Duo-fender questions
Emp/Sonic. Skip heals, get your buffs, take manuevers and assault.
Enjoy being fort'd, AB'd with massive recov and regen all the time. Oh, and at the defense softcap (or rather, quite close).
Dual Empathy is utterly sick, in a good way.
This was the first duo I dual-boxed (Empathy/Energy in my case) and it became incredibly powerful in the 30s with permanent Adrenalin Boost and auras. Alternate auras, ie one fires off Recovery one fires off Regen and then swap when they wear off.
Dont skip the heals until later if you do go dual Empathy - they keep you alive in the early game.
I'd take just healing Aura in a later build, and of course Clear Mind, Fortitude, both Auras and Adrenalin Boost. Each one is a milestone on the path to power.
Take Manouvers (and slot it) and Assault, and dont bother with Fitness. Hasten is probably a very good idea, one I didnt bother with if I recall.
Sonic Blast will be the most powerful blast set, but really take whatever you fancy, because even with Energy Blast (not a top performer), I was getting bored taking on +5 bosses in the 30s. Invincible missions became a total breeze.
As for other powersets...
I've made a Fire/Rad Controller twin duo, thats OK but has range problems and skipping Stamina hasnt been as easy as I thought. Some days its very powerful, othertimes not so much. Stimulant is very handy here to keep all those toggles running.
I've also made dual Trick Arrow/Archery Defenders, with the aim of alternating the long recharge powers like Oil Slick and
EMP, and stacking double manouvers and Flash Arrow on each spawn to get 30% base defence. That was definitely different from most duos I've played, slower and more thoughtful rather than wild unbridled power. You win any fight you start on your terms, but can be quickly overpowered by ambushes or unseen extra groups.
I played a Sonic Defender duo with a friend once, and that was insane after level 12 due to capped resistances to all physical damage and up to 120% -Res easily stackable on hard targets. Endurance was a problem though. Aid Other was nice to have.
I made two Rad/Sonics twice (Corrupters and Defenders) and never got them past level 10 either time. I'm sure they would blossom quickly though if I'd stuck with them.
Two Kinetics would work very well - I havent yet tried that out. But I know you could skip stamina and travel powers.
My favourite mixed Defender duo was Force Field/Sonic and Kinetic/Electric. These two primaries really shore up each others weaknesses and allowed me to regularly duo Praetorian AVs. They made it to 50 together.
I've also tried a Sonic/Energy and Storm/Ice duo, who get some nice Resistance and -Resistance stacking. Nothing spectacular except the occasional mission like Fir Bolg ones where most of the damage is Fire and boith Defenders have over 50% resistance.
Mostly, Ive come to the conclusion that any two Defenders rock
My brother and I run a emp/energy duo. When buffed, we have soft capped defense, capped regen and seemingly limitless endurance. Healing aura is our emergency "oh crud," power. This is all without IO sets. The two toons appear almost invincible and plus four bosses pose absolutely no threat.
Our complimentary build includes emp powers: healing aura, clear mind, fortitude, regen aura, and adrenaline boost. Pool powers include: assault, tactics, hasten, manuevers, tough, and weave.
However, this is a high maintenance duo. The emp buffs are relatively short in duration and you will always need to keep an eye on them. You'll know it immediately when your partner has missed a buff. It's fun, but it does gets tedious after a while.
When we need a break, we switch to our FF/Sonic duo. This duo has softcapped defense and aid self. The buffs last longer, recharge faster, and we typically only need to reapply them once per mission. They are not as powerful defensively as the emps, but you'd really never know it.
Oh, and when we a little change of pace, we switch to our fire/shield scrappers. Now that's an awesome duo too!
Anyway, have fun!
Two TA/Ice defenders.
I'm pretty sure 2x Acid Arrow-Disruption Arrow-OSA-Blaster dmg Ice Storm-Blaster dmg Blizzard...well...you get the idea.
You could also have 12 holds between the two of you (Ice arrow, EMP Arrow, Freeze Ray, BFR, Dominate, TK), though with perma hasten, if you alternated EMP Arrows, you could keep a spawn perma held.
from the Green Machines
[ QUOTE ]
Primary Power - Empathy
* Heal Aura - Required by level 1, 3 heals required
* Heal Other - not required
* Absorb Pain - not required but useful. 2.5 times as powerful as heal other
* Resurrect - not required, but nice.
* Clear Mind - Required by level 20. no slotting recommended or required
* Fortitude - Required pick at level 12. 2 Defense slots before 22. Recharge and tohit slots to taste.
* Recovery Aura - Required pick at level 18. 3 recharge slots by level 20. Endmod if you want but not needed.
* Regeneration Aura - Required pick at level 26. Slot 3 recharges in it by level 27. Slot 3 heals in by level 31.
* Adrenalin Boost - Required pick at level 32. Slot 3 recharges in it by level 33. Slot 2 heals and 1 endmod by level 38.
Secondary Powers - Any Defender Blast set
* You should have at least 3 attacks by level 16 (more are welcome, but this is the minimum). All attacks should be slotted 3 damage and 1 acc when you can fit it. Offense is expected from all Green Machine members.
* Your Level 38 Nuke is required. Recommended slotting for most nukes is 3 damage and 3 recharge. There will be no post-nuke crash in Green Machine. Don't worry.
Pool Powers
* Hasten - 3 Slotted with recharge by level 18
* Assault - required by level 24
* Tactics - required by level 24, slot with 3 tohit buffs by level 35.
[/ QUOTE ]
I'd say Maneuvers would do you better than tactics, and since there will only be 2 of you, 3 slot fort for defense.
No
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
I think you underestimate our fools, sir.
Why /duel is a bad idea
Frankly I find Corruptor or Controller duos far more satisfying than defender duos. Both ATs have plenty of numbers backing their buffs, debuffs, and heals to easily keep each other up but don't have to trade damage loss because of their ineherents (Scourge and Containment).
That said, I personally find double Fire/Sonic Controllers and double Ice/Pain Corruptors highly entertaining.
Yeah, I'd agree that Corrupters are better than Defenders for this kind of duo, on the whole. Most defender duos are safe enough that they could trade a bit of that for some extra damage.
I'm still annoyed that Empathy didn't get proliferated to Corrupters for this very reason. Its hands down the most powerful duo set, and Pain Domination is a poor cousin until you've got a whole superteam going.
To OP -
just in-forum email me if still interested about duo-defenders....
same thing if any questions about power-stacking and duo power-synergy schemes and tactics....
My wife and I love making duo toons, but they've always been different ATs, or at least different powersets. However, I've heard that dual Emp/Sonic defenders absolutely rock and was wondering what you all thought about this.
If so, any power preferences that you could recommend? If not, what combo would you suggest?
Thanks in advance.
Victory
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Pierce Steele - Blaster Arch/MM/Munitions
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