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Quote:An Emp duo could easily do this using 2 or more slots for procs in all the blasts while still ED capping damage .Give Archery some Proc love.
Slot Decimation: Chance for Buildup, Devastation: Chance to Hold, and if you can afford it Apocalypse: Chance for NE Damage and Gladiator's Javelin: Chance for Toxic in Snap Shot and Aimed Shot. With decent recharge, you can fire off one of those every couple of seconds, greatly increasing your chance for one or more of those Procs to fire off.
1 Acc, 3 damage,+2 procs easily done. Even 3 damage and 3 procs is doable with some global accuracy. Dark Blast and Rad Blast would get more mileage in terms of damage from procs than Archery as there is only one damage proc that could be used multiple times in the ranged sets (the pvp Gladiator's Javelin proc) the rest are non-damage causing but could be some chaotic fun (end drain, hold, BU, self heal ... self heal?! okay maybe skip that one). Rad Blast could be 2 damage, devastation hold proc, shield breaker proc, lady grey proc and the javelin proc in every blast. -
This is probably one of my favorite slottings for Follow Up
Level 14: Follow Up -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(46)] -
People dislike snipes in general as they, at best, fill a niche roll for pulling in some specific cases, such as pulling 1 of 4 AV's in the STF. The interruptibility means you could spend several seconds and have it all for naught as you are interrupted. Combined with the overall cast time means one can generally fire several other attacks doing equal or greater damage in the same time without risk of being interrupted and doing no damage at all. For example (and bearing in mind figuring attack chains is not my strength), I believe one could fire Blazing Arrow, Aimed Shot, Snap Shot, with Blazing Arrow recharged ready for use again (i.e. you could start casting Blazing again but its cast time wouldn't be finished before Ranged did fire) in the time it would take you to fire Ranged and do so without risk of getting interrupted.
On the otherhand if you wanted it for fun, concept or what not, your high defenses, reduce the likelyhood of being interrupted (no matter where you are firing it from) and therefore not wasting the time and effort, then go for it. You could even just 3 slot it with 3 Centrioles and fully expect it to hit your target reliably with no accuracy slotted owing to its inherent accuracy plus Fort (and potentially Aim and even PBU) and do so with ED capped damage and range. While looking at builds in Mids I did place Ranged as a lvl 49 power choice in one of them without feeling like I gave up anything 'needed'. -
Yep if I really wanted to try crazy stuff with the duo I'd likely grab fighting pool. With it you can pretty much soft cap to all positions and types. I'd also be looking to increase my max health trying to get as much health as possible rather than recharge which is my usual goal in a set build for Empaths.
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Quote:First the build wasn't necessarily intended as a final build to use ... more an idea of just how non-standard you could get with respect to what sort of enhancing you'd need (i.e. lack of accuracy or endred in it). You could use it but you are right I'd probably try to swap things around to add more aoe in. On the otherhand the down time in a set IO build on RoA is .. silly, it's going to approach 15 seconds if not less. One of you, if not both of you, is going to be able to us RoA on every mob. And Dr. Mike is quite right you could go without Tactics as you will most likely end up with acc slotting plus some global accuracy in the final build. I'd keep it primarily if you intend 1) to have minimal amounts of accuracy (globally or in the powers themselves). and 2) the main reason I'd personally keep it is for teaming. The amount of accuracy you'll want for fighting +4's (or +5's) vs +2's or +0's is also substantially different.Well, you made some different choices then me power's wise, so your suggesting that I run all three leadership toggles on both toons? And you took Maneuvers later then I would, would you not want to start layering the +DEF as soon as you could for survivability?
Also, I noticed that you left out the snipe (Ranged shot) and Fistful of Arrows and Explosive Arrow, your really pairing down the AoE aspect of this toon, I know alot of folks skipped Ranged, is it really THAT BAD? I don't suppose I need the extra attack in the end but I never tried it so I wonder what it's like.
Also, you picked two heals (both Heal other and the Aura) why both?
I grabbed both HO and HA for a couple of reasons. Again so one has it for teaming with more than just your duo partner. Second for the set bonuses. Really again depends on what sort of long term investment you want to make which in turn depends on what you want to be able to tackle (and with whom .. just your partner or with teams).
It would be possible to just use only SO's and skip Tactics if you wanted and slaughter pretty much everything at +2/lets pull the room, hit the aggro cap size. Pulling the same horde of arachnos at +4 you many want to actually be soft-capped defensively and have (paired) Tactics. And none of this accounts for potentially having Aim up for every other RoA which as a 'Nuke' also has substantial inherent accuracy.
Again the build was intended as an example of how different an Emp duo is from the norm more than as an actually template for use without at least some adjustment.
Quote:Well, I was planning on 6 slotting Fort with 3 Def and 3 ToHit, the only real reason I wanted tactics was for the +Perception to deal with foes that toss smoke bombs and the like later on (like in the 30's or so).
So, given this, at SO level, would Fort slotted as mentioned and a single SO +Acc per power be enough to insure I am going to hit foes if I go say +2/6 or /8?
Edit: Handling the incoming damage not your ability to hit them is the limiting factor here I guess is what I'm trying to say as with 1 Acc SO plus ED capped to hit in Fort your final chance to hit +4's is 95%+ (discounting foes with +def or very large amounts of to hit debuff) -
Quote:I'd go Assault, Maneuvers and Tactics. You can save 2 slots on Fortitude by not enhancing the To Hit, the base amount is plenty especially when the buff from 2 Tactics enters the picture (about +54% to hit with 2xTactics+Fort). If you really want to max the defense and to hit in Fort then down the road slot it with 3 Membranes.Here is a question for this.
As I am going to take Maneuvers for this team, I wonder if I should take Assault on Both, or Assault on one and Tactics on both. I want to take tactics even though I am going to (given that this team is a duo) 6 slot Fort with 3 Def and 3 ToHit cause of the + percept
that Tactics has.
Should I bother with this? does fort have +Percept? I supposed I could take 2x Maneuvers/Assault and Tactics but I would not mind saving a power choice.
Here's a build to give you an idea of just how potent a pair of Emps operating together is. The following build has no accuracy or endred slotted anywhere .. it will hit +4's reliably and will never run out of endurance. I've left the actual slot placements where they would be if I started placing set IO's in the build. Hence Hasten will not be quite perma but minimal +global recharge (+10% from 2 Doctored Wounds sets for instance) and Hasten becomes truly perma. With some different power choices it would be fairly easy to soft cap your defense to everything and approach the S/L resistance caps for defenders. Geas of the Kind Ones is toggled on to simulate the effects of AB on the build in particular the recharge. Its recharge is the same value, its to hit buff is about equal to Fort as slotted, and its +recovery is actual less than you'd have with AB.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
EmpathyArchery Duo (v1.00.i18 commons): Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Heal Other -- RechRdx-I(A), RechRdx-I(5), Heal-I(13), Heal-I(13), Heal-I(21)
Level 1: Snap Shot -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(9), Dmg-I(17), Dmg-I(23), Dmg-I(45)
Level 2: Aimed Shot -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(9), Dmg-I(15), Dmg-I(21), Dmg-I(43)
Level 4: Healing Aura -- RechRdx-I(A), RechRdx-I(5), Heal-I(23), Heal-I(37), Heal-I(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Blazing Arrow -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), Dmg-I(15), Dmg-I(17), Dmg-I(46)
Level 12: Fortitude -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31), ToHit-I(36)
Level 14: Hover -- Flight-I(A), Flight-I(50)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(45)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Fly -- Flight-I(A)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- ToHit-I(A), ToHit-I(25), ToHit-I(34), Empty(40), Empty(46)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(31), Heal-I(36), Heal-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31), Empty(36)
Level 30: Recall Friend -- Zephyr-ResKB(A)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34), EndMod-I(34)
Level 35: Stunning Shot -- RechRdx-I(A), RechRdx-I(40), Dsrnt-I(46), Range-I(48), Range-I(48)
Level 38: Rain of Arrows -- RechRdx-I(A), RechRdx-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40)
Level 41: Electric Fence -- RechRdx-I(A), Range-I(42), Range-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
Level 44: Charged Armor -- ResDam-I(A), ResDam-I(45)
Level 47: Shocking Bolt -- RechRdx-I(A), EndMod-I(48), EndMod-I(50), Hold-I(50)
Level 49: Vengeance -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
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Same and I'm constantly converting blues to oranges and yellows and 'other' (depending a bit on what I am fighting atm) as well as running sprint for movement and stealth. A soft capped /SR running 20-40% resistance+tough+scaling resistance from the auto's is one hard target to take down.
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Quote:Unfortunately if I had to guess I'd guess you are right. That combined with the "what does more recharge actually do for me issue" means I'll likely go for a different proc.Thanks. I only ask because I suspect it will only have a chance to benefit the player upon casting. After that I suspect it will only benefit the pseudo pet that continues the chain effects.
I hope I am wrong and was hoping that you had tested this with different results -
Nope, too much altitis going on atm ... none of my Electrics have really gotten to the point of IO slotting yet (outside of a few choice ones, primarily -kb). Might have to pop over to Beta and try it on my beta Elec/Rad. Jolting Chain certainly has a wide wide variety available to place in there. And in the final build not sure exactly what the FF proc would be getting me over something else. I have neither Em Pulse or Paralyzing Blast which I suspect would be the primary benefactors of having even more recharge in my build. Everything else pretty much has enough recharge to use on every spawn if not more often.
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With no or minimal defense in a build I'd personally be wanting Synaptic Overload earlier in the build. Synaptic Overload and Static Field are the leading contenders to minimize damage from the spawn while you sap, hold and otherwise neuter them. At least that's my plan. I'd also be more concerned about getting defense for a solo vs teaming build.
Edit: Also thinking of slotting Jolting Chain with Apoc Dam, Nucleolus Acc/Dam, Explosive Strike proc, Force Feedback proc, Glad Jav proc, and a Devastation hold proc and or pulling the Apoc proc out of Tesla Cage (and putting a different dam proc in) and using the Apoc proc instead for the FF proc. -
Yup, it's part of how Reyna (Emp/Rad/Dark) deals with annoying foes like bosses. OG+CB+AirSup (+Irradiate+NB, rinse lather repeat) rapidly becomes a flopping stunned foe.
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Without know what sets you are planning to use ...
You can free up 1 or 2 slots from Practiced Brawler.
If you soft cap Elude becomes a very nice +recovery and run speed buff ... i.e. you really don't need it if soft capped, you are essentially running at Elude level defenses 24-7 at that point.
Quickness is probably overslotted on most builds when slotted beyond the base slot.
Conserve Power - I'd be trying to eliminate the need for the power outside of an infrequent "oh crud" button. 4 slots is definitely overkill, a 4th recharge would gain virtually nothing in terms of down time. Shoot for 1, maybe 2 tops here. Conserve Powers base recharge is too long to make its use anything other than as an "oh crud" button.
I have very little MA experience (and a ton of /SR) and none at all since i18 changes to MA but I'd guess you have several attack powers beyond what you "need" that will fall into the "for fun and concept" category. The number of attacks is getting in the way of the goal of soft-capping when I start making changes.
And what is the attack chain of choice now for MA? -
The only issue I'd think is that the stun in PSW isn't 100% (25% per Mids) as I understand it. So reliably stacking it for mitigation might be a bit iffy. On the otherhand you can hit the boss with Cosmic Burst and OG.
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Quote:This is what I do and every now and then something odd shows up.I also recommend making a chat tab exclusively for hit rolls. This makes it easy to scroll through and see what happened in a fight, if you're just getting unlucky with the RNG or if the mobs have a higher-than-expected chance to hit you.
Like the DE I was fighting in tip missions the other day. Now I'm claws/SR and used to the idea of them buffing their to hit something silly with Quartz eminators but it seemed to me they were hitting me too often even when I pulled them away from the eminators and around a corner. Hmm logs say they have a 27% or so chance to hit me?!?. Next step was using a Analyzer on them ... roh ro, they not only have those blasted eminators, their base chance to hit, according to the analyzer, is 64% ... weird but it would explain the pounding I'm getting as that means my "soft cap" is not 45% but 59%, effectively they are dropping me well off the soft cap and unlike a mob using To Hit buffs there's no aura or graphics fx to warn me. Started using those small lucks instead of converting them and they started whiffing as expected. -
Here's my current live build with the exception of Shockwave in which I left several HO's as I like the range it gives me.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 (v11.10.i16 purpled): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(13), LkGmblr-Rchg+(31), Ksmt-ToHit+(43)
Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(34), Achilles-ResDeb%(42)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(13), LkGmblr-Rchg+(31)
Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(23), Armgdn-Dam%(34)
Level 8: Follow Up -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dmg/Rchg(42)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Regen/Rcvry+(15), RgnTis-Heal/EndRdx(31), RgnTis-Heal/Rchg(37), RgnTis-Regen+(43)
Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37), Zephyr-Travel(43), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(29), Apoc-Dam%(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(45)
Level 22: Kick -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(39)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(40)
Level 28: Quickness -- Run-I(A)
Level 30: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(46)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(48)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50), Mrcl-Rcvry+(50)
Level 47: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/Rchg(48)
Level 49: Swift -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
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Of those 3 without knowing anything about your build, play style, secondary etc.. most likely Paralyzing Blast. Its the only one that even with very high recharge is still going to be "every few mobs" between uses at best.
The one I'd be least likely to recommend skipping, in fact I'd almost say must have, is Synaptic Overload but on live I haven't leveled to the point where I would have Synaptic Overload to see how well it breaks the spawn (since changes on beta to it and the set) and one has Static Field. Both Static Field and Synaptic Overload should be available every spawn and do an excellent job of cracking the spawn and minimizing any alpha. Primary use for me for Jolting Chain is likely to be shutting down the spawns recovery. CA merely drains the mobs of end but has no -recovery which is what will really mess them up after getting them drained. -
Loved my Electric/Rad in beta and she's been recreated on live. The beta version got the level bump to 41 and hit 50 so leveling her up will be a new experience. Thinking she'll totally neuter spawns ... confused, held, slept, sapped of endurance and debuffed to helplessness in short order. Teaming appears almost a must pre pets and likely better at any level as damage is ... well bit on the skimpy side of light particularly without the gremlins and pre APP. Likely working up a solo build with Electric Fence and Tesla Cage slotted for damage would help as well.
Final late game build planned:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Tesselator GRETA (v1.00.i18 purpled): Level 50 Science Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Tesla Cage -- Apoc-Dmg/Rchg(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Dmg/Rchg(13), Apoc-Dam%(39), GJ-Dam%(46), UbrkCons-Dam%(46)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-EndRdx/Rchg(27)
Level 2: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(19), GravAnch-Hold%(33), EndRdx-I(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(23)
Level 6: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(39)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(15), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23)
Level 10: Hurdle -- Jump-I(A)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(21), FtnHyp-Sleep(34), CSndmn-Acc/EndRdx(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17), Achilles-ResDeb%(33)
Level 18: Jolting Chain -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(46)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(40)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(31), CoPers-Conf%(31), Mlais-Acc/EndRdx(33)
Level 28: Choking Cloud -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Hold(45), EndRdx-I(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Build%(37)
Level 35: Lingering Radiation -- HO:Micro(A)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(40)
Level 41: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
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Looks quite solid as is.
Small stuff:
If you intend to spend much time running in exemplar and not exclusively endgame content then ideally Kismet needs to be slotted in a power that will be available at the lower end of the level range you believe you'll be playing. The level of the IO matters not, but the power it is in must be active and running for Kismet to provide its bonus. Likewise, factoring in the cost, I'd always look to slot the lowest level possible of LotG +7.5%, Steadfast resist/+3% def, and -kb IO's as their level and not the power they are in determines if they provide their bonus or not. -
Here's what I'd do with your build.
A few thoughts on the changes:
1) Skipped Buckshot, needed the slots elsewhere as I juggled stuff around. It's kb is mostly undesired, knocking stuff off caltrops, out of ignite, away from pgt etc. Not a huge deal but ...
2) Moved slots out of caltrops ... looks fun with the procs, but not terribly effective unless you can spam caltrops or foes live 10+ seconds (and once every 18 seconds or so is not "spammy" enough to count as more than fun).
3) Moved slots into webnade ... wanted something to keep them in ignite, adds to +def (melee) set bonuses. Also has a nice -fly to pull those down where stuff can get at them.
4) I would love to keep combat jumping (and if you elect to change I'd also change swift to hurdle ... cj+hurdle very sweet for maneuvering). Replaced with Maneuvers, buffs all your +def by a fair bit more particularly since you are a defender. Side benefit is it does your allies as well.
5) Yes that's a Glad pvp +3% def proc you see >>> BUT any player can have pretty much any 1 single pvp IO of their choice in roughly 30 days play time after GR is live via hero/villain merits. And 30 days is starting from scratch. If not move the slot and you'll still be soft capped vs range and about 3% shy on everything else (except psi which is short either way). With the proc the build is basically soft capped against everything but psi (technically S/L will be 0.7% off).
6) You mentioned exemplar so the build is good to go for exemplar work down to level 30 without loss of set bonuses.
7) The largest area for improvement yet is in the area of accuracy aka ability to hit vs high cons. Getting Kismet and/or Tactics in the build somewhere somehow would be a huge boon in this area, but not obvious to me how to do that atm (particularly without starting over from scratch).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
JusticeZero high defense (v1.00.i18 sets): Level 50 Science Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(21), Enf'dOp-EndRdx/Immob(31), Enf'dOp-Acc/Immob(43)
Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 2: Caltrops -- Slow-I(A)
Level 4: Triage Beacon -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(37), Dct'dW-Rchg(40)
Level 6: Acid Mortar -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(7), ExVuln-DefDeb/Rchg/EndRdx(7), LdyGrey-%Dam(37), Dev'n-Hold%(43), Achilles-ResDeb%(46)
Level 8: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(25)
Level 10: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(23), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(25), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(42)
Level 24: Boxing -- Empty(A)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 28: Flamethrower -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/Rng(29), Det'tn-Dmg/EndRdx/Rng(29), Det'tn-Acc/Dmg(33), Det'tn-Dmg/Rchg(33)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(33), LkGmblr-Rchg+(45), Krma-ResKB(46)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(46), GA-3defTpProc(50)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(40)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(50)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 49: Force of Nature -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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Quote:Indeed!Please remember one thing, if there is one group that can take advantage of HO's, thats Emps!
http://wiki.cohtitan.com/wiki/Hamido...n_Enhancements
Check out the Cytoskeleton Exposures, Membranes, Golgi's, and centrioles for you ranges attacks.
And for APP's, I know the skys the limit for defenders..so choose what makes sence. They are all good.
My main for the longest time was a Emp/sonic
I can come up with many many build set ups for whatever you want to do.
HO's are very nice for a variety of powers in Empathy builds. However the above builds are designed as a Duo and assume a second Emp/Sonic teammate. In such specifically designed build most HO's offer little to nothing. The endurance reduction of Cyto's and Golgi are wasted, the build has capped recovery 24-7. Membranes offer some +To Hit, but little else. The +To Hit is very sweet but by the time I have a Fort and 2 Tactics on me I'm looking more for +Accuracy than more +To Hit. No Heal sets offer +Acc and I'm grabbing +max health out of my blasts (and primary for that matter) whenever possible (a build goal, and I think a very important one for increasing the survivability of the duo).
I do use 2 Centrioles in Electric Fence. Placed in EF it means all the blasts (shriek, scream, howl, screech and electric fence) now have a similar range (all between 70 to 80 feet). Means I can open with Howl and basically be in range for all the rest of the blasts as well without having to move closer. -
Quote:Skimming though while working on updating my Ill/Rad build and spotted this ...Thanks for the kind words.
Good question -- I haven't tested that. I would imagine that a confuse cast by a confused foe would have the same effect as if you had cast it, but it might be worth testing. There are very few confuse powers blue side in PvE, so I haven't run into it much.
And the answer is yes, during Positron my Ill/TA confused Cortex who promptly turned and confused one of his minions and they began a mutual beatdown.
EDIT: Should have read a couple more posts ... -
Depends a bit on your expectations of what the build should be able to do. It's relatively weak for overall chance to hit, max health, and passive regeneration. I'd be looking at trying to improve all those, directly or indirectly.
Of course the catch is the cost, but there are a couple things you could do. First you have six total or one too many +5% recharge bonuses in the build so I'd remove some slots from Stamina. One or more of those could be shifted to Health and used to slot the Heal uniques (Miracle +recovery and Numina's Regen/+Recovery). Next slot Performance Shifter +End in both Stamina and Phys Perfection. Those 4 IO's will do wonders for your endurance sustainability. Add the +Max Endurance accolades and you should be able to run Focused Accuracy when desired. The other thing would be to slot a Kismet+6% somewhere. Combat Jumping would be a good place without having to move other slots around. I'd personally be tempted to move a slot out of Practiced Brawler and into Combat Jumping then overwrite the jump IO and slot both the Kismet and a Stealth IO in there. Cost for these 4 IO's isn't in my book so much influence as time spent running task forces for the merits. Earning Task Force Commander would not only add to your Max Health but the merits will essentially pay for one of these IO's. -
Quote:Got me thinking on the build again *twitch*Woah I walked right past this build and forgot to check it out, Thanks Doom I will have to import this baby into mids.
Other thoughts:
Replace Shout with the Nuke or Siren's Song (Shout is mostly a +max health mule)
Replace Power Sink with Amplify, can get the same +max health with GSFC and better burst damage with Amplify. Had Power Sink originally not for the +end but for the -end to the foes ... one should have silly amounts of +recovery and have no need at all for +end.
Moved a slot from the Nuke to Fortitude, added a +To Hit enhancement.
With Nuke:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
With Siren's Song:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
And last a very low budget version using only 1 Karma -kb and a Steadfast Resist/+def, the rest being level 35 common IO's. Assuming the Emp pair keep up their buffs and stick together it's still endless recovery, soft capped defenses to all, hits +4's 95%, etc. etc..
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Sonic dedicated duo3 (v2.30.i18 commons): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Heal-I(A), Heal-I(11), Heal-I(11), RechRdx-I(23), RechRdx-I(29), RechRdx-I(29)
Level 1: Shriek -- Dmg-I(A), Dmg-I(3), Dmg-I(9), RechRdx-I(21), RechRdx-I(31), RechRdx-I(31)
Level 2: Scream -- Dmg-I(A), Dmg-I(3), Dmg-I(5), RechRdx-I(9), RechRdx-I(15), RechRdx-I(31)
Level 4: Howl -- Dmg-I(A), Dmg-I(5), Dmg-I(7), RechRdx-I(15), Range-I(21), Range-I(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(25), RechRdx-I(37), RechRdx-I(40)
Level 8: Boxing -- Empty(A)
Level 10: Clear Mind -- Range-I(A)
Level 12: Fortitude -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), ToHit-I(36)
Level 14: Combat Jumping -- Krma-ResKB(A)
Level 16: Tough -- ResDam-I(A), ResDam-I(17), ResDam-I(17), S'fstPrt-ResDam/Def+(48)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(25), DefBuff-I(40)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(50)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(36), Heal-I(37), Heal-I(50)
Level 28: Super Jump -- Jump-I(A)
Level 30: Tactics -- ToHit-I(A), ToHit-I(34), ToHit-I(37)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34), EndMod-I(34)
Level 35: Screech -- Dmg-I(A), Range-I(39), Range-I(43), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 38: Dreadful Wail -- Dmg-I(A), Dmg-I(40), Dmg-I(46), RechRdx-I(50)
Level 41: Electric Fence -- Dmg-I(A), Dmg-I(42), Dmg-I(42), Range-I(42), Range-I(43), RechRdx-I(43)
Level 44: Charged Armor -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Amplify -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Vengeance -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
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Quote:An Emp duo can pretty much run any and all toggles they want. They'll be at the recovery cap 24-7.Good points. I never get leaders stuff tho. Think theyre need for the 2 emps? And im guessing with the end recov, that the leaders toggles wouldnt hurt to run?
One notable thing for me makes an Emp/* duo very strong compared to a Kin/* duo if you wish to be able to fight any foe and not avoid foe "x,y or z". Mez protection. ID does not protect or resist Sleep, Fear or Confuse effects. Confuse *shrug* but Sleep and Fear are not something I would wish to lack protection from if fighting a spawn of +4/x8 foes with Sleep or Fear powers (and both Long Bow and Rikti immediately come to mind as foes fitting this category neither of which are exactly exotic foe types).
Quote:I wonder if I should have made two archers instead? and what my APP should be? -
To put it mildly 2 Emp/Sonics built to duo with each other will be insanely tough.
Unlike other Empathy builds you don't need to worry much about recharge set bonuses and can focus on other things because you'll be at +170% before any set bonuses kick in (Perma Hasten + Perma AB). On the mitigation side of things you'll be soft capped to all, be at the defender regeneration cap (+2000%), and have a resistance to smash/lethal damage of 65% or so. All of this is doable on SO's alone (well SO's and 1 steadfast +resist/3% defense).
Here's one build I put together for such a duo. Since one doesn't need all the usual recharge I would normally use in an Empathy build I went for +max health and enough defense to hit the soft cap with Fortitude applied. The build below has all the above on an Empath with 1540 health which is pushing close to the defender cap for Health. Paragon Wiki is unavailable atm but I believe the cap is 1600.
If you want to see what the recharge times look like under the effect of AB toggle on Geas of the Kind Ones, its +recharge is the same value as AB (and the +recovery is actually a bit lower).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Sonic dedicated duo2 (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), RgnTis-Heal/EndRdx(23), RgnTis-Heal/Rchg(29), RgnTis-EndRdx/Rchg(29)
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(9), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(31), Decim-Build%(31)
Level 2: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(5), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(15), Decim-Acc/Dmg(31)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dam%(7), Posi-Dmg/Rchg(15), Det'tn-Dmg/Rng(21), Det'tn-Dmg/EndRdx/Rng(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Boxing -- Acc-I(A)
Level 10: Clear Mind -- Range-I(A)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(13), LkGmblr-Rchg+(36)
Level 14: Combat Jumping -- Zephyr-ResKB(A)
Level 16: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17), TtmC'tng-ResDam/Rchg(25)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(50)
Level 26: Regeneration Aura -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(27), Mrcl-EndRdx/Rchg(27), RgnTis-EndRdx/Rchg(36), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(50)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Screech -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(39), Stpfy-Stun/Rng(43), RzDz-Acc/Stun/Rchg(45), RzDz-Acc/Rchg(46), RzDz-Immob%(46)
Level 38: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Hold%(46), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/Rchg(50)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(42), HO:Centri(42), HO:Centri(43), TotHntr-Dam%(43)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 47: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
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