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Quote:Trickshooter,Lifegiving Spores grants 1% Endurance every 4 seconds.
Lifegiving Spores costs 1.04 Endurance every 4 seconds (0.26 per 1 second).
For someone without +MaxEndurance, Lifegiving Spores costs more Endurance than it grants.
I've played a NA quite a bit on beta and while I don't have the numbers on Lifegiving Spores, I can tell you that the heal patch is quite good. I've been using it extensively on my NA/DP defender and with it on I do not see any end issues. At level 31-33 I've used it to take on several EBs and the like and except for Malaise (end draining jerk) I've been able to stand with em for 10-15 minutes at a time while only popping one or two blues.
Granted, I've been using chem rounds quite a bit so I can stand toe to toe with em, but the build has no IOs and end usage is quite nice. For normal mobs and even Boss levels, I rarely use the heal now.
Note: with an EB, you will have to use the heal some, but not exhaustively.
I did skip rebirth and Entagle Aura as I was trying the Sorcery PP too. -
Quote:Good point about it being better than Posi Blast.Alternatively, you might want to put it in a power that you're likely to use while standing near people who need it.
Personally, I put the set in my steam spray area attack. I consider the set as a whole better than Positron's Blast, but not as good as the bonuses I can get from single target sets.
I know it sounds bad for a defender, but I very rarely play for those around me these days. I've found that if I play most defenders to keep myself buffed and alive, I usually keep things pretty smooth for the team. I do keep my eye on team needs too, just rarely find a need to do anything out of my common routine.
The simple fact is it's getting rare for a defender to be really needed defending the way the game is going. The uber IO builds are getting more common. Players at Defense caps are all over the place and when that fails it's too late (usually) for the defender to do anything about it.
Sure, lower level content still features a need for us. And yes, we have a home in some of the Incarnate level stuff. The problem is a big portion in the general game is set up now to not really need a defender.
Think about the calls for players today in broadcast, lf one def rupt type. I've even seen an upswing in the dreaded "lf healorz" call. -
Just theorycrafting here.
Wouldn't it be a decent idea to place it in a power you use in melee that might get you in trouble, like irradiate? I know it's generally thought that placing it in a single target longish recharge power is better than in a pbaoe (if you have one), but placing it in something like that would lead to it procing more when you really need it.
Any thoughts as to why it would be bad? -
Quote:Plainguy, I gotta slightly disagree with you. The way you are stating it is that Defense is absolutely better than other forms of mitigation. This game has ways around all forms of mitigation, so the best thing to do is to layer your defenses (Def, Resist, -Tohit, -Dam, etc).Here is another Defense guide by Arcanaville
http://boards.cityofheroes.com/showthread.php?t=121258
Again sorry for the long speech. I'm a much better public speaker then I am a writer. Any of my writing is more technical and to the point so no fluff or feeling in it.
My first defense cap try was a Dark Electric Defender that Adeon Hawkwood and BioSpark pretty much helped me out with. Oddly enough I went the route of -ToHit Debuff which was tougher but I have to say I learn A LOT because of it.
Dechs post on defenses is something at first I skimmed over. I always say it started off like hearing charlie browns teacher talking. I read some words but then skimmed over because I got bored the first few times around. After some failed attempts I was like WTF this stuff is all wrong and stupid, of course I was the stupid one. I then took it a bit more serious and spent about 1 solid hours opening up numerous windows and Mids and playing around with builds to see "those" numbers. Then it all kicked in and after many OHHH, OHHH, OMG, How stupid I was. Since then I am a Defense cap NUT. I get the whole resistances thing but I would rather die to defense cascade failure and not have resistances then not be maxed out. I have done what I consider many amazing things with defense cap and eating a few oranges when needed. Fighting 2 AVs to unlock my Alpha slot because I didn't understand mission settings correctly was one of them. It took me forever I think 45 minutes or an hour. Only after I exited and complained in RWZ did someone say you can say no AVs in the settings. I almost fell out of my chair. Yet another skimming issue, again my fault.
Arcanaville does go into -ToHit Debuff info in that link.
Nutshell giving the mobs a hit debuff like from dark or time is equal to getting defenses. The issue with Hit debuffs is you need to touch the mob or put some sort of toggle on them. If your not touching them or not in that AOE range or move away then they are not affected, thus can usually hit you more often. What I usually do is I make my builds Range defense cap and then use the Hit debuff to add on to my defense to obtain Melee and AOE. Big bosses usually have PBAOE so it helps out.
The game always picks your best defense automatically.
When you see builds Like Linea Alba, you pick them up and save them. Rename them so you know.
As Doomguide says play around with Mids. The BIG thing I will tell you make sure the button on top right says PvE NOT PVP.. I did that on my Robot FF Mastermind and it screwed me all up. You can test this out yourself and see. But please make sure you put it back.
From reading Dechs posting you can see at defense cap it takes about 13 swings before a regular mob can hit you. So my incentive is to kill the regular mobs before they reach 5 or 10. It's much easier soloing bosses or several bosses once all the other mobs are not around causing confusion.
I know in your post you actually do this while talking about your builds, but I just wanted to make it clear to the Originator of the post that this is a better way of going about things. Not a problem here as Time/DP has lots going for it anyway.
That said, yes Defense is usually the easiest thing to work on with IOs and is usually recommended as a first to add. And I agree. -
First thing I would think about with your build is that the aoe for your RI and EF are 15 ft. Decent, but some of the spread out mobs will easily be outside of that radius. That being said, I would build for ranged defense. By the time they get into melee, they will be in your RI cloud and won't be as big of a problem. End recovery is also an important consideration.
If you take shockwave and slot it with Force feedback proc and the Overwhelming Force proc it will turn this power into a very nice gem that will probably allow you to get the recharge you want for perma AM.
I did this with a Rad/Nrg and didnt' need anything other than hasten and a few Force Feedback procs to maintain near perma AM and near perma Hasten. They were perma as long as i kept fighting. Downside is it lead to lots of end issues that had to be addressed.
Slotting and tricks for Rad/Sonic:
If you don't already, use RI to herd. It's a great tool for that.
I like slotting EM pulse for end mod as it can do some serious drainage... if you have the room.
Adding Range globally can help a lot of your powers on both primary and secondary.
Choking Cloud works well with EM pulse, particularly if you have Dark Consumption handy.
Choking Cloud is also a great place to put the Lockdown proc also.
Other than that, there's always +dam to shoot for. -
As others have stated, you will feel the most powerful when you are in melee. TJ is an incredible power. It will allow you to play at off tanking for your group also when you need to.
When you want to do that just switch to chemo rounds and fire off your aoe powers as fast as you can. You will be able to add a -Dam amount up to 52.5% which is a quite nice amount of mitigation for you and your team. Added to all the -rech, -tohit, and Def you will be adding can make most situations quite safe.
As you are in melee most of the time, I would suggest you think about Dark Mastery. It fits quite well with this combo on a defender. You can easily outheal the damage you sustain with Oppressive Gloom which will stun minions in melee (add Suppressive Fire to stun a boss). Good resistance with Dark Embrace. Soul Drain will add quite a bit to your damage with its buff. I even suggest Dark Consumption (you can never have enough endurance with high recharge builds) and Soul Transfer (you will probably feel too powerful from time to time). -
Quote:Was just gonna say this.Linea-Alba has a VERY nice Time/Dual Pistols fender that just so happened to solo a itf http://boards.cityofheroes.com/showthread.php?t=290765
Look them up and see where Linea has posted. They have great insights on Time manip alone and has helped a Dual pistol time cor in the past that might be a good guideline even for a fender.
Lots of ppl don't like DP due to animation times and redraw. Well, the animation times are getting shaved by a decent amount.
You should be able to enjoy the ride on this char, I've got a rupter version that's not bad at all. Good news is with this combo you don't have to worry about slowing down much. Just slot some end redux into your blasts and go to town.
I think that was my Dp/Time Botzo, but not sure. -
Trying one out on beta.
At level 29 (street sweeping in Bricks), he feels very strong for a defender. Throwing all the -Dam numbers around is having a very noticable effect. If I go incendiary, i am healing myself quite often, but using chem rounds Lifegiving Spores is keeping up with the damage I'm taking.
Endurance usage is better than anticipated so far too. -
Yeah, Nature/Sonic will be putting up some crazy single target numbers.... 105% -res added to 82.5% +Dam sounds pretty sweet. Throw in some Dark Mastery lubin and you can cap your damage... that combo's gonna be popular.
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Quote:I hear ya. I was a little concerned about that too, but remember that casting times for DP are coming down soon. It should make this a better option.Shadey_NA, I don't think that's going to be a "practical" combination of powers, simply because of stack of casting times. Theoretically speaking, yeah there's a high peak there ... but practically, in actual gameplay, I doubt you're going to have the "luxury" of having that much time to "do your things" unless you're playing solo (and if you're solo, the mobs will be aggroed on you while you're doing all this).
Nice thought, but perhaps Too Complex to be workable in realtime gameplay, particularly in Teams or Leagues.
In a common TF (Bastion level or higher), I figure I have no more than 8 seconds of casting time for any spawn fight. Heck, some days it feels like the 3 sec cast time for a toggle debuff is too long. I've cut down on the actual amount of debuffing I even attempt in certain teams just because they can't use it and it'll frustrate me.
In things like ITFs it's common now to have people jump ahead a spawn, basically fighting solo or in pairs. That's the only time while teaming when I feel like I can unleash the power of any Defender outside of the newer content (DA and Incarnate trials). Or controller for that matter.
With the build I'm starting to put together, I think I'll be able to herd some. Anyway, here's a rough draft build for this potential set.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Pistols -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(9), Apoc-Dmg(11), Apoc-Dam%(21)
Level 2: Wild Growth -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), Numna-Heal(5), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Spore Cloud -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(13), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(17)
Level 8: Regrowth -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13)
Level 10: Swap Ammo
Level 12: Wild Bastion -- Dct'dW-Rchg(A), Dct'dW-Heal(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46)
Level 14: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(15)
Level 16: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/EndRdx(21), Ragnrk-Dmg(23), Ragnrk-Knock%(23)
Level 18: Lifegiving Spores -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43)
Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), BasGaze-Rchg/Hold(43)
Level 22: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Dam%(31)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Entangling Aura -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(34), BasGaze-Acc/Hold(37)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Overgrowth -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Hail of Bullets -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(39), SDefendersB-Dmg/EndRdx/Rchg(39), SDefendersB-Acc/Dmg/EndRdx(39), SDefendersB-Acc/Dmg/EndRdx/Rchg(40), SDefendersB-Rchg/Heal%(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), Krma-ResKB(42)
Level 44: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), GA-RechRes(48), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-End%(19)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Degenerative Radial Flawless Interface
Level 50: Clarion Radial Epiphany
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Here's what I have. please note, these are mids numbers and subject to change.
For aoe and you will have to use Chem rounds that provide -Dam.
Spore Cloud with a -28.13%.
Hail of Bullets with a -25% for 8 sec.
Bullet rain with a -12.5% for 8 sec.
Empty clips with a -12.5% for 6 sec.
This would provide a small window of 78.18% -Dam and a sustainable (if you keep blasting and jumping) of 53.18%. SC + BR + HoB. Sprinkle in BR and EC as available.
Looks like I miscalculated on this part and it's even better than originally anticipated.
For single target you have
Spore Cloud with a -28.13%.
Corrosive Enzymes with a -31.25% for 30 seconds.
Hail of Bullets with a -25% for 8 sec.
all other single target blasts go for 12.5% for 6 to 8 sec.
That's 59.38 with just spore cloud and corrosive enzymes. Adding in the other numbers (many variations) and you can get to 85% consistently. This assumes you can maintain 2 blast debuffs going (actually it's at 84.38%). You should be able to keep 3 going (for 96.88%) with relative ease.
Anyone know how much Paralytic Radial Flawless would add? -
NA/DP sounds like it would be an awesome combo.
I've been looking at the numbers and You should be able to have some significant -Dam numbers.
For a single target you can get -Dam numbers up to 85-95% range.
For AoE it's a lot less, but still -53% during alpha and 28% after. Not bad numbers at all.
Add in the -tohit, heal and resist numbers and you should have a pretty hardy char. You can also add in a pbaoe hold and a single target hold.
For offense, you can add in 45% -res (on a single target) and a whopping 82.5% +Dam for everything.
Anyone else thinking the same or have another combo for NA they are excited to play? -
Individual heals are hard enough in this game while dealing with just an 8 man let alone a league. As a Pain Dom 'rupter your job is to stay with the team to provide as much healing/buffing/debuffing as you can for the group as a whole.
Taking time to track down an individual just to fire off one heal? I'd never do it. Tell them you do healing, not search and rescue.
Here are some possibilities to help out your situation for any healer types.
It had been established for many issues that during hard content requiring many heroes (for instance, the old Hami Raid) that those who have aoe heals band together in one area. They keep firing their aoe heals and it is the responsibility of those in need to get or be in that area for the healing.
These are responses for "Where are the healorz!?!?"
... inform him it was the tanks fault, he should have had aggro.
... just yell out gleefully that you have another body for vengeance.
... if you are a rad player, you can port around the body and use it for fallout. For this you will have to inform him he is taking one for the team.
... tell him that you wanted to use your best heal on him, then rez.
... inform him you are waiting for Nature Affinity to arive so you can properly heal him. -
Quote:Yes, I was refering to tornado. Sorry about that.Hmmm, not reading this right, I have almost 61% endurance reduction in hurricane.
I think you are meaning tornado, and am having second thoughts on its slotting: 2 Rech IOs, 2 Call to Arms (Dmg/end and Dmg/end/recharge). This cuts the end cost some.
Lightning storm will be at peak performance when 5 slotted with Thunderstrikes, soonTM.
I'm not sure why, but I always get lysdexic about hurricane and tornado. -
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Quote:For Solo work:Yes, it will. Burst damage is questionable on a defender, and aim isn't very beefy in the +damage department. Even while solo, the kill speeds will be reasonably similar, and on a team there's no contest.
If your recharge speed is sufficient, you will get faster kill speeds with assault. Defs get 18.75% +Dam continuously, while Aim only provides 50 +Dam for 10 seconds on a 90 sec recharge.
Most higher end IO builds can get the recharge of Aim down to approx 30 seconds. This gives you approx 16.67% +Dam when evened out over time. However, if you were to be able to attain uber recharge levels (nearing cap) then aim becomes more potent than assault. If you get recharge down to 25 seconds, then Aim is worth 20% +Dam and more valuable for damage than assault. Rech cap for Aim is 18 sec (at 400% rech) giving 27.78% +Dam.
The reason I'm writing this is that with this set, you can actually approach those uber rechage levels if you want. Just season all those kb powers with Force Feedback procs added to your hasten and Chrono Shift and you will be getting close.
FYI, you will need to keep blasting to keep your rech going and you WILL have end issues needing to be addressed with the uber rech build but better than my Rad/Nrg.
For team work:
Assault/Tactics hands down. Your team gets the buffs. -
Quote:Cool. Didnt' know Coralax would melee. That makes Lev the top choice in my mind now. Mu gets second place for a solo build.Yeah I hear ya. As a matter of fact it was today that I respecced to include 5 Overwhelming Force pieces (including proc) into Shockwave and that power is very very nice now. With all the hubbub about the proc in Bonfire and Tornado (and subsequent adjustment), I don't want to turn attention to Shockwave. It's really a new power with the proc.
The Coralax pet will melee. S/he starts off with a psi attack or 2 then runs in for smash.
Here's the thread I was referring to the OP, it's labeled "Sonic/Sonic Help".
http://boards.cityofheroes.com/showthread.php?t=292914 -
Quote:That's why my advertisement to pugs was always "I make tanks". It worked and is true... for the most part.Very solid team character, and matures very fast. You're pretty much ready to rock before you out-level the Posi TF's. All of your shields, two solid res debuffs, a decent ST chain, a respectable cone attack all by level 16 if you want it. And since set bonuses don't provide the same stupid levels of resistance as they do defence, you're not made superfluous in higher level content.
The downside being that because you're not healing, and your buffs are fairly subtle, teams are less likely to notice that you just turned them all into tankmages. -
Quote:I mildly disagree with you on the soloability Deacon.There has actually been a surprising amount of discussion about this combo. On page 2 you'll find a thread that also incudes links to even more threads.
I actually like it for teaming. Very rarely will what you offer be redundant on a team. On the other hand, if you want soloability, this ain't it.
It can be an effective solo'er (not fire, but pretty decent) if you do two things in particular.
1. put the Overwhelming force proc into Shockwave. With that, you can get three cones going for solo mobs and two of em have mitigation in them (the other debuffs).
2. Get a villain epic so you can get a pet. You want this so you can place Disruption Field on it. Unfortunately, all of them are ranged chars (I think) so this will lessen the effectiveness of the pet. BTW, if you get a pet and hang DF on him, you will need a source of end replenishment. So I suggest Mu Mastery.
It's always been good at single targets with all the -res.
Graystar,
I think your decision to go defender with this combo is the right one. The resist and -res values are better than the corrupter version.
Most ppl will tell you to build your char for Ranged Def. it's practical and you can hover blast with ease this way. This will also help with the silly mez hole to sleep in the set.
And as with every other build out there, you want high rech, mostly for the pet and Liquefy.
If you can, sneak in heal self too.
Here's an example of a decent build.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), Acc-I(46)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Howl -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(9), SDefendersB-Dmg/EndRdx/Rchg(9), SDefendersB-Acc/Dmg/EndRdx(15), SDefendersB-Acc/Dmg/EndRdx/Rchg(19), SDefendersB-Rchg/Heal%(21)
Level 6: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(37)
Level 10: Shockwave -- OvForce-Dam/KB(A), OvForce-Acc/Dmg(11), OvForce-End/Rech(11), OvForce-Acc/Dmg/End(13), OvForce-Dmg/End/Rech(13), OvForce-Acc/Dmg/End/Rech(15)
Level 12: Sonic Dispersion -- ImpSkn-ResDam/EndRdx(A), ImpSkn-Status(31), ImpSkn-ResDam/EndRdx/Rchg(31), HO:Ribo(34)
Level 14: Sonic Haven -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/EndRdx/Rchg(46)
Level 18: Sonic Cage -- Acc-I(A)
Level 20: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(21), LkGmblr-Rchg+(50), LkGmblr-Def(50)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam(25), ImpArm-ResDam/Rchg(25)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Siren's Song -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg(42), Ragnrk-Knock%(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(33), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 35: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(40), GA-3defTpProc(40)
Level 38: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(39), Efficacy-EndMod/EndRdx(39)
Level 41: Aid Other -- Heal-I(A)
Level 44: Summon Adept -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(45), S'bndAl-Dmg/Rchg(45), S'bndAl-Dmg(45)
Level 47: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), IntRdx-I(48)
Level 49: Amplify -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), P'Shift-End%(36)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Radial Paragon
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Quote:So, I went to beta and tried it out. So far it's awesome. I'm still a lowbie and don't have many NA powers yet, but It's gonna be very nice.If you want a superb combination in terms of control and team support, do not roll anything dark/ controllter UNTIL Nature Affinity goes live. I am telling you, and would bet all my paychecks...
Dark/Nature Affinity will make you a SUPER debuffing/buffing/healing/Regen/Controls machine ALL IN ONE packg. Wait, young Jedi, just wait, the force WILL BE WITH YOU.
Go to beta, try it out.
Just not sure what epic to go with, Lev or Ice or Stone. All have their points to add. -
Couple thoughts.
RttPs taunt works much better if you put a Deflated Ego proc in it. The thing has a 20% chance of hitting and really POs the mobs around you.
Weaken looks like a trash combo for DB, but I think it works very well for taunt control. Punchvoked and debuffed at the same time means seriously upset bad guys.
If I were building it, I would probably go for defense, then Health (for regen to work with) and make sure I could taunt well and use all the toys in DB. I would use Incarnates to shore up the tohit and give me some extra damage.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5), GA-3defTpProc(31)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 2: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(17), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(21)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(34)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(34), DefEgo-RecDeb%(34)
Level 10: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-End%(15)
Level 14: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Rchg(48), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt/Rng(50)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(23)
Level 20: Typhoon's Edge -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Rchg(46), Erad-%Dam(46)
Level 22: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Acc-I(50)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(37)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Strength of Will -- ResDam-I(A), ResDam-I(33)
Level 35: Sweeping Strike -- Erad-Dmg/Rchg(A), Erad-Dmg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Rchg(46)
Level 38: One Thousand Cuts -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40)
Level 41: Soul Tentacles -- Enf'dOp-Acc/EndRdx(A)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-Slow%(45)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
Level 49: Hover -- Srng-EndRdx/Fly(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-End%(15)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Vigor Core Paragon
Level 50: Reactive Radial Flawless Interface
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Interesting choices on some stuff.
A recharge build with dark mastery but no soul drain?
I would suggest you consider getting that power instead of your self rez. You have 3 sources of stun going on, so you will be able to jump into melee to fire it off and tornado will keep groups flopping around while you move in to use your next soul drain.
With high recharge will you have enough endo for Storm/ ? You have no end redux in hurricane and LS is a huge drain too. Looking at 40end in just those two powers. You will definitely be chompin some blues to keep up and running.
I know you took Dark Consumption, but it's rech is sucky.
and i hate snow storm... but that's just me. -
Quote:Grav/Storm looks like it would be a lot of fun. I'm imagining Dimension Shifting one group, wormholing another on top of it, jump in, Thunder Clap/FR/GD/Tornado(with kdown proc)/LS/Singy/Ice storm(or fissure), jump out, laugh while waiting for "arrests" galore.As for Gravity -- I tried a few Gravity controllers until I finally teamed it with Storm, and that was a synergy I really liked. Crushing Field+Freezing Rain's knockdown gave me the AoE control that let me get through those lower levels when you have very little AoE control. You can't really appreciate Gravity until you get Singy -- I think Singy makes more of a difference to the Grav set than any other pet other than Illusion's PA. I don't think Gravity is a very good dominator set since so many powers are geared to single target damage, which you don't need as a dominator.
EDIT: forgot about hurricane in that scenario for added protection. Jump into the DS zone and toggle off real fast for 10 sec debuff.