Kin/Elec Meleefender Guide 2.0 (all defs pls read)
I'm in the "trying to combine Quason + SyphonStrike + my preferences" mode... trying to work Siphon Power back into the mix, using Syphon's PowerPool Choices... here's what I juggled together... thoughts welcome.
Slot[01] Level 1 (Starting Primary) : Transfusion /Empty
Slot[02] Level 1 (Starting Secondary) : Charged Bolts /Empty
Slot[03] Level 2 : Lightning Bolt /Empty
Slot[04] Level 4 : Ball Lightning /Empty
Slot[05] Level 6 : Hasten /Empty
Slot[06] Level 8 : Increase Density /Empty
Slot[07] Level 10 : Short Circuit /Empty
Slot[08] Level 12 : Siphon Power /Empty
Slot[09] Level 14 : Super Speed /Empty
Slot[10] Level 16 : Hurdle /Empty
Slot[11] Level 18 : Swift /Empty
Slot[12] Level 20 : Stamina /Empty
Slot[13] Level 22 : Speed Boost /Empty
Slot[14] Level 24 : Hover /Empty
Slot[15] Level 26 : Transference /Empty
Slot[16] Level 28 : Fly /Empty
Slot[17] Level 30 : Maneuvers /Empty
Slot[18] Level 32 : Fulcrum Shift /Empty
Slot[19] Level 35 : Tactics /Empty
Slot[20] Level 38 : Thunderous Blast /Empty
(I figured I'd focus on slots once I got the powers worked out)
Project 86 - Bane SoA
Threat Agent - Elec/Shield Scrapper
Voodoo Hood - Thugs/Dark MM
And numerous other minions as well...
I'll let Quason comment on the /elec choices - he knows that set better than I.
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Slot[13] Level 22 : Speed Boost /Empty
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Are you intending on making a solo character? If yes, then this is probably fine. If not, take Speed Boost AS SOON as it becomes available. Hell, even if you're planning on making a solo character, I would still suggest taking it earlier, but that's because the power is that damn good.
The rest is more or less ok. I would make one suggestion though - switch flight and leadership. Since you're not taking flight right away, I assume it is not viewed as an integral part of your character. For me, flight was always a conceptual aspect of Syphon - I took Hover as soon as I could and took fly right away. I almost never touch the ground - basically, only after I nuke (and drop toggles). Syphon is in the air all the time - it's how I envisioned him. I took Superspeed to move around faster but will be respeccing it out as soon as I3 hits. Anyhow, given that you did not seem to have the same conceptual drive for taking it, I would suggest holding off on taking it until later. By level 28, you will be viewing the game mostly in a 2d manner so it won't be a problem keeping it that way. Later in the game, however, when the Shard makes an appearance, you will want Flight to get around in there. Thus, I strongly suggest taking it. Also, the leadership powers are incredibly valuable (*) so I suggest taking them earlier.
* If you're taking the leadership powers, it suggests to me that you are inclined towards teaming. Which means my above point about taking Speed Boost immediately is much more relevant. If, however, you intend on soloing, don't bother with leadership. Take something like Tough and Weave and slot your to-hit powers with ACC enhs. Or take the concealment pool. Or something else.
Just some overall thoughts. It's hard to provide advice since I'm not positive how you want to play the character, for the most part - solo or teamed. That decision really impacts a lot of design choices.
Syphon Strike
Prophet of The Ancients Returned
50 Kinetics/Psychic Defender - Virtue
Back after two years of WoW!
Thanks for the comments, Syphon. Joules is already 33, so I was working Speed Boost in there to have it available, and less to have it available optimally. I typically am SK'd, rarely do I RSK (not that I'm opposed to it), so I don't think this will bite me too hard. I'm certainly open to moving it if there's a need. My only real "regret" in following Quason's V1 guide was not taking SS before SB.
Ideally, I'd like to have the option to be more solo-able, but don't feel like Joules has that ability much currently. I followed Quason's V1 guide through 32, and while I feel solid as a defender, I don't feel solid as an offensive tool (no matter the group level). I end up teaming a lot with some higher levels (49/50) in small groups, but I *rarely* run missions by myself anymore. However, this mentality was pre-FS, so perhaps things have changed.
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Just some overall thoughts. It's hard to provide advice since I'm not positive how you want to play the character, for the most part - solo or teamed. That decision really impacts a lot of design choices.
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I'm typically a team player, but I aspire for some degree of self-sufficiency as well. My current team tactic is something like this:
(while Stealthed and using SS)
run into middle of mob
drop stealth
Short Circuit
FS
Let the team clean up
One concern I have in choosing the leadership pool vs. concealment, and having Tactics instead of Stealth... will my strategy have to change? In switching to a 3d mindset, won't I have to be low enough for SC to hit the mobs, and thus be vulnerable to attack sooner? I'm not opposed to this, I just need to see what a good strategy would be.
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Later in the game, however, when the Shard makes an appearance, you will want Flight to get around in there.
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I've yet to visit The Shard. There are certain maps now where I find myself frustrated by the lack of vertical movement tho', so I think Flight may become a necessity. Is Flight for the Shard used strictly for navigation? Or combat as well?
I'm just not sure how my strategy will look if I drop Stealth. It seems like such a valuable part of an Elec build.
Project 86 - Bane SoA
Threat Agent - Elec/Shield Scrapper
Voodoo Hood - Thugs/Dark MM
And numerous other minions as well...
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One concern I have in choosing the leadership pool vs. concealment, and having Tactics instead of Stealth... will my strategy have to change? In switching to a 3d mindset, won't I have to be low enough for SC to hit the mobs, and thus be vulnerable to attack sooner? I'm not opposed to this, I just need to see what a good strategy would be.
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I don't have stealth and I regularly swoop in on groups and hit them with my alpha strike with minimal problems. My teammates know that when I move, they need to move - that comes with familiarity over time but, with a few exceptions, they get it. That or I follow the scrapper or tanker into the fray and let them take the enemy alpha strike while I hit them with my own - depends on who's on the team at the time. Anyhow, all that is to say that you can easily and swiftly hover into a group and hit them before they've had a chance to react. Hover may be slow, but properly slotted, it isn't that slow - you will be on top of a group before they realize you're coming.
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I've yet to visit The Shard. There are certain maps now where I find myself frustrated by the lack of vertical movement tho', so I think Flight may become a necessity. Is Flight for the Shard used strictly for navigation? Or combat as well?
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You can use it for both. For the most part, it's navigation. Imagine a map the size of Independence Port but with 90% of the ground gone and exits at the extreme ends of the map. That is the Shard. You _can_ get from one side to the other without any movement power, if you know the right route but it'll take a while and one wrong step can send you back to the beginning... Also, deeper in the Shard, there are elementals that you may want to fight that are flying out in the void.
Syphon Strike
Prophet of The Ancients Returned
50 Kinetics/Psychic Defender - Virtue
Back after two years of WoW!
Thanks again for the input, Siphon. Here's what I'm trying to put together from a slotting perspective up to around 41.
Slot[01] Level 1 (Starting Primary) : Transfusion /Heal,Heal,Heal,Rchg,Rchg
Slot[02] Level 1 (Starting Secondary) : Charged Bolts /Dmg
Slot[03] Level 2 : Lightning Bolt /Dmg,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Ball Lightning /Dmg,Dmg,Dmg,Dmg,Dmg
Slot[05] Level 6 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Increase Density /EndRdx
Slot[07] Level 10 : Short Circuit /EndDrn,EndDrn,EndDrn,EndDrn,EndDrn,EndDrn
Slot[08] Level 12 : Siphon Power /Rchg,Rchg,EndRdx
Slot[09] Level 14 : Super Speed /EndRdx
Slot[10] Level 16 : Hurdle /Jump
Slot[11] Level 18 : Swift /Run
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Speed Boost /EndRec
Slot[14] Level 24 : Maneuvers /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[15] Level 26 : Transference /EndRec,EndRec,EndRec
Slot[16] Level 28 : Tactics /EndRdx,HitBuf,HitBuf,HitBuf,HitBuf,HitBuf
Slot[17] Level 30 : Hover /EndRdx,Fly,Fly,Fly,Fly,Fly
Slot[18] Level 32 : Fulcrum Shift /Rchg,Rchg
Slot[19] Level 35 : Fly /Fly,Fly,Fly
Slot[20] Level 38 : Thunderous Blast /Rchg
My slots may need some some adjustments in priority as well, but there is one thought I've definitely got...
With Speed Boost, if I have spots later in the build, I'm happy to help people out more with more EndRec's. However, I just don't view it as a priority over making myself more capable. End mgmt hasn't been an issue typically with the groups I've fought with, so I feel this will be okay for now. I feel like Kinetics is really a more melee-friendly powerset, so most people get the Endboost Love from Transference as well.
Comments are welcome from all
Project 86 - Bane SoA
Threat Agent - Elec/Shield Scrapper
Voodoo Hood - Thugs/Dark MM
And numerous other minions as well...
At 8 I would get Siphon Power, 12 GET Speed Boost, then move ID to 22.
Why? SB that important and that good in lower lvls(as well as later). ID I see as Mez protection/removal and that become more important above 20.
For what it's worth... I'd move SB to 12, SP to 4, and push BallLightning back to 22. It only becomes as efficient as CB when you're fighting 3 or more mobs at once, and you're without any real defenses until 22 (SC + SOs). The way your build is you won't get any +def until 20s either. Single target is the way to go.
I'd cap your damage slotting at 4 too. With FS you'll be able to get +150% even against a single target so the 5th slot isn't really needed (you're only 17% from cap without it). Probably better off in SB. Once you get 30s and people start to drain their whole bar in one shot (the main ones being Blasters who won't be in range for Trans), you'll want more EndRec in it.
Going Stamina I'd say Trans definately doesn't need that many EndRec. With I3 out now you can fill a bar from 0 to full with only two EndRec. With Stamina you can probably live with only one. Changing the others to +rchg would probably help more.
Find some extra slots to put in FS too. It's your most powerful ability. It comes with an acc penalty so you probably still want one +acc even with Tactics, and the more +rchg you can get in it the better. Fly would be my obvious choice. Hover with that many slots is about the same as base Fly anyway. Are the two slots really worth the minute or two it'll save travelling through one set of zones that lots of people avoid?
If it was me I'd probably drop Fly entirely (keep 6 slot Hover) and grab stealth. Invis lets you kind of SC-Herd. You SC one group, then move to the next and SC, the move again and SC. Without any end to attack, the extra groups won't notice you until you SC and by then it's all over.
So now that Update3 is here and EPP + Kin tweaks are live, how does the final build work out, Q? For those in the 32-44 range what midrange builds are working for you?
I have been following this guide and so far so good.
Things I have tried:
-I have previously tried using whirlwind, but found it too difficult to incorporate into my play style.
- I have deliberately shied away from stamina, and thus far I have not missed it one bit. Endurance has not been a problem - unless I miss with transference :/
- I have realised that when soloing, my damage output is mostly from ball lightning and short circuit, given the AoE nature of these powers. Consequently I have dropped lightning bolt in favour of using charged bolts and boosting personal defense.
- I have tried maneuvers and found it too end costly.
- I have contemplated dropping speed boost given that transference keeps most players end happy and fulcrum shift keeps most players damage happy. I am currently experimenting without lightning bolt enabling me to keep speed boost (which I prefer!).
- I am presently trying tough-weave line, and am finding it tremendously effective, although if I miss a transference, I tend to die rather quickly. As such I am now experimenting with weave only - it is not the smashing damage that kills me, rather it is getting held or stunned, weave seems to go a long way to assisting this - my perception is that it works better than maneuvers.
Things I will try:
- Dropping aim in favour of power build-up later on
- Experimenting with Thunderous Blast - not sure if I will keep this or not - and can't know until I get there
- Lots of other things I haven't thought about yet.
The build:
Archetype: Defender (slots to Lvl 35)
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Electrical Blast
Charged Bolts: Accuracy, 4x Damage
Tranfusion: Accuracy , Recharge Reduction, 3x Heal
Siphon Power: Accuracy , 2x Recharge Reduction
Ball Lightning: Accuracy , Recharge Reduction, 4x Damage
Hasten: 5x Recharge Reduction
Combat Jumping: Endurance Reduction
Short Circuit: 6x Endurance Drain
Speed Boost: Endurance Recovery
Super Jump: Jump
Aim: 4x Recharge Reduction
Super Speed: Endurance Reduction
Stealth: Endurance Reduction, Defense Buff
Acrobatics: Endurance Reduction
Increase Density: Endurance Reduction
Transference: 2x Accuracy, 2x Endurance Recovery, 2x Recharge Reduction
Kick (Fight): Accuracy
Tough: Endurance Reduction
Fulcrum Shift: Accuracy, 3x Recharge Reduction
Weave: Endurance Reduction, Defense Buff
The strategy:
Pretty much what has been suggested here. Works a treat. IS both group friendly and solo friendly and ALOT of fun to play
Sgan Ishtar
Lvl 35 Kin / Elec Champion
Personally I never took increase density, dont see the need of a 1 minute power that you might use on rare occasion. If a team player is asleep or whatever too bad for him, let him wait him off, I'm too busy anyway cycling through all my attacks/buf-debuff/transference etc...
PS: take acrobatics for res to holds
Acro is there and I love it!
RE ID - let me tell you that when playing with a tank who herds 3-4 groups into 1 super group - which happens fairly regularly - I get worshipped for ID.
Basically, I ID and speed the (usually fire) tank, who rushes through 3-4+ groups of mobs... finds a convenient location to pull them to, where I wait all invisible....
When we are completely and hopelessly surrounded, I fire off aim, short circuit, fulcrum shift, heal and transference... he burns everything and provokes etc.
ID is great for this!
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Short Circuit: Must have. Absolutely essential to the build. This power is your primary source of defense. Slot with 6 end drains. You'll get your damage out of this power from Fulcrum Shift, the end drain is more important.
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Does this hit enough without any acc enhs? Do Aim an PBU make SC hit reliably?
Thanks for the great guide!
SC has a base bonus tohit (+20% iirc). PBU grants an accuracy bonus as does Aim. Infact, PBU boosts Aim's bonus.
Greetings! I've begun playing a kinetics/elec defender and I've been having a blast. I've made this character basically for grouping(while i wait for post 50 content for my blaster). I feel that at lvl 45 with my Fire/Nrg blaster i have a couple of pointers to share with other Fire/nrg blasters who are starting out. So, seeing that this is the definitive guide(atm) for Kin/elec defenders, i wondering how my build looks so far, and if there are any words of wisdom from players who know and love this kind of defender. Btw, i made this hero primarily for teaming.
Archetype: Defender
Primary Powers - Buff/Debuff : Kinetics
Secondary Powers - Ranged : Electrical Blast
Level 1 (Starting Primary) : Transfusion /Heal,Heal,Heal,Heal
Level 1 (Starting Secondary) : Charged Bolts /Dmg,Dmg,Dmg
Level 2 : Lightning Bolt /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Level 4 : Siphon Power /Acc
Level 6 : Recall Friend /Rng
Level 8 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg
Level 10 : Ball Lightning /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Level 12 : Speed Boost /EndRec
Level 14 : Super Speed /Run
Level 16 : Hurdle /Jump
Level 18 : Health /Heal
Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Level 22 : Short Circuit /EndDrn,EndDrn,EndDrn,EndDrn,EndDrn,EndDrn
Level 24 : Increase Density /DamRes
Level 26 : Transference /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Level 28 : Boxing /Dmg
Level 30 : Tough /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Level 32 : Fulcrum Shift /Rchg,Rchg,Acc,Acc,Rng,Rng
Level 35 : Inertial Reduction /Jump
Level 38 : Thunderous Blast /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
I have not ever had a need of stamina - and I run the following toggles (included with approx defense %):
Combat Jump - 5%
Super Speed
Stealth - 15%
Acrobatics - Minimal def but +status
Tough - x% dmg mitigation
Weave - 13%
Non toggle Perma hasten - 5%
Total defense is around 38%. Becuase I dont run stamina I have slotted a single end reducer in all these toggles. I include transference in my routinte (slotted 2 acc, 2 rch, 2 +end) and I dont run out of endurance. As mentioned in this thread, it could be a matter of play style, and I am sure that it is difficult to go to a no stamina character once stamina is tasted! My suggestion is to start without stamina and if it is an issue you can always respec it in later.
I find status defense to be my single biggest problem - which is why I went the CJ-Acro and tough-weave routes. I cant recommend it highly enough!
I also love Aim. I use it as a critical component of my alpha strike - Aim, Short Circuit, Fulcrum shift - dmg cap - then ball lightning and transference - Because of the stealth component (also much loved) I have arrived in the middle of a mob group undetected, and I am almost always dmg capped, at full endurance and surrounded by completely drained and dying mobs after my alpha strike... any team mates are defended via speed boost, dmg cap and ID - as well as the best defense of all - all mobs out of breath!!
It is a wonderful way to be. I open this way whether grouped or ungrouped!
Lastly, a word about dmg slots on attack powers. My next respec is going to reduce all my attack powers to 2 damage slots. Here is the (simplified) math.
2 Dmg SO = 66%,
Fulcrum Shift on a 3 mob group = 3x25% + 50% = +125%
Fulcrum shift on a 6 mob group = 6x25% + 50% = +200%
7+ mobs = guaranteed dmg cap.
With 3 rchg in fulcrum shift I am almost always at my damage cap, and for added measure I usually use siphon power on the bosses in the group, just to guarantee that I stay there!
This means, I have now learnt, that my 5+ SOs for damage are completely redundant. I am going to trade them for -rchg and -end, perhaps some accuracy. Oh, and speaking of accuracy, I have slotted at least 1 accuracy in all my attacks and 2 in transference (given my lack of stamina!).
Hope it helps - of course all this is based on my particular play style - which I gleaned from this very thread!
now, you wouldnt get damage mitigation from it, but wouldnt you get more raw defense from manuvers? burns about the same endurance and then you can toss in tactics. thats what i was looking at, not taking the fighting pool. ive not had much luck with leaping line for resisting anything as my dark, i still seem to be the center of attention when it comes time to get held if stuff isnt pre-aggroed by a tank.
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now, you wouldnt get damage mitigation from it, but wouldnt you get more raw defense from manuvers? burns about the same endurance and then you can toss in tactics.
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I tried running maneuvers (see my post a page or two back) and found that it was too expensive to run with acrobatics. Remembering I have no stamina!
I didnt do anny precise endurance mathematics either - just loaded it up, dropped a -end reducer in it and went for it - my test bench had to keep me stocked with endurance throughout my typical battle routine (OPEN: aim-short circuit-fulcrum shift-ball lightning-transference THEN cycle short circuit-ball lightning-siphon power-charged bolts-transference) WHILST keeping up all those toggles (CJ, SS, Stealth, Tough, Weave, Acrobatics). Putting maneuvers instead of tough-weave seemed to drian significantly more endurance. My biggest issue in being a melee defender is when my toggles drop - SO DO I!
PS -
Here is a link to a wonderful defense guide - http://www.guildportal.com/Guild.asp...TopicID=717447 - not sure if it is up to date - but I found it very useful.
It quotes Maneuvers at -0.46 eps, compared with weave and tough at 0.20 each - it might only be a 0.06 difference, but it was enough to make me drop-toggle
bah this thread is 10 pages long and you wanted me to go find my own answers?! bah! thanks for the link!
Question about Kin/Elec ...
Power Build Up seems to be a simply. *awesome* power. Question: does it boost defense for that short period of time as well?
Hey Max (Tesla here),
PBU boosts base defense by 100%, for all active toggles and also click powers activated while it's up.
Lets say you had maneuvers and stealth 5-slotted, plus hasten, for
7.8 + 7.8 + 7.5 + 7.5 + 5 = 35.6% defense.
Hitting PBU would give you an extra 7.8 + 7.5 = 15.3% defense, or 20.3 if you hit it just before hasten cycled, for a total of 55.9% defense.
Well, I can't do it. I've tried, but I'm just not good enough. I can't run this build without stamina. I'd really like to because I hate sinking 3 powers and 5 slots into it, but I just can't make it work unless I rely on something like RA from a teammate.
Now, it may just be that I'm too low level right now. My Kin/Elec is SL26 so I've just gotten Transference and all it has in it is an ACC SO. Also, since I'm SL26 and don't yet have more money than Bill Gates, all my SO's are -1 right now.
I have a respec in my pocket and played with serveral builds on test. The common elements being 6 slotted SC, 6 slotted BL, and 6 slotted Hasten. I played with builds with Leadership and with Fighting and with and without Stealth. I did the testing in Striga soloing packs of wolves (most packs had mixes of blue to yellow con's).
Bottom line for me is that without Stamina I run too close to the edge and can't make use of powers like Siphon Power (which for me right now is both a buff and a form of damage mitigation) and Lightning Bolt. This in turn makes the fights longer and more dangerous and caused me to come closer to death than in the Stamina based build (even though I was adding extra powers that were increasing my def or res or acc).
Like I said it could just be that I'm too low level to have the tools required to make this work or it could be a skill/playstyle thing. More power to those that do (I have no doubt it can be done), but I'm going to have to put myself in the Stamina camp once again .
Oh - and this build is a blast to play. Very fast paced and fun.
Just reached level 50 last night on my Kin/Elec Meleefender named Joulea and thought I would share my current respec build. She has never trained the Fitness pool and doesn't plan to.
Possible changes include replacing Tesla Cage or Conserve Power with Aim and dropping a slot from Hasten to add to whichever of the former I keep. So far I'm not overly impressed with Conserve Power, but the same could be said for Aim once I trained and slotted Power Build Up. I got by fine without either during the last few levels. At the moment, I'm leaning towards keeping Tesla Cage since I'm still finding uses for it (after respec'ing into it a while back), including helping to hold AVs since I can't drain their end effectively.
In my opinion, the highlights of this build include great damage (for a defender), great local healing, good damage resistance, good defense, and good control using end drain, hold, and stun effects.
Again, this is a respec build, so it doesn't include the Fighting pool, which I had trained, slotted, and couldn't live without at lower levels. It got swapped out for Leadership once I trained and slotted Temp Invuln.
Comments welcome and I'd just like to say that I really appreciate all the great info from both the Meleefender guides. Props to Quason and the rest of the contributers.
Joulea's no Stamina Meleefender build:
01 : Charged Bolts: acc, end-red, dam, dam, dam, dam (six slotted)
01 : Tranfusion: acc, acc, rec-red, heal, heal, heal (six slotted)
02 : Lightning Bolt: acc, end-red, dam, dam, dam, dam (six slotted)
04 : Siphon Power: acc, acc, end-red
06 : Hasten: rec-red, rec-red, rec-red, rec-red, rec-red, rec-red (six slotted)
08 : Increase Density: dam-res
10 : Ball Lightning: acc, end-red, rec-red, dam, dam, dam (six slotted)
12 : Speed Boost: end-rec
14 : Super Speed: end-red, end-red
16 : Stealth: end-red, end-red
18 : Combat Jumping: defbuf
20 : Super Jump: end-red
22 : Short CIrcuit: acc, end-red, end-drn, end-drn, end-drn, end-drn (six slotted)
24 : Acrobatics: end-red, end-red
26 : Transference: acc, acc, end-rec, rec-red, rec-red, rec-red (six slotted)
28 : Maneuvers: end-red, end-red
30 : Tactics: end-red, end-red, tht-buf, tht-buf, tht-buf, tht-buf (six slotted)
32 : Fulcrum Shift: acc, acc, end-red, rec-red, rec-red, rec-red (six slotted)
35 : Tesla Cage: acc, hld-dur
38 : Thunderous Blast: acc
41 : Power Buildup: rec-red, rec-red, rec-red, rec-red, rec-red, rec-red (six slotted)
44 : Temp Invulnerability: end-red, end-red, dam-res, dam-res, dam-res, dam-res (six slotted)
47 : Total Focus: acc, end-red, dam, dam, dam, dam (six slotted)
49 : Conserve Power: rec-red
yes, your build is good. but for soloing, it seems it can only be done after lvl 44. (after u fully slotted temp inv) otherwise, defender is hard to solo big groups.
Bah, meleefenders were nerfed right out of any real viability in PvP.
Ooops, sorry! Didn't see your earlier post. Thanks.
50 Fire/Dev | 50 AR/Dev | 50 Ninjas/FF MM | 50 Bots/Dark | 50 Kin/Rad |
44 EM/Regen | 39 BS/Regen | 38 Kin/Elec | 27 Thugs/Pain
"Rare is the man so noble that he will always give thanks for that which is freely given." -Jock_Tamson