FF/Energy


Biospark

 

Posted

I created a Force Field/Energy Blast defender just for grins (planning on emphasizing KB with him) and was curious as to whether anyone has tried softcapping to ranged and running Force Bubble at all times.

On paper it seems as though it would be a very safe combo, though it would probably not be a fast soloer. But that's not the point, I wanted to play this combo for sheer fun.

With the relative ease of getting good amounts of defense and the ability to keep enemies at range and falling on their butts, coupled with the fact that it has (minimal) mez protection, it should be a fun combo for just sheer unadulterated chaos.

I understand that it's not going to be a ZOMG uber-combo, but am I correct in my assumption of the synergy the two sets have?

Thoughts? Suggestions? Witty non-sequiters?


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

here is what i clicked together:

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
------------
Level 1: Personal Force Field DefBuff-I:50(A), DefBuff-I:50(5)
Level 1: Power Bolt Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 2: Force Bolt Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(34), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 4: Energy Torrent Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(9), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(34)
Level 6: Insulation Shield DefBuff-I:50(A), DefBuff-I:50(7)
Level 8: Deflection Shield DefBuff-I:50(A), DefBuff-I:50(9)
Level 10: Power Burst Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 12: Combat Jumping Zephyr-Travel:50(A), Zephyr-ResKB:50(13)
Level 14: Super Jump Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Dispersion Bubble RedFtn-Def:50(A), RedFtn-EndRdx:50(17), RedFtn-Def/EndRdx:50(17), RedFtn-Def/EndRdx/Rchg:50(33)
Level 18: Hurdle Jump-I:50(A)
Level 20: Health Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(21), Mrcl-Heal:40(21)
Level 22: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-End%:50(23), P'Shift-EndMod/Acc:50(33)
Level 24: Aim GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(42)
Level 26: Repulsion Bomb Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Dam%:50(40), Posi-Dmg/Rng:50(40)
Level 28: Power Push KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(29), KinCrsh-Rchg/KB:50(29), KinCrsh-Rechg/EndRdx:50(45), KinCrsh-Dmg/EndRdx/KB:50(45), KinCrsh-Acc/Dmg/KB:50(46)
Level 30: Maneuvers RedFtn-Def:50(A), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx:50(31), RedFtn-Def/EndRdx/Rchg:50(31)
Level 32: Force Bubble EndRdx-I:50(A), EndRdx-I:50(33)
Level 35: Explosive Blast Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(36), Posi-Dmg/Rng:50(36), Posi-Acc/Dmg/EndRdx:50(36), Posi-Dam%:50(37)
Level 38: Power Blast Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 41: Power Build Up RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Temp Invulnerability S'fstPrt-ResDam/Def+:30(A)
Level 47: Total Focus C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(48), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 49: Conserve Power RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:
6,5% DamageBuff(Smashing)
6,5% DamageBuff(Lethal)
6,5% DamageBuff(Fire)
6,5% DamageBuff(Cold)
6,5% DamageBuff(Energy)
6,5% DamageBuff(Negative)
6,5% DamageBuff(Toxic)
6,5% DamageBuff(Psionic)
4,25% Defense(Smashing)
4,25% Defense(Lethal)
4,25% Defense(Fire)
4,25% Defense(Cold)
22,4% Defense(Energy)
22,4% Defense(Negative)
3% Defense(Psionic)
5,5% Defense(Melee)
26,8% Defense(Ranged)
5,5% Defense(AoE)
62% Enhancement(Accuracy)
31,3% Enhancement(RechargeTime)
26% FlySpeed
49,6 HP (4,88%) HitPoints
26% JumpHeight
26% JumpSpeed
Knockback (Mag -7)
Knockup (Mag -7)
MezResist(Immobilize) 6,6%
20,5% (0,34 End/sec) Recovery
6% (0,25 HP/sec) Regeneration
2,5% Resistance(Smashing)
7,25% Resistance(Fire)
7,25% Resistance(Cold)
29% RunSpeed






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Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I created a Force Field/Energy Blast defender just for grins (planning on emphasizing KB with him) and was curious as to whether anyone has tried softcapping to ranged and running Force Bubble at all times.
Mine is force field/psychic. I run force bubble with capped ranged/aoe defense. I found that I'm not that endurance efficient, maybe because I run too many toggles on top of force bubble. Most battles are pretty safe, mobs can still rush in to land occassional melee attacks when I fight large spawns. My experience is that AoEs are not very efficient with force bubble, because mobs tend to move around its periphery and circle around me, so they won't form a good bunch. I'm not sure that I'm efficient, but it certainly looks interesting for a while.


 

Posted

I've got the ranged softcap on my FF/nrg, and it is indeed as awesome as you're thinking. If you're on the ball, it's very rare for anything to get close enough to smack you. I can often go through entire missions and only get a couple times with dinky ranged attacks. You'll want maneuvers to softcap the rest of your team, but aside from that you shouldn't need stuff like weave to hit the softcap, although it might be hard to do before you get to 44 and can take an epic armor for the 3%.

I would consider hover/fly for a travel power if you don't have any other strong preference, because 1) it gives you 2 places to put 2x BoTZ, and 2) hover lets you stay out of reach of things you can't KB/repel very well, like some EB/AVs. Although if you would rather not fight in hover, CJ/SJ can slot the BoTZ too and you can actually leave CJ on for defense - you just lose the EB/AV trick. Personally I took hover/fly and just got enough defense that I didn't need to actually use hover for that.

There can be some endurance issues if you try to run force bubble, dispersion bubble, maneuvers, and an epic armor all at once and still attack (and heaven forbid you try and run repulsion field too, that thing costs a ton). I got a performance shifter proc for stamina and that helped a lot, but I would still make sure you get decent endurance reduction enhancement and see if you can get any other recovery bonuses. Luckily thunderstrike has nice end redux in it.

This is the toughest feeling 'squishy' I've ever played. With solid S/L resistance on top of 45% ranged/25% melee/aoe defense, I feel darn near invincible most of the time - as long as I'm paying attention, anyway. Since I still have to be careful to not let anything run up and hit me, it makes it more interesting than 'toggle up, be invincible'. Damage output is not *huge*, but it's more than acceptable in my opinion given how hard of a time anything has actually hurting me.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I created a Force Field/Energy Blast defender just for grins (planning on emphasizing KB with him) and was curious as to whether anyone has tried softcapping to ranged and running Force Bubble at all times.

On paper it seems as though it would be a very safe combo, though it would probably not be a fast soloer. But that's not the point, I wanted to play this combo for sheer fun.

With the relative ease of getting good amounts of defense and the ability to keep enemies at range and falling on their butts, coupled with the fact that it has (minimal) mez protection, it should be a fun combo for just sheer unadulterated chaos.

I understand that it's not going to be a ZOMG uber-combo, but am I correct in my assumption of the synergy the two sets have?

Thoughts? Suggestions? Witty non-sequiters?
As someone suggested go Hover/Fly route and take BotZ, then Steadfast Defense IO in your epic toggle, maneuvers and set bonuses should easily get you to cap. Heck I was able to come up with a ranged softcap build for my Empath, so I know its possible for FF.

Energy blast has a very nice advantage on damage in being able to put 3 nice single target attacks together in a chain. Get some good recharge and add AIM and PBU and you can be doing pretty solid damage. Where Energy has always seemed lacking to me and would be very noticeable with FF as your primary is in the AoE department.

So soloing will not be particularly difficult, just not very fast. Also, you will need to invest in +recovery sets since you will be running some high cost toggles without any kind of endurance recovery in your primary powers.

P.S. You are correct. The synergy is pretty nice. Forcebolt is a great power early, but once you have Hover+Dispersion and some good slotting, you may find yourself using it less and less and starting to anticipate powers like forcebubble or repulsion field.


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

 

Posted

Slotted Dispersion: 16%
Hover 2.5%
Slotted Manouvers: 5.5%
24% vs all

3 Thunderstrike sets (Power Bolt, Blast and Burst): 11.25% vs Ranged
2 Red Fortune sets (in Dispersion and Manouvers): 5% Ranged
Blesing of the Zephyr (in Hover): 3.125% Ranged
+19.3% vs Ranged
= 43.3% vs Ranged

And you havent given up any slots or powers to do this, assuming you want to bubble teammates and attack reasonably well. Well, maybe a couple of extra slots in Manouvers over 3 Def + 1 End, but thats not a massive sacrifice.
You can fit it all in by level 30 pretty easily I reckon.

Get Combat Jumping, or a second pair of BotZ in Fly and youre soft-capped to range. That, or wait for epic armours and stick a Steadfast in.

I went the whole hog on my FF/Sonic - Fighting pool root and got softcapped to Range, AoE and Psi, with 38% or so vs Melee. But that didnt come together till the 40s. It was well worth it though.


 

Posted

Another place to get a bit of minimal ranged defense is by sticking 3 explosive strike in force bolt. It's already quite accurate and fast recharging, so it doesn't need much enhancement (toss in an acc/end/rech from a ranged set if you want to round stuff out). That's anther 1.88%. Grab that second set of BoTZ and you're softcapped even without actually running hover, which might be better from some points of view (I personally don't especially like fighting from hover, it's not very fast and I tend to get stuck on things). I got a steadfast, too, for a bit of a buffer against debuffs.

The other nice thing about FF nowadays is that it comes with a nice AoE attack. You might not have much to buff your damage or debuff enemy resistances with, but aim -> repulsion bomb -> explosive blast -> energy torrent isn't *that* bad for AoE. In my experience, as long as you're near the max range of energy torrent the explosive blast projectile spends enough time in the air that energy torrent should still hit most of the foes explosive blast knocks back - plus, opening with repulsion bomb severely retards the alpha.

As far an endurance goes, I've only got 11% bonus recovery from sets and that, plus a performance shifter proc, is enough to keep me going pretty well. I can still run myself dry, but I have to work at it. Before the performance shifter, though, it was touch and go occasionally. I don't think you need any of the really expensive healing uniques, though. The nice thing about red fortune and thunderstrike is that they both have good endredux in them - plus thunderstrike has recovery, too.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

I'm pretty sure you can't put a Steadfast in PFF. It doesnt take plain resistance enhancements, so I doubt it takes the set ones.

I do remember having a anti-KB IO in there, but it was probably a Karma.


 

Posted

Quote:
but am I correct in my assumption of the synergy the two sets have?
Yes.


 

Posted

Quote:
Originally Posted by Westley View Post
Yes.
...and no.

Energy Blast is my favourite blast set - it looks great, has a good early ST attack chain, and knocks targets around. No one attack out of the main three has guaranteed KB, but together the chances are they'll be falling over a lot under a sustained assault.

Force Bolt alone also has enough recharge and KB to keep a single enemy off their feet.

Add the two together and you end up wasting knockback, ie knocking a target over who's already down. Or you juggle targets and keep two targets bouncing, but this is tricky when youre also knocking them away from you.

In my opinion, FF provides enough defence, and benefits more from a set that adds offensive punch. Sonic Blast is ideal.

Energy Blast can stop a boss dead while you defeat him. It works better with more offensive primaries that need the safety, say Sonic Resonance.

That said, FF/Energy isnt terrible. It looks good and performs well, its just a bit on the defensive side of perfect.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
...and no.

Energy Blast is my favourite blast set - it looks great, has a good early ST attack chain, and knocks targets around. No one attack out of the main three has guaranteed KB, but together the chances are they'll be falling over a lot under a sustained assault.

Force Bolt alone also has enough recharge and KB to keep a single enemy off their feet.

Add the two together and you end up wasting knockback, ie knocking a target over who's already down. Or you juggle targets and keep two targets bouncing, but this is tricky when youre also knocking them away from you.

In my opinion, FF provides enough defence, and benefits more from a set that adds offensive punch. Sonic Blast is ideal.

Energy Blast can stop a boss dead while you defeat him. It works better with more offensive primaries that need the safety, say Sonic Resonance.

That said, FF/Energy isnt terrible. It looks good and performs well, its just a bit on the defensive side of perfect.
Eh, it may be a bit on the defensive side of perfect, but personally I don't think that's a bad place to be - or, rather, I think 'perfect' is a gently sloping enough plateau that FF/nrg isn't really off by much.

It is true that you have an overabundance of knockback. You don't really need to use force bolt on the the guy you're already shooting, that's for sure. But is that a bad thing? That means that more of your time is spend doing damage to him, since with the energy blasts you can do damage at the *same time* as you knock him around. And that leaves force bolt free for other things. I personally don't find it very tricky at all to bounce two targets with force bolt and energy blasts, although that is definitely a personal style type thing.

For me, the synergy comes in where /nrg takes some of the load off of force bolt. It simply increases the number of targets you can keep perma-ragdolled by one, or allows you to perma-knock a single target without ever needing to cut into your damage chain with force bolt, and I don't think the mitigation is wasted. You can almost always make your foes more dangerous nowadays, after all.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Back when I picked my first Force Field combo, I chose FF/Elec because that way I had a choice about when and how to knock enemies back. Looking back, I'm pretty happy with that decision, but I'm not much of a KB fiend for someone with four (at least) FF defenders.

If you're just going to choose "Knockback all the time" anyway, I guess there's no downside to FF/Energy.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.