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Posts
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Joined
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I'd vote a strong NO on total respecs, for the reasons already mentioned (no experience with the set, etc). However...
That being said, I WOULD like to have some way to "preview" a character at level 50, say on the Test server. I enjoy leveling to 50. Really, I do. It's part of why I play the game. However, there are certain combinations that I don't particularly enjoy playing at the lower levels (Electric Armor tanks, for example) that I wouldn't mind trying out at higher levels (say, 38+) to see if it becomes more enjoyable to play later on, and becomes worth the time to get there. -
The two of my three 50's that I actually play were effectively "complete" without Fitness (meaning, they hadn't taken Fitness, and did not *need* it), so being able to pick up Fitness absolutely free was quite nice for me. (Kin/Dark Defender and Shield/Dark Tank, for the record)
After that came the Fire/Kin Corruptor sitting at 34-ish. He got to pick up a couple extra powers he didn't have room for yet (what, I honestly cannot remember now...), while keeping much-needed Stamina. Then came the Rad/Fire Blaster. Same thing. Pick up powers I didn't have room for before (like Fire Sword).
I really don't see how inherent Fitness could *possibly* be a bad thing... >.>
On the note of getting more slots, what I would *love* to see, but I'm guessing will never happen is...
Pick from slots OR a power EVERY LEVEL. No power you want at 12? Take a slot of two instead! Don't need slots at 21? Take an extra power! -
OK, my understanding of the game mechanics are somewhat limited, and I've been getting differing opinions from players ingame... If I slot Force Bubble with the Force Feedback Chance for +Recharge proc, when and how often does it have a chance to activate? Every 10 seconds? Every time Force Bubble hits an enemy?
Any help is appreciated. -
I'm just going to offer some random thoughts here... Keep in mind, this is all entirely personal preference. Your mileage may vary, etc, etc. These are just based on how *I* roll my Kins (and Defenders in general, to an extent).
First, contrary to popular belief, Stealth powers are rather unnecessary for stealthing missions, in many cases (note: I did NOT say ALL cases. There are times when it is the only viable option). For a Defender, it's not *that* hard to drop any aggro you might have picked up recently (particularly for a Kin, with Siphon Speed), and take out a minion or two that you couldn't lose. Popping a purple or two takes care of the rest. That said, Grant Invisibility can come in handy, and you could theoretically keep Stealth for the defense bonus itself, regardless of the stealth part of the power. In the end, I would keep the pool, myself, though I wouldn't take Invisibility.
Next, (again, this is all personal opinion. I know you said you wanted to keep the pools, but...) lose Super Speed. You are a Kin, you have Siphon Speed for a reason. It is available at level 6 for a reason, and should be taken at level 6. You should not need a travel power, ESPECIALLY if you have Ninja Run. If your main purpose with your most recently posted build is team buffing, lose Hasten as well. You don't need it. This frees up a power pool, allowing you to take Hover for a fair amount of defense (as far as Defenders go) for those moments when the fecal matter collides with the oscillator, while giving you the vertical movement you need (to turn the dreaded knockback into helpful knockdown), allowing you to drop both Teleport (the power, not the pool. Keep Recall Friend. It is your friend) and Inertial Reduction (unless you want to keep IR as a team buff, which is a valid reason, in my opinion). This frees up 3 (or 4, depending on IR) powers so far (ignoring the Stealth pool comments). Take Vengeance for one of them. No matter how awesome you are at healing and buffing, someone WILL die eventually. You might as well use their corpse to make sure nobody else does, since you don't have a rez.
Swap Energy Torrent for.... Power Burst, I think it is? The next single-target attack... Energy Torrent is a KB monster, and doesn't really do enough damage to justify it.
Use some of the slots you would save by not taking Super Speed for Tactics. 6 slots of Gaussians is more than worth it, in my opinion.
Lose 3 slots from Charged Armor. It's only S/L/E Resistance. A Steadfast +Res/Def for one, take your pick for the other two would be a better use of slots. Lose 3 slots from Fulcrum Shift as well. I usually 3 slot it with two Accuracy and one Recharge IO's. You could also lose one (if not two) slots from Siphon Power as well. One Accuracy and (if you keep one slot) one Recharge is fine. I would also lose the two extra slots in Assault. You can only slot it for Endurance Reduction and Recharge, one Endurance Reduction IO should be fine.
At this point, you should have quite a few unused slots. Personally, I would use most of them for your attacks, as everything else is fairly well slotted at this point. You can either slot with Kinetic Crash (Or is it Force Feedback?), a fairly cheap set that will give you 7.5% Recharge per set, if you feel you need the recharge. Or, I recommend Entropic Chaos, Thunderstrike, and Decimation (I think that's the one?), in that order. Three sets of Entropic Chaos give you a very nice bonus.
On the note of the Winter's Gift (and this is also related to the Super Speed part above)... With a single Siphon Speed, plus Swift and Sprint (with a basic run speed IO in Swift/Sprint, plus various set bonuses you'll get along the way), your run speed should already be capped (beyond the cap, actually...). Use the influence (and slots) on other IO's.
On more detailed notes of slotting... Personal opinion, but I would slot Transfusion as follows: Doctored Wounds:Recharge, Doctored Wounds:Heal, Doctored Wounds:Heal/Recharge, Touch of the Nictus:Accuracy/Heal, and two more Touch of the Nictus that give Accuracy.
As far as epic pools, I'm a fan of Dark, but that's just preference. Having Soul Transfer is nice for my playstyle when I'm in buffbot mode. (Auto-follow on the tank, spam buffs. Throw out an attack when you can. Speed Boost, Increase Density, and Grant Invisibility alone will take up a majority of your time, then add in Siphon Power, Fulcrum Shift, Transfusion, Transference... You'll be busy enough without worrying about running around. lol) That said, Electric is a good choice as well. If I remember correctly, Power Sink has a much faster recharge than Dark Consumption, and the Immobilize/Hold powers can be useful as well.
I don't have Mids right now, or I would just run a quick build, so what I'm saying makes a bit more sense... :/
On a random note, the Teleport/Recall Friend is not a glitch, it's a valid choice... Provided you have the City Traveler badge (veteran badge) which allows you to choose a travel power at level 6, without choosing another power from the pool first, of course.
It is now past 6AM, and I can no longer keep my thoughts straight, so I will stop here... I may post a build later when I get Mids back, so things might make a bit more sense. -
I'd be happy with just proliferating Earth Assault to non-Dominator AT's... The set is SO awesome, but I just don't enjoy playing Controller-types. :/
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Show me a video of you tanking all four AV's on a +4 Dr. Khan and I'll be happy.
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Derp... I swear I looked everywhere! >.>
Thanks. -
I've been thinking about a possibility for a new powerset (which I actually brought up in another thread that I can't find anymore), and was wondering if there was a place where we could post such things?
Do the devs even care what the unwashed masses like us think of such things? >.> -
I'll say it again... Kinetics/Dark. Even with a crappy build, with about 20% positional defense (Maneuvers or Combat Jumping + Hover and a couple IO bonuses), you'll be nigh untouchable by any reasonable enemy, and have two heals, for when the fecal matter interacts with the oscillator. It likely won't do any AV soloing or anything (short of a really good build with all the right IO's, which I have yet to come up with), but it works fairly well for your average radio mission soloing, and can hold it's own against GM's.
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FF/Energy Defender. I clearly state that Knockback is my primary purpose, and never have trouble getting on (or staying on) teams. But then, I actually know how to use Knockback effectively. >.>
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I'll throw in another vote for Force Field, as well as a vote for Kinetics.
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Maybe I have a different definition of "herding"... My version of herding is running at +4, gathering everything in sight that I can (usually going above the aggro cap) into one spot so the Corruptors/Defenders/Blasters can obliterate everything at once with AoE's, and moving on to the next mob. AoE's are awesome. Herding everything in sight into the same spot so you can hit more with each AoE makes AoE's more awesome. Fulcrum Shift on every mob is just icing.
All in all, I would say that the vast majority of your team is going to be more effective (and hence, faster) if the enemies are clumped into a tighter group. Does it take the tank five seconds to herd everything into a group? Sure. Are your Corruptors/Defenders/Blasters (and even Controllers and Dominators) going to be more effective because of it? Of course. -
(Cliffs Notes version: Caltrops are great. Just use your powers intelligently. Don't be anti-productive when using your powers.)
Maybe it's just me, because I herd (it's easier to control aggro if you get it first and keep it than it is to stand there taunting everything that's out of range of your aura, hoping nobody dies while you wait for Taunt to recharge...) ALOT. I mean ALOT. Since I have five powers that depend on enemies being in a clump around me to be useful (Specifically, Against all Odds, Soul Drain, Dark Consumption, Salt Crystals, and one other that escapes me at the moment. You could also count Shield Charge, to an extent), I find it incredibly annoying when said enemies start scattering away from me, and I have to continually taunt them off of the squishies. If they die before they start killing the squishies, great. That's wonderful. Caltrops are great. Seriously. I'm honestly not being sarcastic here. If your Caltrops are helping keep aggro off of the squishies until the mob is dead, go for it.
That said, what I find even more annoying are controllers that are Immobilize-happy. If your tank is clearly herding a mob (or mobs, depending on size), and doing quite well at it, PLEASE, FOR THE LOVE OF ALL THINGS HOLY, wait to Immobilize half the spawn until they are around the tank. Don't get me wrong, I love Controllers. Really, I do. Immobilizes keep enemies clumped around me until they die. Holds are even better. However, Immobilizing half a room's worth of enemies wherever they happen to be standing, which happens to be out of the range of your only tank is NOT being useful. It's hurting the team as a whole. Same goes for Location AoE slows, like Quicksand. Putting one down on the other side of the corner from the tank, before the mob, dropping the enemies to a dead stop out of reach of the tank is being anti-productive. Be smart when using your powers.
All that said, if mobs start scattering off of me and attacking squishies, I *may* politely (yes, politely, and generally only once) ask you to either place your Caltrops elsewhere, or wait until I have more aggro built up. If you don't, fine. I won't complain, I'm likely not the one dying. (Unless, by some freak chance the only person with a heal on the team is a Kin, and your Caltrops are repeatedly pushing the Kin's target for the heal away from the team, THEN I would complain...) It's a game, I'll get over it. -
The tanker you are describing was probably me. I have a habit of pulling aggro off of anything except Tanks most of the time. I see someone other than me surrounded by enemies, and I have an irresistible urge to taunt them. That said, I would honestly rather see a brute go off on his own and solo mobs than go aggro a mob and pull it to me when I'm likely already near (if not past) the aggro cap, and expect me to somehow pull aggro off him so he can go pull MORE aggro to me. I also forget about Fury/Rage/Whatever it's called, since I never play Brutes.
I am a tank. My job is to get aggro and keep it. I do not need you to "help" me with this task. I am not there to look cool punching things, that's your job. I am there to stop the enemy from punching YOU. If you can truly go off on your own and REALLY solo the mobs with no trouble without screwing the team over with the lost damage, by all means, go for it. But too often, I see Scrappers, Brutes, even Controllers and Dominators run off on their own away from the tank, pulling all kinds of aggro, and then get mad because "You suck at tanking, you're supposed to keep the aggro off of me". And then assume that someone on the team can TP them and rez them, because they used their wakie (or self rez) on the LAST mob they aggroed and faceplanted on, and are too lazy to go to the hospital again.
That said, my main Defender has been known to go off solo away from the team at times. But he can take it. If I die, it's my own fault. And I probably have Soul Transfer anyways. And I don't blame the Tank (assuming there's one on the team) for not pulling aggro off of me from the other end of the map when I do it. -
So... As some of you may have seen me mention in various other threads, my pride and joy (as far as my Defenders go) is my Kinetics/Dark. I have been told by a friend that it is mathematically impossible for said combo to solo GM's. I am determined to prove this person wrong. With the current build, I can do roughly 10K damage to any given GM before their regen catches back up from the debuff. This is due in large part to my attack chain (using the term loosely) being long, and having several powers that simply take too long to activate. These being Thunder Strike and Night Fall, mostly. Both amazing powers, but possibly being the powers stopping me from achieving my new goal. In my experimentation, I can actually damage faster with something like Siphon Power>Fulcrum Shift>Gloom>Dark Blast>Thunder Strike>Air Superiority>Transfusion, than I can by including Night Fall instead of say, Air Superiority and Dark Blast. So, in essence I'm trying to find a way to reduce the amount of powers I'm activating along with the time required to activate them, along with reducing my number of toggles to conserve endurance, thus reducing how often I need to use Transference. In my current build, I believe I'm running seven toggles, three of which being from the Leadership pool. If I can eliminate those three, that will be a significant endurance savings. So far, the following is about the best I can come up with. Pretty much anything other than purples and more than one LotG +Rech is potentially doable as far as sets go. I've been having good luck with recipe rolls from merits, lately. :)
Thanks for any help any of you can provide!
Also, I'm not sure which Touch of the Nictus enhancements it's trying to say I have slotted... The names are still broken. I'm aiming for Accuracy/Recharge in Transfusion, Accuracy/Heal with Life Drain.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 40 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Acc/Heal(13)
Level 1: Dark Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(29), Dmg-I(31)
Level 2: Gloom -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(29), Dmg-I(31)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(5)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Hover -- GftotA-Def(A), GftotA-Def/EndRdx(11)
Level 10: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Boxing -- Empty(A)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(37), Dmg-I(39)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(39)
Level 22: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(23), GftotA-Def/Rchg(25)
Level 24: Inertial Reduction -- Jump-I(A)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 28: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 30: Dark Pit -- RechRdx-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(50)
Level 35: Life Drain -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/Heal(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Mrcl-Heal/Rchg(37), Mrcl-Heal(37)
Level 38: Moonbeam -- Empty(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), GftotA-Def(43), GftotA-Def/EndRdx(43)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Web Cocoon -- Lock-Acc/Rchg(A), Lock-Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(50)
Level 49: Summon Disruptor -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 4.5% Max End
- 37.5% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 36% Enhancement(Accuracy)
- 11% Enhancement(Heal)
- 5% FlySpeed
- 114.5 HP (11.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5.5%
- MezResist(Held) 4.95%
- MezResist(Immobilize) 2.75%
- 21% (0.35 End/sec) Recovery
- 52% (2.21 HP/sec) Regeneration
- 5.65% Resistance(Fire)
- 3.15% Resistance(Cold)
- 5% RunSpeed
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... I can haz mathz, really. After reminding myself what the base recharge and duration of Force of Nature are... And of course, how many seconds are in a minute (that's an annoying one... lol), I re-calculated the build. Force of Nature should be roughly 18 minute recharge. My, do I feel retarded. >.>
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Corruptor
Primary Power Set: Energy Blast
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Power Bolt -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Acc-I(34), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(36)
Level 2: Power Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(11)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Power Burst -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(13), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(15), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(17)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(13)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), RedFtn-EndRdx(19), LkGmblr-Rchg+(23), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(27)
Level 18: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(31), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(33)
Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(21), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(33), LkGmblr-Rchg+(34)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(29), GSFC-ToHit/Rchg(37)
Level 24: Assault -- EndRdx-I(A)
Level 26: Explosive Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(40), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(42)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 30: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(48)
Level 32: Nova -- RechRdx-I(A)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(45)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def(46)
Level 44: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob(46), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(50)
Level 47: Summon Disruptor -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Web Cocoon -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 24% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 103.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 32.1 HP (3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -15)
- Knockup (Mag -15)
- MezResist(Immobilize) 4.4%
- MezResist(Terrorized) 2.2%
- 10.5% (0.18 End/sec) Recovery
- 50% (2.24 HP/sec) Regeneration
- 12.5% Resistance(Smashing)
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 3.13% Resistance(Toxic)
- 20% RunSpeed
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I have a Empathy/DP Defender sitting at 30-something, who has two attacks. The only reason he has TWO instead of ONE is because I ran out of useful pool powers at one point. I never use either of them, anyways. I fill my time healing, spamming CM/Fort/AB/RA's on the team, and not dying.
He has every Empathy power available, the entire Leadership pool (including Vengeance for those rare moments when you just can't keep EVERYONE from dying), Stealth, Recall Friend, etc.
For those that say "pure healer" Empathy defenders are worthless/not useful... You're full of crap. That is all. -
For the record, I have a Mids build sitting at a roughly 3 minute recharge for Force of Nature. (The accolade, not the power)
Unless my math is WAY off. Which, given how horrible my math skills are, is possible. -
Anything that changes the Psychic/Mental sets. (Mental Mastery, Mental Control, Psionic Assault, etc) ALL of them. I have yet to get anything with any sort of Mental related powerset past level 10, because I find the animations just THAT annoying for the majority of the powers. I'd be happy with either an option for NO visible effects (like some of the armor sets have), or just changing the animations to be more like Subdual, Drain Psyche, and Telekinetic Thrust. The whole vertigo rings blasting from your forehead thing REALLY annoys me. I will also echo the requests for more options overall for the various blast sets. Also, this doesn't really fall into the topic exactly, but I would love for Electric Control to get new sounds. >.>
I pretty much agree with everything I read in this thread... Different animations for Tough/Weave would be nice. On that note, though... My Shield/Dark Tank seems to be broken. In a very good way. The animation for Tough seems to be stuck using the animation and sound for one of the various Taunt effects. It actually looks really good.
Changing Sonic Blast in a manner similar to what I suggested for the Mental sets would be nice, too. Energy, as well. I could handle another option for animations for Kinetics, but that might just be because half my characters use it, and the same animations are getting old. -
For mostly solo, occasional teaming, I'd have to vote for Kinetics/Dark. For solo, the -ToHit is a huge plus, on top of having a great heal, extra damage (on top of Vigilance/Negligence), plus Siphon Speed. And Transference later on, too!
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Honestly, I dropped SB from several builds, simply because when I DID have it, I got tired of people whining for it. I'm keeping SB on 7 people, while being the main healer, and a significant source of debuffs and DPS (less than ideal team here, obviously). If you run off down another hall, die because you ran out of endurance, and then whine that you didn't have SB.... Bite me. I honestly enjoy playing Kinetics more than just about any other powerset (or AT for that matter) in the game. I am convinced it is the most powerful set in the game. But it annoys me to no end when your team spends more time whining that you're not buffing them well enough than they do doing THEIR job. I have had blasters run off to the other end of the map to solo the AV or somesuch and then whine that I wasn't keeping SB on them. I have had scrappers whine that I wasn't keeping SB on them when it was OBVIOUS by the fact that our team was in the process of taking down two AV's at once, and I was the only person with ANY sort of heal that I had other priorities at the time. On top of that, I usually end up spending more time running back and forth down halls trying to FIND my teammates to give them SB than anything else, which kills me, because then I can never find a target for Siphon Speed, and can't keep up with the tank.
All that (whiny rant and all) said... If I DON'T have one set-defining power or another (Like SB. Or, case in point, I have a FF/Energy Defender dedicated to solo'ing, which doesn't have either of the main bubbles on his main build), I make it clear that I don't have said power. On the above mentioned FF/Energy Defender, on top of my search comment being VERY clear to send a tell first, I always say AT LEAST ONCE (before accepting the invite) that I don't have the main bubbles. If you invite me after I make it clear that I don't have a particular power, and then whine that I don't have said power, that's your own problem. Kick me if you want, it's still your fault. I have been kicked from teams for not having a particular power after I told the leader THREE TIMES before I got invited that I didn't have said power. I'll get over it.
Honestly, I would be more annoyed if our Kin didn't take Transfusion or Siphon Power than I would if he didn't take SB. I should be able to live without SB. I might not be able to live without a heal (depending on the team and mission). I try to look at it from both ends. I've played many, MANY Kins. I understand what it's like trying to keep the team healed (I consider Transfusion to be one of the best heals in the game), Siphon Power, Siphon Speed (which you need, to be able to keep up with the rest of the team), and Fulcrum Shift up, keep the whole team SB'd (and ID, if applicable), and Transference when needed (which will likely only be you, if you're keeping up with the SB), plus trying to attack here and there for extra damage/debuffs. I've also played Tanks, Blasters, etc. SB is nice. It means Shield Charge/Rain of Fire/Drain Psyche/whatever is up that much more often. It means my Fire/Kin Corruptor can attack that much more (yes, I said it). If your build *needs* SB (which it seems 90% of all Scrappers, Blasters, and Controllers do), it's your own fault. I'll SB you when I can, stop whining.
Having tried to play one several times, I would call Stone tanks the exception here. I can't even tolerate Rooted. I never even make it to Granite. All of my Stone attempts have gotten deleted around 18 or so. If I'm playing a Kin on a team with a Stone tank, I make sure it ALWAYS has SB. I WILL go out of my way to SB Stone tanks. Even when they aren't on my team. I feel sorry for them.
Let the flaming of me begin. I'm used to it. -
Are Accolades (specifically, Geas of the Kind Ones) affected by things such as Recharge bonuses? More specifically, if my Defender is sitting at 380% Global Recharge (accounting for Geas of the Kind Ones itself), will it recharge any faster? Or are Accolades unaffected?
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Kinetics/Dark Defender. That is all. If I had a Mids build, I'd post it. But I've been winging it. I think I'm on respec 10, or something like that. Also, a second vote for FF/Energy Defenders. Just make sure you take TP Foe.
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Shield/Dark Tank or FF/Energy Defender (or, depending on how you build it, and just HOW relaxing you want it to be, Kinetics/Dark) get my vote, outside of the already recommended Stalker. Controllers/Dominators take too much concentration to keep the enemy(ies) held to be relaxing.
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If we could have something similar to both the Spirit and Dream masteries from Titan Quest... I would love the devs a long time. The Teleportation Blast (?) and Magnetic Control ideas both sound very cool. I'm still dreaming of having a Dark Control set that will never happen... What I would REALLY like to see is something along the lines of what I guess you could call an "Anti-Life" melee set. Primary for Scrappers, secondary for Tankers. All of the powers focus on siphoning life in one way or another. Basically, an entire set of minor (and one or two not-so-minor) heals that do damage. A To-hit debuff or possibly Stun would be an added bonus. Sacrifices would be a high endurance cost and somewhat lower damage compared to other sets, while having a faster recharge rate. Think something like Dark Regeneration for one of the final powers, but much weaker on the heal to prevent it from being WAAAYYY overpowered.