Capping ranged defense fire/ta
I don't have a build for you, but I wanted to mention that a non-resistable to-hit debuff (e.g. Flash Arrow) is equivalent to a defense buff of the same percentage.
ok i kinda surprised myself on this one. with flash arrow you will be sitting on about 55 percent ranged defense.....*sigh* i hope your happy. i am so gonna have to roll this toon now. A fire/ta toon sitting at about 55 ranged defense....thats just nuts.....
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Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (25) Lockdown - Accuracy/Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (5) Trap of the Hunter - Endurance/Immobilize
- (7) Trap of the Hunter - Accuracy/Endurance
- (7) Trap of the Hunter - Immobilize/Accuracy
- (19) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (40) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Trap of the Hunter - Accuracy/Recharge
- (42) Trap of the Hunter - Endurance/Immobilize
- (43) Trap of the Hunter - Accuracy/Endurance
- (43) Trap of the Hunter - Immobilize/Accuracy
- (43) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (46) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Cloud Senses - ToHit Debuff
- (13) Cloud Senses - Accuracy/ToHitDebuff
- (15) Cloud Senses - Accuracy/Recharge
- (29) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (29) Cloud Senses - Accuracy/Endurance/Recharge
- (37) Cloud Senses - Chance for Negative Energy Damage
- (A) Tempered Readiness - Accuracy/Slow
- (19) Tempered Readiness - Accuracy/Damage/Slow
- (31) Tempered Readiness - Damage/Slow
- (31) Tempered Readiness - Accuracy/Endurance
- (40) Tempered Readiness - Range/Slow
- (40) Tempered Readiness - Endurance/Recharge/Slow
- (A) Eradication - Damage
- (9) Eradication - Accuracy/Recharge
- (9) Eradication - Damage/Recharge
- (17) Cleaving Blow - Damage/Endurance
- (17) Multi Strike - Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (11) Basilisk's Gaze - Accuracy/Recharge
- (11) Accuracy IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Empty
- (A) Empty
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Stupefy - Accuracy/Recharge
- (23) Stupefy - Endurance/Stun
- (23) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (34) Stupefy - Accuracy/Stun/Recharge
- (37) Stupefy - Chance of Knockback
- (A) Basilisk's Gaze - Accuracy/Hold
- (25) Basilisk's Gaze - Accuracy/Recharge
- (A) Lethargic Repose - Accuracy/Recharge
- (27) Lethargic Repose - Endurance/Sleep
- (27) Lethargic Repose - Accuracy/Endurance
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Accuracy
- (34) Blood Mandate - Damage
- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Range
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Lockdown - Accuracy/Recharge
- (A) Explosive Strike - Damage/Knockback
- (42) Explosive Strike - Accuracy/Knockback
- (42) Explosive Strike - Chance for Smashing Damage
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (50) Reactive Armor - Resistance/Recharge
- (50) Reactive Armor - Endurance/Recharge
- (50) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
You forgot Smoke, which has identical effects to Flash Arrow. Those 2 powers confer ~15% defense for not a lot of end AND its defense for the whole team (including your imps).
If you take the Ice Epic you can slot a steadfast res/def. That alone gives you ~40% defense to Smash/Lethal and 18ish to all positions.
Fire/TA is easy mode for defense. Almost as good as Fire/FF but with many more tricks up your sleve.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
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i have the steadfast in fire shield. reason i didnt take ice is with fire shield i get stacking midigation. If any damage does get through, at least ill have some resistance to back me up. Plus the steadfast unique doesnt fit into defensive, but a resist.....
I set up my earth/TA as my first defense build. I dutifully capped my ranged defense, plowed through spawns of enemies, and was awed by the power.
Then I fought Nemesis. See, Nemesis have AoEs. LOTS of AoEs. I died like it was my freakin' job.
You really want to cap ranged and AoE, or cap ranged and get AoE as high as possible if you can't cap it. Aid Self may help if you can't cap AoE.
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Doesn't Ranged Defense become less relevant if you're running Hot Feet? or if you are staying at a ranged position, why run Hot Feet?
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
AWRocketman may not be using Hot Feet, but there is still value in having Ranged Defense and AOE Defense while also taking Hot Feet. The Ranged/AOE defense lets you establish your lockdown/debuff action as you are moving in. Then, once you are in the risk zone (melee) hopefully everything is locked down and melting. If you also wanted to be safe-ish in melee range, you'd go with the Earth Epic ... if you can stand the awful graphics on the armor. Otherwise, go Ice. If you can't stand Ice Armor (and its bad too) then you'll just have to burn them down fast.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
AWRocketman may not be using Hot Feet, but there is still value in having Ranged Defense and AOE Defense while also taking Hot Feet. The Ranged/AOE defense lets you establish your lockdown/debuff action as you are moving in. Then, once you are in the risk zone (melee) hopefully everything is locked down and melting. If you also wanted to be safe-ish in melee range, you'd go with the Earth Epic ... if you can stand the awful graphics on the armor. Otherwise, go Ice. If you can't stand Ice Armor (and its bad too) then you'll just have to burn them down fast.
Lewis |
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Has anyone tried to softcap range on a fire/ta?
I so would you mind posting a build? I am looking to pve not pvp, mostly on teams.
Thanks guys.