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Posts
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Joined
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Would it be less Dmg? I'm a Trap/AR defender. Herd mob, lay out traps, Drop Ignite, flick the switch a few times, jump back mop up with full auto.
World of Confusion is 10max targets? with 5dmg procs each proc hitting 2 or 3 per flicker. Roughly 70dmg per hit = 700 dmg randomly spread out? Is my math wrong?
Or atleast it seems to me the best way to use the power proc'd out like this is to only toggle it on when your radius would be saturated in a a large mob. Thus making all 6 Proc's fire at the same time on demand. I'll have to test this as I'm not sure of WoC's max targets and it will make the differance If the Proc's trigger at the beginning of activation or at the end (4seconds)
Note: Scrocco's Lethel Dmg Proc fits or the PvPIO -20%resistance Proc does also. So it could be 6 Dmg Proc's or the -res if that pays off better.
- WoC stats from Titan
Activate period 4 seconds
Interrupt time -
Cast time 1.67 seconds
Recharge time 10 seconds
Endurance cost 0.52
Attack types Psionic_Attack
Effect area Sphere
Radius 8 feet
Arc -
Max targets hit 10
Entities affected Foe -
It's great. Fire/Trap Corruptors are a sight to behold. On teams they decimate with the best blast AoE's around. Solo single target wise they have great DPS. Traps offers everything a Solo player needs and everything Fire/ needs to make it better.
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I have a question...... Proc's in toggle powers: What if you shut the Toggle on/off/on/off/on/off/on/off?
World of Confusion
Slotted:
-Contagious Confusion Proc
-Erradication Energy Dmg Proc
-Arrmagedon Fire Dmg Proc
-Malaise's Illusion Psi Dmg Proc
-Cocophony Energy Dmg Proc
-Obliteration Smash Dmg Proc
In my build with my global accuracy and recharge this power would recharge faster than it animates meaning I could toggle this every 4seconds with 146%acc.........
Thoughts? -
I have a question...... Proc's in toggle powers: What if you shut the Toggle on/off/on/off/on/off/on/off?
World of Confusion
Slotted:
-Contagious Confusion Proc
-Erradication Energy Dmg Proc
-Arrmagedon Fire Dmg Proc
-Malaise's Illusion Psi Dmg Proc
-Cocophony Energy Dmg Proc
-Obliteration Smash Dmg Proc
In my build with my global accuracy and recharge this power would recharge faster than it animates meaning I could toggle this every 4seconds.........
Thoughts?
(Note: Im going to repost this in general AT discussion also since multiple AT can get this power) -
Quote:Ahh you stink Tatum now I need to respec.
But I think its gonna score.. I will let you know.. Of course I will need to respec again when fitness go inherit. Hopefully they will introduce a new way to respec with i19
I take it you like the build. I went a little differnt route on what sets I grabbed the bonuses from to cap than you. Like having Lockdown now in Poison Trap is a big plus and I feel that +2mag Proc is worth every dime you pay for it.
- Numi Heal is of minor concern its just you had the proc in your build I figured grab the matching Heal for set bonus.
- Ok wasn't sure about your bank account. Slot all defense powers with the Red Fortune the same way and slowly swap them out for LotG's as you can: Def, Def/End, Def/End/Rch
- Note the Erradication set in WoC it can be expensive just swap it out.
Other than that I dont think the build will be very expensive at all. -
I use Triage Beacon with my Trapper its a very similar power. I'd like to see it duration reduced and its recharge to match. In long fights it helps alot. In my build with high recharge I can even stack them.
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Just like Claws said you dont need capped because of the debuffs your throwing around. If your cool with going villian for a bit to unlock patron pools I would grab Black Scorp. This gives you a typed Defense armor (easy to cap Smash/lethel) and another AoE immoblize for 100% lockdown abillity. Heres the build I'd go with.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Radiant Aura -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx(3), Mrcl-Heal/EndRdx/Rchg(5), Mrcl-EndRdx/Rchg(40)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(15), EnManip-EndMod/Rchg(17), Adrenal-EndMod/Rchg(17)
Level 6: Radiation Infection -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(21), Achilles-ResDeb%(23), DisWord-ToHitDeb(23), DisWord-ToHitDeb/Rchg(25), DisWord-ToHitDeb/Rchg/EndRdx(25)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 12: Lingering Radiation -- CtlSpd-Acc/Slow(A), CtlSpd-EndRdx/Rchg/Slow(42), CtlSpd-Acc/EndRdx(43), CtlSpd-Rng/Slow(43)
Level 14: Swift -- Run-I(A)
Level 16: Tenebrous Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(27), Enf'dOp-Acc/Immob(27), Enf'dOp-Acc/EndRdx(29), Ragnrk-Dmg(29), Dmg-I(31)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 24: Choking Cloud -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Mutation -- RechRdx-I(A)
Level 35: Life Drain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37), Heal-I(37)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Fallout -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 12.1% Defense(Smashing)
- 12.1% Defense(Lethal)
- 6.44% Defense(Fire)
- 6.44% Defense(Cold)
- 14.3% Defense(Energy)
- 14.3% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 18% Defense(Ranged)
- 9.88% Defense(AoE)
- 2.25% Max End
- 6% Enhancement(Immobilize)
- 2% Enhancement(RunSpeed)
- 2% Enhancement(JumpSpeed)
- 23% Enhancement(Accuracy)
- 2% Enhancement(JumpHeight)
- 38.8% Enhancement(RechargeTime)
- 5% Enhancement(Held)
- 2% Enhancement(FlySpeed)
- 13% FlySpeed
- 64.9 HP (6.38%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 1.65%
- MezResist(Held) 4.4%
- MezResist(Immobilize) 3.85%
- 10.5% (0.18 End/sec) Recovery
- 42% (1.78 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.75% Resistance(Negative)
- 13% RunSpeed
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Quote:I will need to look that up I'm in the dark with confuse IOs..
Tatum I will say this I think the build could be better. I'm just a bit lazy trying to figure out how to make it better.
I do notice World of confusion going off, but of course the minute they step out of the smallish circle it wears off. At first I panicked a bit because for some odd reason when I first picked up world of confusion I could not drop a trip mine. I though that world of confusion was causing some sort of interrupt. But it's all good now. Just had some issue targeting the floor for some odd reason.
I will post the build for people to look over and give some insight. I have yet to post a build that I thought was perfect that someone didn't fix to make it even better.
Ask and you shall recieve =) I reworked your build the best I could. Note The Contagious Proc has a 10sec duration so once you back out to open up with AoE's some should remain confused. -
Here you go this was my best shot at your build. I think I beat quite a few of your numbers and added some more utillity to some powers. Its capped to EVERYTHING except psi. I think it looks good =) ENJOY
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
plainguy: Level 50 Science Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Web Grenade- (A) Enfeebled Operation - Accuracy/Recharge
- (43) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Endurance
- (45) Enfeebled Operation - Immobilize/Range
- (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (46) Enfeebled Operation - Accuracy/Immobilize
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Impeded Swiftness - Range/Slow
- (46) Tempered Readiness - Range/Slow
- (48) Pacing of the Turtle - Range/Slow
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Shield Breaker - Accuracy/Endurance/Recharge
- (23) Shield Breaker - Accuracy/Recharge
- (23) Shield Breaker - Accuracy/Defense Debuff
- (25) Shield Breaker - Defense Debuff/Endurance/Recharge
- (43) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Lockdown - Accuracy/Hold
- (17) Lockdown - Accuracy/Recharge
- (17) Lockdown - Recharge/Hold
- (19) Lockdown - Endurance/Recharge/Hold
- (21) Lockdown - Accuracy/Endurance/Recharge/Hold
- (46) Lockdown - Chance for +2 Mag Hold
- (A) Numina's Convalescence - Heal/Recharge
- (40) Doctored Wounds - Heal/Recharge
- (42) Miracle - Heal/Recharge
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (A) Siphon Insight - ToHit Debuff
- (25) Siphon Insight - Accuracy/ToHit Debuff
- (34) Siphon Insight - Accuracy/Recharge
- (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (36) Siphon Insight - Accuracy/Endurance/Recharge
- (40) Siphon Insight - Chance for +ToHit
- (A) Accuracy IO
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Detonation - Accuracy/Damage
- (29) Detonation - Accuracy/Damage/Endurance
- (29) Detonation - Damage/Endurance/Range
- (31) Detonation - Damage/Endurance
- (33) Detonation - Damage/Range
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (33) Steadfast Protection - Knockback Protection
- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Damage/Range
- (43) Recharge Reduction IO
- (A) Detonation - Accuracy/Damage
- (39) Detonation - Accuracy/Damage/Endurance
- (39) Detonation - Damage/Endurance/Range
- (39) Detonation - Damage/Recharge
- (40) Detonation - Damage/Range
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (A) Aegis - Resistance
- (48) Aegis - Psionic/Status Resistance
- (48) Aegis - Resistance/Endurance
- (A) Coercive Persuasion - Contagious Confusion
- (50) Eradication - Accuracy/Recharge
- (50) Eradication - Accuracy/Damage/Recharge
- (50) Eradication - Chance for Energy Damage
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 12.7% Defense(Smashing)
- 12.7% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 15.8% Defense(Ranged)
- 17.1% Defense(AoE)
- 1.8% Max End
- 2.5% Enhancement(Held)
- 37.5% Enhancement(RechargeTime)
- 41% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 17% FlySpeed
- 34.3 HP (3.38%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 4.7%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.8%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 10.5% (0.18 End/sec) Recovery
- 42% (1.78 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.75% Resistance(Energy)
- 1.88% Resistance(Negative)
- 3% Resistance(Psionic)
- 22% RunSpeed
- 4% XPDebtProtection
Set Bonuses:
Enfeebled Operation
(Web Grenade)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Burst)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Slug)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Acid Mortar)- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Force Field Generator)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Poison Trap)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Health)- 12% (0.51 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Seeker Drones)- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Trip Mine)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Flamethrower)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Ignite)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Full Auto)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Weave)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Mind Over Body)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 3% Resistance(Psionic)
(World of Confusion)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
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Just a thought..... Is it an option for you to run alignment missions to eventully be able to pick up the PvPIO Glad +3%def unique. That one proc would let you remove any set of your choice (I'm looking at you Seekers) to free up slots. I dont know about you but I like to play my lvl50s so I dont mind having long range goals since I love running SF's/TF's.
Ok I'm gonna spend sometime playing around in mids so I'll be editing this post to add more if I find any better options.
- I see a great opening once i19 Inherent Fitness comes you can get your fighting pool moved up into your 20s. This will make you more exemplar friendly with more defense at a lower lvl and your -KB protection
- I like taking Poison Trap as soon as its available. Why wait till 18?
- I'd take Slug early so you can have an attack chain. I'd take this at lvl4 and as above to get Poison in early push Triage Beacon back to lvl14. In the lower lvls when you have poor recharge Triage Beacon is very situational.
- Why Red Fortune is it a question of Money? All of those will have FAR better bonuses with LotG's not to mention the +7.5%recharges. If those Red's are for the +2%dmg dump it really you wont miss it and right there you just free'd up slots. 3slot the shields def/def,end/def,end,rch
- Replace basic Heal IO in health with Numi Heal for +12%regen bonus
- Now once i19 goes live I see a bunch of ways to shuffle things around that will make the build a bit more streamlined but we have to wait for that =) -
As I've said before plainguy I'm waiting to hear how your experiance with it goes, as I have a Traps/Dark sitting at lvl40 (full positional build). I'm a fan of Proc's and I really like the Idea of putting the Contagious Confusion into it.
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Quote:Hahaha Phire, ya I was just poke'n fun more than anything else. I've just returned to CoX myself from a year off. Now in all honesty its apparnt everyone here is on the same page as whats to be expected from a Defender reguardless. We Buff, Debuff, and we are the hands down best at it. Our power's base numbers are the strongest and we get access to our best powers the quickest. We also Blast which is like "Icing on the cake.....Served on top of pie".lmao - dood, just what is happening is making me laugh so hard. I know it was all unintentional. The funny thing is, for the short time i got back in (like a week) this is the most defender forum activity ive seen lol. I SO swear that the Defender forum was dead. The Offender topic just attracted and sucked everyone back into interest. The sad thing is, the some threads in the Archetypes & Powers are lamenting about the LACK of Defender AT's, and how much they are in demand these days lol....
Errrr, whether you consider yourself as a Defender or an Offender, PLAY your AT. You in demand!
http://boards.cityofheroes.com/showt...=239967&page=4
I'm a long standing Defender/Tank player and I dabble a bit with Corruptors. Since a week or so before i18 went live I ran a Trap/Dark from 1-40. Now with Going Rogue I took a Trap/AR from 1-50 and have been hitting SF's daily with it. In my travels I have seen a slight lack of new Defenders but I know I'm doing my job. I've gotten atleast 3 players (new to defenders) to roll up Trap/ characters after seeing my Trap/AR "Messershmitt" in action. So lets keep bringing them into the fold. Alot of people I've heard say lately they want support toons that can solo. Well with the recent Inherent buff thier are several very viable defender combos that meet this requirement. -
Quote:I see you read the scrapper forums as well.
Offender is just another term that people want to make themselves think they are something they are not. Isn't it common place for defenders to attack in addition to using their defender primirary?
Honestly the 1st time I ever heard the term "Offender" it was in a very good light and it was a amazing player with a Kin/Rad. Yes! All Defenders need to take and slot thier attacks. To not do so is gimping yourself and your team.
...maybe I should jump ship
..........Transhade do you think the Scrapper community would accept my Trap/AR defender? I'm almost always in melee and I have L33T heals from my Triage Beacon. -
Quote:Shame on you Phire =( Ok so maybe I took a few months off from the forums here and there. When did "Offender" become a derogatory term? I've been a forum lurker longer than poster and I've played on and off since i2. "Offender" has always ment a Defender maximized for offense..... period. Never have I heard of an Offender being refered to one who gimps thier own primary. Old school Offenders were Kin/Psi, Kin/Rad, Rad/Psi, Rad/Rad, and Storm/Ice. When the newer sets came along Kin/Archery and the biggest one of all Rad/Sonic. You Phire, my friend are a Offender (Cold/Ice) and a wonderful example of one if I do say so myself.ohhhhhh, good grief! Not the "Offender" debate again! lol
errr, in a nutcase, generally someone trying to squeeze as much offense out of a defender as much as possible, in the meantime abandoning the strength of the primary to an extent....
These days you can have an Offender, hero side. Its called a Corruptor.... you'll wanna roll one if you want to be a true offensive version of a defender....
....you too Je_saist?
..........I think I died a little inside today
.................................and Max called it a Healer
I guess the stories were true the Defender forums eat thier own =( -
.....just make a Trap/AR Defender or AR/Trap Corr. If your not finding them *"Controlly"* enough......your doing it wrong.
I do like the idea and I'd totally play one if they gave Dom's guns and toys but my Trappers are awesome already =) -
It causes Fear. They run screaming from it. It also doesn't have the Upfront dmg added like they did to Burn (with reduced DoT). Ignite is still as awesome as ever but it still requires some type of immoble/knockdown/hold/caltrops for a blaster to put it to good use. I hope they dont change it. The "Area Denial" aspect of this power is amazing. Caltrops + Ignite can effectivly close off a doorway/pinch point and stop an entire Army of ambushers from coming through.
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Quote:Wait... what?! Seriously? A chance to damage yourself when you lay it down? Is it only for Acid Mortar or does Poison Trap have a chance to do that too?
What about the the other procs, like the chance to hold?
I was thinking of doing Achilles Heel and Devastation. Is it worth it to slot a damage proc in there vs Poison Trap or not at all?
Its only Acid Mortar that I've seen and its only been tested with the purple Ranged Dmg Proc from me. Devastation Hold Proc works great combined with the Lockdown +Mag2 Proc in Poison Trap. I would highly recommend those two (Achillies/Devastation). As for the Purple ranged Dmg Proc I'm thinking this might need testing. In theroy Acid Mortar fires off Multiple AoE's and it should have a chance to proc once every 10sec's in its 60sec duration equaling 6chances. As for the Devastation Holding "you" when you set Mortar down....IDK... we have mez protection from FFG. The Chance to Hold does work on enemys and it works multiple times ie: it checks once every 10sec's.
I run Dmg Procs in Poison Trap and that works fine. I've never tried Procs in Seekers but I seem to remember some funny stories of Proc's gone bad in it long ago hahaha. -
I'm seeing it with Lucks. I spend 45mins-1hr a day farming Tickets in AE. I have yet to find a way to make it repeatable but it happens 2 or 3 times a day while farming.
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Quote:Which doesn't affect summoned pets I'm afraid. So the scary cow-demons would still be around.
The Auction House in Preatoria turns off everything haven't tested it with a MM (I dont play them) but all my Trap pets go *POP* and all powers gray out when you enter the building. -
Ugh Demons WTF really..... More than once I've been sitting at the Black Market minding my own bussiness and up walks a Demon MM... "Roar!!! Roar!!! Howl!!! Grunt!!! Grunt!!! Snort!!! Roar!!! Roar!!!" Bajeeezus can you please Shut your damn pets up. I really hope WW's and The BM get the same treatment thay gave the Auction House. Power Null area please.
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Achillies is buttah. I also run the Devestation Hold Proc and the Purple ranged Dmg Proc. Note the Dmg Procs have a chance to hurt you when you set the Acid Mortar down. I've yet to kill myself with it, I'm sure I will at some point.
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I haven't seen Acid Mortar cause any scatter lately. Acid Mortar actully has a taunt effect. Caltrops on the other hand.....ya......scatter/flee/run for the hills. I've had this happen with Longbow lately running off to my next mission I guess. Frustrating in "Kill Alls" or one of the "Boss Mob" but other than that...... just laugh maniacally and move on. Hey if its a escort you'll catch him on the way out =)
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[QUOTE=Neogumbercules;3225050] Fast AE farming can get you 1500 tickets every 5 minutes. At that rate you can generate a TON of influence from silver and bronze rolls. You can make Billions of influence in just a hour or two per day from a little bit of playing and a whole lot of crafting. [QUOTE]
Here i fixed that for you. -
Exactly....once i19 goes live it will open things up a bit for us. Also as I said with all our defense and mez protection it only takes a little bit of help with the green bar to go a long way. I think you can get Triage out Perma with 1 or 2 slots. Not much is needed but it is a "Pro-active" power not reactive. If you think your gonna need it drop it out early dont wait till your hurt and think its gonna save you.