FF/DP viable?
so...I was thinking today, and It really is as simple as this:
Is FF/DP viable? in my head it seems like it'd be beast if properly built.... |
How's it look?
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Personal Force Field -- LkGmblr-Def(A), LkGmblr-Rchg+(3), Krma-ResKB(3)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 2: Deflection Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(5), Krma-ResKB(5)
Level 4: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17)
Level 6: Insulation Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(7), Ksmt-ToHit+(7)
Level 8: Empty Clips -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(19), Det'tn-Acc/Dmg(21), Det'tn-Dmg/EndRdx(21), Det'tn-Dmg/Rchg(23), Det'tn-Dmg/Rng(46)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- HO:Enzym(A), HO:Enzym(19), LkGmblr-Rchg+(43)
Level 14: Boxing -- Empty(A)
Level 16: Bullet Rain -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(23), Det'tn-Acc/Dmg(25), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(29), Det'tn-Dmg/Rng(50)
Level 18: Repulsion Field -- EndRdx-I(A), EndRdx-I(42)
Level 20: Suppressive Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- HO:Enzym(A), HO:Enzym(25), LkGmblr-Rchg+(43)
Level 26: Hover -- HO:Enzym(A), HO:Enzym(27)
Level 28: Executioner's Shot -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(33), ShldBrk-Acc/Rchg(33), ShldBrk-DefDeb/EndRdx/Rchg(34), ShldBrk-Acc/EndRdx/Rchg(34), ShldBrk-%Dam(34)
Level 30: Fly -- Winter-ResSlow(A)
Level 32: Force Bubble -- EndRdx-I(A), EndRdx-I(43)
Level 35: Piercing Rounds -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(36), Det'tn-Acc/Dmg(36), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(37), Det'tn-Dmg/Rng(46)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Maneuvers -- HO:Enzym(A), HO:Enzym(42)
Level 44: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46)
Level 47: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Power Sink -- RechRdx-I(A), RechRdx-I(50), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), RgnTis-Regen+(42)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(37), P'Shift-End%(37)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 10.5% Defense(Melee)
- 7.688% Defense(Smashing)
- 7.688% Defense(Lethal)
- 8.625% Defense(Fire)
- 8.625% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.88% Defense(Ranged)
- 14.25% Defense(AoE)
- 50% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 17% FlySpeed
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 3.6%
- MezResist(Sleep) 7.45%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 8.5% (0.142 End/sec) Recovery
- 40% (1.698 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.625% Resistance(Energy)
- 3.125% Resistance(Negative)
- 5.625% Resistance(Toxic)
- 17% RunSpeed
- 3% XPDebtProtection
------------
Set Bonuses:
Luck of the Gambler
(Personal Force Field)
- 10% (0.425 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Personal Force Field)
- Knockback (Mag -4), Knockup (Mag -4)
(Pistols)
- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Deflection Shield)
- 10% (0.425 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Deflection Shield)
- Knockback (Mag -4), Knockup (Mag -4)
(Dual Wield)
- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Insulation Shield)
- 10% (0.425 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Empty Clips)
- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
- 1.875% Resistance(Toxic)
(Dispersion Bubble)
- 7.5% Enhancement(RechargeTime)
(Bullet Rain)
- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
- 1.875% Resistance(Toxic)
(Suppressive Fire)
- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Executioner's Shot)
- 2.5% (0.042 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
- 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
(Fly)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Piercing Rounds)
- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
- 1.875% Resistance(Toxic)
(Hail of Bullets)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Thunder Strike)
- 10% (0.425 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Charged Armor)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Some might not like FF's lack of damage, the lack of debuffs, or the necessity of re-bubbling teammates, but that's another thread.
Edit: Just to demonstrate, here's a skeleton of a build. Obviously you could save some slots if you didn't care about the recharge and recovery bonuses on all the defense powers (or didn't want to buy the LotGs). I took Dark just because it has two pbaoes in it; of course that wouldn't be necessary with DP, and of course you could get those set bonuses from somewhere else.
There are, I'm sure, countless ways to do this. This is just an idea.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Force Field
Secondary Power Set: Archery
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
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: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Aimed Shot -- Mael'Fry-Dmg/EndRdx(A), Mael'Fry-Dmg/Rchg(11), Mael'Fry-Dmg/EndRdx/Rchg(11)
Level 4: [Empty]
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/Rchg(13), DefBuff-I(15)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), GftotA-Run+(17), GftotA-Def/EndRdx(17)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Run+(19), GftotA-Def(19)
Level 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), GftotA-Run+(21), GftotA-Def/EndRdx(23)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- GA-3defTpProc(A), ImpArm-ResDam(29), ImpArm-ResDam/EndRdx(29), ImpArm-ResDam/EndRdx/Rchg(31)
Level 20: Weave -- GftotA-Run+(A), GftotA-Def(31), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(33)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: Dark Consumption -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(43)
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: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Dual pistols pairs well with fire and forget sets like force field, so I'd say they'd work together just fine.
@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM
Here is a build built with I20 in mind.
Sm/Le/En capped even against critters with base 64% to hit.
Tons of nifty procs, and with the Musculature you do not lose out on damage enhancing.
Pretty inexpensive build as well.Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kant Tuch Dis: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Deflection Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def(11), S'dpty-EndRdx(21), S'dpty-Def/EndRdx/Rchg(23)
Level 1: Pistols -- Achilles-ResDeb%(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(40), Dev'n-Hold%(43)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), Dev'n-Hold%(34)
Level 4: Empty Clips -- Achilles-ResDeb%(A), Posi-Dam%(5), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rng(46)
Level 6: Insulation Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-EndRdx(7), S'dpty-Def(11), S'dpty-Def/EndRdx/Rchg(43)
Level 8: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(9), S'dpty-Def/EndRdx/Rchg(23), S'dpty-Def(37), S'dpty-EndRdx(40)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Dispersion Bubble -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(13), S'dpty-Def(13), S'dpty-Def/EndRdx/Rchg(37), S'dpty-EndRdx(46)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19)
Level 18: Swap Ammo
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(25), IntRdx(46)
Level 24: Boxing -- Empty(A)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(31)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Achilles-ResDeb%(31), Dev'n-Hold%(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
Level 38: Hail of Bullets -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), M'Strk-Dmg/Rchg(40)
Level 41: Scorpion Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(42), S'dpty-Def(42), S'dpty-Def/EndRdx/Rchg(42), S'dpty-EndRdx(43)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-EndRdx/Rchg(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 49: Aid Self -- Heal-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 18: Chemical Ammunition
Level 18: Incendiary Ammunition
Level 18: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(37), Numna-Regen/Rcvry+(45)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(34)
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I am really glad I found this thread!
I am just about to build a FF/DP defender ( because I can't do it as a Corruptor)
By any chance would anyone have an SO/Generic IO leveling build? It is rare for me to find a team farming or PLing AE, so for most characters I level slow, buying what I can as I can.
It is really a shame that the current trend on the forums is to post fully leveled to 50+ builds all IO'd out! ( ie.. combat jump needs only one slot so in the build it is taken at lv 49... when in reality that character took it at lv 6 and loved it!)
I would love to see the trend of posting finished builds abate and a return to a series of builds you can use as you go.. a road map, if you will...
Thanks for any help... sorry if I sound like an old crank...
The Sly Bold Renardine - " I am Scraptastic!"
Well, I might go with something along these lines while levelling.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Blasto: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Leadership
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Deflection Shield -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), EndRdx-I(37)
Level 1: Pistols -- EndRdx-I(A), Acc-I(5), RechRdx-I(5), Dmg-I(11), Dmg-I(11), Dmg-I(43)
Level 2: Dual Wield -- EndRdx-I(A), Acc-I(15), RechRdx-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(50)
Level 4: Personal Force Field -- DefBuff-I(A)
Level 6: Insulation Shield -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(7), EndRdx-I(37)
Level 8: Maneuvers -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(9), EndRdx-I(40)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), EndRdx-I(40)
Level 14: Fly -- Flight-I(A)
Level 16: Bullet Rain -- EndRdx-I(A), Acc-I(19), RechRdx-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(46)
Level 18: Tactics -- EndRdx-I(A), ToHit-I(23), ToHit-I(23), ToHit-I(43)
Level 20: Assault -- EndRdx-I(A), EndRdx-I(34)
Level 22: Vengeance -- Heal-I(A)
Level 24: Aid Other -- RechRdx-I(A), RechRdx-I(25), Heal-I(25), Heal-I(27)
Level 26: Repulsion Bomb -- EndRdx-I(A), Acc-I(27), Dmg-I(33), Dmg-I(34), Dmg-I(34), RechRdx-I(46)
Level 28: Executioner's Shot -- EndRdx-I(A), Acc-I(29), Dmg-I(29), Dmg-I(33), Dmg-I(33), RechRdx-I(46)
Level 30: Aid Self -- RechRdx-I(A), IntRdx-I(31), Heal-I(31), Heal-I(31)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Piercing Rounds -- EndRdx-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37), Dmg-I(43)
Level 38: Hail of Bullets -- EndRdx-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(45)
Level 41: Dark Consumption -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42)
Level 44: Dark Embrace -- EndRdx-I(A), ResDam-I(45), ResDam-I(45), ResDam-I(50)
Level 47: Soul Drain -- EndRdx-I(A), Acc-I(48), RechRdx-I(48), RechRdx-I(48), RechRdx-I(50)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
I don't plan builds often, so it might not be all that great. I tend to just level and see what happens. Find a power uses a lot of end, throw an extra endred in there the next time I get a slot. I might also drop Vengeance/Aid Other/Aid Self, for Boxing/Tough/Weave for extra toughness. Since I don't play characters after they hit 50, I find planning awesome builds for them to be a waste.
Force Field is great for low levels and exemplaring, but not so great at level 50 content. Most players who want good builds aim to soft cap themselves (with IO sets), thus making it almost pointless to bring a FF along. The biggest demand for Defenders is resistance debuffs, which FF lacks. You may team with people who don't have the best builds or may not be fully soft-capped, so it depends on who you plan on teaming with.
Might I suggest making a Cold Domination Defender instead? It has "bubbles" similar to FF, but not quite as good. It also has some great debuffs, which last long enough to get plenty of attacks in between the cooldowns. It is fairly easy to soft cap to S/L and E with Cold Domination and Mace Mastery's defense toggle.
Force Field is great for low levels and exemplaring, but not so great at level 50 content. Most players who want good builds aim to soft cap themselves (with IO sets), thus making it almost pointless to bring a FF along. The biggest demand for Defenders is resistance debuffs, which FF lacks. You may team with people who don't have the best builds or may not be fully soft-capped, so it depends on who you plan on teaming with.
Might I suggest making a Cold Domination Defender instead? It has "bubbles" similar to FF, but not quite as good. It also has some great debuffs, which last long enough to get plenty of attacks in between the cooldowns. It is fairly easy to soft cap to S/L and E with Cold Domination and Mace Mastery's defense toggle. |
As well, it allows players who are normally only softcapped to one position and/or a pair of types to get some defense to everything else - not a bad idea when you have stuff like massive nrg+aoe attacks from clockwork and other things that aren't covered by S/L, melee, or ranged.
Finally, and probably most importantly, I seriously disagree with the assumption that a significant fraction of people are softcapped, especially non-melees. I don't know what it's like on other servers, but at least on Guardian my estimate is that perhaps 25% of the people I team with have any set bonuses at all, let alone a huge list that might indicate an extensive IO investment. Perhaps if you tend to play with a fairly small circle of more dedicated players, but if you pug I doubt you'll be seeing very many.
Now, I do agree in the long run that cold is probably a more well-rounded overall set than FF. But that's nowhere near the same thing as FF being almost pointless to bring.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
As a silly scrapper player but someone who has a good handle on the game I would not ever count FF as one of my favorite power sets but it does some things that not many other sets do that can help a load. Gives a huge chunk of def, gives endurance protection via insulation shield and some toxic res from deflection shield and easy-peasy mez protection via dispersion. While I wouldn't consider it a power house set it's reliable in what it does.
I'll always be a "Champion" at heart. My server away from home.
"When the people fear their government, there is tyranny; when the government fears the people, there is liberty." - Thomas Jefferson
Thank you Starflier!
I also never seem to play my lv 50s... new ideas for characters come too fast...
The Sly Bold Renardine - " I am Scraptastic!"
I have an FF/DP at 50 and just love it. He's weak in single-target damage, but has rapid-cycling AOEs that increase his DPS dramatically in groups. Great fun in raids and teaming, not so much soloing. The build misses Aim, but works out nicely anyway.
Even on teams stacked with defense-focused L50 builds, if there are any defense debuffs, non-S/L attacks or enemy +ToHit then FF/* helps. Tacking on that extra bit of defense staves off cascading defense failures for builds without adequate DDR. It also provides some mez protection for those ATs without it. The difference in consistency of performance is noticeable.
No, FF/* won't appreciably help a three-position-softcapped */SR Scrapper or Brute in all but the rarest circumstances, but it'll gap-fill for a Fire/Kin or Ill/Rad quite nicely, not to mention anyone else that doesn't have softcapped defenses across the board.
One thing about force field is that in incarnate content the softcap seems to be a lot higher than it used to be. While that softcapped SR scrapper doesn't need your bubbles in normal content, he'll certainly appreciate the extra ~23% def when facing enemies with tohit 19% higher than usual!
|
I play with people who have awesome builds. I help with their builds if anyone in my SG seems lacking. I'm sure you're right about most of the players not having builds with soft capped defenses. Picking FF is more of a personal choice and depends on who you play with. I just think Cold should be considered too, because it offers very similar powers to match what FF features and then some great debuffs.
When I play my Cold/Sonic Defender, AVs just melt. Ever have trouble with Praetorian Bobcat? Benumb significantly reduces the damage she does and prevents her Unstoppable from being effective. With 100%-150% -resist debuffs on top of that, she drops fast. Pretty much all AVs are like that when I play my Defender, except most of them don't have Unstoppable.
Picking FF is more of a personal choice and depends on who you play with. I just think Cold should be considered too, because it offers very similar powers to match what FF features and then some great debuffs.
|
I'll put a brief plug in for traps.
- defence boost for your team that doesn't need to be individually refreshed.
- AOE -resist to help melt crowds
- AOE pseudohold, with -regen to help melt AVs
- a disposable debuffing pet to take the alpha in complete safety
Don't forget VEATs give a nice team defence buff, along with a nice team damage and tohit buff.
Personally I don't like re-applying the shields, so Cold wouldn't be my thing, but I won't complain when one joins my moLRSF!
(None of which is to say that FF isn't viable)
Well...
I got mine to 14 so far, and I am looking at the Leadership toggles. In game and on Red Tomax, it says they all burn the same endurance .195. Is that true? I could swear years ago my Defenders had to slot tactics with 2 End and the others with one...
How would you slot them? ( generic IO or SO slottings, thanks)
Anyone else running a FF/DP want to share tips tricks or Horror stories?
The Sly Bold Renardine - " I am Scraptastic!"
Well...
I got mine to 14 so far, and I am looking at the Leadership toggles. In game and on Red Tomax, it says they all burn the same endurance .195. Is that true? I could swear years ago my Defenders had to slot tactics with 2 End and the others with one... How would you slot them? ( generic IO or SO slottings, thanks) Anyone else running a FF/DP want to share tips tricks or Horror stories? |
Then I put three defense & two endurance (SOs) in anything that gives defense. Two endurance in each toggle outside of that. Stamina gets three EndMod as soon as possible. Anytime after level 27, you can switch to common IOs so you don't have to replace them every five levels, but it'll usually cost you more than you would've paid if you'd stuck with SOs.
Run tips and TFs along the way for reward & alignment merits. Use reward merits, alignment merits or millions to get a low-level (e.g. level 10-18) Karma -KB (slot in CJ or Hover) and a low-level (e.g. level 10-18) Steadfast Res/Def (slot in Tough) as soon as you can slot them. At level 17, spend hero merits to get a level 20 Miracle +Recovery. At level 27, spend hero merits to get a level 30 Numina's +Rec/+Reg. Slot both in Health.
Doing all of those will keep you from suffering 95%+ of the knockdown effects in the game, give you an extra 3% defense, and keep your blue bar happy.
Well...
I got mine to 14 so far, and I am looking at the Leadership toggles. In game and on Red Tomax, it says they all burn the same endurance .195. Is that true? I could swear years ago my Defenders had to slot tactics with 2 End and the others with one... How would you slot them? ( generic IO or SO slottings, thanks) Anyone else running a FF/DP want to share tips tricks or Horror stories? |
DP has average damage so Assault is worthwhile. It's a 1 slot wonder, 1 end reduction.
Maneuvers - 3 Def 1 End. Frankenslotting would be better, could get away with 3 slots. Obviously it's a great place for LOTGs.
Unsolicited advice - if you're avoiding IOs because of poverty consider running tip mishes. You can buy the nice IOs with alignment merits, or buy nice IOs and auction them to pay for the sets you want.
Hi, this post comes long time after the first one, but here's a build I've made for my future FF/DP (build only for PvE).
I don't have tested it yet, but it may look quite fun to play and cheap
+ Softcapped in Melee, Ranged and AoE def. (More 120% all def with Personal Force Field)
+ Aid Self, Vengeance
+ 60% smashing Lethal Resistance (without Personal force field)
- I don't know if the "+ Rech Bonus" will work well on Empty Clips and Bullet Rain.
- May be short in endurance, but not with Cardiac Alpha.
- Low KB Protect, but with softcapped def and playing PvE, that wouldn't be a problem I think.
Hero Plan by Mids' Hero Designer 1,942
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Vaporetto: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield
- (A) Luck of the Gambler - Recharge Speed
- (A) Shield Breaker - Defense Debuff
- (3) Shield Breaker - Accuracy/Defense Debuff
- (3) Shield Breaker - Accuracy/Recharge
- (7) Shield Breaker - Defense Debuff/Endurance/Recharge
- (7) Shield Breaker - Accuracy/Endurance/Recharge
- (11) Shield Breaker - Chance for Lethal Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Force Feedback - Damage/Knockback
- (5) Force Feedback - Accuracy/Knockback
- (5) Force Feedback - Recharge/Knockback
- (9) Force Feedback - Recharge/Endurance
- (9) Force Feedback - Damage/Endurance/Knockback
- (11) Force Feedback - Chance for +Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Mako's Bite - Accuracy/Damage
- (27) Mako's Bite - Damage/Endurance
- (34) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (50) Mako's Bite - Chance of Damage(Lethal)
Level 12: Dispersion Bubble
- (A) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (21) Red Fortune - Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (A) Titanium Coating - Resistance
- (15) Titanium Coating - Resistance/Endurance/Recharge
- (15) Titanium Coating - Endurance
- (31) Titanium Coating - Resistance/Endurance
- (33) Titanium Coating - Resistance/Recharge
- (46) Titanium Coating - Endurance/Recharge
- (A) Force Feedback - Damage/Knockback
- (17) Force Feedback - Accuracy/Knockback
- (17) Force Feedback - Recharge/Knockback
- (19) Force Feedback - Recharge/Endurance
- (19) Force Feedback - Damage/Endurance/Knockback
- (29) Force Feedback - Chance for +Recharge
- (A) Interrupt Reduction IO
- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (23) Red Fortune - Endurance/Recharge
- (34) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (34) Red Fortune - Defense/Endurance/Recharge
- (39) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (A) Harmonized Healing - Heal/Endurance
- (27) Harmonized Healing - Endurance/Recharge
- (40) Harmonized Healing - Heal/Recharge
- (48) Harmonized Healing - Heal/Endurance/Recharge
- (50) Harmonized Healing - Endurance
- (50) Interrupt Reduction IO
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Damage/Range
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (43) Obliteration - Accuracy/Damage/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (A) Steadfast Protection - Knockback Protection
- (48) Steadfast Protection - Resistance/+Def 3%
- (48) HamiO:Ribosome Exposure
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (46) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Knockdown Bonus
- (A) Endurance Reduction IO
Level 2: Rest
- (A) Interrupt Reduction IO
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (21) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
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Other advices ?
"Mangez du clown c'est bon pour la sant� !"
Pseudo Global : @Ardzog
Super Groupe : Les Biloutes
so...I was thinking today, and It really is as simple as this:
Is FF/DP viable?
in my head it seems like it'd be beast if properly built....
Magisterum- 50+3 Fortunata--Virtue
Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue