Mostly Solo Defender - Which is best?


Adeon Hawkwood

 

Posted

Kinetics does so provide good suriveability.

People forget that every Siphon Power reduces the enemy's damage by 25%. Siphon Speed also reduces the enemy's recharge by (I think 25%). So when it comes down to single targets. Kinetics is able to debuff them by a heafty sum. Infact, you -can- stack 2 Siphon Power drains on a Single Target so their damage is now 56%. Not 50%, 56% due to multiplication and evil math.

Fulcrum shift does the same thing only to a whole group of enemies. Don't forget Repel and Transfusion too.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

-Damage is not nearly as good as defense. -Dam won't stop a mezz from hitting you. And resistance (which -dam kinda duplicates) gets better the more HP you have. Since defenders aren't high on HP, -dam isn't going to do nearly as much as defense (or to hit debuffs). Plus, Dark has -dam to go with it's to hit debuffs, so nyah nyah!

I'd stick with the Dark/Dark, or reroll Dark/Ice. Last I heard, a couple of the Ice Blast powers were actually doing blaster level damage, always a good thing. Once you get to the 20s, you'll have the awesome ability to Fearsome Stare->Tar Patch->Ice Storm. Massive mob destruction, that is. Once you hit the late 30s, you can add Blizzard to that and watch with glee as the mob melts before you. Their movement speeds will be floored, so it's a rare spawn where any of them get out of the patches before they're dead. Plus Dark/Ice has *3* single target holds available to it, so stacking holds on a boss is easy, even onto EBs so long as they don't have the PToD on them. Or you can spread the "love" (holds) around, to take 2-3 troublesome mobs out of the fight long enough to deal with them at your pace.


 

Posted

Quote:
Originally Posted by BurningChick View Post
I've been playing a Traps / Dark the last little while; I like it a lot.

With traps, you can do silly things with procs, and you can nail mobs in place using Tentacles to make sure the mobs keep on getting nailed by said procs.

Life's gotta suck if you're standing on Caltrops (two damage procs), getting nailed by Acid Mortar (-resistance, and hold procs), being gased out (two damage procs, can't afford the third, waiting for 50 on the fourth), and you're being hentaied by Tentacles.
I've been wanting to try a Traps Defender lately, now that I've gotten over the PGT nerf (ya, I held onto that grudge for a long time ;P)

This sounds like a fun combo that I would like.. Especially nice for when I'm on late and its rough picking up a team.

I can foresee /Dark's self-heal being mildly useful as well.


 

Posted

Kinetic/Archer. Soft cap your ranged defence and use siphon speed to boost hover speed. You can actually farm with this toon let alone solo. Use super speed and stealth IO to get over mob (using hover). Fulcrum shift+mass hypnosis+rain of arrows=love.


Playing on Freedom

 

Posted

Quote:
Originally Posted by Primantiss View Post
I've been wanting to try a Traps Defender lately, now that I've gotten over the PGT nerf (ya, I held onto that grudge for a long time ;P)

This sounds like a fun combo that I would like.. Especially nice for when I'm on late and its rough picking up a team.

I can foresee /Dark's self-heal being mildly useful as well.
Just for giggles, I ran the Freakshow War arc through Ouro yesterday on my (then) 37 Traps / Dark. Honestly, it wasn't particularly tough on -1 / 8. I wasn't setting any land speed records, but I got ~ 11 bars' worth of XP and enough merits for a couple rolls (33 from the arc, 9 already banked).

I think Traps has a spotty reputation with a big chunk of the playerbase because, outside of FFG and the lulzy Triage Beacon, it's very, very tough to get a good sense of what a trapper brings to a team. But if you take one out for a spin, and work in some +recharge bonuses and Leadership toggles (Traps is not particularly end-draining, so I can manage to run all three toggles), it's easy to see how effective it is.


 

Posted

Quote:
Originally Posted by BurningChick View Post
Just for giggles, I ran the Freakshow War arc through Ouro yesterday on my (then) 37 Traps / Dark. Honestly, it wasn't particularly tough on -1 / 8. I wasn't setting any land speed records, but I got ~ 11 bars' worth of XP and enough merits for a couple rolls (33 from the arc, 9 already banked).

Sounds pretty good to me.. I don't care about land speed records or any of that stuff anymore, just as long as its fun.. I really liked the diversity of traps and how your could use it in so many ways to reach the same goal.. Much more appealing than "Run in, hit Shield Charge, punch boss dead, rinse, repeat"

Quote:
I think Traps has a spotty reputation with a big chunk of the playerbase because, outside of FFG and the lulzy Triage Beacon, it's very, very tough to get a good sense of what a trapper brings to a team. But if you take one out for a spin, and work in some +recharge bonuses and Leadership toggles (Traps is not particularly end-draining, so I can manage to run all three toggles), it's easy to see how effective it is.
This is very true.. It's hard for someone to tell just what a Trapper brings to the team if they never played one before..

Also, does anyone know if the Defender's new inherent effects stuff like Trip Mine? I doubt it, since they are a pet entity, but just thought I'd ask.


 

Posted

Vel_Overload, I have to disagree on what Kin brings to the team defensively. Not because what you said was wrong, but because what you said isn't very much protection, COMPARED TO OTHER SETS.

So a few seconds into the fight, a Kin has lowered the effective damage of one enemy by 50% [if they're even con] and all the others around him by 25%. (those numbers are 40% and 20% for +2s. And Siphon Power stacks linearly with itself. ) So half damage from the toughest guy and 3/4 from the rest. If you would live 20 seconds with no defenses, with Kinetics you live 27 seconds.

A few seconds into the fight, a Rad has lowered the effective damage of all enemies around the target by a factor of FIVE for +2s (radiation infection) and then another 20% (Enervating field). Or a factor of TEN and 25% against even-cons.

20 seconds becomes 120 seconds against +2s, or 266 seconds against even cons.

Kinetics is very, very good at what it does. But really, "what it does" is almost entirely offensive.


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

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@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Kinetics is able to debuff them by a heafty sum. Infact, you -can- stack 2 Siphon Power drains on a Single Target so their damage is now 56%. Not 50%, 56% due to multiplication and evil math.
Quote:
Originally Posted by Fulmens View Post
Vel_Overload, I have to disagree on what Kin brings to the team defensively. Not because what you said was wrong, but because what you said isn't very much protection, COMPARED TO OTHER SETS.
Umm....I think Vel is wrong. I'm traveling at the moment so I can't test it...but I don't think that's the way -damage debuffs work. Buffs (and debuffs) in City of Heroes are usually not multiplicative, but additive. Two 40% damage buffs is an 80% damage buff, not a 96% (1.4*1.4-1) damage buff. Thus, two 25% debuffs would apply a 50% damage debuff not the (1-.75*.75)= 43% debuff Vel is suggesting.

Furthermore, I believe damage debuffs are calculated the same way that Mez Resistance is. I could be wrong...but I'm fairly sure that
Damage_Dealt = Damage/(1+Damage_Debuff). Thus a 100% damage debuff, does not mean an enemy is dealing no damage, but that he is dealing half damage. Thus a 25% damage debuff is really a damage dealing reduction of 20% (1-1/(1+.25)) and a 50% damage debuff really means that the enemy is dealing (1-1/(1+.5))=33% less damage.

Like I said, I'm not at home so I cannot verify this, but this is what I seem to remember. This is why the Rage crash is -9990%, since if it were calculated directly there would be no need for the crash to be any larger than the damage cap.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
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Posted

Quote:
Originally Posted by BurningChick View Post
I've been playing a Traps / Dark the last little while; I like it a lot.

With traps, you can do silly things with procs, and you can nail mobs in place using Tentacles to make sure the mobs keep on getting nailed by said procs.

Life's gotta suck if you're standing on Caltrops (two damage procs), getting nailed by Acid Mortar (-resistance, and hold procs), being gased out (two damage procs, can't afford the third, waiting for 50 on the fourth), and you're being hentaied by Tentacles.

Sounds nice. And very safe.


 

Posted

I solo Alleyne, Traps/Dark, on +2x8 most of the time.
For the really tough stuff I drop her to +1x8.


 

Posted

Wow! What a great forum and response to my noob questions. Theres a lot of great information and variety of sets to try and may succumb to 'altitis' and have to roll up a number of different ones just to try them out. Thank you all for the helpful info. I'm just trying to get thru the player guides section on combat mechanics myself so i can better understand how defense, resist, tohit, accuracy etc. all work.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Oh yeah, I've got both and the Traps/AR just leaves AR/Dev in the dust capability wise.
Adeon, wasn't it you that told me on the Blaster forum to give a Traps/AR a try when I was considering AR/Dev? Well I did and he hit 13 last night. You were right, he's very fun.


 

Posted

Quote:
Originally Posted by BurningChick View Post
I think Traps has a spotty reputation with a big chunk of the playerbase because, outside of FFG and the lulzy Triage Beacon, it's very, very tough to get a good sense of what a trapper brings to a team. But if you take one out for a spin, and work in some +recharge bonuses and Leadership toggles (Traps is not particularly end-draining, so I can manage to run all three toggles), it's easy to see how effective it is.
Honestly I think a lot of the player base has a lot of trouble seeing what any defender brings to the team other than green numbers. A lot of sets have an impact that is not particularly visible, enemies go down easier and are tougher people but they don't realize why. This anecdote is a good example:
http://boards.cityofheroes.com/showp...1&postcount=17

The forums represent a small portion of the player base and are overall the most knowledgeable portion. A lot of people don't really understand what support toons do, they know they need them but not why. For example I was doing a Numina TF recently and by chance it ended up REALLY support heavy: 2 tanks, 1 blaster, 1 controller and 4 defenders. The opinion of the rest of the team? We had to many Defenders and two of them decided to alt. My opinion: the only number of Defenders that is to many is 9 since a team can only hold 8, we could have kicked the blaster and one of the tanks and found 2 more defenders/controllers (ok, technically we could have kicked both tanks for one more support toon but it was my TF and I wanted to level my tank ). Later that same day I joined a Moonfire TF that once again was support heavy and the general opinion was that we needed more "damage" and should find a blaster or scrapper.

Traps in particular is very non-flashy so it's even less obvious to people. Add in the fact that it was redside exclusive for a long time so a lot of people had minimal exposure to the set (I can recall only one occasion of teaming with a Trapper on one of my heroes before Defenders got it). Also it's more flexible than most of the other sets so it doesn't really provide a single focus for people to latch onto. For example Rad is regarded as important for killing AVs due to the period of time when AVs had ridiculous regen, Empathy is regarded as providing the heals (even though that isn't what a good Empath does), Storm is regarded as being horrible on teams because it scatters enemies (since the bad Stormies give the good ones a bad rep).

Quote:
Originally Posted by Steel_Shaman View Post
Adeon, wasn't it you that told me on the Blaster forum to give a Traps/AR a try when I was considering AR/Dev? Well I did and he hit 13 last night. You were right, he's very fun.
I think so. I have an unhealthy obsession with Traps .