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I took some time to put together this build which is more the way I build kinetics. I would emphasize, it's a matter or priorities; I DO NOT mean to say Madadh is wrong. I focus on accuracy, stealth, endurance management, and recharge. I also tried to get more oomph into the status resistance. I am not totally satisfied. I am tempted to drop psionic tornado to free up slots for other powers and take hover.
In my humble opinion, defenders with psy blast should not skip psychic scream. It has a longer activation time, but the -recharge on a wide cone is so hard to pass. I also incorporated psionic tornado. Admittedly you woudn't COULDN'T use both AoEs in each attack chain or you would get locked up in animations too long. Fortunately telekinetic blast and will domination are super-quick. AoE attacks against swarms of minions while fulcrum shifted produces a lot of fast easy xp.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
KinPsy1: Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5)
Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Siphon Power -- Acc-I(A), RechRdx-I(7)
Level 4: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Stealth -- LkGmblr-Rchg+(A)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(13), RechRdx-I(13)
Level 12: Speed Boost -- P'Shift-EndMod(A)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(23), Zephyr-ResKB(25)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27)
Level 18: Inertial Reduction -- Winter-ResSlow(A)
Level 20: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39)
Level 22: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
Level 24: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 26: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(34)
Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(33), Acc-I(33)
Level 35: Scramble Thoughts -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 38: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(46)
Level 41: Oppressive Gloom -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(42), Amaze-ToHitDeb%(43)
Level 44: Increase Density -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(48), Aegis-ResDam(50)
Level 47: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(48), P'Shift-EndMod/Acc(48)
Level 49: Dark Embrace -- ImpSkn-Status(A), ImpSkn-ResDam/EndRdx(50), ImpSkn-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
I did load up on accuracy, tohit, and accuracy bonuses, but how much accuracy do you need for fulcrum shift to hit a +4 AV in an incarnate task force? (Seriously, I am not sure of the number, but it has to be high.) -
In certain situations, with leadership/tactics or rad/storm defense debuff, the accuracy penalty is NOT so delibilitating as stayin on the ground -- Knives of Artemis and the ninjas in the Chimera map. Nobody but nobody likes 3, 4, 5 stacked caltrops.
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Quote:I really like repulsion bomb on FF characters. I like it more on FF masterminds. It's a targetted AoE. It's great to grab attention at a fresh spawn. There is mitigation in the knockdown, and there is a chance for stun, which like hand clap in bruiser or not, it does stack for potential higher mag stun. You can also slot it with a Positron's blast proc for even more damage. Positron's blast set is good overall, too.
I didn't know that. Hm. I'll have to look at what to swap out. Can I ask you all something? What makes Repulsion Bomb a good choice over Detention Field? I feel like, if I were to drop anything for Detention, it'd be the Bomb. -
LGTF > obviously Rikti are fun to spank
ITF > Is cimerora ancient Paragon City or ancient Rogue Isle? -
What level are you now? Your defense will shine even more once you get synaptic overload and stand in a pile of angry guys beating on each other.
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That's a good call, too. If you take your redeemed thug to blue side, the cage has renewed usage in the Statesman TF to cage the pylons around Lord Recluse that the team is not currently dismantling.
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The powers look good. Taking all leaderships is a solid choice to maximize pets and team potential. There are a number of good pool powers. It's hard not to take PFF and aid self, which are the only two powers I MIGHT sub out in an alternate build. Recall friend can be tasty for pets that get stuck, which does appear to be occurring less and less these days. There is one mastermind power from robots I am tempted to take - again let me emphasis, current powers presented look great - as I love to stack me some stuns with the photon grenades.
edit: oops I am on cold meds. You did say thugs not robots -
Some highlights/lowlights to take from this discussion:
Quote:Plainguy you really disappoint me. Maybe you were trying to be ironic. Dispersion bubble: mezz resistance - remember that? Deflection shield: toxic resistance - that's not some sort of resistance? Insulation shield has endurance drain resistance; I call that pretty damn good resistance, especially against carnies and malta.If bubbles had some sort of resistance bonus as well they might be a bit more interesting.
Quote:It's quite possible for mobs to simply out-damage the ability of the person tossing out the heals. The better option is to simply avoid the damage in the first place. While defense isn't PERFECT at that, it's still a damn sight better than trying to heal someone up after they've been whacked down to a sliver of HP in 1-2 attacks and having nothing to prevent the HP you just gave them back taken away again immediately.
Quote:You can fix end drain with heals? I never knew!
Quote:● Malta - I assume we're talking about sappers here. Granted the little bubbles will offer defense and energy drain resistance. But that's hardly the preferred way to deal with sappers.
I think it's a sick sick slanderous thing to say a player would rather use aid other than the two little bubbles in the FF set because healing is better. -
If I am leading a team (which isn't my favorite thing to do since I zone slower than others), I just go by a couple of rules of thumb.
If the team is absolutely steam rolling, waxing things with the very first volley, difficulty goes up and so does spawn count. Obviously if the AoE can kill say 10, it can kill 20 minions. If I am a 50 doing hero tips, setting it on +3 will make it all purple all the time for supersidekicked teammates, and that will seriously crimp their effectiveness.
If a teammate is getting defeated each and every group despite good tactics and team play, then I say it's time to dial it back.
Ideally, you don't want to grind, you want to be able to snatch teammates from the jaws of defeat, but an occasional oops isn't the end of the world.
For the mastermind soloist, the type of mastermind matters a lot. A poison secondary mastermind can easily handle +3/X1 solo. The other variant scale 0 X 8 for a poison mastermind will give you more trouble. -
Two movies at the theatre per month would put me at $15. (Ten 20 oz sodas from the vending machine or god worse, the convenience store.) The fact that veteran players have only paid for CoH Issue 0, CoV, and Going Rogue is quite a statement. If you came in long enough after City of Villains release, you got the first two for one price as it is. I know this isn't like other games, but would people pay $15 per month and pay for Issue 17, Issue 18, Issue 19, etc?
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To the OP:
But, what about our level-pacted Demon Summoning/Dark and Demon Summoning/Poison juggernaut duo?
I have to agree with the up front customization. I spent a day downloading a competing MMO just to try it out because I heard how the game play was so much better. I regretted it completely. NOTHING compares to CoX's costume creator. Nothing compares to the diversity in powersets even for a level 2 character in CoX. Playing a game where random drops to fill out your costume, defense attributes, and self buffs is beyond description. Even CoX's invention origin sets are head and shoulders above the rest, when a permadom can slot for recharge in the same power another might slot for more damage, stun, or endurance reduction.
There was a big backlash to Architect Entertainment. I still go there on occasion to play for tickets for the absurdly prices common salvage and find a MARVELOUS world of content that isn't close to being impossible to complete or merely an experience farm. I would challenge each player to build an AE arc just to get the experience of what it is like to team next to your own hero controlled by admittedly poor AI. (MY AE clone of my FF/psy blast defender is way too enamored with detention field.)
This game is far from dead. I do find it extremely discouraging i cannot find Going Rogue in the local Wal-mart. For myself, I MISS having the big Coke and Nike ads in the regular city zones. It added realism for me.
Here's to the Next 81 months of CoX. -
This is the critical thing. Your secondary meshes with the mutual buffing of your pets. Thugs/Traps can rock the house. Traps also bring things to the fight to aid your pets that they cannot do for themselves. For instance, your acid mortar will overcome any questions as to whether the thugs damage type is resisted. Defense based pets like your thugs as well as robots have a great synergy with traps.
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I agree, permahasten and spiritual goodies are the way to go, but off the top of my head, the amount of resistance from the cardiac computations seems low.
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When I am on a team with my buff /thermal mastermind, the Demon Summoning MM, I don't keep up the shields 24/7 -- on my PETS because the aggro is shared enough usually, it's not necessary. Of course, when we are coming to mission completion (the boss room) everything gets shielded. On my Necro/thermal, there is is nothing better I can do for my necros or my team than to keep the resistance shields up at all times possible. For one thing, my necro MM doesn't have whip attacks to share the debuffing fun.
Now on a FF character, it's a different story. FF doesn't have warmth or cauterize for the 5% chance someone takes a hard hit. The best way to keep teammates upright is to shield them up to as close to the defense cap as possible. In case folks weren't paying attention, the defense cap is effectively higher with the new level 50+ content (Apex and Tin Mage). And for my final point to this burgeoning rant: insulation means you have endurance drain protection from sappers, Mu Adepts and minions, carnies, and other nasties. It might not mean that much to a resistance based melee, but something with defensive toggles that drop due to end drain is a whole other story. -
This thread makes me pine for the days when our little static team had a gravity/kin, sonic/sonic defender and a spiny scrapper. Much death did ensue from damage capped, resistance slashed foes. Yeah, kinetic/sonic blast defender or corruptor makes a team a juggernaut.
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Quote:If you want to spend a lot of influence there are ways to craft notice of the well now. Then, you could get 3 or 4 per alpha ability tree (cardiac, musculature, nerve, spiritual). If you want to spend it I am sure you can.It's also considering which sets perform best in the following situations:
Soloing at level 31 (So... close... to... tier 9)
SO'd at level 40
Reasonably IO'd at level 40
Reasonably IO'd at level 50
Level 50 with a billion-inf build
Level 50 with a seventeen billion inf build [I don't even know if you CAN spend 17 billion on a single character. If not now, maybe next week...]
An Elec/Shield brute doesn't hit its stride till level 38, for instance, and a Fire/Kin controller isn't much of anything till 32, and doesn't really take off till Fireball [level 41? 44? I don't play controllers.] -
Quote:I have a Demon Summoning/Thermal mastermind that I really like. The resistance buffs from the mastermind, the resistance buff aura from the ember demon, the heals from the mastermind and the ember demon are a great package for survivability. Endurance, especially in the second and third demon summons is the issue that needs to be addressed most. From experiences with slotting have masterminds have reported that the buff aura, heal, the cold aura on the demon prince do not receive endurance enhancement from the endurance component of pet damage IO enhancers. Slotting generic IO endurance reduction or frankenslotting of other other IO sets (heal, damage resistance, or slow) is recommended.Ok time to roll a new mm, was wondering what seems to work synergy wise?
Also, are any of these builds good for tankermind?
Rolled acouple sample builds on Mid's love the buffs/heal/debuffs on Thermal and Pains heals/debuffs seem good too.Do these builds benefit greatly from the Leadership pool?
What kind of tactics work well? Tankermind? Or using whip attacks as a aggro magnet?
How do these builds seem when leveling up, I realize high levels are going to be better.
In addition how do you slot them say Demon Prince it seems you can throw alot into his slots.I also have seen in previous threads that slotting Hell on Earth with all the protection procs seems wise, do the lil' demon gremlins have to be spawned for the procs to work for the rest of the demons?
Any help/advice/experience would be appreciated.
I took two whip attacks and whack away with them to reduce resistance on targets.
I slotted 4 Pacing of the Turtles in my Demon Prince. That slow set has accuracy, slow and damage in it, too.
The resistance and defense bonuses from the pet damage and recharge intensive pets are not really procs per say that fire on an attack. They are bonuses like the LotG 7.5% that provide a bonus centered on the mastermind to the pets in range. Short answer, no, the hell on earth does not have to be active for the bonus.
I honestly can't give a yay or nay on pain secondary. I haven't played it high enough to comment. -
I echo what has been expressed about the SG leader: sheesh. There are non-viable builds I don't like such as petless masterminds, or characters that try to take as many pool powers as possible. But, as Jimmy would say on South Park, c-c-c-COME ON!! Electric Control Dominators are viable if not able to solo the Hamidon.
Of the Defenders, there seems to be a resurgence in Forcefields and trappers. Defense is pure and simple, hard to beat. I would suggest a sonic corruptor. Specifically a Sonic/sonic defender or corruptor to your taste. Disruption field is one of the best toggles in the game, since most teammates have a hard time killing it, unlike dark or rad anchors. The sonic debuff benefits your team, the sonic shields are very handy, and sonic disruption is a fine mezz protection. Liquefy is easily not the most powerful tier 9 defender/corruptor power but it's nothing to sneeze at either. It's an AoE tohit debuff and defense debuff with a less frequent knockdown as you may be familiar with in earthquake of the earth control set.
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Quote:The ONLY successful attempts I have experienced with the Statesman Task Force have been with hover-tanks. With proper positioning, Lord Recluse will run up one of the poles and fall off trying to attack the tank and NEVER actually get an attack off.If this EVER happens again, find someone on your team with taunt (even if it's the same WP tank/brute), and have them run and get a jetpack (if they don't already have some means of flight).
All they have to do then is put taunt on auto, and fly high enough that taunt can still reach Recluse. Worst case scenario - Recluse can still hit you with his ONE ranged attack. But it's on a long enough recharge that the a couple of greens or a single defender/controller/corruptor can heal you back up again. And it frees up the defender to not need to completely babysit the tank, and attack the pylons. -
I will post again, repeating what has been posted before: siphon power and fulcrum are very formidable DEBUFFs. I spam that siphon power with transfusion and transference for extra debuffing. It's not pure damage resistance, but taking damage off the top of incoming hits always helps.
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Quote:I think this situation was found to be a problem when the Demon Summoning masterminds started slotting up the upper tier of demons because the pet damage sets were NOT enhancing the heal, resist aura, and slow powers of the demons causing end bottoming out even with decent pet damage IO enhancement of endurance reduction.This is not the case.
Accuracy is Accuracy, regardless of which IO Set it comes from. Same with ToHit Debuff.
Any ToHit Debuff will increase all of Fluffy's -ToHit, even the auto-hit one (Darkest Night).
Any Accuracy will increase the overall ToHit of all of Fluffy's attacks.
snip...
That said, I am NOT sure if it carries over to the dark servant, but it wouldn't surprise me. -
Flurry... really. If you are muling a set for melee damage, couldn't you find something better than flurry?
Personally I think slotting up siphon speed is a good option since from what I have read around the defender forums is that after the accuracy check, the debuff from siphon speed is IRRESISTIBLE, meaning full debuffs on AVs.
Of the powers in the suggested build, I prefer suppressive fire to executioner's shot. Suppressive can immediately take out particularly nasty targets like sky raider engineers, sappers, communications officers, etc. -
I agree with the dark watcher's despair or even dampened spirits for maximum end, tohit debuff, and recharge buffing. The bonuses aren't shabby either. Remember, everything fluffy does includes a tohit debuff (except maybe the hold). Buffing Chill of the Night should be a dark defender's priority.
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I have to vote for Earth/Storm controller. It doesn't kill fast, but it can sure tie up, lock down, flip and flop a lot of spawns.
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I really like Grant Invisibility on my kinetic guys. They can hit teammates/allies with speed boost and grant invisibility. Some folks can use the extra invis when they aren't used to the extra speed or have lag issues and 'overshoot' in combat situations. It's also great for pushing a team through missions you want to stealth if your assemble the team is on cooldown. Finally, grant invis is another layer, albeit a thin layer, of defense for teammates.