Garent

Legend
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  1. Yeah, it's better on a blaster because amplify is more powerful for them and because their debuffs are less powerful.

    Also, you're confused on how resistance debuffing works.

    http://wiki.cohtitan.com/wiki/Resist...28Mechanics%29

    Here's a snip from that article

    Quote:
    To answer this, we need to know how much of that -22.5% resistance will be resisted. Since Enervating Field is resistable, we know that it will be resisted by the resistance value it is debuffing. Since Damage types are independent of one another it is necessary to calculate the new resistance debuffs separately. In this case the Tanker would end up with 32.625% Lethal Resistance and 2% Energy Resistance. Though this might seem to make it difficult to gauge the usefulness of resistance debuffs, it is important to note that this Tanker will still take 22.3% more damage from all attacks.
    a 20% resistance debuff will always result in 20% extra damage (assuming no other debuffs) in the same way that a 50% damage buff will always result in 50% extra damage (assuming no other buffs).
  2. That depends on how long the duration of their buff is and how often they apply it.
  3. Quote:
    Originally Posted by Elegost View Post
    I'm assuming it's because the DPA of elec fence is barely higher than shriek. So you want it to be used more often.
    By this logic, energy blast should do more damage than sonic blast, since power bolt has a higher dpa than electric fence.

    Quote:
    Originally Posted by macskull View Post
    ...How do you figure? You're already stacking -res on a target, so any damage buffs will be even more effective than with a primary that doesn't debuff resistance.
    It's because amplify increases the damage of future attacks, meanwhile your sonic blast attacks increase the damage of future attacks AND deal damage. By using amplify, you essentially trade 20% -res and an attack for 50% +dam. Also, amplify becomes less useful the more damage buffs you have. Accelerate metabolism and solo vigilance are 55% damage buffing as it is. Aim isn't useless, but it's definitely less useful for this particular build than it is for others.
  4. Quote:
    Originally Posted by chief_beef View Post
    what about shriek, scream, electric fence as a ST attack chain? or is that too weak?
    It's very viable. The chain you want to use is shriek, scream, shriek, electric fence. It's only slightly less damaging than using shout. The endurance efficiency is worse, but I don't think that will be an issue for you.

    Link to data here.
    The electric fence chain puts out about 41.19 dps before damage enhancements, and replacing it with shout results in 43.74 dps.
  5. Quote:
    Originally Posted by mintmiki View Post
    I decided to make a heavy duty debuffer build on my rad/rad. The following is what i'm planning. Money is no problem. What do you guys think? ridiculous? Ok? Can it be better?
    You're going for a lot of resistance and defense debuffing with the ultimate goal of increasing kill speed on teams, but I think you'd more effectively reach that goal if you simply slotted damage enhancements and damage procs. The achilles heel proc can't stack from the same caster, and it's almost always useless on minions, so it's overkill to have it on all of your powers. Also, there's no point in slotting for defense debuff. The debuffs are already so strong that a single hit is all that's needed, assuming that everyone on your team isn't already maxed out on their chance to hit. Additionally, you really need at least a little accuracy enhancement in neutrino bolt, cosmic burst, and irradiate.
  6. Quote:
    Originally Posted by chief_beef View Post
    btw, do u think it could handle an av if i get stuck in a dark alley with one? :P
    With the right inspiration choices you should be able to take the easier ones without a problem I think. I'd suggest avoiding amplify though. It's not as useful for sonic blast as it is for other sets.
  7. Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Neofusion: Level 50 Science Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Leadership

    Hero Profile:
    Level 1: Radiant Aura -- Heal(A), Heal(3), Heal(17), EndRdx(40), RechRdx(48)
    Level 1: Neutrino Bolt -- Acc(A), Dmg(3), Dmg(15), Dmg(48)
    Level 2: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(7), EndMod(7), EndMod(17), EndMod(34)
    Level 4: Irradiate -- Acc(A), Dmg(5), Dmg(23), Dmg(27), EndRdx(31), EndRdx(37)
    Level 6: Radiation Infection -- ToHitDeb(A), ToHitDeb(9), ToHitDeb(9), EndRdx(15)
    Level 8: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 10: Hurdle -- Jump(A)
    Level 12: Lingering Radiation -- RechRdx(A), RechRdx(13), Acc(13), Acc(27), Slow(37), Slow(40)
    Level 14: Super Speed -- Run(A)
    Level 16: Health -- Heal(A), Heal(23), Heal(45)
    Level 18: Choking Cloud -- Hold(A), Hold(19), Hold(19), EndRdx(25), EndRdx(46)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Enervating Field -- EndRdx(A), EndRdx(25)
    Level 24: Recall Friend -- RechRdx(A)
    Level 26: Maneuvers -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(43)
    Level 28: Cosmic Burst -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31), EndRdx(46)
    Level 30: Mutation -- RechRdx(A)
    Level 32: EM Pulse -- Acc(A), Hold(33), Hold(33), RechRdx(33), RechRdx(34), EndRdx(34)
    Level 35: Neutron Bomb -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), EndRdx(43)
    Level 38: Atomic Blast -- Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(40), EndRdx(46)
    Level 41: Tactics -- ToHit(A), ToHit(42), ToHit(43), EndRdx(48)
    Level 44: Vengeance -- DefBuff(A), DefBuff(45), DefBuff(45)
    Level 47: Assault -- EndRdx(A)
    Level 49: Fallout -- RechRdx(A), Dmg(50), Dmg(50), Dmg(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Vigilance
    Level 6: Ninja Run



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  8. That has to be the most intriguing slotting for a PBAoE power I've ever seen. I've never seen someone try to milk ranged defense from those sets.

    Anyway, I'd suggest switching to the electric epic. It gives you electric fence, which is very useful against archvillains, and power sink, which will allow you to immediately recover from dreadful wail's crash if you have a blue inspiration.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
    Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(34), Achilles-ResDeb%(42)
    Level 4: Scream -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
    Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(19)
    Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
    Level 10: Howl -- Posi-Dam%(A), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(43)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
    Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(40)
    Level 22: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(23), TmpRdns-Acc/EndRdx(23), RechRdx-I(46), Acc-I(46)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27)
    Level 28: Siren's Song -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(29), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(34)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(42)
    Level 32: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold(34)
    Level 35: Screech -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(36), Stpfy-KB%(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-Acc/Rchg(43)
    Level 38: Dreadful Wail -- Erad-Acc/Dmg/Rchg(A), Erad-%Dam(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(40), C'ngBlow-Acc/Dmg(40)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Power Sink -- EndMod-I(A)
    Level 49: Mutation -- RechRdx-I(A)
    ------------
    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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  9. The post says winnerS though. Here's the line that's confusing me here.

    Quote:
    Originally Posted by JKwervo View Post
    Winners of the winner and loser brackets will move on to the Final Round.
  10. So how many people from each server go on to the finals?
  11. Quote:
    Originally Posted by EvilRyu View Post
    The creation of the VEATs proved that you could make a support AT that does damage and supports well and not be overpowered.
    You really think so? VEATs are probably the most overpowered archetype available right now.
  12. Garent

    More Defense

    Like MK said, the pet survives pretty well if you're a character that gives toggle area defense buffs. If I ever feel the need to use it on my cold corruptor, it has some decent staying power.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    Your inherent should reward you for doing your job well or at least be transparent and funtion all the time like scourge and scrapper criticals.
    I agree with you on that. As has been shown in a lot of threads, there is no single "job" that all defenders do, so that's out. That just leaves the passive option.

    In my opinion the biggest problem with it is that it's uninteresting, and there are a couple ways that it could be made more interesting without making the archetype much more powerful than it already is.
  14. Garent

    Rad/Sonic Help

    You can see a list of how much debuff resistance AVs and GMs have here
    http://wiki.cohtitan.com/wiki/Archvillain

    Level modifiers can also reduce the power of the debuff.
  15. Your team is looking quite beastly.
  16. I did. Just because I responded to one point doesn't mean I didn't read the whole thing.
  17. Quote:
    Originally Posted by Miladys_Knight View Post
    I have seen defenders dragging a corpse around simply for the endurance discount.

    All you have to do to make vigilance redundant on a team is slot for the amount of end red and recovery that you need while solo.
    So all you've really told us is that bad players are using vigilance in weird ways, just like they do with all sorts of powers and inherents.
  18. I'm looking to join someone else's team on this.
  19. Quote:
    Originally Posted by GavinRuneblade View Post
    I've been trying to learn how to use cones for the last 8 months. Still a work in progress.
    Only advice I can give on frost breath is to target the enemy in the back of the group when you use it, and try to avoid using it when there's only one enemy.
  20. Quote:
    Originally Posted by JKwervo View Post
    Wut who wut
    in the but
  21. http://www.youtube.com/watch?v=_1l0-2qqElY

    Demonstration starts at 1:45. There are some rumors going around about it like its standard secondary effect will be damage debuffing while slightly buffing the user's damage based on a power called something like [kinetic strike] or summat which you can hotlink in the game now. The other rumor's that it'll have a slightly longer range than other melee sets. Nothing's confirmed as far as I know though.
  22. Garent

    The Pinnacle Cup

    Quote:
    Originally Posted by Neuronia View Post
    Stalker TS
    Defender TK
    Corruptor LR
    Throw spines, telekinesis, and lingering radiation?

    I prefer one team on one team too, but free for alls are a lot easier to organize and are less likely to discourage people, so I can understand the appeal.
  23. Garent

    Solo Defender

    Yup, it's 10%, aka a -90% debuff.

    There's a paragonwiki page dealing with this sort of thing that's not very well known.
    http://wiki.cohtitan.com/wiki/Limits