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Its an interesting Idea MonkeySpirit
Playing Empathy and also FF in the past, I really prefer not to have a pet.
One of the reasons I play a Defender instead of a Controller is that I really dont like using pets. This extends to other games as well.
I really would rather see Buffing defenders get some "self-defense" boost to help in their solo efforts.
That being said, I would not be opposed to a "pet" available in the epic powers.
In that way, folks that are not as adverse to pet type powers could have that option.
Having an epic-level pet though would do nothing to help low level defenders (15-30) who are in the most need of some help. -
Quote:Let me preface this by saying that my highest toons are in their early 20s and both are fire/fire blasters...so my experience is very limitted.
A friend of mine is playing an emp/elec(I think) defender and I'm curious as to the best partner if we're just duoing missions. My blaster seems to do ok just wondering if there's another arch that would be good/better.
Also, like most...I love playing around with new characters and would eventually like to make a defender and I'm curious as to people's thoughts on which is the easiest to play for someone new to healing of any kind.
There are so many ways to Duo in this game that I dont think there is a single answer to your question, but have you considered both you and your friend running Empathy-Electric ?
Think about it; Double Short Circuit drain at the start of every fight, Fort (and later AB) on each of you. Alternate your Recovery and Regen Auras. Two AoEs each, 2 Sparkies (if your into a pet). Would be a powerful Duo.
I am sure if DrMike or Hobo are around, they could tell you just how crazy powerful that duo would be. Never tried it myself, but sounds like something that could get you arrested if the Dev police found out. -
Quote:A couple of months ago I tried to analyze numerically a statement made regarding this phenomena. I believed (at the time) that I could produce numbers that showed that the effect of debuffs becoming weaker as you took on higher level villains was not as devastaing as some would like me to believe and that it was simply an argument against improving the "buffing" powersets.Buffers and debuffs each have a major but not definitive area of weakness, and one is weak where the other is strong....
...The buffer is less able to solo, and the debuffer is somewhat less useful on teams, and dramatically less useful on teams fighting AVs.
(since it would take alot of text to re-display my math and convoluted logic to arrive at a conclusion) to make a long story short... Buffers benefit from a steady level of protection.
Their Buffs do not diminish based on mob level, incoming damage does rise due to mob acc and base dmg, but the benefit to team-members does not go down. Debuffers, on the other hand also see the amount of dmg and acc of the mobs increase IN ADDITION to their debuff becoming less potent. In my Analysis I used Empathy and Radiation as my comparison.
The end result is that Radiation supplies much more survival at the +0 to +2 Range than Empathy. And IF the Rad defender is able to overlap his defenses better than 33% (The value I used to simulate real-game situations (no one can hit every mob with RI+EF+LR every spawn)), The Rad defender blows empathy away. But here is where it ends, as you approach +4 and +5, the Empathy defender is actually providing MORE protection to a team than a Rad defender, and that same RAD defender may actually be providing the most protection to his team by using his AoE Heal, since his toggles and LR are reduced to pitiful amounts.
So I also echo the statement that Debuffers suffer in a different way than buffers.
They trade greater ability to solo for lesser ability to fight purples.
The question I have however about balance would be : Is that a Fair trade?
In my eyes, it is not. I think that solo-ability of buffers can be improved along with the team contributions of de-buffers without upsetting the balance of the game.
How to do it is the real trick though -
Quote:I dont have a high level character with this build, but Biospark was Rad/Elec (Level 24) before I remade him as an Empathy/Electric. And Way back at Launch I had the name Meltdown, who was also a Rad/Electric (Level 22 iirc) on my first game account.So I made a rad/elec Radifried, on Saturday. So far, up to 12 and having fun, however I'm wondering if there are any high lvl rad/elec's around to give me some advice on how the char plays as you lvl up. Pitfalls and strengths etc.
cheers!
It is a GREAT combo. Some tips I can think of off the top of my head are;
Take RI early and use it and RA as your main defenses till you get stamina.
EF is a great power, but unless you are only teaming, the endurance drain makes it not very useful solo (or anytime you try blasting a little) until you can slot up stamina and reduce the endurance cost of the toggle itself.
I personally dont have experience with Choking Cloud, but I would have skipped it myself. The last thing I wanted was another expensive toggle. RA, RI, EF, AM and LR seem like all the tools you would ever need solo or teamed. Everything else would be playstyle or extra goodies you just want to have.
On Teams, try to put RI and EF on different targets. Team members WILL defeat your anchors frequently, so its nice to have at least one running while you bring up a new anchor. On most of the teams I have joined with my RAD, I would always try and determine my team's usual habits so I could keep my auras running as much of the fight as possible. Usually these two toggles would end up on Harder targets like Bosses or on targets that people seemed to ignore longer and last longer during fights. I dont advise putting them on Minions, especially if you have alot of AoE, Blasters or Scrappers. Minions dont last long enough in those situations to be good targets for your anchors.
I strongly recommend checking out the guides section on Radiation for more tips.
There is alot of excellent advice on Radiation Emission there.
For Electric Blast, I have much more experience so here are some tips;
Take Tesla Cage at 28 ! Its very useful solo and on teams alike. Recycles fast enough to allow holding Bosses. Dont slot it as an attack, but as a hold (Hold, Acc, Rech).
You need to decide if you are going to use powerdraining as a defense or not.
To be honest, with Radiation as your primary, draining everyone's endurance may not be as necessary as it was for my Empath. If you decide to use draining, I highly recommend slotting SC for drain and getting it over 65%. I also recommend not trying to use drain as a tactic until at least level 22.
Electric blast has some flexibility, where you could stay back at range and blast when you need to, but I personally believe that the strength of Electricity is in Melee Range.
You should keep this in mind with regards to playstyle and how you plan on building your defenses. My Character's ultimate (read purpled-out) build will have 20%+ to all positions (Melee, AoE, Ranged and Psionic) due to the fact that I need to operate in close range alot. I could go with a Range-based character, but my melee/AoE would suffer.
With Radiation as your primary, being in melee range would be even safer, as you could put RI on a target (and assuming that target did not run off), you could colapse a mob around you for good old AoE blasting and overlapping protection of your toggles.
I hope this is what you were looking for, but I am sure there is a lot more knowledge out there for your combination. -
Quote:The answer is to have an ally that the defender can use those buffs on. When solo this would mean that the defender would need a pet. This could be added to the Defender Epic powers as a level 41 power choice. It would also fill the bill on balancing buffing sets with debuffing sets. A debuffing defender would get a little use out of a pet but a buffing defender would finally be able to use all those ally only buff powers while solo. I feel that this would do much to balance the discrepancies between buffing and debuffing defenders.
Although I respect the Logic that made you arrive at this idea, I really, really, dont want a pet-type power.
I would rather see small tweaks that made me personally feel more Heroic.
Buffing a pet to become a killing machine, although interesting to many people, is just not my thing.
Or perhaps I misunderstood how you meant to implement this. -
Ultimo,
I also believe that FF could use some help, along with Sonic Resonance and Empathy.
However, I doubt we will see anything happen, so mostly these things are just ideas to discuss and express our varied opinions and viewpoints. Dont be surprised if people disagree.
Personally, FF and Empathy need something to help their dps a little. Whether that is some kind of -res, +dmg or a generic defender boost would not matter to me. It would just be nice to have a boost to speed up fights solo. For FF I have seen a suggestion to add -RES to forcebolt and I liked it. To me that would be a cool way to assist in the dps area for FF.
It was also suggested in this thread that the Bubbles have +DefDebuff to assist in defense failures. Considering how critical defense is to FF which has no healing or resistance to back up their survival, this is a GREAT Idea.
But one big question I would ask you, based on my own defender experience is; What secondary are you using ? How are you leveraging that in your survival ? Every character I make now (after my Solo Quest), I try and analyze how both the primary and secondary interact with each other and determine what will control the battle more.
I seem to recall that you Play FF/Nrg. If I played that combo, it would be a hover blaster capped for ranged defense and I doubt seriously anything would get close enough to lay a glove on me. -
I Dont have in mind a particular powerset that could be offered up as a number one candidate for this, but like others I have some general things to comment on.
First, why should there be a problem with shuffling around powers.
There are many powers that come too early and could be pushed to later in a build.
Others that come much later than when they would make a very sizable contribution.
If the devs moved a power (earlier or later) it would be the perfect excuse to boost up a power that needed improvement, and tone down one that might be a little too good.
Secondly, I agree with others on both Snipes and Nukes. I played around with both these when I was new to the game. I still try them now and again on new characters, but the fact remains (for me) that these powers are skippable because the downside outweighs the upside. These are perfect candidates for change IMO.
Finally, I think all Tier 9s need an overall concept and performance review.
The newest generation of Tier 9s have brought Crash-less Nukes and Semi-Unstoppable powers that cannot be enhanced for recharge.
The developers should decide what is the proper mechanic for a Tier 9 power and make it consistent. I dont mind that my powerset has a Crashing Nuke that much if everyone else suffers the same penalty.
Archery has become the most popular Blast set very quickly. Could RoA be the reason ? -
Quote:I like the Defender version of Soul Drain alot. Scrappers version does more damage and has a larger overall boost, but the defender version recharges faster and with hasten and slotting you can have it up 75% of the time pretty easily. Not sure about Perma, but if anyone could do it, a defender could.Yup, I meant soul drain. Sorry.
Although Fluffy is good at shooting of Pet gaze, he often is in a corner somewhere working on one baddy. I like when he shoot off tenab tentacle and hits like 5 baddies with it. So I take pet gaze and tesla to I can get a sure fire immob.
And you make the though of getting that OG and SD and all the dark sets so nice. I may even respec out of AIM so I can save a power. Since I have hasten on auto, I have to click AIM and sometimes i just plain old forget about AIM. I do have it slotted with adjusted targeting so the gain from that it nice. But I can through those into soul drain. -
Quote:I have actually been messing around with the math on this idea lately since my new project is a Fire/Fire/Pyre TankerOne thing I remember from playing this game so long is someone mentioning a sort of "trinity", encompassing the most important aspects of any melee oriented toon.
Resistance, defense, and heal/regen. Being obscenely strong in any one is good, but by being good in all three, your more likely to survive, and luckily, fire tanks have a good heal and once you get tough, you have good resistance, so boosting your defense will greatly boost your toon, in my opinion, rounding him out.
If you assume baseline Hit-Miss with no resist or bonus defense at 50%, this means that it would take incoming damage of 200% your HP (approx) to drop you. Lets call that a 2:1 survival ratio.
So Isolating Resist and Defense seperately you get something like this;
15% Resist OR 7.5% Defense = 2.35
30% Resist OR 15% Defense = 2.85
45% Resist OR 22.5% Defense = 3.63
60% Resist OR 30% Defense = 5.00
75% Resist OR 37.5% Defense = 8.00
90% Resist OR 45% Defense = 20.00
It starts off slowly but progresses very rapidly as you approach 25% Defense and 50% Resistance.
So now what happens when you stack these.
15% Resist PLUS 7.5% Defense = 2.78
30% Resist PLUS 15% Defense = 4.08
45% Resist PLUS 22.5% Defense = 6.62
60% Resist PLUS 30% Defense = 12.50
75% Resist PLUS 37.5% Defense = 32.25
90% Resist PLUS 45% Defense = 200.00
As you can see the amount of Punishment that you can take surpasses the 10:1 ratio somewhere between 45-60% Resist and 22.5-30% Defense.
You may respond to this, "well very few people can get resists as high as the numbers on the left", but if you consider more HPS as a supplement to resistance, then 60% Resistance could be 45% Resistance combined with 15% more HPS. This would open up the 60% number to alot more ATs/Powersets.
Interesting things start to present themselves.
Because of this I am trying to find the thread where someone stated how much they like the 30% defense number, cause they really knew what they were talking about. -
Quote:Thanks Biospark for the info. So, yeah I think you made me change my decision on WHEN to respec. I currently have aim, but once I get dark consumption then aim would be highly droppable. I didn't think about that before. I am VERY familiar with alot of the dark scrapper/tank sets so yeah, I may go the Dark mastery route. The draining of enemies sounds enticing as well though. Something for me to think about in the near future. And why would you drop Pet gaze? That's part of my bread and butter. LOL! Render baddies helpless for a little while then they can't hit me as well, tar patch, go in for a soul drain, then I can short circuit and LB them. I think by that time they'd be almost dead, but this is theoretically speaking and depends on the faction Im fighting.
EDIT: Oh Pet gaze is the single target. I would say it's skippable, but sometimes a boss need some holding and pet gaze+tesla cage can do it. But yeah, It is skippable.
I think you meant Soul Drain when you said Dark Consumption, but yeah, knowing what Epic powers you are gonna use should help you sort out your other powers better.
As far as Pet. Gaze, I have used Tesla + Shocking Bolt on my character, but respecced out of it mainly because I usually only see Bosses on teams. Then its much less my job to hold them. Solo, being an Empath, means I am limited to how high I can crank up my difficulty, so I run without Bosses in my solo missions. Finally, since I went Electric mastery, my first power used on a Boss is Electric Fence to keep them immobilized while I Cycle Tesla twice.
One more thing regarding your powers is that Dark Servant cycles Pet Gaze, so you can often get help from him. If you can fit in Pet Gaze AND Tesla then thats awesome. No real reason not to do it. It just happened in my experience that Tesla is really fast, so stacking it on a boss is not really that hard.
Quote:The draining of enemies sounds enticing as well though. -
Quote:I have 5 of my Electric Blast powers: CB, LB, SC, BL and Tesla.Hello all. I have my dark/elec defender up to lvl 39 (havent trained from 38 to 39 YET) Im wondering in the electric secondary what powers would you advise I NOT take. I'm thinking of doing a respec soon. I haven't taken Zapp, and I took short circuit late. I'm kind of regretting taking it to a certain extent to. I sometime go into a mob and let it off, but not much. As far as travel powers I went super speed so I can couple it with shadow fall for that invisibility. Oh, I also too the voltaic sentinel. I like him around for a little added DPS. My play style is teaming, but I'd like to solo a bit too. I've tested the waters a little bit with soloing. Not bad. If I can squeeze some more increased damage out of set bonuses I should be ok. Oh, no Thunderous blast for me. For a defender nuke it would be meh and for a meh attack I damn sure wouldn't like to be drained of end. What are your takes. I had this convo a while ago with some folks on this forum, but that was back when I was like 20.
The other 4 powers in Electric blast are all usefull, but I just could not fit them in.
The most skippable is your Nuke.
If you are going to avoid using Power-draining as a strategy, then you could theoretically just slot SC for damage and take Sparky as well.
Honestly though, you have to decide on your epic powers as well.
I chose Electric Mastery so that I can go into a group of mobs and use Short Circuit + Powersink to drain everything up to +2s right at the start of the fight. And Electric Fence becomes a third attack that I can use for damage in addition to keeping nasty melee mobs at bay.
Since you are Dark/Electric your character plays a bit different than mine, so take my advice with a grain of salt, because I have played Dark/Electric only to 28 in the past.
I would probably take Tesla, but not Pet.Gaze, Take both ELectric Blasts, Both AoEs, and Sparky. That rounds out your number of damage powers nicely. Then I would probably take Dark Mastery and Get OG, Dark Embrace(maybe not needed), Soul Drain and Dark Consumption.
OG adds even more control and combined with Tar Patch, the minions should be wandering around really slowly and staying in your DN area.
Soul Drain is SOOOO much better than Aim and combined with Hasten and/or good recharge will be up every fight. And Dark Consumption will help you refill your blue bar, since you will possibly be running quite a few toggles (especially with Dark Embrace also in the build)
So (if I were building it), Thats only skipping Aim, Zapp and TB. If you think you would like to fit in Zapp (Due to your ability to control/debuff mobs), then Drop SC or Sparky and replace it with Zapp. I would take the AoEs myself because getting in a group of villains and collapsing them in close for all those PBAoEs would be really solid fun I think. -
Perhaps you were referencing Red Fortune? I have a set of that in Weave and 2 Botz in both Hover and Fly. At one point I also had CJ, but decided Medicine pool was good, since he is also a tech origin.
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Quote:(okay, first, check that the forum is Blaster, not just an Archetype that begins with B... Blaster, good!)
I'm considering a new Blaster character, and looking to be a hover-blaster.
Currently, I am considering a Fire/MM or Fire/EM blaster, but that can be changed as needed.
The thing is, I'm trying to figure out how much ranged defense I should try to fit into my build. I know in the ideal, I would get 45% - I'm just not sure that's feasible (may require taking power or dedicating slots in ways I would rather avoid), or even possible.
Anyone have a suggestion for what I should consider to be 'good enough' ranged defense?
My Energy Blaster went the Hover Blaster route and his Ranged Def of 37% was mighty fine.
But as a supplement he also took Power Mastery for PFF and Medicine Pool for Aid Self.
So, I guess what I am saying is that you should look at Tiered survival.
Powercell (My Blaster)
Tough + Charged Armor : for resistance
Weave + Hover + IOs : for avoidance
Medicine pool + Health + Regen IOs : for healing
Also, dont chase IOs sets and as a result, short-slot your powers that help you actually defeat enemies.
Two of my favorite IO sets for this strategy are Thunderstrike and Blessing of the Zephyr. -
Quote:I agree with your statement regarding Damage only works on a hit, while Endurance always works. But to generate Taunt and (while Solo) defeat a Bad-guy, you still have to deal out damage. So for me, ACC is first at the lower levels, followed by Damage on low damage, low endurance attacks, or Endurance on High endurance cost, High Damage attacks.If you always hit.
End reduction always works. Damage only works on a hit.
So endurance reduction is the best early on when you're stuck with TOs and DOs for accuracy. Next is accuracy for lowering the amount of end that gets wasted on misses. Then you get to damage for increasing the efficiency of the attack when it does hit.
I try to think of it as biggest bang for the buck. 2 ACC TOs make a very large impact on your ACC, while 20% more damage on a tiny attack does very little. Same is true for Endurance. 20% of a small number is yet another small number. But when you get to attacks like, oh... Knockout Blow, slotting ACC then End is really the best way to go.
Just my 2 cents -
Quote:This is good info.
But what's better: two accuracy, two damage, or one of each? Well, we have:
Accx2: 0.75 * 1.2 * 100 = 90
Dmgx2: 0.75 * 100 * 1.2 = 90
Acc+Dmg: 0.75 * 1.1 * 100 * 1.1 = 90.75
In this case, one accuracy and one damage does more damage per attack than two of either. The difference is small, but its there. And if you're concerned about DPE, the best situation will be Acc+Dmg+End.
I originally slotted this way when I began playing, but I choose 2 ACC TOs as my first slots in ANY attack now for a simple reason. If you MISS, you do ZERO damage and still use 100% of the End cost of the attack. PRE-Stamina you are going to need every ounce of Endo to take down anything that cons higher than White. I seem to see lots of Yellows and Orange cons in missions with +0 level as my setting, and lets face it, miss streaks happen, especially on higher Cons. -
Quote:am glad you posted this Psylenz,Ice focuses on slow, sonic on resistance debuff, storm/dark on tohit debuff. Choosing a line of expertise pays off on a storm.
I was trying to put the words together for the OP to explain that alot would depend on how you intend to play Storm. From my own experience, you could make multiple Stormies and play them completely different from each other depending on which powers you focused on.
That being said, I could never quite find the balance for my playstyle with the set and the huge endurance cost of everything. I cannot think of another Powerset that lends itself so much to "specialization" like Storm Summoning.
About the only power in the set that "Every" style would utilize would be Freezing Rain.
Which is why I would throw my vote in for Storm/Ice/Electric mastery -
Quote:I have to disagree with this logic.You can't really rely on others performing their jobs perfectly. People get distracted and do silly things. An Empath's job is not to let those situations end up in dead, or at least to bring the fallen back right away, as if it had never happened.
And not trying to start a flame session, just sharing my viewpoint.
What you are saying is that I cannot rely on others to play well, and that having my empath around becomes a backstop to when they do something stupid.
Where I feel my job is to use all my powers effectively and just as responsibly as every other team member. If someone does something ridiculous and then dies or worse causes the whole team to wipe, how is that somehow put back on me.
I guarantee you, while on my team, if you come back at me because someone else screwed up, be prepared to get an "earfull" from me.
Now, on the other hand, if I screw up, I will be the first one to admit it and apologize to the team. Blame falls where it belongs, not on your safety net (a.k.a. Defender)
P.S. On those very rare occasions (because I play more on dedicated teams) when I meet players like you describe, thats when I wish I had Vengeance in my build -
Thats a good revamp from your original build Teeth.
More recharge and I like the endurance usage ratio.
Your attacks have alot more punch, so I think you will notice the difference.
Also, you can add the Celerity +stealth IO into SS to get that Invisibility you would like.
Thats how I plan on getting it (just 115 more merits hehe).
Good luck -
Thanks everyone for the replies. Alot of good things to think about.
I have adjusted my build plan a tad to incorporate CJ for a little more Def and Immob protection. Still up in the air on swapping Firebreath for Fire Sword circle. Concept versus damage and all. But Firebreath comes earlier in the career, so I can always respec later. Also was able to move some slots around to get dmg and acc up in my attacks. As far as Burn goes, I was planning to use RoF to set up for burn. This would be my Boss-burning tactic. So, about the only decision left undecided is to drop RotP in order to have both Buildup and FE.
Its all good -
Yep, I have seen the running debate over Burn and also remember when it was a really nice power. I agree with the majority of folks that the Immob protection in Burn is just plain wierd, and also that it should have a slow effect at the very least to make it do some damage before mobs exit the patch. You will notice I have it in my build, but not till after level 41 (Ring of Fire as my planned setup power). I thought about Char, but Immob has a better shot with helping tear down hard targets, plus the added benefit of keeping a target from chasing someone or running off.
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Hello Tankers
I am having fun playing my new tanker and been working out an IO build to work into as I level up, but looking at this build and others that I have tried I am not happy with it.
What I am aiming for is a build that has a good ST attack chain with just enough AoE for Taunt and Solo work. It does not have to be soft-capped, but it sure would be nice.
More recharge would also be nice, but the more I look at this build, it just seems mediocre on Damage and actual Tankability.
What am I doing wrong ?
P.S. Not taking the sword animations was intentional. I was considering them, but the concept was not to be a weapon wielder and almost considered Fire/SS except Footstomp is not thematic either.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(27), RctvArm-EndRdx:40(29), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 2: Healing Flames -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(3), Numna-Heal:50(15), RechRdx-I:50(25)
Level 4: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(5), Erad-Acc/Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(13)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
Level 8: Swift -- Run-I:50(A)
Level 10: Consume -- Erad-Dmg/Rchg:30(A), Erad-Acc/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(11), Efficacy-EndMod/Rchg:30(27)
Level 12: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(29), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34), Zephyr-ResKB:50(34)
Level 16: Breath of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(25)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Boxing -- P'ngS'Fest-Acc/Dmg:30(A)
Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(31), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
Level 30: Blazing Aura -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(43), Erad-Dmg/Rchg:30(43), Erad-%Dam:30(46)
Level 32: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(43)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(39)
Level 38: Rise of the Phoenix -- Dsrnt-I:50(A)
Level 41: Ring of Fire -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42)
Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), Dev'n-Hold%:50(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Burn -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(50), Erad-%Dam:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Quote:Wow, Great Insight Heraclea. I have a MA/WP scrapper and was planning to take the weapon mastery powers, but had debated on Caltrops VS Web Grenade. Good to know this little tidbit.The answer to the first question is "yes".
As to the second question, the answer is "maybe". WP's resistance blunts a good deal of physical damage, and incoming physical damage may not be enough to overcome regen, especially if the WP's regen is being buffed by surrounding enemies. Non physical damage or ranged damage may require Inspirations or SoW. Then again, that's what they're for.
My WP scrappers get off even easier. The Caltrops power from Weapon Mastery can do wonders for an overwhelmed scrapper. I use it regularly while working the Roman wall, where it is possible for your defenses to crash hard. It makes an even handier panic button than SoW or most inspirations. -
Throw in another vote for Dark Miasma. Not really a great deal of difference in play between solo and group except mobs shouldnt be gunning for you.
I would say Radiation would be a close second, depending on whether you prefer having two anchor toggles for the times that teams kill your anchor. When I play Radiation, its kind of rare that both my EF and RI anchors get removed at the same time, so I have time to bring up one while the other is still in effect. With Dark, when your DN drops, your team has no debuffs unless you and fluffy have everything held or feared.
Every other set (That I have played significantly) seems to be either very active or very buff centered. -
Quote:With the exception of Stone and Ice, I have seen every tank set in action and honestly Invulnerability is THE BEST or at worst a very close second place. Obviously, if you love the set and play the set, you know its weaknesses and want to see it improved, but as an honest outside observer, I would think this kind of improvement would make it undisputably the best tank set.What I'd do is add to Invinciblity a resistance buff to all non s/l /psi damage of 11% for one foe and then a unresistable resistance debuff of -1% per foe. So as your defense goes down, your resistance would go up slightly. This would be unenhanceable.
I would rather see them tone down the overwhelming amount of defense debuffing out in the game. I mean seriously, every time I play a toon and think about defense boosting, I go out and play and realize that unless I can soft-cap, the first time I get in a fight all that defense I worked so hard to get, will just disappear in a puff of gun-fire. -