Traps / Sonic Build Advice


Garent

 

Posted

Hello Everyone, Some Advice on a dilema Please;

I have a planned build, which is quite expensive, it softcaps all typed and positional damage (except for Psionic which lingers around the 43% mark) and has pretty decent recharge. Butit does sacrifice in Acid Mortar and PGT having the recharge traps likes them to have. This build has Opressive Gloom as I do enjoy the extra mitigation, and the ultimate plan of the build was to run that at softcap. And i end up with 65%+ Resistance to smash/lethal too... bonus!

(Entroptic Chaos is there for fun, other sets in there could be better advised i imagine)


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

Click this DataLink to open the build!

Now this is all well and good but the expense is a fair bit.

Now Scorpion Shield is available to Defenders if they go villain, which mine is already in the process of doing. its quite easy to achieve over 55% Smash/Lethal and Softcapped Energy Defence when this is thrown into the mix. Allowing the build to focus on other things, like a travel power, more recharge, and possibly the medicine pool, or stealth pool.

So which one do I go for, I'm definately aiming for the latter concept in the interim while I save up for the former in the long run... But do I do that? or do I quite happily accept that Smash/Lethal at an easy 55% is probably better than everything at a tougher 45%? Given the to-hit of the newer content?

Any Advice?


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

The game only takes your highest defense category into account. If an attack does smashing + energy ranged damage, it will only look at ranged if that is your highest. You only need to soft cap either typed or positional defenses. You could probably make your build much cheaper by getting rid of the Gladiator's.

The only new content (I18/I19) that has higher to-hit so far is the Battle Maiden fight. I doubt the devs are changing the base to-hit on all incarnate content because then they would have to buff all defense sets to make up for that. Changing things up for an encounter or two just keeps people on their toes and makes them think about what type of team to form.


 

Posted

I'm aware how defence works, it just works out with the build I planned that it was just as easy to cap to all as it was only positional, so thats how they all ended up so high. As for the cost of the glads, I see about 17 days worth of working towards it with Alignment merits as achievable and easy.

And as for the to-hit stuff, after having played the i20 stuff in the open beta peaks I can safely say that for what will be the popular high end stuff for a while, there will be much more than the normal to-hit stuff going around, and thats why i'm considering sticking with a higher smash/lethal than a more rounded all positions plus typed as a bonus just incase kind of thing.

And while not the discussion for this place, raising the base to-hit of content is the perfect remedy for the "everybody can soft-cap" approach to IOs, which both invalidate (except for DDR) Defence sets and defensive buffing sets.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
And while not the discussion for this place, raising the base to-hit of content is the perfect remedy for the "everybody can soft-cap" approach to IOs, which both invalidate (except for DDR) Defence sets and defensive buffing sets.
The problem with that is the defense-based Tanker sets won't be able to mitigate enough to stay alive with just SOs. In the past, devs have said that the game will be balanced around SOs and they wanted all content to be able to be completed by teams with only SOs. I hope that stance isn't changing and I hope the increased to-hit is only on pets and summons like I have read about I20, until now. I will be very disappointed if I struggle to survive on my high-defense characters.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
The only new content (I18/I19) that has higher to-hit so far is the Battle Maiden fight. I doubt the devs are changing the base to-hit on all incarnate content because then they would have to buff all defense sets to make up for that.
In the new incarnate trials, enemies have a 14% to-hit bonus, so the soft cap becomes 59% instead of 45%. There are also some bugged DE missions that have the bonus I hear. The reason for this is because of the severe buff stacking that occurs when you get two to three groups of players together.