defense vs resistance+mez protection
anyone? lol
I tend to lean towards more protection from mez, sleeps, etc then towards more defense.
But that's just personal preference.
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the build is either stone epic with capped s/l defense or psi epic with perma indomitable will
i would really appreciate some input, you people who are viewing, share your opinion
i would really appreciate some input, you people who are viewing, share your opinion
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And frankly, it depends on your playstyle and your experience. Which is a bigger problem for you -- getting mezzed or taking damage? A lot depends on your playstyle. I prefer to stay at range, so Mez is probably a bigger problem with me, but neither is so bad that I bothered to softcap or go for mez protection on my EARTH/Rad (not Stone/Rad). I slotted for Recharge and Recovery.
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i was referring to all the views the post was getting, which means its not unreasonable to expect that people can respond.
and people call every build different things, me and my circle of friends refer to my character as stone/rad, so STONE/rad to me. sorry if that upsets you or if you believe it politically incorrect. it really doesn't matter THAT much.
thanks for the relevant imput though.
Patience... the controller boards are slow and thoughtful.
Permanent mez protection is very nice for a rad. Reapplying toggles can eat up a good bit of your time if you get mezzed. It's a bit more painful if you are an ice/rad or elec/rad and an extra part of your mitigation is shut down with a mez. Earth, at least, can offer mitigation via Earthquake and Volcanic Gases while you're held or slept. So perma-IW may not be as vital to this build as some others.
As for softcapped smashing/lethal, it does prevent a lot of incoming attacks. Unfortunately, it tends not to stop incoming mezzes which are often exotic types such as psi, negative energy, and cold. Of course, if you have reasonable defense to other types as well, coupled with the -tohit debuffs in Radiation Infection and Earthquake, you might avoid a lot of mezzes.
At this point, I could go either way. Without the context of the rest of the build, it's a difficult question to answer.
well right now my builds are based on my assumed knowledge of the alpha slot, specifically the 45% rech one with 2/3s of buffs ignoring diminishing returns. i have assumed that for any power slotted near 100% rech, the alpha slot will act as a rech boost of 30%. So i have subtracted 30% rech from my builds to account for this. If you would like to see ill post both of them.
im 80% sure im going to go for the mez protect build, the only hitch i have is that stone mastery gives so much more single target damage.
On your defense build, are you also considering Earth's Embrace? As a heal it isn't necessary, given /rad already provides that, but it also offers a means to cap your hp if your recharge can make the buff perma. In some ways, having more hit points is akin to extra resistance.
yea earths embrace is perma, and with it i hit the hp cap for trollers
im not really comparing defense to resistance, i guess i should have titled the thread defense vs mez prot, but oh well. I know soft capped s/l is way better than 40% s/l res, even without earths embrace, but mez protect is just so... nice
im not really comparing defense to resistance, i guess i should have titled the thread defense vs mez prot, but oh well. I know soft capped s/l is way better than 40% s/l res, even without earths embrace, but mez protect is just so... nice
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You have enough control that you shouldn't be all that worried about passive damage mitigation; far more disruptive is the possibility that you'll have your toggles dropped. Depending on your play style, a build mixing ranged DEF with the Psi Mastery pool would probably be more survivable than either of the choices you offer, but cramming ranged DEF in with enough recharge to feed Indomitable Will is potentially difficult and expensive.
I went ranged + psi mastery on my Ice/Storm, but Ice Control has fewer hard-control options than Earth, and Storm likewise has less consistent mitigation than Rad. Storm's also better at keeping foes at range, if that's what you want to do.
Neither.
softcapped range def + perma hasten/am + 60% s/l resist + almost perma IW
My earth/rad has no shield, no mezz protection or significant +def (to anything) bonuses and get's along just fine. I say it here a lot: You are a controller you are mitigation.
With that said, anything is icing on the cake, so I'd say YMMV and go with what you prefer for that particular toon.
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One of the advantages of Earth is that once your drop your pseudo-pets, like Quicksand, EQ, VC, it doesn't matter quite so much if you get mezzed. Take a nap, they'll keep right on trucking.
With Rad... its more complicated. You lose your toggles. No Choking Cloud, no massive debuffs. Even if you just get held/sleeped/stunned for a fraction of a second, you have to rebuild your support from the ground up.
My Fire/Rad has mez protection- she is a nightmare to play without it.
My Earth/Storm doesn't. i don't even notice if he gets mezzed unless I happened to have Hurricane on at the time.
With Earth/Rad... well, i guess you're somewhere in between.
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some great stuff here thanks all
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Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(36)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod(21), RechRdx-I(23)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(46)
Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(17)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
Level 16: Enervating Field -- EndRdx-I(A)
Level 18: Earthquake -- RechRdx-I(A)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(42)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Enzym(31)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), HO:Membr(43), RechRdx-I(43)
Level 44: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46), CoPers-Conf%(46)
Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
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Level 1: Sprint -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(19), P'Shift-End%(19)
You can swap grant invis with mutation or some other more useful power when you get the recharge alpha slot. Also move a slot out of hasten and into EF for more end redux. If you have inf to blow 6 slot tough with a full set of glad armor, and move the steadfast unique to MoB and replace the other slots there with ribos.
alright so i have two builds for my stone/rad, one with s/l soft capped defense and immob protection, and one with 40% resistance to s/l and perma hold,stun,sleep,fear, and immob PROTECTION (not resistance, seems to be lots of confusion here)
both builds are perma hasten
so again thats:
s/l softcapped defense +immob protection
vs
40% s/l resistance + hold,stun,sleep,fear, immob protection