Tomogozen

Informant
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  1. [ QUOTE ]
    now, you wouldnt get damage mitigation from it, but wouldnt you get more raw defense from manuvers? burns about the same endurance and then you can toss in tactics.

    [/ QUOTE ]

    I tried running maneuvers (see my post a page or two back) and found that it was too expensive to run with acrobatics. Remembering I have no stamina!

    I didnt do anny precise endurance mathematics either - just loaded it up, dropped a -end reducer in it and went for it - my test bench had to keep me stocked with endurance throughout my typical battle routine (OPEN: aim-short circuit-fulcrum shift-ball lightning-transference THEN cycle short circuit-ball lightning-siphon power-charged bolts-transference) WHILST keeping up all those toggles (CJ, SS, Stealth, Tough, Weave, Acrobatics). Putting maneuvers instead of tough-weave seemed to drian significantly more endurance. My biggest issue in being a melee defender is when my toggles drop - SO DO I!


    PS -

    Here is a link to a wonderful defense guide - http://www.guildportal.com/Guild.asp...TopicID=717447 - not sure if it is up to date - but I found it very useful.

    It quotes Maneuvers at -0.46 eps, compared with weave and tough at 0.20 each - it might only be a 0.06 difference, but it was enough to make me drop-toggle
  2. I have not ever had a need of stamina - and I run the following toggles (included with approx defense %):

    Combat Jump - 5%
    Super Speed
    Stealth - 15%
    Acrobatics - Minimal def but +status
    Tough - x% dmg mitigation
    Weave - 13%
    Non toggle Perma hasten - 5%

    Total defense is around 38%. Becuase I dont run stamina I have slotted a single end reducer in all these toggles. I include transference in my routinte (slotted 2 acc, 2 rch, 2 +end) and I dont run out of endurance. As mentioned in this thread, it could be a matter of play style, and I am sure that it is difficult to go to a no stamina character once stamina is tasted! My suggestion is to start without stamina and if it is an issue you can always respec it in later.

    I find status defense to be my single biggest problem - which is why I went the CJ-Acro and tough-weave routes. I cant recommend it highly enough!

    I also love Aim. I use it as a critical component of my alpha strike - Aim, Short Circuit, Fulcrum shift - dmg cap - then ball lightning and transference - Because of the stealth component (also much loved) I have arrived in the middle of a mob group undetected, and I am almost always dmg capped, at full endurance and surrounded by completely drained and dying mobs after my alpha strike... any team mates are defended via speed boost, dmg cap and ID - as well as the best defense of all - all mobs out of breath!!

    It is a wonderful way to be. I open this way whether grouped or ungrouped!

    Lastly, a word about dmg slots on attack powers. My next respec is going to reduce all my attack powers to 2 damage slots. Here is the (simplified) math.

    2 Dmg SO = 66%,
    Fulcrum Shift on a 3 mob group = 3x25% + 50% = +125%
    Fulcrum shift on a 6 mob group = 6x25% + 50% = +200%
    7+ mobs = guaranteed dmg cap.
    With 3 rchg in fulcrum shift I am almost always at my damage cap, and for added measure I usually use siphon power on the bosses in the group, just to guarantee that I stay there!

    This means, I have now learnt, that my 5+ SOs for damage are completely redundant. I am going to trade them for -rchg and -end, perhaps some accuracy. Oh, and speaking of accuracy, I have slotted at least 1 accuracy in all my attacks and 2 in transference (given my lack of stamina!).

    Hope it helps - of course all this is based on my particular play style - which I gleaned from this very thread!
  3. Acro is there and I love it!

    RE ID - let me tell you that when playing with a tank who herds 3-4 groups into 1 super group - which happens fairly regularly - I get worshipped for ID.

    Basically, I ID and speed the (usually fire) tank, who rushes through 3-4+ groups of mobs... finds a convenient location to pull them to, where I wait all invisible....

    When we are completely and hopelessly surrounded, I fire off aim, short circuit, fulcrum shift, heal and transference... he burns everything and provokes etc.

    ID is great for this!
  4. I have been following this guide and so far so good.

    Things I have tried:

    -I have previously tried using whirlwind, but found it too difficult to incorporate into my play style.

    - I have deliberately shied away from stamina, and thus far I have not missed it one bit. Endurance has not been a problem - unless I miss with transference :/

    - I have realised that when soloing, my damage output is mostly from ball lightning and short circuit, given the AoE nature of these powers. Consequently I have dropped lightning bolt in favour of using charged bolts and boosting personal defense.

    - I have tried maneuvers and found it too end costly.

    - I have contemplated dropping speed boost given that transference keeps most players end happy and fulcrum shift keeps most players damage happy. I am currently experimenting without lightning bolt enabling me to keep speed boost (which I prefer!).

    - I am presently trying tough-weave line, and am finding it tremendously effective, although if I miss a transference, I tend to die rather quickly. As such I am now experimenting with weave only - it is not the smashing damage that kills me, rather it is getting held or stunned, weave seems to go a long way to assisting this - my perception is that it works better than maneuvers.

    Things I will try:

    - Dropping aim in favour of power build-up later on
    - Experimenting with Thunderous Blast - not sure if I will keep this or not - and can't know until I get there
    - Lots of other things I haven't thought about yet.

    The build:

    Archetype: Defender (slots to Lvl 35)
    Primary Powers - Ranged : Kinetics
    Secondary Powers - Support : Electrical Blast

    Charged Bolts: Accuracy, 4x Damage
    Tranfusion: Accuracy , Recharge Reduction, 3x Heal
    Siphon Power: Accuracy , 2x Recharge Reduction
    Ball Lightning: Accuracy , Recharge Reduction, 4x Damage
    Hasten: 5x Recharge Reduction
    Combat Jumping: Endurance Reduction
    Short Circuit: 6x Endurance Drain
    Speed Boost: Endurance Recovery
    Super Jump: Jump
    Aim: 4x Recharge Reduction
    Super Speed: Endurance Reduction
    Stealth: Endurance Reduction, Defense Buff
    Acrobatics: Endurance Reduction
    Increase Density: Endurance Reduction
    Transference: 2x Accuracy, 2x Endurance Recovery, 2x Recharge Reduction
    Kick (Fight): Accuracy
    Tough: Endurance Reduction
    Fulcrum Shift: Accuracy, 3x Recharge Reduction
    Weave: Endurance Reduction, Defense Buff

    The strategy:

    Pretty much what has been suggested here. Works a treat. IS both group friendly and solo friendly and ALOT of fun to play


    Sgan Ishtar
    Lvl 35 Kin / Elec Champion