Defender PvP Build


Gorgog

 

Posted

Always been a fan of radiation and was thinking this rad/psi build may work ok:

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Defender
Primary Powers - Ranged : Radiation Emission
Secondary Powers - Support : Psychic Blast

01 : Mental Blast acc(01)
01 : Radiant Aura recred(01) recred(42) hel(43) hel(43) hel(43) endred(45)
02 : Accelerate Metabolism recred(02) recred(3) recred(3) endrec(39) endrec(39) endrec(40)
04 : Psionic Lance acc(04) dam(5) dam(5) dam(7) inttim(7) inttim(9)
06 : Hasten recred(06) recred(37) recred(39)
08 : Subdue acc(08) acc(9) dam(11) dam(11) dam(13)
10 : Radiation Infection endred(10) endred(13) endred(15) thtdbf(15) thtdbf(17) thtdbf(17)
12 : Hurdle jmp(12)
14 : Super Speed endred(14) endred(46) runspd(48)
16 : Telekinetic Blast acc(16) acc(19) dam(19) dam(29) dam(29) endred(50)
18 : Health hel(18) hel(40) hel(40)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Whirlwind endred(22) endred(23) endred(23)
24 : Will Domination acc(24) acc(25) dam(25) dam(27) dam(27) endred(50)
26 : Assault endred(26) endred(48)
28 : Tactics endred(28) endred(31) thtbuf(31) thtbuf(31) thtbuf(33)
30 : Lingering Radiation acc(30) acc(33) slw(33) slw(34) slw(34)
32 : Enervating Field endred(32) endred(34) endred(36)
35 : Scramble Thoughts acc(35) acc(36) dam(36) dam(37) dam(37) recred(50)
38 : Combat Jumping jmp(38)
41 : Power Buildup recred(41) recred(42) recred(42) thtbuf(46)
44 : Temp Invulnerability endred(44) damres(45) damres(45) damres(46)
47 : Super Jump endred(47) endred(48)
49 : Acrobatics endred(49)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)

Quite heavy on end but seems to cover many roles and some protection vs stalkers, good range and alot of debuffs/affects on a single target and AM with stamina should counter the end problem a bit.

Would love some feedback/ideas or even criticism very welcome .

Gorgog


 

Posted

Pretty good build.

Do you plan to pvp in the arena and the 40-50 zone only, or in all zones?

SS alone (and no Acrobatics) in Siren's Call is going to be painful.

If you pvp in zones, the psy disorient you get at lvl 35 (I forgot the name) can be useful. (In arena matchs, everyone will be CM'ed or something so it's not).

I'd rather have recharges in LR than slows - well, both are good. But slow enhancements enhance only the -SPD part, not the -RCH.

RI doesn't need that many end reduc, it'd benefit from def debuff enhancements ; really helps against stalkers and any defense type.

Slots in Health doesn't make a big diff in pvp, since most of the damage is burst damage. You could slot Cj and/or hurdle instead for unsuppressed movement speed (3 slotted Cj + hurdle jumps very fast, almost like unslotted SJ).

Power build up doesn't boost your ACC, this to-hit buff is wasted.

Very nice build, IMO.


 

Posted

Thanks Lecxe, alot of good points there.

Level of skills and slots wasnt so much planned as I was more seeing how the end result would be but an early disorient does sound good.

Thought as well not having CJ early may hurt but it could be that the imob res in AM may help but since the build revolves round movement and distance, zipping in to debuff your probably right there.

Good point with the recharges but given AM and hasten its something to play with, perma slow will almost be a must but how many recharges is the question.

Checking on hero planner the end drain is pretty high esp with WW which I would want on at all times so I think RI may need end reds.

Have an ill/rad troller and with hasten and AM up they are hardly ever down so much of the slotting is based on having them on at the same time, think without AM the toggles would be very hard to run.

Health is prob a waste, and more movement or end reds in attacks may be an idea.

Edit: Epic powers are really just theory and was going with CoH planner which says +acc and alows slotting accordingly unlike the troller version.

Thanks again for the feedback given me a lot to think about.

Gorgog


 

Posted

In the Arena, defenders need to be mobile and never stop moving. I've no idea how a Radiation Defender plays, but in the Arena Defenders should only buff/debuff or heal. Otherwise your a weak blaster and won't contribute much to the team.

In the PvP zones, I'd say you need to be able to move around freely (super jump seems to be the favoured travel power for PvP). An AoE power or tactics, (for perception) so you can see Stalkers, is very useful. In zones you either need to stop the enemy escaping, or defeat them quickly.


 

Posted

Hi Stryker,

So it should be a good build then as its got SS and SJ as well as WW to avoid rooting.

With the slotting on heal he can heal as well as any rad and debuff but hopefully also good solo.

Find rad can add a bit of dam and while fast the heal isnt too much so prob shouldnt be prime healer, psi dam shouldnt be too low either.

Guess I am aiming for strong solo AT who is a mid range team guy for pvp.

But I think from what your saying it looks like I am on the right track .

Gorgog

Aka Big Bob.


 

Posted

Thanks to everyone in game and out for your views, even if you did rip it apart . In danger of posting more replies to myself then anybody else but here is what its ended up as in case anyone else may want to follow the build:

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Defender
Primary Powers - Ranged : Radiation Emission
Secondary Powers - Support : Psychic Blast

01 : Mental Blast acc(01)
01 : Radiant Aura recred(01) recred(40) hel(40) hel(42) hel(43) hel(43)
02 : Accelerate Metabolism recred(02) recred(3) recred(3) endrec(29) endrec(31) endrec(31)
04 : Subdue acc(04) acc(5) dam(5) dam(7) dam(7)
06 : Hasten recred(06) recred(37) recred(39)
08 : Hurdle jmp(08) jmp(9) jmp(9)
10 : Radiation Infection defdbf(10) defdbf(13) defdbf(15) thtdbf(15) thtdbf(11) thtdbf(11)
12 : Combat Jumping jmp(12) jmp(13) jmp(17)
14 : Super Speed endred(14) endred(46)
16 : Telekinetic Blast acc(16) acc(19) dam(19) dam(29) dam(17) endred(46)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Whirlwind endred(22) endred(23) endred(23)
24 : Will Domination acc(24) acc(25) dam(25) dam(27) dam(27) endred(43)
26 : Super Jump endred(26) endred(46)
28 : Acrobatics endred(28)
30 : Lingering Radiation acc(30) acc(33) slw(33) recred(34) recred(33) recred(31)
32 : Psionic Lance acc(32) dam(34) dam(34) dam(36) inttim(48) inttim(48)
35 : Scramble Thoughts acc(35) acc(36) disdur(36) disdur(37) recred(37) recred(40)
38 : Enervating Field endred(38) endred(39) endred(39)
41 : Power Buildup recred(41) recred(42) recred(42)
44 : Temp Invulnerability endred(44) damres(45) damres(45) damres(45)
47 : Assault endred(47) endred(48)
49 : Tactics endred(49) endred(50) thtbuf(50) thtbuf(50)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)

Guess someone else will have to spot the stalkers in SC but at least they will find it hard to land AS and its probably daft to weaken a build just to solo one AT anyway.

Slotting could be changed depending on play style, (maybe earlier on the heal later on the damage for instance).

Disorient was in but for some daft reason I had it slotted for damage.

Dont know about other people but I tend to have my finger on space all the time I fight, hence jumping slots, combined with AM should give ok suppressed movement and good unsuppressed.

Quite a few rad powers missing but none that are all that good for solo or even team pvp or pve IMO. (2 post defeat,1 paoe toggle with huge end drain and 1 good aoe hold but at the expence off -end recovery which for pvp I dont like the idea of).

What rad powers there are are mostly fire and forget alowing you then to concentrate on either adding to team/solo damage or healing.

Thanks again for all the feedback, hope to see you all in the arena and pvp maps, esp the heroes in SC with tactics that I had to leave to later levels, (erm, the power that is to say). .

Gorgog


 

Posted

I would get whirlwind later and tactics sooner. With tactics alone you will be able to see stalkers, even if they have hide on (only defs. can do this).

I would wait with the speedline (SS+whirlwind), get SJ/acrobatics and assault/tactics for Sirens.
With jumps you can still "move" and not be annoyed by long animations.

Superspeed needs a runspeed. Trust me, its worth it. (1 run, 1 end, is good)
You should considder putting the end red in acrobatics instead of super jump. After you try CJ and hurdle, you wont really SJ that much.

4 heals in radiant aura? I presume you wrote that by mistake. 2 recharge, 3 heals, 1 end is a good slotting.


A Paragon Defender

 

Posted

Yup radiant was a mistake. good idea with SJ 1st though really wanting to test with WW but guess that can be done on test server.

Best tactics Ive had so far was on troller and it doesnt see through Hide + Stealth, or at least not at level 30 for SC. If defender's does then well worth having.

Mush of the slotting was based upon 1.5C of CoH Planner
just downloaded CoH Hero Builder from http://home.comcast.net/~sherksilver/index.html , seems to have much better figures and is letting me 3 slot almost all my move powers.

Also playing with the idea of range in attacks which seems to give all psi attacks 123 yards, (only 27 yards shorter then most snipes and 43 yards longer then most other ranged AT's attacks).

Honestly cannot recomend CoH Hero Builder strongly enough for anyone who isnt already using it.

Gorgog