A FF Defender that does decent damage...


Col_Blitzkrieger

 

Posted

OK, the title might seem to be an oxymoron, but here's the deal:

Due to a severe relapse of Altitis I'm making a batch of new toons, amongst which is a FF/Archery Defender.

Now I've got a Sonic/Elec Defender at 50 already, so I'm quite used to bubbling. I don't mind buffing folks (especially if it's only a matter of refreshing the buffs once every 4 minutes rather than once every 17 seconds, darn Fort-spamming Illusion/Empathy Controller...) so Forcefield's looking to be rather an easy ride.

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

There's a few things I'm looking at from this toon in particular -

1. Self-Sustained extreme survivability. From experience with the aforementioned Sonic/Elec, it's handy for a Bubbler to be very survivable on it's own merits. The reason for this is that when you're on a team, everyone will get the benefit of your allied buffs except for you. Since FF Defenders can effectively softcap the Defense of an entire team, there is some serious ground to make up. PFF helps, naturally, but that makes you only-affecting-self, which in turn will stop you contributing to the team via attacks or tossing an emergency heal at someone. FF has Force Bubble, which keeps most foes away from melee range. Softcapping Ranged Defence via IO Set Bonuses seems the way to go here.

2. Damage output. FF is a very easy ride. Since it doesn't even have Sonic's Clarity buff or Liquefy Debuff, you really only need to "do stuff" every four minutes (reapplying bubbles). There are also three or four skippable powers in the set, which leave room for a nice attack chain. Power Boost is always a good idea for a Defense-buffing toon, and the Defender version also acts as a damage-boosting "Build up" (albeit with a very long recharge time). Boosting +damage further via set bonuses is an easy way to clock up bigger numbers.

3. Extra Team benefit. If your teammates are all buffed up and you're survivable on your own merits, then all that really matters is steamrolling through content faster and more efficently. The odd time that something gets through your defences, a heal might be needed to top the victim's healbar back up (Aid Other/Aid Self), but other than that it's all down to boosting +Damage and +Accuracy. Which means taking the leadership pool set, where Maneuvers even stacks nicely with your Bubbles.

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

The Travel Pool is going to be Superjump. I've had my fill of Fliers and Speeders lately.

So the powers I'm looking at, in no particular order are:

Hurdle
Health
Stamina

Combat Jumping
Super Jump

Assault
Tactics
Maneuvers

Aid Other
Aid Self

Power Build Up
Epic Shield

Personal Force Field
Deflection Shield
Insulation Shield
Dispersion Bubble
Force Bubble

This leaves seven power picks for the Secondary Powerset and extra "Flavour" powers.

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

Given that I'm after damage output and will have a lot of free time, the secondary was a fairly easy choice. By far the best AoE damage set for Defenders is Archery, the downside being that you need to redraw after using a power that's not from your secondary powerset... but if I'm only buffing up once every four minutes or emergency healing, then that's a lot of time available for pointy sticks.

After a lot of "Hmm"ing and "Ha"ing, I've arrived at [u]this build[u]. I don't give a rat's rear about the price of the enhancements as it'll get slotted up eventually regardless of cost.


To me the main draws of this build are

(i) Just under softcapped Ranged/Energy/Negative Defence for me (when Power Build Up or PFF aren't running) and softcapped defence to all but Psionic for everyone else (44.71% without PBU - close enough!) with Aid Other/Aid Self to compensate for any damage that slips through.

(ii) Very high damage output (both ST and AoE) with a spammable ST chain delivering anything from 500 to 870 damage every 5 seconds, and an AoE spike hitting between 550 and 1000 damage over 6 seconds. In addition to the constant global damage buff of +38.3%, Rain of Arrows recharge time will nearly always coincide with Aim, and often with Power Build Up as well. The extra Build Up in "Snap Shot" is a nice extra bonus whenever it activates. "Ranged Shot" is an extra fluff power that's in primarily as a set bonus mule, but it might prove useful occasionally for pulling.


Anyone have any comments on this? Is it a pipedream? Is it do-able? Is there anything glaringly obvious that I'm missing from the above build (besides Hasten, the traditional "get RoA up sooner!" power, which I'm not going to be able to work in and likely won't miss with over 76.3% Global Recharge anyway)?

Constructive comments and/or comical abuse appreciated!


 

Posted

Why no Repulsion Bomb? It's a decent AoE attack now, with very nice secondry effects.


 

Posted

[ QUOTE ]
Why no Repulsion Bomb? It's a decent AoE attack now, with very nice secondry effects.

[/ QUOTE ]

True, but it causes Redraw, has a long animation time (over 3 seconds), inflicts Knockback and has virtually identical damage to "Fistful of Arrows" which is in the build already and highly-spammable. The stun component also only affects minions, which are already mitigated by Force Bubble plus all the Ranged Defense.

At the moment it looks like Fistful and RoA will be enough on their own, but if I wanted another AoE at the expense of ranged defense, I'd swap out "Ranged Shot" for "Explosive Arrow" which has roughly the same base accuracy/damage/radius as Repulsion Bomb, but with a longer range, lower endurance cost and a much shorter recharge cycle (albeit with KnockBACK rather than KnockDOWN).


 

Posted

[ QUOTE ]
Repulsion Bomb inflicts Knockback

[/ QUOTE ]It does not.


 

Posted

[ QUOTE ]
[ QUOTE ]
Repulsion Bomb inflicts Knockback

[/ QUOTE ]It does not.

[/ QUOTE ]

It does so.

It just inflicts less than 1.0 Mag of it which translates into KnockDOWN on most even-level mobs or higher...

(Bah... you stuck that comment in before I typed up the second paragraph and proof read the first one!! In any case, the whole knockback component business is largely irrelevant next to the horrifically stupid regular bouts of weapon redraw which taking Repulsion Bomb would introduce to the character. No thanks... )


 

Posted

Some links you might like Maelwys.
FF/Archery: http://boards.cityofheroes.com/showflat....18#Post12858528

And I can't find it at the moment, but on the US a lot of people have argued that Dark Blast potentially comes out top on AoE damage with hefty amounts of recharge. Also procced out Radiation Blasts can be very impressive.

Hope that helps


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

This is certainly do able - I've seen a vid of an FF/Archery with capped ranged Defense complete the RWZ challenge.

Basically hovering above the mobs while raining death from above - he completed it in a reasonable time as well - sorry couldn't find the link.

IMO Archery is the only way to go due to it's Nuke - all of the others either require you to be in melee which is an obvious no no or have a longer recharge and a penalty.
Being ranged, on a base 60 second recharge and no penalty RoA is the best nuke for the job.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

ff/archery/dark softcap to all positions is doable.
Was playing around with the thought but waiting 38 levels til i get a proper aoe would be too much for me. fully saturated soul drain, aim, RoA sounds pretty yummy though.

EDIT: dorgot the build
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Archery
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
------------
Level 1: Deflection Shield
(A) Luck of the Gambler - Recharge Speed
(3) Luck of the Gambler - Defense
(3) Luck of the Gambler - Defense/Endurance/Recharge
(9) Luck of the Gambler - Defense/Recharge


Level 1: Snap Shot
(A) Accuracy IO


Level 2: Personal Force Field
(A) Endurance Reduction IO


Level 4: Fistful of Arrows
(A) Positron's Blast - Accuracy/Damage
(5) Positron's Blast - Damage/Endurance
(5) Positron's Blast - Damage/Recharge
(7) Positron's Blast - Damage/Range
(7) Positron's Blast - Accuracy/Damage/Endurance


Level 6: Insulation Shield
(A) Gift of the Ancients - Defense/Endurance
(9) Gift of the Ancients - Defense/Recharge
(15) Gift of the Ancients - Defense/Endurance/Recharge
(17) Gift of the Ancients - Defense


Level 8: Swift
(A) Run Speed IO


Level 10: Blazing Arrow
(A) Apocalypse - Chance of Damage(Negative)
(11) Apocalypse - Damage/Endurance
(11) Apocalypse - Damage/Recharge
(13) Apocalypse - Accuracy/Recharge
(13) Apocalypse - Accuracy/Damage/Recharge
(15) Thunderstrike - Damage/Endurance/Recharge


Level 12: Dispersion Bubble
(A) Luck of the Gambler - Recharge Speed
(17) Luck of the Gambler - Defense
(27) HamiO:Cytoskeleton Exposure
(31) Luck of the Gambler - Defense/Endurance
(43) Luck of the Gambler - Defense/Endurance/Recharge


Level 14: Health
(A) Numina's Convalescence - Heal/Endurance
(36) Miracle - +Recovery
(36) Miracle - Heal
(46) Numina's Convalescence - Heal
(46) Numina's Convalescence - +Regeneration/+Recovery
(50) Miracle - Heal/Endurance


Level 16: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(37) Luck of the Gambler - Defense/Endurance
(43) Luck of the Gambler - Defense


Level 18: Aim
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(29) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 20: Stamina
(A) Performance Shifter - EndMod
(29) Performance Shifter - EndMod/Recharge
(34) Performance Shifter - EndMod/Accuracy/Recharge
(34) Performance Shifter - Accuracy/Recharge
(34) Performance Shifter - EndMod/Accuracy
(37) Performance Shifter - Chance for +End


Level 22: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(23) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 24: Maneuvers
(A) Red Fortune - Defense/Endurance
(25) Red Fortune - Defense/Recharge
(25) Red Fortune - Endurance/Recharge
(27) Red Fortune - Defense/Endurance/Recharge
(37) Red Fortune - Defense
(40) Red Fortune - Endurance


Level 26: Assault
(A) Endurance Reduction IO
(46) Endurance Reduction IO


Level 28: Boxing
(A) Empty


Level 30: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(31) Titanium Coating - Resistance/Endurance
(31) Titanium Coating - Resistance
(36) Titanium Coating - Resistance/Endurance/Recharge


Level 32: Weave
(A) Luck of the Gambler - Recharge Speed
(33) Luck of the Gambler - Defense
(33) Luck of the Gambler - Defense/Endurance
(33) Luck of the Gambler - Defense/Endurance/Recharge


Level 35: Detention Field
(A) Accuracy IO


Level 38: Rain of Arrows
(A) Ragnarok - Chance for Knockdown
(39) Ragnarok - Damage/Recharge
(39) Ragnarok - Accuracy/Damage/Recharge
(39) Ragnarok - Damage/Endurance
(40) Ragnarok - Accuracy/Recharge
(40) Detonation - Accuracy/Damage/Endurance


Level 41: Oppressive Gloom
(A) Razzle Dazzle - Accuracy/Recharge
(42) Razzle Dazzle - Endurance/Stun
(42) Razzle Dazzle - Accuracy/Endurance
(42) Razzle Dazzle - Chance of Immobilize
(43) Razzle Dazzle - Accuracy/Stun/Recharge


Level 44: Dark Embrace
(A) Reactive Armor - Resistance
(45) Reactive Armor - Resistance/Endurance
(45) Reactive Armor - Resistance/Endurance/Recharge
(45) HamiO:Ribosome Exposure


Level 47: Soul Drain
(A) Obliteration - Damage
(48) Obliteration - Accuracy/Recharge
(48) Obliteration - Damage/Recharge
(48) Obliteration - Accuracy/Damage/Recharge
(50) Obliteration - Accuracy/Damage/Endurance/Recharge
(50) Obliteration - Chance for Smashing Damage


Level 49: Vengeance
(A) HamiO:Membrane Exposure


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Celerity - +Stealth


Level 2: Rest
(A) Empty


Level 1: Vigilance



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this is how far i got until i said nah and threw it in my unused builds folder