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On my Storm/Dark, I decided to go with Recharge for my Alpha slot. I really started to notice my endurance issues with that. Didn't take conserve power, so it was all through FoN, Accolades, and just steady endurance management on my part, popping blues when I forgot to pace myself. However, with Destiny, I took Ageless. Even more recharge and it solved my endurance issues. I was very happy when I got that fixed.
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I wanted to get a bit of feedback on this build I made. Here's a few goals that I have for it towards end game. First, I plan on staying mostly in Chem Ammo. Only if survivability on the entire team is wonderful that -dmg is absolutely pointless, I'll then move to incendiary for some extra damage. Alpha I'm going to go for the Spiritual Radial Paragon, so I can enhance my slow in Sleet, along with getting CJ a bit better, Soul Drain's +to-hit up some, and get my recharge lower for my Cold Domination powers, not to mention Soul Drain, HoB, and my other DP AoEs. Interface, I'm thinking either a lean towards the -damage to get it even lower (I mean, crazy -damage with +defense from cold shields, means great survivability for the team, right?) or possibly the -secondary effect one to make a minor AoE benumb and then be able to really hurt some with the actual benumb. Judgement, open, but Cold seems the most thematic. Destiny, all seem worthwhile, +recharge is pretty nice, anti-mez with greater slows is nothing to sneeze at - that is if it still won't buff my cold shields because of the stupid +resist cold, having a heal is a good thing, and not having to pop a purple to be softcapped to melee/ranged would be a plus, but I'm used to doing that type thing nowadays. Lore, meh whatever works.
Points of interest on the build:
- Smash/Lethal/Energy/Neg/Melee/Ranged are all within 1 small purple of softcap (35% for most)
- 60% smash/lethal resist with 23-35% resist to everything else but Psi (then add in the -dmg from Chemical/benumb and softcap with a purple and I'll be a hard sucker to kill)
- 142.5% recharge with hasten (but without Bullet Rain's Forced Feedback proc)
- 36% accuracy from sets
- 16% damage from sets, then 30% from Vigilance if solo, and 15% more from Assault, putting me at 64% damage increase before Soul Drain. Hitting 3 enemies will double my +damage and hitting 10 will triple it. Soul Drain being only 3-4 seconds of perma.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Frigid Vigilante: Level 50 Natural Defender
Primary Power Set: Cold Domination
Secondary Power Set: Dual Pistols
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(33), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(42)
Level 2: Dual Wield -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg(11)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Achilles-ResDeb%(34), Posi-Dam%(42)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 8: Boxing -- Empty(A)
Level 10: Swap Ammo
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), FrcFbk-Rechg%(37)
Level 18: Benumb -- Acc-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Suppressive Fire -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23), Dev'n-Hold%(34), Lock-%Hold(42)
Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Sleet -- Achilles-ResDeb%(A), LdyGrey-Rchg/EndRdx(27), UndDef-Rchg/EndRdx(27), UndDef-Rchg(29)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(29), Thundr-Acc/Dmg(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Zephyr-ResKB(31), Zephyr-Travel(43)
Level 32: Heat Loss -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), RechRdx-I(33)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Hail of Bullets -- 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: Oppressive Gloom -- HO:Endo(A)
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)
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition -
Recharge and Endurance Redux will make a large difference. The more FR is up, the greater you will be. That's from a solo standpoint. Medium/large teams, you're more likely to get away with not slotting until level 22 (or higher). FR won't be up as much, but every other mob will go much faster.
I've found the amount of recharge in FR and LS directly proportional to your effectiveness solo. RoA is nice, as is instantly chaining it into Explosive Arrow. They are both nice sets and my boyfriend has this exact build around level 40. FR + Aim + RoA + Explosive is nice. However, compared to your blasty and MM types where damage is easy, think more of tanker type damage. You'll be a little slower, but you got tricks that'll keep them on their rear ends and debuffed til you can take them out.
Major suggestion: You'll probably want to opt out of Thunder Clap, unless you are planning on double stacking it with stunning shot to stop some bosses. Then again, you can just get Oppressive Gloom at 41 and then you just stay in melee of the boss. Opposite side, might consider double stacking OG with TC and giving up stunning. Little slower recharge, but hey, I went for recharge on my Storm/Dark defender and then ageless for even more recharge and to save my endurance consumption. -
I agree on the damage debuff, stacking it can go to a maximum of 10% damage, which Void and DN can almost cap it on most anything that can't resist -dmg. That's a viable option, I must say.
I've been mostly focusing on my Storm/Dark Defender. After doing some research, I feel a bit better about my choices of things.
Judgement: I went with Void with the bonus damage. I'm mainly focused on two points to use it. First, Freezing Rain on a mob, fly in and blast the bejesus out of normal spawns which gets them a significant way down on health, especially on non-54 enemies. Second, when I had Blackstar and was solo, I hurricane pulled mobs, lay freezing rain down, and use blackstar to kill most everyone. However, I respeced out of it, so now I can use the same tactic, not have the endurance drop for them to easily kill me for those I miss, plus I'll be able to blast whoever remains.
Interface: I was initially thinking -resistance, like most were. However, when I heard the rumor that it's only a 2.5% or so resistance debuff, I figured that the 100% to-hit debuff, stacking with my damage focused tentacles and nightfall would be a much better choice. One use of each, it drops their to-hit down to -28%. I already got over 20% defense, so to generic mobs, I'll be softcapped to them, assuming equal level. When I get the -regen, that's one of the few things that Storm is outright missing debuff wise, so I can be even safer with a good debuff for harder targets.
Lore: This is another that a bit of studying did me a great favor. I was looking at the buff pets, because that's somehow what I really was looking at. My mindset was "Damage is nice, but damage is damage. Buffs do a lot of different things." So I did my homework, and noticed that the battle orb actually gives out mez protection to (what seemed like) everything. It may not be perfect per se, but for soloing it's exactly what I need and I didn't want to spend my Destiny spot for it. With that, I quickly came down to decide on Warworks, mostly because of what I've heard and seen of the Vicks. Status protection and a great melee pet for me, great!
Destiny: The major reason I didn't want to use this slot for my anti-mez was because I still have endurance issues. As to how, I dunno. I did take FoN and have Gaes to help some, but the drawback of both makes me itch. I don't want to loose defense or have a crash. As a result, I decided to go Ageless, which no only completely solves my endurance issues, but it helps me lay down my FR and LS faster. Then I can follow it up with more cones of -14% to-hit debuff a pop on each enemy I hit without having it slotted for to-hit debuff. It also gets my self heal faster. So, overall I see it as a great win for me.
For those who are doing incarnate trials on Stormies, I'd suggest giving another look at Gale as a general tip. It won't help against War Walkers, however, it does great against every other enemy of the IDF when you're trying to get those weapon catches or containment things killed. Freezing Rain will help with your accuracy on Gale, if you don't have it just slotted with a 50 generic Accuracy IO. -
Quote:Bolded fixed.Finally, consider another powerset. Three unorthodox healers are Traps, Cold Domination, and Storm Summoning. Traps defenders get AoE defense and healing (Triage Beacon and Force Field Generator), plus soft crowd control in Caltrops, -resistance in Acid Mortar, and -regen in Poison Trap. Cold Domination is an endurance healer, not a hit point healer, what with the ability of Heat Loss to grant everyone Endurance and thereafter cap everyone's Recovery (great against Malta) to go with their three shields. Storm Summoning's O2 Boost is a single-target heal and Psuedo Clear Mind rolled into one, as well as an AoE defense buff and many minicontrol powers.
Psuedo because it only does Stuns and Sleeps. It also has Endurance Drain protection in there too. Great for people using wakies >.> -
Based on resistance shields only, I'd say Dark, Power, or Psychic. Reason being, Arctic Fog already gives you Energy/Fire/Cold resistances, leaving you the chance to either get a lot of Smash/Lethal (Power) or get something you don't already have some resistance to (Neg/Toxic or Psi).
Moving from that, I'd probably say Dark might be your best. Stun stacking between OG and Cosmic Burst and Soul Drain. Also, it'll give you a possible rez. I figure that a rez is more useful to defense based character because of cascading defense failure, especially for those lacking defense debuff resistance. Other than being a PBAoE, Dark Consumption is redundant with Heat Loss. -
Quote:My poor boyfriend's Dark/Sonic Corruptor.I'd suggest the defender version. Dark blast isn't a set that benefits from scourge particularly well, since it contains DoTs that don't scourge individually. The defender will end up doing similar damage thanks to greater -res values and a more damaging lightning storm. As Draggynn said, it doesn't make a huge difference.
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Gale vs. Torrent:
Gale- 7.8 Endurance, 8 second recharge, 67.5% accuracy, 50 range, 80 degree arc, 2.17 animation, 10.39 knockback, and 3.6 damage on a defender.
Torrent- 14.35 Endurance, 15 second recharge, 75% accuracy, 80 range, 30 degree arc, 1.03 animation, 10.39 knockback, -9.375% to-hit debuff and 14.46 damage on a defender.
Honestly, I like the wide cone and that it's level 1 (that and it's better solo and mitigation than O2). However, I see the merits of Torrent but by level 28 when I got Torrent, I already had Gale down pretty well and learning new range/degree was somewhat annoying. So instead of duplicating a power for a tad bit of debuff/damage, I just kept Gale.
Most variables between Defender and Corruptor versions of Storm give a bit of preference towards Defender (but not by too much). Also, the to-hit debuff from defenders is 1.8% stronger, for about 4-6 more base damage, then add scourge in only once you've got them half health though.
Honestly, I'm rather happy with my Defender Storm/Dark. I tend to like survivability over more damage though. -
Quote:That's the thing, there's little that gets use out of Power Boost in both Kinetics and Dual Pistols.I started to try to read this whole thread before I made this point but I am on my phone at work and there are some extremely long posts. I just wanted to note that if you want to use a power boosting ype power...go soul mastery and actually take power boost. Faster recharge bc you lose the build up part of the power but that shouldn't be an issue as a kin who can cap their own damage.
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My Storm/Dark Defender can do +1/x8 and if I feel like really stretching myself, pulling two mobs at once. It's a very interesting day when I do it. Otherwise, I tend to stick to my Stalker for "farming"
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That's Power Build Up from power mastery you're thinking of, not Power Boost from Soul Mastery.
Power Build Up = 10% To-hit, 80% damage, 98.34% specials. It's 240 second recharge for 12.5 second duration.
Power Boost = 98.34% specials. It's 120 second recharge for 15 seconds.
Edit: What Garent originally said is correct. Power Boost itself does squat. Power Build Up does the 10% To-hit, but otherwise does squat. -
Plus side is that, not counting smash/fire damage resistance, I should still be over 1000 easily over EB HP. 20-30% resistance should give it most of the way, assuming that the mines do 250. Given Acid Mortar, Assault, and global +dmg, I see it as being possible. Even still, I'd still love to see what I'd be capable of as a whole.
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Maybe Mids is giving me incorrect numbers then. I'm getting trip mine's duration at 260 seconds with a recharge at 5.5 seconds and a cast of 5 seconds so the minimum is 5 seconds for recharge anyhow. Unless I'm missing something. It's been a long while since I've actually had a traps character.
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Maybe I misread it, but I could of swore it said that team buff powers will only effect your team mates and not the entire league. If it's not the case, I have the feeling my Archery/Sonic Corruptor, Traps/Psi and FF/Archery Defenders, and my Mind/FF Controller will be very popular on the new trials.
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I completely understand the why, but it sucks that the big bubbles will only effect your direct team.
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Yeah, I got the softcap going. On top of that, I'll have OG to help even more on the "don't get hit" thing. Granted, I wasn't sure if taking Assault for my last power or the dark mastery rez was a better idea. +dmg is nice, but since it's a defense build, my chances of going squish are higher with lucky shots. Not sure what exactly to do.
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Honestly, I'd love to see Pain on Defenders. It'd actually give me a reason to do Pain. Haven't been able to get into it otherwise.
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This would be my mace mastery possible suggestion. Feel free to edit as need be.
I didn't place a stealth proc in sprint, like you could do for more or less perfect stealth with SS. Also didn't mess with sprint/hurdle and the like. It's not of major importance to me. >.>
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(34), Nictus-Acc/EndRdx/Heal/HP/Regen(34)
Level 1: Pistols -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33)
Level 2: Siphon Power -- Acc-I(A), EndRdx-I(5)
Level 4: Dual Wield -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9)
Level 10: Empty Clips -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Swap Ammo
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(27)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Suppressive Fire -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23), Dev'n-Hold%(46), BasGaze-Slow%(46)
Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Dmg/Rchg(48)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 26: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(42)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Piercing Rounds -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Hail of Bullets -- 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: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(50)
Level 44: Web Cocoon -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), Krma-ResKB(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition -
I'm a fan of knockback, don't get me wrong, but two Energy Blasts, Force Field, and Disruption Field. One of these is not like the others.
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Quote:I know that Scorpion Shield isn't perfect, however it is more useful that you're leading on at the moment with that. Yes, positional defense is ideal, but the next thing you'd want is Smash/Lethal defense if positional will take up too much of your resources. The reason is this:The problem is that the Scorpion shield offers typed defense against Slash/Lethal and Energy. That means you're only going to cap those types, and you'll never cap positional defenses. That's still useful on LGTF, but not so much on STF (lots of Toxic damage) and on parts of the ITF you'll be essentially naked (Neg. Energy). If I was positional defense and applicable to everything then I'd say go for it. As it is, I don't think it's worth choosing an otherwise unhelpful patron pool.
Whenever you use a ranged power that does lethal and toxic damage, the attack will look at your ranged, lethal, and toxic (though non-existent on the latter) defense and roll against it taking the largest of the tagged positional and typed defense. This means that any power that has Lethal/Smash/Energy damage have a less chance of hitting. Perfect? Not really, but since Kinetics is starting with a base of zero defense, it's a lot of help towards keeping your character alive. Since I typically take fighting on most of my characters (defenders included), I got additional help from weave, a free spot for Steadfast +def (and kb protection), and a place I can 4 slot kinetic combat for even more smash/lethal defense if need be.
I see getting Scorpion Shield as a way to help diversify my set bonuses as instead of focusing solely on positional defense. Even then, with as gimped kinetics is on the defense side, you won't be able to get all positions high. You'll have to either do Melee, Ranged, or AoE when as a kinetics you'll have to worry about all three. Smash/Lethal/Energy will give you some defense to all three, but won't plug every hole. Granted, if you wanted to focus on one, maybe two positional, it'd be possible, but overall with how common those three typed are, it'll give you greater defense on a whole spectrum than having your one type and then being squished by anything else.
Also, as for your comment about toxic damage on the STF, it's one of the only places that you can get toxic resistance for a defender.
As for expensive, I'd like to point out the reward merits she'll be getting from task forces (with an actual pay off for doing them) and hero merits, which she can get 1 per weekend. She'll also find as she gets herself tricked out, soloing the latter on -1/x1 will become real quick. Having a stealth proc and/or super speed helps out a lot, assuming she doesn't want to take regular stealth from the power pool as even more defense measure. Remember, having 2 things that give some form of stealth (power pool + SS, etc) gives you invisibility to nearly everything in the game. Only things that *could* possibly see through is Snipers, KoA, and Eyeballs from Rularuu. I might of missed something on the stealth list, but those are the only things that come to mind, and I think if you have two forms of stealth, you still beat snipers.
Defense is useful and an effective way to go on a build, but so is recharge. Honestly, 3-4 LotG 7.5 (Scorpion Shield/Maneuvers/Weave/Stealth) get you a long way, then Basi's Gaze for 7.5% recharge, Oblits/Red Fortunes for 5%, and Posi's Blast/Decimation for 6.5% go a long way. Depends on how you want to build her character honestly. When building a character, I look for Damage/Defense/Recharge as focus points. Most sets I use for those points tend to give me accuracy it becomes kinda meh to me. As long as my powers have 120% at minimum for accuracy, then I am happy. Any extra is just bonus, though some powers I do try to be even more accurate, like Transfusion or Acid Arrow but tend to still be happy with 120% accuracy.
I'm not on my computer as my boyfriend is currently working on making it faster, so I don't have access to mids right this moment. Otherwise, I'd gladly give you some push to start.
Edit: As an aside to typed defense, if you're going against an enemy that you know you'll have a hole again (like a Fortunata who has psionic defense), you can focus your ST hold and efforts on that enemy first before going on to enemies that you have the high defense to. Tactics does help a lot in even more defense. In short on the edit, know your holes and minimize your enemy's ability to use it against you. -
Quote:Yeah, I disliked that argument when it first came out.Although to me that arguement hardly holds water anymore since you can start off as a defender and be evil from the start if you wanted to. Im all for pain on blueside and emp on redside.
"It's red side empathy." But why? *shrugs* Guess they'll do whatever they want. -
I have softcapped positional defense with OG. I'm expecting good possibilities for it. That and if I'm doing certain task forces or certain missions on a task force, it'd be great to lay tons of trips where the AVs spawns (I'm looking at you Arbiter Sands STF, Psychic Clockwork King LGTF, and Kahn EBs on the first mission).
I mean, even if I don't kill them outright, it'll be nice to see myself do a nice chuck of damage, even if it takes 4.3 minutes of set up time. But hey, if we're really having that big of issues, it'll be nice to have the possibility.
EBs seem much more likely. I'm looking at wiki and they only have 5k HP anyhow.
Edit: I already got some people who would love to see me do that trip mines of doom. Though, I'd expect a lot of lag when the finally go over them. Something about 40 mines going off at once seems like lag central for me. -
Yes, I'm aware of Traps' lackluster damage on trip mine, but I was wondering two things. First, according to the mids of my Traps/Psi build, I'll have a 5.5 recharge on Trip mine. I was wondering if there were a maximum amount of mines you can have (until you hit the 260 timer on the mines) and if I were to lay that many mines, would I be able to own AV/EBs by just the crazy amount of mines.
As a side note, Mids no longer tells you how much damage trip mines do. -