Ultimate Debuffer


Aett_Thorn

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
You may want to double check the secondary numbers (what I listed was for the initial target; the surrounding targets are affected at reduced effect)

Also, I'm not well versed on Secondary Effect debuffing (and I could be mistaken) but it looks like it does some additional major league chopping to Def (base or buff; I'm not sure).

When you mean "Secondary Effect" am I right in thinking you're talking about those close to the actual target, maybe affected by an AoE effect?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Riverdusk View Post
If you are going to mention a SoA you'd actually be better off with huntsman/bane than spider. You get an extra -20% res from surveillance. And go with Mace mastery for shatter armor for better numbers and better uptime than arctic breath. Add in venom grenade and some Archilles heel procs and you'll be hitting -80% res pretty easy against a hard target along with all the team buffs.

No -regen though so there are better things, it'd be very good, but not "ultimate" either way. Love my huntsman though and they bring a lot to a team.
I have a good Huntsman - I solo'd the ITF with him then rebuilt him to be betterfasterstronger but he's still not what I would consider "ultimate." But then again, he's not been designed in that role; his main task is survivability, whilst he and his pets produce a sea of orange numbers which he does very effectively. I've taken minimal bane powers though trying to keep him very much in the SoA mould.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Just to recap from this, I've taken some good info from this thread and tried a few new combos including (so far... there may be more):

A dark/rad defender
A traps/dp defender
A dark/poison troller
A cold/sonic defender

So far they are all pretty low level but I hope to get one or more of them pretty high over DXP weekend - although I suspect it will be #1 and #3



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
When you mean "Secondary Effect" am I right in thinking you're talking about those close to the actual target, maybe affected by an AoE effect?
That would be the 'secondary numbers' I was referring to. The 'Secondary Effect' debuff is Weaken's (and Gravitic's) debuff to a target's Heals, Defense Buffs, Mez Powers, etc (kind of like a reverse Power Boost):

http://tomax.cohtitan.com/data/power....Poison.Weaken


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Qucik additional thought re-troller debuffers: What's the best patron pool? I've got a strong suspicion that I should go red-side

Any views?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I usually go Fire with my Trollers; because at some point... no matter what you do... you're gonna die and Rise of the Phoenix is there to bring you back with a vengeance.

Otherwise, for more debuffing; Mace (Def and Resis debuffs).


...although; if you're running a heavy damage debuffer, with a lot of recharge, you may also consider trying Mu (Surge of Power+Charged Armor+Dmg debuffs); or just opt for Demonic Aura/blue-side equivalent (no crash)...


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

on this one I've elected Primal Forces, because even without hasten I'm recharging a lot and end use is high, so Conserve Power helps a lot there. I can then put Power Boost on auto so it's effectively perma and Temp Inv gives me an okish shield.

This toon works well at range so I've often got at least some warning.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by SinisterDirge View Post
In my experience, there is so much +acc and Tohit being thrown around, -def isn't that big an issue. Any crack team designed to take down a trial with as few peeps as possible are already accidentally built for accuracy anyway.

I wouldn't call it ultimate, but a sonic/Dual Pistals always looked interesting to me. Decent debuffs from sonic, and if you use predominantly chem rounds, makes for an interesting layering of resistance buffs and -dmg debuffs. More so with void judgment and paralytic interface.
Funny you should say that. I love my Sonic/Dual Pistols with void and paralytic...


 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
With DP I find I prefer to use lethal rounds on hard targets. Then you get the -resist from piercing rounds which isn't part of the other ammo types. As someone mentioned earlier -resists is really the most desired debuff for what the OP is wanting.
What makes DP so nice is the ability to adjust as different situations demand. Team getting overwhelmed; chem rounds. Need to thin crowds faster, fire. Hard target, lethal. Scattering runners, cryo.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
My Dark/Sonic was a dream though and was possibly the character I felt was most useful in an AV fight of any I've ever played.
I have that same combo on a corr (Sonic/Dark) that I've been working on. So far it's been really fun, but once I hit 50, with IO sets, buffs, and debuffs it's looking like it'll be my most durable character. Which is impressive since Brutes are my favorite AT and I typically build them for tanking.