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Posts
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Try these links from the Red Tomax page being updated by CoHTitan
http://tomax.cohtitan.com/data/power...ts_Ember_Demon
This for the first equip:
http://tomax.cohtitan.com/data/power....Enchant_Demon
This for second equip:
http://tomax.cohtitan.com/data/power...al_Empowerment
These are accurate to a discussable degree, but it's a great guildeline to start with.
I am glad the Red Tomax data base is being updated. -
Quote:*swoon*...My main issue with Time though is it would be strongest in melee range. I'm making a Defender to be out of melee, not to be debuffing in melee...
Best place for dispersion bubble - where the team is
Best place for heal aura, recovery aura, regen aura - where the team is (I hate when defenders wait until the battle is over to buff)
Best place for transfusion, transference, fulcrum shift - clearly the point of attack
Best place for twilight grasp, tar patch, howling twilight, darkest night, shadow fall, dark servant - point of attack
How about radiant aura, enervating field, radiation infection, EM Pulse, choking cloud? I want to be right next to debuffed foes, not foes at range not debuffed.
Where do temporal mending, time juncture, farsight, chrono shift work best? I say at the point of attack. Do you want to leave the scrappers, tanks, brutes out of chronoshift? temporal mending?
Cold has arctic fog that is best for as many teammates as possible. Please remember that arctic fog includes a protection from slows - caltrops, quicksand, any other annoying slows. Heat loss benefits members of the team that are close to melee range to get the recovery buffs.
I love standing in freezing rain or sleet while the enemies slip and slide around me. Hurricane is spit worthless on a defender without the resolve to use it - in melee.
In answer to your question, a defender that gives team support and does best at range: TA/*
I don't make a defender soak up alphas, but I often run in second row behind a tank to drop freezing rain, tar patch, fulcrum shift (it's a big debuff, too) and transference. Hovering six feet or so behind a tank or brute in support mode for defense or resistance isn't just posturing for a bubbler or sonic. That's actually a good visual guide for a team, keep everyone in the big bubble, shadow fall, steamy mist, arctic fog, temporal mending. Maximize your benefits.
*edit* I should include thermal's AoE heal as well -
I would agree with the previous posters. I have a Beam Rifle/Poison corruptor. Poison trap is greatly improved from awful to modest. As Bionic Flea stated, the proc'ing in the slotting can add a lot of oomph. It's not a Fulcrum Shift/Adrenaline Boost kind of power, but I wouldn't skip it.
I like the mezz protection, antidote. You can slot some resist damage special enhancers in it for your own status protection. Please note, unlike clarity from Sonic, it does NOT provide +perception for fighting blind. This alone is enough to pick up leadership to get tactics.
Paralytic poison in my opinion is a great hold. It animates quickly, 2 sec cast time, mag 3, and you can knock nasty spawns out of the battle like sappers, skyraider engineers, rikti communication officers, et al. -
I have to vote for gale. I used to hate it because of the misusers. (What stormy in his right mind blows foes OUT of freezing rain?) It does have a low accuracy modifier. The number of foes that you can a) knockback b) put in a ragdoll mode and c) interrupts the foes. None of this: wait until I nuke before I actually acquiesce to your crazy storm machinations. You hit gale, they have a short flight path - no retaliation from the ones it hits. THAT is big mitigation, especially since I place a freezing rain where the spawn land; they are falling down again before they stand up.
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If you wanted to throw a good chunk of defense into the build, you could have went either Chill Mastery for Frozen Armor, or taken a vacation in the Isles to pick up the Scorpion Shield. Personally I don't mind the frozen armor since the Demon Prince sports the frozen power motif as well as the frosty demonling.
You spent some good amount of influence and time into the slotting. My first fear is that your demons, tier 2, may have some endurance trouble, and your Demon Prince will be wheezing in long battles. The reason is: endurance reduction in pet damage IO enhancements do NOT mitigate the end usage of non-damage powers like resistance shields, heal powers, chill/slow auras and control.
There was a lot of testing with Hammi-O enhancers for acc/dmg and golgi's and other ways to slot endurance into the demon prince. I find a cheaper way to get accuracy, damage, endurance reduction and slow enhancements in Demon Prince is four of the Pacing of the Turtles. Not all of the cold/slow powers of the Prince have damage, but most abilities do include a slow component. -
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Storm/water defender: film at eleven.
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I think my electric/electric dominator does a good job of buffing the melee fighters with static field. It's the sleep patch with the ally recovery buff.
Shield does provide defense buffs to the team. Willpower does some debuffing for the team with Rise to the Challenge.
The VEATs truly are the best combination for the desired results. Bane, Huntsman, Widows, Fortunatas, and to some extent the crabs have good team buffs, debuffs, and melee action. -
The big difference I see in corruptors and defenders on the tier 8, tier 9 is starkly demonstrated in Cold.
Getting a fluffy at level 32 is also a big darn deal.
The big burst of -regen in EM Pulse is also noticeable.
I don't see many thermal defenders, but heat exhaustion and melt armor are two big defender bonuses.
TA and Empathy have terrific tier 8 and 9s. -
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Mace: Crowd Control
Titan Weapon: Arc of Destruction
come to mind, not positive they take the new damage IO -
Three rains (freezing rain, ice storm, and blizzard) are a potent threat. If you time it well, you can pop into blizzard and recharge your end using something like electric's power sink before the targets are gone, but you have to be quick.
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I know of only one situation for phasing powers where it isn't useless: against the towers around Lord Recluse in the Ms. Liberty Strike Force.
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I have to add that the loot/crafting thing is far different.
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I prefer fire, ice, and dual pistols for the AoE madness. Snowstorm helps to keep them from running out of rain of fire. Dual pistols with a crashless nuke is quite formidable. Switching to cryo rounds on dual pistol wreaks havoc on the fire thorn casters and behemoths.
Dark, Sonic and Psy blast are just a notch below in my opinions because of the stormy's bouncing out of direct melee range to line up the cones in the dark narrow cones, howl and psy scream.
My first storm is Storm/Rad. Irradiate doesn't play too well with hurricane, but when I took it in Issue 1, I took it because the early blasts were quick and low on endurance drain. -
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Attention Bubblers!
One key factor has NOT been discussed. The effect of Repulsion Field will be drastically modified with one of the fancy KB>KD procs. You could run around and keep things falling down like a mobile ice patch. Force bubble is repel. Repulsion Field is KB like Repel from kinetics.
Also, I find Force Bubble very useful on the map with the director (Tin Mage) and the incoming Malta. Bubbler and Team hug tank inside dispersion and wail away at director while the malta try in vain to push into melee range or even line of sight. -
I think this game is good enough there is a lot of leeway here. From what I am seeing most is that you don't care for the anchors so much, and going for controller instead of corruptor or defender would get you some AoE control.
Earth/kin - no anchors with debuffs in earth controls that are pardon the pun "rock solid". Everyone loves kin.
Earth/cold - again just one anchor in snowstorm and you might use that on fliers or bosses only. Super debuffs and buffs, too.
Electric Control has no anchor and one of the tastiest powers in the game. Even the confuse is of a contagious variety that spreads quickly through a spawn.
It's not everyone's cup of tea: Ice/Forcefields has mighty alpha busting and team defending. -
Hmmm, how will this affect Mr. Twisty's AI if the target isn't kicked away?
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Hmmmm, processing a theme for a Silent Running/Bruce Dern Robot/nature combo theme.
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I apologize if I missed it: was thermal forge mentioned?
oops, yes I see it was. -
Quote:FF rocks the Penny Yin TF with high defense for level 25 characters and endurance drain protection!I also want to add that FF/ gets a bad rap because of high-end builds. During the leveling process, FF/ is a great support set. It's just when people start getting IO'd builds with their own soft-capped Defense that it starts to really trail off quickly. On my FF/Fire Defender, though, I can basically soft-cap my entire team at level 22 (only .44% away, really). So it's a great low-mid level support set, it just doesn't do well in the high-end game.
Cold/ would be in the same situation, but it's got a heap of great debuffs as well as their buff shields, so it works out for them.
However, if you're looking for a great support character, I would also check out Controllers. They get their support powers as a secondary, but with their controls, if the enemy isn't attacking, your team isn't taking any damage anyways. -
Because the Penny Yin TF is new and because it is the weekly strike target, I have run this TF a number of times with SG-mates and PuGs. I don't want to give too much away but as in Sister Psyche, this TF features Freakshow and some Council. There is also a climactic ending to the TF, which is not very long at all but yet challenging. (I am looking at you Reichy-britches!)
The first run through was with the Triumphant Defenders and Allies coalition. Blaster, Controllers, Defenders, and a Corruptor. If I recall we had but one casualty. It was an utter romp. I did one pick up TF that was challenged with a number of defeats in the final mission, but we made it without starting the hospital to mission merry-go-round so prevalent with Praetorian content. Again on Sunday, we had coalition folks primarily and some great new friends on exalted. This was a little more hairy, but one character dumped about 3 Warburg nukes and a Shivan and we pulled through without the exodus to the hospital, too many times.
This got me thinking: a) I have a character in the high level 40s that could use the double xp push to 50 and b) This is classic task force with an amazing spawn count featuring endurance drain to the mix to really bottom out toggles and shields. Enter, the bubbler! This TF had a good mix of support, melee, dps, and a humble Forcefield/sonic defender with a superior, attentive empath. I wouldn't say the forcefielder could support an 8 man team by himself, but neither could the empath! When in doubt, recruit both. Between defense, top off heals, endurance drain protection and recovery aura, our team was a juggernaut.
Back in the early days of the reactor respecs, my original forcefielder made level after level in the old level 24-33 respec trial, bubbling teammates and the core. Flash to 2012, and this upper end forcefielder is still a vital part to the level 20-25 content with the defense.