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Posts
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depends on the toon. Usually I just use 1 end/rech/slow from each of the 4 slow sets.
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Quote:Sorry can't resist a straight line.I knew someone was gonna say it, I'm surprised it happened so quickly though. Thanks for the laughs.
Looking back I should have been more specific. I'd like to hear everyone's opinion on which primaries benefit more from containment than they do from domination.
The main thing, like Local_Man says, is how you play and also what secondary the controller brings to the table. I'll still say that at level 50 and perma dom most controllers won't be able to compete, even with containment. -
Depends on how you play.
If you stay at range you can skip Ice Sword Circle, Ice Sword, and Chilling Embrace.
If you play mostly in melee you can skip Frost Breath and if you depend on the mobs doing damage to each other from seeds you can skip Chilling Embrace.
Also if you slot sprint with a run or jump stealth IO and use it in combination with super speed you can skip the medicine pool and rely on Spirit Tree.
Casting Spirit tree while stealthed does not alert the mobs so you can size up the group, place spirit tree where you want it, and then open with seeds. The little bit of damage that gets through from the alpha will have completely regenerated before you finish the spawn. -
Illusion, no doubt about it.
Seriously though all of the primaries are better on a controller with the possible exceptions of plant, mind, and earth UNTIL the Dom achieves Perma dom at which time the dom will blow ALL similar controllers out of the water with the exception of only a few, very limited situations. -
And pairing Claws with Super Reflexes gives you increased attack speed from the Quickness power.
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Quote:Actually it makes sense solo and teamed depending on team size and composition. If all you ever did was 8 man teams the ideal thing would be to be able to select fire ammo as your base ammo and not even take swap ammo.This only makes sense if you never team. Fire all the way unless you solo.
You can't do that of course. Swap ammo is the "gimmick" that is supposed to make up for the short comings of the set and doesn't. -
This is the build for my rad/fire/mace. It is softcapped to S/L and runs 34% defense to melee. The toon lives in melee and if I am up against something that uses a non-S/L melee attack I can pop a purple and cap melee defense.
Like all blasters it is weak to mez heavy groups like rikti, malta, and carnies. Against most other groups you can pack enough break frees to use them proactively and just stock up again between missions.
This is rapidly becoming one of (if not my most) favorite characters. I solo relatively easily against +2/x8. 2 iterations of the PBAoE chain will leave only the bosses in a spawn and those will only take a couple of single target attacks to finish off.
While leveling (before the toon was IO'd out) it was easy to pop a couple of purples and wade into a -1/x8 or even level/x8 spawn finish it off, fill the insp tray and combine up 2 more purples and do it again to the next spawn. Street sweeping in Dark Astoria was a breeze as were the story arcs in Croatoa.
The one caveat about the whole thing is that you can't remain in Praetoria and pull it off. The Mace PPP is an important part of the build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(43), Dev'n-Dmg/EndRdx(46)
Level 1: Ring of Fire -- HO:Endo(A)
Level 2: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(25), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 4: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(9), Achilles-ResDeb%(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Super Jump -- Jump-I(A)
Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 12: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cosmic Burst -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(21), RzDz-Acc/Stun/Rchg(21)
Level 20: Stimulant -- EndRdx-I(A)
Level 22: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(25), RechRdx-I(37)
Level 26: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27), RechRdx-I(34)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Boxing -- HO:Nucle(A)
Level 32: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hot Feet -- HO:Nucle(A), HO:Nucle(39), M'Strk-Acc/Dmg/EndRdx(39), HO:Micro(39), HO:Micro(40)
Level 41: Scorpion Shield -- HO:Cyto(A), HO:Cyto(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(48), S'fstPrt-ResDam/Def+(50)
Level 49: Weave -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(5)
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Welcome back LadyMage! How is BabyMage doing BTW?
I'd like to add to all of the above good advice my reccomendation that you visit the Market and Inventions forums. There are several excellent guides and information there that will allow you to make boatloads of influence even while you are logged off. -
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Here ya go. 37.9% ranged defense without PBU. You don't really need more since the hit debuff in flash arrow is Auto Hit and irresistable. It adds an effective defense value of 8.83 which gives you an effective 46.73 for 60 seconds.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(3)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Glue Arrow -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(9), CtlSpd-EndRdx/Rchg/Slow(9), ImpSwft-EndRdx/Rchg/Slow(11)
Level 4: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(19)
Level 6: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(23)
Level 8: Poison Gas Arrow -- CSndmn-Acc/Rchg(A), LgcRps-Acc/Rchg(25), IComa-Acc/Rchg(25)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(33)
Level 16: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
Level 18: Acid Arrow -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/Rchg(33)
Level 20: Disruption Arrow -- RechRdx-I(A), RechRdx-I(34)
Level 22: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(36)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40), Achilles-ResDeb%(42)
Level 28: Ranged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 41: Phase Shift -- EndRdx-I(A)
Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
Level 49: Maneuvers -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(13)
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True enough, however SR is going to be a better choice based on his other criteria, especially the cheap part.
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Flash Arrow is Auto Hit in PVE you don't need the Accuracy enhancers in it.
Here are a couple of excellent guides. They haven't been updated in a while but the info is still excellent.
Luminara's - The Trick Arrow Enchiridion
Luminara's - The Archery Codex
I'll post one of my builds tonight for you when I get back home from work. -
For a good weapon set scrapper/brute that fits all your criteria, Claws/SR/Pyre is the ticket.
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If you are aiming specifically for trials I'd go with a sonic/sonic/mace defender.
Mace gives you web envelope which will help on BAFs -
I personally preferred Elec/Ice/Fire. The -rech and -speed in Chilling Embrace combines very nicely with Static Field and Conductive Aura and the additional endurance/recovery from the primary offsets the end guzzling qualities of the secondary quite well.
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I personally went with Perma-Hasten on mine. But I went Fire/Storm/Stone.
Perma hasten pretty much means that Thunderclap is perma double stacked and Freezing Rain is Perma.
I usually just target the boss, open with Flashfires, jump in and Thunderclap, then Fire Cages to keep all the stunned stuff in Hot Feet. After that I get LS and Nado running and then cycle Tclap, Fissure, Seismic Smash, and Fire Cages until all that damage + the Imps have melted stuff.
I still run about 30% S/L defense and can come close to the softcap with a single small purple insp. If I get overwhelmed I still have phase shift and Perma Earth's Embrace to fall back on. -
Quote:That would be the kinetics speaking....If I can solo the Clockwork Paladin in ~35 minutes with no temp powers (yes, that means no Envenomed Daggers, no Backup Radio, etc, etc), no inspirations, no Lore or Judgement, and only T3 Spiritual Alpha/Diamagnetic Interface and an Arachnobot to help me on a Kin/Dark (Dark being generally accepted as one of the lowest damage Defender secondaries there is), Defenders don't need more damage. And, on top of that, I *could* have done it without the Arachnobot, it just would have taken me probably closer to 3.5 hours, instead of 35 minutes. lol
And, there were no purple IO's, Hami-O's, or PvP IO's involved, either. Just for the record.
And on top of that, I can still make 7 other people EPIC WINZ with SB and Fulcrum Shift.
I think Defenders are just fine the way they are. Or maybe that's just the Kinetics speaking. >.> -
MA assault would most likely be MA melee attacks and ports of the Shuriken(s) from the scrapper anciliary with perhaps caltrops and focus thrown in as well.
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All of the secondary effects of the various types of ammo were esentially nuetered (especially for blasters) since you have the ability to change types. Only defenders have high enough values to get any real benefit from secondary effects other than standard or incendiary.
Your best bet is to use standard Ammo for the KD effects until you have enough defense set bonuses that you can leave your ammo set to fire. When set to fire the DoT effects raises your total damage up to the point where it is finally on par with the Energy primary. -
Dark/DP/Mace Defender will give you the most procs and most bang for your buck.
Using SOs and a Steadfast Res/def, Shadow Fall, Darkest Night, and Manuevers will put you at the effective soft cap to all positions against even cons. It still puts you over the effective soft cap to S/L vs +4s, you have 30% resistance to Energy, Negative and Psi, 17.5% to toxic and if you pick up tough you get 23% resistance to S/L. (your only weakness is pure fire or pure cold damage).
On top of all that if you use Chem rounds on top of Darkest night the mobs damage output is reduced by almost 50% and you get to debuff their resistances by 30% with tar patch.
If all that fails you have a PBAoE self heal you can use to repair the damage. -
I do the same and at the same settings with my Rad/Fire/Mace. Having soft capped s/l defense means that you get to convert all those inps that drop into reds. You only need an occasional purple insp as a hedge against defense debuffs.
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The devs are happy with defender damage and have said as much. It was a huge concession from them when they made vigilence give a damage boost when solo and on small teams but they pretty much had to do that since the defender was underpowered compared to corruptors and very few people would ever have rolled a defender again after GR came out.
That said the biggest problem with defenders is still that the DPE is way out of whack. Your damage powers cost too much blue when solo but they can cost virtually nothing if you play selfishly and essentially let your team down for the sake of you blasting with your low wattage secondary instead of buffing/debuffing. Vigilence is borked. It incentivizes poor play on the defenders part and punishes good play.
Defenders are sort of broken but they are broken in the way the devs want them to be broken. -
Not a problem with a Dom for bosses and EBs since you'll have cleaned up every thing else and have the lone tough mob locked down.
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Quote:Not often. It's an energy/energy/force I also use phase and PFF to pop in and out in high aggro situations or to splash the Alpha.So you faceplant often just running FoN up most of the time? I figured it would provide a pretty good buffer for longer range blasting builds.
What powerset do you have, and what specifics do you experience usually on TF's/Hard mishes with that setup?
Because remember: FoN + Temp invul = Blaster capped S/L Resists at 75 % and at least 50% resists to all other but Psi. If thats not usually enough I'd like to know what scenario and and why it isnt usually, especially in a team environment?
Situations where its rough are the ones you would expect, Carnies, Arachnos, the Crystals and last part of the ITF where most of the damage is dark, those kind of things.
and +2 or higher and 8x. 25% of the damage is still too much if you are the only target. 50% is still far too much.
I tend to play in melee range and get and keep aggro because of it. The point of building like that is to push the envelope and I do just that. -
Quote:Neither. Incinerate is big time single target damage, the only problem is that is an exceedingly long DoT. Combustion is a PBAoE with an exceedingly long animation and an excruciatingly long DoT. The biggest problem with the 2 powers is that you'll use other powers to finish off mobs before these powers finish ticking just so you can defeat the mobs before they un-mez. It's a huge waste of endurance. Both of these powers should have a much higher portion of their damage front loaded and then the damage ticks should be the secondary effects of fire rather than the way the powers work now.Incidentally, if one had to chose between dropping either incinerate or combustion, which would you find least useful?
If you have to give up powers give up the lack luster ones from your primary like Ring of Fire, Smoke, and Bonfire.