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Quote:Ok, but the reason for stating it as I did was simply you have more ways to get there. You can double stack with Spirit Tree for close to 600% regen (pre IO and incarnate) which is available to the whole team. This allows for the player to miss a few on their DP or to even stay outside of melee range with a fairly high regen rate if he wanted to.My Ice/Psi dom can reach those numbers too, it's called Drain Psyche, Plant Domination has nothing to do with getting the regen numbers except for maybe bonuses. Even then, a vast chunk of them come from Drain Psyche.
DeathHarvester specifically asked about Plant/Psi and survivability and I (obviously too briefly) shot him a response to that question.
Honestly, for me there are much more interesting things to say about /Psi than it has DP so you can regen lots. It has a large amount of mitigation in the set in -rech, immob, stuns, kb and the -regen/recovery in DP. -
Um... the important thing to say about plant/psi is capped regen. Yes, 2000% is a fairly easy thing for this combo to attain. That said, i would build with ice mastery in mind. you get good aoe's to go with your combo, some Def, some resist and most importantly an HP clickie to go with all that regen (think regen scrapper). From there build rech and defense.
It's one of the sturdiest Dom combos out there and very easy/fun to play. -
Quote:There is a lot of good advice in this.I didn't really address what to shoot for... Most every Brute player (heck, every melee player) will tell you the best way to get real durability, is to be really good at one aspect of survivability, and then layer on other forms of protection. High Resist types always want to add defense, and maybe regen, too, for example. It's often a lot harder to that with the 'squishie' types. Often, all you can do is to me good at one thing. Defenders (and Corrs) often have more options, by being able to use a debuff consistently and layering that with a high def or high resistance. Sonic/ however, doesn't offer any defensive debuffs unless you count those in Liquify, which you shouldn't, as it's not up often enough (don't disregard or ignore Liquify, tho, as often, it'll get ya outta a mess). What Sonic/ brings is several forms of mez, and a big extra boost to resistance. But, if you go for resistnace, you'll probably not end up with def to any large degree, and vice versa. Given that def helps a bit more, and also that def also aids vs mezzes, I'd build for def first then resistance, then mez tools, then healing in this case. For most non-melee types I'd go def first, then other stuff, but a different set may make self heals a bigger priority.
One thing to look at in particular that was not addressed is the end usage. When on teams you will be pushed particularly hard on end drain. Madadhs sample build is very nice in most respects and even addresses that issue pretty well, but it is something any Sonic/Sonic has to bear in mind while on teams. Cardiac Core is a very nice choice to help with this.
Another think I think is a good point for a Sonic/ build is that you have two long recharge get out of jail free cards to play. Liquefy is the one every talks about and they should, it's great. The other is Sonic Cage. It's a power you can get creative with and find some very good uses for. Solo you can Cage a boss, sleep with Siren's Song and single target most of the mob to great effect. On STF, I've been told it is useful on the pylons. It's another card that you can use to leverage your toughness and effectiveness.
The other useful tool left out in Madadh's build was Shockwave. I've left it out of my Sonic/Sonic, but if I were predominantly a solo player, I would have it in. The KB is a bit of a pain but can be worked around and it's great mitigation.
and personally, I would use hover over combat jumping (both ideally) as being above your prey is its own form of mitigation. -
Quote:Just an update, made it to 50. I've found that the Dark Watchers proc will cause you to have a decent taunt aura and that the mobs will come a runnin (really slowlyNice name there Rangle.
I am leveling up a Time/Ice (at 41 atm) and I have a question for ya. You have the Dark Watchers proc in your build, have you slotted it yet?
I just placed it and the Deflated Ego proc in mine as I was experiencing not much in the way of damage. Wow, did that change. Those procs have made me the central target of mobs now... or it seems that way to me. I haven't played with a proper tank since putting em in, but I might need one or a respec till I get my ranged defenses up.
I just started the IO process on mine and you might want to make that proc one of the last pieces you put in.). Adding in OG gives a nice amount of extra control but with the taunt running you can dent your health bar pretty fast, so get your HP up fast.
I've been running +1/+8 on missions without too many issues as long as I have a couple break frees and purples on hand. I ended up taking the whole Dark Mastery set and it fits in very well with Time/ . -
Quote:True, but close to blaster level nuke damage in two powers (OSA + Steam Spray) for a defender seems very right.Somehow, water blast igniting a fire seems wrong. If you could ignite it some other way, and a water blast could allow it to spread all over the place, tho, that would be awesome..
Then Sprinkle in Whirlpool, Water Burst and Geyser.
I don't know how much damage that is, but somewhere along the lines of tricked out blizzard before you start putting in additional damage sources like pbu, aim, soul drain, etc. Without a crash. -
I have a feeling that TA/Water will be a very wicked combo. OSA plus all those aoe powers (two of which do fire damage) and you have one damaging defender. With recharge, you should have a crashless nuke rdy every group.
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Just to give you a different look. Here's how I'm planning my Time/Ice defender (currently 49). It might give you some ideas you might want to include.
I'm slightly less on defense than you are, but TJ will cover almost all of the Defensive shortcomings. Have a look.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Ice Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Temporal Mending -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(43), Numna-EndRdx/Rchg(45), Numna-Heal(46)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 2: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(3), DarkWD-ToHitDeb(9), DarkWD-Slow%(39)
Level 4: Frost Breath -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 8: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37)
Level 10: Aim -- AdjTgt-ToHit/EndRdx/Rchg(A)
Level 12: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(40)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 18: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Ice Storm -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(21), SDefendersB-Dmg/EndRdx/Rchg(23), SDefendersB-Acc/Dmg/EndRdx(23), SDefendersB-Acc/Dmg/EndRdx/Rchg(25), SDefendersB-Rchg/Heal%(25)
Level 22: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(31)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 26: Slowed Response -- ShldBrk-Acc/DefDeb(A), ShldBrk-%Dam(36), ShldBrk-DefDeb/EndRdx/Rchg(40), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb(42), ShldBrk-Acc/EndRdx/Rchg(42)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Acc/Dmg/EndRdx(33)
Level 30: Time Crawl -- TmpRdns-Acc/EndRdx(A)
Level 32: Chrono Shift -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(33), Numna-Heal/EndRdx/Rchg(33), Numna-Heal/Rchg(34), RechRdx-I(43)
Level 35: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A)
Level 38: Dark Consumption -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(46)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), ResDam-I(43), GA-3defTpProc(50)
Level 44: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 47: Blizzard -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Knock%(50)
Level 49: Soul Transfer -- Dsrnt-I(A)
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+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(17), P'Shift-End%(34)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Radial Epiphany
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I am trying to put together a character to test how -Dam can affect the game. I decided that DP/Poison could potentially put out huge numbers of -Dam to the tune of -65% for groups before Incarnates and over 75% on individuals. With incarnates, you can basically add 50% to those numbers.
I wanted to be able to put together a char that can get a real feel for -Dam while still fun to play. I came up with the following build.
What do you all think? Did I make any glaring mistakes? Is this a decent amount of defense considering the added -tohit?
Any input is welcome.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Weisse: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Poison
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 1: Alkaloid -- Numna-Heal/EndRdx(A)
Level 2: Envenom -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(15)
Level 4: Weaken -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(5), SipInsght-Acc/Rchg(7), SipInsght-Acc/EndRdx/Rchg(7), SipInsght-ToHitDeb/EndRdx/Rchg(9)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(13)
Level 10: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 12: Neurotoxic Breath -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Slow(13)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40)
Level 18: Executioner's Shot -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(19), Apoc-Dmg(21), Apoc-Dam%(43)
Level 20: Spring Attack -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(25), S'fstPrt-ResKB(25)
Level 26: Piercing Rounds -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(27), SMotCorruptor-Acc/Dmg/Rchg(27), SMotCorruptor-Dmg/EndRdx/Rchg(31), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(31), SMotCorruptor-Rchg/Dmg%(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Hail of Bullets -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg(33), Armgdn-Dam%(34), RechRdx-I(34)
Level 35: Poison Trap -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(36)
Level 38: Venomous Gas -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(39), Achilles-ResDeb%(46), Achilles-DefDeb(46)
Level 41: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Summon Mistress -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/EndRdx(48)
Level 49: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50), Erad-Acc/Dmg/EndRdx/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: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3), Numna-Heal(45), RgnTis-Regen+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(5), P'Shift-EndMod/Acc(46)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
Level 50: Agility Radial Paragon
Level 50: Clarion Radial Epiphany
Level 50: Void Radial Final Judgement
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Works for me and who knows, those powers might have dual purpose built in. Like absorb/HP or something. I could see wanting to have an absorb char at/near the HP cap, for those times your absorb fails.
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I just saw that generic Heal IOs are now listed as Heal/Absorb. Does this mean the absorb concept will build around Heal IO sets?
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I'd vote for defender also. Your damage kind of ramps up anyway and my experience with a Beam corrupter was that your scourge is usually overkill.
I would suggest that either way you go redside for the pet so you can use him as an anchor for your -res toggle. -
Nice name there Rangle.
I am leveling up a Time/Ice (at 41 atm) and I have a question for ya. You have the Dark Watchers proc in your build, have you slotted it yet?
I just placed it and the Deflated Ego proc in mine as I was experiencing not much in the way of damage. Wow, did that change. Those procs have made me the central target of mobs now... or it seems that way to me. I haven't played with a proper tank since putting em in, but I might need one or a respec till I get my ranged defenses up.
I just started the IO process on mine and you might want to make that proc one of the last pieces you put in. -
The real beauty of the FF proc is when you can place it into several powers. Only one can proc at a time but it is for 100%.
It is a bit of a dbl edged sword though as when the procs are flowing it can drain an end bar in seconds. So slot end redux accordingly. -
Quote:your point becomes invalid if they go redside and get a pet. True, on SOs only the pet won't be out all that often, but it does change the solo game for a Sonic Resonance char.I'd avoid Sonic Resonance for a solo character, as it offers little more than the mez resistance.
You get:
- 24% Resistance to most attacks
- a single target non-stacking resistance debuff that does nothing else for your animation time and end spent on using it
- a cage power
- Liquefy on a long recharge timer.
Its great on a team, but many of its best powers require an ally. Traps or FF provide much much more for a soloer if you want mez protection. -
Quote:I agree. We've had two "heal" sets in this game and there are more buffs than Plexius was predicting. I would expect the same here.I would "speculate" that this is fairly accurate, though Overgrowth belongs in the Buff list, rather than the Heal list and Raging Tempest might need to be moved into it's own Control list.
And honestly, with all the recharge we can get, we don't really need 5 heals in a set -
Quote:Haven't tried the -rech proc, but mids says it's a 5% better chance of hitting with Deflated Ego proc. So, it should work better. I do know it seems to drive baddies nuts.Does it work better than the Dark Watcher's Despair: Chance for Recharge Slow? About the same? Anyone know?
I've seen it on a db/wp scrapper pulling aggro from a tank for an entire ITF. Then again he was using weaken combo from DB the whole time and that might have added to the aggro. It was my Inv/Nrg tank and yes I was using taunt. -
I've been working on one leveraging Leviathan for cone damage.
It has better end recovery, aoe damage and keeps OwtS, but not as much defense or acc.
Have a look and see if there's something you can use.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
Level 1: Charged Brawl -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(40), Hectmb-Dmg(43), Hectmb-Dam%(46)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), SW-ResDam/Re TP(25)
Level 4: True Grit -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), S'fstPrt-ResDam/Def+(11), Numna-Heal(11), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13)
Level 6: Active Defense -- HO:Cyto(A), HO:Cyto(17)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Jacobs Ladder -- Erad-Acc/Rchg(A), Erad-Dmg(46), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(50), C'ngBlow-Dmg/EndRdx(50), C'ngBlow-Acc/Dmg(50)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Taunt -- Taunt-I(A)
Level 16: Thunder Strike -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(19), Armgdn-Dmg(21), Armgdn-Dam%(23)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Acc-I(A)
Level 26: Shield Charge -- Erad-Acc/Rchg(A), Erad-Dmg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/Rchg(37)
Level 28: Chain Induction -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(29), SMotTanker-Acc/Dmg/Rchg(29), SMotTanker-Dmg/EndRdx/Rchg(33), SMotTanker-Acc/Dmg/EndRdx/Rchg(34), SMotTanker-Rchg/Res%(34)
Level 30: Tough -- GA-3defTpProc(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam(31), Aegis-ResDam/Rchg(31)
Level 32: One with the Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33)
Level 35: School of Sharks -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Achilles-ResDeb%(43)
Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Grant Cover -- DefBuff-I(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+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(15), 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: Reactive Radial Flawless Interface
Level 50: Musculature Core Paragon
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Quote:If you ever feel the need to "fix" the taunt aura on your Willpower tank, slot in a Deflated Ego: Chance for recovery debuff proc in it. You will be amazed at how well it helps.Teams of fire blasters and fire controllers (yay AoE immobs) do not steal much aggro from my Willpower tanker who has the crappy aura. I leveled that character up with a crazy fire blaster, a crazy Kin fender, and often had a melee Ice/Fire blaster who was level 50 and EXing join us.
A tanker who loses much aggro to anything but another character with the taunt mechanic is doing it wrong.
A friend showed me this with his DB/WP scrapper at one point just after those two sets came out. -
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Quote:That sooo reminded me of my experiences with a Dark Maismist defender.Everyone else is still shooting the AV, so I popped a round of medium purples and broke off. Fearsome stare, darkest night on the cyst, aim+overcharge to stun and clear out as many of the 5th/nicti as possible, etc. A round of boulders and purple energy shoots past me and I take several hits, but stay upright with a quick twilight grasp and start laying into the cyst while throwing out as much debuff and crowd control as I can.
At this point I'm basically locking down one entire side of the room while the team finishes the AV. Between mezzes, debuffs, killing things, and enemies simply shooting at me but being unable to hit due to the insps, I'm juggling at least an aggro cap's worth of 5th plus the cyst and all of its spawns. Even with all the defense and -tohit I'm taking damage that twilight grasp is only barely staying ahead of, but things are starting to go down.
It's not until I'm well into my second (I think) round of purples, though, that I notice that the AV died a while ago and everyone else has long since left the mission. I was too busy blowing things up to notice for a while, so then I started frantically yelling over teamspeak for the leader to not turn in the mission and boot me out yet because there was still stuff to kill.The cyst finally went down in a glorious blast a few seconds later, and I almost forgot to hit another set of purples to cover me while mopping up because I was too busy laughing manically and shouting 'Yes!' at my monitor. There weren't as many 5th left at that point and overcharge had come back up, so I finished by mininuking the stragglers and left the legions of melted baddies behind with an almost empty insp tray (plus a bunch I had raided from my email stash mid-fight) and the biggest damn grin ever.
I love purple inspirations.There's nothing better when you absolutely, positively gotta experience scrapperlock on a squishy.
One of them was back in the days of SOs only and infinity was running a pentagon pvp tournament. I got talked into it (the group was short a defender) and so I took my Dark/Dark defender (not spec'd for pvp) and we got into our match. At the start, the other team was just ruling and got a huge lead (mostly from killin my squishyness). It got so bad that I just found a hiding hole and stayed in it for a while (with team approval).
The other team decided they had enough points and went into turtle mode (they found a defendable area and all of them stayed in there). The team tried several assaults and got wasted. Well, everyone on my team is getting frustrated and venting on teamspeak.
Then I got a brilliant moment of insight and boldly ran to their entrance of doom and used.... Black Hole. I had long since determined that the best way to slot this power is with 1 TO acc and nothing else. It worked like a charm. Half their team went intangible and our team wiped out the rest. Then killed off the intanges as they became tangible again.
They didn't seem to realize that Black Hole was what caused their team wipe and they regroup in that area again. So I hit em again... and again.
We ended up with the victory.
I don't think I caused a single point of damage, but it sure felt like scrapperlock. -
Can a Defender have scrapperlock?
I was on a TA/Ice defender doing a Moonfire tf with a full group. The tank seemed to be completely unaware of tanking skills and our team was taking major damage. I decided it was a good idea to go berzerk and take the lead. To my suprise, it worked. From then on in, I didn't even pay attention to who was behind me and just went at it solo style. I don't know if I was doing enough damage to consider this true scrapperlock (maybe more tankerlock), but the feeling was about the same.
I've done basically the same thing on a Time/Ice fender in an escort mish that seemed to be stuck on ambush. The whole team left (on the escort) except me and a brute and we killed wave after wave for a good 10 minutes. At one point the brute faceplanted, but I managed to keep going until he popped a rez. The group eventually came back for us only to find us buried under a pile of dead... um, arrested baddies. -
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Spyral, I've been thinking about a TW tank myself. Does Defensive Sweep give the standart tier 1 -res even though it's an aoe? On paper it seems like an incredible choice for a tank, small damage + defense + -res all in a aoe?
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Quote:I see where you are coming from. MA has only 1 aoe power and would have to rely on something like Leviathan or Mu to get some more aoe into the build, but it's still a very nice set. Dragons tail is only some radius away from being as good as Foot Stomp. If you herd em a bit, it's just as effective.I can't agree with this, sure between storm kick and the ATO +res you'll be very sturdy early on but with proper slotting you won't need or get much of any value out of storm kick's +def later on and there are much more damaging secondarys to choose from
-It takes too long to get AOEs in place.
Your first solid aoe attack doesn't come until lvl 26 and it's base recharge is 90s the next one isn't available until 30-32? Fire/Ma, Shield/StJ are a lot more satisfacory imo
IMO, that's the biggest reason people end up having issues with tanks. Since their offense is their secondary, it take a significant amount of time before they get enough of their set together and slotted to feel happy with it.
Most people (including me) deal with their defenses early as tanks and slotting for offense comes later. I've easily gone into my mid teen levels with only two offensive picks. This kind of approach leaves the player with a misconception that their offense really bites and some never get over it. "Too long" is a pretty relative term in a game where you can spend months getting a char fully IO'd and Incarnated.
And the Def from Storm Kick is still pretty handy late game as you get into Incarnate (newer) areas. It and Shield Charge allow you to slot a bit more for offense and still keep yourself protected against all the mobs with higher acc. It will also help with one of Shields bigger problems, lack of high amounts of -Def resistance.