FF/DP - Team Build


Muon_Neutrino

 

Posted

Hello -

I was playing around with my build in mids and put this together. I am nervous about the overall slotting as I am new at this. That said, I am really here to pose this question. Is my opinion off base about the following?

Why slot attack powers with +damage IO's on team builds for a defender? I'm not there for damage... am I? Sure some AT's provide fairly good damage but my thinking is with DP go the debuff route. Combining this slotting with the versatility of DP "Swap Ammo" sounds not only fun but an interesting addition to a team. Is this a gimp approach?

Any opinions welcome because this build goes against one of my favorite mantras, "The ultimate debuff is death".

Anyway, here it is. (all the TP powers are for RP reasons btw)

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Posted

Yes, death is the ultimate debuff, even for defenders. There is no point in slotting your attacks for 'not damage', *especially* when the two (slottable) debuffs are -defense and -movement, which are very much not worth slotting for. If you want to debuff with pistols, you're going to be doing effectively just as much debuffing with damage slotted attacks as you will with debuff slotted ones, just because slightly increasing the small defense or movement debuff isn't worth bothering with. The actual debuffs are the -damage or -recharge.

Meanwhile, you do roughly half the damage of a blaster with your ranged attacks. That's not especially huge, but it's still more than worth slotting for. You aren't going to be mowing down spawns by the dozen, but if you can finish off a few minions or take an annoying LT out of the picture that's still a worthy contribution. Just because you might not be there *primarily* for damage doesn't mean it isn't your responsibility to contribute what damage you do have.

Regarding the specific build, please pick up force bolt, personal force field, and piercing rounds (unless you dislike the animation too much, which I can certainly sympathize with).

Force bolt is your 'hello nasty boss, please flop in the corner and never get off a shot while my teammates kill you' tool, and it's a beastly one. Aoe or unreliable knockback can be disruptive if not used carefully, but extremely reliable, very fast recharging ST knockback is very useful (and to boot it requires almost no slotting). PFF, meanwhile, is one of the best panic buttons in the game. Sure, you can't attack while it's on, but very few things do a better job of keeping you alive when that nasty enemy decides your face needs bifurcating or when everyone drops around you (and, again, it requires effectively no slotting). Finally, piercing rounds actually carries a *good* debuff in the -resistance it offers with standard rounds. Since you're primarily a 'keep my teammates alive' kind of defender, it's nice to have something to toss out to help your team in the damage department against an AV or similar (for similar reasons, an achilles' heel -res proc is very nice in pistols and empty clips).

As for the slotting, I'll let someone with more experience in very high end builds comment, although I have to say that at first glance you might want to pay more attention to the actual enhancement values (whether under or overslotted) - full sets are not necessarily the be-all and end-all of set slotting.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

First, the big booboos: you have 7 of the Luck of the Gamblers 7.5% recharge enhancers slotted, you can only use 5 in a build. You also have 6 10% regeneration set bonuses. You can use 5. You slotted an IO set enhancement for acc/rec in stamina; you would do so much better with an enhancement with at least a portion of end mod enhancement.

Minor quibble, if you are going to take Force Bubble, you need at least 2 IOs worth of endurance reduction to run it in combat. You six slotted weave for a total of 8% defense. I might put some resistance IO set enhancements for mezz protection in tough with all the incarnate level self-defense. I would slot bullet rain for damage, leaving the defense debuff set in empty clips. Bullet rain and hail of bullets can mow down minions nicely.

I am not a fan of putting too many slots in combat jump or tough - not a fan of fighting pool. I would try to get some of the resistance bonuses for mezzes in tough for sure. You could put a stealth bonus in combat jump, or teleport.


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

I figured as much... I should have trusted that if I haven't seen other builds like it before it's likely for a good reason. I also (obviously) was totally unaware off the LotG slotting limitations. I'm glad I posted this before collecting components!


I'll take this good advice and apply it then post the changes. Thank you community!


 

Posted

... brain... aching...

Anyways here's V2.0 - I cannot take credit for coming up with the damage IO arrangements as I pulled those from another post. Hooray for varying procs! He's nicely overcapped for the new hard hitting -debuffing content as well. Is this better?

Interesting side note -

1. I got some cheaper IO's slotted and joined my first all 50 team on this toon earlier.
2. I was nerdishly excited about the contributions I was going to make to the team. (we all secretly do that as Defenders, right?)
3. Zoned into the instance, said hi, buffed everyone hoping they monitored their +defense, and got ready for some action.
4. Some @sshat on the team sends me a tell, "4 DP u should have made a corr cuz they way better on defenders"
5. "..."
ffffffffffffffuuuuuuuuuuuuuuuuuuuu


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Posted

I would indeed say that this is better, although there's still some things I would change.

First, are you trying to go for typed or positional defense? You seem to be doing a bit of both at this point, which is a bit odd - you're over the trial softcap to S/L/E, but you also seem to be going for AoE defense? Personally I don't think I would bother too much with AoE - S/L/E is going to cover a *lot* of what's coming your way already, and some of those slots might be better used elsewhere. That isn't to say that AoE defense couldn't be useful (and I think you will still be able to get away with a fair amount), just that I wouldn't hesitate to sacrifice it if I needed the slots.

Specifically, I would try to free up an extra slot for each of your attacks (apart from HoB, which is pretty well slotted already) and add a 4th piece of thunderstrike or a 5th piece of posi's to each. This nets you some nice set bonuses (accuracy and recharge) and rounds out the enhancement values of each attack. For the AoEs, 'everything but the dam/range from posi' is a good slotting, and for the ST attacks I'd go with thunderstrike acc/dam, dam/end, acc/dam/rech, dam/end/rech (in addition, of course, to the procs you already have in those ST and AoE attacks).

You can free up a couple of those slots with simple swaps as follows. Force bolt doesn't need enhancement, and specifically you should move the +rech proc to bullet rain (where it will proc much more often, since it's an AoE) and just stick an acc/end/rech or an end/rech or a damage proc or something in the base slot. Similarly, PFF doesn't need enhancement for defense - it already provides a ginormous 75% at base. That slot can be deleted, and then you can move the LoTG +rech from CJ to the base slot of PFF (it doesn't need recharge either since your global recharge will cover that) and save another slot.

That makes two, but you still need 4 more for your attacks. To get those, I'd sacrifice a bit of AoE defense. Instead of slotting deflection and insulation shield with serendipity, slot them with LoTG def, def/end, +rech. This saves 5 slots from those two powers, in addition to a 6th from removing the LoTG +rech from dispersion bubble (since you'd be over the limit of 5). Use two of those slots to put the other two pieces of BotZ in super jump (getting back half the AoE defense you lost, as well as a bit of ranged def), and then use the other 4, along with the two from earlier, to beef up your attacks as suggested above.

The last change I would suggest would be to try and get a 4th slot in weave for a bit more end reduction (and you can pick up another accuracy bonus while you're at it). To do this, I would delete the second endredux from force bubble - it *is* a very endurance hungry power, but it's also one you're not likely to be running very often, or for long periods of time, while weave will be on continuously. If you swap the end in FB for a LoTG end/rech in weave, as long as you're using force bubble less than half of the time you'll use less end overall (and I can guarantee you that you won't be using force bubble even close to half the time), and you get a nice accuracy bonus to boot.

Finally, it's worth considering whether you actually want executioner's shot or not. With its long animation it's not necessarily a mandatory power if you've got piercing rounds (especially if you've got a fair amount of +rech), and so if you're not especially wedded to the power it might be worth swapping it for repulsion bomb. AoE damage is generally more useful on teams than ST, and repulsion bomb has nice KD and stun effects too. The number of slots required wouldn't change, just swap the 4 thunderstrike and proc for 5 posi's.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!