Filling the psionics hole...
There's really no need for all that. Purple inspirations goes a long way.
My /Inv scrapper can solo Carnies at +0/x8 reliably, and +2/x8 with a little risk. I can run off on my own in Lambda without worrying too much about the Seers. Overall I've found the psi hole to not really be a problem. Maybe the Minds of Mayhem trial or something will change my mind, but so far I haven't encountered anything that can't be overcome by playing intelligently and using insps. I certainly wouldn't dedicate half of my build to getting moderate psi def/res, especially since I'm not trying to play a tank.
Honestly, a well built Invuln will actually have better psi protection than shows from the pure typed defense.
Why? Because they also have respectable levels of positional defenses that matter as well (Ranged/AoE).
Like this build. Yeah. 15% Psi defense.
But look at Ranged and AoE. 23.6% and 21.1% respectively.
That's going to shield out a lot more than you'd think.
On top of that, you're S/L softcapped with one enemy in range, E/N softcapped with 4, and F/C soft-capped with 5.
If you're at 50, carry one or two small purples in case you accidentally over-aggro psi heavy mobs. Otherwise, you're damn-near unkillable.
Compromising your build just to "patch the psi hole" is relatively pointless because you're lowering your overall survivability for a relatively rare damage type. And as far as I know, nothing in-game tosses pure psi with no other flags (typed or positional).
Hero Plan by Mids' Hero Designer 1.952
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Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5)
Level 1: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(11), Aegis-ResDam/Rchg:50(11), S'fstPrt-ResDam/Def+:30(13)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 4: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(15)
Level 6: Boxing -- Empty(A)
Level 8: Repulsing Torrent -- Det'tn-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg/EndRdx:50(15), FrcFbk-Dmg/EndRdx/KB:50(17)
Level 10: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), GA-3defTpProc:50(23)
Level 12: Confront -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(29), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 16: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 18: Burst -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34)
Level 20: Combat Jumping -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+:50(36)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(36)
Level 24: Super Jump -- Empty(A)
Level 26: Spring Attack -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(39)
Level 28: Invincibility -- HO:Enzym(A), HO:Enzym(39)
Level 30: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(40), Aegis-ResDam/Rchg:50(40)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 35: Tough Hide -- DefBuff-I:50(A), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(43)
Level 38: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/Rchg:50(45)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(46), Mrcl-Rcvry+:40(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(17), EndMod-I:50(19)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Fight off Rikti Invasions to get Elusive Mind, buy a Vanguard Psi Shield temp power, and/or get Eye of the Magus. Even use the Wedding Band if you have to. All of those are significantly more effective at closing the psi hole than any set bonuses will be and can be activated reactively when you start taking hits. I have all 4 options on my /Invuln but really only ever have to use EotM since it typically recharges by the next time I need it.
@Rorn ---- Blue Baron ---- Guardian
Fight off Rikti Invasions to get Elusive Mind, buy a Vanguard Psi Shield temp power, and/or get Eye of the Magus. Even use the Wedding Band if you have to. All of those are significantly more effective at closing the psi hole than any set bonuses will be and can be activated reactively when you start taking hits. I have all 4 options on my /Invuln but really only ever have to use EotM since it typically recharges by the next time I need it.
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I can dive into 8-man even level mobs of carnies in complete safety. I can survive drawing two of them if I'm careful. I can take +2x8 for a single mob with a little care. +3x8 and above I just make sure to have a few inspies as backup.
On SOs it can be a bit troublesome sometimes.
On First Ward it was like my 20ish Elec/EA Stalker only had mez protection from his secondary. Bad memories.
But my SS/Fire Broot can solo carnies at x8 (think it was +2, I don't solo often so I don't remember), with insps, the fast heal and the OMG damage (he's an agricultural toon so only 30%ish fire def and negligible to the rest, about 15%)
Two sets in particular, Invuln and Fire, have huge gaping holes to psi damage, and personally, I don't like that, so my question is this:
Should I build for psi defense, resistance, both, or just suck it up? I figure defensively I'll start off with 3 (steadfast) + 3(glad) + 5.9 (weave) + 2.8 (combat jump) + 3.6 (maneuvers) = 18.3 psi defense. 3 slotting Impervium armor 5 times takes that to 27.7, meaning that a 6 slotted Apocalypse, OR a couple 6 slotted Scirocco's would be enough to take me to 32.5, which seems like plenty. Resistance wise, 3 (shield wall) + 3 (aegis unique) +15 (5xImpervium) is 21 resistance. 6 slotting DP with Doctored Wounds (vs. 5-slotting) and 3 6 slotted LoTGs (instead of 4 slotting, in Maneuvers, Weave, Invuln) puts me at 31.65 Resistance. Is trying to pull off one or both of these considered excessive? |
If I'm reading this right you will have:
5 resistance powers 5 slotted with Impervium Armor. That's 24 slots you spent chasing 15% resistance, when slotting fewer Reactive Armor will give you defense to 4 types you will be facing MUCH more frequently than Psi.
3 defense powers 6 slotted with LotG. So, that's another 15 slots.
You've spent a total of 39 slots chasing Psi defense and resistance. What are your other defenses looking like?
And more importantly, if you spent that many slots on protection from Psi, how well are your attacks slotted?
I wouldn't waste that many of your available slots chasing Psi defense, when they could be put to much better use.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
And as far as I know, nothing in-game tosses pure psi with no other flags (typed or positional).
|
count | attacktypes
176 | AOE, Psionic
5 | AOE, Smashing, Psionic
4 | Melee, Lethal, Psionic
35 | Melee, Psionic
4 | Melee, Psionic, Negative_Energy
5 | Melee, Smashing, Psionic
162 | Psionic
1 | Ranged, Lethal, Psionic
263 | Ranged, Psionic
50 | Ranged, Smashing, Psionic
Well, let's see what we're dealing with here...
Carnies
Circle of Thorns
Council
Rikti
Tsoo
PPD
Snakes
... Dollface... Oh, wait.
And of course plenty of signature characters and AVs.
Overall though, most enemies that have access to those typically only have one or at most two, and the damage usually isn't too bad, so keeping some purple insps around is a perfectly viable solution.
so keeping some purple insps around is a perfectly viable solution.
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Seriously, I've gotten that complaint when making this exact suggestion.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
In all fairness, Invuln is pretty darn tough with minimal defense slotting. With one or two sets tops, you can get S/L/E/N/F/C defense to ~35%, enough that any purple inspie or a saturated Invincibility takes you to the softcap. Add onto that ~25% E/N/F/C/T resistance and nearly 75% S/L resistance, plus Dull Pain and Unstoppable, and frankly, you're friggin tough as nails.
What about this then?
Build 1 - Supertank (softcapped to either S/L/E/N or E/N/F/C with a fat psi hole)
Build 2 - Oh crap, carnies and Arachnos (~35 S/L/E/N/F/C defense, + ~25 psi res and ~32.5 psi def)
Ah, a challenge!
count | attacktypes 176 | AOE, Psionic 5 | AOE, Smashing, Psionic 4 | Melee, Lethal, Psionic 35 | Melee, Psionic 4 | Melee, Psionic, Negative_Energy 5 | Melee, Smashing, Psionic 162 | Psionic 1 | Ranged, Lethal, Psionic 263 | Ranged, Psionic 50 | Ranged, Smashing, Psionic Well, let's see what we're dealing with here... Carnies Circle of Thorns Council Rikti Tsoo PPD Snakes ... Dollface... Oh, wait. And of course plenty of signature characters and AVs. Overall though, most enemies that have access to those typically only have one or at most two, and the damage usually isn't too bad, so keeping some purple insps around is a perfectly viable solution. |
Psi using enemies tend to be weak vs damage and status effects... I find the best way to fight Arachnos, for example, is to use binds to pick out the fortunas and just take them out as fast as possible.
Also, shadow meld, has psi defense... I highly recommend it for /fire builds with a heavy focus on recharge.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I think the only attacks that are pure psy without a positional tag or other damage type are Dominate, Terrify and Mesmerize. Of those three, Terrify does trivial damage and the other two don't hit that hard either.
Building to fill the psy hole is, as others have said, not necessary and often a bad idea. Purples and Dull Pain/Healing Flames are all you need.
The Melee Teaming Guide for Melee Mans
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Carnies are mostly just annoying - unless you run +4x8 solo, and then you get the rare spawn of 4 to 6 Master Illusionists that than Spawn 4 Illusionists, that then all 100 attack you simultaneously with psy blasts and holds enough of which land to actually break your status protection. But honestly, that doesn't happen THAT often. But it is a bit entertaining to need to carry that one "just in case" break free on a scrapper of all things. 8-/
Arachnos Bite - assuming +4x8 solo, without DDR they can really chew you up. Depending on the character and how much they are backed up by HP, Resists, Regen, Healing and what not, It can take anything from 1 to 4 purples. On my toughest(Crab) with the best resists, hp, and healing, 1 purple does the trick. On my worst(Defender), it varies from 2 purples to 4 depending on how deep in the pile I get. My scrappers all fall somewhere in-between.
Potential Solutions: Run +2x8 or +3x8 instead on those factions, Carry Purples, use your /auctionhouse and /Lootmail for more purples, build with Vengeance or Shadowmeld, Build with a T9, Get the Psy Accolades. I have not tried the following, but maybe Wedding Band or Arachnos Power Shield if those do Psy. Also, I haven't tried it, but the Psy Resist Base Empowerment is another option. I always forget about base empowerments until after I'm dead.
DE Give me trouble on some builds, but not others. Malta on the rare occaision give me a bit of trouble due to the stacked holds on some builds. The PSY hole is a PITA, but pretty much everyone has that hole. It just means I kill the psy spiders first, the forts second, then everyone else. Or I recruit myself a nice FF, Time, Cold, Traps, Dark, Rad pet. DDR in a pocket.
On /Fire Armor, I eat small purples like candy. If it drops, I eat it. If it doesn't drop, I combine it and eat it. If I get a break, a hospital trip, a blink of fresh air, I restock from (base, ww, lootmail) , then I eat it.
I think the only attacks that are pure psy without a positional tag or other damage type are Dominate, Terrify and Mesmerize. Of those three, Terrify does trivial damage and the other two don't hit that hard either.
Building to fill the psy hole is, as others have said, not necessary and often a bad idea. Purples and Dull Pain/Healing Flames are all you need. |
With a few rare exceptions Psi damage tends to be low damage and easily dealt with via Dull Pain or the occasional bit of candy. With an Invuln working for high defense to common (S/L/E/N) damage types you'll also get non-trivial amounts of positional that covers all but a handful of attacks; and those it doesn't cover generally don't hurt very bad.
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Two sets in particular, Invuln and Fire, have huge gaping holes to psi damage, and personally, I don't like that, so my question is this:
Should I build for psi defense, resistance, both, or just suck it up?
I figure defensively I'll start off with 3 (steadfast) + 3(glad) + 5.9 (weave) + 2.8 (combat jump) + 3.6 (maneuvers) = 18.3 psi defense. 3 slotting Impervium armor 5 times takes that to 27.7, meaning that a 6 slotted Apocalypse, OR a couple 6 slotted Scirocco's would be enough to take me to 32.5, which seems like plenty.
Resistance wise, 3 (shield wall) + 3 (aegis unique) +15 (5xImpervium) is 21 resistance. 6 slotting DP with Doctored Wounds (vs. 5-slotting) and 3 6 slotted LoTGs (instead of 4 slotting, in Maneuvers, Weave, Invuln) puts me at 31.65 Resistance.
Is trying to pull off one or both of these considered excessive?