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Thanks, JJ!
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Here's an excellent place to start, though I'm unsure if Only uses hover/fly. I know my build differs from his, so I'll try to post it when possible. I use super jump, so you'd have to make a few adjustments.
- 3 replies
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- build help
- defender
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(and 1 more)
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Thanks, as always, JJ!
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Thanks a bunch, JJ! It was good talking with you earlier!
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Thank you for the nice breakdown and insights, tidge! I recently contemplated making a Storm/Storm, but I wasn't completely sold on the idea. I might roll a different defender now, but I'll certainly keep this one in the back of my mind!
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Welcome back, JJ!
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Hopefully, this will be of help: Opportunity - Unofficial Homecoming Wiki Archetype Enhancements - Unofficial Homecoming Wiki
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While I have too many alts to count across a few servers (levels 2 to 50+ Incarnates), I've refocused on my top mains. My global is @Twilight Walker. They are, in no particular order: Name Lvl. Any other additional Info 1. Dawn's Requiem (Dark/Dark/Soul Tank) 50+ Incarnate Badger (Only 600+ right now) 2. ActiveX (Kin/Rad 'Fender) 50+ Incarnate 3. Slayer of Monsters (Traps/BR 'Fender) 50+ Incarnate Badger, Too (700+ right now) 4. Agelenopsis (Crabbermind) 50+ Incarnate 5. Nuclear Bull (Fire/Rad Tank) 50+ Incarnate Sole Farmer, Gladly Helps Sitters & Hitters (Semi-Retired)
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For VEATS, you need to be level 24 to unlock the specialties. You will receive a free respec at 24, and everything unlocks then.
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Typically, you build for recharge to get your "pets" out as often as possible. And, while you wait, you blast away, shielded by your FF generator, seekers (if taken), caltrops (if taken), mortars, etc. It takes getting used to to get things set up, but once you have the groove down, it's quite fun. My Traps/BR defender can take on almost anything, though it can take a while to wear down GMs.
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Linea has a good post about complex binds here:
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How about a Poison/Water defender?
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KB is knockback, where the target(s) you hit go flying away from the attack's point of origin. KD is knockdown, where the targets fall down where they are. Most teams don't care for random knockback (KB), since it sends the mobs flying away from you, forcing you to follow after them. The Overwhelming Force Invention Origin (IO) set contains one enhancement that will convert KB to KD for that attack when you slot it into that power's enhancements. You can read about the Overwhelming Force IO set here: Overwhelming Force - Unofficial Homecoming Wiki (along with most things Homecoming related) You can either find this enhancement as a random drop in the Summer Blockbuster trial (see that Wiki link above to find out more) or from the Auction House, where you can buy those that people are selling with influence. I hope that helps.
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As has been mentioned, I think the hardest part will be keeping the defender alive due to splash damage. That is the primary killer of many of my defenders when fighting large groups on a team, and that is when I'm actively playing. Since you want a defender, I would choose between force field and sonic resonance. Keep the main bubble (dispersion) up and throw on the others if/when you want. Also, load the defender with leadership and any other +def powers you can to minimize hits. If you go sonic, you can also toss disruption field on your scrapper for some additional -res, since your defender is auto-following. The other school of thought I have is to get something with a PBAoE heal and set it to auto. Then, gear that defender toward IO sets that add +healing and +rchg to get an almost continuous stream of healing. That will help keep the defender "topped off" health-wise, but you still need to build for defense. Empathy would be my choice, unless your scrapper is incredibly self-sufficient, as you can jump to the defender before a large fight and toss on all those buffs (as others mentioned).
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If you look at CoD (https://cod.uberguy.net/), you will see that Defenders have a higher endurance drain modifier than corruptors. I hope this helps!