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Posts
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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: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).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. -
That depends on how long the duration of their buff is and how often they apply it.
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Quote:By this logic, energy blast should do more damage than sonic blast, since power bolt has a higher dpa than electric fence.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.
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. -
Quote: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.what about shriek, scream, electric fence as a ST attack chain? or is that too weak?
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. -
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.
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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.
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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)
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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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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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So how many people from each server go on to the finals?
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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.
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Quote: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.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.
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. -
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. -
I did. Just because I responded to one point doesn't mean I didn't read the whole thing.
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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.
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I'm looking to join someone else's team on this.
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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. -
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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