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Posts
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Slotted Caltrops seems to keep them from moving very far, IME.
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Quote:As far as I know, Rain of Arrows has always done less damage for defenders.I thought the power did just recently get AT appropriate base damage scales. I remember discussion on the Corruptor boards because it's not got the expected damage for that AT.
Also AFAIK, defender and corruptor Blizzard and Ice Storm still do blaster level damage (and the corruptor version Scourges on top of that). -
Here is a version that should be a bit cheaper, a bit better on endurance, a bit more recharge, a bit more regen, a bit more damage, and a bit more defense. If you can afford the PvP IO, swap out the 4th slot in Deflection and you are capped to all three positions.
You can choose whether or not the level 38 power is OWTS or GC (or maybe Assault or Tactics). Edit: I think I'd move Phalanx to 38 (or 30 and take CJ at 38), and then the level 49 power could be OWTS, GC, or Assault (or something else you like).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Scorch -- HO:Nucle(A)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(7), LkGmblr-Def/Rchg(40)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(9)
Level 4: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15)
Level 6: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(7), Mrcl-Heal/Rchg(9), S'fstPrt-ResDam/Def+(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17), RgnTis-Regen+(19)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(25), P'Shift-End%(27), P'Shift-EndMod/Rchg(31)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-Build%(25), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(33)
Level 24: Against All Odds -- EndRdx(A)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), Zephyr-Travel(40), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(50)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 38: One with the Shield -- ResDam-I(A)
Level 41: Char -- Lock-Acc/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/Hold(45), Lock-%Hold(45), Lock-Rchg/Hold(46)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Acc/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Dam%(46), Apoc-Dmg/Rchg(50)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Critical Hit
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Set Bonus Totals:- 23.5% DamageBuff(Smashing)
- 23.5% DamageBuff(Lethal)
- 23.5% DamageBuff(Fire)
- 23.5% DamageBuff(Cold)
- 23.5% DamageBuff(Energy)
- 23.5% DamageBuff(Negative)
- 23.5% DamageBuff(Toxic)
- 23.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 10.2% Defense(Fire)
- 10.2% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 19.3% Defense(Ranged)
- 17.4% Defense(AoE)
- 57% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 77.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 215.9 HP (16.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 8.25%
- MezResist(Immobilize) 6.05%
- MezResist(Stun) 4.4%
- 15.5% (0.26 End/sec) Recovery
- 56% (3.13 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 10% RunSpeed
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Quote:Then I want to gain endurance when I attack with my Fire/Fire blaster. Restraining the BURN is what takes effort. I'll lose end when not attacking and gain it when in a fight. That matches my concept, so it must be the right way to make the game, correct?A modest end discount across "gun" and "gadget" type powers, including pistols, devices and traps, just for flavor, wouldn't be an awful idea. Performing tasks with reduced physical effort, that's the whole point of such technologies, right? You don't have to hurl bullets at enemies by yourself, you convert the chemical energy already stored inside the bullets into kinetic energy, voila.
But dropping endurance usage or recharge times altogether in favor of some other scheme? Well, hey, it's good to think outside the box, and I'm open to the idea.
I'd have concerns about proliferating that concept to gun-using critters, though. Having a bunch of Sky Raiders wipe the floor with my Elec/Elec blapper because his endurance drain has become completely useless against them -- not something I'd look forward to. And endurance drain certainly must remain useful against electronic based technology, like Crey powersuits, for flavor reasons. Also, you'd think there's at least some effort still involved in lifting, pointing, and firing a gun, and controlling its recoil. -
Quote:Defender RoA is its own pet and is set to Defender scale damage.UberGuy- I have two points of dubiosity. (Not disproofs, but points that MAY be wrong.)
1) At one point I heard Defender "Pet" powers (Rain of Arrows, Blizzard) were spawning the same pet as the equivalent Blaster powers, so a Defender might be doing MORE damage than a Blaster with them.
2) I'm pretty sure that Defenders still have a 400% (or +300% if you like) damage cap. Blasters definitely cap at 500% these days.
It is probable that RoA caps at 400% even for for blasters, since its a pet which obeys the pet cap, instead of the blaster cap.
It is worth noting that Uber actually used a 400% cap for defenders in his calcs (notice the 4x), even though it says 500%. -
Quote:Your last paragraph explains it all. If you spend most of your time doing nothing, you won't have endurance problems.MY SECRET!
power mastery and fitness fix all my end problems. And the fact Almost everything in Empathy is six slotted(besides things like fort. clear mind, and rez.)
Yep thats it, no IO's really besides that I have numina something lol. and doctored wounds. oh and not to forget the fly maxed out with IOs.
I have never really had a problem with endurance really. Maybe because all I do is heal and not attack unless RA is up. -
Quote:I am pretty sure that is exactly how this game was designed. I am not positive if that design concept is still in use, but the devs seem to have zero problems with their being some synergy between primary/secondary combinations and they have (a long time ago) openly stated they value that in thematic combinations.I'm not sure how to politely say it... but trying to say one power or a set is balanced because it was made with a matching secondary/primary that makes it work slightly better is dumb. And if I honestly thought the dev's balanced each set around a matching primary and secondary together, I would not be playing this game, because it would make the fun of mix and matching far far less fun.
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Quote:Shadow Maul is bad in a single target attack chain. Great power when herding and killing spawns, do not use on AVs.You guys are awesome!
I forgot about the 5 max, grrr lol
My attack chain is Midnight Grasp - Smite - Siphon Life - Shadow Maul, Soul drain is up about 30 seconds after it drops. I don't have any endurance issues even in really long fights so I use Dark Cobsumption as an AOE of doom.
SL is my only heal and at 279 HP's a pop it comes in real handy. I will make some changes and go have another chat with this lady. lol -
I know for a fact that with Acro on, the Mag 3 Liquid Nitrogen rounds from Gunslingers will not Hold my Emp/Elec defender.
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Quote:On a team, one spawn, 45 seconds, +2s or lower. I do not play your way and I hope I never have to.I've recently experienced repeated instances where my 45-second and one-minute recharge powers become available again while I'm still fighting the original spawn. Had it happen this weekend on a Task Force; I'd gather the bad guys with my Shield Tanker, pop off Build Up and Shield Charge (both 46 second recharge powers) and have them become available again while foes were still alive. And we had two Blasters (one of them Fire) and a Rad debuffer on the team. It certainly can happen.
Edit: OK, maybe I am being more snarky than I need to be. I certainly have had some spawns on bigger teams that might take 45 seconds (Rezzing enemies can make that happen pretty quick). But its still abnormal. My point is simply, that even with slotting, HT is an every 3 or 4 spawn power normally. -
Quote:That mimics my experience on my Dark/Dark corruptor. Either the 2nd set of Tents/Nightfall drop the spawn (or the first set if my team has other AoE besides mine) or something bad happens and I die. Whether that's just because Fearsome Stare missed (or I sucked at lining it up) or I get mezzed and lose DN or the enemy just gets lucky, fights do not last 45 seconds normally, even against +2s.Well, it's pretty much true. Either they die by the end of the RoF (with maybe one more Fire Breath or Fire Ball to clean up) or I got mezzed and I'm down before the mez drops. That's pretty much how it rolls. Either way the fight's over.
I do love Howling Twilight as an AoE stun though and would encourage people to use it as such. -
Quote:You are simply incorrect. Just because there were no set IOs to slot, that does not mean those powers were not ridiculously good at debuffing. With no slotting, FR and Hurricane are very strong. With SOs, they are amazing. With Hamis/IOs they can get a smidge better.If you want my opinion, it's because they weren't there a few years back. When I slotted up my own Ill / Storm after IO's came out, there were no options for Defense debuff on Freezing Rain or Tornado. Hurricane's To-Hit debuff was also pretty useless unless you were on-top of a mob and in knock-them-out-of-their-socks range... and that was after 5-slotting with Dark Watcher's To-Hit debuff.
Because Storm was so light on applicable debuffs for so long, most players seem to skip over them. Even though I've got Freezing Rain slotted for Accurate Defense Debuff, I still have problems thinking of it as anything other than an AOE slow.
Hurricanes to-hit buff has always been fine just tapping the spawn and shutting it off, if the situation warrants that tactic. Its positioning ability was much better before they changed the way it works because of how "abused" it could be in base raids. (Remember when you could do those?)
Heh. I thought her regen rate was cranked up. 65% resistance to most damage types, 45% to lethal, and 85% to Psi. Yeah, that fooled me. Thank you for the correction. With damage going in that slowly, that is why I thought her regen rate was so high, she gets a lot of extra time to use a regular regen rate (and it is quite noticeable when you shut-off that regular regen). -
Quote:I encourage you to consider Leaping. Combat Jumping + Hurdle is extremely useful to a Fire/Fire who wants to use the melee powers.Ok I think by this point I'm fairly set on a Fire/Fire Blaster, messing around with designs and looking at Mids. I think the sheer number of AOE's, while still having what appears to be pretty damn good single target damage is what sold me on it.
Would I be right in assuming all these AOE's combined can put out some incredible carnage? And am I right in assuming the slow effect from Hot Feet combined with the slow effect from RoF might be enough to keep enemies from running away as I slam them with brutal AOE after brutal AOE? Though I'm drawn to the Hover/Flier style of fighting, I can't deny that I also love being right in the thick of it all, especially knowing I'm capable of dealing that much damage.
I encourage you to team. Tankers and buffers are your best friend. -
Quote:Why are Storm's debuffs so unknown, even by people who I figure would know better. Freezing Rain is a blooming ridiculous defense and resistance debuff and you can stack it. Tornado stacks even more defense debuff (not that defense debuffs are a big deal late game, and not that you really need it with FR, but Storm is certainly not low on its ability to debuff defense). Hurricane's massive to-hit debuff can be tagged on a spawn without using its positioning ability since its sticky.Storm's pretty decent on the do damage front as well, with Lightning Storm, Tornado, and Freezing Rain offering some amount of damage... Storm's just low on the typical debuffs for -resistance / -defense / -regen. It's a great control set if you've got a wall to push enemies into, but more often than not, the native attacks will be shoving enemies away from damage... not racking damage up. (at least on a defender. Storm on the controller side is nasty when coupled with knockback preventing holds)
Storm lacks a regen debuff, which may be a problem on small teams vs. AVs or vs. stuff with exceptionally high regen like GMs and Madame of Mystery. -
Quote:This has not been my experience. While its true there are some holds from baddies that can break through Acro, there are a surprisingly large number of holds that do not break through Acro, even from Lts. and bosses (Gunslingers come to mind immediately, as well as Wisps). Since Acro is just suppressed and no longer shuts off when mezzed, it is even more useful.There really isn't any way to get decent mez protection on an empath (or really any defender that doesn't have a bubble). Acro gives you a little bit but it's such low mag that the only thing it stops is the occasional stray low grade minion hold. Bosses and such will still hold you right through acro, to say nothing of all the stuns and sleeps you'll encounter. Overall, the hold protection ends up being of little practical utility.
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No. As a matter of fact, it almost feels like Hover leaves you even farther away than it used to. They increased the range of melee attacks, but that hasn't actually helped (although I thought it did at one time, so maybe something changed again later, or maybe I was just imagining things). I have some video I will try to piece together this week; it is kind of funny how you can put someone on follow, move up to be about 12 feet away, turn off hover, and then you will run two steps to be actually following your target.
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Here is an option to consider.
What was lost: Boxing is no longer as good of an attack (but it never was great to begin with). ~2% melee defense, 4% Sm/Le defense. Swift (a big blow, maybe too big, although some extra run speed bonuses from slotting performance shifters help some). The end mods in the single target attacks (not huge, but also not insignificant). The status resist specials. 18% global Accuracy.
What was gained: A minor .09 net end recovery (recovery - end use). 14% more global recharge. 4 more max end. 2% more Sm/Le resists. Fortitude, Regen Aura, AB, and Soul Drain are slotted more appropriately. 9% more max HPs (~92 more HPs). 1% ranged defense, 3% En/Neg Def. Dark Consumption (which should solve end issues between RAs).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Biospark: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(40)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(31)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(31)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(39)
Level 6: Boxing -- S'ngH'mkr-Acc/Dmg(A)
Level 8: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(25)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(11), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Dmg(34)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), LkGmblr-Def(15), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(46)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/EndRdx/Rchg(40)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(19), RechRdx-I(33)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
Level 26: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(42), Dct'dW-Rchg(46)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(34), Lock-%Hold(39)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Adrenalin Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal(46), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc/Rchg(50)
Level 35: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(39), EndMod-I(40)
Level 38: Resurrect -- RechRdx-I(A)
Level 41: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(42), Stpfy-EndRdx/Stun(42), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(43)
Level 44: Dark Embrace -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-Dmg/Rchg(48)
Level 49: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A), Run-I(43)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
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Set Bonus Totals:- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 6.75% Defense(Psionic)
- 3% Defense(Melee)
- 13.6% Defense(Ranged)
- 3% Defense(AoE)
- 10.4% Max End
- 9% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 62.5% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 20% FlySpeed
- 179.3 HP (17.6%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 5.5%
- MezResist(Terrorized) 6.6%
- 14.5% (0.24 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 20% RunSpeed
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Congrats. Very nicely done. Would love to read the play by play.
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I am pretty sure the Regenerative Tissue +regen and Numina's +regen increase the value of +regen with slotting of the power as well. What you are observing seems to be simply the same type of behavior, but now with the +recovery procs instead of (or acutally in addition to) the +regen. You could check your +regen values as well to see if the behavior is consistent.
OTOH, did you zone recently before taking the 2nd screenshot? -
Quote:I am pretty sure he was asking for advice, not giving it.If you don't know what blaze is, I don't think you are qualified to be giving advice on a fire blaster
That being said, I missed that no one responded to his Blaze comment, so I will.
Blaze is life. It is the greatest single target attack available to blasters. When you hit an enemy with Blaze, their face melts off, their flesh turns to cinders, and they emit a satisfying groan of agony (or whatever you want to role-play in a less kill/more arrest oriented world).
Blaze is taken at level 18, and two slots should be put into it at level 19. If it were me, I'd take Swift at level 6, Health at level 14, Blaze at lvl 18, Stamina at lvl 20, Air Sup at 22, and Fly at 24. You can Fly (and Jump) early with Safeguards or buy a flight pack in FBZ.
I'd be thrilled if the devs just took Travel powers out as power selections finally and made them costume options at creation. -
Quote:That statement is (probably unintentionally) misleading. There are few scrappers that don't scale well to big spawn sizes. Most scrappers will do fine with large spawns. Heck, with inspiration use, all scrappers should do fine vs. large spawns, but a few might have trouble with +levels.I'd also like to reiterate that many scrappers CAN'T scale well to big spawn sizes.
All scrapper sets can do exceedingly well vs. large spawns and +levels once IOs are introduced.