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Posts
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Quote:If you're slotted for end-red, running both of those constantly should be no problem at all.One of the bigger questions I have for you, is how did you deal with your Endurance problems using Darkest Night and Shadow Fall constantly? I use them for Tanking the Alpha of a mob, hit them with a couple of my AoE attacks, then turn them off because they really suck up the Endurance.
(Although I typically use FS for the same debuff, and leave DN on the shelf for boss fights, it's because mobs die too quickly to make DN necessary.)
Not running Shadow Fall constantly is a great shame. It offers Def, Res and Stealth to you, Fluffy and your team-mates, notably touching upon Psionic Def and Res, which is rare and really handy for team-survivability against the Rikti. It's also one of the few powers to provide a huge Fear Res buff. -
I'd be curious to know how that would compare with a Radiation-Ice-Psi with CC, EMP, Freeze Ray, Bitter Freeze Ray, Dominate (and Telekinesis?).
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The OP suggested that they hadn't seen many Dark Miasma Defenders. I'd agree with that. I've seen Dark/everything at least once, but I've seen Rad, Emp, Ice, Storm, Thermal and even FF played a lot more than DM Defenders.
I'm trying to suggest a reason for this, not saying that Dark/anything else is stupid or never played.
You're the 3rd?4th? person to completely ignore my response to the OP, or his question, and instead jump in to boast about your toon. I'm sure it's lovely, but that's not the point. -
Quote:My Rad/Sonic has CC, EMP, and WoC. Due to personal taste, I won't use the KB attack.Two questions still: anyone of you try Rad/Sonic Deftrolling?
I use CC a lot. I come in right behind the tank, let it get aggro, then slap on my toggles and hover just above a mob, just out of Melee range (but in AoE range). Since I also have Leadership, I'm throwing my bonuses onto the melee crowd, but the use of CC does lock down a mob. With the Proc, it's great, but it does take a few seconds to really lock that mob down.
EMP comes with the issue of losing your toggles, which I deal with by turning all of my incoming insips into blues to save for whenever EMP comes up.
I only ever need to use WoC if I've accidentally grabbed aggro, or someone in the squishy squad has. In those cases, CC + WoC seriously messes up the uncontrolled mob.
The thing is... I have these as options for survivability. RI already gives me a huge bonus in that area, as does RA, and I'm built for Ranged Softcap, so I don't really need to be using those powers, except in rare situations or just for fun.
Focusing upon my Rad toggles and Sonic attack debuffs typically leverages so much more power for myself and my team that focusing upon my controls feels like I'm goofing off on my team. The speed at which mobs go down is definitely noticeable.
Perhaps if Sonic's debuffs weren't quite so relevant to the AT, it wouldn't feel (both in theory and in practice) wasteful to ignore them.
Quote:Also, is Deftroller a common term that's been around awhile? I don't want to claim inventing it if I didn't. -
Quote:I think the D3s specifically are less about the debuffs and more about the complimentary powers. Fearsome Stare + Tar Pit + TT + NF is an extremely nice way to open and "soft holds" a entire mob. Howling Twilight + Dark Pit + Oppressive Gloom offer a couple of nuke's worth of Disorient. etc.Honestly, I don't really find that Dark Miasma and Dark Blast synergize all that much. Sure, you're packing a gob-lode of -tohit, but, honestly, after Fearsome Stare and Darkest Night, you're already flooring almost every target's chance to hit anyway (58.5% -tohit anyone?), not to mention the -tohit in TG and Fluffy and the +def of SF.
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Quote:I didn't say that DM doesn't work with anything else, just that it's "a bit awkward", which I think helps explain the OP's initial observation & question.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.
But I also find the entire set of Ice Blast awkward and slow, so, for my money, you just doubled the awkward, not avoided it. Obviously, your mileage does vary.
...Your server needs a green team? -
Dark Miasma is a bit of an awkward fit with anything other than Dark Blast, so I think that tends to keep the Dark Miasma Defenders down. D3s are a very popular option though; just search this forum for the proof.
DM is much more common redside, where Dark/anything MMs have always been fairly popular, and, after the changes to DM, Dark/Fire Corrs now are arguably the most solo-able Corr.
I'm speaking from experience primarily with Virtue. -
Quote:This seems to be a matter of some debate, and would make some of the attack chains in this thread: http://boards.cityofheroes.com/showthread.php?t=195250 inefficient.As far as I know, the -Res from a single power from a single caster does not stack with itself, so an extra power directly yields extra debuff.
I've seen similar arguments regarding Dark, but I thought the prevailing theory there was that the debufs DO stack, even from the same attacks.
I don't know, and I don't know how to test active debuffs on a target to see if you're right or wrong. -
Quote:With the Proc, CC is, in my experience, extremely powerful, and an unskippable power, but I obviously have a very different play-style than you.EMP without CC can hold almost any mob. At any rate, CC is an acquired taste; it can be skipped. It's nice in your build because it stacks with Dominate, but if I go Dark it's less appealing. (I am considering Oppressive Gloom, though.)
On paper, but not in my experience
Every other toon I have uses SS+Stealth Proc to ghost, which, in my experience, is the best of all (except being a stalker).
Quote:"Slow" is less important than "invisible." That said, you are not aware of the numbers on Hurdle (as shown later in your post); 2-slotted Hurdle + Ninja Run puts me close to the jump speed cap. (Even 1-slotted Hurdle makes me faster than the Fly cap.)
Quote:I find the loss of attacks distasteful; fully realizing the potential of your -Res on a /Sonic can be very rewarding.
However, you also brought the Ranged Def down from 45.1% to 43.7%, which I'm less happy about, and Scream is underslotted as an attack... It's an interesting variant though. -
Quote:0% Def = 50% chance to hit you from an even-con.If you run Radiation Infection, you're lowering enemy ToHit. Unless you're fighting even-cons, you're not flooring it. So 3% Defense is still highly useful.
Even with no other Defense, a Steadfast lowers incoming DPS by 6% for one slot, which is a pretty good return on slots invested in MY brain.
3% Def = 47% chance to hit you from an even-con.
How did incoming DPS drop by 6% ? -
Quote:On a team build, I would skip Shockwave because the KB is unhelpful and can cause complaints. I would definitely keep Mutation on a team build though.I'm toying with a Rad/Sonic build (mostly for teams). I realize I should probably skip Shockwave, Mutation, or both, but I'm somewhat fond of them.
At any rate, full invisibility is something I like to have, and I'm trying to work in Stealth.
Does anyone have any specific thoughts on the pros and cons of skipping EMP in favor of Stealth? Part of my mind is saying "it's not up all the time anyway, things will never be abnormally hard because you lack it," but the other part is saying "EMP? You want to skip EMP? How?"
I'm only at 32 right now, so I don't have much experience with EMP. I realize it basically wraps up a spawn and sticks a bow on it, but I just don't know how necessary people consider that in high level play these days. "Ghosting," especially for TF's, is definitely useful. (Incidentally, does anyone other than BABs actually use the term "ghosting" for completing a mission by stealth?)
I suppose the most powergamey thing to do would be to take Stealth and Screech instead of Mutate and Shockwave.
I'd skip Dreadful Wail, which will bring all of your toggles down, and take that EMP. I'm amazed you've skipped Choking Cloud. CC+EMP can hold almost any mob.
You can ghost with Invisibility or Super Speed + a Stealth Proc, the latter actually being a little better in practice since you're not trapped into "only affecting self". Stealth alone, or the Stealth Proc alone, or even using both, are not very effective in my experience.
Your build lacks any travel power or real defense or any form of mitigation.
Unless you're planning on using Fallout, I wouldn't bother with Recall Friend. Especially since you'll be the slowest person in the group.
You have Perma-AM, Stamina, Dark Consumption AND Vigilance... That's total over-kill. Between Perma-AM and Vigilance, you shouldn't need to worry about Endurance on a team-build.
I have major problems with your slotting. You've four-slotted Hasten (3-slot it and leave it alone). AM is poorly-slotted with over-the-top Endurance and Recharge and no look to the speed bonus (which is ironic given your lack of travel power). You have a Steadfast 3% Def that's a total waste of inf and a slot since you have no other Def. EF could really use the third End Red slot. I'd never waste an extra slot on Hurdle or Swift.
You have a mix of expensive and cheap sets, so I don't know what your overall budget is.
I've put my Rad-Sonic team build below. In addition to Perma-Hasten and Perma-AM, it has the Grant Invis and full Invisibility you wanted, and it's Ranged Soft-capped.
I hover-blast, usually between the tank and the squishies. With the BotZs in AM and Hover, it moves quite swiftly.
I also got the Leadership Pool in there, raising team damage. With CC and WoC, I can mitigate most accidental pulls into the squishes without needing EMP. With CC, EMP and Dominate, holding bosses isn't a problem.
This build has skipped a couple of attacks, but for the greater benefit, and I'm always busy in combat.
This build has obviously added a bunch of toggles (RI, EF, Hover, Stealth, Maneuvers, and Assault as standard, with CC, WoC and MoB being situational), so Endurance is sufficient rather than plentiful. Solo, without Vigilance kicking in, you'll want to keep a few blue insips on hand.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Siouxsie Harkness: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Radiation Infection- (A) Achilles' Heel - Chance for Res Debuff
- (3) Dark Watcher's Despair - To Hit Debuff/Endurance
- (3) Dark Watcher's Despair - To Hit Debuff
- (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (5) Dark Watcher's Despair - Recharge/Endurance
- (7) HamiO:Enzyme Exposure
- (A) Decimation - Accuracy/Damage
- (36) Decimation - Damage/Endurance
- (36) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Endurance/Recharge
- (9) Numina's Convalescence - Heal/Recharge
- (11) Numina's Convalescence - Heal/Endurance/Recharge
- (11) Numina's Convalescence - Heal
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Chance of Damage(Energy)
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (37) Endurance Reduction IO
- (40) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense/Endurance
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (17) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (19) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Endurance
- (21) Red Fortune - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Chance for Recharge Slow
- (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (27) Basilisk's Gaze - Accuracy/Hold
- (29) Endurance Reduction IO
- (37) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Recharge Speed
- (27) Red Fortune - Defense/Endurance
- (29) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Lockdown - Accuracy/Hold
- (33) Lockdown - Accuracy/Recharge
- (33) Lockdown - Recharge/Hold
- (33) Lockdown - Endurance/Recharge/Hold
- (34) Lockdown - Accuracy/Endurance/Recharge/Hold
- (34) Lockdown - Chance for +2 Mag Hold
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Recharge
- (48) Performance Shifter - EndMod/Accuracy/Recharge
- (50) Performance Shifter - EndMod/Recharge
- (A) Stupefy - Chance of Knockback
- (39) Stupefy - Stun/Range
- (39) Stupefy - Accuracy/Endurance
- (39) Stupefy - Endurance/Stun
- (40) Stupefy - Accuracy/Recharge
- (40) Stupefy - Accuracy/Stun/Recharge
- (A) Lockdown - Chance for +2 Mag Hold
- (42) Lockdown - Accuracy/Recharge
- (42) Lockdown - Recharge/Hold
- (42) Lockdown - Accuracy/Hold
- (43) Lockdown - Endurance/Recharge/Hold
- (43) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Coercive Persuasion - Contagious Confusion
- (45) Coercive Persuasion - Confused
- (45) Coercive Persuasion - Confused/Recharge
- (45) Coercive Persuasion - Accuracy/Confused/Recharge
- (46) Coercive Persuasion - Accuracy/Recharge
- (46) Coercive Persuasion - Confused/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Aegis - Resistance/Endurance
- (50) Titanium Coating - Resistance/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Quote:Isn't that a part of this challenge?no defender will ever come close to the speed of a fire/kin troller.
And let's not forget that fire-kins are brill at farming only very certain types of enemies (usually S/L without heaving mezzing). There's some fire tanks out there with broader survivability and similar kill-speeds (although they're very expensive builds).
If the argument is "can a defender survive and complete a farm?", then the answer is obviously "yes".
TA and Dark both offer great survivability, but the highest DPS-ing solo farmer has got to be a Kinetics because nothing else keeps you sitting at the Damage cap. I guess the problem is survivability.
Quote:i rolled a kin/arch a long time ago. was a good idea on the paper. it turned to be horribleThanks for the warnings.
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Quote:People have asked before, and Kin/Sonic seems like the popular idea.If a defender was going to have a farm build, what one would be the closest?
The trick to farming is producing a huge DPS while having a high survivability against the enemy you're farming. Since people usually reserve maps or AE mishes where the enemy is doing a very specific type of damage (and usually few mezzes), you'd need to build for that. Typically people go for the S/L softcap.
I don't think any Primary comes close to producing the kind of DPS boost that Kinetics does. You can argue the merits of debuffs vs buffs, but when playing solo, debuffs usually aid survivability more than DPS.
For example, I'd usually prefer to add a Rad Def to my team over a Kin because those enemies will probably end up dying faster.
However, my Rad/Sonic Defender is currently soloing +1/x4, and while I suspect I can handle +2 or +3 and x6-8 because her survivability is through the roof, her battles aren't quick.
Quote:My guess would be a KIN/Dark/Psy
You have capped damage, a cone immob, a group sleep...
Dark/Dark fits together very well, and can have a high survivability, but it's also not going to come close to the speed of a fire/kin troller (etc.) for farming.
I understand the appeal of Ice for its sheer damage, but I played a Kin/Ice to 50 and found it such an awkward mix of powers that I've deleted it. Ice's best attacks cause scatter that you have no way of stopping, and it's a slow blast set twined with a fast-paced primary. I hated it.
Sonic has that lovely massive -res debuff, but the set lacks AoEs.
I'd probably vote for Kin/Arch, primarily for the fast recharge and devastating power of FS + RoA. I don't know how survivable it'd be though. -
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Quote:My Rad-Sonic Def has WoC, but I only use it in dire emergencies (like when a blaster aggroed a mob into the squishies) and I don't have EMP up. Choking Cloud is a lot more effective, so I usually have WoC as a "fun mitigation" and not something I rely upon.I've been leveling up an Ice/Kin and having a good time with him. Arctic Air, with its huge radius, provides a nice amount of mitigation. I've been kicking around going with Psionic Mastery and stacking World of Confusion with Arctic Air. Anyone done this, or just used WoC in general? Happy with the power?
If you're an Ice/Kin, you'll probably want to be dashing in for FS, and WoC might provide you with some mitigation while you're doing that.
However, the biggest reason I have WoC is to slot Coercive Persuasion. The proc has a noticeable improvement on the power, and it's a fairly cheap purple set with tons of good bonuses.
WoC stacked with Arctic Air might be very good mitigation, but with Stone Mastery you have the option of shooting for the SL softcap, and I think that'd provide a lot more mitigation than WoC. You could still slot CP into Arctic Air. -
As Garent says, Dark Miasma is usually the set people point to, and why D3s get their own cult following. It's a swiss army-knife of utility, a set filled to the brim with soft-controls.
From experience with two Radiation Defenders, one Radiation Corr and one played-to-death Dark/Dark Corr (my first toon that I still love), I know that DM provides a smoother, easier curve of control than Radiation. Slow+immob = excellent crowd control. Fear beats Sleep, the powers are placement or attacks instead of toggles (with the exception of DN, that you only really need on AVs) and you're best placing yourself in that golden spot of "just outside of melee range".
If you're looking at hard controls (holds, stuns) as opposed to soft controls (KB, slows), Radiation has more than DM. Choking Cloud and EMP can lock down almost any mob, no problem. Grab Dominate out of Psi Mastery, and you're holding bosses too. World of Confusion is also a fantastic "panic button" to grab from Psi Mastery. When a mob gets accidentally pulled into the squishes, CC and WoC will save their arses.
The issue I have with Radiation as a troller-esque power is in practice. Choking Cloud requires you to either be in Melee range or Hovering right over a mob, at least exposing you to AoEs. EMP wants you in the middle, and then it shuts you down completely, undermining your Rad toggles and anything else you're trying to do, so it remains better as a nuke, rather than a constant power.
Sleep gets broken as soon as a fight begins (unlike Fear).
KB is a debatable control tool, esp since you don't have any immob to keep the mob together. Tossing everyone about so you can't hit them all with CC isn't in your best interests.
Your positioning for CC and EMP is awkward for the rest of the set as well, which works better outside of the mob, so I can only imagine this working well for a ground-based, Combat Jumping build. I've used DM with Hover, CJ, SS and even TP as my movement powers without any major issues (although CJ+SS is easiest).
In my experience, the DM toon can provide excellent, constant soft control. The Rad toon can provide excellent, situational, hard controls, but trying to force that into a constant is working against your attacks.
Play what you want, of courseI love my Rad-Sonic team build with CC, EMP, WoC, Domination... But I use those controls when the situation requires them, and I'd think you'd have a hard time answering the three demands of:
1) the Endurance Use of all of those toggles, 2) the Recharge Reduction required to perma-AM and keep EMP up regularly, and 3) the Defense to survive living in the mob. -
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You make some really good points about RI and Def, and I will debate the Stupefy vs Thunderstrike plan again before finally slotting. I dislike relying upon debuffs to cover my Defense, and when I'm that close to soft-cap, it's hard not to close the gap, but your logic is persuasive
Quote:This is exactly how I was thinking of the situation. I have no "oh ****" power except this one, and compared to any of the nuke options, FoN seemed to have the highest survivability.[FoN] Consider using it as an emergency power. You shouldn't be getting hit often with soft-capped hover-blasting and your heal and regen ought to cover smaller hits just fine. When your defense suffers a cascading failure or a big hit gets through, that's be the best time to have a lot of resistance. Pop it, spam some heals as needed, tough it out, and deal with the inevitable crash in whatever manner works for you.
I can have FoN up once every five minutes, so ~40% of the time. I wouldn't expect to use it be using it anywhere near that often though.
I have macro-binds for combining insips to Blues, so I ought to be able to weather the end-crash. It's the temporary drop of RI and EF that's my larger concern.
Quote:Just a few other things, looking over your build once more. First, you have an empty slot in Boxing, is that your extra? Second, how's your recovery? And toggle costs when all of them are on? Third, Health. If you're just going two-slotting, I'd say use the Regenerative Tissue and Numina uniques. The Regen Tissue will out-regen both of the IOs in there combined and the Numi will add quite a bit as well, more than the set bonus for two Numis, and you get more recovery too, which is never bad. For your extra slot, maybe stick Miracle +Recovery there too? On one hand, that's not an inexpensive solution. On the other, you're already slotting purples and didn't mention any cost concerns...
Recovery is not a problem. I've tweaked AM a bit so that it's only down for 8 seconds every two minutes. With RI, EF, Weave, and Hover running, I have an enduse of 1.17 and endrec of 3.72, which is tons of end.
The Numina Unique is already in RA, so I can't put it in Health. Switching the Numina: Heal/End for the Miracle: +Regen improves my Regeneration from 11.4 HP/s to 12 HP/s, which feels a bit weak for an extra 100 mill inf. -
Quote:My general guidelines for building for Recharge Reduction:What are the good ways to build for Global Recharge? Is there any less-espensive alternative for doing it?
1. Get Hasten. 3 slot it with Recharge Reduction.
(I always plot my builds with Hasten toggled on, but it's worth remembering that if it isn't perma, then your overall RR will be slower while it's down.)
2. Use as many LotG 7.5% as you can afford/fit into your build (max five).
3. Use set IO bonuses.
Not all Purple sets are expensive and many offer 10% global Recharge Reduction. Coercive Persuasion, for example, tends to be fairly cheap and it offers superb bonuses if you can spare 6-slots for a Confuse power.
Generally-speaking, it's the Damaging purples (e.g. Ragnarok) that are very expensive. Purple sets for mezzes are a lot more affordable and can offer that 10% global Recharge Reduction.
Basilisk's Gaze (for Holds) offers a mighty 7.5% Recharge Reduction for only 4 slots. (This bonus appears to work in addition to the LotG 7.5%s, so in theory you could have 5 of each.) However, this makes BG more popular than many purples, and BG: Acc/End/Rec/Hold can end up being more expensive than a Numina or LotG 7.5%.
4. If there's a particular power (in this case ML) that you want up a lot (in this case perma), always hit at least yellow ED, if not red, in Recharge Reduction for that power.
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Affording a high-end build is about generating infamy and buying wisely. I'd recommend looking at the WW/BM forum. NordBlast gave you some good tips on Merits, and there's general market tactics that you can follow that'll save you 10-30% of the overall build cost. The most basic one is the sig-filed "if you don't leave the bid up for 24 hours, you didn't really bid". 24 hours should be considered the minimum amount of time you'll leave a bid up for. Impatience costs you a lot.
From my experience, I try to avoid placing many bids during the markets' weekend peak of Saturday evening - Monday evening. If I want a HO, I take a look at the market a 6-12 hours after the last raid, when there's often a glut. -
Quote:It's a hover-blasting PvE Ranged-softcap build, hence the extra Thunderstrike in Screech. I don't run Tough at all, and Weave gets me to the softcap where Maneuvers doesn't.Though, looking at other picks, I'm assuming soft-capped defenses to a position or S/L?
Even without RI, I don't get hit often
It's two minutes of 75% Resistance to all except Psi as opposed to the ~45% Res to only S/L that TI offers. I've fought too many AVs that don't use S/L for that to feel like the safer option. -
Quote:I wish you were right, but I get 3.13 Ranged Def from Stupefy, and 3.75 ranged Def from Thunderstrike, so I won't have the Ranged soft-cap if I make that switch.For Screech, slot 6 slots of Stupefy instead; you get the same amount of defense and another 6.25% recharge.
You will need accuracy in LR.
Try to get ED-capped recharge in AM. I don't think you need the regen bonus from efficacy adapter since you can heal yourself.
I'll tinker with the AM slotting. It's a hold-over from the other build which has a higher overall Recharge Reduction.
I very, very, very rarely miss with LR, but since I have the extra IO slot, I'll look to slot some Accuracy in there.
Thanks. -
Quote:Build for perma-ML, then worry about the Def, then the End. It's the most expensive, but probably the most effective too.I'm the type of powergamer that wants to be the best, and if I can afford it, I'd like to solo top notch content
Consider a Night Widow as your alt build if you get the PvP bug on this toon. -
The Stealth will only trigger if you toggle on Sprint. However, once the Stealth is triggered, you can turn off Sprint and it remains up for another 120 seconds (unless you do something to disrupt it, like fighting).
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While I love my team-build for Rad/Sonic, it's too slow for solo play and can't handle the AVs, so I'm trying for a more offensive build. Ranged softcap (always hovering), all attacks 6-slotted, SS+stealth IO for the stealth mishes, and Force of Nature for the AV fights.
I have one enc slot left that I really don't know where to place, and I'm not sure if I'm missing something obvious for a solo Rad/Sonic.
Hero Plan by Mids' Hero Designer 1.601
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(Solo Build): Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiation Infection- (A) Achilles' Heel - Chance for Res Debuff
- (15) Dark Watcher's Despair - To Hit Debuff/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (45) Dark Watcher's Despair - Recharge/Endurance
- (46) HamiO:Enzyme Exposure
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (3) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (A) Thunderstrike - Damage/Endurance/Recharge
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (17) Efficacy Adaptor - Accuracy/Recharge
- (19) Efficacy Adaptor - EndMod/Recharge
- (19) Efficacy Adaptor - EndMod
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (25) Endurance Reduction IO
- (31) Endurance Reduction IO
- (A) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (27) Positron's Blast - Damage/Range
- (29) Positron's Blast - Accuracy/Damage
- (31) Positron's Blast - Chance of Damage(Energy)
- (50) Ragnarok - Chance for Knockdown
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense/Endurance
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (13) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (36) Numina's Convalescence - Heal/Endurance
- (37) Numina's Convalescence - Endurance/Recharge
- (37) Numina's Convalescence - Heal/Recharge
- (37) Numina's Convalescence - Heal/Endurance/Recharge
- (39) Numina's Convalescence - Heal
- (A) Accuracy IO
- (50) Empty
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (33) Thunderstrike - Accuracy/Damage/Recharge
- (39) Thunderstrike - Damage/Endurance/Recharge
- (39) Thunderstrike - Accuracy/Damage
- (40) Thunderstrike - Damage/Endurance
- (40) Thunderstrike - Damage/Recharge
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (23) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Flight Speed IO
- (A) Numina's Convalescence - Heal
- (27) Numina's Convalescence - Heal/Recharge
- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Fortunata Hypnosis - Chance for Placate
- (33) Fortunata Hypnosis - Sleep/Endurance
- (34) Fortunata Hypnosis - Sleep/Recharge
- (34) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (34) Fortunata Hypnosis - Accuracy/Recharge
- (40) Positron's Blast - Chance of Damage(Energy)
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Damage/Endurance/Recharge
- (43) Thunderstrike - Accuracy/Damage
- (43) Thunderstrike - Damage/Endurance
- (43) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Titanium Coating - Resistance/Recharge
- (48) Aegis - Resistance/Recharge
- (48) Impervium Armor - Resistance/Recharge
- (48) Impervium Armor - Resistance/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 1: Brawl- (A) Accuracy IO
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
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You said you're set on powers, so I won't comment on those (I'd need to know if you're primarily a team or solo player to comment anyway).
However, this build has a few glaring problems, the most obvious being that you've broken the Rule of Five.
You can only take any particular bonus five times, no matter which set you're getting that set bonus from. (Purples might break this rule, but I've never seen it in a build).
Your 6th LotG 7.5% isn't counted. 10% (0.54 HP/sec) Regeneration and 2% (0.04 End/sec) Recovery bonuses aren't being counted.
In MIDs, select the 'Window' Menu, and then 'Sets & Bonuses'. It will mark any capped (and hence wasted) bonuses in Red.
The next-biggest problem is that you're well above the Def softcap on all Positions. There's very little reason to go above 45% on any Position unless you're a PvP build. You'd be more effective building for Recharge Reduction once you hit 45% Def in Ranged, AoE and Melee.
It's personal preference whether you include Mind-Link in that. Obviously, at your level of recharge, you couldn't.
If you can perma-ML, then that's a global 15% Def that you don't need to worry about getting in set bonuses, and that will be applying to your entire team (in comparison using both Maneuvers is giving them ~13% Def, and only while they remain close to you).
You've used Health as a set mule without slotting any Health encs at all in it. Just 2 Health IOs in there will have you recovering 17 HP/s (or 17.5 HP/s if you slot a couple more Numina's) instead of your current 13 HP/s. Since you have no self-heal, I'd make the investment. It won't save you in an emergency, but it'll help overall.
I'd never slot just two Ragnoraks (I'd get 5 or none). I'd never buy anything from a PvP set unless I'm building a PvP toon. It's wasting a lot of inf for little (or no) benefit.
4-slotting Perf Shifters into Endurance will give you another .01 End/s and another 20.1 HP. They're small bonuses, but it's not much inf.
Slotting the Stealth Proc in Sprint instead of a "real" power has become a popular trick to save a slot and keep the Stealth as a toggle for stealth mishes as opposed to being always-on.
You've obviously built for Def, and you can seriously reign that in. I think your Accuracy/to-hit and Endurance bonuses are all great, and the real problem (in terms of set bonuses) is Recharge Reduction.
I hope that helps!