Defender IO slotting question
Defenders don't have the best defense, but they can have some good debuffs or some form of mitigation. They can give defense to teammates, but most of the time they are left naked so to speak. Correct me if I am wrong.
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I know recharge is an important thing to consider. Depending on the AT accuracy is key as well. Endurance is a must.
So I know I am forgetting some facts, but what might you guys and gals generally go for when planning out set bonuses? Keep in mind I am new to defending as I normally scrap and tank. |
What is it you want to do? How do you like to play?
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.
Hey all. I was wondering, generally defenders are going to solo much unless they have a beastly defender AT and build. So, what should defenders be trying to slot for when looking for set bonuses? I know this may be based on what AT combo you are going with, but I figured I'd ask anyways.
Defenders don't have much damage, but they can increase a teams damage potential Defenders don't have many Hit points, but they can do their best to make sure a teams points don't reach red. Defenders don't have the best defense, but they can have some good debuffs or some form of mitigation. They can give defense to teammates, but most of the time they are left naked so to speak. Correct me if I am wrong. I know recharge is an important thing to consider. Depending on the AT accuracy is key as well. Endurance is a must. So I know I am forgetting some facts, but what might you guys and gals generally go for when planning out set bonuses? Keep in mind I am new to defending as I normally scrap and tank. |
Empathy - Recharge, recharge and a side of recharge. You wnat fort, AB, and the auras up as often as possible. Doctored Wounds are good for +5% recharge in any heal power.
Force Field - +Melee/ranged and AoE Defence rocks. See the guide in my sig.
Sonic - Defence can be good too, I went this route. Aegis is great for building up
Kinetics - doesnt benefit much from IO slotting in the primary, and your powers make +Recharge(maybe), +Rec and +Regen redundant. +Acc is very good. An anti-KB IO is highly recommended - theres a cheap one goes in Increase Density, and the sort of conceptual correctness of that is never lost on me
Storm - I went for +Recharge to get more powers up more quickly
Trick Arrow - Recharge is defdinitely good. I also tried to stack defence since Flash Arrow provides a good starting point to stack with this, but that was for a TA/A duo who get double Flash Arrow.
Storm - recharge for Freezing Rain, Ice Storm (I had Storm/Ice) and Lightning Storm being up ASAP. +Rec and +End didnt hurt either, I like Decimation slotting in my blasts here.
For your secondary, I really can't get over Thunderstrike. +Rec, +Acc, and a double dose of +Ranged defence. And its cheap and plentiful. The only times I havent slotted three of these ASAP is for my Stormy where I laoded up on Decimation for +Recharge, and on my Force Fiedler where I need Devastation for the +Psi defence.
Targetted AoE's get Positron's Blast.
Personal AoEs (Short Circuit and Irradiate) have a few options now.
If you're racking up defence, try Blessing of the Zephyr. That final anti-KB piece is very rare and expensive though.
Final shout-out is to Basilisk's Hold for any holds you have, +7.5% recharge for 4 pieces!!! Expect to pay handsomely for this one as well though.
Well Strato, I am rolling a Dark/elec. As much as I'd like to solo, I am under the impression and understanding that this wont happen. I'll leave that to my scrapper toons. I would however like to do a better job of attacking and whittling down baddies. I'd like to all not get mezzed as much. LOL! I was facing some bad maltas and I was stunned for what seemed like an eternity while I was in hover.
I just want to be the best Dark/elec I can be in general. LOL!
Well Strato, I am rolling a Dark/elec. As much as I'd like to solo, I am under the impression and understanding that this wont happen. I'll leave that to my scrapper toons. I would however like to do a better job of attacking and whittling down baddies. I'd like to all not get mezzed as much. LOL! I was facing some bad maltas and I was stunned for what seemed like an eternity while I was in hover.
I just want to be the best Dark/elec I can be in general. LOL! |
I'm not sure how many squishies you normally play, but dealing with mez is part of the game. Scrappers are just spoiled.
Hey all. I was wondering, generally defenders are going to solo much unless they have a beastly defender AT and build. So, what should defenders be trying to slot for when looking for set bonuses? I know this may be based on what AT combo you are going with, but I figured I'd ask anyways.
Defenders don't have much damage, but they can increase a teams damage potential Defenders don't have many Hit points, but they can do their best to make sure a teams points don't reach red. Defenders don't have the best defense, but they can have some good debuffs or some form of mitigation. They can give defense to teammates, but most of the time they are left naked so to speak. Correct me if I am wrong. I know recharge is an important thing to consider. Depending on the AT accuracy is key as well. Endurance is a must. So I know I am forgetting some facts, but what might you guys and gals generally go for when planning out set bonuses? Keep in mind I am new to defending as I normally scrap and tank. |
For me, Its all about survival.
I define survival as 4 Key concepts in these kinds of games. And in order to have the most solid character, you should have something from all four areas, even if you are really strong in 1 or 2 of the areas.
These are:
Avoidance--> If you dont get Hit, you dont get hurt (Defense, -toHit, Hold, Sleep etc...)
Mitigation--> How much does it hurt you (Resistance, Slow, KB, dmg debuff, etc...)
Recovery--> How fast can you heal up (Healing, Regeneration)
Speed--> How fast can you eliminate sources of damage (DPS, +dmg, -res)
When you look at your powerset combination, think about where you are strong in these 4 categories and where you are weak. Emphasize your strengths and choose powers and focuses to overcome your weaknesses. Its my opinion that you should address all 4 areas of survival. Ignoring even one will be very obvious when you play in a tough situation.
I try and identify 1 or 2 primary IO focuses on a build and several other "Nice to Haves", but always try to avoid 2 things; over-slotting a power (which takes away those slots from a power that could better use them) or slotting incorrectly (adding a set to get certain bonuses but at the detriment of what the power really needs).
I apologize if you already know all this, since I can see you have several Lvl 50s.
For me, its hard to say how you should go with your character based on the info available.
Need to know what powers you have selected, and what your playstyle is.
There are so many options that I doubt you will find one clearcut choice for your build.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I worked on this build for 20-30 minutes to give you an idea how I might approach the combination or Dark/Elec. Keep in mind that some of the Dark powers (Dark Servant, for instance) I am not certain on the best slotting for them and I sincerely reccommend researching them. The electric powers I am pretty confident on.
The largest problem I see with this combo is Endurance use. Its an endurance HOG, so you HAVE to have alot of recovery to be able to run all the toggles available.
You could consider Electric Mastery as well to get powersink, which has a much faster recharge than Dark Consumption. Charged Armor would probably be a better fit as well over Dark Embrace.
and adding Electric fence would also be good. However you would lose the nice damage boost goodness of Soul Drain.
Hopefully you can get some ideas from this build though.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
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Level 1: Twilight Grasp Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(11), Nictus-Acc/EndRdx/Heal/HP/Regen:50(34), Nictus-Acc/EndRdx/Rchg:50(40)
Level 1: Charged Bolts Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 2: Lightning Bolt Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 4: Darkest Night DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/EndRdx:50(5), DarkWD-Slow%:50(15), DarkWD-ToHitdeb/Rchg/EndRdx:50(37)
Level 6: Tar Patch RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Swift Run-I:50(A)
Level 10: Shadow Fall LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:40(11), ImpArm-ResDam:40(15), ImpArm-ResDam/EndRdx:40(43)
Level 12: Fearsome Stare Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(13), Abys-Acc/EndRdx:50(13), Abys-Acc/Fear/Rchg:50(43)
Level 14: Combat Jumping LkGmblr-Rchg+:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(46)
Level 16: Super Jump Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(31)
Level 18: Health Heal-I:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(19)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Short Circuit Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(23), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg/Rchg:30(36), Erad-Dmg:30(46)
Level 24: Petrifying Gaze BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Rchg/Hold:30(25), BasGaze-EndRdx/Rchg/Hold:30(40)
Level 26: Hasten RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Tesla Cage BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(40)
Level 30: Maneuvers LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(43)
Level 32: Dark Servant Lock-Acc/Hold:50(A), Lock-EndRdx/Rchg/Hold:50(33), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(33), Lock-%Hold:50(36)
Level 35: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(50), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
Level 38: Ball Lightning Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Acc/Dmg/EndRdx:50(39), Posi-Dam%:50(42)
Level 41: Dark Consumption P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(42), P'Shift-Acc/Rchg:50(42)
Level 44: Dark Embrace ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Soul Drain Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
Level 49: Howling Twilight Stpfy-Acc/Stun/Rchg:50(A)
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Level 1: Brawl Acc-I:50(A)
Level 1: Sprint Jump-I:50(A)
Level 2: Rest RechRdx-I:50(A)
Level 1: Vigilance
| Copy & Paste this data into Mids' Hero Designer to view the build |
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BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
On my Emp/Sonic I have 2 builds I'm currently slotting out, with a different main emphasis on each one. I use a solo build (with powers from the primary that only affect me, no team buffs), and a more balanced teaming build.
The teaming build emphasizes +Recharge over all else, to get those key buffs back up faster, as well as cycling the mezzes in my secondary faster. I choose sets for this build based on +Recharge benefits, while any other bonuses that come with it are just gravy.
The solo build (which has all the powers from the secondary, as well as the Fighting pool) is being built with a large emphasis on +Defense, primarily Ranged, and any +Recharge I can get.
I'm sure it's been mentioned, but IO slotting and set bonuses are entirely dependent upon AT/power sets and what you want to accomplish with the toon. There's really no best way to do it, IMO, it's mostly preference.
Hey biospark, wouldn't slotting out the twighlight with Touch of Nictus cut down on the speed of the power and maybe even the healing potency?
Hey biospark, wouldn't slotting out the twighlight with Touch of Nictus cut down on the speed of the power and maybe even the healing potency?
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Its an Accurate Healing set and those 5 pieces will yield;
68.9% ACC, 42.4% endreduc, 97.5% Heal and 47.7% Recharge
set bonuses are: 1.88%Maxhp, 9%ACC, 5% heal bonus, and 2.25%max End
But there are alot of ways to slot Twilight, so you might prefer another set or maybe franken-slotting.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Hey all. I was wondering, generally defenders are going to solo much unless they have a beastly defender AT and build. So, what should defenders be trying to slot for when looking for set bonuses? I know this may be based on what AT combo you are going with, but I figured I'd ask anyways.
Defenders don't have much damage, but they can increase a teams damage potential
Defenders don't have many Hit points, but they can do their best to make sure a teams points don't reach red.
Defenders don't have the best defense, but they can have some good debuffs or some form of mitigation. They can give defense to teammates, but most of the time they are left naked so to speak. Correct me if I am wrong.
I know recharge is an important thing to consider. Depending on the AT accuracy is key as well. Endurance is a must.
So I know I am forgetting some facts, but what might you guys and gals generally go for when planning out set bonuses? Keep in mind I am new to defending as I normally scrap and tank.