Defender Discussion/Advice


Biospark

 

Posted

Quote:
Originally Posted by Frosticus View Post
I know traps is new to blueside, but surely redside players can't be that much smarter can they?

It's nothing powerpool taunt can't easily solve. Some seem more affected by the flee factor of mortar too.
Slotted Caltrops seems to keep them from moving very far, IME.


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.

 

Posted

Quote:
Originally Posted by Frosticus View Post
I know traps is new to blueside, but surely redside players can't be that much smarter can they?

It's nothing powerpool taunt can't easily solve. Some seem more affected by the flee factor of mortar too.
Take your condescending tone and shove it up your rear.

Fitting in pool taunt and softcapping defense is tricky while maintaing a good recharge speed and overall survivability.
Pool taunt will also decrease your dps which planting traps is already doing.

Rad/ will never have to deal with that thus being a far more superior set for big game hunting.


 

Posted

Quote:
Originally Posted by TRTerror View Post
Take your condescending tone and shove it up your rear.

Fitting in pool taunt and softcapping defense is tricky while maintaing a good recharge speed and overall survivability.
Pool taunt will also decrease your dps which planting traps is already doing.

Rad/ will never have to deal with that thus being a far more superior set for big game hunting.
Well now, I guess you do know it all.

Let's see traps:
Mez protection? yep
53% res debuff and almost perma achiles on top of that? yep
53% -dam perma
500% regen (that's about 30hp sec on a decent defender, which is equivalent to using Rad Aura every 9 seconds!)
20.9% def to all to work from so easily capped def of your choice (24% w/ seekers added in vs AV)
AV's: 94 dps of -regen
Monsters/GM's: 353 dps of -regen

dps loss due to traps summons: (acid, seekers, pgt, triage) = ~30%

Rad:
Mez protection? nope, but mez res is pretty good, except RI and EF still drop
30% res debuff and about 4% from achilies in RI
-30% dam
30%+rech ( perma with very high recharge)
25%+ dam (perma with very high recharge )
Up to 60hp/sec healing (casting RA every 4.4 sec: 2.18 sec rech/2.244 cast)
7.125% effective tohit debuff vs AV's, so a lot harder to softcap
AV's: 70.7 dps of -regen
Monster/GM's: 264.4 dps of -regen

dps loss due to rad powers: (am, LR, RA equal to 300% regen, which brings it up to par with triage on the traps w/ health and IO's. So every 15.6 sec) =~23%

I'll concede that rad is still the faster AV killer (probably), I've even said that in another thread, but "big game" no I don't think so. Rad has to make up 89 dps just from the difference in -regen, which AM just can't do.

If you did 50 dps before buffs and debuffs
Traps: ~164 dps
less dps loss due to summons and 95% cap on tohit
109 dps

Rad: ~147 dps
less dps loss due to casting and 95% cap on tohit
108 dps

At which point the difference comes out as the extra 23.6 dps of -regen vs AV's and the extra 89 vs GM's.

*I"m being as impartial as I can be and referencing these builds for my purposes (though the 50 dps is just an example), but feel free to run w/e numbers you feel are pertinent
rad/son
Click this DataLink to open the build!
traps/son
Click this DataLink to open the build!

All that said traps and rad are both very capable of the task. But seeing as how you nitpicked my comment about traps possibly being the best big game hunger blueside now, but not the fact that defs are the second best at it otherwise what troller do you feel is better than a traps/son?


 

Posted

Quote:
Originally Posted by Frosticus View Post
Well now, I guess you do know it all.

Let's see traps:
Mez protection? yep
53% res debuff and almost perma achiles on top of that? yep
53% -dam perma
500% regen (that's about 30hp sec on a decent defender, which is equivalent to using Rad Aura every 9 seconds!)
20.9% def to all to work from so easily capped def of your choice (24% w/ seekers added in vs AV)
AV's: 94 dps of -regen
Monsters/GM's: 353 dps of -regen

dps loss due to traps summons: (acid, seekers, pgt, triage) = ~30%

Rad:
Mez protection? nope, but mez res is pretty good, except RI and EF still drop
30% res debuff and about 4% from achilies in RI
-30% dam
30%+rech ( perma with very high recharge)
25%+ dam (perma with very high recharge )
Up to 60hp/sec healing (casting RA every 4.4 sec: 2.18 sec rech/2.244 cast)
7.125% effective tohit debuff vs AV's, so a lot harder to softcap
AV's: 70.7 dps of -regen
Monster/GM's: 264.4 dps of -regen

dps loss due to rad powers: (am, LR, RA equal to 300% regen, which brings it up to par with triage on the traps w/ health and IO's. So every 15.6 sec) =~23%

I'll concede that rad is still the faster AV killer (probably), I've even said that in another thread, but "big game" no I don't think so. Rad has to make up 89 dps just from the difference in -regen, which AM just can't do.

If you did 50 dps before buffs and debuffs
Traps: ~164 dps
less dps loss due to summons and 95% cap on tohit
109 dps

Rad: ~147 dps
less dps loss due to casting and 95% cap on tohit
108 dps

At which point the difference comes out as the extra 23.6 dps of -regen vs AV's and the extra 89 vs GM's.

*I"m being as impartial as I can be and referencing these builds for my purposes (though the 50 dps is just an example), but feel free to run w/e numbers you feel are pertinent
rad/son
Click this DataLink to open the build!
traps/son
Click this DataLink to open the build!

All that said traps and rad are both very capable of the task. But seeing as how you nitpicked my comment about traps possibly being the best big game hunger blueside now, but not the fact that defs are the second best at it otherwise what troller do you feel is better than a traps/son?
Cool except your pure theory base calculations doesnt mean much ingame unless you can predict ai behavior.
A self heal which can avoid rooting will be far more valuable than regen in my opinion seeing as most gm´s have a ranged attack with heavy DoT.

You didnt include pool taunt even though you were so quick to jump on me for neglecting that.

I didnt like neither of your builds as they are far too end heavy for my liking.


 

Posted

Quote:
Originally Posted by Garent View Post
People already have.
Hmm those discussions must be buried; I've never seen pics of a defender soloing an AV, or more specifically and even or higher con AV.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
Hmm those discussions must be buried; I've never seen pics of a defender soloing an AV, or more specifically and even or higher con AV.
Here is a storm/sonic taking on marauder

Here is Silverados rad/sonic screens


 

Posted

Quote:
Originally Posted by TRTerror View Post
Here is a storm/sonic taking on marauder

Here is Silverados rad/sonic screens
Thanks for the linkage. I've never read any of these posts before.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Quote:
Originally Posted by TRTerror View Post
Here is Silverados rad/sonic screens
I've heard of that guy. He is the one with a /Traps MM and a /Traps Corruptor with which he kills AVs and GMs.

I wonder if he has trouble with running GMs and how he ranks Rad and Traps.


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.

 

Posted

Hmmmm very interesting.

If you look at Silveroach's screen shots you can see he uses different builds. In the Lusca GM solo he seems to be running the Flying power pool and the Dominate Epic set. Alternately, vs everything else he looks to be using the Jumping power pool with the Electric Epic.

Also it looks like he selected Tough but no weave? Scream and Shriek seem to be his only ranged attacks from the sonic set.

Anyone have access to a mids build on him?


 

Posted

Quote:
Originally Posted by TRTerror View Post
Cool except your pure theory base calculations doesnt mean much ingame unless you can predict ai behavior.
A self heal which can avoid rooting will be far more valuable than regen in my opinion seeing as most gm´s have a ranged attack with heavy DoT.

You didnt include pool taunt even though you were so quick to jump on me for neglecting that.

I didnt like neither of your builds as they are far too end heavy for my liking.
You seem to have all the info, how often do you need to taunt? do you need to keep it perma on them or is it much less often than that?

I know the answer, but regardless of what I use you'll crap on it. How often would I have to use it to close the 89 dps gap vs GM's?

The builds I referenced were only for the purpose of seeing how often the recasts/summons come up. In fact the traps/son build was just an example of being able to softcap every single damage type in the game. And it does. If it were an AV/gm killing build it would have procc'd out caltrops, procc'd acid mortar, no trip mine, medicine and presence. But again it was just referenced for seeing how often you recast stuff to figure out the dps loss.

That rad/son can run for about 500 seconds (or 8+ min) full out. Considering how much more dps it does than most rad/sons it is sufficient for AV's and many GM's.

Finally, lol AI. Your not serious about that are you? Or if you are you'll need to explain more because every enemy in the game seems to behave identical in every encounter from what I've seen. Don't hand wave away information because you have no counter. Producing paper scenarios for AV's (and many GM's) plays out almost identical to how you envision it because AV's are so predictable and have all the depth of a pylon when it comes to AI. When I was constructing my fire/storm troller for AV's my excel sheets were coming within 2-4 seconds of my ingame times. And with the endurance that toon consumes they had to be that accurate. That is entirely because the AI is so predictable and all of the numbers are known.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
I've heard of that guy. He is the one with a /Traps MM and a /Traps Corruptor with which he kills AVs and GMs.

I wonder if he has trouble with running GMs and how he ranks Rad and Traps.
Load up his ghost of scrapyard images and note that the entire fight occurs within a ~20ft area the entire time. From the bit of testing I've done on that GM it runs like the dickens if you don't prevent it. Dunno why, but he ran a couple hundred yards when I hit him with Lingering rad the other day heh.

I'd also be interested in Silverado's opinion on what set is more capable in more AV/GM situations. I wouldn't be surprised if the mez protection of traps alone was enough to be the deciding factor.


 

Posted

Quote:
Originally Posted by Frosticus View Post
The OP is looking to specifically kill AV's and GM's. The advice you are offering seems more suited to general pve where a lower degree of efficiency is passable.
The advice I'm offering is based off of my friend's rad/sonic, who can solo AVs. He uses the power epic pool.


 

Posted

Quote:
Originally Posted by Garent View Post
The advice I'm offering is based off of my friend's rad/sonic, who can solo AVs. He uses the power epic pool.
Gotcha, I guess that is the crux of the matter, you really only need 24+ dps to kill an AV with a rad and getting the necessary survival for most of them isn't very challenging either.

So accomplishing the task isn't that difficult, but that isn't to say that there aren't varying degrees of how well you perform within the task.

Some people are happy to be able to complete a 5k run, some people are happy to place in the top 10, and other people still are only happy if they win it.


 

Posted

So here is an incomplete build - just powers so far with no sets. What do you think of the power selection in the context of single target only? (i.e. AVs and GMs)

Click this DataLink to open the build!

Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiation Infection -- Empty(A)
Level 1: Shriek -- Empty(A)
Level 2: Radiant Aura -- Empty(A)
Level 4: Scream -- Empty(A)
Level 6: Enervating Field -- Empty(A)
Level 8: Accelerate Metabolism -- Empty(A)
Level 10: Hurdle -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Lingering Radiation -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Amplify -- Empty(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Empty(A)
Level 28: Weave -- Empty(A)
Level 30: Hasten -- Empty(A)
Level 32: EM Pulse -- Empty(A)
Level 35: Screech -- Empty(A)
Level 38: Acrobatics -- Empty(A)
Level 41: Electric Fence -- Empty(A)
Level 44: Shout -- Empty(A)
Level 47: Charged Armor -- Empty(A)
Level 49: Power Sink -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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Posted

Edit: I posted the wrong build. The previous one was my "what if" build. This is the correct build as it stands now with changes to Efence, dropping shout and adding SS.

Click this DataLink to open the build!

Meta Ender: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiation Infection

  • (A) Achilles' Heel - Chance for Res Debuff
  • (3) HamiO:Enzyme Exposure
  • (5) Dark Watcher's Despair - To Hit Debuff
  • (9) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (13) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 1: Shriek
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 2: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (5) Numina's Convalescence - Heal/Recharge
  • (11) Numina's Convalescence - Heal/Endurance/Recharge
  • (27) Numina's Convalescence - Endurance/Recharge
  • (48) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - +Regeneration/+Recovery
Level 4: Scream
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
  • (15) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Damage/Endurance/Recharge
Level 6: Enervating Field
  • (A) Endurance Reduction IO
Level 8: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (19) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (21) Efficacy Adaptor - Accuracy/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Endurance
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
  • (A) Miracle - +Recovery
  • (45) Miracle - Heal
Level 18: Lingering Radiation
  • (A) Tempered Readiness - Accuracy/Slow
  • (27) Tempered Readiness - Damage/Slow
  • (29) Tempered Readiness - Accuracy/Endurance
  • (29) Tempered Readiness - Range/Slow
  • (31) Tempered Readiness - Endurance/Recharge/Slow
  • (31) Tempered Readiness - Accuracy/Damage/Slow
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (31) Performance Shifter - EndMod/Accuracy
  • (33) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - Chance for +End
Level 22: Amplify
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 24: Boxing
  • (A) Empty
Level 26: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (36) Aegis - Resistance/Endurance
Level 28: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 32: EM Pulse
  • (A) Lockdown - Accuracy/Hold
  • (37) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold
Level 35: Screech
  • (A) Stupefy - Accuracy/Recharge
  • (40) Stupefy - Endurance/Stun
  • (40) Stupefy - Accuracy/Endurance
  • (40) Stupefy - Stun/Range
  • (42) Stupefy - Chance of Knockback
  • (42) Stupefy - Accuracy/Stun/Recharge
Level 38: Acrobatics
  • (A) Endurance Reduction IO
Level 41: Electric Fence
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge
  • (46) Trap of the Hunter - Chance of Damage(Lethal)
Level 44: Charged Armor
  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Resistance/Recharge
  • (45) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Resistance
  • (46) Aegis - Psionic/Status Resistance
Level 47: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (48) Efficacy Adaptor - EndMod/Endurance
Level 49: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 10.2% Defense(Fire)
  • 10.2% Defense(Cold)
  • 23.6% Defense(Energy)
  • 23.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 33% Defense(Ranged)
  • 12.7% Defense(AoE)
  • 0.9% Max End
  • 3% Enhancement(Stun)
  • 1.5% Enhancement(RunSpeed)
  • 1.5% Enhancement(FlySpeed)
  • 21% Enhancement(Accuracy)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(JumpSpeed)
  • 6% Enhancement(Heal)
  • 2.5% Enhancement(Held)
  • 35% Enhancement(RechargeTime)
  • 22% FlySpeed
  • 125.9 HP (12.4%) HitPoints
  • 22% JumpHeight
  • 22% JumpSpeed
  • MezResist(Held) 5.5%
  • 21.5% (0.36 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 3% Resistance(Psionic)
  • 27% RunSpeed
  • 2.5% XPDebtProtection
------------
Set Bonuses:
Dark Watcher's Despair
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Thunderstrike
(Shriek)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Numina's Convalescence
(Radiant Aura)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Thunderstrike
(Scream)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Tempered Readiness
(Lingering Radiation)
  • 1.5% (0.03 End/sec) Recovery
  • 1.5% Enhancement(Slow)
  • 0.9% Max End
  • 3.75% Enhancement(RechargeTime)
  • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Gaussian's Synchronized Fire-Control
(Amplify)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Steadfast Protection
(Tough)
  • 3% Defense(All)
Luck of the Gambler
(Weave)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Lockdown
(EM Pulse)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Stupefy
(Screech)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Thunderstrike
(Electric Fence)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
Aegis
(Charged Armor)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3% Resistance(Psionic)
Efficacy Adaptor
(Power Sink)
  • 11.4 HP (1.13%) HitPoints
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)


 

Posted

I'd ask, what you have EMpulse, acrobatics, and shout for? Or if you are going with shout then what you have Efence for?

You could lose acro and shout for Superspeed (2 slots blessing of zephr), howl (for teams).

I'm guessing you have EMpulse for the basilisk?

Just so we can clear everything up here. A chain of:
shriek>scream>shriek>shout>repeat w/ apoc proc in shriek and 95% dam buffing
80.5 dps on chain 1
105 dps on chain 2
112.7 dps on chain 3

The chain takes 6.99 seconds to execute
requires +144% rech in shout

Shriek>scream>shriek>efence>repeat w/ apoc proc in shriek and trap proc in efence plus 95% dam buffing
86 dps on chain 1
112 dps on chain 2
112 dps on chain 3

The chain takes 5.406 seconds to execute
requires +62% rech in shriek
has more range and inflicts immobilize on target
Is less prone to dps drops in the event of a miss

Unenhanced the pure sonic chain uses 3.93 eps
Unenhanced the chain w/ efence uses 4.69 eps

Worth noting is that the efence chain requires much less recharge in its most costly attack so can be reduced much more effectively for about the same end cost in the end.

Personally, I prefer the chain that heats up faster, is less affected by missing, and makes the enemy fight on my terms, but ymmv.

Additionally a chain that can do shriek>scream>shriek>dominate w/ apoc in shriek and unbreakable in dominate
=119 dps

You can increase all these chains with more +dam, or more -res from the primary, but bare in mind that these are seamless chains so when you take time to cast something else you not only spend time doing 0 damage, but you also risk breaking the flow of your -res stacking. That said decent sonic chains on something like a rad/son usually end up close to 160 dps (before accounting for lost dps due to non attack power castings).

*I have/ accounted for the 95% hit rate.


 

Posted

Quote:
Originally Posted by DarkInvado View Post
And here is a full build:
I'm clocking you in at 89 dps cold up to 121 dps once you have layed all your -res (3rd chain).
edit: with EF+achilies in RI 110.5 to 143.3 (3rd chain)

Once you subtract time spent casting things like AM, LR, hasten, and the occasional heal (say every 20 seconds) your peak will be closer to 114.6 dps.

That will give you about a 5 min defeat on most AV's if everything goes smoothly.

You are looking at a long time to kill a GM, as they have 88.36 hp/sec regen even after LR.

edit: forgot to factor in EF+achiles, so I corrected a few numbers.


 

Posted

Totally appreciative of the help here - so thanks to everyone who has been putting up their thoughts. I have seen similar posts in other forums not get a tenth the response.

Frosticus,

Rock on - thanks for the input. So in response EMPulse is in there really as a throw away power which has no purpose in the single target AV/GM build but I really like the damn thing a find myself using it often in team settings. So much like your suggestion of Howl I am taking it for teaming and because the sets for it are usually cheaper and yielded a +3% ranged def among other things.

Acrobatics I took because it has seemed to me that the mez protection afforded to me from AM has not been all that great while leveling and when I looked at Silverado's Silveroach screen shots I noticed he had it in his build. Seeing as he has actually solo'ed many GMs with that build who was I to argue.

Shout I took because I had room in the build and slotting it fully got me up above 43% ranged def.

So looking at your comments I am thinking I should move a slot from power sink to EFence and slot in a damage proc?

Hmmm and thinking here if I dropped Shout and slotted SS up to two slots I have four more slots to play with. Assuming I am going to keep EMPulse vs Howl what changes would you make?

As far as my attack chain I was going to use Efence with Shreik and Scream and maybe even Screech from time to time for the -res based on a post in the other thread which you then took apart a bit after I made the above build.

I am not so much worried about long time to kill GMs so much as I am wanting to actually be able to kill them.

How do you go about calculating damage output? Is there a program I can use or are you using available data and just numbers crunching it?


 

Posted

I think you should slot Efence for damage and get a proc or two in it and use it in your damage chain of shriek>scream>shriek>efence.

But that might just be me

regarding acro: AM should be capping your mez resistance, but I'd have to actually check to be sure. Really easy to confirm with combat attributes though. Acro is still of value as it will prevent toggle drop from one hold. When RI and EF drop that is bad news, but also bad is that when mezzed all non-IO defense is suppressed making you more or less a sitting duck. Sorry, I'd forgotten about the minor hold protection as I've mostly been playing toons with mez protection lately.

For calculating damage this is a great program:
http://www.snakebytes.net-a.googlepages.com/test2.html
but for sonic I just do it manually to ensure I line up all the -res durations accurately. I used to have pretty much every sonic chain/combination possible in excel, but I purged it all for one reason or another. I have a bunch of it back though so it is usually just a minor adjustment of subbing in your specific damage bonuses and procs into what I already have.


 

Posted

Quote:
Originally Posted by Frosticus View Post
regarding acro: AM should be capping your mez resistance, but I'd have to actually check to be sure.
The mez resistance cap was -massively- increased with the issue 13 pvp changes. It's now impossible to reach the cap under normal circumstances.


 

Posted

So, if I want to solo AVs on a trusty defender, I take it that although many primaries could roll against AVs (rad, traps, storm, likely cold, maybe dark), the only secondary of any value is sonic and the most practical epic is electric? Do kin, TA or sonic/ stand a chance? Is there any other secondary that could do the trick? Considering that >20minutes per AV is just too long to keep my attention...


 

Posted

I would think that the sonic secondary is prime for handling AVs because of the -res. Has anyone tried an AV with the rad secondary using -res procs?


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

I reposted my build above because:

A) I noticed I had posted my "What if" build,
B) I post long build exports so it made no sense to take up that much room twice
C) I dropped Shout, took SS and moved slots around.

I think I almost had an aneurysm taking a second travel power... It did push me up to 44+% ranged def and 23+% AOE def (which when combined with RI might actually be in the somewhat useful range). I did lose some recharge but not a lot.

I held onto Acrobatics because according to Mids AM only gives status protection to Immob, while giving large resistance to Hold, Stun, Sleep and Immob. Acro adds two points of status protection to Hold, 9 points to Knockback and layers on additional resistance to hold.

Any caveats? Changes? What am I missing?


 

Posted

Enigma,

I have a rad/rad I could try slotting up on test with -res procs...

One project at a time though but I will put this in the works for next.