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Posts
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Joined
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Welcome to the fold, brother.
There are some bad apples that give us Defenders bad raps, but overall a well played Defender is a rare find. We welcome you, and hope you enjoy your stay.
If you have any questions, we got a home here for you. We'll keep the light on. As I like to say, with each person you meet, there's something to learn. Also, if you have anything specific, feel free to message me on here or in game.
You've been reborn into the game, now the world is in your hands. -
I see there being three ways to slot Mass Hypnosis.
1) 4 slot Lethargic Repose. Why? Ranged, Melee, Smash, Lethal, Energy, and Neg defense. You can do 5 slot for the AoE, but *shrugs*
2) 5 slot Call of the Sandman. Why? It gives alright recharge, plus a bit of endurance and HP. Plus, you can use the proc as a pseudo self heal.
3) 5 slot Fortunata. Why? It gives better recharge than CotS and better other bonuses (accuracy, Fire/Cold resist, recovery). The proc seems mostly meh to me. As for if it works even if missed, I wouldn't know.
4) Take 1 or 3 and add CotS proc to it. Since you seem to want recharge, you probably want to maybe look at 6 slotting it and do 5 Fortunata and the CotS proc.
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It's been too long since I've taken statistics and tried to figure out the actual probability of things, but I go with the general philosophy of add up the two and just take a portion of it out. But I never rely on the procs working, I just cross my fingers and hope for the best.
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Yes. It's always the small things.
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It'll let you shift some slots around. A Defender isn't going to get too much out of a 3 slotted LotG, but a bit out of a 4 slot. I say just go with 7.5 and Def/Rech, then add the HamiOs. 2 of them will have you sitting at 57.78% Def and 90.17% recharge, thus allowing you to spread two more slots to something else. Just an idea I came across on the boards a few weeks back. -
In my eyes, dealing 20 damage to one enemy versus 24 damage to a lot of enemies... I tend towards the 24, even solo. The question you need to ask yourself is: Are you running out of endurance quickly. Typically if you're spamming AoEs, that'll chug your endurance faster, otherwise as long as you hit at least 3 enemies, you're easily compensating the damage.
It's also kinda like my Archery/Sonic Corruptor. If I'm focused on a full group, I'm going to use my slower massive AoE attacks. If it's a medium group, just make sure my attacks are lined up on my AoEs and toss some ST attacks on the harder targets. If it's a small group, do my attack chain of T1, T2, T1, T4, repeat. For this, Howl could easily be the T4 of your combo and you technically need nothing else for soloing ST. However, when you consider Howl, Shockwave, and Dreadful Wail are you only strong AoE attacks for sonic, you'll want to just target the hard targets and just howl everything around them while you use Shriek/Scream on the hard one. That is, if you're survivability is good enough to ignore the minions. -
Quick notes:
With how it seems to me on the epic pool side, I'd go Psi Mastery. You get the ST hold, plus for your "Oh Crap" button, you can take Mass Hypnosis and/or Telekinesis. Mass Hypnosis can be quite good for the delayed alpha attacks for tanks and scrappers. Since Thunder Strike is a melee attack, it's not going to be very good for what you want it for.
For the ST hold powers, change the non-proc to the devastation proc. That'll give you two different chances to get +2 mag hold on them, so non-statistically sound logic says you'll have the proc going off 30% of the time, or 3 out of every 10 attacks. Statistically it's a few percents less with a couple of percent chance of having it do 7 mag hold with just one power. That being on each of the two (Suppressive Shot and Dominate). So once again, non-statistically sound version says you'll have a 60% chance to do 8 Mag between both attacks. a very, very small chance for a massive 14 mag hold. You'll get more mileage out of that than a 6% dmg boost on a defender (at least a Empathy defender). I'd also say the End/Rech/Hold of Basi's gaze is going to help you more than acc/hold when you got Tactics and several accuracy IOs within Basi's along with other (Posi's Blast) set bonuses giving accuracy. I mean really, who needs 300% accuracy? I get 120-140% on Mids and I hardly notice myself missing.
Instead of 6 slotting Decimation, do 5 slotted with 1 slot of the Heel proc from Defense Debuff. Each time it has a 20% chance of doing -20% resistance for 10 seconds. I'd echo this or the +rech from Force Feedback in Empty Clips.
For Clear Mind, do endo redux instead of recharge. It has a 4 second recharge out of the box with a 3.1 second cast. Just Hasten and set bonuses will be letting you go down the list no problem (if that suits your fancy).
Fortitude, consider HamiO's with Recharge/Defense. That is, if you want to be more expensive.
Those are my base suggestions at this moment. It is late and all. -
Just remember, not everything for every contact is complete. If you find information, etc. that you can add, it only helps the community as a whole on there.
I've found myself doing a tid bit of editing here and there when I've seen something. Then again, I tend to run Ouro a lot and have caught a few merit changes (some up, others down) from what was written and after a few months of playing caught the wrong coordinates on at least one of the Hollows history monuments. Granted on the latter part, I now have the map pack so that need has substantially declined in its need, but it's still fun to try my compassing CoH using /loc. -
We've got this thing on Reputation, and I'm interested to see the last time I got kudos for a post, but it seems the FAQ is outdated or the like because UCP isn't showing where it seems it would be. I could be just a bit dense in my reading of it, but I was hoping to either be pointed in a more stern direction than the FAQ or hopefully find out that I'm not alone in this lack of the last rep given to you part that's supposed to be on the UCP main page.
Maybe I'm just weird in liking to know when I get my kudos. On the same page, having a way to "notify" when your rep goes up/down would be nice. It could be something like a e-mail to the person's main e-mail address or an auto PM with the comment attached. I mean, I didn't know that I had 127 rep. All I remember is reading a long while ago (before the board switch if memory servers) one person's comment and that's all.
Knowledge is power! -
There is a reason I love FR on my Storm/Dark Defender. Tentacles don't have a -KB feature which means they are caught on the FR patch and still slip and fall. Naturally the problem is Tentacles don't have -KB which means that Tornado tosses em around. Plus side, they don't run from the tornado.
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There wasn't anything innately wrong with your build, even if you are paranoid about that.
That being said, you don't have to necessarily take anything from my build. What I find to be the most successful at making better builds is to take a look at other people's builds and steal ideas from them, because most great ideas, quite frankly, are stolen. Take what you like and leave what you don't. I take no offense to people slicing my builds to fix their own play style. I give them what I'd likely build for myself and let them run with it from there.
This build includes the following:
*185% Recovery (1% better)
*279% Regen (9% better)
*62.5% Recharge before hasten (20% better)
*47.6% Smash/Lethal resist (6.5% better) and tiny bits elsewhere
*12.6% Melee, 17.6% Ranged, 11.9% AoE defense, plus 13.2% Smash/Lethal and 21.3% Energy/Neg.
*Before Hasten, Both RA are at 192 seconds (151 afterwards), AB is 115 seconds (90.9 afterwards). Thus making RAs 60 seconds short of perma and AB can be almost perma.
*Fort has 24% def and 23.1s recharge. Down to 18.2% after Hasten, meaning it can be set on 6 people consistently when Hasten is active.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(37)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(34), Dct'dW-EndRdx/Rchg(36)
Level 4: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(34)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/EndRdx(19), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(21)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx/Rchg(13), HO:Membr(19), HO:Membr(50)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(17), RgnTis-Regen+(17)
Level 16: Resurrect -- RechRdx-I(A), RechRdx-I(34)
Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), RechRdx-I(23), RechRdx-I(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46), Zephyr-Travel(46), Zephyr-ResKB(48)
Level 26: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(33), Dct'dW-Heal(33)
Level 28: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(39), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(40)
Level 35: Voltaic Sentinel -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Acc/Dmg(46)
Level 38: Assault -- EndRdx-I(A)
Level 41: Power Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42), AdjTgt-Rchg(43)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 47: Clear Mind -- EndRdx-I(A)
Level 49: Super Speed -- Winter-ResSlow(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 -
I assume that works with FF and Sonic as well. Which is good knowledge to have, given I have a Sonic corruptor who'll probably come blue side and a sonic Def and 2 FF characters (One Def, One Cont). It'll probably wig out some STFs once I do it.
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Before I get too excited about this idea (which I already am some), I wanted to ask and see if this is how it works.
Attacks from hide give critical hits, unless it's AS then it's even more damage. My Question is if I use Lightning Rod from Electric Melee (the TP one), because it's a pseudo pet thingy, does that mean it doesn't get critical hits for all opponent or it does because I'm in hide and it's me doing it. My guess (for balance) it would be the former to where I don't get critical hits with it (though I'd get it with Thunderstrike, which still isn't bad).
Just thought I'd confirm before getting to level 32 and being disappointed. -
If there's anything else you need more clarification, just shoot me a PM or post here. Also, any questions pertaining Elec Blast or Storm Summoning (I have 3 of each, though none are Storm/Elec). But I'm not known for having "conventional builds". Though some of my ideas spawn new and greater things.
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Translation:
Quote:Not only do you get to keep the defense bonus while fighting (versus Stealth), but you get resistance to three of the eight damage types (that can be resisted). They have the same amount of stealth so that shouldn't be a factor. Steamy Mist also has you moving faster thus more advantageous for running through/around mobs. Also, it protects against Confuse and if you do get confused, it reduces the time confused. Good for pvp and very specific enemies (Villain side mid/upper level Circle of Thorns' Succubus).Steamy Mist and Stealth have the same stealth radius (which means that a stealth proc will get you to 65 ft. stealth, good for anything without +perc). However, you don't lose half your defense bonus if you attack with Steamy Mist. As an added bonus, you get 20% Fire/Cold/Energy resistance and confuse protect and resistance. Stealth also slows down your fly/run speed, to which Steamy Mist does not. Also, you can place Resistance set IOs into Steamy Mist. Thus making Steamy Mist better.
Quote:Heal Other starts with a 262.4 Heal on a defender out of the box. O2 does 176 out of the box, doesn't get interrupted (if memory on medicine pool serves), has greater recharge (4 versus 10 second) 80 ft. range versus 25 ft. range. Double endo cost (6.5 Heal Other vs. 13 O2), but O2 also does -8.65 mag stun and sleep for 60 seconds (thus stackable to overcome Rommy rez if you stack it 4 times on someone) 173% sleep resist, +108.1% perception with those blinding Arachnos and Artemis (etc.). Plus, it's good for recovery/endo drain protection. Malta higher level and Clockwork (Synapse/Posi anyone?) for low levels (where you really need the endurance protection). I'm a fan if someone dies, make a wakie for them (or give them stuff to make theirs) then use O2 on them since that'll cancel the stun from wakie. That's one less inspiration they have to worry about. That's 3 medicine pool powers in one for you. Stimulant (to a degree), Heal Other does worse hps, and either day job rez power or pass wakies out for the resuscitate. Only problem is you can't target yourself. Also, people can use Wakies in mid battle and you can get them the CM, they pop a blue and they're back in action.
Quote:Gale and Hurricane are good if you're good at positioning KB. Until you are, it's can be a headache. Though both are good powers.
Quote:As I said before FR is your blender for the enemies. -30% defense means you'll hit everyone, -35% resistance means you'll kill the mob faster, and the Knockdown and -50% recharge will make it safer for you, and the slows means they'll scatter "less" even though I don't slot for slows and don't tend to have much probably with a -70% run/jump speed, -60% fly, and -3.5 max run speed. Add in a dash of damage, and if you get your recharge to moderate/good, you'll be able to FR every mob on a decently fast paced team. A super steamroller team you'll get it every 1.5 mobs, which I usually would just save the .5 or so for the next mob, but it's rare that there's a team *that* good. Just saying, FR win.
Quote:Tornado when teamed with Elec Mastery's Elec Fence will become a blender on that opponent (if you're going against one enemy at the time, otherwise it might start attacking another. AVs usually have really good -KB so if you don't have a -KB or a teammate on your team with -KB, it'll still blend the AV at the end of your TF. Note: Not all Immobilize powers have -KB, so take note to which do and don't if you're going that route. Also, with -KB consideration with Hurricane, -KB doesn't mean -Repel. That means you can gradually push enemies into a counter if you have a Controller who has -KB powers on the entire mob.
I think that explains everything.
Quote:Thunder Clap is alright. I believe it's better on controllers, and usually best if you combine it with something else (Like Dark Master's Oppressive Gloom) for double stacked and mezzed bosses.
Quote:Snow Storm is nice, though not my personal cup of tea. It's more -spd and -recharge, though a toggle and always present on your anchor and those around him. To each their own I guess.
Hope that helps some. -
Actually, in theory is a maybe. Concept, once again, maybe.
Steamy Mist and Stealth have the same stealth radius (which means that a stealth proc will get you to 65 ft. stealth, good for anything without +perc). However, you don't lose half your defense bonus if you attack with Steamy Mist. As an added bonus, you get 20% Fire/Cold/Energy resistance and confuse protect and resistance. Stealth also slows down your fly/run speed, to which Steamy Mist does not. Also, you can place Resistance set IOs into Steamy Mist. Thus making Steamy Mist better.
Heal Other starts with a 262.4 Heal on a defender out of the box. O2 does 176 out of the box, doesn't get interrupted (if memory on medicine pool serves), has greater recharge (4 versus 10 second) 80 ft. range versus 25 ft. range. Double endo cost (6.5 Heal Other vs. 13 O2), but O2 also does -8.65 mag stun and sleep for 60 seconds (thus stackable to overcome Rommy rez if you stack it 4 times on someone) 173% sleep resist, +108.1% perception with those blinding Arachnos and Artemis (etc.). Plus, it's good for recovery/endo drain protection. Malta higher level and Clockwork (Synapse/Posi anyone?) for low levels (where you really need the endurance protection). I'm a fan if someone dies, make a wakie for them (or give them stuff to make theirs) then use O2 on them since that'll cancel the stun from wakie. That's one less inspiration they have to worry about. That's 3 medicine pool powers in one for you. Stimulant (to a degree), Heal Other does worse hps, and either day job rez power or pass wakies out for the resuscitate. Only problem is you can't target yourself. Also, people can use Wakies in mid battle and you can get them the CM, they pop a blue and they're back in action.
Gale and Hurricane are good if you're good at positioning KB. Until you are, it's can be a headache. Though both are good powers.
As I said before FR is your blender for the enemies. -30% defense means you'll hit everyone, -35% resistance means you'll kill the mob faster, and the Knockdown and -50% recharge will make it safer for you, and the slows means they'll scatter "less" even though I don't slot for slows and don't tend to have much probably with a -70% run/jump speed, -60% fly, and -3.5 max run speed. Add in a dash of damage, and if you get your recharge to moderate/good, you'll be able to FR every mob on a decently fast paced team. A super steamroller team you'll get it every 1.5 mobs, which I usually would just save the .5 or so for the next mob, but it's rare that there's a team *that* good. Just saying, FR win.
Tornado when teamed with Elec Mastery's Elec Fence will become a blender on that opponent (if you're going against one enemy at the time, otherwise it might start attacking another. AVs usually have really good -KB so if you don't have a -KB or a teammate on your team with -KB, it'll still blend the AV at the end of your TF. Note: Not all Immobilize powers have -KB, so take note to which do and don't if you're going that route. Also, with -KB consideration with Hurricane, -KB doesn't mean -Repel. That means you can gradually push enemies into a counter if you have a Controller who has -KB powers on the entire mob.
Lightning Storm (as you've already gathered) is nice.
Thunder Clap is alright. I believe it's better on controllers, and usually best if you combine it with something else (Like Dark Master's Oppressive Gloom) for double stacked and mezzed bosses.
Snow Storm is nice, though not my personal cup of tea. It's more -spd and -recharge, though a toggle and always present on your anchor and those around him. To each their own I guess.
Just some Storm food for though in regards to each power.
Edit: Small typo errors, major one being saying "Heal Other has better hps", the rest small ones. Also added an ending note to O2. -
For Storm Summoning the "staple" powers.
Steamy Mist, Freezing Rain, and Lightning Storms.
Good Powers: Gale, O2 Boost, Snow Storm, Hurricane, and Tornado.
Average Powers: Thunder Clap.
Freezing Rain imo *is* the greatest power of Storm Summoning.
I did an Ouro arc with a team of 8 doing the players debuffed challenge. One person of the team (3/4s of the way through) suddenly realized we were debuffed, then realized that the entire team missed it due to FR. It really is that great imo. -
My characters and playing is odd. My Corruptors on Virtue are as follows:
50: Fire/Storm (Meh, dusty but not slotted out really either)
50: Archery/Sonic (Fairly enjoyable, he can duo Silver Mantis with a ST Claws/Willpower Stalker)
37: Rad/Kin (dusty due to A: People's yelling about how to play kins and B: Major Endo problems when I was playing her more)
5: Elec/Dark (Fun so far, duoing with a Rad/Cold Corr; he's also based on my Dark/Elec Defender concept)
These are on Virtue. Overall, I expect my Elec/Dark to rank up wtih my Archery/Sonic on fun; however, I still enjoy my tons of Defenders more.
Defenders (Dark Blast, Psychic Blast x2, Elec x3, Archery x2, Sonic, Ice, AR)
Blasters (Rad and AR)
Which means I'm missing Energy and DP. I didn't prepurchase GR, so Energy is the only one I have access to that I don't have a character of. I do have a Emp/Energy on Liberty (32) but I'm mostly on Virtue now. I had a Cold/Energy Defender, but I was wanting it to be like my Storm/Dark and it wasn't happening (obviously after the fact).
Overall, I see Elec, Archery, AR, Energy, Ice, and Sonic the least. Dark usually paired with Dark, Rad paired with Kin or Rad, Fire and DP paired with anything.
I must say, my Kin/AR Defender is rather fun (especially with teams that don't yell at how to play Kinetics). -
Quote:LotG is only 200 merits.Domination also provides protection against knockback, if you're perma- then you could drop that Karma proc in Combat Jumping in exchange for a Luck of the Gambler. Those are really pricey, it's probably easier to run a few Strike Forces for the 250 merits you need to get one.
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Quote:I'd like to point out that you only fight Longbow in 3 missions, only one of which is a mission only full of Longbow....and heroes don't really fight Longbow outside of the RWZ.
Talk to Archery Blasters after GR comes out and they have to go against Longbow constantly. -
Quote:Oh trust me, I'm one of those rare red Defenders when GR comes out. Otherwise I wouldn't camp these boards and would find my home elsewhere.Odd that you should mention not playing defenders after the first one. When GR comes out all my new buff focused toons will be redeemed corruptors or controllers unless neither AT offers the primary and secondary set combination that I want.
Edit: Not that my signature with 3 Controllers, 2 Corruptors, and 4 Defenders states that I've obviously played more than just the first defender, who I play the most of any of my characters. Just saying >.> -
This is what I have if I were to make the build.
It's technically slower of a build, though explosive arrow when placed with the Forced Feedback proc (+rech) can do wonders for your speed. Tip: RoA while animation is going on, target enemy in the middle of mob, trigger Explosive Arrow which should go off at the same time as RoA (or at least my feeling of it).
I know it's not your exact feel for your toons, but hopefully it'll give you some ideas. I'd also like to point out my personal defenses as a point of interest.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Martial Nova: Level 50 Natural Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Archery
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(5), Mrcl-Heal/EndRdx(7), Mrcl-Heal/EndRdx/Rchg(7)
Level 1: Snap Shot -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx/Rchg(5)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46), DarkWD-Slow%(46)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(43)
Level 8: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(13)
Level 10: Blazing Arrow -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 12: Lingering Radiation -- Acc-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(25), RgnTis-Regen+(25)
Level 18: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(21), Lock-%Hold(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
Level 22: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), FrcFbk-Rechg%(34)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(31)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: EM Pulse -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(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: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Force of Nature -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48), RechRdx-I(48)
Level 49: Assault -- EndRdx-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 -
*shrugs*
It honestly means little to me. If I were playing an AT for the Inherit only, I'd not be playing the AT how I'd play it. My characters always have lots of different sides to it, not just a 1 dimensional being. I don't play Corruptors for Scourge only, nor Stalkers/Scrappers for Critical hits. It's a nice extra, but never *the* reason I choose the AT.
If Controllers had Domination, I'd be in love, but that's because I like how Domination works (even old Dom) more than Containment and Overpower. Tanker inherit... I've not really looked at what it does... I think taunt more? *shrugs* Blasters is alright, but nothing I'd focus around. VEAT inherit seems to not be special at all (to me) and HEATs seem like to degree you have to plan your teams around it (but overall I don't play HEATs anyhow). Brutes have a nifty inherit but it's nothing I'd be planning around. MMs make sense and add a bit of a bonus if their minions are around them.
If I were that miffed at Defender inherit versus it's benefit regardless of inherit, I'd not picked up Defenders after the first one I played. -
I took this route on my Dark/Elec Defender, but added a little twist too. Delated Ego's proc. But that's because I wanna be a sapping Tankfendtrollmind >.>
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Specialized doesn't mean just team roles.
He has Nightfall slotted for damage, Dark Pit, among other AoE potential. I mean heck, my Archery/Sonic Corruptor is built to basically duo Silver Mantis. He still has the ST buffs for all the teammates along with survivability and damage output to duo. Just because I'd say his specialty is surviving with some damage doesn't mean my Archery/Sonic Corruptor doesn't present some mean support, above advertised damage, and probably a tad less survivability than advertised.
Specialty means focus, because we all know from shows like House that a doctor that specializes in Diagnostic Medicine doesn't mean he can't do anything but sit around and diagnose people. I mean, that's what *some* people want to do, but that doesn't mean they *all* do.
This build can do a lot, though it's focus is set towards buffing in my opinion. The Doctored Wounds/etc that go towards recharge isn't helping the 8 second recharge heal as much as the 60, 300, 500 second recharge powers. But with that slotting it gives potent heals while giving set bonuses towards other valuable parts of a character. As to how important those other set bonuses are, that's up to you. I see recharge set bonuses for Fortitude, RAs, and AB to be a fairly valuable asset. I'm a sneaky one like that which takes people's wants and bend them to my own will. Bwah wah wah! -
Use your first build as a general build, second for specialized, then once your primary specialty is made, respec the first to the other. Or just attempt to make a balanced build for the first one and only use it. >.>
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Quote:Good to hear. Procs are used best in either AoEs or fast recharging power (or ideally both), so it really wouldn't do any justice compared to the cost. A damage proc maybe, but a 20% chance for -20% resist debuff ever 141 seconds is kinda meh.Tossed the proc. At First I thought it'd be nifty, but realised that it's both expensive and a weird placement.
Quote:I'd do a KB protect, but I'd rather have the speed. It's why I got the power, or else I'd just use a jp. One more power slot for me, y'know? But I want it to be fun too, heh. zooom... My one vice.
Quote:Quote:Other than these small things, I don't see anything too major other than the expensive costs of PvP Heal IOs. It seems fairly solid of a build now. Now's the fun part: when you take your "finalized" build and compare it to your first build you presented and see how you've evolved and why.