need a controllers eye view


Laevateinn

 

Posted

Hi, I've made a new defender and for all the world, it looks more like a controller or a dominator than a defender to me. It's a TA/Sonic and I was wondering if I could get some input from the controlling gurus of the game.
I'm just posting a final build as some of the power choices would be different (ie glue arrow is very nice while leveling). From a controllers view, it has a single target and aoe hold, a single target and pbaoe stun, a cone sleep, a single target immob, a -dam (31.%) aoe, an unresistable ~10% tohit debuff, a small heal and a minor defense and dam aura.

I guess the question is, is all of that going to be enough for end game content considering I can only get (including the tohit debuff) ~32 ranged D? Will this be an in demand kind of char for end game content or should i make some adjustments to add more overall defense to it?
Would incorporating Shockwave (6 mag kb) be something you would consider adding for additional mitigation?

Here's the build for you parusal. Any input would be appreciated.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Blackbird: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Dam%(36)
Level 6: Entangling Arrow -- TotHntr-Immob/Acc(A)
Level 8: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11)
Level 10: Poison Gas Arrow -- EndRdx-I(A)
Level 12: Acid Arrow -- Acc-I(A)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Flight-I(48)
Level 16: Shout -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(17), Apoc-Dmg(19), Apoc-Dam%(19), Range-I(21)
Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(46), RechRdx-I(50)
Level 20: Assault -- EndRdx-I(A), EndRdx-I(21)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Aid Other -- Heal-I(A)
Level 26: Oil Slick Arrow -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(27), Ragnrk-Dmg(27), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(29), JavVoll-Acc/End/Rech(31)
Level 28: Siren's Song -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Sleep(46), Range-I(50)
Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(31), IntRdx-I(34)
Level 32: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 35: Screech -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(40), Amaze-ToHitDeb%(40)
Level 38: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), HO:Ribo(42), HO:Ribo(42), HO:Ribo(43)
Level 44: Soul Drain -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dam%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Fly -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Barrier Invocation
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Ranged)
  • 3% Defense(AoE)
  • 91.25% Enhancement(RechargeTime)
  • 92% Enhancement(Accuracy)
  • 8% FlySpeed
  • 76.3 HP (7.5%) HitPoints
  • 8% JumpHeight
  • 8% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 33% (0.55 End/sec) Recovery
  • 48% (2.03 HP/sec) Regeneration
  • 11.66% Resistance(Fire)
  • 11.66% Resistance(Cold)
  • 8% RunSpeed



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Posted

Whether or not you have any ranged damage has little impact on endgame. None of my controllers are softcapped or even attempted capping of defense and they do just fine (even excel) during endgame stuff.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Whether or not you have any ranged damage has little impact on endgame. None of my controllers are softcapped or even attempted capping of defense and they do just fine (even excel) during endgame stuff.
Sweet. Thx for the quick reply. The only level 40+ trollers I have are both Ill and I know that is a unique set.


 

Posted

Especially on iTrials there are so much barrier and buffs getting thrown around, I really don't see a need for softcapping anyway. That said I'm also very vocal around here that softcapping is far from necessary on controllers in general. It's a neat trick, but I don't think it's worth the expense of influence or at the expense of other aspects that I feel are important (and sometimes lost) in controller builds.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

It will be a valued character due to being able to output lots of -res, but more challenging than average to play with no ability to floor tohit and little mitigation.

Apoc proc should go in the fastest recharging sonic blast instead of Shout.

There are some things in your build I don't really understand, like the tiny radius oppressive gloom on a ranged squishie.

Defense is valuable and does make a big difference on trials, provided you can get it without sacrificing recharge or other parts of your build (like damage and debuff). But there are ways to live without IO defense if you are alert and good at managing your barrier, clickies, insps etc. The poor man's softcap, if you're willing to splurge a little, would be to buy super purples (+50 defense for 60s each) and eat them as needed.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
It will be a valued character due to being able to output lots of -res, but more challenging than average to play with no ability to floor tohit and little mitigation.

Apoc proc should go in the fastest recharging sonic blast instead of Shout.

There are some things in your build I don't really understand, like the tiny radius oppressive gloom on a ranged squishie.

Defense is valuable and does make a big difference on trials, provided you can get it without sacrificing recharge or other parts of your build (like damage and debuff). But there are ways to live without IO defense if you are alert and good at managing your barrier, clickies, insps etc. The poor man's softcap, if you're willing to splurge a little, would be to buy super purples (+50 defense for 60s each) and eat them as needed.
I'll try to answer as best I can.

I put the Apoc set into shout so I could get a ranged into it. I have a sonic/sonic and it really helps to have the ranged in there. I had to get 2 full Thunderstrikes in there to get my base ranged D to 22%. With Flash arrow adding 9.84% (unresistable) tohit debuff on top, that leaves me only 1 small purple from softcap.

OG is important to the build, because I won't have emp arrow available all that often (rech @ 89 sec). This leaved OG and scream as my one/two punch to get me into melee for Soul Drain. The sleep can set it up, but once soul drain is hit, then it's wakie wakie, eggs and fender time.

My idea was to squeze as much damage and rech into the build as I could while leaving me safe enough to function. I'm not a attack chain guru, but I know enough to know that this char can produce some serious dps and that's what started this whole build.

I do have an alternate build that provides more Defense, but at the cost of some damage and rech. It actually can softcap ranged/e/n defense (w/ flash arrow) and gets me within a small purple of s/l as well. It loses 22.8% damage and 30% recharge to do it. I put in shockwave as a "get off me" power in that build, but it might be better to put in glue arrow instead. Have a look.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Sonic Attack
Power Pool: Fighting
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb(5)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(19)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rng(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31)
Level 6: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(9)
Level 8: Poison Gas Arrow -- RechRdx-I(A)
Level 10: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/EndRdx(23), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(25)
Level 12: Acid Arrow -- Acc-I(A)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(40)
Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(43)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(34)
Level 22: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(23), LkGmblr-Def(40)
Level 24: Aid Other -- Heal-I(A)
Level 26: Oil Slick Arrow -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29), JavVoll-Dam/End/Rech(34)
Level 28: Siren's Song -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(48)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 32: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 35: Screech -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Oppressive Gloom -- Rope-Acc/Stun(A)
Level 41: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Soul Drain -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(45), C'ngBlow-Acc/Rchg(45), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-Acc/Rchg(46)
Level 47: Shockwave -- KinCrsh-Acc/Dmg/KB(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Void Radial Final Judgement
Level 50: Musculature Radial Paragon
Level 50: Reactive Radial Flawless Interface
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), 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
------------
Set Bonus Totals:
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 26.75% Defense(Energy)
  • 26.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 23.31% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 6% Enhancement(Heal)
  • 61.25% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 63% Enhancement(Accuracy)
  • 12% FlySpeed
  • 61.04 HP (6%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 3.85%
  • 22.5% (0.38 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 5.67% Resistance(Fire)
  • 5.67% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 12% RunSpeed



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