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Posts
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Joined
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Quote:That's a decent idea for my Elec/SR stalker. The placate proc wasn't working how I wanted, but this way I'll have a self heal on top of Aid Self, and much more convient, assuming it goes off when I want it to.I use it in a /ice tank in froxen aura, AoE and effectively it just provides me with extra background regen rather than proper healing (and often goes off multiple times). It's underwhelming on squishies, although I did use it on my elec/elec blapper where the punches do a sleep.
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I wish there was a something that allowed us to see cones and radius of powers, but there's nothing of that which exists to my knowledge.
The reason I said that was, yes we should have better healing than the other three archetypes since it's our primary, but what I'd really be fighting for is extra other buff/debuffs when there's a few powers that have identical buff/debuff values over Corruptor/Controller/Defender sets (most Mastermind stuff being mitigated with either lower buff/debuff numbers and/or higher endurance times). Twilight Grasp does give more HP than the other two, but for the most part, healing is such a small part of what can be done to mitigate things, especially on a Dark Miasmaist (Yay! New word!). Buff/debuffs including that of the secondary effects from blasts should be higher than that of Corruptors or Controllers.
The key word in that is should. Part of the anti-Defender propaganda is that some powers have the same debuffing regardless of archetype, so why play a Defender when you can have the same support with better damage or even more mitigation via controls. Heals is such a small part of what defender potential there is that I'm not too hurt by it honestly. Just figure out who needs the healing, jump in their direction while activating and you're peachy.
Just my take. -
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Quote:I feel so popular right now.Try checking out Stormy's Dark/elec/dark build, it's very solid, and you can work from that one. (Just swap out /elec for dark) His build is on another thread in this forum on a Dark/dark/dark thread.
As for the last build you've provided, this would be the tips I'd offer.
- Place your 6th slot in Dark Servant/Fearsome stare with Clouded Senses' Negative Energy Damage proc. If I wasn't going the sap route, I would of taken that proc instead of 6 slotting Siphon Insight. Every power that Dark Servant uses that has an accuracy to-hit debuff (see all but his aura and darkest night if he actually has that) and it'll have a chance to damage proc on in. This includes his heal since there is a to-hit debuff part to it. It'll sacrifice a little defense for more damage.
- Since you're planing on hovering, the reason I usually pick up Zephyr's KB protection would apply more to you. If you can manage another slot in it (maybe two), place in one of Zephyr's speed IOs in and get yourself more Ranged and/or AoE defense. Admittedly, Karma is a much less expensive alternative for the same result.
- Fly could better be served as a Zephyr spot. To get your pseudo stealth working as a real stealth via the proc, place it into sprint or one of the prestige sprints. This'll give you more defense and make your fly go faster. For the most part if you're usually fly to stealth, you're not going to have that much going endurance wise (attacks), so you'll have the endurance to spare. Just consider that your secondary stealth toggle. It'll save you IO spots for other (better) set bonuses or what it's actually enhancing on the power.
- As that build is old, I'm starting to question the usefulness of Regen on a Defender. As such, you may consider just taking all three uniques or just take out Miracle's Heal IO to give yourself more slot. If you are debating between Miracle and Numina Heals, Numina 2 slot gives 12% more regen, which is just capitalizing on your regen for Health.
- Give both Nightfall and Tentacles 5 slotted Posi. This will give you more recharge and make the one that's 4 slotted even better. Also, I'd move these up sooner in your build, but that's personal taste.
- Two powers I'd highly encourage taking (I have a Storm/Dark Defender as well) is Life Drain and Dark Pit. Having a second self heal (and a faster than Twilight Grasp) is useful if your going against higher difficulties solo or nearly solo where you could pick up aggro. Dark Pit not only has a great synergy with Oppressive Gloom, but it also will stop minions dead in their tracks from attacking you. The best mez protection from an enemy is status effects, the best status effect is death, because any enemy that can't even make attacks, can't get a to-hit chance against your defense, which won't have a need to be soaked by resistances, which won't need to be healed by the leftovers.
As far as your lack of endurance goes, three things should be done before anything else. First, make sure that there's at least some sort of endurance reduction in your powers. Secondly, place in 1 or 2 Endurance Mods IOs (even 30s will be a good indicators) and if you manage the reward/hero merits for it, the Numina and Miracle uniques and possibly even the Performance shifter proc. The Performance shifter Mod only is in my build because if I'm going to have just a endurance mod generic in there anyway, might as well get a set bonus out of it, even if it's just movement. If all that has failed you, you can hope that the small amount of set bonuses for recovery will help, or come up with other (Dark Consumption) ideas to get your endurance rocking consistently. -
You'd have to test it against large mobs. Sirens Song is supposed to cap out at 18 enemies, which is 2 enemies off of "guaranteeing" a proc hit. 5% means 1 in every 20 should be effected. If you consistently go at large mobs then you'd be able to test it properly to see if you can have it hit twice. If I were a betting man, I'd guess it'd work like a damage proc, just not very likely to happen as it's only 5%.
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Quote:Cold/DP Defender here! I've had him for about a month, tons of fun as Sleet + Snow Storm = recharge/slow softcap, meaning either I can do -dmg or do extra dmg myself.This post inspired me to make a Cold/Rad. No other Defender set gets a power that completely incapacitates one enemy at level 1. Seems to me that good use of Infrigidate and Snow Storm should give you a lot of survivability.
And, of course, the best mez protection is a Tanker. -
Quote:I have an Illusion/Thermal and a Dark/Elec... By the by, Dark/Elec/Mu = 3 pets + ultra sapping + more holds.To echo some of the suggestions already made;
An Illusion/Thermal Controller or Illusion/Empathy Controller would be an excellent choice - pets, buffs/debuffs, heals, good times!
A Dark/Elec Defender would also be a decent choice - 2 pets, endurance (mana) drain, debuffs, heals, fun times! -
The thing to remember is every primary and secondary combo will be different in one way or another in general tactics. Attempting to replace Psychic Blast for Dual Pistols on my Emp/Psi wouldn't work. Even if the sets seem similar, there will be something slight different that may lean you towards a different strategy.
The important thing is to find combos that you enjoy, and generally once you hit 22 and get Single Origins Enhancements in your character, you'll be able to tell how that character will play, and at level 40+, your character will be mature enough to know how they'll be for current end game content. -
Well, all three listed are team friendly so it'll depend on what you're wanting out of your powers.
Empathy is a buff set, Radiation is buff and debuff, and Trick Arrow is debuff only.
Radiation, like Dark Miasma, is kinda a grab bag of powers. Empathy tends to be more ally focused (only 3 powers work on itself solo) set while Trick Arrow you have to worry about hitting your enemies and also have to worry about purple patch, though there's no power in it that's pointless solo. Radiation's first two debuffs are toggles, so you don't have to worry about them hitting, plus other than Fallout and the Rez, you can use all the powers to benefit yourself, even the buffs/heal.
Overall all sets are able to solo, but some make life easier. The buffs effecting yourself and the toggle debuffs that will effect your opponent instead of having to worry about a to-hit check of the first two (and more major debuffs), Radiation is probably where I'd pull towards, but then again, my first successful Defender was a Storm/Dark Defender... -
That'd be a second time I've been foiled by a power with +def with power boost and got it popped. Stupid +resistance (and the amount too, at least Cold Dom shields have more than 3% resistance on any AT that has it).
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Quote:Does this mean that Link Minds from Psionic Mastery can be Power Boosted? It doesn't look like the 2% psionic resistance can be enhanced...Its not a power with a resistance component, FF shields have some resistance in them (like toxic). Its if a power has a resistance component that is enhanceable. Its a important distinction.
If the devs want the resistance part to not be affected by any boosts, they have to turn off the entire power to those type of buffs. This doesn't matter if the resistance component is already unenhanceable.
Sadly, Ice shields can be enhanced for resistance, and FF can't, which is why one can be PBed and the other not. -
Heh, my Mind/FF still used Mass Hypnosis on teams as a way for the tank to get into the middle of them without attacking. At least, when I was leveling up. Now, I have ultra buffage from PB'd ST FFs >.>
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Well, each person will be different, but depending your power set choices, things could differ a lot. The quick and easy way to describe "proper" Defender AT usage, you have two power sets, so use them.
Far too often, especially with Empathy but there's others who fall into this category on occasion, people think that all they should be using is their primary. The reason Empathy has such a time falling into this category is that they are either: Not using their RAs, AB, or Fortitude to help do some non-reactionary green numbers (especially notable at level 35+), or they are just sitting and waiting for someone's health to drop slightly and heal that little bit.
Depending on your primary and secondary power choices, your tactics and strategy for Solo, Team, and PvP (what I consider the 3 versions of builds) may or may not differ drastically. A solo Empath build has a lot it can skip as they won't be dealing with any teammates period. A Traps or Kinetics Defender is going to usually be in the middle of melee, giving it better synergy with Dual Pistol or Radiation Blast (for example) due to the PBAoEs in the blast power set, while a Dark Blast will likely jump in and out of mobs a lot, in to set traps and out to utilize cones more effectively, unless you go with Dark Mastery for double (and with seekers from traps triple) stun possibility.
That last part does bring up another point, not only does primary and secondary matter on how your play style will mature, but your epic and power pools will as well. A Storm using Gale while hovered in the air above a mob will knock them back into the ground, causing the mitigation factor of KB without the scatter. You can get triple holds (or with Dark Servant quad) on a Dark/Elec/Elec Defender. Also, there's the Kinetics with Psionic Mastery where you mass hypnosis the mob, jump in and FS from safety and then go on with your Blast's strategy, not to mention possibly telekinesis them into a corner for your cone sets (mine Kin is Assault Rifle, TK/Repel + FS + Ignite which is Blaster level damage small AoE patch).
Is there only one way to play a Defender, no. Lots of different strategies can be developed and played upon to success depending heavily on your power set choice and actual power selection, as usually there's only 2-3 powers per set that I'd shun you for not using. The rest is up in the air dependent on how you want to play your character as there's even more than one way to play a certain power set combo (points to Traps/Dark/Dark example above). Just have your head on and be able to alter your strategy slightly to work well with whatever team you happen to be on. -
Quote:I like this idea for my Ice/Elec Tanker, barring the fact that I want to be AoEing as much as possible >.>I've gotten good mileage out of the Presence pool with a Tanker dedicated to being able to mitigate damage and hold aggro. Having two taunts and the AoE fear was an excellent extra layer to the process. I had to give up a fair amount of damage output to do it, however. This was also a very cheap build. Using presence pool to mule cheap sets with +recharge was nice.
Mu Mastery = 2nd draining pet. Targetable, sadly, but that's what all your to-hit debuff is for! -
He did say that he didn't even know where to start. Dark/Elec/Dark is closer to Dark/Dark/Dark than Kin/Elec/Psi or even Dark/Elec/Elec (like I'm contemplating still). Launching points are always good, especially when I get comments from people on how nice my build is. The compliment is greatly appreciated by the by.
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I personally hate snipes, so I've always skipped it, regardless the character.
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The reasons I love Stormy.
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Alright, who was the wise guy who decided to give Rikti Monkeys Dual Pistols?
(( Yes random, I know, but come on! )) -
Hmm... an actual use for Moonbeam. I'll have to insert this into my memory bank.
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Power Boost/Power Build Up never increases or decreases resistance. Using it for Sonic Ress buffs ends up in failure. Sadly, because of this, Cold Domination shields can't be PB'd at all, including the defense aspect of it.
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Besides what Draggynn mentioned, Dark Blast also has a self heal power.
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This is why I like my Dark/Elec Defender sapper/controller/defender/tank/MM >.>
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I know I toss this around a lot, but still, this is a general idea of what it could look like.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Eldritch Green v2: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3)
Level 4: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 6: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(40), Posi-Dam%(43)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Acc(46), Erad-%Dam(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 12: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(13), SipInsght-Acc/Rchg(15), SipInsght-ToHitDeb/EndRdx/Rchg(15), SipInsght-Acc/EndRdx/Rchg(17), DefEgo-RecDeb%(34)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(31)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), Aegis-Psi/Status(23), ImpSkn-Status(27), S'fstPrt-ResDam/EndRdx(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Howling Twilight -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(29)
Level 28: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(29), DisWord-ToHitDeb/Rchg/EndRdx(31)
Level 30: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 32: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-Acc/Rchg(36), DefEgo-RecDeb%(36)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(40)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Zephyr-ResKB(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 44: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Stun(45)
Level 47: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
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 -
I'd gladly pay you 50 million, if not more, for my "main" character. His name is Stormy Darkness (surprisingly he's a Storm/Dark Defender >.>). He was my first 50 and he's the only one of my characters that have seen the most RP of all my characters (as small as it was). The first costume I made is one of the ones I'm personally most proud of, though hasn't really gotten much outside of me and my closer friends of the game in terms of liking it. The head/mask is somewhat complicated so I'll get you a close up of that.
His virtue verse is here. Yes, I'm aware it needs de-cluttering (on the to-do list)
The most major thing to note is his "Stormy Aura". It's actually a lot like Steamy Mist in RP mechanics, it helps dispel confusion and control over those in the area. The actual AoE has yet to be determined, but that's one of the biggest notes. Also, he's around 17 now, but physically he's only 14 or so with maybe a small hint of daemonic mutations physically. Lastly, the SG that he's 2nd in command of's base is a space substation, if you'd like to incorporate that.