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Posts
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I suggest something kind of sort of like this. Cool part about this combination is that once you start using inventions and procs in the area attacks you can respec out of blizzard since you'll be killing plenty fast without it.
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: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: O2 Boost -- Heal(A), Heal(43), Heal(45), EndRdx(46), RechRdx(46), RechRdx(46)
Level 1: Ice Bolt -- Acc(A), Acc(40), Dmg(40), Dmg(42), Dmg(43), EndRdx(43)
Level 2: Ice Blast -- Acc(A), Acc(3), Dmg(3), Dmg(17), Dmg(19), EndRdx(19)
Level 4: Frost Breath -- Acc(A), Dmg(5), Dmg(5), Dmg(15), EndRdx(15), RechRdx(17)
Level 6: Steamy Mist -- DefBuff(A), DefBuff(7), DefBuff(7), ResDam(11), ResDam(13), EndRdx(13)
Level 8: Freezing Rain -- RechRdx(A), RechRdx(9), RechRdx(9), EndRdx(11), Slow(48), Slow(50)
Level 10: Snow Storm -- EndRdx(A)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Ice Storm -- Dmg(A), Dmg(23), Dmg(23), EndRdx(25), RechRdx(25), RechRdx(40)
Level 24: Freeze Ray -- Acc(A), Acc(48)
Level 26: Tornado -- Dmg(A), Dmg(27), Dmg(27), EndRdx(37), RechRdx(37), RechRdx(39)
Level 28: Bitter Ice Blast -- Acc(A), Acc(29), Dmg(29), Dmg(34), Dmg(36), EndRdx(37)
Level 30: Hurricane -- ToHitDeb(A), ToHitDeb(31), ToHitDeb(31), EndRdx(31)
Level 32: Lightning Storm -- Dmg(A), Dmg(33), Dmg(33), EndRdx(33), RechRdx(34), RechRdx(34)
Level 35: Aim -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Blizzard -- Dmg(A), Dmg(39), Dmg(39), RechRdx(48), RechRdx(50)
Level 41: Power Build Up -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(50)
Level 47: Force of Nature -- ResDam(A)
Level 49: Conserve Power -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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If it's between those two, I say snow storm. It's all about the corner pulling and scatter prevention.
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For anyone who wants to skip straight to the good part, watch part two and skip to the 22 minute mark.
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That's not the point I'm trying to make, but that's the view that I have. Everyone always says "vigilance sucks, therefore defenders suck". Even if it's true that vigilance is terrible, arachnos VEATs prove that a poor inherent can easily be made up for in other areas.
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Mez resistance has less of an impact the more of it you have, so the AM stacking wouldn't be a huge issue.
I had an idea before where a defender would get bonus mez resistance for each team member he doesn't have below three or four. I don't think it's possible within the powers system though. -
The aegis unique is the only IO mez resistance bonus worth getting, and only for certain specialized builds.
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AV/GM resistance to endurance drain varies a lot from what I hear. Believe it or not, Reichsman's one of the ones that can be drained.
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It could go either way. I decided that thunderstrike would be better since this build has enough recharge for (what I think is) a seamless attack chain with the recharge it already has.
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I'm guessing because a perma-dom is what everyone expected to do it, so it's not as amazing as it would be if some weird build came out of left field and did it.
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Quote:From what I hear, phantom army fails at tanking lord recluse because they can't generate aggro through damage. He ends up aggroing players because the aggro generated from him seeing them damage the towers is enough to set him off.I could see perma-PA keeping the AVs off a controller while the Rad debuffs and single target damage output take them down. An Ill/Rad seems like they would be able to pull it off.
During LR, PA once again tanks, while you have RI on Recluse to keep him from spawning and CC prevents the repairmen from acting. -
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For a solo build, maximizing the damage output is very important, so I picked up voltaic sentinel and fully slotted electric fence. Electric fence isn't as good as charged bolts or lightning bolt, but it's pretty close, so it's a good filler for when the other two are down.
19.4% melee
39.4% ranged
20.3% area
51.3% recharge bonus
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15), RechRdx-I(17)
Level 6: Boxing -- Empty(A)
Level 8: Swift -- Run-I(A)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), LkGmblr-Rchg+(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 14: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(39)
Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(46)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21)
Level 22: Health -- Numna-Regen/Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(43), P'Shift-End%(45)
Level 26: Short Circuit -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33)
Level 30: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 32: Acrobatics -- EndRdx-I(A), EndRdx-I(40)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 38: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod(48)
Level 49: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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On my storm/energy I did acc/dam Hami, dam/rech devastation, dam/rech and dam/end/rech from thunderstrike, then two damage procs. It has horrible end reduction, but it maxes out damage and has 72% recharge.
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The dark blast nuke (at least on paper) looks like its debuff is so powerful that you could use it as an opener and your team would be perfectly safe.
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An enlightened man is humble in his victory :P.
Anyway, I did the screech chain and it doesn't look good.
Graph here
Results - 38.27 DPS (for reference, the other two chains are in the 41-44 range)
There are a few reasons that it falls short. The purpose of this chain was to both maximize -res and to create well timed bursts of -res that coincide with shout and scream. If you look at the graph though, scream's debuff falls barely short of wrapping around to affect shout. What gives? Two reasons.
One: This chain was created before arcanatime. The original numbers for this chain assumed shorter cast times which help to stack -res.
Two: The inaccuracies of my graph which I mentioned before affect this chain more than the others . This chain relies on the debuffs being precisely timed in order to work. I am almost positive that, in reality, if you used scream-shriek-shout then the scream's debuff would last long enough to affect shout. My graph says otherwise because it assumes scream's debuff begins 1/5 of the way in and the damage from shout is not hitting until the very end. Personal experience and eyeballing leads me to guess that scream's debuff begins 1/3 of the way through the animation, most attacks land their damage 1/2 of the way through their animation, and shout's damage comes 2/3 of the way through.
Unless someone becomes obsessive and researches the exact frame of animation at which sonic blasts release their projectiles, I think this is the best that can be done for now.
By the way, that 40.27 written at the bottom is what the chain's DPS would have been if shout had recieved scream's debuff. Not bad for a chain that includes an attack that does 7 damage. -
I'm cool with the basic concept of defender nukes being different from blaster ones. Don't know if this is the way to do it, but it's a nice idea.
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If you guys are just running off the notations, then keep in mind that I only listed shriek once for chain 2 (electric fence), but it's being used twice. The reason for this is because both shrieks have the same debuff on them. Also, chain 1 (shout) has better endurance efficiency.
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Depends, how long do you usually continually attack before needing to throw out a primary power and restarting the chain? As mentioned earlier in the thread, dominate would be better damage since it's psychic damage and can't be defended against by most tier 9s, but electric fence is easier to put in a chain.
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It's -300%
http://wiki.cohtitan.com/wiki/Limits
(Not linking it to be a jerk. It's a handy page most people don't know about) -
Pretty much the same as what you had except the powers are slightly rearranged and I used electric fence instead of thunder strike. I didn't pay attention to slot placement levels, but I did pay attention to the levels in which powers were taken.
Sonic resonance SO builds are always nice...so many slots to work with.
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: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Sonic Barrier -- ResDam(A), ResDam(19), ResDam(39), EndRdx(39)
Level 1: Shriek -- Acc(A), Acc(27), Dmg(29), Dmg(31), Dmg(34), EndRdx(37)
Level 2: Scream -- Acc(A), Acc(3), Dmg(3), Dmg(17), Dmg(17), EndRdx(19)
Level 4: Sonic Haven -- ResDam(A), ResDam(5), ResDam(5), EndRdx(15)
Level 6: Howl -- Acc(A), Acc(7), RechRdx(7), RechRdx(9), RechRdx(11), Range(11)
Level 8: Disruption Field -- EndRdx(A), EndRdx(9), EndRdx(50)
Level 10: Hover -- Krma-ResKB(A)
Level 12: Sonic Dispersion -- ResDam(A), ResDam(13), ResDam(13), EndRdx(15)
Level 14: Fly -- Flight(A), Flight(40), Flight(43)
Level 16: Swift -- Run(A)
Level 18: Health -- Heal(A), Heal(40), Heal(40)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Shout -- Acc(A), Dmg(23), Dmg(23), Dmg(25), EndRdx(25), RechRdx(27)
Level 24: Sonic Siphon -- Acc(A), Acc(39)
Level 26: Clarity -- EndRdx(A)
Level 28: Siren's Song -- Acc(A), Acc(29), RechRdx(46), RechRdx(46), Sleep(46)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Liquefy -- ToHitDeb(A), ToHitDeb(33), ToHitDeb(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Screech -- Acc(A), Acc(36), Dsrnt(36), Dsrnt(36), RechRdx(37), RechRdx(37)
Level 38: Boxing -- Empty(A)
Level 41: Electric Fence -- Acc(A), Acc(42), Dmg(42), Dmg(42), Dmg(43), EndRdx(43)
Level 44: Charged Armor -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45)
Level 47: Tough -- ResDam(A), ResDam(48), ResDam(48), EndRdx(48)
Level 49: Amplify -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Quote:I used the arcanatime numbers that Dylan posted earlier in the thread and used the linked formula to figure out electric fence's arcanatime. I can't remember every one I did, but I know that shriek is 60 pixels wide and electric fence is 66 pixels wide. Sorry I didn't make the graph more clear. I cut a few corners in order to make it go faster.Anyone care to explain the Attack Chain visualizer or share their spread sheets?
I think I pretty much have the visualizer figured out except DS = DPS? Is ACT=Cast Time? Also my chain kept alternating between the top two powers in my list instead of the whole chain over and over and was reporting damge in the 1000s, so something is messed up.
Quote:Originally Posted by BrandXThe DPS is close enough on both of them not to matter.
Quote:Originally Posted by brandxAll that said, I think I should point out, for normal game play, an actual sustained attack chain really isn't needed
Also, Frosticus mentioned procs. I think that the electric fence chain would benefit from procs more than the shout chain because it cycles faster and has more proc options, even though the other chain has more -res. I don't know if this advantage would make a significant difference or if it even exists, but it should be easy enough to check that later. -
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