What works well with FF....


anonymoose

 

Posted

So i really want an FF corr because they do more dmg etc but sadly we dont get ff on corrs so its defender time, yet i am stumped as to what blast power to choose....i was thinking either dark, energy, or psychic......but not too sure really. Any suggestions would be greatly appreciated.


 

Posted

dark would give you more def (tohitdebuff)
energy would give you damage and knockback (not loved everywhere)
psi would give you damage from a in endgame heavy resistet type (your decision)


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

So i thought id give ff/dark/dark a try....
def and -tohit perfect combo. I chose dark pit and repulsion bomb in hopes that 2 powers with 2mag stun should stun most apart from a boss, EB, and AV. I also added 'Razzle Dazzle: chance for immobilize' in repulsion bomb, that in conjunction with tenebrous tentacles should work nicely, and then i put 'gravitational anchor: chance for hold' in it just for that extra boost. I took detention field just because its useful in a sticky situation and its amusing as hell. Apart from that the build seems pretty self explanitory.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Level 50 Mutation Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Personal Force Field
(A) Luck of the Gambler - Recharge Speed
(5) Luck of the Gambler - Defense

Level 1: Dark Blast
(A) Decimation - Accuracy/Damage
(43) Decimation - Damage/Endurance
(43) Decimation - Damage/Recharge
(43) Decimation - Accuracy/Endurance/Recharge
(46) Decimation - Accuracy/Damage/Recharge

Level 2: Deflection Shield
(A) Luck of the Gambler - Recharge Speed
(9) Luck of the Gambler - Defense
(15) Gift of the Ancients - Defense/Endurance
(15) Gift of the Ancients - Defense

Level 4: Gloom
(A) Decimation - Accuracy/Damage
(21) Decimation - Damage/Endurance
(21) Decimation - Damage/Recharge
(23) Decimation - Accuracy/Endurance/Recharge
(23) Decimation - Accuracy/Damage/Recharge

Level 6: Insulation Shield
(A) Luck of the Gambler - Recharge Speed
(7) Luck of the Gambler - Defense
(7) Gift of the Ancients - Defense/Endurance
(9) Gift of the Ancients - Defense

Level 8: Moonbeam
(A) Sting of the Manticore - Accuracy/Damage
(25) Sting of the Manticore - Damage/Endurance
(25) Sting of the Manticore - Accuracy/Interrupt/Range
(31) Sting of the Manticore - Damage/Interrupt/Recharge
(31) Sting of the Manticore - Damage/Endurance/Recharge

Level 10: Dark Pit
(A) Absolute Amazement - Stun
(11) Absolute Amazement - Stun/Recharge
(11) Absolute Amazement - Accuracy/Stun/Recharge
(13) Absolute Amazement - Accuracy/Recharge
(13) Absolute Amazement - Endurance/Stun

Level 12: Hover
(A) Luck of the Gambler - Recharge Speed

Level 14: Fly
(A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 16: Dispersion Bubble
(A) Red Fortune - Defense
(17) Red Fortune - Defense/Endurance
(17) Red Fortune - Endurance
(19) Red Fortune - Defense/Recharge
(19) Red Fortune - Defense/Endurance/Recharge

Level 18: Tenebrous Tentacles
(A) Positron's Blast - Accuracy/Damage
(34) Positron's Blast - Damage/Recharge
(34) Positron's Blast - Damage/Endurance
(36) Positron's Blast - Accuracy/Damage/Endurance
(36) Positron's Blast - Chance of Damage(Energy)
(50) Gravitational Anchor - Chance for Hold

Level 20: Night Fall
(A) Positron's Blast - Accuracy/Damage
(31) Positron's Blast - Damage/Endurance
(33) Positron's Blast - Damage/Recharge
(33) Positron's Blast - Accuracy/Damage/Endurance
(34) Positron's Blast - Chance of Damage(Energy)

Level 22: Boxing
(A) Empty

Level 24: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(46) Steadfast Protection - Resistance/Endurance
(46) Resist Damage IO

Level 26: Repulsion Bomb
(A) Razzle Dazzle - Accuracy/Recharge
(27) Razzle Dazzle - Endurance/Stun
(27) Razzle Dazzle - Accuracy/Endurance
(29) Razzle Dazzle - Accuracy/Stun/Recharge
(29) Razzle Dazzle - Chance of Immobilize

Level 28: Weave
(A) Luck of the Gambler - Recharge Speed
(40) Luck of the Gambler - Defense
(40) Gift of the Ancients - Defense/Endurance
(40) Gift of the Ancients - Defense

Level 30: Detention Field
(A) HamiO:Endoplasm Exposure
(36) HamiO:Endoplasm Exposure

Level 32: Force Bubble
(A) Endurance Reduction IO
(33) Endurance Reduction IO

Level 35: Life Drain
(A) Decimation - Accuracy/Damage
(37) Decimation - Damage/Endurance
(37) Decimation - Damage/Recharge
(37) Decimation - Accuracy/Endurance/Recharge
(39) Decimation - Accuracy/Damage/Recharge
(50) Healing IO

Level 38: Hasten
(A) Recharge Reduction IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO

Level 41: Dark Consumption
(A) Performance Shifter - EndMod/Recharge
(42) Performance Shifter - EndMod/Accuracy/Recharge
(42) Performance Shifter - Accuracy/Recharge
(42) Performance Shifter - EndMod/Accuracy

Level 44: Dark Embrace
(A) Impervium Armor - Resistance/Endurance
(45) Impervium Armor - Resistance/Recharge
(45) Impervium Armor - Resistance
(45) Impervium Armor - Resistance/Endurance/Recharge

Level 47: Soul Drain
(A) Obliteration - Damage
(48) Obliteration - Accuracy/Recharge
(48) Obliteration - Damage/Recharge
(48) Obliteration - Accuracy/Damage/Endurance/Recharge
(50) Obliteration - Accuracy/Damage/Recharge

Level 49: Maneuvers
(A) Luck of the Gambler - Defense/Endurance

------------
Level 1: Brawl
(A) Empty

Level 1: Sprint
(A) Empty

Level 2: Rest
(A) Empty

Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift
(A) Empty

Level 2: Hurdle
(A) Empty

Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(5) Miracle - +Recovery

Level 2: Stamina
(A) Endurance Modification IO
(3) Endurance Modification IO
(3) Endurance Modification IO


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Posted

you should softcap at least the positionals so that the tohitdebuff is a good secure window


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

I tend to play my Force Field/Psychic Blast Defender as a Blaster who happens to spend a decent amount of time shielding people and managing my toggles.


Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!

Full, detailed character list

 

Posted

Speaking purely from min/max perspective, /Sonic Attack. Force Field has no -Resistance of its own. Dark Blast is not a bad choice but when/if you get to the IO stage is serious overkill on defense and very hard to kill anything with.

Dual Pistols gets an honorable mention for the fact that it can nuke at melee with a great degree of safety with some IOing. Since Traps can do this too, if you go this route make sure you're taking FF out of a desire to buff some teammates.

I have a 50 FF/Ice and it is ok. My Elec/FF Controller does seem a bit stronger though, even with his weaker shields.


 

Posted

In my opinion, sonic blast is probably the best min/max secondary for FF, but going the double AoE stun with a good helping of tenebrous tentacles does provide a lot of soft control that has benefit on top of the -tohit. Your vision of FF/dark has merit. I say go for it. Slot more for damage than -tohit in the dark secondary, and like you proposed, proc out baby.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Are you certain you want FF?

Traps provides almost as much defence, with outstanding debuffs and some damage.

If you like the FF knockback powers you could play a stormie instead and have KB plus great debuffs and damage.

If you like the idea of buffing teammates every couple of minutes you could play ice or sonic or a /therm corr.

If you absolutely must be a bubbler make it a mastermind, at least your pets will do half decent damage.


 

Posted

FF/elec is fun. Slot your powers for drain and get Power Sink from the Epic pool. Control, buff, and damage, all from the mez-free comfort of Dispersion Field.


 

Posted

Mine is an FF/Energy and she's pretty good. I'll admit that Energy is a bit redundant, though, with FF's built in knockback powers. Personally, if I had to do it all over again, I'd roll an FF/Ice for the Holds and pretty much similar single target damage with better AoE.

Also in that build, you're getting Maneuvers FAR too late, and you're just using it as a set mule. On most other builds, this is okay, but for a forcefielder, you want Maneuvers as soon as you've got the End to run it, not later than 30 at least, and you want to slot it for Defense. Why do that? Because it''s the difference between letting 10% of enemy attacks through and 5%. Maneuvers doubles the power of your defense buffs. It's unique to FF Defenders to do that, but a well built pre-alpha FF Defender should at minimum be able to hit 44% defense buff on an ally. That's the small bubbles, Dispersion Bubble and Maneuvers, all slotted equivalent to 3 level 30-35 Defense Buff IOs.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Quote:
Originally Posted by anonymoose View Post
Traps provides almost as much defence
This is misleading. FF defenders are the only ones that can guarantee that the entire team will be softcapped against everything but psi. /FF MMs can't do it (with similar slotting, I think they're a good 10-12% behind a FF/ def, but I haven't done the math for a while [edit: slotted the same as my FF def, an MM gives 33.786% instead of 45.035 with shields, dispersion, and maneuvers]), and Traps certainly can't do it. A full 45% def buff might be overkill in these days of set bonuses (though I'd be careful of assuming that PUGs are always going to be slotted that well), and of course if you can count on having a few other maneuvers/VEATs/pbaoe +def toggles on your group, you won't need to provide it all yourself.

Everything else you say is, I think, good advice for someone whose primary interest isn't softcapping the team (or, again, if you can count on other def buffs always being around).

I will anecdotally say that red bars don't move a whole lot when I'm on teams, and people tell me that they notice a difference (usually having to do with never needing to heal). I don't know whether they'd notice as much a difference if I were, say, a /FF MM. (I don't mean that suggestively. I just really don't know, because I've never played one.)

Anyway, on the FF/Dark topic, while I think that /Dark is overkill and not really necessary, it's what I rolled at launch, and it's what I had waiting for me when I started playing again about a month ago. And the two cones are kinda nice. After trying things out (and learning how sets and ED and everything else that's changed in the last nearly six years work), I settled on the build below. Perks include
  • softcapped def for all three positions and psi,
  • good s/l res (it's capped if you use a Cardiac Paragon, but now that I've gotten all my +rec enhancements, I'm trying out playing without a Cardiac to see if I still have enough end; if I do, I'll switch to Musculature, and probably switch the Res/Rech in Tough to Res/End/Rech),
  • three solid aoes (well, two and a half, since the recharge on Repulsion Bomb is a pain),
  • and a fair amount of flexibility (basically everything from level 28 on could be changed, Combat Jumping could be Hover, and you could 5-slot Dark Blast, Repulsion Bomb, Tenebrous Tentacles, and Night Fall to give yourself more freedom).
I'm not crazy about Dark Consumption and its slotting, but I wanted Scirocco's Dervish somewhere, and I didn't want to take Blackstar for it (because I never used it when I had it, because then I had to turn nine toggles back on).

Of course, the order of the powers and slots could definitely be changed up. Especially the slots. They've been jumbled all around while changing the build up several times.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Francis: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/Rchg(3), DefBuff-I(5)
Level 1: Dark Blast -- Mael'Fry-Dmg/EndRdx(A), Mael'Fry-Dmg/Rchg(39), Mael'Fry-Dmg/EndRdx/Rchg(39), Dev'n-Hold%(39), Dev'n-Acc/Dmg/Rchg(40), Cloud-%Dam(40)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Personal Force Field -- SW-ResDam/Re TP(A)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/Rchg(7), DefBuff-I(9)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(9), GftotA-Run+(11), GftotA-Def/EndRdx(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Run+(21), GftotA-Def(21)
Level 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), GftotA-Run+(13), GftotA-Def/EndRdx(15)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(19), GSFC-Build%(19)
Level 16: Tenebrous Tentacles -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), Cloud-%Dam(40)
Level 18: Boxing -- Empty(A)
Level 20: Night Fall -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36), Cloud-%Dam(36)
Level 22: Tough -- GA-3defTpProc(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(27)
Level 24: Weave -- GftotA-Run+(A), GftotA-Def(25), GftotA-Def/EndRdx(25), GftotA-Def/EndRdx/Rchg(27)
Level 26: Repulsion Bomb -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), ExStrk-Dam%(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Recall Friend -- Zephyr-ResKB(A)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Teleport -- Range-I(A)
Level 38: Vengeance -- Krma-ResKB(A)
Level 41: Dark Consumption -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(50)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Detention Field -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(5), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/EndRdx(33)

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Posted

Something with fast AoEs. Repulsion Bomb is a sexy AoE attack, but it has a long activation time. You don't want to have another one like that (I'm looking at you FF/Rad!!)



 

Posted

FF/Ice/Dark

/LockThread

A defenders blizzard has the same base damage as a blaster.

Let me just say this... Run in mob, shake their hands with soul drain, ice storm, blizzard, hit a blue, dark consumption. If you do it fast enough you wont lose any toggles and will have full endurance. I do it all the time on my FF/Ice/Dark, best defender I ever made.


 

Posted

Quote:
Originally Posted by Fifty- View Post
FF/Ice/Dark

/LockThread

A defenders blizzard has the same base damage as a blaster.

Let me just say this... Run in mob, shake their hands with soul drain, ice storm, blizzard, hit a blue, dark consumption. If you do it fast enough you wont lose any toggles and will have full endurance. I do it all the time on my FF/Ice/Dark, best defender I ever made.

There isn't anything specific to Force Field that makes this work. Blizzard is just a good power. Several of the other blast sets also have things to recommend. (I wouldn't bother to say that but I have an adverse reaction to attempts to prematurely end a thread, joking or not.)


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
There isn't anything specific to Force Field that makes this work. Blizzard is just a good power. Several of the other blast sets also have things to recommend. (I wouldn't bother to say that but I have an adverse reaction to attempts to prematurely end a thread, joking or not.)
Yes, I was joking with the /LockThread comment.

When I think defender, the first thing that comes to my mind is... Boring. But I wanted to make something that can be fun because we all know just bubbling teammates can get old.

Now, if you pay attention to the thread title. It asks what works well with FF... Obviously Mayhem is creating a FF and just wants to know what works well with it. With perma ice storm and your team soft capped, lets just say not only can your teammates not be hit but the enemy has recharge debuff and hardly attacks.

And with my previous post I was simply letting Mayhem know how a defender can be fun at the same time.


 

Posted

I'd like to preface this with the statement that I view Force Field as a set that is to be played for fun, or not at all.

I rolled a FF/Energy Defender, and I loved it for its insane knock back. Damage was always secondary to knock back. All powers that COULD be slotted for knock back, WERE slotted for knock back.

Power Push and Force Bolt were both 6-slotted. I would hit an enemy with one at point-blank range, and then tag it with the other while airborn.

After bubblin' up the people who did the real work, I would bounce dangerous/deadly mobs into walls and corners, or knock whole groups back in order to make things manageable for my team.

The endurance cost was enormous.

I did not care.

In terms of *PTUIE* practical builds, FF/Dark synergizes well. The -ToHit debuffs mean that enemies will have a harder time hitting your precious bubbles and the stupid cargo they protect. I've also seen a video of a FF/Archery defender solo farming in RWZ. All those defense powers leave LOTS or room for you to slap in LotG +recharge enhancements, which will help bring Rain of Arrows up in record time.


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Originally Posted by Oedipus_Tex View Post
Dual Pistols gets an honorable mention for the fact that it can nuke at melee with a great degree of safety with some IOing.
Damn you, now I can't this out of my head.


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Originally Posted by Pyrthas View Post
This is misleading. FF defenders are the only ones that can guarantee that the entire team will be softcapped against everything but psi.
If a squishy player is running around with absolutely zero defence of their own, I sure as heck don't feel bad that I can't softcap them with my trapper's FFG. I'm not their mommy, people need to take some responsibility for their own hide. Eat purples for tough fights or spend the whole mish admiring the floor for all I care.

In practice you've often got several teammates running maneuvers, or maybe a Dark or Stormie or Crab with a toggle +DEF power to add to the FFG.


 

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Originally Posted by Mr_Grumpums View Post
I'd like to preface this with the statement that I view Force Field as a set that is to be played for fun, or not at all.

I rolled a FF/Energy Defender, and I loved it for its insane knock back. Damage was always secondary to knock back. All powers that COULD be slotted for knock back, WERE slotted for knock back.

Power Push and Force Bolt were both 6-slotted. I would hit an enemy with one at point-blank range, and then tag it with the other while airborn.

After bubblin' up the people who did the real work, I would bounce dangerous/deadly mobs into walls and corners, or knock whole groups back in order to make things manageable for my team.

The endurance cost was enormous.

I did not care.

In terms of *PTUIE* practical builds, FF/Dark synergizes well. The -ToHit debuffs mean that enemies will have a harder time hitting your precious bubbles and the stupid cargo they protect. I've also seen a video of a FF/Archery defender solo farming in RWZ. All those defense powers leave LOTS or room for you to slap in LotG +recharge enhancements, which will help bring Rain of Arrows up in record time.
I'm sorry, but if you joined my team I would tell you to not attack... And if you did I would kick you... Knockback is awful, knockdown or knockup is acceptable.


 

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Originally Posted by Madamme Mayhem View Post
So i really want an FF corr because they do more dmg etc but sadly we dont get ff on corrs so its defender time, yet i am stumped as to what blast power to choose....i was thinking either dark, energy, or psychic......but not too sure really. Any suggestions would be greatly appreciated.
I have a nice FF/Archery defender. She's positionally softcapped for ranged and AoE, with decent melee (and godlike En/Neg defense).

She's not THE most damaging Offender out there, but she gives Grade A *KABOOM* (Explosive Arrow, Repulsion Bomb, Thunder Strike).

If I could log into the game right now (yet another *Unable to patch* error and the update sever is running a whopping 56K right now.....), I'd get you the build.



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Originally Posted by anonymoose View Post
If a squishy player is running around with absolutely zero defence of their own, I sure as heck don't feel bad that I can't softcap them with my trapper's FFG. I'm not their mommy, people need to take some responsibility for their own hide. Eat purples for tough fights or spend the whole mish admiring the floor for all I care.
I think the point is that Traps defenders can't get close to the defense softcap. Well slotted shield drone will get about a 20-21% and throw in maneuvers and you'll get to about 25%. The seeker drones can help out a little with some -to-hit/-damage but they are more limited in scope then a straight defense buff. You also could use the web grenade to slow enemy recharge a bit. A teammate would have to have at least an extra 10-15% defense against a variety of types(e.g. melee, ranged, AoE) to then get the total advantage a force field defender can give on defense without maneuvers. On the other hand traps has much more offensive potential with the -def/-resistance/-regen debuffs.


 

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Originally Posted by Fifty- View Post
I'm sorry, but if you joined my team I would tell you to not attack... And if you did I would kick you... Knockback is awful, knockdown or knockup is acceptable.
Glad I don't have to team with close minded and boring players that think things like this.


"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45

 

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Originally Posted by Arondell View Post
I think the point is that Traps defenders can't get close to the defense softcap. Well slotted shield drone will get about a 20-21% and throw in maneuvers and you'll get to about 25%.
Yeah, this. I think Cold can get the closest, actually. The only difference is that you get half the def on your pbaoe, which means you'll probably around 7.5-8% behind FF. Well, you also lose the status res from Dispersion Bubble, and you gain stealth and debuffs and blah blah.


 

Posted

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Originally Posted by anonymoose View Post
If a squishy player is running around with absolutely zero defence of their own, I sure as heck don't feel bad that I can't softcap them with my trapper's FFG. I'm not their mommy, people need to take some responsibility for their own hide. Eat purples for tough fights or spend the whole mish admiring the floor for all I care.

Now there's a quality I look for in a support character.


 

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Originally Posted by Fifty- View Post
I'm sorry, but if you joined my team I would tell you to not attack... And if you did I would kick you... Knockback is awful, knockdown or knockup is acceptable.

Sorry, but if you can't deal with a bit of KB, then it's a lrn2play moment for you.

KB (and KD) are forms of soft control (people on their backs or flying through the air don't exactly have time to attack).

Yes, it can be inconvenient for certain types of builds that RELY on having lots of enemies in range (Inv/Dark/etc tanks, scrappers and brutes for instance).

And kicking someone simply for NOT ignoring half their build is STUPID.

Let me repeat that for emphasis.

IT IS STUPID!

If you'd rather fail a TF and waste people's time than deal with a bit of KB, then please PM me your global so I know NEVER to team with you.



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