SOLO Empathy Quest


Amy_Amp

 

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Originally Posted by Biospark View Post
Level 19-24 ----> 4 Deaths (Tsoo Tag-team of Sorcerer+Ink man Mezzer, Elite Bosses (x2), Warrior (Hewer))
What were the EBs? Downgraded Vahz and Heracles?


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

this~!

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Originally Posted by Ignatz View Post

As has been stated by many(most notably Hobo), any AT can be soloed given enough determination, smarts, and moxy.



gl bio


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

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Originally Posted by Kelenar View Post
What were the EBs? Downgraded Vahz and Heracles?
They were both Story Arc Villains. Captain Castillo and Arbiter Sands.
I came close on Castillo, but I had the Cowgirl helping me (Sorry, Blanking on her name)

I did fight Heracles in one Arc, but he was not an EB.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

I give you props on the Empathy soloing. I've honestly have also gotten sick of the "Defenders can't solo" mentality possessed by so many here that I've began to start my altisis on different solo Defender ideas. The only one that is currently sticking to me is Storm/Ice, but that's because I love Storm (all my different versions) and my TA/Ice Defender. So I decided I'd stick them together and see what I can do.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

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Originally Posted by StormyDarkness View Post
I give you props on the Empathy soloing. I've honestly have also gotten sick of the "Defenders can't solo" mentality possessed by so many here that I've began to start my altisis on different solo Defender ideas. The only one that is currently sticking to me is Storm/Ice, but that's because I love Storm (all my different versions) and my TA/Ice Defender. So I decided I'd stick them together and see what I can do.
I was very excited about Ice being brought over to Defenders myself. Prior, I though Storm/Electric was a great concept character (Still Is), but Storm/Ice seems like so much more fun to me. I hope you run with that one, I am sure it would be a blast.

Additionally, I dont think there are many folks actually saying that Defenders cannot solo. Any that would, are just not trying hard enough. What I have said in the past is that the different defender primaries vary significantly in their ability to solo. And even though it may be true that "someone" has to be the worst at soloing, I think some kind of review has to be done on defender primaries in order to achieve more "even" survivability across the spectrum of play (especially Solo).

I am sure that I will be back here in a month or so with my "Solo" experience completed and have a more complete understanding of "empathy" and what may (or may not) be needed to help the powerset out. Other powersets that I have expressed a need for review are Forcefields and Sonic Resonance. And there are sets which I have never even played like Cold and Trick Arrow which I remain completely neutral on.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by Biospark View Post
They were both Story Arc Villains. Captain Castillo and Arbiter Sands.
I came close on Castillo, but I had the Cowgirl helping me (Sorry, Blanking on her name)

I did fight Heracles in one Arc, but he was not an EB.
Inspirations are key to taking on EBs as an empath, in my experience, especially purples (unless/until you get a lot of defensive set bonuses going). If you want a steady supply of large inspirations, I suggest working on the Intern day job--its bonus gives you a large skittle at the end of every mission. Stock up on them and combine them so you have a nice stash before taking on the EB.


The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.

 

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Originally Posted by DrMike2000 View Post
I wouldn't be advising anyone with under a year's playtime to go solo a Defender. Its one of those things you do when you're tried out the more travelled paths in the game.
The first character I was able to solo effectively with was a Defender. I eventually got a Scrapper to 50, but only after I got used to his squishiness. But in general? Scrappers bore me. I've tried a Blaster a few times and it's boring and frustrating. Your problem is probably a personal style issue.


A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."

 

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Storm/Ice is one of my favorites.

And good job on what you've done so far. I still say I'd have no patience for Emp/Electric. I have done Emp/Sonic and I would do Emp/Ice ... but the last combo I would have chosen is Emp/Electric. So Kudos.


 

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Originally Posted by JusticeZero View Post
Quote:
Originally Posted by DrMike2000
I wouldn't be advising anyone with under a year's playtime to go solo a Defender. Its one of those things you do when you're tried out the more travelled paths in the game.
The first character I was able to solo effectively with was a Defender. I eventually got a Scrapper to 50, but only after I got used to his squishiness. But in general? Scrappers bore me. I've tried a Blaster a few times and it's boring and frustrating. Your problem is probably a personal style issue.
You are correct JusticeZero,

It is a playstyle issue for me. In all the time playing CoH, I have put a great deal of time into alts of various AT/Combinations, with the most time spent on Defenders and Controllers. For me, Defeat = Failure.

So you can imagine my surprise when a little over a year ago, I tried to make a "defendery" blaster, which is now my highest level toon. Up till then I spent almost no time playing Blasters because they were far too squishy (again Defeat = Failure). You would often find people who play blasters actually proud of their "debt" badges.

Maybe experience is the real thing to be learned here. Who knows. But what I do know is that the elements of survival I learned playing a Blaster into the 40s, has given me a great deal of insight into ALL ATs.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by Linea_Alba View Post
Storm/Ice is one of my favorites.

And good job on what you've done so far. I still say I'd have no patience for Emp/Electric. I have done Emp/Sonic and I would do Emp/Ice ... but the last combo I would have chosen is Emp/Electric. So Kudos.
Thanks Linea_Alba

I definitely hit a rough patch around 17-22, and only slightly easier from 23-27, but I cannot say enough good things about Tesla Cage.

One thing that I would advise any Defender trying this same thing is to look at your IOs very carefully in the teens. I socketed all level 15 IOs at level 12 and then did an overhaul to level 25 IOs at level 22. I did not change much of anything in between, cept socketing new slots with 15s. ! This was a really bad plan !

I would recommend using just DOs and whatever upgrades you find until level 17.
Save your Luck Charms and other salvage that will be needed and put level 20 IOs at level 17 and level 25s starting at 22. Sounds costly, but the difference between level 15 and level 20 IOs is exactly the boost you need to get thru that rough patch.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by Amy_Amp View Post
How to fix it? Ugh. I think the end drain in a way works well enough using SC twice that you could maybe cut back the end drain a small amount, and then boost the damage. I'm not really sure that works from a practical point of view though. If it works functionally the same, then cutting back on the end drain doesn't really matter. I would certainly boost the damage in SC. Giving it a better animation time would be awesome as well. You and/or teammates will at some point die because you were stuck in SC's animation for 3 seconds. You play /elec long enough it's going to happen.

Hello Amy,

I was just reviewing peoples suggestions to see how I can improve Biospark, and noticed this paragraph. Great insight here and Honestly, when they lowered the endurance drain amount (whenever that was), we should have gotten SOMETHING in return, a.k.a more damage, faster animation, or both even.

One other thing I have noticed with the draining effects (DrMike touched on this as well) is that Villains dont really need much endo to do anything. And reviewing the electric attacks, I noticed they only have a 30% chance to reduce the recovery of the target by 100%. THAT would help alot if this was 100% chance for zero recovery for 8 seconds.
Because I can drain a boss dry pretty fast, but very quickly he is able to attack again, even with a tiny sliver of endurance.

Any strategy tips on dealing with this little phenomena ?


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by perwira View Post
Here are some more specific IO slotting suggestions, if nothing else just to get you to thinking. The emphasis here is to load up with IO doublets and triplets which combined give far better values than single or generic IO's.

For single traget ranged attack, Thunderstrike starts at level 30 when you reach level 27, recommended in order:
Accuracy/Damage/Recharge
Accuracy/Damage/Endurance
Damage/Endurance/Recharge
Damage/Recharge or Damage/Endurance (deciding between endurance reduction or speeding up the attack chain)

Combined, this gives hefty damage bonuses, very fast recharge, good accuracy and some endurance reduction. The numbers add up much higher than using generic IO's.

A set of four helps with the accuracy and endurance issues (as well as some ranged defense), giving:
* 2: Increases Recovery by 2%.
* 3: Increases Energy and Negative Energy Defense by 2.5%.
* 3: Increases Ranged Defense by 1.25%.
* 4: Improves the Accuracy of all your powers by 7%.

If you have a 5th slot you might consider frankenslotting the Efficacy Adapter triplet End Mod/Recharge/Accuracy or (to address endurance issues) End Mod/End Red.

For the Short Circuit and maybe the Lightning Bolt, you can already slot in Efficacy Adaptors, recommended in order:

Endurance Modification/Recharge/Accuracy
Endurance Modification/Endurance Reduction (this attack does use up a lot of endurance)
Endurance Modification/Recharge
Endurance Modification/Accuracy
Recharge/Accuracy or Endurance Modification/Recharge (deciding whether you are going for faster recharge or perhaps additional accuracy)

A set of four will make you a lot more robust and again address endurance issues:
* 2: Increases maximum Health by 1.13%.
* 3: Increases Recovery by 1.5%.
* 4: Improves your Regeneration by 10%.
Hello again Perwira,

I am at the point where I am trying to Frankenslot (CB, LB, Ball Lightning and SC).
The problem I am seeing is trying to keep the damage mod over 90%.

For Charged Bolts and Lightning Bolt, I am thinking 4 Thunderstrikes and 2 Efficacy Adapters
For Short Circuit and Ball Lightning, I am having a hard time deciding, but in general I am trying to get (For all 4 attacks) 90%+ Dmg, 30%+ Acc, and as much EndMod, Rech, EndReduc as possible. If I have to lose something I would try to get End Reduction on the AoEs and Recharge on the Single Targets.

Maybe I am just tired, but I cannot see the answer to this one.

P.S. The offer for help is open for anyone to respond, and I will be 6-slotting all four of these powers.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
One other thing I have noticed with the draining effects (DrMike touched on this as well) is that Villains dont really need much endo to do anything. And reviewing the electric attacks, I noticed they only have a 30% chance to reduce the recovery of the target by 100%. THAT would help alot if this was 100% chance for zero recovery for 8 seconds.
Because I can drain a boss dry pretty fast, but very quickly he is able to attack again, even with a tiny sliver of endurance.

Any strategy tips on dealing with this little phenomena ?
~6 seconds after you use Short Circuit, use Tesla Cage. Tesla, like Short Circuit, is guaranteed to stop recovery (if you hit, of course), its not a chance to stop it.

Edit:
I did not slot either Charged or LB for end drain, but its not a bad idea, especially Lightning Bolt. My slotting for BL and SC are as follows, although I do not meet your criteria. Purple sets could help, but that is a bit pricey and would have to wait until 50.

Level 4: Ball Lightning -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), AirB'st-Acc/Dmg(9), AirB'st-Dmg/Rchg(31), AirB'st-Dmg/EndRdx(37)

Level 10: Short Circuit -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(11), Oblit-Dmg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(31)


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

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Originally Posted by StratoNexus View Post
~6 seconds after you use Short Circuit, use Tesla Cage. Tesla, like Short Circuit, is guaranteed to stop recovery (if you hit, of course), its not a chance to stop it.

Edit:
I did not slot either Charged or LB for end drain, but its not a bad idea, especially Lightning Bolt. My slotting for BL and SC are as follows, although I do not meet your criteria. Purple sets could help, but that is a bit pricey and would have to wait until 50.

Level 4: Ball Lightning -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), AirB'st-Acc/Dmg(9), AirB'st-Dmg/Rchg(31), AirB'st-Dmg/EndRdx(37)

Level 10: Short Circuit -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(11), Oblit-Dmg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(31)
Thanks Strato I appreciate the input, now off to check on my auctions hehe


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Awesome idea Biospark, you've inspired me.

I WAS going to work on a Warshade for my next project after getting my Fire/Regen scrapper to 50, but playing the Warshade something felt lacking, I don't know what.

Empathy is usually considered the worst to solo and the "best" to team with, as almost all their powers are team based.

Sonic and FF are usually counted as the next "worst" as having the next most number of team based powers.

So guess what? The Philotic Knight officially "died" on Protector when I made my "Death of PK" story arc, but your thread and posts have inspired me to remake him again as level 1 on Justice, the FIRST server where he turned 50 before I deleted him.

And I will solo him. Without the Vet powers.

With Force Bolt up my sleeve, I think this will be even EASIER than when I tried to solo blasters. Slower, yes, but easier. So thanks Biospark for giving me another excuse to bring PK back again.


 

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Originally Posted by Westley View Post

So thanks Biospark for giving me another excuse to bring PK back again.
Is PK a fender? What powers?


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

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Originally Posted by mintmiki View Post
Is PK a fender? What powers?
Forcefield/Forcefield Fender.


 

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Originally Posted by Westley View Post
Awesome idea Biospark, you've inspired me.

I WAS going to work on a Warshade for my next project after getting my Fire/Regen scrapper to 50, but playing the Warshade something felt lacking, I don't know what.

Empathy is usually considered the worst to solo and the "best" to team with, as almost all their powers are team based.

Sonic and FF are usually counted as the next "worst" as having the next most number of team based powers.

So guess what? The Philotic Knight officially "died" on Protector when I made my "Death of PK" story arc, but your thread and posts have inspired me to remake him again as level 1 on Justice, the FIRST server where he turned 50 before I deleted him.

And I will solo him. Without the Vet powers.

With Force Bolt up my sleeve, I think this will be even EASIER than when I tried to solo blasters. Slower, yes, but easier. So thanks Biospark for giving me another excuse to bring PK back again.
Hey Phil, I wish you all the best on this.

One of my recent defenders was FF/Nrg and its pretty fun to play.
What Secondary are you thinking of going with ? Electric ? Energy ?


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Biospark, I slot Short Circuit with some damage to go along with the drain. The thing is that mobs take two applications of SC to drain them regardless of whether you enhance the drain by 60% or 90% so I frankenslot with Efficiency Adapter, Performance Shifter and a cheap couple of AoE Damage sets. I end up having near max recharge, good ACC and end drain is buffed about 80% and damage is buffed about 45%.

Also, I put Energy Manipulator (chance to stun) proc in everything*, including Sparky, once I got my main slotting taken care of. It helps noticeably.

Oh, Electric epic has a single target hold too, in case you don't like psi. Either way you can stack your holds to take out bosses easily.

I get Shivans for EBs; otherwise they are a pain in the butt because even if you can stand up to them they still take a LONG time to kill.


*except SC, since I'm already slotting it up for multiple purposes.


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Originally Posted by mintmiki View Post
Is PK a fender? What powers?

PK was originally INTENDED 5 years ago to be a Forcefields/Fire Defender... before I found out we don't get fire. So I picked the next closest one "thematically", which is Electric.

So that's what he was, and that's what he'll always be. If we ever DO get fire, I'll have to create a new concept, because that's now become a part of his concept.

By the way, check the FF guide in my sig for anyone that might still be unaware on how I see ForceFields. If you ask me, I think I'll have a MUCH easier time solo-ing than you will Bio.


 

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Originally Posted by Glowworm_Nexus View Post
Biospark, I slot Short Circuit with some damage to go along with the drain. The thing is that mobs take two applications of SC to drain them regardless of whether you enhance the drain by 60% or 90% so I frankenslot with Efficiency Adapter, Performance Shifter and a cheap couple of AoE Damage sets. I end up having near max recharge, good ACC and end drain is buffed about 80% and damage is buffed about 45%.

Also, I put Energy Manipulator (chance to stun) proc in everything*, including Sparky, once I got my main slotting taken care of. It helps noticeably.

Oh, Electric epic has a single target hold too, in case you don't like psi. Either way you can stack your holds to take out bosses easily.

I get Shivans for EBs; otherwise they are a pain in the butt because even if you can stand up to them they still take a LONG time to kill.


*except SC, since I'm already slotting it up for multiple purposes.
Yeah I noticed that Stun proc in Energy Manipulator, but the only drawback is that set only goes up to 20 I think. As far as franken slotting goes I think I will give 4+2 a try in Each Attack and Each AoE. For the damage set, I will try 3 doubles and 1 triple and the 2 Endmod will be a double plus a pure EndMod. (Probably Efficacy adapter). The Energy Manipulator is cheap enough that I could try it out using 1 EndMod and the Stun proc and see what happens. I guess for the Single targets I could instead go 5 piece Decimation and the 1 proc IO.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Westley View Post
PK was originally INTENDED 5 years ago to be a Forcefields/Fire Defender... before I found out we don't get fire. So I picked the next closest one "thematically", which is Electric.

So that's what he was, and that's what he'll always be. If we ever DO get fire, I'll have to create a new concept, because that's now become a part of his concept.

By the way, check the FF guide in my sig for anyone that might still be unaware on how I see ForceFields. If you ask me, I think I'll have a MUCH easier time solo-ing than you will Bio.
Heya PK

Yeah, I have read your guide and I knew that you had been FF/Electric, but wasn't sure if you were gonna try another set this time.
As far as ease of solo goes, If I were a betting man, I would bet on FF over Empathy in solo ability too. So, you are probably right.
There are too many mitigation bonuses you gain from FF over Empathy from just baseline powers. Then add in the fact that you could throw in the medicine pool (Like I did with my FF character) and you get another layer of survival.

I may try another FF character one day, but I am trying to think up a good concept for Either Sonic or Dark Blast. Sonic seems like the best graphical balance (at least till I16 arrives) and it gives FF the thing it lacks, which is some means of raising damage.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
Hello again Perwira,

I am at the point where I am trying to Frankenslot (CB, LB, Ball Lightning and SC).
The problem I am seeing is trying to keep the damage mod over 90%.

For Charged Bolts and Lightning Bolt, I am thinking 4 Thunderstrikes and 2 Efficacy Adapters
For Short Circuit and Ball Lightning, I am having a hard time deciding, but in general I am trying to get (For all 4 attacks) 90%+ Dmg, 30%+ Acc, and as much EndMod, Rech, EndReduc as possible. If I have to lose something I would try to get End Reduction on the AoEs and Recharge on the Single Targets.

Maybe I am just tired, but I cannot see the answer to this one.

P.S. The offer for help is open for anyone to respond, and I will be 6-slotting all four of these powers.
First, I'm assuming at a level 50 build and percentages. You might make different choices prior to level 50 because the percentages increase over the levels until level 50.

For the CB and LB, have a look at the Devastation set. A set of 4 of those will provide a global (non-ED'd limited) 3% bonus to all attacks - or two 2 sets for a hefty 3% + 3%. If you go this route instead of using Thunderstrike, you'd want to slot 4 of these 5:
# Devastation: Accuracy/Damage,
# Devastation: Damage/Endurance*,
# Devastation: Damage/Recharge*,
# Devastation: Accuracy/Damage/Recharge*,
# Devastation: Accuracy/Damage/Endurance/Recharge*.

I'd probably go with the triplet/quadruplet to maximize total percentages and (given that you only want 30% or more accuracy) the two doublets marked with *.
Total damage% = (26.5 + 26.5 + 21.2 + 18.6 - ED) + 3% + 3% = (92.8% - ED) + 3% + 3%
Total accuracy% = (21.2 + 18.6) = 39.8%
Total recharge% = (26.5 + 21.2 + 18.6 - ED) = 60.3% - ED
Total endurance% = (26.5 + 18.6) = 45.1%.
(The -ED part of these numbers is the enhancement diversification penalty which is tolerable until the pre-ED bonuses >90%)

Then tack on two Efficacy Adapters for the endurance side of it, one for full End Mod plus one more according to your priority between recharge or endurance reduction:
# Endurance Modification*
# Endurance Modification/Recharge*
# Endurance Modification/Endurance Reduction
Total endurance mod% = (42.4 + 26.5) = 68.9% - ED

Add 26.5% to either the recharge or the endurance reduction, depending on the choice between the last two - I'd probably take the recharge to boost it to (60.3 + 26.5) = 86.8% - ED unless endurance is a problem for you.

As a whole, this maximizes damage (92.8% - ED + 6%), has very fast recharge (86.8% - ED), has a strong endurance mod attack (68.9% - ED), and has good endurance reduction (45.1%) and accuracy (39.8%).

Another poster responded with a good reply about how you'd slot LB and SC and I'd go through the same process. One thing I did notice about SC, though, is that it's damage output is low, so I tended to focus more on the End Mod (and Recharge and Accuracy, in that order) than the Dam vs. the enemy with SC.


 

Posted

Quote:
Originally Posted by perwira View Post
First, I'm assuming at a level 50 build and percentages. You might make different choices prior to level 50 because the percentages increase over the levels until level 50.

For the CB and LB, have a look at the Devastation set. A set of 4 of those will provide a global (non-ED'd limited) 3% bonus to all attacks - or two 2 sets for a hefty 3% + 3%. If you go this route instead of using Thunderstrike, you'd want to slot 4 of these 5:
# Devastation: Accuracy/Damage,
# Devastation: Damage/Endurance*,
# Devastation: Damage/Recharge*,
# Devastation: Accuracy/Damage/Recharge*,
# Devastation: Accuracy/Damage/Endurance/Recharge*.

I'd probably go with the triplet/quadruplet to maximize total percentages and (given that you only want 30% or more accuracy) the two doublets marked with *.
Total damage% = (26.5 + 26.5 + 21.2 + 18.6 - ED) + 3% + 3% = (92.8% - ED) + 3% + 3%
Total accuracy% = (21.2 + 18.6) = 39.8%
Total recharge% = (26.5 + 21.2 + 18.6 - ED) = 60.3% - ED
Total endurance% = (26.5 + 18.6) = 45.1%.
(The -ED part of these numbers is the enhancement diversification penalty which is tolerable until the pre-ED bonuses >90%)

Then tack on two Efficacy Adapters for the endurance side of it, one for full End Mod plus one more according to your priority between recharge or endurance reduction:
# Endurance Modification*
# Endurance Modification/Recharge*
# Endurance Modification/Endurance Reduction
Total endurance mod% = (42.4 + 26.5) = 68.9% - ED

Add 26.5% to either the recharge or the endurance reduction, depending on the choice between the last two - I'd probably take the recharge to boost it to (60.3 + 26.5) = 86.8% - ED unless endurance is a problem for you.

As a whole, this maximizes damage (92.8% - ED + 6%), has very fast recharge (86.8% - ED), has a strong endurance mod attack (68.9% - ED), and has good endurance reduction (45.1%) and accuracy (39.8%).
Thanks Perwira

I have been playing around with MIDS on these ideas, and I am quite impressed with what you can do using a 4+2 Frankeslotting setup. There are so many possible setups, that I will be tweaking this solo build for quite some time to come.

One thing I am trying to do is find a compfortable spot between Defense and Recharge.
One build I have pushes my Ranged defense to just under 30%, and Psionic/AoE both in the low to mid 20%. But my global recharge and Acc would only be around 1 SO level.

A second build I have would push global Recharge much higher 50%+ but Ranged defense drops to mid 20s and all other positions range from 14-19%.

Since I really think global recharge would help so much (RA, SC, etc...), I am having a hard time deciding how much defense would be "Good-Enough".

Note: None of the builds I am playing with on MIDs have purple sets (Its gonna be awhile for them).


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
... Once thing I am trying to do is find a compfortable spot between Defense and Recharge.

Since I really think global recharge would help so much (RA, SC, etc...), I am having a hard time deciding how much defense would be "Good-Enough".

Note: None of the builds I am playing with on MIDs have purple sets (Its gonna be awhile for them).
I'm still in the midst of doing a freespec build (before i16 comes out) and I'm facing the same dilemma you are. I've learned a lot by following this thread and have incorporated some of the ideas shared by the others here - and that just opened a lot more options on different ways I could go about it.

I've reached the conclusions that I'm almost certainly going to go with two builds - the current one team-oriented one and a future second build designed for soloing. The team build is recharge/buff driven (almost permahaste), with my main defense being stealth combined with superspeed with stealth +proc IO in it. The best defense in some cases is simply not be be seen at any distance (except by the the highest perception enemies) and then choose attacks very selectively in order to draw the least aggro and/or assist in pinning down a single AV target along with the rest of the team. That's not a choice in a solo build, however, and I need to rethink the defense side of it for the second build as you are now with your build.

Likewise on not assuming acquiring very rare IO's - at least not at this stage, even at level 50 and almost 1b inf to work with. I'd rather use that inf to do a very solid 2nd build to solo similarly to what you're doing and probably still have enough left over for an obscure purple set or two - more bang for the buck, so to speak.

What level are you now, anyway? If you're approaching 50, or even 40 (leaving only the epcis), I'd be curious to see what your current play build looks like. I am impressed that you've gone this far with so few faceplants, which speaks as much about your play as it does your build.