The Compleat Defender Ancillary Pools


AtomicCannon

 

Posted

This is a numerical guide to the defender Ancillary Power Pools. It is basically just a copy of the Ancillary Pools section of the Rad/Rad guide in my Sig so that people don't have to read through the very long Rad/Rad info to find this information.

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ANCILLARY POWER POOLS
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The Ancillary Power Pools allow you to take your defender several different directions. All of them give you a couple powers which work well with the Rad set; I chose Dark Mastery, but any would be a good choice. The Psychic set has the least natural synergy with Rad/Rad, but there is still some (stacking holds)
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Electricity Mastery Pool
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Electric Fence

A decent-damage Single-target Immobilize. Damage-wise this is similar to X-Ray Beam with a faster activation, but is a DoT attack. IF you take this, add it to your attack cycle instead of Neutrino Bolt. Also, this power has -knockback.

Endurance Cost: 11
Base Damage at 50: 7.22 * 5
Duration: 22 seconds
Recharge Timer: 4s
Activation Time: 1s
Brawl Index: .5556 * 5
Recommended Slotting: 1 Acc, 5 Dam
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Thunderstrike

A good-damage power with a small AoE, which often disorients foes. When the AoE is present, this power deals only very slightly less damage than Total Focus, but disorient is not guaranteed.

Endurance Cost: 34
Base Damage at 50: 93.95 + (24.98 AoE)
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 7.2222e + (1.9204)s
Recommended Slotting: 1 Acc, 5 Dam
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Charged Armor

Probably the best looking of all the armors, it's a bit understated (foot long sparks that rather occasionally show coming off you) and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and energy (the three most common forms of attack throughout the game).

Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 1s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Power Sink

A very good power which drains endurance from the mobs and gives it to your favorite charity: you. Slotted for drain, this can suck a large mob nearly dry.

Endurance Cost: 9
Base Endo Gained/Mob: 20
Base Endo Drained: 30
Duration: Instantaneous
Recharge Timer: 2m
Activation Time: 2s
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Dark Mastery Pool
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Oppressive Gloom

A fairly impressive PBAoE disorient toggle which damages you and disorients the mobs around you. You will take damage for each mob in its range each tick (about 2 seconds).

Endurance Cost: .12 Endo/sec
Base Self-Damage at 50: 3dam every 2s per mob in range
Base Disorient Duration: 5s
Duration: Toggle
Recharge Timer: 8s
Activation Time: 4s
Recommended Slotting: Not Recommended, as its job will be handled by Choking Cloud, but if you wish to have this power, slot 1 Disorient.
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Dark Consumption

A good way to refill your endo, Dark Consumption will be useful in fights against bosses or AV's, but is most useful fighting multiple opponents. Its range is rather short.

Endurance Cost: 1
Base Damage at 50: 24.46 + 5% crit chance (double damage)
Base Endo Gained/Mob: 40
Duration: Instantaneous
Recharge Timer: 2m
Activation Time: 2s
Brawl Index: 1.8889
Recommended Slotting: 1 Rech, 1EndRec
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Dark Embrace

Not horrible looking since the new Dark Armor animations, it's a bit loud and looks like a cloud of dust hanging around you. A standard Ancillary Pool armor which provides resistance to smashing, lethal, negative energy and toxic damage.

Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 4s
Activation Time: 3s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Soul Drain

This power ROCKS! It's not quite a self Fulcrum Shift, but it's close, and provides an accuracy buff. This has great synergy with... everything, and works wonders with Choking Cloud. With Hasten + AM, 4 SO Rech will allow it to come up just about as fast as Aim with 1 SO Rech - sufficient to use at the beginning of most every fight.

Endurance Cost: 23
Base Damage at 50: 30.58 + 5% crit chance (double damage)
Base Damage Increase per mob: 12.5%
Base Acc Increase per mob: 12.5%
Duration: 30s
Recharge Timer: 90s
Activation Time: 3s
Brawl Index: 2.3509
Recommend Slotting: 4 Rech
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Psychic Mastery Pool
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Dominate

An excellent single-target Mag 2 hold. Does decent damage for a hold, and is Perma even before Hasten or any Rech is added.

Endurance Cost: 13
Base Damage at 50: 36.14
Duration: 20s
Recharge Timer: 16s
Activation Time: 2s
Brawl Index: 2.7778
Recommended Slotting: 1 Acc, 2 Rech, 2 Hold, 1 Dam or 2 Hold
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Mass Hypnosis

A Targeted AoE sleep, Mass Hypnosis lets you sleep an entire mob spawn, and does not cause any aggro.

Endurance Cost: 18
Duration: 30s
Recharge Timer: 90s
Activation Time: 2s
Recommended Slotting: 2 Rech, 4 Sleep
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Mind Over Body

A mess of pink circles swirls around the outline of your body. It's happily not too annoying, and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and psionic (the three most common forms of attack in the late game).

Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 2s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Telekinesis

An Auto-Hit AoE toggle hold which pushes foes away from you. Can be excellent for herding (as you can hold all Lt's and Minions, guaranteed) but is an end hog.

Endurance Cost: 3.58 Endo/sec
Duration: Toggle
Recharge Timer: 60s
Activation Time: 2s
Recommended Slotting: 4-6 EndRdx
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Power Mastery Pool
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Conserve Power

A great way to save on car insurance. I mean endo costs. Cuts them all in half. Can be up about 3/5 of the time.

Endurance Cost: 11
Effect: 50% reduction in all endurance costs
Duration: 90s
Recharge Timer: 10m
Activation Time: 3s
Recommended Slotting: 6 Rech
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Power Build Up

Two Neato Keen powers in one! Build Up and Power Boost for one low price. Can be up about 1/4 of the time,

Endurance Cost: 15
Base Dam Bonus: 80%
Base Effect: +150% effect to all secondary effects and heals
Duration: 15s
Recharge Timer: 4m
Activation Time: 3s
Recommended Slotting: 6 Rech
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Temporary Invulnerability

The standard Tanker power. A direct clone. A standard Ancillary Pool armor which provides resistance to smashing, and lethal (the two most common damage types).

Endurance Cost: .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 3s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Total Focus

A great attack, Total Focus does Extreme damage and stuns pretty much whatever you use it on.

Endurance Cost: 34
Base Damage at 50: 33.94 Smashing + 86.9 Energy
Base Disorient Duration: 15s
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 2.6092s + 6.6806e
Recommend Slotting: 1 Acc, 5 Dam or 1 Acc, 4 Dam, 1 Disorient or 1 Acc, 3 Dam, 1 Rech, 1 Disorient
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Posted

awsome as usual Dodger.

Question: Thunderstrike, how OFTEN (%) does it:
1) Knockback
2) AoE
3) Stun

Thanks!

Thunderstrike

A good-damage power with a small AoE, which often disorients foes. When the AoE is present, this power deals only very slightly less damage than Total Focus, but disorient is not guaranteed.

Endurance Cost: 34
Base Damage at 50: 93.95 + (24.98 AoE)
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 7.2222e + (1.9204)s
Recommended Slotting: 1 Acc, 5 Dam


 

Posted

Hey great post DodgerTA


@Deadboy

 

Posted

Amazing that Dark Consumption and Soul Drain are so much better in the Defender's ancillary powers than in a Scrapper's primary line.

That's craptacular.


 

Posted

I'm a BIG fan of Electric Fence. Here's a couple tips I usually give on slotting Electric Fence:

Unlike Ball Lightning, Electric Fence deals damage over time and drains some serious endurance over time as well (5 ticks of 5 end versus even cons!). Because of the different dynamic between health damage and endurance drain, I find that drain over time is actually preferable to all-at-once drain. For this reason, I think end drain is a good candidate for electric fence slots: preferably for */Elec, Kin/* also works, and possibly Storm/* if you're really drain happy.

Also, as with any root power, roots and range go hand in hand. Slotting Electric Fence for range can help keep a tactical edge. (Range on Blaster Secondary Electric Fence is 50 feet, same as a Contaminated Thug's Pistol.) For */Dark defenders, the root stacking with TT is nice, but don't bother increasing the range unless you're willing to increase cone range on TT as well (40 feet base cone range, and TT does not have -kb so be careful if enemies start flying).

My Dark/Elec defender plans to slot Electric Fence 1 acc, 2 range, 3 end drain strictly for utility use at Charged Bolts range (70 feet)-- for a */Rad, a */Psi, or an */Eng taking advantage of its -kb, yeah, 5 damage might work better to boost single-target DPS.


 

Posted

[ QUOTE ]
Amazing that Dark Consumption and Soul Drain are so much better in the Defender's ancillary powers than in a Scrapper's primary line.

That's craptacular.

[/ QUOTE ]

They are not. They do the same thing the scrapper powers do, but less damage (due to the lower damage scale). It's just that Rad/Rads have options that Dark Scrappers don't get; for example, because Soul Drain is Dark's version of Build Up, Dark does not have Build Up to use in conjunction with it to make it hit more, or do more damage.


 

Posted

[ QUOTE ]
[ QUOTE ]
Amazing that Dark Consumption and Soul Drain are so much better in the Defender's ancillary powers than in a Scrapper's primary line.

That's craptacular.

[/ QUOTE ]

They are not. They do the same thing the scrapper powers do, but less damage (due to the lower damage scale). It's just that Rad/Rads have options that Dark Scrappers don't get; for example, because Soul Drain is Dark's version of Build Up, Dark does not have Build Up to use in conjunction with it to make it hit more, or do more damage.

[/ QUOTE ]

The Defender versions have 2/3 the recharge time as the Scrapper versions. These are not damage powers, the faster they are available, the better; therefore the Defender versions are better.


 

Posted

I suppose for some people that's probably correct.

For me, if the recharge were longer, they'd only need an extra slot or two. I have Dark Consumption 1-slotted, and Soul Drain has 3 (4? I don't remember) but the who idea of the recharges in Soul Drain is to make it come back as fast as Aim (which for me is 1-slotted).


 

Posted

great, but I'd love to see some statistics =/ on the armors


 

Posted

Does power sink work as well as Dark Consumption? I have a Dark/Dark Scrapper so if it's the same then I'd be able to deal with Elec pool as it fits my character design for the Dark Shroud Agent.

Daehart will be using Psychic to add to his FF/Rad, which fits his storyline with the side effect of being a great powergaming combo, especially against a fellow defender or some toggle tanker/scrapper. I plan to slot Dominate with 4 ACC and 2 Hold. A recharge is pretty pointless imo, both for Daehart and my current mind controller. Add some hold durations and you shouldn't need the recharge. Because as defender, you really dont wonna be casting things over and over again.

Mass hypnosis deserves 2 ACC imo. As a controller it's hard enough to get poeple to sleep. I don't think you wonna waste that AoE power by slotting it that way. And although the 2 sleep are nice, with the possibility of them being broken by a teammate you don't wonna put those in there unless you solo and use allot of single target attacks. Mass sleep is just a place holder for when Mass dom recharges as Controller. As a defender it has more use but not enough to warrant 4 slot. I'd say 1-2 ACC and 1 Recharge.

TK is useful for those defenders without a way to repel foes especially. Although it does have holding uses as well. But for those whou're afraid of melee, particularly in PvP, you'll want this power and need to have 3-5 EndRdx slots.

Mind over body, obviously the king of the set. Finally a Defender with psychic defense.

If you're wondering why I'm using 4 ACC, I think being a defender you would know how hard it is for mobs to hit us. Try hitting through a 4 layer FFed enemy, one who has 2 psy defense layers plus resistances to mezzes. 4 ACC, 2 Hold is for all the defenders.


 

Posted

It's been pointed out on the Defender forums that TI gives 33% resistance unslotted, probably to make up for it providing resistance to fewer damage types.


 

Posted

I don't understand why they would need it, I mean, conserve power has got to be one of the greatest powers in the game. Power boost also being a great power, especially for psy and elec defenders who's secondaries can really destroy a group of enemies. Dark tentacles being boosted for greater immobilization wouldn't hurt anyone either. And then you got radiation which would just mean more accracy which means even more damage for all his teammates firing on the enemy. Energy blast, well, no one really needs more knockback, but it'd be there...


 

Posted

This is a great post...thanks.

~ J the Mystic
Love the Game.


 

Posted

Will Electric Fence hold a boss on the 1st shot?


 

Posted

Well, no, in part because its an immobolize and not a hold.


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Posted

best thread ever, thank you


 

Posted

[ QUOTE ]
Will Electric Fence hold a boss on the 1st shot?

[/ QUOTE ]

No, it takes two, but EFence has such a fast recharge that you can do EFence, Another attack, EFence and at that point it'll have the boss (although it starts draining his endo right away). Damage-wise and drain-wise, you can stack about 3 if you use them continuously, every other attack.


 

Posted

Thanks dodger.

I tested Thunderstrike last night:

it's mostly smash damage (lame), the extra AoE damage (which seemed to happen 100% of the time) I am not sure of (it doesn't say).

It does knockback to your primary target *everytime*. Targets within 5 feet or so are knocked back about 90% of the time.

the disorient is very VERY short, maybe 5 seconds total. it happened maybe 10-20% of the time.

I'll test it more tonight (KB vs boss, etc)


 

Posted

I am a Empathy/Rad defender. I always team...I would say about 90% of the time is just my friend and I (and this is when I get to use my rad blast powers most) if I am on abigger team I mostly focus on heals and buffs. and I am torn between pyschic and power mastery. I actually picked up power build up at 41 but I am still wondering if I made the right choice. I want to be the best I can be for my team. So would Pyschi mastery be best? or should I stick with power mastery in your opinion?


 

Posted

I think that as an Emp you'll probably get more use out of Psychic than power - Psy has more team-oriented things.

Just an opinion.


 

Posted

First, thanks very much for this guide!

Second, question about 'Dominate' from the Psy line.
How efficient is this power used against Arch-Villians, if anyone has tried this.

Thanks.


 

Posted

What level do you start getting access to epic power pools?


 

Posted

41. And it's a 5th power pool so you can still have 4 other power pools if you wish.


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Posted

A minor correction: The recharge time on Dark Mastery/Dark Consumption is 6 minutes, not 2.