Viable FF/energy build


Melancholia

 

Posted

I've just finished planning out my build for my FF/nrg/psy defender. I slotted for ranged and aoe defense - I'm not too concerned about global recharge because none of the powers have long recharge times, and I don't really care about damage because the blasts are adequate enough with Thunderstrike slotted in. I also wanted some recovery because of all the end-heavy toggles.

Caveats: I'm not taking Maneuvers. I stealth a lot of missions so I needed the concealment powerpool and recall friend, medicine helps me support and hover adds some defense and positioning capabilities that aid with the secondary. I'm also not taking Nova because I can do the same thing with judgment without using a power slot.

Any suggestions?

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Level 50 Mutation Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Medicine
Power Pool: Flight
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/Rchg:50(5)
Level 1: Power Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(13)
Level 2: Power Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(17)
Level 4: Force Bolt -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(23), ExStrk-Dam%:20(25)
Level 6: Insulation Shield -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(7), GftotA-Def/Rchg:40(7), GftotA-Def/EndRdx/Rchg:40(9)
Level 8: Aid Other -- Mrcl-Rcvry+:40(A), Mrcl-Heal/EndRdx:40(25), Mrcl-Heal:40(27), Mrcl-Heal/Rchg:40(27), Mrcl-Heal/EndRdx/Rchg:40(29)
Level 10: Power Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(21), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(23)
Level 12: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37), Zephyr-ResKB:50(39)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34), Zephyr-ResKB:50(36)
Level 16: Dispersion Bubble -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(34), RedFtn-EndRdx:50(34)
Level 18: Aid Self -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(50)
Level 20: Stealth -- EndRdx-I:50(A), DefBuff-I:50(39), DefBuff-I:50(46)
Level 22: Invisibility -- LkGmblr-Rchg+:50(A)
Level 24: Phase Shift -- RechRdx-I:50(A)
Level 26: Repulsion Bomb -- Det'tn-Dmg/EndRdx/Rng:50(A), Det'tn-Acc/Dmg:50(29), Det'tn-Acc/Dmg/EndRdx:50(31), Det'tn-Dmg/Rchg:50(31), Det'tn-Dmg/EndRdx:50(31)
Level 28: Recall Friend -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(46)
Level 30: Aim -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(40)
Level 32: Force Bubble -- EndRdx-I:50(A)
Level 35: Energy Torrent -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(40), Det'tn-Dmg/EndRdx:50(40), Det'tn-Dmg/Rchg:50(43), Det'tn-Dmg/Rng:50(43)
Level 38: Personal Force Field -- DefBuff-I:50(A)
Level 41: Mass Hypnosis -- LgcRps-Acc/Rchg:50(A), LgcRps-EndRdx/Sleep:50(42), LgcRps-Acc/EndRdx:50(42), LgcRps-Acc/Sleep/Rchg:50(42), LgcRps-Acc/Sleep:50(43)
Level 44: Mind Over Body -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(45), S'fstPrt-ResKB:30(45), ResDam-I:50(45)
Level 47: Dominate -- Lock-%Hold:50(A), Lock-Acc/Hold:50(48), Lock-Acc/Rchg:50(48), Lock-Rchg/Hold:50(48), Lock-EndRdx/Rchg/Hold:50(50), Lock-Acc/EndRdx/Rchg/Hold:50(50)
Level 49: Telekinesis -- EndRdx-I:50(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 -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(36), P'Shift-EndMod/Acc:50(36), P'Shift-EndMod/Rchg:50(37)
------------
Set Bonus Totals:

  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 4.875% Defense(Smashing)
  • 4.875% Defense(Lethal)
  • 8.938% Defense(Fire)
  • 8.938% Defense(Cold)
  • 22.06% Defense(Energy)
  • 22.06% Defense(Negative)
  • 3% Defense(Psionic)
  • 3.938% Defense(Melee)
  • 27.06% Defense(Ranged)
  • 14.88% Defense(AoE)
  • 1.8% Max End
  • 2.5% Enhancement(Held)
  • 5% Enhancement(Heal)
  • 4% Enhancement(Sleep)
  • 30% Enhancement(Accuracy)
  • 20% Enhancement(RechargeTime)
  • 17% FlySpeed
  • 64.86 HP (6.377%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 3.3%
  • 19.5% (0.326 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 3.76% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3.75% Resistance(Energy)
  • 17% RunSpeed
  • 2% XPDebtProtection

------------
Set Bonuses:
Luck of the Gambler
(Deflection Shield)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Thunderstrike
(Power Bolt)
  • 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)
Thunderstrike
(Power Blast)
  • 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)
Explosive Strike
(Force Bolt)
  • 1.5% DamageBuff(All)
  • 1.875% Defense(Ranged), 0.938% Defense(Energy), 0.938% Defense(Negative)
Gift of the Ancients
(Insulation Shield)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 1.8% Max End
Miracle
(Aid Other)
  • 2.5% (0.042 End/sec) Recovery
  • 19.08 HP (1.876%) HitPoints
  • 5% Enhancement(Heal)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Thunderstrike
(Power Burst)
  • 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)
Blessing of the Zephyr
(Hover)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • Knockback (Mag -4), Knockup (Mag -4)
Blessing of the Zephyr
(Fly)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • Knockback (Mag -4), Knockup (Mag -4)
Red Fortune
(Dispersion Bubble)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Miracle
(Aid Self)
  • 2.5% (0.042 End/sec) Recovery
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)
Detonation
(Repulsion Bomb)
  • MezResist(Sleep) 1.65%
  • 1.875% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Blessing of the Zephyr
(Recall Friend)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Detonation
(Energy Torrent)
  • MezResist(Sleep) 1.65%
  • 1.875% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Lethargic Repose
(Mass Hypnosis)
  • 4% Enhancement(Sleep)
  • 1.875% Defense(Energy,Negative), 0.938% Defense(Ranged)
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold) (Exceeded 5 Bonus Cap)
Steadfast Protection
(Mind Over Body)
  • 1.5% (0.025 End/sec) Recovery
  • 15.26 HP (1.501%) HitPoints
  • 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)
  • Knockback (Mag -4), Knockup (Mag -4)
Lockdown
(Dominate)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Miracle
(Health)
  • 2.5% (0.042 End/sec) Recovery
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery




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Posted

I understand why you want the pools you do, but I have to say that I *extremely* strongly disagree with your choice. Stealthing missions is nice. The medicine pool is nice. Recall friend is nice. None of them even remotely compares to the utility of going from 40% defense to 45% defense. Thanks to the way defense scales, maneuvers *doubles* the mitigation you provide to the team. Honestly, forgoing maneuvers probably reduces your mitigation by more than having aid other increases it.

Fortunately, there's a way to fix this. You don't need the concealment pool to stealth missions - you've got personal force field. With PFF putting you massively over the softcap to everything under the sun and boosting your resistances to boot, it doesn't matter if they can see you or not. Toss a stealth proc in fly if you want to ensure that fewer of them notice you and that they lose track of you sooner, and you definitely won't need concealment. As it stands you need to run stealth to cap to ranged - dropping those three concealment powers for some leadership (I suggest maneuvers, assault or tactics as you prefer, and venge for that LoTG) lets you softcap everyone for about the same end cost, plus you have another beneficial toggle you can turn on when needed and venge to boot.

Besides that, there would be a few tweaks I'd make. First off, I'd definitely swap the miracle +recovery into health instead - if it's in aid other, it'll only be active for 120 seconds after each use of that power, so you couldn't get any benefit from it solo. Second, I'd swap the other miracle in health for the numina's proc - it's a net gain of 7.5% recovery. Aim doesn't need 3 recharges, and you've got six 1.88% AoE def bonuses, so that should be a pair of slots freed up that can go toward beefing up maneuvers' slotting and adding that stealth proc. You can also put another LotG rech in PFF's base slot since the defense offered is already so massive.


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

This is what it means to be a tank!

 

Posted

Well, I followed your advice and you were right I dropped Medicine for Maneuvers, since I can get the incarnate AoE heal instead, switched around the +recovery procs, and six-slotted Maneuvers with the Red Fortune set. I'm still saving up for another LotG, but as it is I never get hit by anything and never run out of end even with 5-6 toggles up. Thanks!