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Posts
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It is. I stopped reading PA once they became WoW fanboys.
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I kept what you had and just moved slots around. 13% melee, 35% ranged, 35% area.
Things you might not agree with:
I removed the knockback protection from blessing of the zephyr and got the area defense from other places (the build is at the cap for 3.13% AoE).
Sonic Cage was gutted down to one slot. Luckily you have a lot of accuracy bonuses at the level you get it so it doesn't need much.
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: Psychic Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A)
Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(5), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(11), S'fstPrt-ResDam/Def+(34)
Level 6: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(9), S'fstPrt-ResKB(34)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 12: Sonic Dispersion -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(15), Aegis-Psi/Status(15)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(48)
Level 22: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 24: Disruption Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36), KinCrsh-Rechg/EndRdx(36)
Level 30: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34), Range-I(37)
Level 32: Liquefy -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-Rchg/EndRdx(33), DarkWD-ToHitDeb(33), RechRdx-I(50)
Level 35: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(50), RedFtn-Def/EndRdx/Rchg(50)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Mass Hypnosis -- RechRdx-I(A)
Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(48)
Level 47: Sonic Cage -- RechRdx-I(A)
Level 49: Vengeance -- DefBuff-I(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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Quote:This type of team is very doable, but is a lot easier if the tanker and scrapper have certain armor sets. Some defense sets perform better on their own without support than others, mainly the ones with a self heal.However, I think on smaller teams, this idea breaks down a little.
My First regular team in this game was a Tanker, Scrapper and Blaster Trio.
Even playing well together and trying as hard as we could, we had lots of deaths.
Not that this is applicable to the defender forums...just chipping in. -
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Aid self from the medicine pool offers better survivability than the fighting pool does for most stormers. It also benefits from power build up, is less endurance hungry than tough+weave, and frees up a power pick.
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Trick arrow is pretty useless in pvp, especially now that slows work differently.
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Quote:You posit: a situational ability goes against its general principle if the user is not in that situationThe trouble with situational offense or defense is that it runs afoul of the general principle when the character isn't in that situation.
I posit: A situational ability by definition is only usable/useful in certain situations. If it works all the time then it's not situational.
Conclusion: I think what you mean is "situational abilities suck". -
Yeah, -1 should have never been made an option. Let alone on challenge TFs.
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Balance doesn't have to be (and shouldn't be) so linear. You can make the gameplay experience more varied by doing things such as giving a character type an average defense but instead of giving them an average offense to match it you give them a low offense in a certain situation and a high offense in other situations.
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Quote:As someone who has a cold corruptor, I can back up this point. I few of the people I regularly play with are defense capped to all three types and they still appreciate the ice shields because they remove all chance of cascading defense failure.This is flat out incorrect. Force Field has area mez protection, -even Scrappers and Brutes ask for Fortitude-, and the +DEF shields of Cold and Force Field are absolutely awesome. Not everyone (not even most people, really, in my experience) have soft capped Defense on their own. Certainly not to all three types.
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You might have it in pvp mode. That would give you gigantic resistances.
And in order to get the code to go in right you need to use the Titan SMF code type thing. The official forums setting that Mids has right now is meant to be used on the old forums. -
Hey there. I was actually one of the guys on the virtue help channel when you asked about defense building. I took the build you made and left all the powers in except for x-ray beam which I replaced with speed boost. The reason I did this is because it freed up five slots to use in other powers and because (I think but I'm not sure) x-ray beam was only in there for set bonuses and you didn't intend to use it. If you -really- don't want to have speed boost in the build, some other options for powers that don't need any slots to be useful are increase density, inertial reduction, vengeance, stealth, hasten, combat jumping, and recall friend.
Here are some stats for this build: 24.3 melee defense, 42.5 ranged defense, 43.1 area defense, 22.5 psionic defense; 46.3% global recharge; 110 bonus hit points.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain-Megaton: Level 50 Science Defender
Primary Power Set: Kinetics
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(23)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Dmg/EndRdx(7), Sciroc-Dam%(23)
Level 6: Siphon Speed -- Acc-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 12: Boxing -- Acc-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34)
Level 16: Proton Volley -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(17), ExtrmM-Acc/ActRdx/Rng(17), ExtrmM-Dmg/ActRdx/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(33), ExtrmM-Acc/Rng/Rchg(33)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-EndRdx/Rchg(27), Aegis-ResDam/EndRdx/Rchg(43), Aegis-Psi/Status(45), S'fstPrt-ResDam/Def+(46)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21)
Level 22: Aim -- RechRdx-I(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 26: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(42), P'Shift-End%(42)
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: Speed Boost -- EndMod-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(46), RechRdx-I(50)
Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 38: Atomic Blast -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/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: Power Build Up -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
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Defender buffs are 25-33% better defending on what exactly is being buffed or debuffed. Corruptor blasts are 15% better at their base, but that doesn't count scourge.
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Quote:Yup, you're exactly right.And really, I think hurricane/tornado are going to be those kind of powers where you really need to play around with them yourself instead of hypothesizing how to use them, though I do appreciate all the tips.
By the way, the slotting I suggest using for freezing rain if you go with the AoE Death route is tempered readiness end/rech/slow, pacing of the turtle end/rech/slow, common recharge IO, and three damage procs. With level 50s, this results in 42.4% end reduction, 42.4% slow, 83.3% recharge. -
My expectations have been pleasantly subverted.
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Huh, I never thought about it that way. I'm hesitant to agree with it though. 6.5 seconds is a long time to get out all your area attacks. I think animation times would start getting in the way at higher recharge values. I've never tried it though.
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A few tips after skimming this thread, apologies if someone already covered any of this.
I suggest building for area damage and taking advantage of damage procs. Freezing rain, ice storm, and ice breath with positron's blast and impeded swiftness procs in each (and a lady grey in freezing rain) will do a lot of damage. You should either put a little bit of slow enhancement in freezing rain (it doesn't need a lot) or use snow storm every fight. This will keep enemies at the movement speed floor, ensuring that they stay inside your rains to take more damage, get knocked down more, and spend all their time failing to run out of it.
Hurricane and tornado are useful powers, but shouldn't be used in all situations. Be careful with them at first and experiment with them if you're solo or on a team with people who won't mind. Personally, I only use hurricane on outdoor maps or on indoor maps with convenient corners for herding, and tornado I only use during AV fights. -
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I miss Quarktease's old avatar.
Also, whoever put "tunnel snakes rule" as a tag for this thread is my hero. -