Tankmages - Self Defence for Defenders
Or you could like...play a tank, an AT which does that exact same job a whole lot better. If you want range and aoe goodness as well, try a spines/willpower scrapper, they can do the same thing a whole lot better and are a lot more surviveable.
[ QUOTE ]
Or you could like...play a tank, an AT which does that exact same job a whole lot better. If you want range and aoe goodness as well, try a spines/willpower scrapper, they can do the same thing a whole lot better and are a lot more surviveable.
[/ QUOTE ]
*Looks for the unique and interesting part* Nope, nothing.
Great job to the OP...this also helps almost any AT advance their defense/resistance, so I also have ideas for other non-defender characters =)
Well here's the thing as tank as you might be able to make yourself. Which would still be weaker than any tanker or scrapper defenses. The attack and damage modifiers are still the bad mess that is Defeneder damage tables.
Don't worry this is never going to approach a real tank mage.
Thanks for the great info! I'm glad I found this; the advice here will be very valuable in my new Offender build.
I'd like to say that Temp Invul + Tough is the best way (IMO) to get S/L Resistance near the cap; my Kin/Rad/Power is rocking 72.46% Res and can take quite a punch against those Cimerorians.
Seven years of heroism. Seven years of friendships. Seven years of saving the world. Seven years of virtuous selflessness.
You will return, for you are the mighty City of Paragon, the City of Heroes.
This is true but with a Sonic/* defender you don't really need the 4% added resistance to cap S/L and for FF/* defender you can have soft-cap defense to everything... Add in 68% resistance to S/L and you're already at tanker level protection from S/L. Granted, less hp, but not even a lot of tankers will have soft-cap defense AND 68% S/L resistance. Have 72% instead isn't going to matter too much.
But having 32% resistance to psionic or energy or 22% resistance to neg & toxic can come in handy more often than you think. Admittedly the last one not as much, but Dark Mastery has some other things that a "tankmage" can find useful.
Because of this thread I'm working up a build for a FF/sonic/dark defender. With opp. gloom and screech I'll be able to stunlock bosses, have tons of defenses, and enough resistance debuffs to add something to the party's overall damage while boosting my own fairly well.
I may never play this toon but it looks damn fun.
In teams: Howl, Screech (boss), jump in with OG on, Soul Drain, blast as desired.
Solo: Siren's Song, Screech (boss if any), jump in with OG, blast as desired.
VERY safe, reasonable damage, and with Dark Consumption there's not an endurance crunch.
I will add that for a Force Fielder, particularly if you plan to solo, Repulsion Field can be as useful as Force Bubble for the specified task. Slot a Knockback in it (or an IO set, there's one nice one that gives a damage boost with only two IOs) and it gets funny to watch how far foes sail from you. The main advantage is that unlike Force Bubble, you aren't keeping your foes out of Cosmic Burst and Electron Haze range. The main disadvantage, of course, is that you aren't keeping them out of melee, either. (They get one hit on you before they go sailing)
I also HIGHLY recommend trading Neutron Bomb for Repulsion Bomb. Damage and animation time are exactly the same, so you aren't losing any DPA, and while the recharge time is longer, you will FAR make up for it in your ability to keep foes off their feet. It no longer knocks back, so in a team, you can just drop it on the Tanker (or whoever he's punching, rather) every time it recharges.
I have a /Sonic Corruptor I have taken to 30 as well. (And will eventually catch him up to my 45 Def) As you said, the protection is somewhat lower, but the damage is somewhat better. Not that much better, since Disruption Field needs a teammate, but when you ARE on a team (or can get a pet) the damage is nice.
If you plan to solo a lot, I would say that FF is the better choice although the damage isn't as good. If you plan to team, you can bring a lot to the table with Sonic. Plus, the one thing I miss on Sonic ALL the time is PFF. PFF is the ultimate tanking power, although actually using it to hold aggro takes some timing and creativity. (And it is really only possible in emergencies)
This is really interesting. I will take it into account on my next respec for my FF/Nrg
The Paragon Universe - Virtueverse
Seasons Greetings
What do you think of this?
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Gold Cop II: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(21), LkGmblr-Def/EndRdx/Rchg(21)
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(45)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(46)
Level 4: Personal Force Field -- RechRdx-I(A), RechRdx-I(43)
Level 6: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(9), LkGmblr-EndRdx/Rchg(9), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(25)
Level 8: Hover -- Frbd-Stlth(A), DefBuff-I(36)
Level 10: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(46)
Level 12: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(13), LkGmblr-EndRdx/Rchg(13), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(17)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(48)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(23)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(37), GSFC-ToHit/Rchg(37)
Level 26: Repulsion Bomb -- Rope-Acc/Stun/Rchg(A), Rope-EndRdx/Stun(27), Rope-Acc/Rchg(29), Rope-Acc/Stun(34)
Level 28: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(36)
Level 30: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal(31)
Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33), EndRdx-I(33), EndRdx-I(36), EndRdx-I(46)
Level 35: Force Bolt -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(43), Acc-I(48)
Level 38: Vengeance -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 41: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(48), GSFC-Build%(50), GSFC-Rchg/EndRdx(50)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Resuscitate -- RechRdx-I(A)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]11.5% DamageBuff(Smashing)[*]11.5% DamageBuff(Lethal)[*]11.5% DamageBuff(Fire)[*]11.5% DamageBuff(Cold)[*]11.5% DamageBuff(Energy)[*]11.5% DamageBuff(Negative)[*]11.5% DamageBuff(Toxic)[*]11.5% DamageBuff(Psionic)[*]11.3% Defense(Psionic)[*]2.5% Defense(Melee)[*]2.5% Defense(Ranged)[*]2.5% Defense(AoE)[*]37.5% Enhancement(RechargeTime)[*]2% Enhancement(Stun)[*]45% Enhancement(Accuracy)[*]10% FlySpeed[*]179.3 HP (17.6%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 23.7%[*]MezResist(Sleep) 2.2%[*]5% (0.08 End/sec) Recovery[*]116% (4.93 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]15.6% Resistance(Psionic)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Edited for legibility.
The Paragon Universe - Virtueverse
Seasons Greetings
Looks amazingly expensive!
*looks at more than the LkGmblrs*
This is a joke build right?
[ QUOTE ]
Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33), EndRdx-I(33), EndRdx-I(36), EndRdx-I(46)
[/ QUOTE ]
WTF is that?
This guide is handy for my ff/rad that I like the concept of, but lack a goal for him. Now, I have a goal.
One thing I missed in my original guide was the importance of Psionic Defence - its "the fourth position" if you like.
Mind Control/Illusion style attacks dont count as Ranged, so building up Psi Defence is the best way to handle them. Many of them are sleeps, (including Carnie Illusionists Blind) so theyre worth avoiding.
Devastation (+3.75% vs Psi for the full set) and Sciroccos Dervish (+3.125% vs Psi for the full set) are your friends here. Expensive, but worth having.
And yeah, I found this whole accumulating Defence gave me a purpose on my FF Defender. Otherwise, most of the key powers seemed to have come by level 20 or so.
[ QUOTE ]
What do you think of this?
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Gold Cop II: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(21), LkGmblr-Def/EndRdx/Rchg(21)
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(45)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(46)
Level 4: Personal Force Field -- RechRdx-I(A), RechRdx-I(43)
Level 6: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(9), LkGmblr-EndRdx/Rchg(9), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(25)
Level 8: Hover -- Frbd-Stlth(A), DefBuff-I(36)
Level 10: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(46)
Level 12: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(13), LkGmblr-EndRdx/Rchg(13), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(17)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(48)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(23)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(37), GSFC-ToHit/Rchg(37)
Level 26: Repulsion Bomb -- Rope-Acc/Stun/Rchg(A), Rope-EndRdx/Stun(27), Rope-Acc/Rchg(29), Rope-Acc/Stun(34)
Level 28: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(36)
Level 30: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal(31)
Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33), EndRdx-I(33), EndRdx-I(36), EndRdx-I(46)
Level 35: Force Bolt -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(43), Acc-I(48)
Level 38: Vengeance -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 41: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(48), GSFC-Build%(50), GSFC-Rchg/EndRdx(50)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Resuscitate -- RechRdx-I(A)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]11.5% DamageBuff(Smashing)[*]11.5% DamageBuff(Lethal)[*]11.5% DamageBuff(Fire)[*]11.5% DamageBuff(Cold)[*]11.5% DamageBuff(Energy)[*]11.5% DamageBuff(Negative)[*]11.5% DamageBuff(Toxic)[*]11.5% DamageBuff(Psionic)[*]11.3% Defense(Psionic)[*]2.5% Defense(Melee)[*]2.5% Defense(Ranged)[*]2.5% Defense(AoE)[*]37.5% Enhancement(RechargeTime)[*]2% Enhancement(Stun)[*]45% Enhancement(Accuracy)[*]10% FlySpeed[*]179.3 HP (17.6%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 23.7%[*]MezResist(Sleep) 2.2%[*]5% (0.08 End/sec) Recovery[*]116% (4.93 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]15.6% Resistance(Psionic)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Edited for legibility.
[/ QUOTE ]
Looks expensive, like PK said. !!
It also isnt really maximising your defence in any area other than vs Psi, with all those Devastations.
Replacing those LoTG sets with Red Fortunes would not only save you millions but give you some decent Ranged Defence, and keep some Recharge thru normal set bonuses instead of the uniques.
I'd say this is more of a standard FF Defender build than a "tank-mage" or "self defender" or whatever you want to call them.
Well its more of a combination of my current build and some of your suggestions. Ill take a look at Redd Fortunes.
When choosing sets I was looking a lot at Psi defense, HP and HP regen. Im not really worried baout money. I like having end game goals.
Yeah that Force Bubble slottings no good at all. Im still working on deciding what gets how many slots. This was a slightly rushed.
The Paragon Universe - Virtueverse
Seasons Greetings
Fair enough, Prof.
Oh yeah, put the full GSFC set in tactics rather than Power Build Up.
That way the Build Up proc has a chance to go off every 10 seconds, instead of every 2 minutes when you activate Power Build Up. And the END cost reduction is better there.
Ok so I replaced most of the luck of Gamblers with Red Widows.
I took three slots from power build up and gave them to tactics. That was sort of a duh move eh? Shoulda thought of that.
I took the extra slot out of fly, and assault and reduced Force Bubble by two slots.
With those slots I increase Temp Invulnerability by 1, and ended up increase Power Build up to six, yet again. I put in a recharge IO for the sixth slot because I noticed a significant part of my defense was coming from Power Build Up, which is only on minimally.
As this stands I normally get at all times:
24.3% defence against all but
35.5% defence vs psionic
26.8% vs. melee
34.3% vs. ranged
26.8% vs. AoE
Power Build Up increase that to
40% vs all but
51.3% vs. Psionic
42.3% vs. Melee
50% vs. Ranged
42.3% vs. AoE
For every 12.5 seconds of build up, I have 95.5 seconds of normal time afterward. If I put in the Chance for Build up that goes up to 109 seconds.
My standing Resistance is 46.9 vs Smashing/Lethal, 4.7 vs. Fire/Cold and 6.3 vs Psionic.
So I'm no tank. I am however a pretty decent front line Leader, which is what the build is for. I'm not taking full aggro but I'm getting some, hovering relatively close to the melee fighters and making sure most of the people get the most out of my auras.
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Gold Cop II: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(45)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(46)
Level 4: Personal Force Field -- RechRdx-I(A), RechRdx-I(43)
Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(25)
Level 8: Hover -- Frbd-Stlth(A), DefBuff-I(36)
Level 10: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(46)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17)
Level 14: Fly -- Flight-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(23)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-ToHit/Rchg(37), GSFC-Rchg/EndRdx(46), GSFC-Build%(48)
Level 26: Repulsion Bomb -- Rope-Acc/Stun/Rchg(A), Rope-EndRdx/Stun(27), Rope-Acc/Rchg(29), Rope-Acc/Stun(34)
Level 28: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(36)
Level 30: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal(31)
Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33), EndRdx-I(33)
Level 35: Force Bolt -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(43), Acc-I(48)
Level 38: Vengeance -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 41: Power Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(48), GSFC-ToHit(50), RechRdx-I(50)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam/Rchg(50)
Level 47: Resuscitate -- RechRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]20% DamageBuff(Smashing)[*]20% DamageBuff(Lethal)[*]20% DamageBuff(Fire)[*]20% DamageBuff(Cold)[*]20% DamageBuff(Energy)[*]20% DamageBuff(Negative)[*]20% DamageBuff(Toxic)[*]20% DamageBuff(Psionic)[*]11.3% Defense(Psionic)[*]2.5% Defense(Melee)[*]10% Defense(Ranged)[*]2.5% Defense(AoE)[*]18% Enhancement(Accuracy)[*]2% Enhancement(Stun)[*]30% Enhancement(RechargeTime)[*]10% FlySpeed[*]156.4 HP (15.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 15.4%[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 2.2%[*]6.5% (0.11 End/sec) Recovery[*]86% (3.65 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]6.25% Resistance(Psionic)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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The Paragon Universe - Virtueverse
Seasons Greetings
You could use one of the slots in Temp Invulnerability, to house the Steadfast Resistance Unique. This increases your Resistance in the power and adds 3% Defence vs everything.
Maybe swap it for the Res/Rech Titanium Coating? You'd lose the set bonus of a small amount of Stun Resistance, big deal I say. The mez resistance bonuses are too small to make a real difference.
Not a huge amount, but every little bit helps.
Nice idea...I am gonna use this to increase the defense of my Fortunata. Thanx for the Post!!
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
Their are also ways to turn othen various defender sets into tanks. However, they all miss having mez protection.
Here's some examples:
Dark:
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Defense:
25.6% to psy
20% to all else
Resistence:
Smashing/Lethal: 66.5%
Negative: 63.6%
Psionic: 71.6%
Energy: 33.8%
-Tohit: Extreme
-Damage: From -37.5% to approx. 90%
Storm:
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Defense:
20.5% to psy
14.9% to all else
Resistence:
Smashing: 74%
Lethal: 66.5%
Energy: 62.6%
Fire/Cold: 51.8%
Psionic: 25.9%
-Tohit: 37.5%
TW/Elec Optimization
I may as well post my build here:
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Cerulean Watchman: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Archery
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def:50(A), RedFtn-EndRdx:50(3), RedFtn-Def/EndRdx:50(3), RedFtn-Def/Rchg:50(23), RedFtn-EndRdx/Rchg:50(46), RedFtn-Def/EndRdx/Rchg:50(46)
Level 1: Snap Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Dmg/EndRdx:50(7), Thundr-Acc/Dmg:50(9)
Level 2: Aimed Shot -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(9), Apoc-Acc/Rchg:50(11), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Dmg/Rchg:50(13), Apoc-Dmg:50(13)
Level 4: Fistful of Arrows -- Det'tn-Dmg/EndRdx/Rng:50(A), Det'tn-Dmg/Rng:50(15), Det'tn-Acc/Dmg/EndRdx:50(15), Det'tn-Dmg/Rchg:50(17), Det'tn-Dmg/EndRdx:50(17)
Level 6: Insulation Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(19), RedFtn-EndRdx/Rchg:50(19), RedFtn-Def/EndRdx/Rchg:50(21), RedFtn-Def:50(21), RedFtn-EndRdx:50(46)
Level 8: Swift -- Flight-I:50(A)
Level 10: Blazing Arrow -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(23), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Dmg/Rchg:50(25), Thundr-Dmg/EndRdx:50(27), Thundr-Acc/Dmg:50(27)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(43), RedFtn-EndRdx:50(48)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(39), Numna-Heal/EndRdx/Rchg:50(39), Numna-Heal/Rchg:50(40), Numna-EndRdx/Rchg:50(40), Numna-Heal/EndRdx:50(42)
Level 16: Hover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 18: Fly -- Frbd-Stlth:50(A)
Level 20: Explosive Arrow -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/EndRdx/Rng:50(33), Det'tn-Dmg/Rng:50(33), Det'tn-Dmg/Rchg:50(33), Det'tn-Dmg/EndRdx:50(34), FrcFbk-Rechg%:39(48)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc:50(34), P'Shift-End%:50(37), P'Shift-Acc/Rchg:50(37), P'Shift-EndMod/Acc/Rchg:50(37)
Level 24: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
Level 26: Repulsion Bomb -- Det'tn-Dmg/EndRdx/Rng:50(A), Det'tn-Acc/Dmg/EndRdx:50(36), Det'tn-Dmg/Rng:50(42), Det'tn-Dmg/Rchg:50(42), Det'tn-Dmg/EndRdx:50(43), FrcFbk-Rechg%:50(45)
Level 28: Tactics -- EndRdx-I:50(A)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Force Bubble -- EndRdx-I:50(A)
Level 35: Aim -- RechRdx-I:50(A)
Level 38: Rain of Arrows -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Dmg:50(39), Ragnrk-Dmg/EndRdx:50(40), Ragnrk-Acc/Rchg:50(43), Ragnrk-Acc/Dmg/Rchg:50(45)
Level 41: Power Build Up -- RechRdx-I:50(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/Rchg:50(45), Aegis-ResDam:50(48), Aegis-ResDam/EndRdx:50(50), Aegis-EndRdx/Rchg:50(50), Aegis-ResDam/EndRdx/Rchg:50(50)
Level 47: Detention Field -- RechRdx-I:50(A)
Level 49: Repulsion Field -- FrcFbk-Rechg%:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]12.5% DamageBuff(Smashing)[*]12.5% DamageBuff(Lethal)[*]12.5% DamageBuff(Fire)[*]12.5% DamageBuff(Cold)[*]12.5% DamageBuff(Energy)[*]12.5% DamageBuff(Negative)[*]12.5% DamageBuff(Toxic)[*]12.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]4.58% Defense(Fire)[*]4.58% Defense(Cold)[*]8% Defense(Energy)[*]3% Defense(Negative)[*]8% Defense(Psionic)[*]3% Defense(Melee)[*]19.3% Defense(Ranged)[*]14.9% Defense(AoE)[*]35% Enhancement(RechargeTime)[*]29% Enhancement(Accuracy)[*]6% Enhancement(Heal)[*]13% FlySpeed[*]91.6 HP (9%) HitPoints[*]13% JumpHeight[*]13% JumpSpeed[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 4.95%[*]10.5% (0.18 End/sec) Recovery[*]48% (2.04 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]5.63% Resistance(Energy)[*]18% RunSpeed[*]5.5% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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With issue 13 live:
46% Defense Ranged
42% Defense AoE
Melee? There is no such thing as Melee.
47% Resist Smashing/Lethal
You can see the results in my Sig.
I've nearly always had some (probably ignorant) misgivings about playing Force Field characters. One of my only FF characters for a long time was an Illusion/FF Controller, but she was part of a failed attempt at creating a Taxibot-type character. I've bumped that out a little bit, with an FF/TA Defender (Arbalestina, which is another name for an embrasure or arrow slit, essentially defenses for an archer) and a Robots/FF Mastermind.
I think my concerns were centered around thinking I wouldn't be able to help myself in combat, only my teammates, and combining that with sometimes having a hard time finding good teams to play with. I had tried to edge around that worry by playing any of the other defensive sets that offered shields, including Sonic, Cold, and Thermal. I've really liked playing them, but wasn't sure I could fully embrace a Force Field defender.
I think your guide has changed that thought process -- at least for now. I've just started up a Force Field/Dark Blast Defender, named Unfamiliar Hero (he's a transformed cat of a stage magician, an un-familiar). I'll try to come back every once in a while, and post updates on his progress as a Self-Defender.
@NC Thunderbird, @Last Kid Picked
HELP! I can't stop making Alts! Up to 175 now, including: Lutadora, Tess LaCoille, Not Of This World, Lies Behind Stars, Redshift Monk.
Campaigning for title of official "Thread Killer" of the Suggestions & Ideas forum.
Great read. Looking forward to plugging this approach into a few alts, just for fun.
El Furioso - Inv/SS Tanker .:. Chlorostorm - Plant/Thorn Dominator {Virtue}
Proud member of the Repeat Offenders Network
City of Heroes Mission Review .:. MA arcs submitted and reviewed by the CoX community
SELF DEFENCE FOR DEFENDERS
This guide covers a few variations on the same theme - how can a Defender be built as an effective blaster/tanker hybrid?
THE AIM
The advice in here will not produce a min-maxed build, but rather a good approximation to the common character concept of an artillery unit with ranged attacks and good personal defences.
The aim is that you should be able to stand directly in the line of fire and take the alpha for small teams at least, and not have to rely on your burst damage or pre-emptive mezzes like a blaster does.
Teammate buffing, generally considered the forte of the Force Field and Sonic primaries, takes a back seat in these builds, and is not fully developed until later on.
It may be worth noting this in your search comment. On the other hand, many teams may not notice. If you spend much of your career with only Deflection Shield, then the only atacks you fail to block are ranged exotic damage (and END drain) - many teams wont notice the difference too badly before level 30. Similarly with Sonic, the worst spike damage is often Smashing or Lethal, so Sonic Barrier without Sonic Haven will often be enough for the start of your career.
PERSONAL DEFENCES
Force Fields or Sonic as a primary are pretty much mandatory, as this is the only reliable way to get any mez protection. Available at level 12 in both cases. These powers provide no protection vs Sleep, this will always be your weakness.
Dispersion Shield: +12.5% Defence vs All (20% slotted), protection vs immobilise, stun and hold
Sonic Dispersion: +15% Resistance vs S/L/F/C/E/N/T (24% slotted)
Tough and Weave from the Fighting pool provide added protection to stack with these.
Available at level 14 and 20, and require another prerequisite power such as Boxing or Kick.
Tough: +15% Resistance vs S/L (24% slotted)
Weave: +5% Defence vs all (8% slotted)
Epic Shields
At level 44 most Epic set provide a shield power, giving good Smashing lethal resistance and some resistance to exotic damage.
Dark Embrace: +27.5% Resistance vs S/L (44% slotted), +15% Res vs Toxic/Neg (22.5% slotted)
Charged Armor: +27.5% Resistance vs S/L (44% slotted), +20% vs Energy (32% slotted)
Temp Invulnerability: +30% Resistance vs S/L (48% slotted)
Mind over Body: +27.%% Resistance vs S/L (44% slotted), +20% vs Psi (32% slotted)
Set bonuses can provide extra defence or resistance. In my opinion, the best ones worth chasing are the Positional Defence bonuses that come from six-slotting various sets. In practice, these wont kick in until the high 20's, when you have the slots, the influence, and access to all sets e.g. Thunderstrike (6-slotted): +2.5% Defence vs Ranged. Available at level 27 onwards.
Full lists are on Paragon Wiki here:
http://cityofheroes.wikia.com/wiki/C..._Melee_Defense
http://cityofheroes.wikia.com/wiki/C...Ranged_Defense
http://cityofheroes.wikia.com/wiki/C...Effect_Defense
Steadfast Protection IO:
A unique IO that goes in a resistance power, and adds 3% Defence vs All. This works well in Tough, for example.
Other pool powers:
Hover or Combat Jumping:+2.5% Defence vs All (4% slotted). Recommended.
Stealth: +3.5% vs All, drops to +1.75% Def vs All when you attack. Not recommended
Manouvres: +3.5% Defence vs all (5.6% slotted). Recommended, especially since it helps cap teammate defence for a Force Fielder.
Defender resistance caps at 75%. Its quite easy to exceed this on a Sonic Defender against Smashing and Lethal.
Dispersion + Tough (slotted): 48% vs S/L, 24% vs F/C/E/N/T
Dispersion + Charged Armour: 68% vs S/L, 56% vs Energy, 24% vs F/C/N/T
Defence hits a soft cap at 45%. Its possible to come very close to this value with a Force Field Defender.
Dispersion (slotted) + Hover: 22.5%
Dispersion (Slotted) + Hover + Tough(w Steadfast) and Weave(slotted): 33.5%
Dispersion (slotted) + Hover + Tough(w Steadfast) and Weave(slotted) + Manouvres (slotted): 39% Defence vs All
ACCOLADES
The extra hit points from Fredom Phalanx Reserve Member or Portal Jockey will be most welcome on these builds. If you dont know what Im talking about, read more here on Paragon Wiki:
http://cityofheroes.wikia.com/wiki/CoH_Accolades
LEVELLING
These builds can be slow to come together. Many tools are not available until later on, and the defence and resistance become much more effective once they're stacked.
For this reason, I'd recommend levelling the character up to 20 as a more conventional Defender, and then burning a respec in order to get Stamina and the defence powers required to tank. Typically, another respec may be in order once Epic Shields are available, as Tough may become droppable at this point.
FORCE FIELDS OR SONICS?
Force Field is the better defensive set.
It provides some defence against untyped Psi attacks, which includes the sleep attack used by Rikti Mentallists and Tsoo Ink men. As Defence rather than Resistance it also avoids secondary effects such as debuffs or END drain. A defence based build can provide around 80% damage mitigation for the user quite easily.
A Sonic based Resistance build will provide more like 50% damage mitigation, and none against Psi attacks. It does however, offer great resistance debuffs in the form of Sonic Siphon and Disruption Field, making it a nice mix of offence and defence.
SECONDARY POWERS
Any secondary will work.
Dark Blast adds some nice accuracy debuffs to stack with any defence for a Force Field set, or layered Def/Res Sonic set.
Single target blasts are often required to bump up Ranged Defence via the Thunderstrike set, but generally no more than three are required. Dark could substitute the Stupefy set in Dark Pit (+3.13% vs Ranged) and Electrical Blast could
put Blood Mandate in Voltaic Sentinel (+3.75% vs Ranged) to more than cover their lack of a third single target attack.
With Sonic, a more defensive secondary is probably better. Dark provides to Hit Debuffs, Energy provides the nebulous mitigation of knockback, Psi provides its grab-bag of knockdowns, recharge debuffs and sleeps to assist here. Sonic/Rad or Sonic/Sonic would be very aggressive builds, for example, perhaps too much so for the aims of this exercise.
EXAMPLE BUILDS
At the time of writing, Cosmika is level 26 and Adam Zorn is level 12, so much of these builds are theoretical. However, Cosmika definitely shows signs of the plan coming together. Having Tough and Sonic Dispersion certainly makes her play
differently from a blaster as I can buzz groups of Warwolves in Striga without fear, having plenty of time to flee straight up if things start to go bad.
Adam is currently still pre-level 20-respec, so his build is purely a theoretical exercise to date.
EXAMPLE BUILD 1 - COSMIKA
Cosmika is a Sonic/Energy Defender, an attempt at creating a classic "Cosmic Energy" powered character. Regular exposure to cosmic energy from her ship's core allow her to fly, increase her durability and strength, fire concussive force blasts and transmute atomic density to make allies tougher or enemies weaker.
Her levelling build from 20 to 40 is shown below:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Cosmika: Level 40 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Energy Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Hero Profile:
Level 1: Sonic Siphon -- Acc(A), Acc(9)
Level 1: Power Bolt -- Thundr-Acc/Dmg:39(A), Thundr-Acc/Dmg/Rchg:39(3), Thundr-Acc/Dmg/EndRdx:39(19), Thundr-Dmg/EndRdx:39(37)
Level 2: Power Blast -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(7), Thundr-Acc/Dmg/Rchg:39(29), Thundr-Acc/Dmg/EndRdx:39(31), Thundr-Dmg/EndRdx/Rchg:39(31)
Level 4: Energy Torrent -- Det'tn-Dmg/EndRdx:39(A), Det'tn-Dmg/Rchg:39(5), Det'tn-Dmg/Rng:39(5), Det'tn-Acc/Dmg:39(7), Det'tn-Acc/Dmg/EndRdx:39(9)
Level 6: Sonic Barrier -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(40), RctvArm-ResDam/EndRdx:39(40)
Level 8: Swift -- Flight(A)
Level 10: Power Burst -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(11), Thundr-Dmg/Rchg:39(11), Thundr-Acc/Dmg/Rchg:39(15), Thundr-Acc/Dmg/EndRdx:39(17), Thundr-Dmg/EndRdx/Rchg:39(19)
Level 12: Sonic Dispersion -- TtmC'tng-ResDam/EndRdx:39(A), TtmC'tng-ResDam/Rchg:39(13), TtmC'tng-EndRdx/Rchg:39(13), TtmC'tng-ResDam/EndRdx/Rchg:39(15), TtmC'tng-ResDam:39(17), TtmC'tng-EndRdx:39(29)
Level 14: Hover -- Flight(A), Flight(25), Flight(25)
Level 16: Boxing -- Acc(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Tough -- TtmC'tng-ResDam/EndRdx:39(A), TtmC'tng-ResDam/Rchg:39(23), TtmC'tng-EndRdx/Rchg:39(23), TtmC'tng-ResDam/EndRdx/Rchg:39(31), TtmC'tng-ResDam:39(34), TtmC'tng-EndRdx:39(36)
Level 24: Fly -- Flight(A)
Level 26: Disruption Field -- EndRdx(A), EndRdx(27), EndRdx(27)
Level 28: Power Push -- RechRdx(A)
Level 30: Sonic Haven -- ImpSkn-ResDam/EndRdx:30(A), S'fstPrt-ResDam/EndRdx:30(40)
Level 32: Weave -- RedFtn-Def/EndRdx:39(A), RedFtn-Def/Rchg:39(33), RedFtn-EndRdx/Rchg:39(33), RedFtn-Def/EndRdx/Rchg:39(33), RedFtn-Def:39(34), RedFtn-EndRdx:39(34)
Level 35: Explosive Blast -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(36), Det'tn-Dmg/Rchg:39(36), Det'tn-Dmg/Rng:39(37), Det'tn-Acc/Dmg/EndRdx:39(37)
Level 38: Nova -- C'ngBlow-Dmg/Rchg:39(A), M'Strk-Dmg/Rchg:39(39), Sciroc-Dmg/Rchg:39(39), C'ngBlow-Acc/Dmg:39(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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At level 40 she has:
Resistance: 47% vs Smashing/Lethal, 25% vs Fire/Cold, 27% vs Energy, 23.5% vs Dark/Toxic
Defence: 14.5% vs All, 22% vs Ranged and Energy, 19.5% vs Melee, 18.25% vs AoE
Cosmika does all this without using any expensive orange sets that require magical salvage.
3-slotted Hover is used for flying during combat, to help stay out of range of melee and to turn knockback into knockdown where possible.
Ally resistance is still not maxed out as slots have been sacrificed from Sonic Barrier and Sonic Haven, but still provide 48% Resistance to all damage types - good enough to support a team. The 6% or so missing form a min-maxed buffbot build can easily be made up for with the aggro that can be drawn and taken using Energy Torrent and Explosive Blast to open a fight.
Once Charged Armour is available, Boxing Tough and Weave could be dropped. They still provide half our defence, one expensive way to make this up is to replace two power choices with Manouvres and Tactics six-slotted with Gaussian's Synchronised Fire Control. This gives +2.5% Defence vs Melee, Ranged and AoE, so the two powers provide 8% Defence. It helps that the Steadfast IO is in Sonic Barrier here - losing that and Weave together would be a big hit.
This move would also allow us to pick up Aim or Liquefy, or some other useful ability we've skipped. Maybe Aid Other and Aid Self to improve survivability.
EXAMPLE BUILD 2 - ADAM ZORN
Adam Zorn is a FF/Rad Defender. He is a robot from an advanced Kirby-esque parallel world with quantum field manipulation abilities, allowing him to locally alter reality to bend space, prevent injury to his teammates with "anti-violence fields", increase his own density and project burst of elementary particles.
At level 40 he'd look like this:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Adam Zorn: Level 40 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx:39(A), RedFtn-Def/Rchg:39(36), RedFtn-EndRdx/Rchg:39(36), RedFtn-Def/EndRdx/Rchg:39(36), RedFtn-Def:39(40), RedFtn-EndRdx:39(40)
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg:39(A), Dev'n-Dmg/EndRdx:39(3), Dev'n-Dmg/Rchg:39(5), Dev'n-Acc/Dmg/Rchg:39(9), Dev'n-Acc/Dmg/EndRdx/Rchg:39(19), Dev'n-Hold%:39(40)
Level 2: X-Ray Beam -- Dev'n-Acc/Dmg:39(A), Dev'n-Dmg/EndRdx:39(3), Dev'n-Dmg/Rchg:39(5), Dev'n-Acc/Dmg/Rchg:39(9), Dev'n-Acc/Dmg/EndRdx/Rchg:39(19), Dev'n-Hold%:39(23)
Level 4: Force Bolt -- RechRdx(A)
Level 6: Irradiate -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(7), Sciroc-Dmg/Rchg:39(7), Sciroc-Acc/Rchg:39(15), Sciroc-Acc/Dmg/EndRdx:39(25), Sciroc-Dam%:39(39)
Level 8: Swift -- Run(A)
Level 10: Electron Haze -- Posi-Acc/Dmg:39(A), Posi-Dmg/EndRdx:39(11), Posi-Dmg/Rchg:39(11), Posi-Dmg/Rng:39(15), Posi-Acc/Dmg/EndRdx:39(25)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx:39(A), RedFtn-Def/Rchg:39(13), RedFtn-EndRdx/Rchg:39(13), RedFtn-Def/EndRdx/Rchg:39(17), RedFtn-Def:39(17), RedFtn-EndRdx:39(23)
Level 14: Recall Friend -- EndRdx(A)
Level 16: Teleport -- Range(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Boxing -- Stpfy-KB%:39(A)
Level 24: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(27), ResDam(34)
Level 26: Weave -- RedFtn-Def/EndRdx:39(A), RedFtn-Def/Rchg:39(29), RedFtn-EndRdx/Rchg:39(29), RedFtn-Def/EndRdx/Rchg:39(33), RedFtn-Def:39(34), RedFtn-EndRdx:39(34)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(31), Thundr-Dmg/Rchg:39(31), Thundr-Acc/Dmg/Rchg:39(31), Thundr-Acc/Dmg/EndRdx:39(33), Thundr-Dmg/EndRdx/Rchg:39(33)
Level 30: Insulation Shield -- DefBuff(A)
Level 32: Force Bubble -- EndRdx(A)
Level 35: Neutron Bomb -- Posi-Acc/Dmg:39(A), Posi-Dmg/Rchg:39(37), Posi-Dmg/Rng:39(37), Posi-Acc/Dmg/EndRdx:39(37)
Level 38: Atomic Blast -- Dmg(A), Dmg(39), Dmg(39)
Level 41: Kick -- Empty(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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Defence: +31% vs All, +41% vs Ranged, +34% vs AoE, +33% vs Energy +41% Defence vs Psi
Resistance: 22% Smashing/Lethal, 7% Fire/Cold, 3% Neg
Adam is more expensive than Cosmika. The Devastation sets could well set you back 20 million each, so get fighting some magical enemies from early on!
The Psi Defence they provide will be a godsend in the Rikti War Zone, as it works against the sleep attacks that Mentallists use. Other sleep attacks (Fungoid spores, Freak Tesla Cages) typically come under Ranged attacks, and so are defended against that way.
In this case, Force Bubble is used to keep foes out of melee range, rather than Hover. This wont be used all the time, due to the short range attacks like Cosmic Burst and Irradiate, hence the lack of END Reduction used here.
Ive used Teleport here for concept, Adam Zorn is inherited from another game and always teleported.
Switching to Hover and Fly would not only make Force Bubble less essential (opening up room for Proton Volley or Aim perhaps) but add 2.5% to the Defence figures above, pretty much capping his Ranged and Psi defence.
Atomic Blast could also be dropped in favour of a more regularly used attack - the END crash could be a problem with this build.
Out of the 3 Ranged attacks, Thunderstrike goes in Cosmic Burst because its the least used attack, and therefore makes less use of the Hold Proc, and Thunderstrike gives a better Recharge bonus so that your best attack is up more often.
In the 40's Adam could pick up an armor to stack with Tough. Power Build Up would of course double the defence of his bubbles, effectively capping his own Defence to everything for 15 seconds when used. Medicine would add to his survivability considerably and aid team support, and the chance of being interrupted is reasonably slim with all that Defence. Manouvres would also make sense, capping his defence against Psi and Ranged attacks completely.