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Powers you absolutely must get: radiant aura, radiation infection, accelerate metabolism, enervating field, lingering radiation.
Powers you should definitely not take: psionic lance
Everything else is open to playstyle. If it were me, I'd grab lingering radiation, psychic scream, and psionic tornado and spam them constantly, taking advantage of the recharge debuff in each of them to keep enemies from mounting an effective offense. -
Even if you put all four procs into infrigidate, I think you'd be doing more damage just by spamming neutrino bolt and tossing in cosmic bursts.
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Generally speaking, -res procs are only good against bosses and higher, so they're best put into single target attacks. They aren't useless in area powers, but depending on your build it's probably not worth the slot.
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How's this? I used all the same powers you chose and just changed the slotting. If it were up to me I'd replace aim with another attack, but I didn't know how you'd go for that.
Also, because of the accuracy bonuses from sets and the to-hit bonus from tactics, you don't need to slot infrigidate or benumb with accuracy.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Infrigidate -- Achilles-ResDeb%(A)
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx/Rchg(3), ShldBrk-%Dam(3), Achilles-ResDeb%(5), LdyGrey-%Dam(5), Apoc-Dam%(7)
Level 2: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), S'fstPrt-ResKB(23), S'fstPrt-ResDam/Def+(46)
Level 4: Irradiate -- Armgdn-Dam%(A), Armgdn-Dmg(9), Armgdn-Dmg/Rchg(11), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Dmg/EndRdx(13)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(17), Aegis-ResDam(17), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 18: Benumb -- RechRdx-I(A), RechRdx-I(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25)
Level 22: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 26: Sleet -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(27), RechRdx-I(29), Posi-Dam%(43), LdyGrey-%Dam(46)
Level 28: Cosmic Burst -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(29), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-Rchg(33), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36)
Level 35: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(40)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/EndRdx(42), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(43)
Level 44: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-Psi/Status(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A) -
There's no such thing as too much recharge. You have plenty of recovery, and building for damage doesn't give very good returns, so I wouldn't suggest switching out recharge for those things.
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Er, yeah, now that I think about it what I said applies to fewer defender sets than I thought. By tier 1 blast I mean the standard four second recharging attack that comes first in most sets. For sets like the defender version of archery and radiation, this is what the second blast is.
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6v6 is too many people for my tastes, and I really don't want to cheat on my server by moving someone off of it.
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Fire Minded. I can tell by your signature that you do not play on Pinnacle.
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It's true, I remember it. Lately, whenever a new set comes out/gets ported people immediately say it's total crap. Willpower and shields are perfect examples of this. When those two first came out people said they would never work because they have no self heal and that their endurance usage was terrible.
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It's not a really common term, but it's been around for awhile. It's slightly more commonly used than skranker I think.
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Those aren't the same power. Archery is one of those powersets that are different for blasters than it is for other archetypes. You can see that the animation and recharge times are both different.
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Quote:I've been waiting for years for someone to do this four holds build. I salute you, sir.I beg to differ on that point. My Dark/Ice/Psi synergizes quite well. The slows and holds in Ice combine nicely with Tar Patch and Petrifying gaze. The defender is designed for the green team on Hami raids (4 single target holds and Shadowfall to help with terror) but it works fine on a team and I do fine (if slowly) while soloing.
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I think you've just been running into weird people. If you go redside, half of the corruptors and masterminds are dark miasma, and it's not uncommon at all for defenders to use it.
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I didn't make it until the main event was over, but it looked like things were still going pretty strong.
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::says "it's today" to himself over and over again to make sure he doesn't forget::
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Seeker drones need to-hit debuff and recharge, and poison trap mainly needs recharge.
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Corruptors only do slightly more damage while sacrificing a lot of buffing power. Scourge is what makes the difference, and certain sets take advantage of it better than others.
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Quote:I logged on with my elec/pain corruptor just a sec ago and tested this. Across four tests the results were 13, 15, 15, and 15 shots. The 13 is because I was fighting low level enemies that were running away. Like most AI scripts in the game, voltaic sentinel isn't too great at moving and shooting. Since voltaic sentinel can't get recharge buffs, it looks like 15 is the most that it's capable of doing.Good Info Garent, Thanks
As I dont currently use VS, I cannot test it out, but having that many blasts makes me reconsider taking the power.
I was under the impression he fired only 10 times maximum.
16-17 is significantly more than 10. Hmmmm
So:
Charged bolts: 36.1 damage
Lightning bolt: 59.3 damage
Ball lightning: 36.9 damage over 3-4 seconds
Voltaic sentinel: 534 damage over 60 seconds
Also, it looks like voltaic sentinel is specifically programmed to never attack the same enemy twice unless that's its only option. So even though that chart makes it look like voltaic sentinel is the best attack ever it's going to be held back by the way it spreads out its damage. -
Quote:Well that ruins my entire argument. Hasten it is.Voltaic Sentinel is unaffected by +Damage buffs, quite a drawback for a Kineticist.
I'd go with Hasten.
Re: Biospark:
According to City of Data, voltaic sentinel's attack has a 1.17 casting time and a 2.5 second recharge. Ignoring arcanatime, it should be able to do 17 shots in the span of 59.89 seconds (since the attack has to recharge 16 times and has to be cast 17 times). Arcanatime and other factors most likely means it isn't capable of doing 17 shots though.
Like I said before though, I haven't tested this so it could work differently in game.