Biospark

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  1. Hello Folks,
    I am really tired of status effects !
    So let me hear the pros and cons of this build.
    Keep in mind that I will not be running Tough (Its a Steadfast IO placeholder).
    and I am also aware of the major dependance on Powersink during long battles.

    Edited: This build doesnt show it, but I noticed the lack of KB protection and put in the one from BotZ on CJ and SJ (Giving 8 KB prot, with a loss of movement speed).


    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: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    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(9), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(46)
    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-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(46)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), LkGmblr-Rchg+:50(39)
    Level 10: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(11), Erad-Dmg:30(11), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(25)
    Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/Rchg:50(13), AdjTgt-ToHit:50(21)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31)
    Level 16: Clear Mind -- Range-I:50(A)
    Level 18: Recovery Aura -- P'Shift-EndMod/Rchg:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
    Level 24: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(37), RedFtn-EndRdx:50(39)
    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(34), Dct'dW-Rchg:50(46)
    Level 28: Tesla Cage -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(29), Lock-Rchg/Hold:30(29), Lock-EndRdx/Rchg/Hold:30(31), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(40)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx/Rchg:50(37)
    Level 32: Adrenalin Boost -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(33), RechRdx-I:50(33)
    Level 35: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Acc/Dmg/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/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 44: Charged Armor -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
    Level 47: Power Sink -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(48), P'Shift-EndMod/Acc: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)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Vigilance



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  2. Quote:
    Originally Posted by Kurugi View Post
    Valuing Empathy only for it's heals is like valuing your computer because you can play Solitaire on it. They can do SO MUCH MORE. In fact, I'd go so far to say that the less amount of healing you have to do when playing Empathy the more useful you are to your team, because your spending less time restoring arbitrary hit points and more time blasting, buffing, and doing whatever else you can to benefit the team.

    The key to playing Empathy effectively isn't knowing only how to best use your heals, but how to also incorporate every other aspect of your character as efficiently as possible. I.e. utilizing your blasts for damage as well as debuffing purposes, who best to put Fortitude onto, and who to keep buffed with Clear Mind and who to use it reactively on.
    THIS !

    I would go so far as to say, you can judge how well you are playing your Empathy exactly by the amount of Healing that you are doing. Because unless your team is going after spawns/missions way beyond their capabilities, your buffs WILL reduce the amount of active healing you need to use and thereby increasing the amount of blasting you can afford, and more DPS (even Def level dps) shortens the fight and also the amount of overall healing needed.
  3. Thanks Draggynn

    That does help alot. I would need to look very closely at the descriptions on set bonuses and powers like Health then to determine which number to use.
    Figure and Tally all the actual resistance values before doing the reciprocal.

    So, Best case scenario for a defender, using Health, Sonic Resonance powers all slotted with ImpSkin, and a couple 5-piece Basilisk gaze bonuses would MAYBE push the duration of sleep to just under 40%.

    In Contrast, ANY defender could take ONE resist power, Health, 1 ImpSkin and 1 Aegis IO and get to around 55%. Too bad really, would have been nice to see Sonic have a niche as the king of Status resist for Squishies. Looks like FF can rest easy
  4. Hello BlackBellatrix,

    I had to look at this build a couple of times before I made comments on it.
    Mostly because I am still in the throws of working out my team Empathy build

    The biggest thing that stands out to me is 3 Leadership Toggles, 2 Fighting Toggles and an Epic Shield.
    These add up to 75% of your Endurance recovery (when RA is down).
    Thats Huge, you will either have to manage toggles OR... do almost nothing when RA is down OR... rely on Dark Consumption to keep you going. Its just my personal style choice, but I would not want to manage that.

    I went with Fitness, Fighting and Acrobatics solo, while my team build I am going Fitness and Acrobatics. I have discovered that running an epic toggle that is slotted well, seems to do just fine for someone that is not trying to take aggro. My team build lacks the 20%+ defense of my solo build, but generally seems to be ok, especially now that I have slotted up Regen Aura better.

    This leads me to my second observation. A few of your powers are slotted more than I would probably slot them.
    Regen Aura, Recovery Aura are the first two I see.
    I have 4 slots in Recovery (3 Efficacy +1 Generic Recharge) and 5 slots in Regen Aura (5 Doctored Wounds, with 1 of them specifically the Recharge one). This would give you 3 more slots to work into other places. You could get 3% Rng Def with one more slot in Oppressive Gloom, 5% more Psionic with the last Purple in Shriek.
    Also, I count 6 bonuses of recharge at 7.5%, so one of the bonuses is not being counted. Looks like MIDS is not reporting this, but is showing you having one 10% regen bonus over the cap and a couple 1.13% Hp boosts.

    The last thing I see is that you have only Superspeed as your travel power.
    I know there are other ways to get around now, just call me old-fashioned, but I always like good vertical movement too. SS by itself is cool, but there are enough times when its not enough that I always consider options.

    Also, just a perspective from a poor player. My current build uses cheaper sets like Doctored wounds and non-purples to get recharge and my RA has about 155 sec recharge under Hasten. So, you have to ask whether the extra cost of these purple sets is worth 15 more seconds. Maybe one day I will have that kind of recharge, but I will suffer with that extra recharge knowing that on 3 (5-piece) sets of Doctored Wounds I spent only 15mil (recipes, salvage and all ). Decimation is not as cheap, but still easily in reach at around 10-15mil per set of 5.
  5. I seem to recall reading about that stacking effect on the Aegis IO.

    But for the rest of it Draggynn, I guess that just leads me to more questions.

    Let me use an example; I take 5 powers and slot the 7.5% resist IO from ImpSkin in each one, and then in a Toggle I put the Aegis IO. On paper these would seem to say you have 57.5% resist to mezz. Then 100%/157.5% means 63.5% mezz duration.

    With them being non-intuitive, do you mean this would actually be;

    100% / (1.25 x 1.081 x 1.081 x 1.081 x 1.081 x 1.081) = 1/1.845

    and the end result being 54.2% duration of mezz effects ?

    P.S. : I hope my math is right here
  6. Quote:
    Originally Posted by Draggynn View Post
    Although the Aegis unique provides 25% mez resistance or a 1/(1 + .25) = 80% so a 20% reduction in duration. Which for me, at least, is worthwhile. Also the Impervious skin IO is 1/(1+.075) which is 7% reduction, which might we worthwhile depending on your build. Unfortunately mez resistance is susceptible to diminishing returns (due to the inverse nature of the relationship, something that the true numbers doesn't accurately report). So the two together are only 1/(1+.325) => 24.5% reduction. But the set bonus numbers are hardly worth mentioning.
    I got a lucky drop and got an Aegis resist IO (Which is only 20% Unique).
    I also noticed that the Impervius Skin was not Unique, and prompted a little MIDS experiment with Sonic Resonance. You could, theoretically get 5 of the ImpSkins socketed in various Resist powers (without even taking Tough, if you went Power Mastery) plus the Aegis Unique and Health.
    This would easily get you over 100% sleep resistance and with Sonic Dispersion, you would cover all status but the rare Fear, or Confuse.

    It was a nice idea until I realized that it may not actually be 100% reduction of duration but instead just a 50% reduction.

    But, even so, Sonic Resonance could find itself a nice nitch as the least affected by mezz of any defender primary set.

    Edited: I also looked at Thermal Radiation as well. Which would also be able to hit the 100% sleep resist mark,
    but without a Dispersion-like power, could not get to the same level of overall status protection.
    More like Honorable mention.
  7. Quote:
    Originally Posted by Muon_Neutrino View Post
    It's the latter - 100% mez resist cuts the duration in half. So, in your example, 90% sleep resist does indeed cut the effect to 1/1.9 of its original length, or about 52%. Which makes mez resistance from IOs somewhat underpowered in my opinion - the percentages are usually very small.

    Thanks Muon,
    I kinda suspected that, but was hoping that it was better than this.

    You are right, those numbers need to be increased, because they might as well not even be bonuses at that value.
  8. Hello Folks,

    I have been looking at IOs alot lately and a question arose that I didnt know the answer to.
    Perhaps someone could help me out with this.

    IO set resistance to Mezz effects can stack (Which I knew), but how does that actually effect the duration of an effect.
    For example Health has a passive 48% sleep resist, and with IOs, I can easily get this to 90%.

    Does this make the duration of a sleep effect 10% of its normal length, or.. 100%/190%
    approx: 52% of its normal duration ?


    Thanks for any help
  9. I understand what you are saying. My SG leader plays mainly only Tanks and his main is an INV/SS and his favorite is a WP/SS. Every character seems to have its unique strengths and weaknesses, and from what I have read and what I have seen in my SG, WP doesnt overcome large alphas as well as other tank types. INV has its own little weaknesses and they are not the same as WP.
    So, I dont know what to tell you, other than perhaps you are trying to do too much with your Tank. At level 24, for instance, I cannot imagine playing at +3 on an 8-man team, without some really good support behind me. I dont play tanks enough to tell you for sure, but the tanks I have run with, are insanely powerfull by their 30s and pretty darn tough after SOs.
  10. Quote:
    Originally Posted by Firewasp View Post
    First I made a WP tank. He has all of the wp defenses as well as tough and weave. This tank has full plain IO's
    This tanker is level 24 (no secondary skills trained)

    Next was Electric Defense -- all defenses (no tough yet), but with DO's so far
    This tanker is level 12 (no secondary skills trained)

    Last was Shield Defense -- all defenses (no tough/weave yet), with DO's so far
    This tanker is level 12 (no secondary skills trained)

    When I jump into a group of 3 or more baddies, I take damage. Massive damage with yellows and up. If not getting heals or popping greens pretty quickly, I will die.

    A tank is supposed to be able to "tank" the damage. I understand a small health drop, but not all this (full health to zero in 7 seconds inside mob of 6 yellow and 2 oranges). This is not what I was looking for in a tank.

    Any help here?

    I have thrown this build together for a level 22 WP Tank. Having played a Willpower scrapper, I am pretty sure that I would be happy with this build (if I were to play it).
    I only used Generic IOs for the slotting, but you will notice that by level 22 I would have a travel power, ALL my defensive powers and decent slotting on attacks. The only thing that this tank build is missing is "Taunt" which I would want if I was teaming alot and AoEs, which IMO can wait till the 30s.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 23 Mutation Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Leaping

    Hero Profile:
    ------------
    Level 1: Mind Over Body EndRdx-I:50(A), ResDam-I:50(5), ResDam-I:50(11)
    Level 1: Jab Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(19)
    Level 2: Punch Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(9), Dmg-I:50(19)
    Level 4: High Pain Tolerance Heal-I:50(A), Heal-I:50(5), Heal-I:50(13)
    Level 6: Haymaker Acc-I:50(A), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(23)
    Level 8: Indomitable Will EndRdx-I:50(A), DefBuff-I:50(9)
    Level 10: Fast Healing Heal-I:50(A), Heal-I:50(11), Heal-I:50(17)
    Level 12: Quick Recovery EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(17)
    Level 14: Rise to the Challenge EndRdx-I:50(A), Heal-I:50(15), Heal-I:50(15)
    Level 16: Combat Jumping DefBuff-I:50(A)
    Level 18: Super Jump Jump-I:50(A)
    Level 20: Knockout Blow Acc-I:50(A), Dmg-I:50(21), Dmg-I:50(21), Dmg-I:50(23)
    Level 22: Heightened Senses EndRdx-I:50(A)
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet



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  11. Thanks Garent

    I appreciate the build advice. I also prefer Thunderstrike over Decimation on blasts, and the only reason I went with decimation was for the recharge. Thunderstrike is more affordable too. The only thing I see on your build that I would disagree with would be the short circuit slotting.
    I do alot of timestream missions, so I would want at least 2 slots dedicated to getting the end drain over 50%, but other than that I like your build.

    Thanks again for taking the time on this
  12. Hello again Defenders

    I wanted to solicit some more advice on my Empathy's Solo build.

    Your help on my team build was excellent, so being a "greedy lil duck", I am back for more.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Electrical Blast
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    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(11), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal:50(34)
    Level 1: Charged Bolts Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(33), Efficacy-EndMod:50(39)
    Level 2: Lightning Bolt Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Acc/Dmg/Rchg:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(33), Efficacy-EndMod:50(39)
    Level 4: Ball Lightning Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Acc/Dmg/EndRdx:50(17), Posi-Dam%:50(33), Efficacy-EndMod:50(34)
    Level 6: Boxing KntkC'bat-Acc/Dmg:35(A)
    Level 8: Swift Run-I:50(A)
    Level 10: Combat Jumping LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(43), Zephyr-Travel/EndRdx:50(43)
    Level 12: Hasten RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
    Level 14: Tough S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(15), ImpArm-ResDam/EndRdx/Rchg:40(15), ImpArm-ResDam:40(40)
    Level 16: Super Jump Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(43)
    Level 18: Recovery Aura RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 20: Weave LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(21), LkGmblr-EndRdx/Rchg:50(21), LkGmblr-Rchg+:50(39), LkGmblr-Def:50(40)
    Level 22: Health Heal-I:50(A), Mrcl-Rcvry+:40(23), Numna-Regen/Rcvry+:50(23)
    Level 24: Stamina EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
    Level 26: Short Circuit Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod:50(27), Erad-Dmg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(37)
    Level 28: Tesla Cage BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(40)
    Level 30: Regeneration Aura Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(46), Dct'dW-Rchg:50(46)
    Level 32: Acrobatics EndRdx-I:50(A), EndRdx-I:50(46)
    Level 35: Aim 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: Super Speed Clrty-Stlth:50(A)
    Level 41: Electric Fence Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42)
    Level 44: Charged Armor ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-ResDam:40(45), GA-3defTpProc:50(45)
    Level 47: Power Sink P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(48), P'Shift-Acc/Rchg:50(48), P'Shift-EndMod/Acc: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)
    ------------
    Level 1: Brawl KntkC'bat-Acc/Dmg:35(A)
    Level 1: Sprint Run-I:50(A)
    Level 2: Rest RechRdx-I:50(A)
    Level 1: Vigilance



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  13. Quote:
    Originally Posted by brophog02 View Post
    Tanks aren't tanks in this game until late 20s, early 30s at the earliest.

    The game really screws the AT over in the early levels by not providing the tools necessary to fill its usual function. You can't judge tanks until about 32, imo. It isn't that it is completely ineffective until then, but the idea behind the AT as an indestructible object just doesn't cut it until about then. Even after then, and well slotted, most tanks have some form of weakness or situation where they are not optimum.

    The 20s get better after SOs and stamina, but you still have to be a bit careful. The pre-stamina days are no time to judge a tank, whatsoever.

    I pity tankers in the low levels when a team won't start without one thinking they're getting a tank. It's one of the things I'd definitely change in this game, because most ATs do not suffer the kind of penalties early on that tanks do.
    Words of wisdom here. And to a lesser degree applies to scrappers on teams in the pre-SO levels. One of the sadest things I saw when I first started playing was a sewer team of Blasters, Defenders, Controllers and a single Scrapper. He died every fight running into a full spawn of baddies while everyone else stood back and blasted away. The person must have got tired of dying every spawn, so he/she left. Was replaced by a Tank, who left after only 2 deaths. There is no way that I would attempt to tank for anything other than a Duo before stamina unless I knew that my team had the tools to "Tank me up" a.k.a Fortitude, Bubbles, etc...

    This is why I like to solo all my characters up to at least level 20.
    I get a better feel for what works, what doesnt, and how to become better at what I want to do and what my limitations are.
  14. Biospark

    Dark/elec

    Hey Local_Man,

    I like reading your take on the electric powers.
    My Emp/Elec didnt even start trying to drain until his 30s, mostly because having poor defenses meant getting into melee range too much (or with too many foes at once) was painful. But on my solo build I focused alot on defenses and by the 40s, I had over 20% defense and with my healing, its not too bad being in melee range. But I will always pick a target to hit with Tesla while I am running into melee and take him/it/her out right off the bat.

    For me its usually a matter of focus, I use Tesla and my blasts to drain the hard targets as fast as possible and let SC take care of all the trash mobs. Usually after I have polished off the problem mobs (and fired SC several times), everything else is dead, running around playing cat-n-mouse with a small amount of health, or just looming over me with no endurance trying to make scarey faces.

    That being said, certain Mob types still really suck. Malta with their sappers and LOTS of stuns, and Carnie Master Illusionists. Heh, multiple Illusionists is just plain rude. Or multiple Gunslingers plus a sapper. I imagine a Dark/Elec would have a much easier time with these.
  15. Quote:
    Originally Posted by cp2_4eva View Post
    Hey biospark, wouldn't slotting out the twighlight with Touch of Nictus cut down on the speed of the power and maybe even the healing potency?
    It looks good to me.
    Its an Accurate Healing set and those 5 pieces will yield;

    68.9% ACC, 42.4% endreduc, 97.5% Heal and 47.7% Recharge
    set bonuses are: 1.88%Maxhp, 9%ACC, 5% heal bonus, and 2.25%max End

    But there are alot of ways to slot Twilight, so you might prefer another set or maybe franken-slotting.
  16. Everyone that has responded is right on the money.

    And you are right, Empathy does not suck.

    What I believe the problem you have witnessed is that people coming into this game from other games (Like me) who have played the "pure" Healer role ( I played Warden (EQ2, Priest in WoW, Paladin in Vanguard, Druid in EQ1 etc, etc, etc) is that they roll up an empath and proceed to play it just like they would from their past experiences.

    Unlike these "Healers", I realized day ONE that I was not playing the same game, and that I WANTED to be a SUPER HERO not a SIDEKICK. In my head was this thought back at launch; "You mean I can play a group support class AND BLOW STUFF UP ! YEAH !"

    Sadly, they "Blow stuff up" part was a little more difficult than I expected, but the fact remains to this day that Defenders and Empaths in particular are not just a Primary "Buff" set to be used, abused, demanded and expected by their teammates, but the sum total of all their powers. You have 24 power picks and I use every one of mine, even on a team.
  17. I worked on this build for 20-30 minutes to give you an idea how I might approach the combination or Dark/Elec. Keep in mind that some of the Dark powers (Dark Servant, for instance) I am not certain on the best slotting for them and I sincerely reccommend researching them. The electric powers I am pretty confident on.

    The largest problem I see with this combo is Endurance use. Its an endurance HOG, so you HAVE to have alot of recovery to be able to run all the toggles available.
    You could consider Electric Mastery as well to get powersink, which has a much faster recharge than Dark Consumption. Charged Armor would probably be a better fit as well over Dark Embrace.
    and adding Electric fence would also be good. However you would lose the nice damage boost goodness of Soul Drain.

    Hopefully you can get some ideas from this build though.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Electrical Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    ------------
    Level 1: Twilight Grasp Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(11), Nictus-Acc/EndRdx/Heal/HP/Regen:50(34), Nictus-Acc/EndRdx/Rchg:50(40)
    Level 1: Charged Bolts Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(37)
    Level 2: Lightning Bolt Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(37)
    Level 4: Darkest Night DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/EndRdx:50(5), DarkWD-Slow%:50(15), DarkWD-ToHitdeb/Rchg/EndRdx:50(37)
    Level 6: Tar Patch RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
    Level 8: Swift Run-I:50(A)
    Level 10: Shadow Fall LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:40(11), ImpArm-ResDam:40(15), ImpArm-ResDam/EndRdx:40(43)
    Level 12: Fearsome Stare Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(13), Abys-Acc/EndRdx:50(13), Abys-Acc/Fear/Rchg:50(43)
    Level 14: Combat Jumping LkGmblr-Rchg+:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(46)
    Level 16: Super Jump Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(31)
    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: Short Circuit Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(23), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg/Rchg:30(36), Erad-Dmg:30(46)
    Level 24: Petrifying Gaze BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Rchg/Hold:30(25), BasGaze-EndRdx/Rchg/Hold:30(40)
    Level 26: Hasten RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 28: Tesla Cage BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(40)
    Level 30: Maneuvers LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(43)
    Level 32: Dark Servant Lock-Acc/Hold:50(A), Lock-EndRdx/Rchg/Hold:50(33), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(33), Lock-%Hold:50(36)
    Level 35: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(50), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
    Level 38: Ball Lightning Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Acc/Dmg/EndRdx:50(39), Posi-Dam%:50(42)
    Level 41: Dark Consumption P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(42), P'Shift-Acc/Rchg:50(42)
    Level 44: Dark Embrace ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
    Level 47: Soul Drain Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
    Level 49: Howling Twilight Stpfy-Acc/Stun/Rchg:50(A)
    ------------
    Level 1: Brawl Acc-I:50(A)
    Level 1: Sprint Jump-I:50(A)
    Level 2: Rest RechRdx-I:50(A)
    Level 1: Vigilance



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  18. Quote:
    Originally Posted by cp2_4eva View Post
    Hey all. I was wondering, generally defenders are going to solo much unless they have a beastly defender AT and build. So, what should defenders be trying to slot for when looking for set bonuses? I know this may be based on what AT combo you are going with, but I figured I'd ask anyways.

    Defenders don't have much damage, but they can increase a teams damage potential

    Defenders don't have many Hit points, but they can do their best to make sure a teams points don't reach red.

    Defenders don't have the best defense, but they can have some good debuffs or some form of mitigation. They can give defense to teammates, but most of the time they are left naked so to speak. Correct me if I am wrong.

    I know recharge is an important thing to consider. Depending on the AT accuracy is key as well. Endurance is a must.

    So I know I am forgetting some facts, but what might you guys and gals generally go for when planning out set bonuses? Keep in mind I am new to defending as I normally scrap and tank.

    For me, Its all about survival.

    I define survival as 4 Key concepts in these kinds of games. And in order to have the most solid character, you should have something from all four areas, even if you are really strong in 1 or 2 of the areas.

    These are:
    Avoidance--> If you dont get Hit, you dont get hurt (Defense, -toHit, Hold, Sleep etc...)
    Mitigation--> How much does it hurt you (Resistance, Slow, KB, dmg debuff, etc...)
    Recovery--> How fast can you heal up (Healing, Regeneration)
    Speed--> How fast can you eliminate sources of damage (DPS, +dmg, -res)

    When you look at your powerset combination, think about where you are strong in these 4 categories and where you are weak. Emphasize your strengths and choose powers and focuses to overcome your weaknesses. Its my opinion that you should address all 4 areas of survival. Ignoring even one will be very obvious when you play in a tough situation.

    I try and identify 1 or 2 primary IO focuses on a build and several other "Nice to Haves", but always try to avoid 2 things; over-slotting a power (which takes away those slots from a power that could better use them) or slotting incorrectly (adding a set to get certain bonuses but at the detriment of what the power really needs).

    I apologize if you already know all this, since I can see you have several Lvl 50s.
    For me, its hard to say how you should go with your character based on the info available.
    Need to know what powers you have selected, and what your playstyle is.
    There are so many options that I doubt you will find one clearcut choice for your build.
  19. Quote:
    Originally Posted by Jade_Dragon View Post
    I only got one reaction, which was "Wow."
    You have boiled it down to three letters for me Jade_dragon

    This is now the compliment of choice I will be looking for ---> Wow

  20. Biospark

    A small idea.

    Just to continue the thread with another idea that occured to me recently.

    What if Defenders, unlike other ATs were able to change inspirations 1-for-1 to any other type of inspire ?
    In an over-simplified way, every defender powerset can be likened to an INPSY. Purple = FF, Green = Emp, Blue = Kin
    And each powerset actually provides inspire-like effects of multiple kinds.
    Empathy (My current top Def) Hands out Greens, Blues, Reds, Yellows and Purples

    Aren't Defenders the "Inspiration of Any Team" afterall !
    Who better to become an endless source of whatever Inpire your looking for than a Defender.

    Hmmm, maybe I dont want people buggin me to cash in their chips for <<insert whatever color Inspy you want here>>
    I would need a macro for "Oh Sorry, My tray is full right now, you will have to go see your contact"
  21. Biospark

    A small idea.

    Quote:
    Originally Posted by StratoNexus View Post
    I once suggested adding 10 or 15 seconds of some mez protection (and allow them to be used while mezzed) to Aim and Build Up when ideas for blaster improvements were solicited.
    Awesome Idea Strato !

    This would be something I would love to see. Basically every defender would have a free-to-cast Break-free with a medium sized recharge. I think the best I have seen my Aim was in the 40 sec range (with Hasten I am sure it would be even shorter)

    This would not be overpowered, but would sure be handy. Would also create some interesting dilemnas like; Do I use my aim right now to get a dmg boost or let it sit on my tray for when I need that break-free moment.

    I think they would have to change powersets without AIM though and probably why we will not see this happen. But Still, its an awesome concept.
  22. Biospark

    Dark/elec

    Quote:
    Originally Posted by brophog02 View Post
    Yeah, they changed the animation times several issues back. Archery, for instance, was cut quite a bit back and therefore became a MUCH more popular set in the process. (I still prefer the old archery, because I hate the new animations. Snap Shot looks like a little kid firing a toy!)

    For instance, you say that Electrical is much faster than Energy, but that isn't true.

    Energy 1st tier: 1s, 36.15 dpa (50, defender)
    Energy 2nd tier: 1.67s, 35.50 dpa

    Elec 1st tier: 1s, 36.15 dpa
    Elec 2nd tier: 1.67s, 35.50 dpa

    (These two just happen to be the same, and that isn't the case overall. Some sets, for instance, are more loaded into their tier 3, such as Archery, whereas Energy is pretty balanced across the three attacks.)
    WoW ! I really failed to notice that. For Blasting I have pretty much stuck with Energy or Electric for quite awhile. I guess its been more than awhile since I looked at them.

    I could have sworn that Energy tier 1 was 1.67 and tier 2 just over 2 sec. and Power Burst was something like 2.5 secs. Color me really sad and uh... wrong!
  23. Biospark

    Dark/elec

    Quote:
    Originally Posted by brophog02 View Post
    The animation times were standardized a while back. Electric's tier 1 and 2 are short, but pretty consistent with everything else. It has nothing to do with not having a tier 3.

    (The tier 3 was 'replaced' with VS, much like Ignite 'replaces' the tier 3 on AR. Whether that works or not is left as the opinion of the user.)
    When you refer to standardized, I am not sure what you mean.
    Last time I checked the animation times for Electric Blasts were still much shorter than say Energy Blasts. Did they speed up the slower attack animations, or pad some time into the faster ones to even out DPA ? If thats true then I am sad. I must have missed that patch.

    As far as VS being a tier 3 blast. I guess if you want to call it that, he could be considered a darn good one. My personal preference would be a standard attack that gave me control over where my burst was targeting. IMHO
  24. Biospark

    Dark/elec

    Quote:
    Originally Posted by _Tux__EU View Post
    A few tips:

    Skip Black Hole, it has very little use when teaming. Taking both holds (in your case Petrifying Gaze and Tesla Cage) is useful against bosses or taking two annoying lieutenants out of the fight. Put three recharges in Tar Patch, and use it whenever possible. -30% res. is great.

    Electric Blast is kind of diverse slotting wise, as you can go for the sapper playstyle and use Short Circuit (slotted with end mod) and Ball Lightning to drain endurance. Elec's damage isn't the greatest but I've always thought Thunderous Blast was cool. (Never had that nuke on a Defender mind) I would advise taking stamina if you haven't already and possibly Assault for some extra damamge for you and your team.
    I agree with these comments.

    One thing I will add about Electricity's damage though is that the activation times on the powers are VERY short. Why is that important ?
    Well for me, it lets me get more mileage out of recharge. Probably the reason Electricity doesnt have a third True ST attack.

    <<ponders what he could do with an electric attack built like Energy's Powerburst>>
  25. Biospark

    Dark/elec

    Quote:
    Originally Posted by cp2_4eva View Post
    What? Skipping the Voltaic? Why so? Couldn't that be my personal defense right there? And it can be destroyed right? Or is this for the sake of saving a power for the dark mastery pool?
    Dont get me wrong VS is a great pet. And it will increase your DPS, so if you can fit it in your build and still get everything slotted the way you like. Go For it.

    As far as I know, he cannot be destroyed. Just Blasts 10 times during his lifetime and goes away.

    There are alot of reasons why I dont like him, but I am probably a minority in that regard.
    The main thing that I was pointing out was that with Dark Miasma and particularly having Dark Servant out, you will have plenty of time to be doing precision blasting of your own.
    So sparky would add more damage, but would also pull slots away from other powers in your build. This is what he does in my team build and the reason he will be going away in my next respec. Additionally, I find myself on fast moving teams and having to resummon him all the time is something I dont really like. VS seems more suited to a solo-build, but even my solo build doesnt seem to miss him. I respecced him out around level 41 and didnt skip a beat.