Powers to take and slot for Ranged Def Cap?
There are very limited ways with this build to obtain Range Def Cap. But this thread pretty much covers all the angles to obtain that cap..
http://boards.cityofheroes.com/showthread.php?t=187775
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Remember that if you pick (and slot) smoke grenade you don't actually have to hit the Def Cap. 7% toHitDebuff isn't negligible, and there's little reason for it not to be active at all times (huge area of effect, fast recharge, doesn't aggro foes, so you can toss it before the fight begins).
Your best bets are the cheap Thunderstrike recipes (ranged damage, 6 slots), 3 slot weave with LotG (+rech, +def, +def/end), tough with 1 slot Steadfast Protection +3% def, and 6 slot Gaussian on Targetting Drone.
You should also consider /Mace mastery's scorpion shield. It fits thematically with AR/Dev and s/l def never hurts
Also, Devices can leverage Trip Mines to release a lot of burst damage at once, minimizing your exposure to enemy fire, making you less reliant on high defenses.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
It's frankly much easier to softcap s/l/energy than it is to do ranged, and you'll be covered for most of the ranged attacks ever directed at you (and a bunch of the melee ones.) The reason for this is that like zemb said, capping typed defenses lets you take advantage of the mace APP, which gives you not only scorpion shield but an aoe immob you can slot enfeebled operation in.
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
It's frankly much easier to softcap s/l/energy than it is to do ranged, and you'll be covered for most of the ranged attacks ever directed at you (and a bunch of the melee ones.) The reason for this is that like zemb said, capping typed defenses lets you take advantage of the mace APP, which gives you not only scorpion shield but an aoe immob you can slot enfeebled operation in.
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Here is sample build that reaches the S/L softcap without the use of purples OR expensive gladiator IO. The build should not be terribly expensive save the set of kinetic combats (which can be obtained with Hero Merits/Villain Merits). It does require one to go to villain alignment though. Burst/Slug/Buckshot/SniperRifle/Flamethrower/Full Auto may be tailored for personal sets - I just wanted to numerically make it functional. The two pets have roughly an SO's worth for their respective traits (Acc/Dmg/End/Rech).
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
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Level 1: Burst Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(9), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(13)
Level 1: Web Grenade Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(3), Enf'dOp-Acc/EndRdx:50(3), Enf'dOp-Acc/Immob/Rchg:50(5)
Level 2: Slug Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(13), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(19)
Level 4: Buckshot Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rchg:50(7), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(9)
Level 6: Combat Jumping LkGmblr-Rchg+:50(A)
Level 8: Beanbag RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(19), RzDz-Acc/EndRdx:30(23), RzDz-Acc/Stun/Rchg:30(25), RzDz-Stun/Rng:30(25)
Level 10: Targeting Drone EndRdx-I:50(A), EndRdx-I:50(17), AdjTgt-ToHit/EndRdx:50(17), Rec'dRet-ToHit/Rchg:20(43), Rec'dRet-ToHit:20(43)
Level 12: Sniper Rifle Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(33), Mantic-Acc/ActRdx/Rng:50(33), Mantic-Dmg/ActRdx/Rchg:50(33), Mantic-Dmg/EndRdx/Rchg:50(34)
Level 14: Super Jump Zephyr-ResKB:50(A)
Level 16: Smoke Grenade HO:Lyso(A)
Level 18: Flamethrower Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34), Posi-Dmg/Rng:50(36), Posi-Acc/Dmg/EndRdx:50(36)
Level 20: Cloaking Device DefBuff-I:50(A), S'dpty-Def/EndRdx:40(21), S'dpty-Def:40(21), S'dpty-EndRdx:40(23)
Level 22: Hasten RechRdx-I:50(A), RechRdx-I:50(48)
Level 24: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Knock%:35(50)
Level 26: Tough S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-EndRdx:40(31)
Level 28: Weave DefBuff-I:50(A), S'dpty-Def/EndRdx:40(29), S'dpty-Def:40(29), S'dpty-EndRdx:40(31)
Level 30: Trip Mine Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg:30(39), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Acc/Dmg:50(40)
Level 32: Full Auto Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(37)
Level 35: Caltrops TmpRdns-EndRdx/Rchg/Slow:50(A)
Level 38: Gun Drone Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 41: Scorpion Shield DefBuff-I:40(A), S'dpty-Def:40(42), S'dpty-Def/EndRdx:40(42), S'dpty-EndRdx:40(42)
Level 44: Web Envelope Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45)
Level 47: Summon Spiderlings C'Arms-Acc/Dmg/Rchg:30(A), C'Arms-EndRdx/Dmg/Rchg:30(48), BldM'dt-Acc/Dmg/EndRdx:50(48)
Level 49: Ignite HO:Centri(A), HO:Centri(50), HO:Centri(50)
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Level 1: Brawl Empty(A)
Level 1: Defiance
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Run-I:50(A)
Level 2: Health Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle Jump-I:50(A)
Level 2: Stamina EndMod-I:50(A), EndMod-I:50(40), P'Shift-End%:50(43)
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Set Bonus Totals:
6% DamageBuff(Smashing)
6% DamageBuff(Lethal)
6% DamageBuff(Fire)
6% DamageBuff(Cold)
6% DamageBuff(Energy)
6% DamageBuff(Negative)
6% DamageBuff(Toxic)
6% DamageBuff(Psionic)
16.13% Defense(Smashing)
16.13% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
13.31% Defense(Energy)
13.31% Defense(Negative)
3% Defense(Psionic)
11.44% Defense(Melee)
9.563% Defense(Ranged)
3% Defense(AoE)
1.8% Max End
2% Enhancement(Stun)
33.75% Enhancement(RechargeTime)
6% Enhancement(Immobilize)
34% Enhancement(Accuracy)
4% FlySpeed
90.36 HP (7.499%) HitPoints
4% JumpHeight
4% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 3.3%
MezResist(Immobilize) 3.85%
16% (0.267 End/sec) Recovery
46% (2.314 HP/sec) Regeneration
4.725% Resistance(Fire)
4.725% Resistance(Cold)
3.75% Resistance(Negative)
4% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Deadboy
Hi guys, since I'm getting into the game and got great advice from everyone last time I have another few questions.
What powers should i take to cap my ranged def (since I am AR/Dev and like to stay far away if possible)
I know I wouldn't need to cap my def if on a team setting, but a lot of the time I like to solo, and hopefully one day solo some EB-AV's
Would I need Maneuvers? Tough? Weave? Hover? Combat Jumping?
There's so many and I don't know what to pick and what to save money to slot them with.
Much thanks in advance.