newbie defender
Hiya, welcome to the Forums.
With teleport it really shines from about level 22 onwards. There are two reasons : You can use Single Origin enhancements at level 22, you buy these in the Science Store in Talos or Independence Port and they are twice as effective as the Dual Origins you get in Steel and Sky, or 4 times as effective as the Training Origins you get from the start.
So with 3 slotted SOs (I went 1 range and 2 endurance reduction but others go 2 range, 1 end reduction) it makes Teleport a lot more effective.
Also at level 20/22 you should have finished opening the Fitness pool to get yourself Stamina. Stamina increases the speed at which you get your Endurance which again works well with Teleport.
For the moment i'd put 3 slots into it and put in 1 range and 2 End Reduction Dual Origins (you can get these in the Science or Tech stores in Steel / Sky).
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which is the best defense for a team?
[/ QUOTE ]What sort of Defender are you? What are your Primary and Secondary power sets?
really thanks...
what about stamina and fitness pool?
primay powers are force fields and secondary blaster.
is a good choice? or i've to rebuilt my hero?
What sort of Blasts do you have?
I can't help with Forcefields I'm afraid, no experience with them.
The Fitness pool makes most toons easier to play by giving you Stamina which means you recover Endurance quicker and thus can keep going for longer. However to get it at level 20 you need to choose 2 earlier powers from Fitness to open it up. These are Sprint, Hurdle and Health. Usually I end up choosing one at level 8, 10 or 12, another at 16, 18 or 20 and then Stamina at 20 or 22. Don't worry about it too much though, just aim to get it around 20. A level or 2 (or 6 in the case of one of my chars) is fine too, you aren't "broken" or anything.
ops thanks again..i've to wait to rebuilt the turtleman with stamina on the next levels.
blaster: dark blast
Forcefields and dark blast are complementary - good choices. I've got a FF/DB in her teens, so not very experienced, but I've got 2 other higher level Defenders, one with DB.
The only real must-haves for Forcefields are the two single-target bubbles that you get early on (against melee and energy etc.) and Dispersion Bubble (the big one you carry around with you - bear in mind you'll need some endurance reduction slots in that power as well as defence slots), from what I've read the other Forcefield powers are a matter of taste - depends on your style of play (also whether you will solo a lot or not). In teams, so long as you keep people bubbled up at all times, you've got pretty free reign as to how you'd like to play.
With any of these buff-type powers, it's a good idea to get into the habit of buffing people up before big fights (even if some of them still have bubbles on) - you can set up keybinds to say "Gather for bubbles!" or whatever; it also helps if there's another buffing Defender on the team (e.g. Kinetics) if the team gets into the habit of doing this. IIRC there are keybinds on the US boards that you can set up to bubble your team quickly.
Dark Blast has a great AoE combo in Tenebrous Tentacles (hold and damage) and Nightfall (damage) - if you position the two cones right (get fairly close for TT then step out a bit for NF) you can do respectable damage to groups of mobs. If you are going to use these two powers a lot you will definitely need Stamina.
Tenerebrous Tentacles is an Immobalise not a Hold (mores the pity!)
You can go here to look at what your powers do and what other players think about them)
I was a dyed in the wool teleporter from as early as you can get it - waaay up to lv 50 coz i thought it went with my bio (RP'er you see)..... but it is only useful for long distance travel mid-twenties onwards plus its quite thirsty and hard work too! (i'm sure i've buggered at least one mouse left-click button because of the current tp set-up) so i recommend taking hover as well.
I think i had 5 50++ range enhancements and 1 53+ end reduction at lv 50, and believe me you can really scream across the map at a fantastic rate. However i repec'd for fly as primary travel power as a defender if you are into patrolling to help people out, you have way more peripheral vision not having to 'tilt and pan' about surveying for people in trouble after every 'port'.....
Teleports great if you know where your going! straight A-B and just want to get there quickly, if you want to patrol choose fly, its slower but way more control and 'feel' for whats going on around you or underneath you because of the welcome absence of FX flashing and noise with every 'port'
Plus with fly u can press 'r' and sit back and have a cup of tea .
Try both hun, and respec if needed, can't hurt.
Thats what I love about playing a defender! I'm trying to build mine as much around team healing and rezing as possible, and its great to be cruising through an area and firing off random heals at guys in street battles! I get a nicw warm glow!!! And no complaints about kill steals!!
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...I'm trying to build mine as much around team healing and rezing as possible...
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That should be easy, just aggro every mob you see and run pretty soon you're entire team would be in need of rezing
Hi all, is my first post on the formum. I'm turtleman a science defender lvl 14. please can you give some suggestions about the teleport and the defense items?
Is possibile to cover long distance with the teleport? and how? only increasing the range with enhancements?
wich is the best defense for a team?