If a Defender could farm...
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My admittedly Heavily Ioed out Radiation/Dark defender farms the Nightshroud mission, the enemies do not have mezzes unless in melee, and those are the NRG melee small chance to stun stuff, a Rad/Arch could probably do it pretty quickly with the damage boosts from the debuffs and AM.
I tinkered in Mid's to create a Cold/Ice Defender that could probably do very well against large spawns of minions and LTs -- hover/fly, softcapped ranged defense, ~185% global recharge, 7s downtime on Heat Loss, 16s recharges on Sleet and Ice Storm.
If my math-fu is correct, then Sleet -> Frost Breath -> Ice Storm -> Frost Breath would do on-average 868 damage to +0s over a 22 second period (from activation of Sleet through the last tick of Ice Storm's damage. The entire chain could be fired off every 20 seconds, which would allow the defender to wipe large spawns of +0s quickly.
I couldn't squeeze enough recharge into Aim to have it available on this same 20 second cycle, but it would be available every 25 seconds or so. With aim, the damage goes up to 1010 vs. +0s, 888 vs. +1s.
Heat Loss would be up 90 / 100 seconds, and should easily cap +recovery, so she'd have the endurance to fight continuously. PVE invisibility, capped ranged defense, slows, and knockdowns should reduce incomming damage enough to get by on inspirations for healing.
Of course, this build could be freakishly expensive -- but what else is virtual money good for?
Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu - SS/WP B
Corruptors only do slightly more damage while sacrificing a lot of buffing power. Scourge is what makes the difference, and certain sets take advantage of it better than others.
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Not all sets lose much in the way of de/buffs. When I've directly compared, there's usually only 2-3 powers with any differences, and typically 5% or less.
Also, with Scorp Shield, any Corruptor can get to the S/L softcap quite easily. Most Defenders can't hit a softcap without a seriously-skewed build or a lot of inf. This difference in survivability can be profound, but PPPs might be handled differently with GR.
I'd imagine your average player won't even notice the difference in buffs, but will notice the extra damage. That said, I think having a good player behind the character will make more of a difference (as it usually does ).
I'm still betting on a Kinetic/Archery/Psychic as the Defender farmer. You'd slot for recharge, maybe throw a proc or two in Fistful of Arrows. You'd also need to slot for S/L defense and then run the S/L shields and farm smashing lethal damage dealers. You probably need to run 2 or 3 Defense toggles to get to this with perma hasten.
Kinetics has:
Fulcrem Shift is the biggest damage multiplier for Defenders.
Transferance to fill your blue bar and you'd probably need to go stanima less to run the extra defensive toggle.
Transfusion for when you do get hit
Archery has:
Rain of Arrrows is the biggest damage dealing power that can be up consistantly. I got this to recharge in mids at the 20 second range. Even more recharge is probably possible.
Fistful of Arrows can probably mule a couple procs and still be good.
Psychic Has:
Mass Hypnosis which will let you fulcrem shift and transference and Transfuse without causing aggro.
That's hard to beat, and probably what should be "built" to compare damage from other possible archetypes. Someone with more Mids experience than me could probably better answer the question.
At the damage cap (and with one damage proc in each) RoA -> FoA -> EA would do about 1100 damage to +0s, 990 damage to +1s. With ~200% global recharge, RoA could have a 15.5s recharge. With the 4s RoA animation included, the cycle could be repeated every 20s or so.
But without great personal defenses, the Kin/Arch defender could take a severe beating from +1/x8/no Boss spawns. Transfusion will help offset that, but it could be a high-stress farmer.
Do you have a proto Mid's build?
Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu - SS/WP B
43.6% Smashing Lethal Defense
64.3% Resistance to Smashing Lethal
Rain of Arrows Recharging at 19.3 Seconds without double stacked siphon speed, I'm fairly sure someone else can further reduce this.
I have some proc's in the attacks.
You could grab Flurry or Jump Kick for more Kinetic Combat sets to actually soft cap
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Talionis of War: Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Transfusion -- (A)(39)
Level 1: Snap Shot -- (A)
Level 2: Repel -- (A)(7)(7)
Level 4: Fistful of Arrows -- (A)(5)(9)(11)(11)(13)
Level 6: Siphon Speed -- (A)(13)(15)(15)(17)
Level 8: Combat Jumping -- (A)(9)(19)(19)
Level 10: Boxing -- (A)(17)(21)(21)
Level 12: Speed Boost -- (A)
Level 14: Maneuvers -- (A)(23)(23)(25)
Level 16: Hasten -- (A)(25)(27)
Level 18: Tactics -- (A)(31)(31)(31)(33)(33)
Level 20: Explosive Arrow -- (A)(27)(29)(29)(33)(34)
Level 22: Tough -- (A)(36)(36)(36)(37)(39)
Level 24: Weave -- (A)(37)(37)(39)
Level 26: Transference -- (A)(40)(40)(42)
Level 28: Inertial Reduction -- (A)
Level 30: Kick -- (A)(40)(42)(42)
Level 32: Fulcrum Shift -- (A)(34)(34)
Level 35: Aim -- (A)(46)
Level 38: Rain of Arrows -- (A)(43)(43)(43)(45)(45)
Level 41: Mass Hypnosis -- (A)(45)(46)(46)
Level 44: Mind Over Body -- (A)(48)(48)(48)(50)
Level 47: World of Confusion -- (A)(50)(50)
Level 49: Telekinesis -- (A)
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Level 1: Brawl -- (A)(3)(3)(5)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance
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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)
- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 15.7% Defense(Energy)
- 15.7% Defense(Negative)
- 6% Defense(Psionic)
- 17.9% Defense(Melee)
- 14.1% Defense(Ranged)
- 8.5% Defense(AoE)
- 7.5% Enhancement(Range) (in PvP)
- 2% Enhancement(RunSpeed)
- 4% Enhancement(Sleep)
- 42.5% Enhancement(RechargeTime)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpSpeed)
- 31% Enhancement(Accuracy)
- 2% Enhancement(JumpHeight)
- 10% FlySpeed
- 103 HP (10.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 5% (in PvP)
- MezResist(Immobilize) 16.6%
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 5% (in PvP)
- MezResist(Terrorized) 5% (in PvP)
- 20% Perception
- 19% (0.32 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 10% ResEffect(FlySpeed)
- 10% ResEffect(RechargeTime)
- 10% ResEffect(RunSpeed)
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 10% RunSpeed
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Here is one with Softcapped Smashing Lethal Defense. It just lost Initerial Reduction:
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If yall don't mind...I would like to see someone set up a Kin/arch/psi def and try one of these builds out. If i had money or something, i would set a reward for the best and most effecient defender farmer build. For any of you who have a lot of inf, I challenge you to see what build can do the best (whether or not you include purples, doesnt matter,i can not afford them). Find a AE or farm type mission that anyone can access, set it to +0/8 and either make a video or post the build with the stats on completion time.
We all know just about every AT but us has the ways and means, but i would love to someone try and eek out the best defender farming killing machine possible.
BTW, the question of this thread was that IF DEF's could farm, what build would be the absolute best. I will also set in and make a DEF just for this purpose. I will post another thread sometime as I get close to lvl 50. For all of you with more time on your hands and who consider yourselves a step above the rest in playing ability, consider this a challenge. no rewards to be won, just bragging rights.
Let the games begin!
If yall don't mind...I would like to see someone set up a Kin/arch/psi def and try one of these builds out. If i had money or something, i would set a reward for the best and most effecient defender farmer build. For any of you who have a lot of inf, I challenge you to see what build can do the best (whether or not you include purples, doesnt matter,i can not afford them). Find a AE or farm type mission that anyone can access, set it to +0/8 and either make a video or post the build with the stats on completion time.
We all know just about every AT but us has the ways and means, but i would love to someone try and eek out the best defender farming killing machine possible. BTW, the question of this thread was that IF DEF's could farm, what build would be the absolute best. I will also set in and make a DEF just for this purpose. I will post another thread sometime as I get close to lvl 50. For all of you with more time on your hands and who consider yourselves a step above the rest in playing ability, consider this a challenge. no rewards to be won, just bragging rights. Let the games begin! |
4 combonations of Defenders come to mind when I think of Farming.
Cold/Ice
Storm/Ice
Storm/Elec
Traps/Dark
Yes, these can farm.
4 combonations of Defenders come to mind when I think of Farming.
Cold/Ice Storm/Ice Storm/Elec Traps/Dark Yes, these can farm. |
also traps/cold/storm will never beat kin in the farming department where your goal is to maximize profit by defeating foes as fast as possible
have fun with the scatter on the ice, elec ones.
also traps/cold/storm will never beat kin in the farming department where your goal is to maximize profit by defeating foes as fast as possible |
Cold/Ice...yeh...I dont see any real Scatter issues there.They hardly move, and the mob dies rather quick.I dout youv ever seen, or played one past level 20.
Storm/Elec, yet another one, I dout youv ever tried, or seen.Your soo totally wrong about this one.Proper slotting of this build can sap the endurance out of the mobs in record time.
Freezing Rain, everythings on its butt, you jump in, throw out a couple AoEs, and the mob no longer has the endurance to fight you.Then if your good, you can always trigger that Thunder Strike from your epic pool, knocking them down again, and then fire off a couple more AoEs.If most of them arnt dead, or your dead, then you did something wrong.
Traps/Dark, this ones rather fun, and easly to solo HUGE mobs with, if you watch what your doing.If youv never played either of these sets by them selves, then you really wont understand it at all.Its very powerful.
FF Drone, with just SOs gives you 21% def agenst everything.Your dark blasts drop the toHit, on everything.Your capped after you hit a mob on your defense using your blasts, then you lock them down, get a acid mortar going, then a poison trap, both very quick to set up I might add.Then get right in the middle of them, set up a Trip Mine, and BOOM!
I do 200 damage at level 27 with a Trip Mine agenst +2 mobs.Wait till I get Time Bomb, then drag 5 Mobs onto my traps, set the bomb, and keep them locked down.The damage will be earth shattering for a Defender.How do I stay healed on this build?Simple, the Medicine pool.I dont get hit often, but when I do, I just heal it up.
Kin on a Defender for solo farming, Sucks.I have a level 37 Kin/Sonic Defender, belive me when I use the word SUCKS!
I tried a kin/arch a long time ago and... not worth the time, really. It might be ok if it's your only 50 but otherwise, waste of time. It takes some time to setup, which is the problem with defenders imo. By the time you can ae mezz, siphon speed, run in, FS, fire RoA, explosive arrow, heal, and pick the survivors, a dedicated farming character will wipe two spawns.
That's more or less true for any defender as well, defender *can* do decent damage but for that they need to spend time buffing/debuffing, not counting the time spent healing/recovering/draining/whatever. While a farmer can just spend all this time attacking and killing more mobs. So even if a soft capped/damage capped defender can deal good damage it will never really have a fast enough pace compared to the average scrapper or tanker jumping into the spawn and spaming AoE powers.
There's the lack of mezz protection too, any mobs with any kind of mezz can slow down an offensive defender, and any big hitter will be fairly dangerous too. That doesn't leave much to farm, and spending time with holds or various tactics to avoid mezzers will slow down even more.
Dark armor lover.
The Claws/DA Scrapper guide.
Storm/Elec, yet another one, I dout youv ever tried, or seen.Your soo totally wrong about this one.Proper slotting of this build can sap the endurance out of the mobs in record time.
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Shaving off thin slices of hp with /elec until at long last they finally die -- Not so much.
Sapping endurance in record time -- Priceless.
Shaving off thin slices of hp with /elec until at long last they finally die -- Not so much. |
Come on now Skeet, they will eventually all be arrested, and you can admire their costumes while they stand around with no endurance.
ooh ! my Favorite is when a Behemoth comes charging up to me all huge and scarey, then just stands there all glowery and threatening (without a blue bar). I say "Whats the matta big boy, forgot where you put that flaming sword? "
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I just soloed a +4 x8 warrior map in AE with my TA/Arch/Power Defender. The speed isn't that great but it isn't mind-numbingly boring either. I made my build on paper because there is still no Mac Mids, and it's VERY expensive (6-7 bill) but I surprised myself........
1. Flash arrow lowers hit chances enough to effectively allow me to handle alpha strikes. 72% s/l res and 27+ def to positionals and most other defs.
2. I have all incarnates available so I fight at +1 in PVE
3. 75% purple sets so my accuracy is great allowing even for the 1 - shot boss hold about 1/3 of the time (or so).
4. The combination of Flash Arrow/glue/Disruption arrow/oil slick/Acid/RoA will clear mob 1 in just about the time it takes to cast. Then I follow with Emp/Disruption/Acid/RoA/Pyronic Judgment. Lather - Rinse - Repeat.
5. With a recharge of 162.5 I find that the only powers I wait on are EMP Arrow, Oil Slick(which is up faster), and Pyronic Judgement. Hence the 2 attack chains. When teamed the actual downtime is much more noticeable because of increased kill speed.
6.Power mastery allows me to click a magic button anytime my blue bar goes down significantly and I never run out of end.
I am sure the build can be improved upon (Again no Mid's so no posting) but I love it and it can indeed farm effectively, especially at < +2 no bosses. it even has the "Oh Crap" button Force of Nature when i get into trouble.
I haven't exactly had a shabby time on my FF/Archery defender.
Complete Ranged/AoE/En/Neg defense cap by itself. So all it has to do is concentrate on damage output.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Bubbleshot: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff-I:50(A), DefBuff-I:50(3), Ksmt-ToHit+:30(3)
Level 1: Snap Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx/Rchg:50(9)
Level 2: Aimed Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(9), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(13)
Level 4: Fistful of Arrows -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(15), Det'tn-Dmg/Rchg:50(15), Det'tn-Dmg/Rng:50(17), Det'tn-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/EndRdx/Rng:50(19)
Level 6: Deflection Shield -- DefBuff-I:50(A), DefBuff-I:50(19), Krma-ResKB:30(21)
Level 8: Insulation Shield -- DefBuff-I:50(A), DefBuff-I:50(21), Krma-ResKB:30(23)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(27), Thundr-Dmg/EndRdx/Rchg:50(27)
Level 12: Dispersion Bubble -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), RedFtn-Def/EndRdx:50(29), RedFtn-Def/EndRdx/Rchg:50(31)
Level 14: Boxing -- Dsrnt-I:50(A)
Level 16: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(33)
Level 18: Repulsion Field -- FrcFbk-Dmg/KB:50(A), FrcFbk-Acc/KB:50(33), FrcFbk-Rchg/KB:50(33), FrcFbk-Rchg/EndRdx:50(34), FrcFbk-Dmg/EndRdx/KB:50(34), FrcFbk-Rechg%:50(34)
Level 20: Explosive Arrow -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(36), Det'tn-Dmg/Rchg:50(36), Det'tn-Dmg/Rng:50(36), Det'tn-Acc/Dmg/EndRdx:50(37), Det'tn-Dmg/EndRdx/Rng:50(37)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Weave -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(39)
Level 26: Repulsion Bomb -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(39), Det'tn-Dmg/Rchg:50(39), Det'tn-Dmg/Rng:50(40), Det'tn-Acc/Dmg/EndRdx:50(40), Det'tn-Dmg/EndRdx/Rng:50(40)
Level 28: Maneuvers -- DefBuff-I:50(A), DefBuff-I:50(42), DefBuff-I:50(42)
Level 30: Hover -- DefBuff-I:50(A), DefBuff-I:50(42), DefBuff-I:50(43)
Level 32: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(43)
Level 35: Fly -- Flight-I:50(A)
Level 38: Rain of Arrows -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(43), Det'tn-Dmg/Rchg:50(45), Det'tn-Dmg/Rng:50(45), Det'tn-Acc/Dmg/EndRdx:50(45), Det'tn-Dmg/EndRdx/Rng:50(46)
Level 41: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(48)
Level 44: Charged Armor -- EndRdx-I:50(A)
Level 47: Power Sink -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(48)
Level 49: Recall Friend -- RechRdx-I:50(A)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Heal-I:50(48), Heal-I:50(50)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
Level 1: Vigilance
Level 4: Ninja Run
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Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 15.8% Defense(Ranged)
- 13.6% Defense(AoE)
- 1.8% Max End
- 21% Enhancement(Accuracy)
- 22% FlySpeed
- 42 HP (4.13%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 6.6%
- MezResist(Terrorized) 2.75%
- 8.5% (0.14 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 7.5% Resistance(Energy)
- 7.5% Resistance(Toxic)
- 22% RunSpeed
- 4% XPDebtProtection
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Set Bonuses:
Thunderstrike
(Snap Shot)
- 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)
(Aimed Shot)
- 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)
(Fistful of Arrows)
- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
(Deflection Shield)
- Knockback (Mag -4), Knockup (Mag -4)
(Insulation Shield)
- Knockback (Mag -4), Knockup (Mag -4)
(Blazing Arrow)
- 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)
(Dispersion Bubble)
- 10% (0.42 HP/sec) Regeneration
(Dispersion Bubble)
- MezResist(Immobilize) 2.2%
(Aim)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Repulsion Field)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.42 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Explosive Arrow)
- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Repulsion Bomb)
- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
(Rain of Arrows)
- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
(Thunder Strike)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 22.9 HP (2.25%) HitPoints
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What slows me down is endurance management and recharge on OSA. My actual kill speed is excellent, in my opinion.
Flash, OSA, Disruption, Acid on the boss if there is one, TT/NF/TT/NF/TT/NF, Apprentice Charm on OSTarget if it hasn't already been defeated (Posi's Blast procs in TT and NF usually take care of that for me), Disruption again (double-stacked at this point), TT/NF/repeat until everything is down, or until only the boss remains, at which time I switch to single-target attacks and finish it off. If there was no boss, I have to wait 5-20s (it depends on how the procs are treating me. sometimes they're stubborn and won't trigger often, sometimes they're firing off constantly and even lieutenants drop so fast that i have to stop and see if a GM is standing behind me with a big IWIN button) for OSA to recharge. If there was a boss, OSA is generally recharged by the time I'm finished, but I wait a few extra seconds for my blue bar to tick back to full.
My kill speed is more dependent on the random number generator in control of proc triggers than anything else. TT and NF cycle almost seamlessly at the level of +Recharge I've got, so that's my attack chain any time I have more than one enemy in front of me. How frequently I get proc triggers is what determines how quickly I defeat a spawn. If I'm getting lucky, it can be as quick as 15s. If not, if I'm not seeing procs trigger and I miss my chance to light up OSA, it can take up to a minute. On average, I could run through that CoT scanner map (two floors, office map, 8-10 spawns per floor) in 12-13 minutes. On a good run, 9-10 minutes. A bad run could go up to 15 minutes.
Blackstar would slow me down even in the best scenario.
And if the forum eats this reply, I'm riding my moped to wherever they keep the servers and punching someone in the face.
The nice thing about TA/Dark is it doesn't take too much to create survivable defense with it.