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This is the logic behind my friend's Fire/DB Tanker and my Earth/Cold Controller. I immobilize/slow and he burns em up.
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I dunno, I've come across the same feel of dilemma.
All I typically find it as is just a proc thing and that's about it. Well that and a set mule.
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Well, I literally just finished a MoSTF that was successful. The team was great and so were the people. Here's what our team consisted of:
Person 1: Dark Armor Tanker
Person 2: Illusion/Empathy Controller
Person 3: Illusion/Radiation Controller
Person 4: A Kin Defender
Person 5: Storm/Dark Defender
Person 6: Radiation/Sonic Defender
Person 7: A Dark Defender
Person 8: Force Field/Dark Defender
It was amazing. The hardest thing we had was the tree. Everything else was smooth as butter, including LR himself. In fact, the FFer Detention Field the red tower while we took out the blue and we finish the blue one so quickly that we had to wait 10-15 seconds to actually be able to take on the red tower.
Thanks to all of those that were apart of it, giving my Stormy Darkness his MoSTF and being my first successful MoSTF. Had to reset twice due to the tree, but the third time was the charm and we killed it. We switched a Blaster for the Illusion/Rad and the FFer alted from his Rad. So really, we just switched a Blaster for a FF and we were golden.
Support: We win. -
Quote:Nah, we've just phased from Empathy to Kin or Rad. I tend to see tons of things forming of "need Rad" or the more popular "need Kin". Frustrates me and my non-kin and rad liking ways (from a playing kin or rad prospective). I mean, there's tons of other power sets out there, yet their slug of a stone Brute/Tanker can't make themselves a good enough build nor be adventurous enough to not be in granite 24/7.I'm grateful that people have come around on that position now, and I hope it was a short lived phase of the game.
However, I already believe that is starting to phase out as well. Either that or I'm just finding better people. Not sure which though... -
Without looking at the original poster, I was hoping to find this be about how much it defense debuffs, resist debuffs, knocks down, and all the other stuff of FR's awesomesauce. That was my hope of "Yes, FR is broken in it's tasty debuffage."
Alas, I've been foiled in a thread of how awesome Storm Summoning is. -
As my signature indicates, I have a Storm/Dark Defender, which (as not indicated) is the one I've played the most. He plays really well and I enjoy probably the most of all my characters. I'm currently doing a set IO revamp, so we'll see where that takes me, but there's not really a way I'll lose in it. It's a great duo and I'd imagine it'd be pretty nice on Corruptors as well.
Quote:looks good on paper because you can Aoe Immob and throw tornado out there but I know paper and play don't always add up. So if any body is running this or have tryed it in the past I would love the advice.
Quote:Thank you all for your help -
Here's a general idea of what I'd personally do.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Archery
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(15)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Fistful of Arrows -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(9)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(43)
Level 8: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 12: Speed Boost -- Winter-ResSlow(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(19), RgnTis-Regen+(19)
Level 18: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Explosive Arrow -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Acc/Dmg(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(31), FrcFbk-Rechg%(31)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 26: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod(33)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(34), RechRdx-I(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Rain of Arrows -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(42)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run -
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Although you narrowed down a bit of the options, I personally would need more help in knowing what you are wanting to do with the build. Soloing, General Teaming, TFing (so level of IOs and level selection of powers matter). Are you going for a particular style of it?
I need more information on what you wanna do with the build in order to tell you what to do with the build. If that makes any sense. I can also give you a general build if you'd like on what I'd do if it were my build and tips on powers etc. from that point a view. I already have several personally going through my head. I can also give specific slotting advice for powers. I just need more information at this very moment *frowns* -
Quote:It's obvious that we disagree as I tend to see face-plants very rarely, but to each their own. I see Leadership as a more powerful Hover/CJ for the team with Maneuvers and then more damage with Assault. Other than that, I personally dislike Leadership. Maneuvers tends to be on most of my characters and maybe assault if I have power selection room (or need a power with a low slotting for other powers). But once again, that's just personal preference.Quote:Originally Posted by StormyDarknessVengeance can be switched for Hover or CJ
Only problem is you can't put both Hasten and Vengeance on auto at the same time. Sooo... you'll have to click Hasten manually on your teaming build. Sorry. Don't worry, you get used to it.
Public service reminder: Not all AoE heals should be put on auto. Just this one.
Unless it's a build planning on people face-planting (I'm looking at you Radiation Emission), I find Venge useless as I try to keep everyone alive anyhow. If people are face-planting more than once every 3+ missions without people just being plain dumb, then we need to change our tactics as a team or something, because obviously it ain't working. The less situational powers are worth far less than the once every 4 mobs which are worth far less than the every mob powers. Multiple times per mob powers depends on the power and whatnot. But then again, that is my personal opinion and to each their own.
Good Ice Shields > Venge every time. -
Quote:Mmm... quick mathematics time. Assuming the 12 buffs are 6 Speed Boosts and 6 Increase Density, that's 6 seconds of cast time for Speed Boost and 12.42 seconds of cast time for Increase density. Then add in a 2.17 cast time of Fulcrum Shift, we're up to 20.6 seconds worth of casting time. Since it's moving targets, the likelihood of him being able to get each person in rapid succession seems... not too plausible. That and if he's complaining about not getting you, I assume it should technically be 14 buffs, increasing the chain to 24 seconds. However, what I don't get is if he can SB/ID the tank and scrappers, why he wouldn't be able to get you in melee. Either way, I wouldn't want a buff bot on my team and that's about what he was sounding like he was. I mean, Siphon Speed and FS would be something I'd be using as much as possible to, so he'd have no time for a heal or an attack.[Team] Idiot Kinetic: i'm layering 12 buffs on moving targets every 30 sec
60 second duration, 2 second cast time ID, how I loathe thee.
Quote:[Team] Idiot Kinetic: you run into melee and die in 10 sec
[Team] Idiot Kinetic: and i'm supposed to find you
[Team] Idiot Kinetic: can't buff around corners or out of LOS
Quote:[Team] Idiot Kinetic: i'm working top to bottom
Quote:[Team] Idiot Kinetic: if someone breaks the chain it breaks the continuity of buffing
There's been many times, especially when playing a Kin, that someone starts yelling at me for SB. Guess who doesn't get it that cycle? Yeah, when it comes to someone telling me how to do my job as a support character, I can get quite defensive. I'm not telling you to kill the boss first and let the AoEs from the blasters kill the minions. I just let them do what they will because we'll all get through it eventually. It's not a farm and it's not all about XP or Inf/sec. It's about fun. -
Quote:Ouro anyone?Hell, the desv have explicitly stated that the game is intended to be replayed with alts rather than played extensively at the end of the game with a single character.
Quote:In his words 'this is my buffing build' on a blaster.... -
It seems that the 25-40 range is the hardest for Empathy because not only is it's role changing, but everyone seems to flail about until they can figure out what they are doing once they reach PI. That's been my personal experience though.
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Quote:Get a better team. >.>...Then I teamed up in a pick up group, and was in for a lot of finger mashing! Managed to get a few shots in, in between buffs and heals...
When I generally play my Defenders I seem to have enough time to blast while I do all the stuff that my primary does. It's quite an active lifestyle, but it doesn't get close to my Emp/Psi's level 26-40 times when my team seemingly soured for one reason and another and I was constantly healing, or so it felt.
Usually the best medicine for feeling fried over healing (especially higher levels) is to simply find a new team, not to burst your Empathy bubble. -
This is why I want my Earth/Rad 50. "We need a rad" "I got a Rad" "Okay, bring it" "Sorry, I got tons of other characters that are just as effective, want one of them?"
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Damage cap is the reason to not go for Siphon Power unless you're only using it as a debuff. I mean, 400% with two kins should be easy to reach. The recharge, however, gives you many other things possible because of it making all your powers recharge faster. More damage, more support, etc.
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More recharge means faster FS.
*noms on Recharge* -
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Quote:This is a reason why I slot my cones with Posi's Blast Dmg/Range. Usually have to decide between Dmg/Range (usually for cones), proc (if accuracy is to my taste/range AND acc is really important), or acc/dmg (if accuracy is not up to snuff or there's little reason for range in comparison). Then you get an accuracy, recovery, resist, and recharge set bonuses. What's there not to like other than more /rech enhancements.Most of my defender cones (in your case frost breath), with the exception of fearsome stare perhaps, I usually slot an enhancement for RANGE. This not only makes the cone longer, but also when it's longer the AoE gets wider at the farthest point. There are a lot of advantages to this.
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Quote:I have trouble thinking inside the box, so I wouldn't know exactly what people think when they decide things. I have a tendency to believe that those who are in the "pure empathy/healer" mindset would see biggest green numbers and bigger values in the defender version and give up on everything else.To me, if you are going to be an Empathy Defender over an Empathy Controller, you have to atleast play to your strengths. This includes making good use of the more powerful version of Fortitude and also not being afraid to take & slot up your blasting powers so that you can make a real and meaningful contribution. That is where the Defenders strengths are. Especially now with the change to the inherent.
When I play my Emp/Psi, I'm too busy throwing Psi tornadoes/screams around to pay too much attention to people's health bars. I look over there, but between forts, ras, abs, I don't really have to pay attention to them. That and Psi Tornado/Scream's mitigation factors help the lack of healing. I mean, recharge debuff cap, knock up, damage... yeah -
Quote:Well, if you're going to be a "pure empathy", then it's more pointless to be a Controller, because you're not taking Controls. Defenders do have better numbers.Seriously, if you aren't going to take any of the attack powers you should role an Empathy Controller.
That being said, I find "pure empathy" silly thought not as silly as "pure healer" due to the fact that they will use their buffs. However, I disagree with any empath not using their other powerset. -
Quote:If I've made you sit and think for a moment about what you've done and what you really want, I've done my job. My tastes differ from others and am personally accepting on that.I hate missing my target, and I have a hard time accepting anything below a 95% chance to hit. (call it a pet peeve, and I cringe every time infrig misses) so on snap judgment I scoffed at this statement, however upon looking it over I can agree that I have gone overboard with the acc bonuses.
Quote:I could enjoy a little more semi-permanent personal defense for myself, but I'd rather enable ridiculous defense( and to hit and dmg) for the entire team with Vengeance.
However, like above, if I made you think about it, I've done my job.
Quote:This I like, and I will adjust accordingly
Quote:As far as Frost Breath goes, I seem to have a rough time making the most out of narrow (30 degree) cones, so I generally avoid them.
Edit: Oh yeah, CJ/Hover will help you aim up cones a bit better due to the maneuverability, which was part of what I was mentioning above. -
Quote:I tend to cast em as they get up. Mostly because if someone's having endurance issues, they'll already be drained by the time RA gets up again. Regen is just extra assurance that you will have less worry to heal during that time. Thus I tend to use it as soon as it recharges as well.regeneration aura is pretty tough to use reactively, but there's no reason someone can't wait until a person is low on end and then use recovery aura specifically on them. There's really no need to announce aura buffs. Parties tend to stay together well enough for regeneration aura to hit them all, and the entire party doesn't need to be hit by recovery aura.
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I'd still suggest you consider possible suggestions that I gave, but here's the general idea that I'd personally do. The resistances, regen, and lowered your crazy accuracy.
Also, I just noticed that Power Boost on Mids was giving you increased defense, as such, other than a slight Energy/Fire/Cold resist and about 3.5% Ranged defense, the defenses I've provided in this build are higher. So in short, faster recharge (storms & long recharge debuffs), about the same damage, better defense (mostly), and a more relevant epic pool. Hopefully this will help spawn some new ideas when you're tinkering between the two builds.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Ice Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Infrigidate -- ShldBrk-Acc/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-Acc/DefDeb(50)
Level 1: Ice Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11)
Level 2: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 4: Ice Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(9)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(46)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(40), RgnTis-Regen+(40)
Level 16: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 18: Benumb -- Acc-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 26: Sleet -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(27), Achilles-DefDeb/Rchg(27), Achilles-ResDeb%(34)
Level 28: Bitter Ice Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/EndRdx(33)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Blizzard -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Assault -- EndRdx-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 6: Ninja Run