FF Defender Build


BurningChick

 

Posted

Been wanting to roll a bubbler for a while. This guys at lvl 14 right now but plan in him being my next 50. Build is a FF/Dark/Dark. Shooting for ranged/AoE soft cap which I've got. I don't mind being strictly team support (+def and -tohit) but kinda wondered if I could get any more damage into the build. Some damage sets would be nice in the attacks but the bonuses from Cloud Senses are too good to pass up.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Nihil: Level 50 Mutation Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(3)
Level 1: Dark Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/Rchg:50(5), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(9), SipInsght-Acc/Rchg:50(9)
Level 2: Gloom -- Cloud-ToHitDeb:30(A), Cloud-%Dam:30(11), Cloud-Acc/ToHitDeb:30(13), Cloud-Acc/Rchg:30(17), Cloud-ToHitDeb/EndRdx/Rchg:30(17), Cloud-Acc/EndRdx/Rchg:30(21)
Level 4: Personal Force Field -- LkGmblr-Rchg+:50(A)
Level 6: Insulation Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(7), LkGmblr-Rchg+:50(7)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(11), Zephyr-Travel/EndRdx:50(13), LkGmblr-Rchg+:50(37)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(23), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-EndRdx/Rchg:50(39), RedFtn-EndRdx:50(42)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Tenebrous Tentacles -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(27), Cloud-Acc/Rchg:30(43), Cloud-ToHitDeb/EndRdx/Rchg:30(43), Cloud-Acc/EndRdx/Rchg:30(43), Cloud-%Dam:30(45)
Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), Numna-Regen/Rcvry+:50(19), Mrcl-Heal:40(25), Mrcl-Rcvry+:40(39)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Acc:50(27), P'Shift-EndMod/Rchg:50(29), P'Shift-End%:50(29), P'Shift-Acc/Rchg:50(50)
Level 22: Night Fall -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(23), SipInsght-Acc/Rchg:50(31), SipInsght-ToHitDeb/EndRdx/Rchg:50(31), SipInsght-Acc/EndRdx/Rchg:50(31), SipInsght-%ToHit:50(33)
Level 24: Swift -- Run-I:50(A)
Level 26: Maneuvers -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def:50(40)
Level 28: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(37)
Level 30: Torrent -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(40), Cloud-Acc/Rchg:30(40), Cloud-ToHitDeb/EndRdx/Rchg:30(42), Cloud-Acc/EndRdx/Rchg:30(46), Cloud-%Dam:30(46)
Level 32: Vengeance -- LkGmblr-Rchg+:25(A)
Level 35: Life Drain -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(36), Nictus-Acc/Heal:50(36), Nictus-Acc/EndRdx/Rchg:50(36), Nictus-Acc/EndRdx/Heal/HP/Regen:50(37)
Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(45)
Level 41: Dark Consumption -- P'Shift-EndMod/Rchg:50(A), P'Shift-Acc/Rchg:50(42), P'Shift-EndMod/Acc/Rchg:50(46), P'Shift-End%:50(48)
Level 44: Dark Embrace -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:30(45)
Level 47: Soul Drain -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(48), Sciroc-Acc/Rchg:50(48), Sciroc-Acc/Dmg/EndRdx:50(50), Sciroc-Dmg/EndRdx:50(50)
Level 49: Force Bubble -- EndRdx-I: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">[*]10% DamageBuff(Smashing)[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]12.4% Defense(Fire)[*]12.4% Defense(Cold)[*]13% Defense(Energy)[*]13% Defense(Negative)[*]3% Defense(Psionic)[*]7.38% Defense(Melee)[*]23% Defense(Ranged)[*]21.8% Defense(AoE)[*]9% Max End[*]61.3% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]27% Enhancement(Accuracy)[*]29% FlySpeed[*]152.6 HP (15%) HitPoints[*]29% JumpHeight[*]29% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 7.5%[*]MezResist(Held) 7.5%[*]MezResist(Immobilize) 9.7%[*]MezResist(Sleep) 7.5%[*]MezResist(Stun) 7.5%[*]MezResist(Terrorized) 7.5%[*]10% (0.17 End/sec) Recovery[*]64% (2.72 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.13% Resistance(Negative)[*]29% RunSpeed[*]2% XPDebtProtection[/list]


 

Posted

Well ... you're boned.

You want Cloud Senses' bonuses, but you also want damage.

You want damage, but you aren't taking Repulsion Bomb, one of the best direct damage powers available to defenders.

You want to be soft capped, but you're gilding the lily by piling on ToHit debufffs.

Anyway ...

At the very least, I'd nuke Torrent, replace it with Repulsion Bomb, and slot Bomb with Positron's Blast. That gives you a great opener, decent AoE damage, and 5 seconds' worth of free blasting while the mobs pick themselves up. You wouldn't be giving up much defense, you'd still get a recharge bonus, and you'd be doing some damage.


 

Posted

Stacking FF with Dark always seemed to me to be more than a bit of overkill. Dispersion + Shields + Maneuvers with Defender numbers is more than enough to take everyone in the group to the softcap. The tohit debuff is only largely useful at low levels before you gotten all of your stuff together.

Either way, if you want ot use Dark Blast most effectively, don't concentrate on the tohit debuff aspect. Concentrate on the other aspects, like the self heal, AoE controls, and AoEs. Clouded Senses is fine if you want to have an attack that you save for times when the enemies have tohit buffs or defense debuffs, but, otherwise is power is pretty much going to be a set mule and you don't want to do that to all of your attack powers.

Also, why did you skip Dark Pit? That thing is awesome.


 

Posted

So you're slotting for HALF DAMAGE because the set bonuses are "Too good to pass up"? Those had better be some damn fine set bonuses, to be competing with 95% damage.

Here's how I'd get capped range/AOE- I always overlook stuff looking at Mid's builds:

Dispersion- 16% (Slotted)
Maneuvers- 5.6% (slotted)
Tough, with the Steadfast Res/Def in it: 3%.
Weave, slotted: 8%
__________________
32.6% range/AOE/melee

Two sets of Zephyr- 6.16% Range/AOE

We now only need 6.25%.
Three 6-sets of Red Fortune over cap your Ranged.
5 Aegis (in Tough) is 4.6%, then you've got a lot of choices.
5 Extreme Measures in your snipe, 5 Harmonized Healing in Health, 5 Ruin in any singletarget attack, etc.

This is of course assuming that you never shoot anyone with any of your Dark Blasts and debuff their accuracy.

What would I take out to give you those three power slots for the Fighting Pool? Torrent, Tactics and Vengeance. Torrent does basically nothing but knockback. Tactics -well, everyone pretty much builds to hit anyway. Vengeance- we are seriously talking about force fields. If anyone on my team gets to 2/3 health I look around to see where they are and what's going wrong.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

[ QUOTE ]
You want to be soft capped, but you're gilding the lilly by piling on ToHit debufffs.

[/ QUOTE ]

Yeah, I've never been sure of how -tohit translates to bumping up defense. I know it's not a 1:1 ratio, but I still have a bit of -tohit overkill you're right. Thanks for the advice on Repulsion Bomb. I'll definitely try it out. As mentioned never played FF before so I'm a little green when it comes to power selections.

If I 5 slot RB with Posi's Blast I can use the extra slot to 6 slot Dispersion bubble for Ranged bonus. Think I'll put a set of Thunderstrike in Gloom as well for more damage.


 

Posted

[ QUOTE ]
Yeah, I've never been sure of how -tohit translates to bumping up defense. I know it's not a 1:1 ratio, but I still have a bit of -tohit overkill you're right.

[/ QUOTE ]

Actually, it is a 1:1 ratio. The issue is that enemies resist tohit debuffs according to their level thanks to the Purple Patch. This means that, while you may be hitting that 53 target with your level 50 character's 20% tohit debuff, they'll only be affected by a 13% tohit debuff. Because of how the Attack Mechanics work, that 13% tohit you're managing to get through to the target is does exactly the same thing to your team's chance to get hit as giving them all 13% more defense.


 

Posted

[ QUOTE ]
[ QUOTE ]
Yeah, I've never been sure of how -tohit translates to bumping up defense. I know it's not a 1:1 ratio, but I still have a bit of -tohit overkill you're right.

[/ QUOTE ]

Actually, it is a 1:1 ratio. The issue is that enemies resist tohit debuffs according to their level thanks to the Purple Patch. This means that, while you may be hitting that 53 target with your level 50 character's 20% tohit debuff, they'll only be affected by a 13% tohit debuff. Because of how the Attack Mechanics work, that 13% tohit you're managing to get through to the target is does exactly the same thing to your team's chance to get hit as giving them all 13% more defense.

[/ QUOTE ]

Exactly. There should be no reason a FF/dark should be slotting anything besides damage in its attacks except for maybe a little immobilize duration in TT.

Cloud senses may come with a 6.25% rech bonus, but thats about all you'll really be getting out of it. If that actually.

If you use positrons blast in TT, nightfall, and repulsion bomb (seconded on getting this power), thats 6.25 x 3 right there. Stupefy set in dark pit, thats 4 right there. Go so far even as putting positrons blast in torrent as well, there is your capped 6.25% recharge bonus. Or with OG too there it is.

As a defender, especially ff/dark you won't be needing that max end bonus much. Nor be needing that miracle unqiue at all. And outside of sleep which health grants IIRC 62.5%? resistance too, those status resistances won't mean much. Now the ranged defense, you can easily get that with thunderstrikes in db/gloom.

Then of course your dark blast attacks will be debuffing the rest.

Also, don't forget dark pit + oppressive gloom = full mobs + bosses stunned.

With cj + hurdle there should be no reason to need swift, its taking up a spot that there is a much better power for. Assault is a HUGE jump into a better power choice right there without using up any additional slots. IMO EVERY FF defender/controller should always take assault as the set is so low in the ability to boost a teams damage up. Which bubbles are nice, but every team will gladly take the extra 18.75% damage bonus. It may or may not sound like a lot, but trust me it is a decent amount.

And i personally still like vengeance. IF someone dies its a heal to the team, plus capped defense without worrying about being in range of dispersion bubble, or super spamming your attacks to debuff. It also adds to hit and damage, and knockback protection and to you added sleep resistance.

Also, i'm not sure hasten is as needed as you might think. Granted the build i'm going to give you, while using no purples does use lots of lotg, thats only because there are so many powers that are perfect mules for it. Without them the build is entirely achieveable without terribly much effort, as tfs should be a breeze for you. Without them powers like tt/nightfall still recharge within 5 seconds Which means only about 3 seconds of a wait time betwen casting aoes, repulsion bomb in 15 seconds. But when they are placed closer to 4/4 and 12 seconds.

Personally, i would choose repulsion field over force bubble. The bubble is just too wide, you wont be able to use tenebrous tentacles, and barely nigthfall and not at good setup either. I much prefer repulsion field as its radius is smaller and its more of a precise knockback. Additionally for the same reason i prefer it over torrent, as it is auto hit as well.

With this build i'm about to present, you are at about 30% melee/aoe defense, and 41% to ranged. meaning just one hit of any of your attacks on an enemy, even up to +4, is going to cap your ranged defense personally. Which with repulsion field, and TT, should be no problem.

In additon to that, i personally, in addition to the bonuses suggest slotting life drain as an attack, rather than a heal. With this build you will be almost at regenerating a tic every 4.5 seconds, in addition to the extra heal from life drain and all your superior defense, resistance to s/l/n and knockdown. You should be having no problems at all.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Force Fields Dark: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(40)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Personal Force Field -- LkGmblr-Rchg+(A)
Level 6: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), DefBuff-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Rchg+(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Heal-I(43)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(31)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(37)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Rope-Acc/Stun/Rchg(43)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(50)
Level 47: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(48), Sciroc-Acc/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48), RechRdx-I(50)
Level 49: Repulsion Field -- 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">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]15.5% Defense(Energy)[*]15.5% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]16.8% Defense(Ranged)[*]5.5% Defense(AoE)[*]66% Enhancement(Accuracy)[*]68.8% Enhancement(RechargeTime)[*]6% Enhancement(Stun)[*]17% FlySpeed[*]125.9 HP (12.4%) HitPoints[*]17% JumpHeight[*]17% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]21.5% (0.36 End/sec) Recovery[*]62% (2.63 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]3.13% Resistance(Negative)[*]17% RunSpeed[/list]


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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

WindEnergy, thanks for taking the time to post that build. Certainly more damage and mitigation. Stacking Dark Pit with OG is interesting; though running into melee range for OG to hit sort of goes against the idea of building defense for range and aoe. Melee attacks are the achilles heel of the set no?. In any case I plan on trying all the Dark blast powers out as I'm leveling then decide on the final build based on the ones I like/dislike.

Also, how good is Vigilance for defenders now? Your build is great except that endurance recovery looks to me like it might be an issue. With accolades on and repulsion field turned off it's still at 1.8/s net gain. I always found anything under 2 borderline unplayable.


 

Posted

Excuse the double post...

[ QUOTE ]
As a defender, especially ff/dark you won't be needing that max end bonus much. Nor be needing that miracle unqiue at all.

[/ QUOTE ]

Wondered what you meant here? Your build didn't include Dark Consumption.


 

Posted

Below is the build that my FF/Dark/Dark uses.

These are my thoughts and tactics with these power picks and their slotting.

The build has a single wasted set bonus, a 6th 2.5% recovery bonus. This problem will go away when I slot a set of Ragnarok in Repulsion Bomb.

The build has +50% global recharge. It's not quite hasten levels but it's adequate to my needs and it doesn't cause that end depletion that hasten does when it drops.

My personal defense to ranged and AoE is soft capped. Melee defense is at 32.2% with out the mob to hit debuffs from /dark and there is 34.7% resistance to smashing and lethal layered under that plus 20% resistance to negative and 18.9% to toxic. This particular combination makes the build very nice on the ITF where you have excellent personal mitigation of all the damage types that the task force will throw at you.

My grantable shields + Dispersion Bubble + Manuvers gives all team mates within 25' soft capped defenses. Team mates with 15-16% defense of their own can range to 60' and remain at the soft cap without taking my debuffs into consideration.

The reason I play FF/Dark is to keep myself and team mates at or as near the soft cap as possible in all possible situations. The debuffs in /dark allow me to do that even when exemping as low as level 20 (exemping below level 20 tends to cause endurance problems).

The build gives a 35.3% increase to my personal damage. When the Gausians proc fires or Soul Drain is active I get even more. The procs in the AoE powers that cast+recharge in 10 seconds or less also give a very nice boost to damage output.

I skipped accuracy slotting in Soul Drain. It has a base 90% accuracy (rather than 75% like most other powers) and Tactics and Global Acc bonuses are more than enough here. I went with Adjusted Targetting for the set bonuses.

The key to the build is Tenebrious Tentacles and Hover. This power combo gives me an AoE immobilize that doesn't give the mobs Knockback protection. This allows me to use my KB tools (Force Bolt, Nemesis Staff, and Torrent) to position mobs anywhere I want them and once they get there they stay there and it keeps them out of melee range with me and any other squishy team mates. No mobs will enter melee range. This makes both Force Bubble and Repulsion Field redundant endurance drains which is why they aren't included in my build.

T_T is easily double stacked and is triple stackable with only a second or so gap which will keep even bosses immobilized.

Hovering over the immobilized mobs allows me to pour on damage. Alternating Torrent from directly above the mobs with Repulsion Bomb also adds mitigation by keeping the mobs on their backsides while locked in T_T. The extra -acc from the dark blasts are excellent for countering defense debuffs which the Romans have in plenty. This build is also excellent on Rikti ship raids both for the mez protection provided to the squishies and to counter the defense debuffs from the Rikti Magus.

The Numina and Miracle Uniques are required to fuel the endurance needs of the build. The toggles on this build consume 1.43 end/sec even with the amount of end reduction I use. The recovery the build provides is 3.49 end/sec which makes it liveable if not always comfortable. Dark Consumption isn't up as often as Power Sink but I find that it fullfills my needs. As slotted, it only takes 2 targets to completely refill my end bar.

My tactics with both Dark Consumption and Soul Drain is to allow the mobs to bunch up under me. I hit T_T, Nightfall, Torrent or Repulsion Bomb, and drop in for Dark Consumption or Soul Drain. The nearly 20-30% acc debuff to the mobs and the KD compensate for the not soft capped (32.2%) melee defense that I have long enough for me to drop in and suck them dry. This is about the only time I get hit by an attack that has the potential to be dangerous but dropping in and then out and following up with Life Drain if needed has proven to be adequate on all but the rarest occasions.

I have Life Drain slotted as a heal. I find my single target damage is satisfactory and the one weakness that the build has is that 5% of all attacks that get through. A high damage attack that gets through can be a problem. This gives me the means to effectively counter that almost immediately. On the extremely rare occasions that I am defeated it is due to 2 high damage, back to back, lucky shots, landing.

Edit - Providing soft capped defenses to the team and stacking acc debuffs on top of it will assure that you get virtually no benefit from Vigilence. This is also the reason my build doesn't include Vengence. Only extremely careless/inexperienced team mates die.


-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

 

Posted

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Ebon Pearl (updated): Level 50 Mutation Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(5)
Level 2: Deflection Shield -- HO:Enzym(A), HO:Enzym(5), HO:Membr(7)
Level 4: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9)
Level 6: Swift -- Flight-I(A)
Level 8: Insulation Shield -- HO:Enzym(A), HO:Enzym(21), HO:Membr(21)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11), LkGmblr-Rchg+(50)
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 -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(19)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 18: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(23)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
Level 24: Force Bolt -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(25), FrcFbk-Rchg/KB(25), FrcFbk-Rchg/EndRdx(27), FrcFbk-Dmg/EndRdx/KB(27), FrcFbk-Rechg%(29)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
Level 28: Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(40)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
Level 32: Assault -- EndRdx-I(A)
Level 35: Life Drain -- Theft-Heal/Rchg(A), Theft-Acc/Heal(46), Theft-Acc/EndRdx/Heal(46), Theft-Acc/EndRdx/Rchg(48)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Soul Drain -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-Rchg(48)
Level 49: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
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

 

Posted

[ QUOTE ]
WindEnergy, thanks for taking the time to post that build. Certainly more damage and mitigation. Stacking Dark Pit with OG is interesting; though running into melee range for OG to hit sort of goes against the idea of building defense for range and aoe. Melee attacks are the achilles heel of the set no?.

[/ QUOTE ]

No not really. For one, oppressive gloom tics very fast. So using dark pit at range, they have less than 2 seconds, considering tic rate thats the max so its usually a second or so before the mob in melee in question is fully stunned.

Secondly, you ought to be using TT before hand, on top of the almost 30% defense, i try to base around +2/+3s, you are now about 35% defense to melee, more than a SR scrapper.

As to viglance it works decently, as a FF defender you ought to be playing with close to the maximum players on a team. Now they won't be getting hit much, but at the same time the team knows, or rather will not be paying attention, that if they are at 80%ish health from that attack or two that got in, they are not going to fret it and worry much about healing if they even notice.

With several teammates, if that, but if a few have a little bit of hp missing, thats going to equate to at least 10-20% end reduction across the board for every single one of your power, toggle or attack. For a couple big hits that might get through itll jump to 50%ish for a little while, or longer depending on the player/team. So anywhere between 10-30% end reduction you can see on average with a full team.

Now there is of course those times where only one or two have some slight hp missing as well, thats still 5-10% end redution global. When your attacks and toggles all have end reduction slotting, thats still going to be a factor.

Not to mention, if the team is THAT good on their life bar, you can easily shut of manuevers during those times saving you .26end/sec more.

But with 1.8ish end/sec, with vigilance and end reduction in every power/toggle you should be ok.

I have a FF/psy defender right now with nothing but SOs and no accolades, and no numina's, and is having very little problems with endurance at all, and he has all 3 leadership toggles as well.

I mean looking at attacks, almost 70% end redux on the single targets, almost 50% on the 2 aoes. They are going to not be much of an issue.

I think you might be suprized once you start slotting IOs to see where it takes you in relation.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I'm glad to see someone else not hit a perverbial brick when skipping hasten is considered. Truth is there are probably only about 10% of builds since IO's came out that i even consider it any more, and that is only for very long duration buffs/debuffs that its being used with.

As to torrent, if you are going with the hover route it works. But i prefer repulsion field, if you are a cjer like me. Its easy to turn on when you need and off when you don't but YMMV and personal preference and all.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

[ QUOTE ]
Excuse the double post...

[ QUOTE ]
As a defender, especially ff/dark you won't be needing that max end bonus much. Nor be needing that miracle unqiue at all.

[/ QUOTE ]

Wondered what you meant here? Your build didn't include Dark Consumption.

[/ QUOTE ]

Vigilance. FF doesn't get quite as much out of it as some, but it's still an across-the-board bonus to endurance.

Personally, I end up with a ton of endurance reduction in every power almost by accident if I'm trying for any sort of set bonuses at all.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.