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Quote:1) Ninja Run. Hover + PD Pack for quick vertical movement or flying. I also have flying carpet and rocket board, of course.Heya, I've decided to run a Time/Fire/Power too, and decided to base it loosely upon your build, but I'm wondering a few things I hope you can clear up for me:
- What do you use for travel? Except for sprint and hover i see no travel powers in there.
- Regarding Hover: why did you choose that one, and not for instance Maneuvers?
- Why did you shoot for 125% global recharge? With 85% recharge you can have Chronoshift and Hasten perma. (Not to mention Distortion field and RoF both on a 20s recharge and perma Farsight, all without recharge enhancements in those powers)
I'm not trying to burn your build to the ground, or slow your enthousiasm (Hihi, Time/Fire puns), but I'm genuinly wondering why you chose to build like this. So far my only experience with defenders was a Emp/Psy way back when IO's didn't exist yet, so thanks a lot for posting this build.
2) Because a Defender who doesn't take Hover is just asking to get punched to in the face. Manuevers is junk without slots and wastes my endurance. Already perma-capped.
3) More recharge the better. -
Quote:-Soft capped to typed? Who did that?Im pretty sure you can get softcapped positional defenses instead of going for typed. Also, just get enough recharge for permahasten/chronoshift, im not sure why would you need any more
Time crawls is terribly overslotted. 1 Accu is good enough. Power build up doesnt need 2 recharges, neither
Withouh the datachunk I cannot tell you for sure, but Im pretty confident that some powers could lose a boost enhancement and use a proc one, for better return
Also, by softcapping positional, you dont need resistances (well, you have a use for them, but still). You could swap the fightning pool for Leadership, helping your team
As I said, this is just what came to my mind at a quick glnce to the powers and the slotting.
-Time Crawl is slotted perfectly for soloing TF's. Need the -regen up quickly since it is so lackluster. Nominally, my ST Solo attack chain against AV's is SR->TC->RoF->Blaze->TC then just start chaining Blaze and TC.
I see the major problem. You are the old "Defender" mindset. I'm an Offender, all the time. I'm at the front, with capped defenses, capped resistances, and insane team buffs soloing BAF doors and tanking AV's. Leadership? Tsch. That's another toggle to run that gets in my way. Vengeance? Nothing dies with me around.
Fly? The hell would I need that for? If I need fast vertical movement I have Hover and the Pocket D jetpack. I use Ninja Run and get everywhere I need to go quickly, combined with the mish teleporter.
Temp Invuln a set mule? You are going to get hit, bottom line, unless you're a pansy. Capped S/L resistance? Yeah, that's worth it. Why do I need KB when I'm hovering all the time? I do a little twirly and they don't hit me again. I actually can't remember the last time I was KB'd. Ooooh, that's a lie, I was twirled once while tanking Recluse on a STF.
Why did you take Flares AND Fire Blast? Just for some extra ranged defense with Thunderstrike? You're already at def cap with Farsight. Not to be massively, ridiculously insulting, but that build? That build sucks. That is a feeble back-line Defender build, a selection for someone who doesn't have the jutzpah to destroy everything in front of them, to massacre at the front line with the brute as you LAUGH in the face of the Avatar of Hamidon.
That is what Time allows you to do. On that build you won't be laughing at the front with Brutes anytime soon. You won't be breezing through a MoITF solo, either. You'll get hit with a -def from a squids and then the lack of resistances will let the Romans spear you to death. -
Theoretically, people may just drop the two first attacks out of their chain and go:
Entangled Cloud ---> Neutron Crusher ---> Quark Splitter ---> Gloom (repeat). Something tells me that ST DPS might be too high. O_o -
I stuck with several themes here.
1) ST damage. Radiation Blast has a lot of AoE’s, but it’s (arguably) best attack is a Neutrino Bolt machine gun. We all know the raw DPS Neutrino Bolt can pump out.
2) Energy Melee and it’s ST mez and damage. I tried to mix it up, vary it up between stuns and holds. Wanted to keep EM king of ST mitigation.
Radiation Melee
Radiation Melee is light on initial damage, but scales nicely as the level of debuffs increase. Differing slightly from “combo” systems, RM initially attacks with –to hit, -def debuffs, then has a one-hit burst debuff based on the power used next. This will be shown during power selection. With progressive levels, it becomes possible to stack large amounts of ST debuff (will keep it AoE debuff free because of inherent synergy with Radiation Armor, which I’m working on). "Atomized" wears off after one attack, but the effects of the debuffs last much longer.
Photon Barrage – A light damage (scaled a little under Barrage with a slightly longer recharge and same animation) attack that drops the first –to hit, -def debuff on a single target (say, -5% to hit, -8.50% defense).* Acts as a base for the RM debuff system, putting an aspect called “Atomized” on the target. Repeating a cast of Photon Barrage once “Atomized” is applied will result in an additional -5% to hit and a chance for Photon Barrage to apply minor energy damage (equivalent to one extra “punch” from PB). Recharge: Fast
Graviton Push – A medium damage attack that uses a slower animation of “Power Thrust.” Applies “Atomized” to target while also having a 50% chance for KB (might be scaled down to KD, but that doesn’t make much sense). *If used after “Atomized” is on a target, will increase the KB chance to 100% and have a 20% chance to disorient the target (can not be slotted for Disorient). Recharge: Fast
- In the early levels, this and Photon Barrage would make a pretty potent combo. I foresee PB being dropped during level 50 respecs.
Scatter Blow – A very fast animation of “Energy Transfer,” Scatter Blow is where things start to get interesting. First, it hits for a little more than Bonesmasher, while being a tad slower. Has a hefty chance (60%) to stun (say Mag 2). If “Atomized” is currently applied to the target, the chance to stun stays the same but the Mag is increased to 3, while also doing a “Disintegration” like effect, doing half damage to three other mobs close (have to be fairly close, and it is pure energy damage. Imagine using the Chain Induction jumper would be fine). Recharge: Moderate
Taunt – It’s a taunt.
Disruptive Burst – Low damage, fast Mag 1 stun. Animation is up for grabs, thinking melee-version of “Cosmic Burst”. If “Atomized,” the stun duration is increased and has a chance to apply a very weak resistance debuff (say 5%) that is stackable. *Recharge: Moderate.
Particle Consume – Build up clone.
Neutron Crusher – High damage, slow recharge attack using the “Total Focus” timing. Animation up for grabs; alternate KO Blow animation would be really good, but so would the original “Total Focus.” Has a chance (40%) to drop a Mag 2 hold on the target. If “Atomized,” the Mag is increased to 3 and also drops a very powerful triple debuff on the target (-10% res, -15% defense, -10% to hit). Recharge: Long
Entangled Cloud – This will feel a little weird. Uses a slightly shorter Darkest Night animation at close range, but must be targeted. Hits everything around the target for moderate energy damage and slows them. If “Atomized,” the target will take a severe slow debuff, recharge debuff, perception debuff, and to hit debuff (say 15% on the target). Hits target with "Atomized" effect. Recharge: Slow.
Quark Splitter - Big tier 9 attack. Uses the "Foot Stomp" animation combined with the "Focus" shockwave, and has a small ranged component. Hits the target for overwhelming energy damage and moderate smashing damage. Will almost always knock them up. If "Atomized," it's resistance, defense, and movement speed will all be debuffed and the knock up chance will be absolute. Recharge: Long. -
Can anyone improve this?
-It's at 182.5% recharge, after Quickness, sets, and Hasten. With Agility and some IO boosters, most certainly in perma-hasten range.
-With Agility Core Paragon off, it sits at 60.7, 61.9, 56.9 to M/R/A, respectively. With Agility on, it skyrockets to 65.3, 66.5. 61.5.
-Will probably take Ageless in case, for any reason, I start getting tired.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Sparkshift: Level 50 Technology Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Focused Fighting- (A) Red Fortune - Defense/Endurance: Level 50
- (3) Red Fortune - Defense/Recharge: Level 50
- (3) Red Fortune - Endurance/Recharge: Level 50
- (5) Red Fortune - Defense/Endurance/Recharge: Level 50
- (5) Red Fortune - Defense: Level 50
- (7) Red Fortune - Endurance: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (7) Touch of Death - Damage/Endurance: Level 40
- (9) Touch of Death - Damage/Recharge: Level 40
- (9) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (11) Touch of Death - Damage/Endurance/Recharge: Level 40
- (11) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Red Fortune - Defense/Endurance: Level 50
- (13) Red Fortune - Defense/Recharge: Level 50
- (15) Red Fortune - Defense/Endurance/Recharge: Level 50
- (15) Red Fortune - Defense: Level 50
- (17) Red Fortune - Endurance: Level 50
- (A) Obliteration - Chance for Smashing Damage: Level 50
- (17) Obliteration - Accuracy/Recharge: Level 50
- (19) Obliteration - Damage/Recharge: Level 50
- (19) Obliteration - Accuracy/Damage/Recharge: Level 50
- (21) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (21) Scirocco's Dervish - Damage/Endurance: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Defense: Level 50
- (23) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Absolute Amazement - Endurance/Stun: Level 50
- (13) Absolute Amazement - Chance for ToHit Debuff: Level 50
- (29) Absolute Amazement - Accuracy/Recharge: Level 50
- (31) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (45) Absolute Amazement - Stun/Recharge: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (27) Luck of the Gambler - Recharge Speed: Level 50
- (27) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Red Fortune - Defense/Endurance: Level 50
- (29) Red Fortune - Defense/Recharge: Level 50
- (31) Red Fortune - Defense/Endurance/Recharge: Level 50
- (31) Red Fortune - Defense: Level 50
- (33) Red Fortune - Endurance: Level 50
- (48) Red Fortune - Endurance/Recharge: Level 50
- (A) Obliteration - Accuracy/Recharge: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (34) Obliteration - Chance for Smashing Damage: Level 50
- (34) Scirocco's Dervish - Damage/Endurance: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (36) Luck of the Gambler - Defense/Endurance: Level 50
- (36) Luck of the Gambler - Recharge Speed: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (39) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (25) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Recharge Speed: Level 50
- (40) Luck of the Gambler - Defense: Level 50
- (43) Endurance Reduction IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Hecatomb - Damage/Recharge: Level 50
- (40) Hecatomb - Accuracy/Damage/Recharge: Level 50
- (42) Hecatomb - Accuracy/Recharge: Level 50
- (42) Hecatomb - Damage/Endurance: Level 50
- (42) Hecatomb - Chance of Damage(Negative): Level 50
- (A) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (43) Luck of the Gambler - Recharge Speed: Level 50
- (45) Luck of the Gambler - Defense: Level 50
- (A) Perfect Zinger - Chance for Psi Damage: Level 50
- (36) Recharge Reduction IO: Level 50
- (40) Taunt Duration IO: Level 50
- (A) Armageddon - Damage/Recharge: Level 50
- (45) Armageddon - Accuracy/Damage/Recharge: Level 50
- (46) Armageddon - Accuracy/Recharge: Level 50
- (46) Armageddon - Damage/Endurance: Level 50
- (46) Armageddon - Chance for Fire Damage: Level 50
- (A) Empty
- (A) Healing IO: Level 50
- (48) Healing IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (48) Recharge Reduction IO: Level 50
- (A) Miracle - +Recovery: Level 40
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Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (50) Regenerative Tissue - +Regeneration: Level 30
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
- (50) Endurance Modification IO: Level 50
- (50) Performance Shifter - Chance for +End: Level 50
- (A) Empty
Level 1: Sprint- (A) Run Speed IO: Level 50
- (A) Empty
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 9.13% Defense(Smashing)
- 9.13% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 9.75% Defense(Energy)
- 9.75% Defense(Negative)
- 6% Defense(Psionic)
- 12.25% Defense(Melee)
- 13.5% Defense(Ranged)
- 8.5% Defense(AoE)
- 92.5% Enhancement(RechargeTime)
- 63% Enhancement(Accuracy)
- 5% FlySpeed
- 168.7 HP (9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 4.4%
- 14.5% (0.24 End/sec) Recovery
- 50% (3.9 HP/sec) Regeneration
- 11.34% Resistance(Fire)
- 11.34% Resistance(Cold)
- 5% RunSpeed
Edit: Was pointed out that PB only needs one slot. Throw it wherever you like. -
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Quote:Bloodly, I say this without snark, because I was not a brute fan when they first came out ("less hp and crap armors than Tankers.... but rely on getting HIT!!!!!!1!!111 for dealing damage?! Dooooooom!):You're forgetting that you're level 8 and 15.
that's not a lot of powers, that's not a lot of slots, and that for sure isnt a lot of enhancements in powers.
Make SS/Fire brute (or SS/WP). Run around Mercy, smacking things.
Win game! -
To the OP,
Honestly, as someone with an EA brute for every original primary, I can flatly tell you:
During SO days, Energy Aura on brutes was better than ElA (everyone admit it, the first rendition of ElA stunk and we all just loved that shiny). Now, on scrappers and with the newest changes, it is superior to SR in all applicable situations, even standing there taking it from Romans (defense failure is defense failure). The Psi/Tox hole is present but negligible.
Soul Mastery and Darkest Night make EA even more hilarious. Though I, personally, have retired all melee toons because my Elec/TW/Soul tank is insane and will never be topped by any toon I can make and like, I still sometimes scoot over to my dump server and give the ole SS/EA a run or two, laughing at the Rikti as they melt before my awesome. -
Quote:If soloing a MoITF is light damage, I think we must fight to the death over definitions, sir!i know the values are exactly double, the point of my post being that the debuffs are still stronger and the heals and def values are still stronger
i love being able to do like -50% tohit with times juncture and -40% resist with slowed response
i do agree the dmg is still a little light being a defender but so far i really like playing him -
*points to signature*
IMHO, most insane combo in the game when at full throttle. There are builds with more damage, but I promise you this is like.... THE build.
Make a time/fire Defender and laugh at PvE. LAUGH! -
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Quote:I can understand that sentiment, somewhat, if you take the "wrong" combo.If you're playing a Defender, you're playing the game in 'too-hard-to-solo' mode.
There are going to be a few people who object to that statement. They're not casual players and they look for a challenge.
I have a defender I like. In fact I liked her so much I re-made her with a different primary because empathy sucks (for what I wanted out of the character) and I'm much happier with Dark Miasma. I still have the older one around collecting dust. And the cool thing is, she gets badges for doing that!/easilyamused
But I'll be the first to tell you, don't play a defender as your only character.
For instance, soloing a FF/Psi defender is going to be pretty durn painful. I remember my first toon post-ED when I came back was an AR/Dev blaster....... my butt still hurts from that beating.
Now, roll up a, oh, let's just saaaaaay.... rad/dark defender and watch yourself herding 4-man spawns by level 12ish. When it comes to new players/returners, a bad combo can reallllllly turn them off (believe he said cold/rad, might have been rad/cold and those don't have any inherent AWESOMESAUCE synergy until much later). -
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Levantera.
She's a villain-turned hero for the greater good, has a wicked sharp personality, and is obviously a fantastic warrior. Did I mention she has a twin-ish sister? :P -
Quote:I started off as a free player with no prior CoH experience in October, a Premium player in November and then a VIP player starting in December, and my experience has been positive, precisely in the "VIP can make you rock more" sense. People coming to the game for the first time wouldn't feel like anything's missing. They won't be worried about IO's, Incarnate powers, AE rewards or anything like that: they don't know what those things are, and they're not relevant to a new player. Since AT's like masterminds and controllers were off the table from the beginning, they won't know to miss them. They'll just be mildly curious about what those special archetypes might be, while keeping busy with all the other character options.
In that sense, by having the basic game free and restricting only the more advanced features, I think the model works perfectly; it sold me on going VIP, at least, without ever feeling like I was being cheated out of the game as a free player. The people affected most negatively by it are the ones who were already familiar with the game, had already become accustomed to all the more advanced features, and then found them suddenly locked up as VIP content. But something had to stay locked up to keep the company in business, and the developers seemed to work hard, harder than any other MMO I've seen, to make the path to level 50 wide open for everyone.
You know, Sparkly, I have this feeling I'm going to like you.
.... I apologize ahead of time. -
May fictional characters sing thee to thy rest.
Figured this was the best place for this. Like a piece of my childhood is no more. -
I have it in Arc of Destruction and it's pretty darn perma-3'd.
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Quote:I finished the Pylon and it came to about thirteen minutes. Using thirteen as a nice round number, that's 176.97 DPS.According to the Pylon thread, a time of 15 minutes is ~170 DPS.
Is that good for a tank? :3 I'm unsure. -
Most certainly have the DPS to take a Pylon down. Did it for five minutes, got it 1/3 down, so Pylon time is 15 minutes, give or take.
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Update: I just did two instances of the initial Hero's Epic mission, where you fight Chimera. Replacing AA in FT with 5-slotted Crushing lost me 10% recharge, but that's fine (rule of 5 kicked in).
After running both I'm convinced my original attack chain pumps out more ST DPS.
To be fair, both can solo him. The original with Gloom just seemed much faster. -
At my level of recharge I just chain Rend Armor. It's down for maybe four seconds? Somewhere in there. Though, everyone is telling me that FT is amazeballs... show me two DPS's then. Originally what I asked for and subbing Gloom for FT.