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Basically, there are a few things that you can do
1. Stone Tank/brute, Granite is a toggle, leave it on all the time, problem solved. Ideally IO out for +runspeed/rech/dam but technically not necessary
2. Willpower Tank - IOing these things with regen/+hp produces nasty results, my WP/Mace tank has about 830% regen from a single foe in RttC and capped HP on top of resistance/defense values that rival that of other tank (thanks to Tough/Weave) Throw on SoW for when you actually need extra mitigation (very rare) and you're set.
3. SR/Ninjitsu/Shield characters - Relatively easy to soft-cap defense, each has its own advantages, SR is a bit easier to cap and has some +rech, Ninjitsu has a nice self heal and some good crowd control, but is only for Stalkers, Shield gets nice damage, extra resistance/hp and a tier 9 that doesn't fully drain you.
4. Dark/Dark Defender... no real tier 9, but you won't need it when everything short of AVs are at the tohit floor.
5. Force Field Defender - possible to cap defense makes this a slightly more friendly Ranged build. -
my understanding of pet resistance is that if it's inherent, their cap is 100%, otherwise, it's 90%
so, Stoney can have 100% resist to Psi because that's his inherent resistance, however, for everything else, he can only have 90% -
it shouldn't because the -res is marked "ignores enhancements and buffs"
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Quote:wait...while on the subject of the "exploit"(im using quotes sarcastically here, not poking fun at you), you can also slot your ally shields with just 2 centrioles and get ED max resistance enhancement. i used to do this when i pvp'd on my sonic defender and thermal corruptor.
to fix this "exploit" the devs would have to do alot of work and considering how busy they are all the time with the next issue etc etc.. i doubt it will get looked into before you get tired of the toon, unless youre a 1 toon person or something.
the cost was negligible to me because my server is the best raiding server, justice.
can someone confirm this? -
it's a tough call, on one side, your build is pathetic (no offense) and so there's very little that one extra attack can make, and quite frankly, I still squeal with joy every time someone gets low on health when I have veng.
on the other hand, you've got so much potential with Rad Blast... so much AoE goodness.
Here's what I would suggest,
1. drop Invisibility (since you can't do anything to your teammates or to enemies while it's up)
2. drop Soul Transfer (Do you actually die with an attack chain that mostly consists of Neutrino bolt on auto?)
3. pick up Electron Haze and Neutron Bomb
4. take slots from Recall, Resurrect, and Teleport to fill in what you replace with Invis
5. Slot Cosmic Burst for damage, or, even better, frankenslot it with Acc/end/rechs and 3 Dam/Mez Hamis
6. Profit
making minimal changes to the build, it looks like this
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Redress: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Dev'n-Acc/Dmg(5), Dmg-I(15), LdyGrey-%Dam(17), ShldBrk-%Dam(21), Achilles-ResDeb%(36)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11)
Level 4: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37), LdyGrey-%Dam(37)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Recall Friend -- Winter-ResSlow(A)
Level 12: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def(13), Krma-ResKB(17), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25)
Level 14: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(15), TSM'n-Stlth(40)
Level 16: Hurdle -- Jump-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Grant Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def(50)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(36)
Level 28: Cosmic Burst -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(29), Stpfy-EndRdx/Stun(29), Stpfy-Stun/Rng(31), Stpfy-KB%(31), Dmg-I(34)
Level 30: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(50)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34), EndMod-I(43)
Level 35: Assault -- EndRdx-I(A)
Level 38: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(46)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(42), Stpfy-Acc/EndRdx(43), RzDz-Immob%(46)
Level 44: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45), GftotA-Run+(46)
Level 47: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48), Aegis-EndRdx/Rchg(48), Aegis-Psi/Status(50)
Level 49: Vengeance -- RedFtn-Def/Rchg(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Code:though personally, I'd change it more drastically putting things like leadership way before grant invisibility and probably ditching stamina, and absolutely picking up hasten.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1412;709;1418;HEX;| |78DAA593594F135114C7EF741BBA4D37762894A52DA5325297C4E5C104818448B16| |9884F609DB6034CACD3A61D11F4017079F32BF0E4477021C6273F800F4613FD28BE| |E1592E3544DF9C94FF8F7BE6DCF33FF7CC4C716F3124C4E12DA168B71B46A753593| |4B74CBB6EB6BD4563DBAAA965B3DE363B1D5508D17776ABB2F0786B4B5F7AD4329C| |9DFDF16EB46CD8DB665D2F1B75CB70ACA65D5980824E6CC5DE31DBA6EDE867FFC44| |BCD66435F371B66ABD976283544A165CBB1C12B468B157BD7EA5855AB6139FB118A| |AC9A06D87476AC566CA965D5F445A3FDB052040BB3BD3F08FDE5E06FC325E475EA1| |17714210AC2B54AF015093D77098135C2D73FE95E712C30E47943D09284E81717A2| |D7E7162229A63EC32A2136411569A2FCD384AB07D8EB1BA4BBA5897B974D9E107AF| |708D34F19CF186C5901F5F22EE1CDD39D0710526548E5501AD67E19F28FB8316440| |5650DA0503D44128C8D008D15F020F3318A2D5609890854261DEE50A87A9034D236| |423041F244414768ACC9079156EC4E49E18F7133F0715F624E49EC434857A20D4C7| |21575F8A42FDE7A041C200175506B8FD02F75D03BB2139F6211EFB308F7D98C73EC| |1639F2A117E40FA889CC3C80185465F300E0963CF192F79333FF0EFB02BC9FD7993| |6F01D362EC1D61EA3D21FB81307B42E985572E5CD541C7A5D738B796E2D652DC5A8| |A5B9BE0D666F1A893220E479D94E3999CA07A3FA1505A164AB37D86ED336C9F61FB| |EC09612E4F850EE0C1CFC8A667F8A8393E638E4F9CE333CE1E11E6F6147C0162609| |F97F3CC7B14AC77C1C750193D84393FE1084C7436F1E8F354E8E265C615C6257E5A| |5709BD507D5EBE99F3FCFE8D7ABA5F1BFCE012AB7F454A9EEEB725148AAC610EFBF| |ED7F53174E6E52F0740D7514A28F75036503651EEA3182855941ACAE9A7EEEEC835| |6CE83ACA0D949B28AF3149C5CF2E88124209A368281194284A02A51F6518E518E5F| |4377C36FA6C| |-------------------------------------------------------------------|
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Frankenslots seem good for it, I'm going
Dark Watcher Despair: Tohit/Rech
Dampened Spirits Tohit/Rech
Deflated Ego: tohit/Rech
Discouraging Words: Tohit/Rech
Undermined Defenses: Def/Rech
Achille's Heel: chance for -res
That gives you ED capped recharge and really good -tohit (for defenders it's -52%) for a corrupter you might want to get another -tohit/rech from one of the accurate tohit debuff sets instead. -
Quote:simple Green Machine Tactics...Please show your work, because I can't see:
How you get perma capped regen/recovery. It's going to be up a lot, but not perma as far as I can see.
How you get Blaster level damage?
And you're going to be casting quite a bit for all this whereas a meleer can get to this and have a stronger attack chain. And not get one-shotted by AVs because of flimsy HP.
EDIT: And I know you were responding to Doc, but the OP specifically excepted buffs like Adrenalin Boost, Hoarfrost, etc. that do not have the recharge to be on the whole team at once.
Adrenaline boost caps your recovery without slotting a single thing, turns out my numbers are wrong, AB will not cap your regen, but it will put you at IH levels permanently (thanks to the +100% rech in it with hasten they are both perma)
For defenders Fortitude + Assault = a permanent 50% damage boost
Regen Aura will be up about 70% of the time to have your regen capped
You'll be casting 3 buffs every 90 seconds (CM, AB, Fort), really, the RAs are unnecessary unless you're teaming, then only for the sake of the team. -
Quote:Hmm... Empathy...Yeah, I always see this nonsense about how overpowered defenders would be if they could self buff.
It's a load of nonsense. They would still have gimp hit points, gimp damage and a joke inherent. BFD. A fully self buffed defender would still be the fat kid on the playground if he tried to solo.
Capped Regen, Recovery, 25% defense, heck, lets throw in leadership, 30% defense, blaster level damage (though, no build up) crashless-nukes, oh yeah, and +170% recharge, all of this perma with SOs by just taking Hasten.
Nah, that wouldn't be over powered. -
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AP is completely skippable, even on MoSTF runs I've not needed it, AB the tank and just have HO ready, between AB and Regen Aura you can keep the tank mostly capped off pretty easily.
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Quote:true, but Pain <<< Empathy, at least in terms of buffage, my highest pain is only 30 so I can't comment past World of Pain, but it's *very* lackluster compared to fort...I would agree with all this - Empathy is less than stellar on full teams of 8. It shines both in superteams and on small 3-4 person teams, PuG or otherwise.
Its weird really, how the "heroic" Empathy set is all about choosing favourites for your buffs and leaving everyone else out in the cold, while the "villainous" counterpart Pain Domination applies its buffs much more evenly to the whole team.
Such is the cost of an AoE power, I suppose, but I think it should have been +def instead of +res, at least that way it could be stacked with Maneuvers... -
Levitate is a big damage power, it also provides mitigation. My general attack chain on my mind trollers is Dominate->Levitate->Hypnosis->Repeat
As for slotting terrify for damage... don't slot it as an attack. You're using IOs, so slot 3 Acc/Fear/Rech, 3 dam... or, even better, slot 3 Acc/Rech (available in the fear sets) and 3 Peroxizome dam/mez HOs This leaves it as your every-spawn control option, but also gives you good damage from it
What APP set are you using? I usually recommend Stone for Fissure, since the extra chance for stun gives you more AoE containment when Total Domination or Mass Confuse isn't up. -
Quote:1. Flash arrow does not stack from the same casterOne thing I noticed which MAY make Trick Arrow "look better" on paper:
Flash Arrow has a 60 second duration. Given a lot of recharge and debuff slotting, you could stack it 6 or 7 times, at 10% (evencon; 8% on +2) per time, on a badguy without aggroing them. So AV's would get easier over the course of the fight, and any time you had to spend a MINUTE setting up a fight would be pretty easy. Obviously, in a world where my teams wipe out a spawn in under ten seconds this is not a normal playstyle.
2. Flash arrow's -tohit is unresistable. -
wild speculation, we're looking at a costume piece from the next origin pack?
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RoA is the big seller.
I'm a big advocate of pushing emps to the solo limit, as I've proven with my Emp/Energy. That being said, Emp/Arch is probably the worst choice for soloing, it's really an AoE set and Emp soloing really wants to lean toward ST. I suppose in the 38+ world you could push your difficulty to level -1, enemies x 6 and do pretty well, but you'll be waiting for RoA to recharge.
Emp/Arch can bring a lot to a team, just from RoA and Fistful you'll bring a lot of mitigation to the team via kills, but solo, you're better off re-rolling -
Alright, you guys have me now thinking... which is never a good thing.
Admittedly, my experience with TA is almost purely with RO, so forgive me if I think the set is alright as is.
The few times I have pugged with my TA/A (pre-slotted RoA, that is) have given me a bare-bones idea on what TA "needs" in terms of buffage.
Mind you, all numbers will be for defenders only
Flash Arrow - increase -tohit to 8-10% base
Glue Arrow - increase -rech to 30%
PGA - increase sleep to mag 3, 75% chance, decrease recharge to 30 seconds
Disruption Arrow - Increase cap to 16 targets -
it's funny, just last night I was saying to somebody that I have a bit of trouble remembering to rebuff after 4 minutes and can never remember to re-buff after 20 for the mystic fortune power.
I've got a 50 FF and a 50 therm, 34 Cold and 27 Sonic, I see nothing wrong with 4 minute durations. -
interesting idea, honestly the "layout of the city" thing is pretty much a non-issue since *only* hazard zones can't be accessed via trains/ferries these days.
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Quote:I'm not going to bother doing it past a couple links, but I have to admit, the *poof* thing is really amusing.Done and done. Well, except that Paragon Wiki didn't even show up 30 pages in when searching for "city of heroes". I added it as my preferred result. That and poofed a lot of RMT hits. That was fun. *poof* Leave it to Google to add a silly graphics on deleting a result.
Also, remember to link it as a once in a while. More links = more Google, I think. -
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I personally don't run Sonic Repulsion for two simple reasons.
1. I don't have end trouble with just disruption field and Sonic Dispersion, that would absolutely change with Repulsion
2. like Repulsion Field/Repel, it's a situational power, unlike those two, it requires a team-mate that understands how to use it. -
Quote:I rather like using it in Facebooky'know, a few people have been posting the Konami Code, without saying what they want it to do. Since it first appeared in Gradius in 1986 for the NES, the code is used in over 80 games by Konami and over 70 games by other developers... and even things that aren't games, like digg.com or the Palm Pre. It's most famous as the Contra Code, but that only gives you 30 lives, which isn't exactly useful in a game where you can just rez yourself or take a trip to the hospital.
Also, it ends with B A, not with B A B A. Select and Start are only sometimes part of the code (in particular, the code often has to be entered from the pause screen, requiring you to press Start to get back to the game, and sometimes requires Select as code confirmation). -
What the heck is that D3 doing wrong? Darkest Night + Fearsome stare slotted with 3 -to-hit is more than enough to put almost everything at the to-hit floor, Shadow Fall, Dark Servant, Tenebrous Tentacles and Night Fall push everything way past it.
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Hurdle with a single SO and CJ is roughly equivalent to fly with a single SO in it
Slot 2 lvl 50 Jump IOs in Hurdle and one or two in CJ (the speed bonus in CJ is really small, but the extra height is nice) and you've got yourself a decent travel power, just be sure to keep your raptor pack handy in case you come up to something you can't quite jump over. -