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Posts
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Hi all.
I was reading over some AR/dev builds and saw a couple different procs in caltrops. Can anyone provide comments on their experience with which procs they found most useful? I was enticed by KD, but also thought that might go well in full auto. Any input would be welcome! -
Thanks for the excellent and thorough response. Your defense numbers are definitely impressive. Do you have any problems with the Psionic hole? I notice this build has 0 psionic resist and few defenses to help.
As for Energy Transfer, I found that the self damaging aspect of it was too inconvenient. I usually play this character in a duo with a blaster, so I have no one to heal me besides myself. Total Focus is more sustainable for continuous use, and it's more important for me to get a lot of agro than to do a lot of damage.
I didn't choose earth pool for any particular reason, and was considering switching to Energy Mastery. I liked the AoE powers to grab agro and reduce enemy defenses, but I'm still playing around with Tank AP powers. Didn't really have a lot of slots to spare. -
I'm having a hard time coming up with a unified goal for this build, so it's kind of spread across all manner of defense and resist bonuses. I still think it's pretty solid, but maybe people can point out areas of redundancy or suggest tweaks.
Thanks for any input!
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Duneytron 2000: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(43), ImpArm-ResPsi(43)
Level 1: Barrage -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
Level 2: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(45), Numna-Regen/Rcvry+(45)
Level 4: Bone Smasher -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg(11)
Level 6: Super Jump -- Jump-I(A)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(9), ImpArm-EndRdx/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(50), ImpArm-ResPsi(50)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt(13), Zinger-Acc/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(25), Zinger-Dam%(29)
Level 12: Resist Elements -- ResDam-I(A), ResDam-I(46)
Level 14: Resist Energies -- ResDam-I(A), ResDam-I(46)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(25)
Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(37)
Level 20: Stimulant -- IntRdx-I(A)
Level 22: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), IntRdx-I(48)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(27), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(50)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 30: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+(A)
Level 35: Resist Physical Damage -- GA-3defTpProc(A)
Level 38: Total Focus -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(40), Mako-Acc/Dmg(40)
Level 41: Tough Hide -- SW-ResDam/Re TP(A), DefBuff-I(43), DefBuff-I(46)
Level 44: Salt Crystals -- FtnHyp-Acc/Rchg(A)
Level 47: Quick Sand -- RechRdx-I(A)
Level 49: Stalagmites -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48) -
Disclaimer: I know that plenty of perfectly effective builds exist that spend power slots getting stamina. I don't really have strong feelings about this issue, it just tweaks me the wrong way and I must comment.
[minor rant]
I am shocked and a little disturbed by how many people still have 3 powers spent on fitness pool. I thought maybe they didn't know, so I've asked a couple times and in both instances, the person responded that they just didn't bother respeccing, or obstinately refused to respec.
Come on... if you're running Apex or something and can't figure out how to use 3 entire power choices to make your character better, I'm a little disappointed. You're willing to grind away for incarnate shards, but not .. I don't know, pick up medicine pool, or fighting pool, or recall friend, or leadership. All these things would help the team, and some of them wouldn't even require spending more enh slots.
I can understand some builds not taking power X, saying they don't need it and justifying it, and that's fine, but giving up 3 whole power slots just so you can NOT have one of the fitness powers is dumb. Fortunately, the game isn't really hard enough that it REALLY matters anyway, but it bothers me on some fundamental level and I don't know why.
Obviously, before the fitness was free, these characters were viable. Every time I see them now, I consider them to have roughly the same level of familiarity with the game as someone who uses jump kick and team flight in combat.
Just... go respec now, and we will speak nothing further of it.
[/minor rant] -
Very interesting! Thanks for the research. You know, one of the things I really hadn't considered was the range cap. I have a tiny bit of range enhancements in FA, buckshot, and flamethrower, and I really like the increase. I should look more into a build that tries to further capitalize on this. I am sad that the range alpha slot bonuses are in cardiac. Sucks to bury both range and resist under end rdx. All the characters for whom I would want those two secondary bonuses have no use for end rdx. Though.. if I took leadership pool, I might need it!
Sometimes I wish we had some more variety in the types of enhancement bonuses provided by sets. When ED came out they preached all about how different types of enhancements were under-appreciated, but then all our sets basically offer the same general types of bonuses when used as a full set. -
Thanks for the feedback! It's true that I was a little aimless in my goals for slotting. I appreciate the direction towards the other thread. Lots of good stuff in there.
I had definitely considered super speed in lieu of the stealth line, but to be honest I'm a bit at a loss for what to do with power choices. I suppose it might be worth taking some leadership or perhaps beanbag/taser. I'd also tossed around the idea of medicine pool, but that seemed like a poor choice for a blaster. I was thinking about grabbing powers simply because they had good, cheap sets to throw in them, but at least initially I just eeked out enough slots to hit what I wanted.
You also note the somewhat superfluous use of steadfast protection +3% defense with the only middle defenses. While this is generally true, I usually play on teams and rarely operate under only my own stats. It seemed the +damage and +recharge set bonuses might be more beneficial in general than pushing for a ranged defense soft cap that I really have to go out of my way to even get near. I was looking at swapping the enhancements in burst for thunderstrike, and I saw that I could use trap of the hunter in web grenade if I go in for 6 slots on it. I can plug in some eradication in both trip mine and time bomb. Then if I also switch up LotG for red fortune and spend 3 more slots, I'm up to about 27% ranged. Add in maneuvers and maybe I hit 30%. While this is decent, I don't know if it's really worth the trouble. I might be better off, as you noted, just skipping some of the set bonuses and throwing the appropriate IOs in powers to max out recharge that way. -
As a quick additional comment - I would be interested in receiving suggestions on ideal choice for alpha slots on blasters as well. My initial first thought was just musculature, but I can see a benefit in spiritual as well. Never really have endurance problems, and targeting drone plus set bonuses should resolve most accuracy issues.
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Hi everyone. I'm trying to refine my AR / dev build a bit, now that I've been 50 for awhile and have a bit more influence to toss around. This character is built as a all-natural-powers concept, so I've intentionally avoided powers that do not seem to make sense from a technology standpoint. Other than that, I've tried to optimize for solid set bonuses across the board and all the heavy-hitting area effect powers I can get my hands on. For set bonuses, I've mostly focused on accuracy and recharge, though if prevailing blaster wisdom suggests something else, please tip me off!
I was actually kind of running out of powers to take, so I opted for the stealth pool in order to enable me to sneak through missions and recall people on speed TF runs. I use hurdle/CJ as my "travel power", though now that I have ninja run, that's not strictly necessary, but I like it as an unsuppressable travel power inside mission maps that works very well for positioning my cones.
Build as follows:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Hank Smith: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst- (A) Decimation - Chance of Build Up
- (3) Decimation - Accuracy/Damage/Recharge
- (3) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Damage/Recharge
- (25) Decimation - Accuracy/Damage
- (37) Thunderstrike - Accuracy/Damage
- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (27) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Damage/Range
- (7) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (27) Positron's Blast - Chance of Damage(Energy)
- (39) Detonation - Damage/Endurance/Range
- (A) Slow IO
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (13) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Extreme Measures - Accuracy/Damage
- (13) Extreme Measures - Damage/Endurance
- (15) Extreme Measures - Accuracy/Interrupt/Range
- (25) Extreme Measures - Damage/Interrupt/Recharge
- (29) Extreme Measures - Damage/Endurance/Recharge
- (40) Extreme Measures - Accuracy/Range/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Damage/Endurance
- (17) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Range
- (29) Positron's Blast - Accuracy/Damage/Endurance
- (42) Detonation - Accuracy/Damage/Endurance
- (A) Dampened Spirits - To Hit Debuff
- (50) Dampened Spirits - To Hit Debuff/Recharge
- (50) Dampened Spirits - Recharge
- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (19) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Damage/Range
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (42) Detonation - Damage/Endurance/Range
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense
- (A) Endurance Reduction IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Damage Increase IO
- (31) Damage Increase IO
- (31) Damage Increase IO
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Ragnarok - Damage
- (33) Ragnarok - Accuracy/Recharge
- (33) Ragnarok - Chance for Knockdown
- (33) Ragnarok - Accuracy/Damage/Recharge
- (34) Ragnarok - Damage/Recharge
- (42) Ragnarok - Damage/Endurance
- (A) Obliteration - Damage
- (43) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (A) Defense Buff IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (46) Resist Damage IO
- (46) Resist Damage IO
- (A) Accuracy IO
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Healing IO
- (A) Jumping IO
- (36) Jumping IO
- (A) Endurance Modification IO
- (36) Endurance Modification IO
- (37) Endurance Modification IO
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I think people forget that Accuracy isn't the only component in calculating whether you hit. Against enemies with high defense or a large level advantage, -def or +tohit can be necessary, even if you have a 3.0x accuracy on your power. If your base tohit is reduce to 5%, your massive 200% accuracy bonus is still only going to give you a 15% chance to hit.
I do enjoy my musculature radial boost a lot. Irradiate giving -48% defense for 30 seconds means that everyone can hit everything, regardless of their builds. Also, it's nice for unenhanceable veteran reward powers.
That said, it seems uncommon to fight enemies with large enough defense to cause most players any trouble, and many groups will have 2 or 3 tactics running, giving enough tohit bonus to wipe out any minor defense the enemies have. Once in awhile it's nice to get a couple hits off on a paragon protector and see people kill it through its unstoppable or elude, but they probably don't even realize you're helping... -
Thanks for the feedback! I totally forgot about Steadfast Protection. Also, good advice about LOTG in maneuvers. I figured I might as well go for the +recharge in there too. Since Steadfast Protection pushes my ranged over the cap, I swapped total focus from Mako's Bite to Touch of Death. This makes me sad, as Mako had a higher damage bonus, but I think the extra 3.75% melee defence from ToD plus the 3% from SP should make a big difference!
I'll paste the new build at the bottom and talk about my experience with the previous build.
Generally, I'm very happy with the setup. I've experimented with actually using force bubble and it has been pleasantly useful with ranged defense capped. It seems like some enemies are still uncannily good at hitting me anyway, but generally I like it. I also like hover much more than I expected I would. Being able to zip around missions and score extra defense at a low end cost is pretty excellent.
Lastly, I've found assault to be more useful than I expected. I always imagine the power as impotent, but the steady +18.75% damage bonus, combined with set bonuses and the solo defender bonus and a musculature alpha and soloing isn't half bad! In a team, the 18.75% may not be overtly appreciated as much, but I think it has been making a difference.
I miss a little more slotting in Aid Self, particularly the interrupt. It'd be nice to get an interrupt into resuscitate as well, but what can you do. I actually like Aid Other better without the interrupt reduction in it, and with its current slotting, it actually heals a good amount. Hover + aid other works very well - hover stops much more precisely than running or flying, so I rarely misfire the heal attempt.
All in all, I'm pleased. Sometimes I have a pining for Vengeance, Atomic blast, or Detention Field, but I think the trade offs are worth it.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Fission Wall: Level 50 Science Defender
Primary Power Set: Force Field
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Def(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx(33)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 6: Insulation Shield -- LkGmblr-Def(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx(33)
Level 8: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(33)
Level 10: Force Bolt -- Acc-I(A)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(23)
Level 14: Personal Force Field -- DefBuff-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(17), LkGmblr-Def/EndRdx(21)
Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 20: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(21)
Level 22: Aid Other -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(36), Numna-Heal/Rchg(42)
Level 24: Aid Self -- Heal-I(A)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Stpfy-Acc/Stun/Rchg(34), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Stpfy-Acc/Rchg(43), Posi-Acc/Dmg/EndRdx(46)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 30: Resuscitate -- RechRdx-I(A)
Level 32: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(42)
Level 35: Neutron Bomb -- Posi-Dmg/Rchg(A), Posi-Dam%(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(37), Posi-Acc/Dmg/EndRdx(39)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(40)
Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
Level 44: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(45), Aegis-EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46)
Level 47: Total Focus -- T'Death-Dmg/EndRdx(A), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(34) -
I've had this FF/rad for years and now that there is a new incentive to play level 50s, I decided to blow off the dust. He had SOs slotted everywhere, so I'm basically starting from scratch, but I mostly tried to slot for +def(ranged) and +hp, in an attempt to max out his survivability. I'd also like to not be totally inept at solo content, so I have a bit of effort into damage slotting. I am currently using the +damage / +defenseDebuff alpha slot.
Build copied below. I tried for something versatile. I like to play in pickup groups, but also have a group of friends with whom I play regularly. I also want to be able to survive alone.
Some choices I really struggled on:
I skipped vengeance. I already cap defense for other players, and I have tactics well slotted, plus people really tend to get their own accuracy in pretty good shape. Instead, I took assault - constant 18% damage bonus is better than 35% damage bonus only when people die.
I took hover. I didn't need to, but it lets me eek out a little more personal defense, plus I can stick an extra blessing of the zephyr set in it for additional ranged and aoe defense.
I slotted my deflection and insulation shields with luck of the gambler. This gets me regen and hp, and the difference in protection the shields provide is all of 0.44%.
I dropped atomic blast. Alas. It is fun to have, but just didn't seem justifiable, either alone or in groups. Even though my single target shields are still up when my mana is down, without leadership and dispersion bubble, my group contribution is greatly reduced. Something like assault seems like it would allow me to contribute more evenly over time. Plus, atomic blast takes slots.
I also skipped detention field, which I fantasize will some day be useful, but I just don't see myself using it enough to really justify.
I also considered grabbing recall friend for convenience, or combat jumping for a little additional free defense, but in the end I opted not to.
Lastly, I waffled on whether to put interrupt rdx into aid other or aid self. I pretty much just use aid self inside pff for the most part, so I can survive without rdx there, and when other people are getting hurt, usually I am not, so I skipped the int rdx there as well.
Without further delay:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Fission Wall: Level 50 Science Defender
Primary Power Set: Force Field
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Def(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx(33)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 6: Insulation Shield -- LkGmblr-Def(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx(33)
Level 8: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(33)
Level 10: Force Bolt -- Acc-I(A)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(23)
Level 14: Personal Force Field -- DefBuff-I(A)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(17), RedFtn-EndRdx(17), RedFtn-Def/Rchg(21)
Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 20: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(21)
Level 22: Aid Other -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(36), Numna-Heal/Rchg(42)
Level 24: Aid Self -- Heal-I(A)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Stpfy-Acc/Stun/Rchg(34), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Stpfy-Acc/Rchg(43), Posi-Acc/Dmg/EndRdx(46)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 30: Resuscitate -- RechRdx-I(A)
Level 32: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(42)
Level 35: Neutron Bomb -- Posi-Dmg/Rchg(A), Ragnrk-Knock%(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(37), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(46)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(40)
Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
Level 44: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(46)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(34)
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