-
Posts
333 -
Joined
-
my mercs/pain Major Trauma got to 26 tonight, seems like a really good combo, healing + resistance goes well together.
My theme for the character is a medivac team that works for the highest bidder (so evil dictators and duboius drug lords ect).
I quite like using team teleport in missions, keeps the boys together in my healing bubble and they use their attacks without prompting when I arrive next to a group (can stay in def mode all the time), so they dont flashbang only one guy.
If only the stupid medic would spam stims on me :P
Avoid serum btw -
You can soft cap a invl scrapper - its expensive but IMBA, my soft capped Claws/Invl is a tank in all but name.
-
I think brutes get clobber at lvl 8, it does a lot of damage and a high mag stun, it should make a big difference to survivablity.
ToT spawns can be leathal to a lot of characters, I don't think they are a good metric to base early characters capability on.
As a low level brute slot for accuracy and end redux - fury should take care of damage.
Put brawl on auto - it costs NO endurance now and really helps to build fury.
Carry a breakfree for emergencies, you can combine insp to get one.
Dying with a full inspiration tray is lame - use them, they do drop alot against blue and green mobs. -
I tried to stick to cheap commons for the most part, some of the sets are rare but you dont need them (but are a nice to have - like obliteration), some bits like the zephyrs and steadfast +3% can be important for hitting the ranged soft def cap.
I rekon that build could tank for a team and kick out some respectable DPS (in AOE anyway), ontop on buffing everybody else to the def cap or thereabouts - I'm half tempted to roll a FF/Dark now -
Yikes! hmm I should learn to post Mids builds so they look ledgible :P
-
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.601[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
Not a Duffbot:Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Personal Force Field:
Defense Buff
Dark Blast:
Thunderstrike - Accuracy/Damage
Thunderstrike - Damage/Endurance
Thunderstrike - Damage/Recharge
Thunderstrike - Accuracy/Damage/Recharge
Thunderstrike - Accuracy/Damage/Endurance
Thunderstrike - Damage/Endurance/Recharge
Level 2: Deflection Shield:
Red Fortune - Defense/Endurance
Red Fortune - Defense
Red Fortune - Defense/Recharge
Level 4:Gloom:
Thunderstrike - Accuracy/Damage
Thunderstrike - Damage/Endurance
Thunderstrike - Damage/Recharge
Thunderstrike - Accuracy/Damage/Recharge
Thunderstrike - Accuracy/Damage/Endurance
Thunderstrike - Damage/Endurance/Recharge
Level 6:Insulation Shield:
Red Fortune - Defense/Endurance
Red Fortune - Defense
Red Fortune - Defense/Recharge
Level 8:Swift:
Flight Speed IO
Level 10:Hover:
Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Endurance Reduction IO
Level 12ispersion Bubble:
Red Fortune - Defense/Endurance
Red Fortune - Defense/Recharge
Red Fortune - Endurance/Recharge
Red Fortune - Defense/Endurance/Recharge
Red Fortune - Defense
Red Fortune - Endurance
Level 14:Fly
Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16:Tenebrous Tentacles:
Positron's Blast - Accuracy/Damage
Positron's Blast - Damage/Recharge
Positron's Blast - Damage/Range
Positron's Blast - Accuracy/Damage/Endurance
Positron's Blast - Chance of Damage(Energy)
Trap of the Hunter - Chance of Damage(Lethal)
Level 18:Health:
Healing IO
Level 20:Stamina:
Endurance Modification IO
Performance Shifter - EndMod
Performance Shifter - Chance for +End
Level 22:Night Fall:
Positron's Blast - Accuracy/Damage
Positron's Blast - Accuracy/Damage/Endurance
Positron's Blast - Damage/Recharge
Positron's Blast - Damage/Range
Positron's Blast - Chance of Damage(Energy)
Recharge Reduction IO
Level 24etention Field:
Accuracy IO
Accuracy IO
Level 26:Maneuvers:
Red Fortune - Defense/Endurance
Red Fortune - Defense/Recharge
Red Fortune - Endurance/Recharge
Red Fortune - Defense/Endurance/Recharge
Red Fortune - Defense
Red Fortune - Endurance
Level 28:Repulsion Bomb:
Positron's Blast - Accuracy/Damage
Positron's Blast - Damage/Endurance
Positron's Blast - Damage/Recharge
Positron's Blast - Chance of Damage(Energy)
Positron's Blast - Accuracy/Damage/Endurance
Force Feedback - Chance for +Recharge
Level 30:Tactics:
Gaussian's Synchronized Fire-Control - To Hit Buff
Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Gaussian's Synchronized Fire-Control - Recharge/Endurance
Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 32:Force Bolt:
Accuracy IO
Level 35:Life Drain:
Thunderstrike - Accuracy/Damage
Thunderstrike - Damage/Endurance
Thunderstrike - Damage/Recharge
Thunderstrike - Accuracy/Damage/Recharge
Thunderstrike - Accuracy/Damage/Endurance
Thunderstrike - Damage/Endurance/Recharge
Level 38:Vengeance:
Defense Buff IO
Level 41:Oppressive Gloom:
Stupefy - Accuracy/Endurance
Stupefy - Endurance/Stun
Level 44ark Embrace
Steadfast Protection - Resistance/+Def 3%
Titanium Coating - Resistance/Endurance
Titanium Coating - Resistance/Endurance/Recharge
Titanium Coating - Resistance
Titanium Coating - Endurance
Level 47:Soul Drain:
Obliteration - Damage
Obliteration - Accuracy/Recharge
Obliteration - Damage/Recharge
Obliteration - Accuracy/Damage/Recharge
Obliteration - Accuracy/Damage/Endurance/Recharge
Obliteration - Chance for Smashing Damage
Level 49:Soul Transfer:
Disorient Duration IO
Level 1:Sprint:
Celerity - Stealth
Set Bonus Totals:
9.5% DamageBuff(Smashing)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]19.9% Defense(Energy)[*]19.9% Defense(Negative)[*]3% Defense(Psionic)[*]9.25% Defense(Melee)[*]25.5% Defense(Ranged)[*]8.63% Defense(AoE)[*]57% Enhancement(Accuracy)[*]33.8% Enhancement(RechargeTime)[*]22% FlySpeed[*]34.3 HP (3.38%) HitPoints[*]22% JumpHeight[*]22% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 4.4%[*]18.5% (0.31 End/sec) Recovery[*]9.76% Resistance(Fire)[*]9.76% Resistance(Cold)[*]22% RunSpeed
My first stab at a FF/dark build -
OP, I build all my alts as if there was nobody else on the team. They all take powers from both power sets.
In this game balanced characters are the most efficient. All my alts can solo a mission even if everyone else on the team goes afk, that includes my defenders.
My FF defender has all the def buffing you would expect from getting a FF defender in your team + aid other, aid self and a bunch of blasts slotted for damage (the thunderstrike set is force fielder GOLD).
Try a balanced build on your second build, you never know it may surprise you.
Trying to play CoH like a heal bot resto druid is EPIC FAIL in this game.
In CoH you can have your cake and eat it too.
You don't need tank/healer/3xDPS before you can play - infact you dont need it at all. -
Teir 9's are often just the cherry ontop of the cake that makes up the majorty of a powerset.
Fortunatly traps is a very tasty cake, because it has one of those fake cerry things.
Skip the fake cherry and devour the cake I rekon. -
Empaths and herding tanks - now there is a blast from the past
-
Allow banes to fire venom grenade from the mace. (really want)
add def debuff resistance to bane armour and cloaking device. (would be nice) -
I don't know if just jumping in is the best approach for WP.
Invl can often just jump in because it has a lot of up front mitigation in the form of fat resistance to common damage types and it has a panic button in Dull Pain. -
With two tanks you should be in very safe hands, I say go for Fire/Fire blaster (its amazing fun with a decent tank).
-
Try building balanced characters - you get two powersets for a reason.
A tank with no attacks will get whittled down before the mobs die. Attacks often have usefull secondary effects like knockdowns, stuns and to-hit defuffs that will increase your survivability.
A tank with no defences is a low damage scrapper and about as usefull as a chocolate fireguard.
Try corner pulling to maximize auras and rise to the challenge type powers.
IOs only get better than SOs when they reach lvl 35. -
A team of defenders will steamroll anything in the game (without IOs).
-
Try using your hold and immobalize on the anchor target for Radiation Infection and Enervating field - that way they can't run around. Just make sure you leave the anchor till last for defeating.
I find that a leut near the back of a group is a good anchor or possibly a boss (because you want to be sure he gets debuffed).
If you skip RI you will suffer a lot of deaths.
Don't use ghosts or wolves as anchors - they are immune to immobalizes.
Don't use teleporting mobs like tsoo sorcerers, rikit gunmen, skyraider porters or malta gunslingers as anchors. -
I made a Mind/Earth and called him Gebeb after the Egyptian god of the Earth, snakes and the underworld.
Mind/Earth seems to do single target quite well at low levels - I think I will crank the difficulty way up on this guy. -
Shield mace is awesome - plus you don't have the dilema of wanting two auto powers like a shield/SS would.
-
Now that we have alturnate animation options they could just add a few shield bashes in as options for some of the melee sets.
-
I keep thinking of deleting my lvl 44 stone/stone, its too frustrating to play. Being defeated by a kerb is ultra lame.
-
Pick a primary with some AOE - Elec and Dual Blades are great.
My stalker can take Alpha strikes by AS on a tough mob and the AOE fear effect, plus a To-hit debuff that isnt reduced by AV scaling.
So what do scrappers bring to teams exactly? -
My Dark Melee/Invl seems very solid so far, my Elec/SR is a great 'tank' as well.
-
Regen brutes would probably be either way overpowered or would die alot to Alpha strikes :P
-
I would also say the Fortunata nuke is the way to go for defenders, most defenders end up running leadership toggles or debuff toggles ect.
All a defender nuke does at the moment is enough damage to make the mobs really annoyed with the defender and bring all toggles to a stop :P