Biospark

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  1. Biospark

    Dark/elec

    Quote:
    Originally Posted by cp2_4eva View Post
    I see. I used electric, so I didn't know it would take that long to sap the end out of the baddies. Especially since Dark Miasma makes it a quicker time killing mobs.
    One thing that I do on my solo build (but not my team build) is to put 5 slots of a damage set like Thunderstrike/Decimation etc.. on CB, LB and for the final 6th slot I have a single Endurance MOD. I also put one in Tesla. These three attacks slotted with a single end mod will drain over 30% of a targets Endurance, so after one application of Short Circuit, my primary target is drained dry. And for good measure I also added a 6th slot for Ball Lightning at 50 and put an End Mod. Thats all, just one slot in each attack that drains and some lucky target gets drained after my first SC
    It makes a difference.
  2. Biospark

    Dark/elec

    Quote:
    Originally Posted by cp2_4eva View Post
    I was thinking about going the sapper direction being that my secondary wouldn't be that noticeable to begin with. I think sapping goes unnoticed as well, but when an enemy can't attack, how can you not notice that.

    So with a lvl 50 Dark/elec/dark I can have good -res, good -tohit, good -spd, a few holds via pet gaze, fearsome stare, Tesla cage, tentacles, decent sapping power when slotted right, and one self centered heal. I also get two pets.

    When I look at the whole picture this seems like a beast of a defender even though it's more controller-ish. I should go the sapping direction so I can get some more endurance. Running two pets, darkest night, and all the other power can run me end low.

    What do you think?
    Having Played Electric quite alot and even a Dark/Electric up to level 28 (long time ago),
    I can tell you that Electric is a set that you can play at range if you like, but its real strength is in Melee Range. My Emp/Electric would kill for a Tar Patch power.

    Sapping on a Dark/Elec is going to be alot like sapping on an Emp/Elec, only 10 times safer.
    You will want to slot Short Circuit to recharge as fast as possible. It also needs ACC and End Mod. I personally prefer some damage in it as well. Unlike my defender, you can stack Pet.Gaze/Fluffy and Tesla, so you are less pressured to take Electric Mastery or Psychic for a second Hold.

    My choice would be Dark Mastery as well. The idea of running DN, OG, Tar Patch, Dark Servant, then hitting Soul Drain SC,BL,SC,BL just sounds like so much nastiness.

    Personally I would skip Voltaic and just run with Fluffy. You will find Dark and Electric will be greedy on slotting, or at least alot of powers worthy of slotting, and having a second slot-greedy pet will add up. Make Dark Servant the best he can be and you will be able to spend more of your own time dishing out the damage.
  3. Quote:
    Originally Posted by cp2_4eva View Post
    Heya guys. I am just now getting deep into playing a defender. I am usually tanking or scrapping. I built a Dark/Elec defender up to 28 so far and it's been nice. These days I find myself on a team full of defenders and controller so no one really stands out. Last night I finally found myself being the only defender along side 1 troller, a few blasters, scrappers, and a tank. We did really good. I was a bit bothered when I found the Tank saying "Good job blasters." Also, "nice controlling" I was like....WT F I did some work in there too. So with evil intent, the next mish i sat back a while and didn't do much of anything. Next thing you know it was "Where's the tar patch?" and "Man that was close we almost wiped" Then when I got back on my job we were solid again. No good jobs there.

    I know Dark Miasma isn't the most showy up in your face noticeable defender primary out there, but c'mon. Now, I know I CHOSE to be the ugly duckling for the defender set, but sometimes it's just messed up that the Dark Miasma set isn't as appreciated. Probably my last defender I roll. probably. I have one other defender, but i almost get tired of people depending soley on my emp to carry the team. I find my self being next to the tank as far as survivability when i use other sets so I don't expect a defender to babysit me. My GF has a fire/kin and people are always begging for the SB. She gets annoyed because she has alot going on and people are always bugging about it when she tries to divvy it out as much as possible.

    Anyways, I love Dark Miasma. I I guess I like being different.
    I have a story for you that, Hopefully, will make you feel better about your choice of Dark Miasma. My first team with a Dark Defender (Years Ago) was when I was playing a blaster and we were doing some low level missions (I think we were all in the low teens) and we were doing very well. We arrived at a new door mission and our DD announced he needed an afk (Bio most likely). The Team Lead went off to face the first group with several others in tow. I said in chat, Hey (So-and-So is afk). I got an LOL response and they pulled the room. Not being very careful they pulled more than one group. Everyone was doing what they could, but folks were dropping like flies. At some point our Dark Defender must have come back and realized that we were in trouble and he rushed into the fray.
    To make a long story short, he rezzed everyone after piling our bodies in a heap and what was surely going to be a Total team-wipe turned into a complete turn of fortune and a win.
    I am sure I was not the only person that was impressed by what a Darkie could do.
    I assure you that from that point on if he (Our DD) went afk, everyone waited

    In fact, I was so impressed by the Dark arsenal that my next characters were (in order);
    Dark-Energy, Dark-Electric, Dark-Dark. I had to try em all and see how this GEM of a powerset played.
  4. Quote:
    Originally Posted by StratoNexus View Post
    It is my opinion that Fortitude should be slotted for Defense, Regen Aura and AB should be slotted for Heal, and I'd want more Accuracy than 36% in Soul Drain.

    Nukes are extremely situational, IMO. They can be fun to us just for giggles or they make a decent "Oh crap!" button. While I am not a fan of nukes, I do have a few characters with them. On my characters without nukes, I rarely miss having one (a few times a play session I may think, "Hmmm, this is dangerous and more aggro than the team can manage, if I had a nuke I might be able to get us out of this fast," but even then the team normally pulls through without the nuke anyway).

    I really like +HPs, it helps you absorb damage as well as increases what Regen Aura has to work with. I notice you took the End Mod slot out of Ball Lightning. I almost did that on the build I made earlier in the thread and put it into Dark Consumption to get the +HP bonus (as well as even more recharge on that power). If you did that with my build, you would end up with +19.5% HPs, which is a huge increase in survivability for any character, and especially useful on top of massive regen and great resists with a smattering of defense.

    I'd rather have Acrobatics with Fort, AB, and Regen Aura slotted better instead of a slotted nuke. Either way, the build should play fine and it might be fun for you to toy with the nuke for a bit to see if you enjoy it.

    Thanks Strat

    I appreciate you taking the time to look at this new build, and I have your build saved off so I can review and contrast it against this one. I didnt actually want to lose Acro for the protection it provided, but more for the endurance drain it would cause in a stamina-less build.

    P.S. Also one thing of note is that after I posted that build I was looking at it again and I swtiched around some slots to pull the last extra one out of boxing and move it over to Fort.
    So Fort would have 2 Rech and 2 LoTG IOs (Brings the +Def over 20% on teammates) I liked that better than a rarely used melee proc.

    Gonna have to get busy on some respec missions I guess. Hehe
  5. Quote:
    Originally Posted by Firewasp View Post
    Teams without healers don't last long against purples.
    Well Firewasp, I dont want to address all the items in your post, since I am sure that I will not convince you that there is more to be experienced in the game than what you believe.

    I am also not trying to offend you, but this comment struck me as something I can elaborate on.

    I know you like telling stories about in game experiences, so I thought I would share a recent one of mine.

    I joined a team with my Empath at level 49 with my friend who plays a Controller.
    He jacked up the settings to +3/x4 to help me get thru my last level. He plays a Fire/Rad/Earth controller and I was Emp/Electric/Dark. Nearly every spawn was purple cons and we were doing a Malta/Nemesis story Arc. Our typical course of action would be for him to hit them with RI and one of his earth powers and we would both run right into the middle of the spawn. I had OG running and he would hit em with flashfires. Chaos would follow with me hitting Soul Drain + SC + BL. Occasionally I would lead off with a Tesla if I saw a sapper or a Fake Nemesis. We played for 3 hours together to get me thru level 49.
    I will admit to you that there were battles in which I had to pop a Heal Other or a Healing Aura, but they were exception, not the rule. The bottom line is I buffed him, and we overlapped mitigation effects like stuns and holds so effectively, that neither of us were taking any damage. What did get thru was soaked up by Regen Aura.
    What I am pointing out here is that I spent the majority of my time on offense and not on healing non-stop like a healer in a traditional MMO would be doing.

    And this is not an isolated occurence. I have been on teams of all sizes with this build and hunted all villain groups and taken down many AVs, and healing is something my Empath can do, and do very well. BUT, if I were to come to these same teams without Tesla Cage, Short Circuit, Ball Lightning, Soul Drain and especially Opressive Gloom, MANY if not the MAJORITY of these non-traditional TANKER-less teams could have failed and I would have short-changed my TEAM and myself from having some very incredible memories of what GOOD players are capable of when they use ALL their powers.
  6. Thanks for the follow-up Doom Guide, sounds like you have put a lot of thought into these builds and some of your balancing challenges sound very familiar.

    Travel : On my solo build I love SS+SJ, but I end up taking 4 powers to get this. CJ, SJ, Hasten and SS. Which is all good on the solo front cause I only need 3 powers from my primary. On my current team build I did the same thing, but in order to grab some more powers when I respec, I will only be going with CJ, SJ and Hasten. Not as flexible, but I get an additional power in my build (which steps up to 8/9 from Empathy)

    I have Fitness AND Fighting in my Solo build, and because I chose Electric mastery, I may respec it into only fighting and see what options open up. For now its REALLY handy having both pools. On my team build I currently have Fitness but NOT Fighting, and thats what this thread was exploring. How to take out Fitness and Swap in Fighting for some solid melee range toughness.

    I have thought about using Dark on my solo build, but will probably stick with Electric and here is why;

    By going Electric I can have 2 powers which do an AoE Drain (SC and Powersink).
    In solo play, this is a great way to mitigate alot of damage over time. If RA is not running, I still have stamina and health to hopefully pull me through long enough to take everything down. I also have access to 2 Holds this way and can stack em on a Boss right at the start of the fight (Telsa + Shocking Bolt). If I went dark I would only have Tesla. Currently I have Thunderstrike as my Epic opener (level 41 choice), but I am probably going to respec this out and take Electric Fence. Efence would basically complete my ST attack chain very nicely, it drains, it immobilizes (in the event that a hold doesnt stick) and seems just more versatile. Additionally its slotting options seem much better than Thunderstrike.

    Currently I dont have Thunderous Blast on either build, but I have been convinced that by having a power like Dark Consumption or Powersink,
    TB could be a great TEAM power. I will most likely not add it to my solo build.
    I have used Nukes while solo in the past on my Blaster and I just dont see it as a viable Defender tool except when there are team mates around to mop up the mess I made.

    Since you dont play Emp/Electric, I dont assume any of this matters to you Doomguide
    But maybe something I wrote will give you some ideas. I know you have given me some.
  7. Ok, With all the input from folks in this thread, I made some adjustments to my team build and
    this is what I came up with. Global recharge is 70% w/o Hasten.
    Dropped Acro and moved some slotting to get some new ideas incorporated.

    Any final thoughts before I start spending Influence Hehe


    Code:
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  8. Biospark

    Dark/Elec

    Quote:
    Originally Posted by DaveMebs View Post
    Yeah I completely forgot about the /dark secondary
    Not just the secondary, but an Epic Dark could run Oppressive Gloom and run into a spawn and immediately drop the AoE Stun from Dark Blast and assuming you hit, stun everything for quite a long duration(even Bosses)

    Also with all the tools available in this combo, there is plenty of room to adjust your playstyle, to be at range or up close as desired.
    /Electricity is a melee range powerset IMHO

    I am currently playing a Tanker with this kind of game plan (Dark-Energy)
  9. Quote:
    Originally Posted by Doomguide View Post
    One of my Emps on Pinnacle did get a second build inspired by your solo thread and has managed to solo a lvl 53 Rikti mob in the RWZ sans inspires etc. The 54's, however, have beat the tar out of her so far. More tweaking and more attempts will be had.

    When (and not if) I create an Emp/Elec it will likely look very similar to this build.

    Reyna Morningdew Emp/Rad/Dark of Green Machine
    Excellent !

    I am impressed by this story.
    Does your solo build include Tough/Weave ? Or did you use your secondary effects to mitigate damage ?

    As a note of reference, my current solo build uses Short Circuit + Powersink as a typical opener on a spawn/villain, but due to the long recharge of Powersink, this is not a very fast moving strategy. I have considered PBU, but the recharge would be even worse.
    For Bosses I have Tesla and Shocking Bolt. So, barring multiple Boss groups or high energy resistant mobs (Rikti ) I am pretty confident against most anything I face.
  10. Quote:
    Originally Posted by brophog02 View Post
    KB IOs aren't that expensive.

    Hover is fine for those that want to stay at range, but I'd much rather take CJ, throw a KB IO in that, and pound some nemesis!

    This !
  11. Quote:
    Originally Posted by Laevateinn View Post
    Hi, Controllers.

    I have a Mind/Emp Controller, my only Controller so far (and probably for the foreseeable future, since I don't plan to make new characters anytime soon). The other day, it occurred to me that I could reroll her as an Ill/Emp, which would offer much better damage and ability to absorb alpha strikes, the ability to do some pretty amazing stuff with a perma-PA build, better personal survivability with SI, and a pet I could use buffs on.

    Rerolling is going to be very costly, especially in terms of time spent accolading and levelling to 50. I don't want to do this unless the result will be significantly better. That said, given a perma-PA build, is Ill/ going to be much better, damage-wise (both ST and AoE)? How solid is the control compared to a high-recharge Mind alternating between Total Dom and Mass Confusion? I can't think of anything from Mind/ that I would miss a lot on an Ill/Emp, except probably Mesmerize.

    I should note that I skipped Levitate on my current build, if it matters.
    My Highest Controller to-date was Mind-Emp (before containment even) and I went this route for two reasons; Awesome Team support in both powersets and NO PETS.

    Actually, I take that back, I had pets in every battle starting at about level 6 (Confuse )

    So, my vote would be to stay with Mind/Emp. There are alot of Illusion folks out there.
    Be different, work on IOs and combinations that will increase your dmg. Use Terrify and take an AoE from the epics and prove to all the folks that follow the tried and true route of Pets/Ill/Fire/Kin etc.... That Mind is awesome all by itself and offers (debatedly) the BEST controll out there and combined with Empathy you are the Ultimate team support.

    P.S. Only you can answer this question really. Do you enjoy the character ? Do you find it tedious or difficult ?
    You have to define why you are thinking of deleting the character and just do what you feel is going to make you happier.
  12. Interesting Build Doomguide

    Thanks for posting it.
    Is this your current level 50 build ? Or just the Empathy half of your Emp/Rad ?
  13. Quote:
    Originally Posted by Firewasp View Post
    Last night I was in a mission with my level 17 scrapper. There were three others on the team. Two Defenders and one Controller. One of the Defenders cast a FF shield on me which is nice. The other Defender had no buffs for me being a dark Defender. As we were fighting, my health was going down pretty fast (we were fighting purples). I checked my defense stats to see what percentage my shield was. The Deflection shield was at only 15%. This was a level 20 Defender. This 15% is the unslotted base. So I look at his info. He trained only two of his PRIMARY powers??? Which were of course unslotted or not used at all. Most of the trained powers were the blasts. He should have rolled a Blaster that has these powers as a Primary. Which as you know are 20% more damaging then the Defender’s Secondary blasts.
    Firewasp,

    I can understand your viewpoint and also that your in-game experience with a dedicated team has perhaps over-shadowed what this game's potential is. This is the second such thread I have seen (not by you) that makes over-reaching judgments about Defenders 'as a whole' based on one BAD defender on a PUG.

    Please do not take offense, but EVERY team I have been on has been a completely different experience.
    If I asked you what a Tank's role and actions were to be in a group, I am pretty sure what the answer would be.
    But my in-game experience will DENY that this would pidgeon-hole that role on a Tanker. Because I have seen Tankers do it. But I have also seen Controllers, Scrappers and even Defenders TANK for a team.

    Playing COH is a refreshing CHANGE from the standard mind-set of other MMOs, and I for one DO NOT want to see roles become more strictly enforced, but would rather join a team and work out a battle plan based on whatever we have to work with.

    Edited for clarification: I am not attempting to defend the actions of the Defender in your team either. If you join a team, you bring everything you can to it. And from the sounds of it, this particular defender was built for solo-play. Something that should be mentioned up front when joining a team. Or... even better, USE the dual build feature. Thats what its for
  14. Quote:
    Originally Posted by Balanced View Post
    Because most of the defender community here is neither lazy nor inclined to enjoy periods of boredom interspersed with slightly-less-boring buffbot activity. It's not that the rest of us don't understand where you're coming from--it's that it's a place many of us have no desire to be.
    Exactly ! Well Said Balanced.

    In fact I have often suggested ways that could move us away from the "Buffbot" mentality.
    I mean seriously, If I wanted a sit in the back and play 100% reactive support, I could play any number of OTHER MMOs and get exactly that.

    I came to CoH originally 5 years ago and have returned twice because this game has the best potential of breaking the "Holy Grail" of absolute group roles.
    Yes, some ATs are better suited to function in certain roles, but that should be flexible enough IMHO to allow for you to solo like a Hero and join a team to full-fill your role.

    I AM NOT A SIDEKICK !
  15. Biospark

    Dark/Elec

    Quote:
    Originally Posted by DaveMebs View Post
    I am thinking about making a controller-ish dark/elec. I could have a hold from each set plus one from the psi epic pool along with telekinesis, a sleep power, and an aoe confuse. It seems to me that this would rival a controller in terms of overall mitigation (when you include the other dark powers like fearsome stare,darkest night, and tar patch)...any thoughts on this?

    I have played Dark/Elec before and its pretty nice. Very good on teams and solo.
    Unless you regularly face Bosses in the lower levels solo, I agree with Brophog that Pet.Gaze is skippable.
    Pet Gaze + Tesla is great, but by itself Pet. Gaze is not as usefull as Fearsome stare.

    Also one side note, if you REALLY want to get controllerish, have you considered Dark-Dark-Dark as an option ? Scarey stuff IMO
  16. Quote:
    Originally Posted by brophog02 View Post
    Defenders are amazingly powerful when they decide their damage component and the secondary effects that go with it (which are more powerful than the equivalent blaster sets) are important and useful to the team. It is the combination that makes the defender powerful. Otherwise they're just using the relatively easy game content as a crutch into thinking they were more important to the outcome than they really were.

    No one would tolerate a troller that only took one half of their AT. No one would take a scrapper with no defensive passives to protect themselves. No one should take half a defender.
    Amen !
  17. Quote:
    Originally Posted by JamMasterJMS View Post
    No attacks in the epics will be better than a /sonic attack.

    I agree with this statement. I have Thunderstrike on my solo build and to be honest, when I dont use it, I dont miss it. The animation time is just Loooooonnnnng !

    To the OP, JamMaster is correct /*any defender blast offers more than the epic attacks... sadly
  18. Quote:
    Originally Posted by Jade_Dragon View Post
    Originally the damage modifier of Defenders was 0.75, while Blasters was 1.0. Defender damage was 75% of Blasters', exactly as concieved of by the Primary/Secondary concept. By comparison, Scrapper damage was also 1.0, while Tanker was 0.70, not exactly 0.75, but probably it had been tweaked slightly in early Beta.

    By the end of Beta, a group of Blasters got together and demonstrated that with Enervating Field and Accelerate Metabolism, a Rad Defender could do MORE damage than a Blaster. Note that this was back when you could six slot damage for 300% damage. Even so, between the 25% boost to base damage from AM, and the 30% Res debuff, the numbers came out to a Defender doing about 16% more damage than a Blaster.

    This is what resulted in the base modifier of a Defender being lowered to its current 0.65. And this was prior to Blaster (and Scrapper) damage modifier being raised to 1.125, and the addition of Inherents, which add damage to all ATs except for Tankers and Defenders.

    The problem is, as others have pointed out, this offensive boost DOES count towards the Defender's Medium damage, if it has access to it. Which is why I feel that all Buff/Debuff sets, across the board, should have at least one power which will boost damage by 30%. It can only boost the caster's damage, like Pain Domination, if the devs are worried about the effect on a large team. But the issue is not Defenders doing low damage, it is CERTAIN Defenders and Controllers doing extreme damage, and other Defenders not being able to achieve the same results.
    Thank you for this Post ! To the point, and completely relevant
  19. Quote:
    Originally Posted by JamMasterJMS View Post
    11% defense /20% resist to all is a pretty good start with only 2 powers in my opinion.

    Whats defender values for maneuvers?

    6 Slotted Aim with guassions is 2.5%.

    Id imagine with CJ im hitting near 20% defense to all. I hear 25% def is where players notice the payoff of this kinda thinkin.

    Slot the rest of the way for recharge for perma AM+hasten.
    I think the payoff starts around 15% but that depends on your difficulty settings.
    Currently my Solo Empath build is at 25% defense to ranged and around 16-19% to other types with the highest being Psi at 19%. My S/L is 65% and I also have Energy at 23% or so.
    Energy defense is actually over 20% now that I think about it.

    Besides IO set bonuses; I took CJ, Tough/Weave and Charged Armor to get this amount of defense.
  20. I dont know about AV fighting as much, but against Bosses having Hover or an Immob is a great way to leverage a High +def to ranged. And Ranged defense is far easier to cap IMO.

    Also on Maneuvers, I will have to check but I dont recall the value being 5% for defenders.
    I was thinking it was 3.75%, but I could be in error. Mids shows it only as 3.5%
    Weave is 5% though, on that I am pretty certain.
  21. Quote:
    Originally Posted by Rigel_Kent View Post
    Where's the nuke, man? Between Catch a Breath+Dark Consumption, and no-toggle primary+no-toggle secondary, there's not much of a drawback from the self endurance crash.

    Sure, the solo usefulness isn't great, since you have to get some major damage buffage (Aim, Soul Drain, reds, enhancements, IO set bonuses -- all of the above) to one-shot minions with it, but even if it did no damage at all, it's still a "WIN" button when teaming. With the right slotting, you will put targets' endurance at or very close to zero, and turn off their recovery completely for 20 seconds. Even if they have any slivers of endurance left and burn it off as aggro against you, well, hey, you're Empathy, you can take it.

    And of course in any sort of Kinetics or multiple Empathy type of team, you will definitely be missing the nuke.

    ==========

    P.S. It takes a mag 4 hold to one-shot hold through Acro. Just a few of those out there, and they're usually melee only, Council Galaxy Archon melee hold (some haxxed overpowered version of Gravity Well) for instance.

    Thanks Rigel

    Yeah my current build has Sparky in it, which is nice, but I have been thinking that having the Nuke for teams would come in handy from time to time, whereas Sparky just seems too slow for most teams. You, Laughing_Man, and Strato have all pointed at Dark Consumption, which I currently dont have, so I am seriously tempted to try this.

    So I could drop Health, Stamina, and pickup Thunderous Blast and Dark Consumption
    I could drop Sparky and get Aim ?

    Off to check MIDS
  22. Well, I cannot help you on AV killing ideas, but I can offer my 2 cents on the Leadership versus Fighting pool.

    The leadership toggles are more expensive to run than Tough/Weave .39/s versus .32/sec so stacking these adds up IMO. Weave is 5% defense versus 3.5% for maneuvers and you can throw Steadfast in Tough as well for nearly 11% enhanced defense and 22% s/l resist just running Tough/Weave.

    As far as build considerations, going Fighting you end up with a throw-away pick (Boxing) and thats annoying for most people, but stacking Tough+Epic resist offers nearly capped s/l resist and with one Inspy it is capped. Thats pretty nice.
    With enhanced Epic resist you would receive 58%(approx) incoming dmg (s/l), add in Tough and that drops to 35% incoming s/l. Thats more than a 50% improvement.

    My vote is Fighting over Leadership everytime.
    I only like leadership on a dedicated team that stacks it or.... if someone brought thirst for Vengeance along muah-huah-huah
  23. Quote:
    Originally Posted by je_saist View Post
    It's really lousy when you're playing a Force Field or an Empath. Great team-buffs... but you'll need to be stacking a ton of IO's with damage buffs to really feel like you can kill anything. Possible, but in the same way that soft-capping is possible. The majority of the game just isn't ever going to do it.
    I can agree with you in all regards. I would add though for the two sets you mentioned, (they are 2 of the 4 primaries I have played the most over the years) both lack any kind of debuff that would raise their own personal damage.

    Two things though.
    From a role-play perspective these two sets are much more defensive-passive in their mind-set and how their powers function.
    Not that that really matters, but its something to think about.

    Secondly, although they offer nothing to increase your killing speed, both sets offer probably the the most powerful ways to: "Keep your team alive, even when they are totally being crazy"

    I would love to see a -res debuff in a power like Force Bolt, or some means of empathy to reach out and touch someone. But after 5 years of people asking, they have not given in to the community on these two sets. I will not hold my breath
  24. Quote:
    Originally Posted by je_saist View Post
    lmt: I get that. The problem that I have is that the terms used by the developers don't match what the powers do. If the developers listed the Defenders damage as Low.. then the numbers would fit. The defender's secondary numbers aren't listed as low though. They are listed as medium... and aren't even close to the ratios used in any other archtype that has directly comparable powers.

    Well I think that the descriptions are a carry-over from launch when defender base damage was 75% of Blaster damage
    (which is about a 30% difference).

    But since that time we have seen Defender base dmg drop to 65% base, Blaster dmg go up and they got an inherent that stacks more damage. Oh lets not forget ED and GDN.
    Controllers got containment which ups their dmg by hmmm.... 100% !!! And they get to use our buffs and can cross-buff on teams too.

    Hey devs ! How bout our blasts get double dmg on any mob that is debuffed... Huh ??? !

    We need to at least get back to 75% where we were before all the nerf-buff-nerf-buff
    In fact I would be willing to say that Defenders have been pretty much ignored in efforts to help other ATs.
    Would be nice to get some AT love from the devs eventually.
  25. Thanks MileHigh !

    30% Melee defense is impressive, and still have recharge over 60%, heck its almost Hasten strength.
    You have definitely given me some things to look at.