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Posts
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Quote:Was kinda thinking you were trying for inexpensive.Many IO choices are, indeed, due to cost. This toon is not my primary money sink.
Quote:Concealment is being used as much for the small defense bonus to allies as for personal sneakiness, though you may have a point with the SS thing, especially if I keep full Teleport in the build (as it already has its +Stealth). That said, for sacrifice powers, Teleport is an option now that Ninja Run is out. ( <3<3<3 Ninja Run.)
Quote:I'm still on the fence about Cosmic Burst, but even with more Damage slotting I'd be lacking in my attack chain.
Quote:My experience with Tactics is that it's not usually worth it; I already grant some Perception and Accuracy, I debuff Defense fairly well when I want to, and most people are slotted to be able to hit on their own anyway.
Quote:Soul Transfer is not optional in the build; I really like Self-Rez powers, even when I don't use them much. It's a matter of preference.
My current experiment is a Fire/Fire Tanker and I was planning on taking the self rez too, cause it just sounds cool. -
To be Honest with you,
I can see the nice benefit that Vengeance would give on those ocassions when someone dies, but I have a personal aversion to anything that is based on a situation that, hopefully is avoided. Usually, Death is a rarity on my teams, so I have even opted to drop Rez from my build in order to take another power which I will use the heck out of more often. -
Something more like this ? Loss of Dark Consumption would be noticeable, but with the nice Dmg/Acc boost of Soul Drain, you might find the AoE output to be quite nice.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal:50(40)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg:50(A), Dev'n-Acc/Dmg:50(5), ShldBrk-%Dam:30(9), LdyGrey-%Dam:50(11), Achilles-ResDeb%:20(39), Dmg-I:50(43)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal:50(40)
Level 4: Irradiate -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Dam%:50(46)
Level 6: Swift -- Run-I:50(A)
Level 8: Clear Mind -- Range-I:50(A)
Level 10: Recall Friend -- Zephyr-ResKB:50(A), Zephyr-Travel:50(11)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/Rchg:50(13)
Level 14: Teleport -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15), EndRdx-I:50(39)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17), Numna-Heal:50(46)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Electron Haze -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(23), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(37)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Rchg:50(31)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(29), Thundr-Dmg/Rchg:40(29), Thundr-Acc/Dmg/Rchg:40(33), Thundr-Acc/Dmg/EndRdx:40(34), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg:50(A), Dct'dW-Heal/Rchg:50(33), RechRdx-I:50(33)
Level 35: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 38: Resurrect -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-KB%:50(43), Stpfy-Stun/Rng:50(48)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(50), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
Level 49: Super Speed -- Clrty-Stlth:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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To answer your question, it really comes down to your personal choice.
Vengeance could be very useful to you considering you also have rez and the self-rez from dark mastery.
But since you posted your build, there are many other things that could be looked into.
First thing I noticed was taking concealment pool. Although I imagine how this is being used, I chose Speed pool instead. Hasten and Superspeed +celerity IO fills the need for Invisibility AND grants alot of built in recharge.
Second thing I noticed was the slotting on Cosmic Burst. I would slot this up more as an attack. Stacking the stun from this and Oppressive Gloom would be really nice, but some extra damage as well would be good too.
Finally I noticed you slotted several powers quite differently than I would have done.
This is just an observation of course, but is this due to IO cost ?
Also, what are the set bonuses you are most interested in besides recharge ?
You could make some interesting changes to this build and greatly increase your damage potential. Soul Drain in place of Soul Transfer. Grab Electron Haze (Cone iirc) and slot it up some. Switch Tactics in place of Vengeance. But then you still need another sacrifice power. -
Quote:I will also chime in with this message. I have tried it with my team build and it was very nice due to stacking stuns. You would be surprised how many powersets out there have some kind of stun. My most common Duos are with a Dark/Dark scrapper who also runs OG and a Fire controller (Flashfire).Yep it really shines on sets where you can stack the stun effects to mez more than just the minions. Doubly ideal on builds spending lots of time at melee distances to the foes.
However, I eventually respecced it out because I do not have a Stun of my own to stack with it, so its less usefull for an electric blast user. If I played Storm, Dark Blast or any other powerset with a Stun, OG would rock the house. -
Quote:Hello Ultimo,I should say, I greatly appreciate the tone of the posters in the thread so far, and also the excellent suggestions made. I feel threads like this help many people who might pass through for a look. Well done, folks.
If you are looking for a non-IO build, the one Heraclea posted is a thing of Beauty.
It brought me back to the early days of my SG leader's Tanker.
To add my own (non-tanker) perspective for you, I have seen 2 melee characters in the time I have been playing that did things that amazed me. The first was my own SG leader with his INV/SS. The amount of punishment he could take with a mass of villains around him was incredible. Teaming with him made me feel completely un-needed. This was before IOs and pre-ED even. The second time I have been impressed in this way was recently with an IOed out Katana-Invuln scrapper. You want to play a Tank that is not a Tanker, thats the way to go.
Invulnerability works really well, and as far as comparing it to a defense-based character, I dont think you really can do that. Invulnerability is in a class all by itself. -
Quote:Only thing I might add to this is that alot depends on the team makeup as far as what an Empath can bring to a team, and how large the team is.I agree with your post, yet I still feel EMP is better for lower level content before, as you pointed out, toons become self sufficient. An EMP can still be valuable at higher levels, but much more situational in use. IMO, they are certainly less desirable to have around than a solid debuffer. My first 50 was an EMP defender and back in the day, she was a whole lot of fun. Now, I rarely bring her out to do much of anything.
For me, the "niche" for Empathy seems to be smaller teams and/or teams lacking in mitigation overall.
My first empath was a Mind/Emp controller that levelled up on a small dedicated team with an Inv/SS tanker as the alpha-sink. As we levelled up, it became apparent that my controlls were less and less necessary thru the 20s and once into the 30s, the Heals and Buffs became less necessary (For the Tank). But even then I always had a place to contribute on the team.
Now on my second Empath. I find myself on many teams packed with squishy characters, so I never feel under-utilized. The biggest thing that I think an empath needs to learn at the end game is how to time-manage buffs and WHO to put them on.
The time management comes with experience and the "who to buff" can change with every team. I prefer this kind of challenge personally. If buff targets were "cut-n-dry" for every team, then I would still enjoy my Hero, but he would be less challenging to play. -
Thanks Strato !
Thats two votes for Option One.
The more I look at the two builds, the first one does look alot better in every way.
The second build sacrifices alot of Empath-related things by over-slotting other powers, like Boxing. -
Thanks Doomguide
Exactly the kind of feedback I am looking for ! -
Ok, Having tried this build out for a while (Man, I need to avoid respecs),
I have to say that it works decent enough, but as StratoNexus has pointed out, I will not be free of Break free dependancy anytime soon. Also, the lack of decent recovery when RA is not up is very noticeable. I find that playing at range is also quite counter to the spirit of Electric Blasts, UNLESS I drop the whole endurance drain idea and just go for a traditional Hover-blast route. At that point, I would STILL need to get close to hit a Powersink (or Dark Consumption).
SO, I would like to run a little Poll.
I have two new builds which are not using Flying, but are more generic positional defenses.
Both Use electric mastery to take advantage of Electric Fence (Which really keeps nasty melee mobs at bay.
Which of these would be better for a ground-pounding Empath
Option ONE: Has 20-22% Defense to Psi,Ranged,Melee and AoE, as well as Hasten, Superspeed+Celerity
Option TWO: Has 30-32% Defense to Psi,Ranged,Melee and AoE, but does not have Hasten or Superspeed+Celerity.
BOTH Options have : Maneuvers, Tactics (6-slotted with Gaussians), Stamina and 60+% Global recharge, Combat Jumping, SJ and KB IOs, No Acrobatics.
I would post the builds, but I am very intersted in opinions on which build is better based on the specifics above. Also, my playstyle is more support first, blast second on teams, but solo I want to fight more mobs, rather than higher level ones. So figure my solo work will be +1/x4 at most. Solo, I have had decent luck with raising the level, or the number of mobs, but not both.
Thanks in advance for any responses -
Quote:Hello Finduilas,Maybe your SG leader has had a different experience, but IME the significance of Invul's "Psi hole" is greatly overrated.
An Invul tank will get much more use out of soft-capped E/NE defense than 27% Psi defense. And if both S/L and E/NE are soft-capped, the only Psi attacks that are likely to get through are pure Psi attacks. They exist to be sure, but they're not common enough to design your build around, IMO.
Not to mention that the build as listed as pretty substantial positional defense as a side benefit; that will help also help against Psi attacks.
So yeah, the OP could do that, but if anything I think it would weaken the build rather than strengthen it for the vast majority of PvE situations.
I am no expert, so it would not be a worthy debate.
My understanding on the weakness to Psi is based on hearing the frustation of a level 50 INV/SS doing his solo work.
But arent Psi attacks non-positional ? So having positional defense would not really matter, especially if your capping (or near cap) on "Typed Defenses".
So, when I looked at your build I saw good positionals, but even better typed defenses.
If your EN/Neg was 37%, would it really matter what your Ranged Def is when the attack will be defended by the higher number ?
Perhaps I missed something in your build (Which is awesome by the way), but I was only making a suggestion to look at the Psionic defense, since it IS the lowest type defense of the build. Improving this did not (To me) seem like a bad idea.
Good Hunting -
Quote:Hello Donna,Hey Finduilas, that's some nice tweaking thanks.
By the wat will I suffer from a lack of a heal ?
Otherwise this looks like the one that i'll go with...
Wanted super tankability for high level max difficulty
TF's etc, like lvl54 ITF's etc etc.
I looked over Finduilas build and its very solid.
One thing of note though is the Psionic weakness of this combination (which I am sure you are aware of)
My SG leader is a INV/SS and he has nothing but fits over this fact.
So... using Fin's build, you might consider Scirroco's in Footstomp,
and trading as many of the reactives over to Impervium Armor as possible.
Also slot Miracle 6-piece in Phy.Perfection instead of Numina's and move the unique Numina's over to Health.
I am seeing a build with Soft-Capped S/L and over 27% Psi Defense, over 35% Defense to other Types. -
Quote:They've both got a base end drain of 35, so slotting one or the other to 95% and leaving the other alone will net you 103.25 points of endurance drain. That'll work against even level enemies, but, as soon as you start fighting higher level enemies, the Purple Patch is going to reduce the effectiveness of your drains. In order to drain a +1, you need to drain the equivalent of 112 endurance. A +2 will require 125, a +3 154, and a +4 will require 209. Slotting them both for End Drain (re: 136.5 end drain) will allow you to drain up to +2s get +3s really close. Of course, close to out of endurance doesn't count for crap for enemies because all of their powers cost next to nothing.
For the OP, Umbral hit this nail right on the Head.
I have SC and PS both slotted for drain (~65-70% each), and when you fight higher cons, you NEED that extra amount. Even with 135% drain, there are times on teams where I need to fire a second short circuit to finally drain a group. Thats 200% total drain in less than 10 seconds. Why ? Because mobs in this game can do more with a sliver of blue than you or I can, so they have to be at ZERO for it to count. -
Quote:I agree 100%. Something to fit the Natural or Tech theme.Would probably be ice. I personally would like some kind of devices/weapon epic with a scorpion shield clone
Maybe a super Epic Fighting Pool with;
Melee attack (Non-weapon)
Melee weapon attack (Sword)
Passive Resistance power (Body Armor)
Active Defense power (Shield graphic perhaps)
AoE something (Rifle or LRM)
just some Ideas -
Hey Folks,
Just noticed that both Blasters and Controllers (Our Squishy Brothers) both have Mastery sets with access to a +Def Toggle. (Ice for Blasters and both Stone and Ice for Controllers)
How many of you think we need a new Mastery set with a Defense oriented power ?
All we have are resistance sets.
Is Ice Mastery in the works ? Thoughts ?
Sure would be nice to get something besides Earth or Ice though. -
Here you go. Ra_Ra's build re-posted
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Subdual -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(7), Enf'dOp-Acc/EndRdx:50(9), Enf'dOp-Immob/Rng:50(9), Enf'dOp-Acc/Immob/Rchg:50(11), Enf'dOp-Acc/Immob:50(11)
Level 2: Flares -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(17)
Level 4: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(17), Ragnrk-Acc/Dmg/Rchg:50(19), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45)
Level 6: Mind Probe -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
Level 8: Telekinetic Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(27)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 12: Aim -- HO:Membr(A), HO:Membr(45)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(31)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(31)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod:50(33), P'Shift-EndMod/Rchg:50(33)
Level 22: Drain Psyche -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23), Dct'dW-Heal/Rchg:50(33), Dct'dW-EndRdx/Rchg:50(34)
Level 24: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 26: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(27), LkGmblr-Rchg+:50(34)
Level 28: World of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(39), CoPers-Acc/Conf/Rchg:50(39), CoPers-Acc/Rchg:50(39), CoPers-Conf/EndRdx:50(40), CoPers-Conf%:50(40)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(42)
Level 32: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(42)
Level 38: Psychic Shockwave -- Oblit-Dmg:50(A), Oblit-%Dam:50(42), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
Level 41: Flash Freeze -- Empty(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 47: Concentration -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(50), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
Level 49: Hoarfrost -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Quote:Something more like this ?
I would go Hover/Fly
Then I would be tempted to steal 2-3 slots from somewhere so I can: BotZ,BotZ,BotZ,D/E,D and BotZ,BotZ,BotZ gaining ~6.9 AoE. I'm fond of the ~30% defense number. I'm even more fond of the 33% + number, but then I'd have to likely swap some Range for AoE. I wouldn't be adverse to that however, Knowing that even 1 small purple would still over-cap my defenses.
How would you change this ?
Loss of Hasten hurts, but its 70% constant recharge.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Heal:50(40)
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(43)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(43)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal:50(34), Dct'dW-Heal/EndRdx/Rchg:50(40)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(9), Zephyr-Travel:50(9), Zephyr-Travel/EndRdx:50(43)
Level 10: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(11), P'Shift-EndMod/Rchg:50(11), Erad-Dmg/Rchg:30(29), Erad-Dmg:30(36), Erad-Acc/Dmg/Rchg:30(37)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), AdjTgt-ToHit/Rchg:50(13)
Level 14: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(39), Zephyr-Travel/EndRdx:50(48)
Level 16: Health -- Numna-Heal:30(A), Numna-Regen/Rcvry+:50(31), Mrcl-Rcvry+:40(33)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(19), RechRdx-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), Zephyr-ResKB:50(23), Zephyr-Travel/EndRdx:50(37)
Level 24: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(25), Ragnrk-Acc/Dmg/Rchg:50(25), Ragnrk-Acc/Rchg:50(29), Ragnrk-Dmg/EndRdx:50(46)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Rchg:50(40)
Level 28: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(31), BasGaze-Rchg/Hold:30(31), BasGaze-EndRdx/Rchg/Hold:30(34)
Level 30: Clear Mind -- Range-I:50(A)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg:50(A), Numna-Heal/Rchg:40(33), RechRdx-I:50(33)
Level 35: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
Level 38: Resurrect -- RechRdx-I:50(A)
Level 41: Electric Fence -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(46)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-ResDam:40(46)
Level 47: Power Sink -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(48), RechRdx-I:50(48)
Level 49: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(50), BasGaze-Rchg/Hold:30(50), BasGaze-EndRdx/Rchg/Hold:30(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance
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Quote:Did you do a search at all on vehicles? There are a number of problems that come up with them, and not just the issue of them being used in missions or not.
How would you handle any other powers with them? Attacks? Defenses? Other travel powers? Strafing? Clipping with buildings? Going off road? Up smaller spaces than the vehicle appears, such as staircases and fire escapes?
I didnt say it was slam-dunk easy. If that was the case, we would probably already have this in-game. What I am suggesting is NOT a travel power per-se, but a means of travel in the greater city areas.
But let me take a stab at your other issues.
Attacks: You are in a vehicle, so no attacks unless you dismount (for lack of a better word)
Defenses: You vehicle should have PFF level protection while travelling.
Other Travel powers: Suppressed while in a vehicle
Strafing: This is actually a cool problem to solve. Imagine what kinds of animations you could cook up for strafing. Motorcycle leans into a turn. Jet banking etc...
Clipping: Come on, dont these games all use collision calculation. You would just be BIGGER in a vehicle. Which means there are places you couldnt go. Motorcycles dont go up small stairwells or jets flying through small underpasses. Might seem like alot of issues, but the issues are not any different than real-world are they ? -
I would really like to see the introduction of Vehicles into the city streets of Paragon.
It would not matter if they could only be used outside of missions, but havent you ever wanted a Motorcycle for one of your characters? Or a Flying vehicle ?
Heck a Jet that would grant the power of moving an entire team would be cool too. -
Quote:One point to remember about being able to soft cap FF with IOs is that that's with IOs. It provides no benefit to the low level FF Defender, or the one that doesn't have tons of influence. 10-15% more Defense wouldn't break anything, and the IOs could be spent on other benefits.
Also, even if you soft cap Defense, you still have no Resistance, and you still have no healing. You still have to go to the Power Pool for Tough and Aid Self.
That being said, what FF Defenders need for themselves is offense more than defense.
I agree Jade_Dragon.
Adding a -res debuff to Force Bolt would be really Nice -
Found it Tabik, Hehe, you actually posted in this thread at the beginning.
http://boards.cityofheroes.com/showthread.php?t=187031 -
Quote:Actually, I used the search function, so not even sure how old the thread was.Nope, he's a jumper. I haven't had a hovering blaster since I started playing the game. Most of my characters, regardless of AT, are also jumpers. Not really any particular tactical reason for it, that's just my play-style.
The second part of your question I'm not really sure about. Most of what I've read says that soft-capping a positional is better than having lower values in more than one, and quite honestly it would depend greatly on how you play. If you actively seek to keep enemies at range like my blaster, than the S/L defense wouldn't really come into play all that much I would think.
By the way, what was the thread about fire blasters you were reading through? I'd like to give it a look-see.
I think it was called "Positional vs S/L Def"
http://boards.cityofheroes.com/showthread.php?t=187031 -
Quote:Hello Bladedancer,I have two questions about FF Defenders.
First, what are the pros and cons of making the personal force field something that can be attacked out of even with a reduced amount of defense and an amount of reduced accuracy similar to that of hover.
Second, what would be the best build for a FF Defender.
With regards to PFF, you pretty much have a Bubble you can shoot out of (Dispersion Bubble), and I really dont think they are going to alter PFF at this point. One way to look at it (at least how I look at it), is that FF got their Tier 9 "Oh Sh*t" power at level 1.
Thats pretty neat.
I cannot offer you a good FF build, but I am sure there are many Vets here that could supply one. Since others have suggested secondaries to choose from, I would offer my opinion on that as well. I have PLayed FF/Nrg and FF/Rad. the former was much better, but was overkill on KB. Rad was not that great IMO. If I try a FF again, I would probably go Dark (To stack -ACC with +Def) or Sonic (to get what FF lacks in -RES).
Something to think about -
Thanks everyone for the replies.
I will have to give this a try and see how it works.
The good thing is that Thunderstrike, Doctored Wounds and Red Fortune are all very affordable. I already have all three DW sets anyway, so Free is Good
To Doomguide. I have kept the leadership pool in the back of my mind for quite awhile now. And many folks seem to swear by it. For me the biggest drawback on this build seems to be the Endurance cost when RA is down. Even with Powersink, I could easily drain my bar. As far as the Pet and Thunderous Blast, I can see your point, I just would like a nice solid support build that keeps me alive AND my team. I will contribute damage (as much as I can), but I dont feel too much pressure to have these powers. Time will tell though.
Psyonico, I have been Sooooo tempted to be a flyer and solve the melee issue that way. In truth, my blasters always take flying for just that reason. However, Biospark has always been (in my mind) a concept character with Superspeed. Just imagine seeing me run by at full tilt with sparks flying off my feet and thats how I want to see him. Besides, I have done the flying thing for defense and I am stubbornly wanting to make a melee range squishy. Its so much easier getting in SC position and I dont want all my Heroes to be flyers, hehe
Edited: Oh Darn! I just realized this build doesnt have SS
Tabik, I happened to be looking at a thread on a Fire blaster going for ranged softcap.
It was an interesting read thru. Does your blaster also Hover, or do you stay grounded for better AoE positioning ?
On a related note, Would shooting for 30%+ s/l and 30%+ ranged offer more survivability than softcap range and having s/l resistance from a toggle ? I am not saying I could get both over 30%, but I have a build somewhere on my drive that was darn close to 30% in every position. -
Thanks Strato
Yeah, on mob types that have non-ranged effects (Arachnos iirc), I have multiple holds and Electric Fence. I believe this team oriented build will work for staying back at range and just running in to use SC/PS when necessary.