FF / Dark for RWZ Raids Suggestions
[ QUOTE ]
I consider FB to be required for RWZ raids. Why, and where do you use it? Not until you get to the center of the ship, then turn it on. All the blasters and other squishies can sit in the middle, safely protected from almost all melee attacks, while the melee toons can go to the edge of the "inner ring" and take out all the enemies that are PINNED there by the Force Bubble.
Meleers can handle the aggro that they attract and survive it, that's what they're BUILT for. Blasters, Defenders and Controllers are not built as tough by default unless someone pumps into them and builds for self defense/toughness.
Doing this strategy, I've never had a failed raid, and the melee players were ALWAYS able to handle their own without dying.
[/ QUOTE ]
By the time you're in the center, it's already a successful raid. In general, the bigger problem when you're down there is all the lag.
The times when you most need help is when you're moving to the center and bringing the GM up. If you're in the center, everyone is already running around killing whatever.
[ QUOTE ]
I consider FB to be required for RWZ raids. Why, and where do you use it? Not until you get to the center of the ship, then turn it on. All the blasters and other squishies can sit in the middle, safely protected from almost all melee attacks, while the melee toons can go to the edge of the "inner ring" and take out all the enemies that are PINNED there by the Force Bubble.
[/ QUOTE ]
You are single handedly neutering Tar Patches, Disruption Fields, Quicksands, Sleet, Liquefy, Freezing Rain, Rain of Fire, Ice Storm and many many more. These are powers that lead to accelering the defeat of the Rikti.
Are your raids "successful"? I'm sure they are. Are people getting deprived of merits? Absolutely, at the cost of providing no additional safety whatsoever. Are you protecting blasters? That's questionable, at best. Are you putting meleers at higher risk? I'd say so since now they have to go away from healing auras, AM, Soothing Aura, Recovery Aura, Regen Aura and many many more.
There may be good uses for FB (the computer for ITF), a RWZ raid ain't it.
I disagree. The enemies bunch up on the outer rim just as much as they bunch up in the middle without force bubble. Most of those powers are Targetted or placable AoEs, there is nothing stopping people from using them in the bunches that exist on the rim.
I don't see the risk to meleers. I've been on dozens of Rikti raids using this same strategy, and no meleer is in any more danger than when I'm on one of my other toons in a raid. They die at the same frequency.
I guess we'll have to just accept the disagreement then.
OK, with the specific consideration that this for Mothership raids, I would AVOID the nuke! No matter which one, it will leave you depleted of end - which means no delicious, delicious bubbles of any type. Just say No Nukes!
And again, ONLY because you want this guys for Mothership Raids, consider taking Aid other, Stimulant and Resusitate from the medicine pool - predominantly for the empaths and other bubblers standing around in the healing 'dome'. When they start going down, the raid wipes.
DO plan on doing damage (power sets as discussed above), but keep an eye on your fellow support staff as you do it.
I took my sonic/elec defender to a raid - a smallish one with 3-4 teams, and to my amusement, was able to keep most of the raid shielded and most of the squishies clear minded. No, I didn't even blast once, but I had a heck of a time - and got the 'MVP' award by popular demand! heeeeheeeheee. Realistically, I enjoy the combo of caring for the squishies (no matter what team they are on) and my team, but also laying down the debuffs and attacks too. No matter what, though, I expect you will have fun :-)
[ QUOTE ]
Meleers can handle the aggro that they attract and survive it, that's what they're BUILT for. Blasters, Defenders and Controllers are not built as tough by default unless someone pumps into them and builds for self defense/toughness.
[/ QUOTE ]
But then an FF'er with slotted Dispersion Bubble, bubbles and Maneuvers can come very close to capping positional defense making it not as important to keep squishies clear of melee mobs.
Force Bubble has its uses, but you can keep teammates safe in other ways so is redundant in that regard.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
Okay, I came up with a new build based on y'all's suggestions. Let me know what you think, please.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Lord Apparition: Level 50 Science Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff-I:50(A), RechRdx-I:50(3)
Level 1: Dark Blast -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(7), Dmg-I:50(31), ToHitDeb-I:50(39), RechRdx-I:50(45)
Level 2: Gloom -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(7), Dmg-I:50(33), ToHitDeb-I:50(40), RechRdx-I:50(46)
Level 4: Deflection Shield -- EndRdx-I:50(A), DefBuff-I:50(5), DefBuff-I:50(9), DefBuff-I:50(34)
Level 6: Swift -- Run-I:50(A)
Level 8: Insulation Shield -- EndRdx-I:50(A), DefBuff-I:50(9), DefBuff-I:50(11), DefBuff-I:50(34)
Level 10: Hover -- Flight-I:50(A), Flight-I:50(11), Flight-I:50(31)
Level 12: Dispersion Bubble -- EndRdx-I:50(A), EndRdx-I:50(13), DefBuff-I:50(13), DefBuff-I:50(34), DefBuff-I:50(40)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(15), Flight-I:50(15)
Level 16: Moonbeam -- IntRdx-I:50(A), IntRdx-I:50(17), Acc-I:50(17), Acc-I:50(36), Dmg-I:50(40), RechRdx-I:50(46)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Tenebrous Tentacles -- Acc-I:50(A), Acc-I:50(23), Dmg-I:50(23), Dmg-I:50(37), Immob-I:50(42), RechRdx-I:50(46)
Level 24: Night Fall -- Acc-I:50(A), Acc-I:50(25), Dmg-I:50(25), Dmg-I:50(37), ToHitDeb-I:50(43), RechRdx-I:50(48)
Level 26: Repulsion Bomb -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dsrnt-I:50(37), RechRdx-I:50(43), RechRdx-I:50(48)
Level 28: Force Bolt -- Acc-I:50(A), Acc-I:50(29), RechRdx-I:50(29)
Level 30: Assault -- EndRdx-I:50(A), EndRdx-I:50(31)
Level 32: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(33), RechRdx-I:50(33)
Level 35: Life Drain -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Heal-I:50(39), Heal-I:50(43), RechRdx-I:50(50)
Level 38: Maneuvers -- EndRdx-I:50(A), EndRdx-I:50(39)
Level 41: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
Level 47: Tactics -- EndRdx-I:50(A), EndRdx-I:50(48)
Level 49: Recall Friend -- IntRdx-I:50(A), Range-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Celestial Lord and @Celestial Lord Too
Few quick thoughts:
I'd take Maneuvers at a lower level so you can be in the business of soft-capping a team early. Switch with Moon Beam or take Gloom later. Also, max out Def on Maneuvers.
I wouldn't worry about to-hit debuffs in Dark Blasts. Endurance Reductions would be a better bet.
I also wouldn't worry about an immob in TT. A range (or 2) would do you more good. TT has a short range, 40 feet, compared to Nightfall's 60.
In Repulsion I would swap the stun for damage.
I know you're not showing the build for IO sets, but Force Bolt is a good home for 4 pieces of Kinetic Crash, for 3 points of kb protection.
If you take Tactics early, you can slot your blasts with 1 Accuracy and be at 95% final chance to-hit against most of the game.
Three slots for Recall Friend is kind of odd, unless you're preparing to slot in Blessing the Zephyr for def bonuses.
I think you'll get more use from Temp Invulnerability than Conserve Power. You can slot the Res/Def IO eventually to boost your personal Def.
Force Bubble doesn't need slotting -- it's one of the cheapest toggles in the game.
As for RWZ raids and bubbles -- good raids typically have layers of +def, -ToHit, -damage, controls, and all manner of nasty things to do to mobs. Force Bubble is, IME, overkill.
And, OMG, I can believe I'm about to say this ...
But I'm no longer sure that Force Bolt is a gotta' have. Just IME and all that, but I think it's skippable. And I know it doesn't really benefit all that much from slotting.
If you really want mobs out of your face, take Repulsion Field.
The new(ish) Repulsion Bomb (nee Turd) has made me rethink my former love of Force Bolt.
[ QUOTE ]
But I'm no longer sure that Force Bolt is a gotta' have. Just IME and all that, but I think it's skippable. And I know it doesn't really benefit all that much from slotting.
If you really want mobs out of your face, take Repulsion Field.
[/ QUOTE ]
Haven't I been saying this for years? Especially the last line.
[ QUOTE ]
[ QUOTE ]
But I'm no longer sure that Force Bolt is a gotta' have. Just IME and all that, but I think it's skippable. And I know it doesn't really benefit all that much from slotting.
If you really want mobs out of your face, take Repulsion Field.
[/ QUOTE ]
Haven't I been saying this for years? Especially the last line.
[/ QUOTE ]
Maybe. I admit nothing.
But you also used to argue with me, Fulmens, and Canadian Guardian that FF had /9/ gotta haves
I never said GOTTA, I said should.
This is the build I use on my FF/Dark/Dark. It's an all around build rather than a specifically for Ship Raids build.
It provides team mates with:
23.5% defense to all from grantable shields.
29.01% defense if they are within the range of Manuvers.
44.81% if they are also in Dispersion Bubble.
For personal defenses it gives:
Melee 32.8%
Ranged 51.5%
AoE 45.3%
I have extra ranged defense in the build since most defense debuffs are ranged attacks and I like to have a bit of a pad to handle one if it gets through.
If I were building specifically for ship raids I'd decrease the amount of extra ranged defense and put it into AoE since the Rikti Magus version of stalagmites is an AoE that has a strong defense debuff (3 hits will put you into red numbers on defense values) and has enough range that it can easily hit you even if you are quite aways above the fight.
There's no need to slot to hit debuffs into your attacks (they all have a base of -9.38% and they stack with each other).
I use stacked TT (it has no -KB component) and use Torrent to position the mobs where ever I want them. Since I am hovering at an angle they don't go very far and will stop when they run into objects on the ship. Once they stop they are immobilized where I put them.
I use Repulsion Bomb and Force Bolt to juggle Chief Mezmerists so they don't put me to sleep.
I never run Force Bubble on ship raids. That forces the melee players out side of dispersion bubble and most of them will need the extra defense to counter the effects of the Rikti Magus defense debuffs.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ebon Pearl: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Personal Force Field <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 1: Dark Blast <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage[*] (5) Thunderstrike - Damage/Endurance[*] (11) Thunderstrike - Damage/Recharge[*] (23) Thunderstrike - Accuracy/Damage/Recharge[*] (23) Thunderstrike - Accuracy/Damage/Endurance[*] (25) Thunderstrike - Damage/Endurance/Recharge[/list]Level 2: Deflection Shield <ul type="square">[*] (A) Gift of the Ancients - Defense/Endurance[*] (3) Gift of the Ancients - Defense/Recharge[*] (3) Gift of the Ancients - Defense/Endurance/Recharge[*] (5) Gift of the Ancients - Defense[/list]Level 4: Gloom <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage[*] (25) Thunderstrike - Damage/Endurance[*] (27) Thunderstrike - Damage/Recharge[*] (27) Thunderstrike - Accuracy/Damage/Recharge[*] (29) Thunderstrike - Accuracy/Damage/Endurance[*] (29) Thunderstrike - Damage/Endurance/Recharge[/list]Level 6: Insulation Shield <ul type="square">[*] (A) Gift of the Ancients - Defense/Endurance[*] (7) Gift of the Ancients - Defense/Recharge[*] (7) Gift of the Ancients - Defense/Endurance/Recharge[*] (11) Gift of the Ancients - Defense[/list]Level 8: Hover <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (9) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 10: Swift <ul type="square">[*] (A) Flight Speed IO[/list]Level 12: Dispersion Bubble <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (13) Red Fortune - Defense/Recharge[*] (13) Red Fortune - Endurance/Recharge[*] (15) Red Fortune - Defense/Endurance/Recharge[*] (15) Red Fortune - Defense[*] (17) Red Fortune - Endurance[/list]Level 14: Fly <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (19) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (19) Miracle - +Recovery[/list]Level 18: Tenebrous Tentacles <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (36) Enfeebled Operation - Endurance/Immobilize[*] (46) Trap of the Hunter - Accuracy/Immobilize/Recharge[*] (50) Trap of the Hunter - Endurance/Immobilize[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (21) Performance Shifter - EndMod[*] (21) Performance Shifter - Chance for +End[/list]Level 22: Night Fall <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (36) Positron's Blast - Damage/Endurance[*] (36) Positron's Blast - Damage/Recharge[*] (37) Positron's Blast - Damage/Range[*] (37) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 24: Force Bolt <ul type="square">[*] (A) Force Feedback - Damage/Knockback[*] (33) Force Feedback - Accuracy/Knockback[*] (34) Force Feedback - Recharge/Knockback[*] (34) Force Feedback - Recharge/Endurance[*] (34) Force Feedback - Damage/Endurance/Knockback[*] (43) Force Feedback - Chance for +Recharge[/list]Level 26: Repulsion Bomb <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (46) Positron's Blast - Damage/Endurance[*] (46) Positron's Blast - Damage/Recharge[*] (48) Positron's Blast - Damage/Range[*] (50) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 28: Torrent <ul type="square">[*] (A) Force Feedback - Damage/Knockback[*] (40) Force Feedback - Accuracy/Knockback[*] (42) Force Feedback - Recharge/Knockback[*] (42) Force Feedback - Recharge/Endurance[*] (42) Force Feedback - Damage/Endurance/Knockback[*] (43) Force Feedback - Chance for +Recharge[/list]Level 30: Maneuvers <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (31) Red Fortune - Defense/Recharge[*] (31) Red Fortune - Endurance/Recharge[*] (31) Red Fortune - Defense/Endurance/Recharge[*] (33) Red Fortune - Defense[*] (33) Red Fortune - Endurance[/list]Level 32: Assault <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 35: Life Drain <ul type="square">[*] (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (37) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (45) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[/list]Level 38: Tactics <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (40) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 41: Dark Consumption <ul type="square">[*] (A) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (43) Efficacy Adaptor - EndMod/Accuracy[*] (45) Efficacy Adaptor - EndMod/Recharge[/list]Level 44: Dark Embrace <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (45) Steadfast Protection - Resistance/Endurance[/list]Level 47: Soul Drain <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge[*] (48) Adjusted Targeting - To Hit Buff/Recharge[*] (48) Adjusted Targeting - Recharge[/list]Level 49: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (50) Luck of the Gambler - Defense[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance
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-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I got my FF / Dark Defender to level 29 last night. Thanks for the suggestion to take Repulsion Bomb. The power is hilarious. I feel like I'm throwing a basketball, and then *boom*, down go the bad guys.
@Celestial Lord and @Celestial Lord Too
few people keep saying Force Bubble doesnt use much endurance, not sure how you figure that...its alot more then Dispersion Bubble..
to the OP, I know you've already started a defender, but it seems like a troller would be better so you can get Indomitable Will...sure the bubbles will provide less defence..but with Indom Will you'll be detoggled (surpressed) less..
and i wouldn't worry about your damage output..just keeping the bubble up :P
perma jump is ---> /up 1
[ QUOTE ]
to the OP, I know you've already started a defender, but it seems like a troller would be better so you can get Indomitable Will...sure the bubbles will provide less defence..but with Indom Will you'll be detoggled less..
[/ QUOTE ]
Dispersion Bubble provides mez protection against everything except for sleep and, even then, with the I13 changes to mez, the only toggles that drop will be the offensive ones.
[ QUOTE ]
few people keep saying Force Bubble doesnt use much endurance, not sure how you figure that...its alot more then Dispersion Bubble..
[/ QUOTE ]
Ummmm.....
<ul type="square">[*]Dispersion Bubble - 0.26 endurance per second.[*]Force Bubble - 0.17 endurance per second[/list]
Proof that you don't know what you're talking about.
*****This post edited with CoH FOE!
[ QUOTE ]
[ QUOTE ]
few people keep saying Force Bubble doesnt use much endurance, not sure how you figure that...its alot more then Dispersion Bubble..
[/ QUOTE ]
Ummmm.....
<ul type="square">[*]Dispersion Bubble - 0.26 endurance per second.[*]Force Bubble - 0.17 endurance per second[/list]
Proof that you don't know what you're talking about.
[/ QUOTE ]
You *really* need to learn to read those entries Phil.
Dispersion Bubble activates every .5 seconds at a cost of .26 end per activation. That's .52 end/sec.
Force Bubble activates every .25 seconds at a cost of .1716 end per activation. That's .6864 end/sec.
Excellent job knowing your preferred powerset there.
Not preferred anymore. Actually, I haven't played it in a few months now, my mind is slipping. I'm considering requesting that my "special" title be taken away.
And yeah, I really don't know how to read other people's code very well.
[ QUOTE ]
few people keep saying Force Bubble doesnt use much endurance, not sure how you figure that...its alot more then Dispersion Bubble..
to the OP, I know you've already started a defender, but it seems like a troller would be better so you can get Indomitable Will...sure the bubbles will provide less defence..but with Indom Will you'll be detoggled (surpressed) less..
and i wouldn't worry about your damage output..just keeping the bubble up :P
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I had two Controllers before, and deleted both of them. I hated it. It's just not me. If I can't at least attack something directly once in a while, I'm not happy. On the other hand, I'm enjoying my new Defender. Sure, I'm not doing oodles of damage, but at least I'm attacking between buffing my teammates.
@Celestial Lord and @Celestial Lord Too
I consider FB to be required for RWZ raids. Why, and where do you use it? Not until you get to the center of the ship, then turn it on. All the blasters and other squishies can sit in the middle, safely protected from almost all melee attacks, while the melee toons can go to the edge of the "inner ring" and take out all the enemies that are PINNED there by the Force Bubble.
Meleers can handle the aggro that they attract and survive it, that's what they're BUILT for. Blasters, Defenders and Controllers are not built as tough by default unless someone pumps into them and builds for self defense/toughness.
Doing this strategy, I've never had a failed raid, and the melee players were ALWAYS able to handle their own without dying.