, Stealth IO, etc all stack. There do appear to be power exculsions between MP and Concealment, but I'd have to look them up to check. I've never tried to combine concealment with MP, as I never had any reason to do so; A PvP build may have some reason to do so, but I don't PvP. You can always double check on Test Center if the information isn't available on Paragon Wiki or City of Data.
Smoke Grenade should not normally cause aggro.
Check City of Data or in-game numbers for the chance to crit values and the crit magnitudes.
You can placate as often as it recharges, however, that recharge is fairly long and duration fairly short. Again, as far as sustained damage is concerned, your better off just punching the guy in the face again than bothering with Placate. Placate, however, can be a useful control tool when soloing taking a boss completely out of the fight while you kill a different one. Placate can also be used with Crowd Control and maybe Spin in a type of Crit Exploit, but it's really still not worth the bother and it likely IS an exploit. -
Something / Cold, probably Plant or Electric for the Confuses. That gives the pair healing, resistance, defense, debuff, endurance, and perma-confuse.
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I find 45 defense + (Vengeance or Med Purple) with some resistance and minor healing makes you basically invincible.
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Something like the following that I threw together quickly and will need some adjustment:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- HO:Endo(A)
Level 2: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 4: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(36), Numna-Regen/Rcvry+(48)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-Acc/Rchg(11), ShldBrk-DefDeb/EndRdx/Rchg(34), ShldBrk-Acc/EndRdx/Rchg(36), ShldBrk-%Dam(36)
Level 12: Protector Bots -- HO:Enzym(A), HO:Enzym(13), HO:Nucle(13), HO:Nucle(15), HO:Nucle(15)
Level 14: Boxing -- Empty(A)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(34), LkGmblr-Rchg+(50)
Level 18: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19), S'fstPrt-ResDam/Def+(21), GA-3defTpProc(21), S'fstPrt-ResKB(34)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(23), LkGmblr-Rchg+(23)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 26: Assault Bot -- EdctM'r-Acc/Dmg(A), EdctM'r-Dmg/EndRdx(27), EdctM'r-Acc/EndRdx(27), EdctM'r-Acc/Dmg/EndRdx(33), EdctM'r-Dmg(33), EdctM'r-PetDef(33)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31), SipInsght-%ToHit(31)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(39)
Level 38: Aid Other -- Heal-I(A)
Level 41: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42)
Level 44: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 47: Pulse Rifle Blast -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(17), P'Shift-End%(46)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1374;658;1316;HEX;| |78DA65935B6F125110C7CFB20B945B0101A1B448A1AD2D4516B08DBE9898784B6C8| |AA9057D6D10B6B009EC121612F1DACFE08B5FC0EBA38F1A63F4BB787D50EBA5DE15| |879983252E09F9EDFEE79C99FF99335BB878C2CDD8D65126F88E37CA86B151281B1| |DA5DD54B5AAB3A454EA9ADED06B3D66678C4577431BC56EB3A96BF2BA7E41EFA815| |2334123AD6DDDC944BED72CBF09FD6EA4A5BD13AF2F0C1B9A6EB0DB9D85294AA071| |F4FA9B57A47D56A5E7C5B55CA55A56DD4D516450B4A55ADA89A123DD9522BF2488D| |4297FBEC45C0D81CFC1F5919FFF5AD6C1B9067960F848F08E913E133C2B683E849F| |F763176082089EC126802D78407C260D965904481928B6751B2AD23C68A841262E6| |1C227B1EF1182C5979226B02EB25A18F764A24D8D3282D12AE400907F7EF1044C66| |2CC69218888848498B1126C882790DF45BB24D761F2EF1EF20871FC3F0AE0C1C36D| |79FAF06357A1B6975C895E1F7AF705108920221F4288B0D3CFDBE0CFA1B46789B08| |C08868581ABE041113747F0ED1A640FF09305762C78E62F88035F09DF08DF11991F| |08096A85A89625C44FB47748B2E38725616E27EC4429E222B811190FB91F2778114| |FA16513DCCEC473C03C8BBE20BC444CBF22BC26BC415C87434CF25A93763CDED418| |C181D8E724B8086E44C03E6800ED8ADDC273EDBF8D98BF43B84BB8476DB98F78060| |EE3FC82E234375B503EC913257FE2AAD95F84DF843E65FF4360583E66A76F639068| |6E1613C5415A20495CA0494ED108A768845367687621419AB73F4D579DA5ABCED25| |53F049332CF2D93C920E4CE712947573435FA7DE1AC2D9A949C49C99B942593B26C| |52564D4A6157E9AF8D7ED51875F8D8A04D187DEB84A8301A7D3FAAAC08831978675| |AB4BDAB58841BD87ADF34F6227313DFFE022DBFE835| |-------------------------------------------------------------------|
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You probably need to switch from pvp to pve mode for control durations. PvP is a completely different game. If you have PvP questions, you should most likely ask those in the PvP forums.
you may want to turn on attacked/attacking suppression if you haven't already in order to get more accurate defense numbers. -
NW Raw Single Target DPS runs 230 to 260 with a good build.
A Huntsman Based on a Bane, or an AoE Crab, will have more AoE DPS, but the NW can come very close if they take Patron AoEs.
NW is easier to Softcap, Bane has a bit more HP. NW can get Elude and has the most DDR potential, followed by Fort. Both NW and Fort have built-in Vengeance. Bane and Crab will have to add Pool:Vengeance to simulate Elude.
A Melee Fortunata can be more survivable than a NW, and has 90% of the offense. The Fortunata adds control in order to boost survivability in situations where even Elude isn't enough of a bonus. However, there are some places where control is less useful, such as the ITF; But even there you simply confuse the surgeons and leave them alive as pocket emps for yourself and it's mostly problem solved. Which is better, Elude or Control, will depend on playstyle and mission.
Crab is the most survivable (1950hp, ~50% SL 40% ENFCT (Weak to Psi) Resist, 45% Defense + Vengeance) , but has the lowest ST DPS, but the Highest Potential AoE DPS, depending on the build. It's unlikely you can build the Crab to be both most survivable and highest AoE DPS at the same time, trade offs have to be made. It's most likely that the Highest Surviability will have the lowest ST and AoE DPS.
A Huntsman based on a Bane can obtain the highest -Resistance. The DPS * -Resistance puts it up into the solid damage dealing range while multiplying the teams damage substantially; Great for AV and hard target hunting on a team. The only difference in the Huntsman Bane and Mace Bane would be the lack of Achilles Procs on the Mace Bane.
All Veats can get 45% Positional, NW is the Easiest followed by Fort, Bane, and Crab. If All you want is Soft-Cap, then any will do, pick the one that fits your offensive playstyle best.
Depending on builds and number of targets, the general ranges are something in the order of:
NW 160-260 ST DPS, 500 - 650 AoE DPS
Melee Fort 150-200 ST DPS, 500 - 600 AoE DPS
Ranged Fort 100-160 ST DPS, 300 - 600 AoE DPS
Huntsman 130-200 ST DPS, 450 - 700 AoE DPS
Bane 135-200 ST DPS, 500 - 650 AoE DPS
Crab 120-180 ST DPS, 600 - 700 AoE DPS -
PGT:
The initial alpha hold is about 5 seconds. If you put a lockdown set in it, it's just long enough to drop AM, TM, and maybe Caltrops as well. It's short, but it's also "just long enough".
The Field it creates will causes both puking and a hold; and the field lasts significantly longer. I don't know if it's 30, 60, 90, or 260 seconds, but it is definitely more than long enough to kill the spawn. I've even seen the field proc much later on a second patrol or ambush.
The -regen part of the power, lasts somewhere between 10 and 30 seconds. I' don't know if it's part of the field effect, if it is, it can be reapplied, lasting longer and potentially the duration of the field. I honestly don't recall the details and can't seem to find accurate information that corresponds to how I've seen it work.
It's a very complex power, and I don't know without looking if in-game numbers properly describes it. I know neither Mids nor City of Data tell the whole story.
Seekers:
Seekers Stun is mag 2 on a 25% chance and lasts 9 seconds, per seeker. This means it's possible to get lucky and stun a mag 4 for 9 seconds.
The -To-hit, -Damage, -Perception are all 100% for 40 seconds, per seeker. Which is up to -15 or 20 -Tohit, with -40 or -50 -Damage for up to 40 seconds depending on seeker def/cor, placement, detonation, and range.
Again, another very complex power that I'm not sure if Mids, City of Data, nor In-game numbers does complete justice to.
I typically lead with Seekers from range, letting them take alpha, debuff, and stun. While they hover down and go boom, I run in stealthed and drop PGT point blank, locking down the spawn, then I drop AM, then Trip Mine, followed by optional Caltrops. At that point I start blasting.
Dropping AM first gives the PGT time to proc and actually lock things down. Sometimes if you try TM first, you'll still be ticking a dot, still moving, or one last lucky swing by a minion will land and cause an interrupt. So, I almost always drop AM first, letting its animation time soak up any lucky hits or dots, so that dropping TM is interrupt free. You can also Drop Seekers behind a spawn, to further confuse things, which can be helpful with things that drop burn patches, caltrops, AoEs, or have massive Cones that would other wise inadvertently hit you or a team-mate. -
Yes it's skippable, at least depending on your build and what you skipped it for.
Even considering the extra -res multiplier for single target DPA:
- If your build is Gun based Single Shot, Burst, and Bayonet are better choices.
- If your build is Mace Based Pulverize and Shatter are better choices. Crowd Control will be slightly lower DPA, but is AoE, and if it hits two targets is also a better choice. I consider Crowd Control at least even with Poisonous Ray, if not more desirable. On average I hit 3 targets with it, and it's no slacker even if it hits only 1.
- Poisonous Ray with Venom is a better choice than: Pummel, Bash, and Mace Beam.
- If hitting less than 3 targets, Poisonous Ray is better than Heavy Burst, Mace Beam Blast, Mace Beam Volley. But if you hit more than 3 or more targets, the AoEs are better.
- If hitting less than 2 targets, Poisonous Ray is better than Venom or Frag. But you need Venom to leverage Poisonous Ray. If hitting 2 or more targets, the AoEs are better. Depending now how much you prefer x8 vs x1, frag is likely more desirable, even if a bit less efficient vs 1 target, given that most of the game favors AoE. Unless you are building specifically to be a Single Target Specialist.
- Also Note, Switching between gun and mace powers causes redraw, which significantly lowers DPA, it's best to not mix them if you either don't have to, or at least to only do so as an informed choice or playstyle. My huntsman mixes Gun and Mace on purpose, knowing that it's best to minimize the swapping. I primarily use the gun in a completely separate and self contained chain, then move in close and use another completely separate and self contained chain to put the smackdown on hard targets with the mace. Mixing the two willy nilly destroys your sustained dps. -
watch your combat monitor. Half the value is suppressed for attacked/attacking.
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for PvP chances are you'll get better answers in the PvP forum.
For PvE, Shatter Armor causes claw redraw. For Sustained DPS assault is just as good, if not better.
For PvE, for spike damage, I'm fairly certain Slash will be better, even with the -resistance; However you'd have to do your own math in a spread sheet to see. I've never calculated it based on a stealth alpha strike spike damage, I've only calculated sustained non-stealth long term dps over 120 second fight periods.
Solo for sustained fights the redraw penalty cancels the advantage of the -resistance. Teamed there is an advantage to the -resistance, but it was not enough IMO to compensate for the combination of the added complexity of damage chain, having to time the power for exactly 20 seconds as using it sooner further hurt dps, and the performance hit to solo play. -
If you're teaming, and like the STF or other similar things, you can slot Hami's and cage LR, The Patrons, and the Towers for tankless STF runs.
Note: Hami's modify magnitude. You won't be able to cage the high end targets pre-50, and you'll need 2 HAmi's as a defender or 1 as a controller. I used 3 Hamis, 1 Hami failed as a defender, and I never got back to testing only 2, but it should work with 2. It may also work with only 1 Hami and a Level Shift, but this is also un-tested by myself. -
Yes, I've used Frostworks. Yes it's skippable. If I was running a pair of Colds, I'd definitely take it to put on my pairs partner, otherwise I'll only take it if I have room.
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Enant, Catch me in the RO Channel on Tuesdays or Thursdays 8pm to 12midnight EST and ask me to pull out the Traps/Dark on Virtue. She's not incarnated yet, and I only play Virtue by request these days, so you'll have to poke me to get me over there. I could pull up the Fire/Traps on Freem, but she's not nearly as good as her build is still i14 proc-nuke build. I'll be happy to answer any questions as well, just keep in mind my builds fall toward defensive overkill since I like to play +4x8 Enemies Buffed Players Debuffed.
My Fire/Traps was nerfed into oblivion, she still hasn't completely recovered. But she was based entirely on "The best defense is a good offense". Proc-Nuking everything, the bigger the mob, the harder the nuke. This playstyle is dead and gone forever.
Traps, however, lives on and is a wonderful set. You can still solo select AVs. Some still have success soloing +4x8, although I only solo her +2x8 due to lack of offense on the Traps/Dark. Incarnated I think She'd give +4x8 a run for it's money, but I ahven't incarnted her yet. I do have a new build for Fire/Traps, but it costs an over 2 billion Influence or 35 A-Merits just for PvP Defense IO alone. I have a hard time justifying that Fire/Traps is the best place to spend the equivalent of 3 or 4 billion influence, when a defender version cost almost nothing and performs 80% to 90% as well offensively, and better Defensively.
I play Alleyne in close pbaoe, she's still a beast defensively, making most pug tankers look like crying babies. If I'd ever rebuild her for i20, she would even have incarnate level defenses, but she can already solo small sections of the Lambda Sabotage using Vengeance and Force of Nature, so I'm in no hurry to respec her. She was a defensive beast from as soon as she got both her cones, mid 20s. Offensively I consider her a bit weak, but Incarnate Interface Reactive Partial Radial or Reactive Total Radial will fix that sufficiently.
Traps lives on.
- Put a full lockdown set in PGT, or Frankenslot for Acc/Hold and Proc Hold.
- Balance Proc Hold, Proc Damage, Defensive Bonus, and Recharge Bonus your other powers. You can really increase damage via procs, or potentially proc impressive fields of holds. But you'll want to balance overall your recharge and defense as well.
Alleyne is heavily overbalanced for defense. With Debuffs, Vengeance, Force of Nature, Demonic, Seekers, etc. She can reach +75 defense all with -60 tohit, or more, for a total psuedo-defense of 135 or more. Massive Over-Defense. 65 to 75 Resist all with -50 damage for 85 pseudo-resist, again Over-Resistance. There's plenty of room for shift away from Survival and into offense. Traps/Ice, Traps/AR, Traps/Fire if defenders ever get fire, etc. If you take the corruptor side, you may have more difficulty soft-capping, which may cost you more influence for a PvP Defense IO to compensate. If you have the cash or A-Merits for the PvP IO, then Fire/Traps becomes a possiblity again. I just have a hard time justifying the cost, and tend to fall back toward Traps/Ice or Traps/AR. The main reason I don't do Traps/AR is that a Huntsman is essentially the same thing and packs as much or more offense and doesn't have to drag around the FFG behind them. So that leaves Traps/Ice.
Traps/Sonic would be the choice if you want to worry about endurance less, plan to focus on harder but less numerous targets, or if you plan to almost exclusively team.
Traps/Archery Post Rain of Arrows is pretty nice, and a unique experience. I just hate to recommend to people a set that's somewhat sub-par for 38 levels. On the other hand, it's pretty fun once you get there.
Traps/Rad will have similar offensive capabilities to Traps/Dark, but without the defensive benefit of -to-hit. I'm unsure if the ability to slot many achilles -res will really make up for the difference. Pretty sure I'd rather got Traps/Ice. -
Here's a softcap template. I'm sure I'd tweak the build considerably before building it, but it's a starting point based on a proven build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
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I made my crab a tank. When I don't need the extra survivability I run as a huntsman. I may or may not further tweak my crab with less gun powers and more crab powers. Depends on which is really better whenever I get around to doing more testing.
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There's more to being an empath than being a "Healzor".
If I ran an empath, even before the iTrials, I wouldn't have res in my build, there's been a temp available for that for many issues now, and wakies before that. I try to carry the temp on all my characters. Yes temps are disabled for the itrials, the whiners will just have to suck it up and use the wakies.
Would I have had Heal other or Absorb Pain in my build ? Absorb pain, definitely not. Heal other, maybe, but likely not.
It would take multiple well timed and staggered Rebirths to completely replace Regeneration Aura.
It would take multiple well timed and staggered Ageless +Recovery to completely replace Recovery Aura.
It would take Multiple well timed and staggered Ageless to completely replace AB.
It would take Multiple well timed and staggered Barriers to competely replace Fortitude.
It would take Multiple ... Clarion ... Clearmind.
It would take Multiple ... Barrier ... Res.
You can only have 8 destinies per team, you'll never have all of them you'd like to have, nor will they ever be used in anything like a coordianted intelligent manner. How many BAFs do you see everyone firing Multiple overlapping Barriers a good 90 seconds before the AVs even arrive, thus wasting 90% of the strength of the power. If the same Barriers were used for the Alpha, and then staggered one at a time, you could likely have insanely better results.
Do people still do stupid stuff and get themselves killed ? Yeap, or you wouldn't be complaining about the hospital being too close by. Therefore, "healzoring" is still just as useful as ever to crutch up bad players that get themselves killed. So none of your powers are useless, they simply may be less "exclusive" and it might be harder to extort someone to pay you 20 million to grace the team with your presence.