Hasten Perma, Now What?


Amperrie

 

Posted

On my D3 defender, my original goal with slotting was to get as much recharge as possible, to get Hasten at perma and spam tentacles and night fall as amassive cone of death. Now, with the Alpha slot, I've gotten to perma hasten without using all of the slots that I had oiriginally budgetted for recharge bonuses. So the question is, should I still keep at getting even more recharge, or is there a second bonus that would help. Prolly can't get any meaningful amounts of defense, tho....any thoughts? Thanks!


Goodbye, City of Heroes...I'll miss you.

On Justice as @Amperrie (well, for a little while longer...)

 

Posted

Quote:
Originally Posted by Amperrie View Post
On my D3 defender, my original goal with slotting was to get as much recharge as possible, to get Hasten at perma and spam tentacles and night fall as amassive cone of death. Now, with the Alpha slot, I've gotten to perma hasten without using all of the slots that I had oiriginally budgetted for recharge bonuses. So the question is, should I still keep at getting even more recharge, or is there a second bonus that would help. Prolly can't get any meaningful amounts of defense, tho....any thoughts? Thanks!
Actually, with a dark/dark, the tohit debuffs mean that you don't need as much defense, so just getting a little more will help a lot.


 

Posted

I'd tread carefully before spending a lot of inf on further recharge on a perma-hasten build. Incremental recharge bonuses get smaller and smaller, as far as affecting recharge time.

Let's look at TT, 10 second base recharge. I'm going to assume you have 180% recharge, including Hasten. Let's further say you have no recharge slotting in the power (just to be conservative), only the 33% from the alpha slot. That would currently TT recharges in 10 * (1/(1 + 1.8 + .33)), a recharge of 3.195 seconds. Go ahead and spend a couple of billion on an Armeggedon set, we get to 10 * (1/(1 + 1.8 + .3 + .1)) = 3.096.

Even a longer recharging power, like Tar Patch, would only come up a second quicker. Probably less since I'm sure you have recharge slotted in TP.

More recharge won't be a bad thing. Personally, I'm a "value" builder and I stop chasing particular bonuses when they're satisfactory and start going after others.


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Posted

Depending on your epic pool choice I would build for more defense or more resistance thru regular slotting not thru bonuses. Your stealth aura provides pretty good resistances and paired with a resistance shield like dark embrace your resistances will be very respectful and defense is nice as a buffer to your tohit debuffs and also makes you a lil tougher when darkest night isn't toggled on.


 

Posted

Ok I reread your post and saw you went d3. So I would put 3 slots of aegis in the stealth aura(name is eluding me atm), 3 slots of aegis in dark embrace and 3 slots of aegis and the steadfast plus 3 defense in tough. I usually don't bother slotting the pvp io's bc for the money I can think of better uses for 2 billion but they are an option too for even more defense. I love the fire/cold defense you get w/ 3 slotting aegis and 3 of them is significant. Also throw in the lotg plus recharge and def/end and def/end/rech in the stealth aura. That should boost your overall survivability and really help when darkest night isn't on. If you like you can pm me your build in mids or post it here and I would be more than happy to tweak it. It just helps to know what I am working with.


 

Posted

1.) I wouldn't go for more +recharge, though I would continue to look for more efficient ways to get the +rech (ie long-term swap out sets for LOTG +rech, that sort of thing).

2.) Even a little extra +def is a good thing. Shadow Fall is +5% unslotted, manuevers +3.5%, the steadfast protection IO will get you an additional +3% to all. With a minimal amount of slotting for defense, that's like running a small purple at all times. If you 6-slot thunderstrike, that gets you +3.75 ranged, Stupefy 6-slotted is 3.13% ranged. That's not exactly soft-capped, but its pretty respectable. Combined with all your to-hit debuff, your resistances, and your heal, and you'll be a lot more survivable.

3.) If you haven't done so already, getting all the usual suspects (numina's, miracle, performance shifter, knockback protection, stealth IO, etc) is typically worthwhile. You might also want to look at the Kismet +to hit, the aegis psi/status protection IO, among others.

4.) For DDD, you might also want the cloud senses +neg damage proc for Fluffy. Other procs that I really think shine given your spamming of TT/NF are the Ragnarok knockdown proc and the Grav Anchor hold proc. Both of those in your chain will dramatically increase your ability to serve as a poor man's controller.


 

Posted

For any defender really, I would look at capping if possible ranged def for no other reason that's where most of the mezzes are going to be coming from. A D3 won't need to cap it, but any additional ranged def will help.


 

Posted

Thanks for all the opinions!!

As to the diminishing returns on recharge, I am [pretty much in agreement. I hadn't thought about the -tohit working with the defense, but will have to look into seeing how much ranged def I can squeeze in. I'll be playing with this build a bit more and then will post it up....would love some feedback!


Goodbye, City of Heroes...I'll miss you.

On Justice as @Amperrie (well, for a little while longer...)

 

Posted

I guess it is just my play style but I hardly spend any time in ranged, and if I am soloing I always use the toggle to pull around a corner and force them into melee. I find this especially important since you are dark mastery because soul drain can be made perma or close to perma and that will really boost your damage. Also when they are grouped up like that you get better usage of tar patch. So yeah it may be a little unorthadox but building for some typed defenses with less slots than building for just ranged with a few six slots may help a lot with some new tactics.

For refernence the ranged defense bonus out of thunderstike takes six slots where you could be 5 slotting decimation for recharge. The sm/lethal bonus of kinetic combat takes 4 slots(brawl or boxing) and the bonus to fire/cold in aegis only takes 3 slots.


 

Posted

Being in melee also vastly depends on the blast set. A D3 is going to be at range to use the AoEs. With perma hasten, you can spam those rather well. Can you be in melee due to the safety a D3 brings? Yep. You just aren't going to be living there and maxing out your damage. Something like a /elec, or /rad will benefit more from S/L def.


 

Posted

Just my 2 inf, but in the tough fights, I like to be in melee range -- of the Dark Servant, wallowing in the Chill of the Night.


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

Well my gaming time usually consists of leading speed task forces so I am probably in the minority,but I run in, hit soul drain, use my debuffs and let my single target hit the big baddies while the actual "damage dealers" do their aoe to knock out all the little guys. I do however jump back and use tt and nightfall when it seems appropriate. Leading with tt and nightfall can work too, safer but less damage than if you soul drain first.


 

Posted

So, here is the build that I'm currently using on Live for my D3. Yes, I know all the purples are a bit excessive, but this is my marketeering toon, and I needed to find something to spend the inf on.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Mistress Spanky (I19): Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5), Nictus-Acc/EndRdx/Rchg(5)
Level 1: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(9), Apoc-Dam%(11)
Level 2: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(17), EndRdx-I(17), Slow-I(19)
Level 6: Darkest Night -- EndRdx-I(A), EndRdx-I(19), ToHitDeb-I(21)
Level 8: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(21), Mantic-Acc/ActRdx/Rng(23), Mantic-Dmg/ActRdx/Rchg(23), Mantic-Dmg/EndRdx/Rchg(25)
Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(25)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), Zephyr-ResKB(27)
Level 14: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(36), S'fstPrt-ResDam/Def+(36)
Level 16: Tenebrous Tentacles -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(34)
Level 18: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(37), Abys-Fear/Rng(37), Abys-Acc/Fear/Rchg(37)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 24: Super Speed -- Run-I(A)
Level 26: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(46)
Level 28: Dark Pit -- Amaze-Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(43), Cloud-%Dam(50)
Level 35: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 38: Boxing -- Dmg-I(A)
Level 41: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A)
Level 44: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A)
Level 49: Soul Transfer -- RechRdx-I(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Jump-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29), Numna-Heal(29), Heal-I(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), EndMod-I(31), EndMod-I(33)
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 8.313% Defense(Energy)
  • 8.313% Defense(Negative)
  • 8% Defense(Psionic)
  • 9.875% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.5% Max End
  • 79% Enhancement(Accuracy)
  • 88.75% Enhancement(RechargeTime)
  • 2.75% Enhancement(Terrorized)
  • 5% Enhancement(Heal)
  • 10% FlySpeed
  • 118.27 HP (11.63%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 5.8%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 4.7%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 16.5% (0.276 End/sec) Recovery
  • 72% (3.057 HP/sec) Regeneration
  • 9.135% Resistance(Fire)
  • 9.135% Resistance(Cold)
  • 3.125% Resistance(Toxic)
  • 10% RunSpeed


Goodbye, City of Heroes...I'll miss you.

On Justice as @Amperrie (well, for a little while longer...)