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Ankhammon

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  1. Sounds like all of CoH is waking up to the power of multi buffs. Of course, you all realize it's a Nemesis plot to get rid of defenders from all groups. 😨 Wonder how long it will be before every says. "Hey, lets all take Invoke Panic and we'll have everything rooted in place and skiert"?
  2. Tex, Been working on a TA/H2O and you will not be disappointed. It's a very nice set overall. My biggest problem so far is the attack chain for groups is too long. Flash Arrow/PGA/Glue/Disruption/OSA /acid/whirlpool/light OSA and watch em all melt. That combo is fantastic solo but don't try it in a group, you'll never make it through. :D
  3. Every time I read one of your posts all I hear is Gene Wilder in my head... bravo.
  4. Try this one for size. you don't have big amounts of Defense but you are giving into the debuff side of the world. Using power boost allows you to do all sorts of crazy debuffing. You get a personal heal and soul drain to boot. and your end worries are much more manageable. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! PDP: Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Dual Pistols Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Power Pool: Medicine Ancillary Pool: Soul Mastery Hero Profile: Level 1: Envenom -- AnlWkn-Acc/DefDeb(A), AnlWkn-%ToHit(11), AchHee-ResDeb%(11) Level 1: Pistols -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(13), Dvs-Hold%(13) Level 2: Weaken -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(3), SphIns-Acc/ToHitDeb(5), SphIns-ToHitDeb/EndRdx/Rchg(7), SphIns-%ToHit(9) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Neurotoxic Breath -- ImpSwf-Dam%(A), ImpSwf-Acc/Slow(7) Level 8: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(9) Level 10: Swap Ammo Level 12: Spirit Ward -- Mrc-Rcvry+(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15), Rct-ResDam%(15) Level 16: Bullet Rain -- SprVglAss-Dmg/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg/EndRdx/Rchg(17), Bmbdmt-+FireDmg(19), Ann-ResDeb%(19), FrcFdb-Rechg%(21) Level 18: Paralytic Poison -- Lck-%Hold(A), Lck-Acc/Hold(45) Level 20: Suppressive Fire -- Lck-%Hold(A), Lck-Acc/Hold(21), GldJvl-Dam%(37), GldNet-Dam%(37), GhsWdwEmb-Dam%(40), NrnSht-Dam%(43) Level 22: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(23), GldArm-RechRes(23), GldArm-3defTpProc(25), GldArm-Res/Rech/End(25) Level 24: Aid Other -- RgnTss-Regen+(A) Level 26: Poison Trap -- UnbCns-Dam%(A), Lck-%Hold(27), Erd-%Dam(27), Obl-%Dam(29), GhsWdwEmb-Dam%(29), NrnSht-Dam%(31) Level 28: Executioner's Shot -- Apc-Acc/Dmg/Rchg(A), Apc-Dmg/EndRdx(31), Apc-Dmg(31), Apc-Acc/Rchg(34), Apc-Dam%(34), GldJvl-Dam%(34) Level 30: Aid Self -- HO:Golgi(A), HO:Golgi(45), HO:Golgi(46), IntRdx-I(46), IntRdx-I(46) Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-ToHitDeb(33), DarWtcDsp-Slow%(33) Level 35: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(36), Erd-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(37) Level 38: Hail of Bullets -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(39), Obl-%Dam(40), FrcFdb-Rechg%(40) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(42), StdPrt-ResDam/Def+(42), StdPrt-ResKB(43), UnbGrd-ResDam/EndRdx/Rchg(43) Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45) Level 47: Summon Mistress -- SlbAll-Acc/Dmg/Rchg(A), SlbAll-Dmg(48), SlbAll-Dmg/Rchg(48), SlbAll-Build%(48) Level 49: Piercing Rounds -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(50), Rgn-Dmg(50), Bmbdmt-+FireDmg(50) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Clarion Radial Epiphany ------------
  5. Couple minor points that make a big difference in "Time" management. First is the ever present break free when you run into groups? the de-toggle of Time's Juncture is a bit of an issue since it takes away such a huge section of damage mitigation but keeping a BF or 20 handy takes care of that. And remember TJ loves to be up close and personal with the baddies so investing in a stealth allows you to get right in there when needed. Also a proc in TJ will help keep everything right near you and in it's effect allowing you to get all the lovely -tohit/-dam awesomeness it offers. Second, Distortion Field is very good at damage mitigation out of the box. When you get to 30 then beg, borrow or steal a Lockdown proc as it becomes a way of dead stopping a lot of attacks before they come in and de-toggles you in the first place. Add in your single target hold and you have up to bosses held and more with creative procing. NOTE: distortion field when fully proc'd is a great source of damage and de-buffing and controlling all in one. Third, your offensive blasts can be a godsend for helping maintain the situation so you don't get too many de-toggles. Psy, Water, Elec, Ice, DP are just a few of the sets that can really add to your defenses with their secondary abilities.
  6. This is Defender territory. We don't want none of them Corrupter sympathizers 'round these parts. Seriously though, is there some math to back up the corrupters getting shorted due to procs ascendency? Seems they would be getting proc awesomeness and then their scourge on the back end too. Is there like an overlap that happens?
  7. I'm having a lot of fun playing this combo right now. I'm only level 30 but already working on +0/+6 with no trouble at all. I can prolly go higher but i'm just out having fun right now. I've only got a couple procs put in but it still mows down mobs really well. The damage of Shadow Maul now is just wonderful with the changes to tanks. It's now an absolute must take in my book. I will say I have siphon life in my build because it allows me to keep topped off on health meaning I don't really have to slot rad therapy for anything other than procs giving a mini nuke to go with your other nuke in Ground Zero. If you put theft of essence end proc in this Radiation Therapy it becomes an instant full end bar with mobs surrounding you and it still heals a good amount. I went experimentation for the damage boost at the end of the line like you did and it's nice but really only special stacked on top of Soul Drain. I think of it as an extended Aim. Speaking of more damage, Meltdown offers a decent chunk too so you might consider another bit of recharge on it. You can always use Rad Therapy or Soul Consumption to get back that end when it crashes. My strategy so far is pretty simple. Target boss or EB, rush in and hit siphon life to absorb most of the alpha strike, then soul drain/nukaplenty/ shadow maul and clean up the stragglers. the -tohit in the dark powers is actually noticeable.
  8. Of those two, I might take /Sonic over /Dark but mostly due to one amazing potential solo power. Siren's Song would work wonders on setting you up to go in and plant your Poison Trap. For solo, Siren's Song is not to be underestimated. Now, if you are looking for something a little strange but one that works surprisingly well you could try out Poison/Psy with the presence line. I have one running around on one of the servers, only like level 30 but pretty dang effective. Using Neurotoxic Breath and Psy Scream together produces a whopping 143.5% -recharge. That itself makes you a good teammate. Psy Tornado on top of it and now it's at 181% -rech. slowed, big -rech and k-up and you are really controlling the incoming damage on a fast team. Where it really shines is solo, Invis (Stealth/SS) in and throw out a fear followed by hold/nuke or your stun/nuke. Each of those has a single target version also to make sure the boss gets stunned/held/feared too. Throw on some OG stun magic and some SD for big damage and you are really kinda doing some decent work. Get out of jail free cards with Unrelenting (self res and heal/buff) and Pacify. Dunno about soloing Giant Monsters or like that but you can definitely put the hurt on single targets too with your Envenom/Weaken/Blasting.
  9. Marcus is absolutely right (only like 0.74% against an AV), but you are covered against most regular mobs. and your regen will make taking them on not much of an issue. Side note, something like a Deflated Ego or Dark Watcher's proc in RttC adds a huge amount of aggro and you want all those mobs in range to skyrocket your regen.
  10. Get him Constable Fraser. Thank you kindly.
  11. I was doing damage at ~200% (dam +standard enhancement) + 60%. My bad. was doing a +dam instead of a -res
  12. Very true. Your secondary can be very potent in working toward team or individual success. Most of this is related to the "other" effects beyond damage. Just think of how much mitigation a /Psy set can pull off with controls and -Rech. Or how much -Res is supplied (and controls) with the /Sonic. Example: /sonic can easily keep 60% -Res on an AV for most of a fight. Assuming standard slotting on a team, you are adding somewhere in the neighborhood of 25% total damage on that Target with your offense. *incredibly simple example taking nothing into consideration from any other players but damage. So, someone asks "why play a defender" and "what do you add", you can just smile and know the awesomeness of you. 🙂
  13. I like the term nihilii uses, "Force Multiplier". It allows for all the variations of Defender goodness that many miss. This has been an issue since Day 1. Players see "Defender" and have their own opinion (usually based on some other game they've played) about what they should be doing. I've had many discussions over the years, but the char that exemplifies the what are you doing mentality the best to me is the Sonic/Sonic I had on live. I'd constantly have to tell someone on the team what I did for the team. I had a whole speech prepared on how I created Tank Mages out of the whole team (pretty close to true). An honest part of the trouble was that some of our powers and sets don't have a flashy graphic that can be easily seen on a team with the rest of the light show.
  14. Playing my EAffn/BR defender at level 23 and he's fun but a bit strange to play. The pet is not an alpha absorber at this level. He will take lots of damage if you put him in that position and you are stuck targeting through him. Can solo small groups of level 27's. That said, my Jaunt/Faraday/Defib. opener is only somewhat effective. Only thing I'm experiencing trouble with is I want to heal/buff myself right after and Sparky Jr. is too far out for it to affect me. so I move to him to get the buffs and then the sleep is over. As silly as it sounds, I wish they would make his blasts shorter range to force him to follow me tighter. It gives me a jittery feeling. very fast, then stop and jump back. Dunno if I'll be able to figure out how to make it all seamless. Might have to adjust and leave out Jaunt entirely and make him stationary ranged again... too bad really. Defib is a nice get outta my face power if you get too many on you. Wonder how it will work slotted with the placate proc? Just thought maybe experimental Injection on Sparky Jr. would shore him up as an alpha soaker. Will have to try that and see. The buffs are very nice in a team environment. Acc, End, Resist bubble and Rech make for a very competent Defender. You do have to keep in mind the actual duration of Empower Circuit is a lot longer than it's recharge or you waste your end on spamming it. And yeah, I can still blast but not as much in teams as with like a bubbler or ringer.
  15. Good. Glad to hear it that about the tier 9 actually. It does make the whole set feel more in line. Still not sure about how it plays, long term, on a Defender but I'll find out... unless I make a... Time to take my altitus pills.
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