FF/BR build


Lysander Z

 

Posted

Alrighty, this is my first build that i ever made so i wanted to ask the forums what i should be doing to make it better. i found someones build a few months ago (sorry sir/ma'am dont remember your name) and built what id rather be using.

anyway. as the story goes ive been leveling my FF/BR and been having lots of fun with the force bubble. so far ive been having fun but if the tank of the team goes down everything swarms to me from the bubble. so i was working on upping my defense high enough to at least take a few more hits before i put PFF on.


http://www.cohplanner.com/mids/downl...47F90F9546DF17

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Aegis: Level 50 Science Defender
Primary Power Set: Force Field
Secondary Power Set: Beam Rifle
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Personal Force Field

  • (A) Defense Buff IO
  • (3) Defense Buff IO
  • (3) Kismet - Accuracy +6%
Level 1: Single Shot
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Endurance
  • (9) Thunderstrike - Damage/Endurance/Recharge
Level 2: Charged Shot
  • (A) Thunderstrike - Accuracy/Damage
  • (9) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (13) Thunderstrike - Damage/Endurance/Recharge
Level 4: Cutting Beam
  • (A) Detonation - Accuracy/Damage
  • (19) Detonation - Damage/Endurance
  • (19) Detonation - Damage/Recharge
  • (21) Detonation - Damage/Range
  • (21) Detonation - Accuracy/Damage/Endurance
  • (23) Detonation - Damage/Endurance/Range
Level 6: Deflection Shield
  • (A) Defense Buff IO
  • (23) Defense Buff IO
  • (25) Karma - Knockback Protection
Level 8: Insulation Shield
  • (A) Defense Buff IO
  • (25) Defense Buff IO
  • (27) Karma - Knockback Protection
Level 10: Disintegrate
  • (A) Thunderstrike - Accuracy/Damage
  • (27) Thunderstrike - Damage/Endurance
  • (29) Thunderstrike - Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge
Level 12: Dispersion Bubble
  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (33) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Endurance/Recharge
Level 14: Boxing
  • (A) Disorient Duration IO
Level 16: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 18: Repulsion Field
  • (A) Force Feedback - Damage/Knockback
  • (36) Force Feedback - Accuracy/Knockback
  • (36) Force Feedback - Recharge/Knockback
  • (36) Force Feedback - Recharge/Endurance
  • (37) Force Feedback - Damage/Endurance/Knockback
  • (37) Force Feedback - Chance for +Recharge
Level 20: Lancer Shot
  • (A) Devastation - Chance of Hold
  • (37) Devastation - Damage/Recharge
  • (39) Devastation - Accuracy/Damage/Recharge
  • (39) Devastation - Accuracy/Damage/Endurance/Recharge
  • (39) Devastation - Damage/Endurance
  • (40) Devastation - Accuracy/Damage
Level 22: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 24: Weave
  • (A) Defense Buff IO
  • (40) Defense Buff IO
  • (40) Defense Buff IO
Level 26: Repulsion Bomb
  • (A) Detonation - Accuracy/Damage
  • (42) Detonation - Damage/Endurance
  • (42) Detonation - Damage/Recharge
  • (42) Detonation - Damage/Range
  • (43) Detonation - Accuracy/Damage/Endurance
  • (43) Detonation - Damage/Endurance/Range
Level 28: Maneuvers
  • (A) Defense Buff IO
  • (43) Defense Buff IO
  • (45) Defense Buff IO
Level 30: Hover
  • (A) Defense Buff IO
  • (45) Defense Buff IO
Level 32: Force Bubble
  • (A) Endurance Reduction IO
  • (45) Endurance Reduction IO
Level 35: Fly
  • (A) Flight Speed IO
  • (46) Freebird - +Stealth
Level 38: Overcharge
  • (A) Detonation - Accuracy/Damage
  • (46) Detonation - Damage/Endurance
  • (46) Detonation - Damage/Recharge
  • (48) Detonation - Damage/Range
  • (48) Detonation - Accuracy/Damage/Endurance
  • (48) Detonation - Damage/Endurance/Range
Level 41: Conserve Power
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 44: Power Build Up
  • (A) Recharge Reduction IO
Level 47: Temp Invulnerability
  • (A) Impervium Armor - Resistance
  • (50) Aegis - Psionic/Status Resistance
Level 49: Recall Friend
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Healing IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (15) Endurance Modification IO
  • (17) Performance Shifter - EndMod
  • (17) Performance Shifter - Chance for +End
any constructive criticism would be great. thanks


 

Posted

Edit: first thing you probably want to do is to edit your post and erase the duplicate build - it looks like you accidentally pasted it in twice.

I can see what you're trying to do (ranged/AoE defense), and it's a good idea, but you need to be careful that you're actually getting a good return on your slots *aside* from the set bonuses you're getting. You also need to make sure that what you're enhancing the power for actually needs enhancing. You have a number of powers where the slotting, frankly, doesn't make sense in terms of actually usefully enhancing the power.

This is a fairly common beginning builder's mistake, but thankfully it's not too hard to get the hang of. Knowing what a power actually needs to be enhanced for comes with experience - just make sure you look at the numbers for each power to see what it's actually doing. I'll go through your powers and give examples of where I'd suggest changing things.

For one, the last set bonus from multistrike is 1.88% toxic resistance. Even stacked 3 times this is really a marginally useful bonus at best, and look at the enhancement the set is giving you - it's way over the cap on damage and *very* light on recharge. Thus, it would be a decent idea to drop an enhancement for a plain recharge IO - I'd suggest the dam/range, as range is not especially useful in overcharge or repulsion bomb (range *is* of some use in cutting beam, but it's still not super important in my opinion). You'll still have capped damage and *much* better recharge, which is especially nice on overcharge.

The second point is overall endurance usage. Even with repulsion field and force bubble *off* you're spending ~1.8 endurance per second just running your toggles. This is because you're running hover, tough, weave, maneuvers, *and* temp invul without any endurance reduction at all. While attacks generally do consume more endurance than toggles, toggles still do add up, and you're going to find yourself running out of endurance a *lot* with only 1.2 end/s net recovery. This desperately needs to be addressed, but you'll need to scavenge a few slots to do it. Thankfully, there are a few you can find.

Drop the second slot from fly - it doesn't need flight speed enhancement, as it hits the cap even at its base speed. Drop one of the plain endmods from stamina - two level 50 IOs gets you close enough to the ED cap that losing the third only costs you 0.06 end/s recovery, which is worth the slot. Drop both extra recharge slots from conserve power - if your endurance problems are bad enough that you need to use it every time its up at max recharge, they need to be fixed anyway. Drop both extra slots from personal force field - it puts you *way* over the defense cap even with no slotting at all. Don't put the kismet 6% there either - that proc only is active when the power its slotted into is toggled on (unlike things like LotG +rech or a -KB io), and when PFF is on you can't attack anyway! Just stick a karma -KB into the slot instead - this lets you drop one slot from each of your two single target bubbles since you only really need one -KB IO.

That frees up 8 slots - put them into tough, weave, maneuvers, and temp invul until they've got 4 each. The leftover slot should go into aim (more on that in a sec). Now you can slot each of those toggles for good endurance reduction as *well* as defense or resistance (don't bother with the aegis unique in temp invul, it's really not worth it. Note I didn't mention hover - since it offers the least defense and costs the least endurance out of any of those toggles, it doesn't need as aggressive of slotting. I'd just go for two def/end IOs - you lose less than half a percet defense doing that. Combined with swapping the plain heal in health with the second +recovery proc, that increases your net recovery by about 0.8 end/s - 2 end/s is still somewhat on the low side, but a *heck* of a lot better than 1.2. You're also sitting pretty at 70% resistance to S/L, which is not bad at all for a squishy. Capped defense, mez protection, hefty S/L resistance, and the ability to keep mobs out of melee makes a tricked out FF defender one of the least squishy 'squishies' around, and I can attest from personal experience just how awesome it feels.

As for aim, use that slot for the last piece of the gaussian's set, nabbing that super super tasty 2.5% to melee, ranged, *and* AoE defense. This means that you can completely drop repulsion field and replace it with piercing beam (slotted with 5 detonation and a recharge IO, like the other AoEs) without dropping below the AoE softcap. Your mileage may vary, but I found repulsion field to be a rather poor power, mostly because of the obscene endurance cost (especially if you're planning to make significant use of force bubble instead). As well, slotting up repulsion field is a complete waste of slots *other* than for the set bonuses. On the other hand, piercing beam is one of the biggest reasons to pair beam rifle with force field in the first place, since it offers a quite appreciated *offensive* contribution that force field otherwise lacks.

If you want devastation in one of your ST attacks, the hold proc will be more useful in a faster firing and longer ranged attack like single or charged shot, especially since lancer shot *already* delivers a mez so unless the hold proc is stacking on top of someone else's pre-existing hold it won't ever actually mez a target that wouldn't already be mezzed. Also, you don't need to 6 slot the set - the last two set bonuses are rather lackluster, and replacing them with two pieces of thunderstrike gets you better enhancement values and a 2% recovery bonus to boot. However, I'd just be tempted to go with another full thunderstrike set instead, to be honest - it gives you another accuracy bonus, and the extra ranged defense gives you a more comfortable cushion over the softcap to absorb a defense debuff. Plus, it's probably cheaper.

Finally, I'd be very tempted to drop recall friend for either assault or force bolt. Recall friend is really just a 'nice to have'; both of the other two can be much more useful. Assault might be a burden on your endurance solo, but on a team where you're not expected to kill everything yourself (and might be getting vigilance buffs too) it's a nice extra bit of damage for you and everyone around you. Meanwhile, force bolt, even if it does induce redraw, is one of the most amazing tools for handling single bosses in the game. While it's not going to work on AVs, it is singlehandedly capable of keeping any individual lesser mob bouncing helplessly in a corner essentially forever while you or your teammates kill it. It's especially useful at lower levels, when your defenses haven't matured yet. Either of them would be a very worthy addition to your arsenal. As a bonus, neither one needs any slotting at all - an endredux for assault or an acc or acc/end/rech for force bolt is all they need.

This is a quick sketch of the changes I listed above. It's not *everything* I'd do with the build - for example, I'd probably still be trying to improve the endurance management some more - but it's a start. The LotG +recharge IOs are just me being extravagant - they're quite expensive, although you can buy them one at a time using hero merits - another plain def/end would work just as well in those slots on a smaller budget.
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@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

hey thats actually really good.

as far as teleother goes i only had it just in case if i had to tele someone across the map. as far as force bolt goes (usually) i just use nemesis staff. not as useful but does a decent amount of damage.

with all the freed up space i should be able to do a decent amount of awesome. and it doesnt look like ill be breaking the bank to much. thanks!