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Ankhammon

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Everything posted by Ankhammon

  1. I don't mind the idea of Pacify simply for an AV fight breather. I was just hoping it would be more like Pacify. I use Invoke Panic on my Poison defender and it works pretty well. And Intimidate will be good enough if it just stops most runners. I actually consider those as a poor mans version of immobs. in all, the presence pool offers two good powers and two so-so powers. With what I want to do with this guy, it might be ok. Just have to see.
  2. You're prolly right about single slot for intimidate. was just throwing stuff in for the extra hp. I didn't know about how Pacify worked... so, no ass strike till hidden? and slots are my bane for the other two. i'll try to rework stuff when i'm actually off work and see if I can get it stronger.
  3. My thought was that the fear is really only there to stop them from running after stun affects them. I can turn off stun after it hits minions anyway. Wasn't sure about the proc in fear damage and if it would even work much just figured it would fire off once in a while which should be fine with the rest. The proc in sleep was more of a I wanted to play with it and see so if that doesn't do much then i'll drop it. and ty for the Gaussian proc. I just didn't think about it and missed it.
  4. Hey guys, I'm starting a new character type for myself. Never made a stalker to 50 and wanted to try something new. I decided on an Ice/Dark and am looking for a little feedback. The idea is actually to be more of a control agent (fears, stuns, Kdown, some holds and a good amount of -rech) and still do decent damage. Have a look at my first attempt at a build for this guy and tell me if I'm missing something (like the concept won't work. 🙂 ) Thanks in advance for the advice. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Ice Melee Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Presence Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Ice Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Rchg/HoldProc(50) Level 1: Hide -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(3), LucoftheG-Def/Rchg+(3) Level 2: Frost -- PstBls-Dmg/Rng(A), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(43), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(43), ImpSwf-Dam%(45) Level 4: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(7), UnbGrd-Max HP%(7) Level 6: Assassin's Ice Sword -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(15), SprStlGl-Acc/Dmg/Rchg(19), SprStlGl-Dmg/EndRdx/Rchg(39), SprStlGl-Acc/Dmg/EndRdx/Rchg(40), SprStlGl-Rchg/Hide%(40) Level 8: Murky Cloud -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(9), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(11), GldArm-3defTpProc(11) Level 10: Shadow Dweller -- LucoftheG-Def/Rchg+(A) Level 12: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(13), AdjTrg-ToHit/EndRdx/Rchg(42) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(40) Level 16: Obsidian Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(17), RctArm-ResDam/Rchg(17), RctArm-ResDam/EndRdx/Rchg(19) Level 18: Ice Patch -- EndRdx-I(A) Level 20: Dark Regeneration -- Arm-Dam%(A), ThfofEss-+End%(21), ThfofEss-Acc/EndRdx/Heal(21), TchoftheN-%Dam(23), TchoftheN-Acc/Heal(23), Erd-%Dam(34) Level 22: Pacify -- Acc-I(A) Level 24: Intimidate -- GlmoftheA-Dam%(A), GlmoftheA-Acc/EndRdx(25), GlmoftheA-Fear/Rng(25) Level 26: Freezing Touch -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg/EndRdx(27), Hct-Dmg(27), Hct-Dam%(37), UnbCns-Dam%(37), TchofDth-Dam%(39) Level 28: Cloak of Fear -- GlmoftheA-Dam%(A), CldSns-%Dam(29), CldSns-Acc/ToHitDeb(29), GlmoftheA-Acc/EndRdx(31), GlmoftheA-EndRdx/Fear(31) Level 30: Invoke Panic -- UnsTrr-Stun%(A), GlmoftheA-Dam%(31), GlmoftheA-Acc/EndRdx(36), UnsTrr-Acc/EndRdx(37) Level 32: Frozen Aura -- FrtHyp-Plct%(A), ScrDrv-Acc/Dmg(33), ScrDrv-Dmg/EndRdx(33), ScrDrv-Acc/Dmg/EndRdx(33), ScrDrv-Dam%(34), Erd-%Dam(34) Level 35: Oppressive Gloom -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36) Level 38: Unrelenting -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(39), DctWnd-Heal(42) Level 41: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(50) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(50) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Soul Transfer -- Dsrnt-I(A) Level 1: Assassination 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Clarion Radial Epiphany Level 50: Support Radial Embodiment Level 50: Vigor Radial Paragon ------------
  5. Lots of great ideas for Time in here but if you want to enjoy the ride up to fiddy, try Time/Ice. Aoe's and slows and holds all over the place in your blast set to go along with the goodness of Time. Pairs really well and leaves you being able to do everything from tank to defender to semi scrapblaster and even a bit of controller while leveling up.
  6. Soul Transfer. If you stand back up and they get stunned, you didn't faceplant it was just a ploy to stun em all. 🙂 You Win! Also Neurotoxic Breath is severely underrated in my book. -81.25 recharge ruins a lot of incoming damage potential from the baddies.
  7. Ice/ is indeed horribuble. Which is too bad cuz it can be made really pretty with the right char concept. Maybe an Ice/Dark would be ok. get two sources of endurance to keep it going and the aoe fear might actually help keep it on it's feet (doubtful).
  8. Here's a bit of a different angle for you to consider. I have a bit of experience with the set (mid 20s but leveling up) and I think one of the sneaky good things this set offers comes when you can put in some energy manipulator: chance to stun procs. It's a noticeable improvement in your survivability if just placed into your sentinel and ball lightning. At any rate, I think making the char into a bit of a stunbot would be a very good option. You should be able to stun most of the mobs and by the time they recover they have no endurance left to hit you. Have a look: Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Electrical Affinity Secondary Power Set: Electrical Blast Power Pool: Leaping Power Pool: Speed Power Pool: Experimentation Ancillary Pool: Dark Mastery Hero Profile: Level 1: Shock -- PreOptmz-EndMod/Acc/End(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(43) Level 1: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Acc/Dmg/EndRdx(37) Level 2: Galvanic Sentinel -- EnrMnp-Stun%(A), PreOptmz-EndMod/Acc/End(50), PreOptmz-EndMod/End(50), PreOptmz-EndMod/End/Rech(50) Level 4: Ball Lightning -- EnrMnp-Stun%(A), PrfShf-EndMod(5), SprVglAss-Acc/Dmg(5), PrfShf-End%(7), SprVglAss-Acc/Dmg/EndRdx(7), SprVglAss-Acc/Dmg/EndRdx/Rchg(31) Level 6: Energizing Circuit -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Rech(34) Level 8: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(13) Level 10: Short Circuit -- EnrMnp-Stun%(A), SprDfnBst-Acc/Dmg(15), SprDfnBst-Acc/Dmg/EndRdx(19), EffAdp-EndMod(29), EffAdp-EndMod/EndRdx(29) Level 12: Empowering Circuit -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(13), AdjTrg-ToHit/EndRdx/Rchg(15) Level 14: Rejuvenating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(34), NmnCnv-Heal/EndRdx/Rchg(34) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), Rct-ResDam%(17) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(21), SprWntBit-Acc/Dmg/EndRdx(21), SprWntBit-Acc/Dmg/Rchg(23), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(25) Level 22: Speed of Sound -- Clr-EndRdx(A), Clr-Stlth(23) Level 24: Toxic Dart -- Apc-Acc/Dmg/Rchg(A), Apc-Dmg/EndRdx(31), Apc-Dmg(33), Apc-Dam%(33), GldJvl-Dam%(46) Level 26: Insulating Circuit -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(27), NmnCnv-Heal/Rchg(27) Level 28: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(36), Lck-%Hold(37) Level 30: Adrenal Booster -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(31), AdjTrg-EndRdx/Rchg(43) Level 32: Amp Up -- RechRdx-I(A), RechRdx-I(33) Level 35: Oppressive Gloom -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(36), AbsAmz-Stun(36) Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), TtnCtn-ResDam(42), TtnCtn-ResDam/EndRdx(42), TtnCtn-ResDam/Rchg(43) Level 44: Soul Drain -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45), SprAvl-Acc/Dmg(45), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46) Level 47: Voltaic Sentinel -- EnrMnp-Stun%(A), SlbAll-Acc/Dmg/Rchg(48), SlbAll-Dmg(48), SlbAll-Dmg/EndRdx(48) Level 49: Soul Transfer -- Dsrnt-I(A) 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 -- Empty(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), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  9. I'd echo what EnjoyTheJourney posted for the most part. Except to say that Trick Arrow is even better now. With it's recent buff, it can be paired with any secondary to produce a very good solo or team char. And Time/ should also be on a list like this. By now, most players know of the Time/Dual Pistol combo and it's wonders. I'd also throw in Time/ice as a pair that can do wonderfully in solo or team situations.
  10. TA/Dark and TA/H2O both are very nice together. TA also has one little trick advantage on teams. When you send your Flash Arrow all your teammates freak out and think you just Leroy Jenkins the situation when in fact you just threw a -tohit and -vis bomb with no aggro. Hilarious to watch them run in to "save" you. 🙂 Dark/ lets you lock down multiple groups with little to fear and works well solo as well. Works with every secondary. Time/ is just silly good with all it gets to do. good with all sorta blast sets but special mention to /DP and /ice Traps/Sonic is a great combo. Sleep/toe bomb is sweet. Interesting idea that worked was taking presence line and stealth with Poison/ that really worked out well and makes me believe it would add to any Defender's solo-ability. stealth in, fear/hold nuke/win. Special mention for Sonic/Sonic on teams as it turns the whole team into tank mages. Solo build for ranged D and you are good.
  11. You have a very good Tanky build put together and I can only think of a few items for you to consider. First is easy, put a Regen Tissue in your empty slot for Spirit Ward. That will give you a bit of regen for your self when you use it. Second, Time's Juncture is a very nice place to put in a Dark Watcher's Despair or Deflated Ego proc (or both if you can free up the slot). They provide a surprising amount of aggro which keeps em in the -tohit aura. On my old Time/Ice I was pulling aggro off tanks unless they used their actual Taunt power. I might pull from Misty Flight for one slot for this. Last thought would be to replace Assault with Distortion Field. -65% to enemy recharge along with a lockdown proc (or damage proc) will provide some pretty good mitigation. Also big slow to go on top of your whirlpool. Those 3 would make you a bit tougher and more importantly would help keep stuff nice and clumped together for aoe carnage. That's what I would do, but overall there's not a lot to dislike about your build. Just for giggles, I put one together that goes a different direction completely but helps shore up your single target damage and provides some more control but at the cost of some defense. It also provides the best "holy crap, what just hit me" power in Soul Transfer. Destiny choice is Clarion to shore up the mez hole, but that can be covered with purple vitamins so that's kind of a whatever you want choice really. Might be something in here you want to keep. Take a look. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Water Blast Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Ancillary Pool: Dark Mastery Hero Profile: Level 1: Temporal Mending -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(5), DctWnd-Heal/EndRdx/Rchg(7), DctWnd-Heal(25), DctWnd-Heal/EndRdx(27) Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36) Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(3), DarWtcDsp-Slow%(3) Level 4: Time Crawl -- ImpSwf-Acc/Slow(A), ImpSwf-Dam%(5) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(7) Level 8: Distortion Field -- ImpSwf-Dam%(A), UnbCns-Dam%(9), GldNet-Dam%(9), ImpSwf-Acc/Slow(11) Level 10: Whirlpool -- PstBls-Dam%(A), JvlVll-Dam%(11), ImpSwf-Dam%(17), Ann-ResDeb%(21), TchofLadG-%Dam(34), ImpSwf-Dmg/Slow(36) Level 12: Time Stop -- GldNet-Dam%(A), GhsWdwEmb-Dam%(13), NrnSht-Dam%(13), BslGaz-Acc/Hold(15), BslGaz-Slow%(15), Lck-%Hold(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 16: Spirit Ward -- RgnTss-Regen+(A) Level 18: Farsight -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/Rchg+(19), LucoftheG-Def/EndRdx/Rchg(21), ShlWal-ResDam/Re TP(23), Rct-ResDam%(23) Level 20: Dehydrate -- Apc-Acc/Dmg/Rchg(A), Apc-Dmg/EndRdx(42), Apc-Dmg(43), Apc-Dam%(43) Level 22: Mystic Flight -- Frb-Stlth(A) Level 24: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-ResDam(29), UnbGrd-EndRdx/Rchg(29), TtnCtn-ResDam/Rchg(31) Level 26: Slowed Response -- AchHee-ResDeb%(A) Level 28: Water Jet -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), Thn-Acc/Dmg/EndRdx(37), Thn-Acc/Dmg(37), Thn-Dmg/EndRdx(40) Level 30: Tidal Forces -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(31) Level 32: Chrono Shift -- DctWnd-Rchg(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(34) Level 35: Steam Spray -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Rchg/ImmobProc(46), SprFrzBls-Acc/Dmg/EndRdx(50) Level 38: Geyser -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 41: Oppressive Gloom -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(42), AbsAmz-Stun(42) Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(46) Level 47: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(48), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(48), Obl-Acc/Rchg(50) Level 49: Soul Transfer -- Dsrnt-I(A) 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 -- Empty(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), Pnc-Heal/+End(34), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 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 ------------
  12. True on almost everything you said except Soul Transfer means never having to say you're sorry. 😄 ...or RotP for that matter but then you will be more tempted to fully slot it with procs.
  13. Sorry to necro your post Lumi, but SS+Stealth or Presence line will give you what you would need to make it so you didn't have the worry too much about that. Heck my personal favorite to deal with the ambush is Soul Transfer.
  14. So worth sticking it out? Mine's been sitting in his 20s for a long time. Wasn't sure if it was set not working well or just the level 20 something defender blues.
  15. From personal experience, Time/Ice will make you feel like a tanker. Will be a little tough to get perma chrono shift and hasten. Though, close is pretty easy actually.
  16. Has anyone tried the Elec/TA combo? In particular, I'm thinking about the two sleep powers, Static Field and Poison Gas Arrow. Both of these powers seem to pulse and as such throwing both down presents somewhat of an opportunity... maybe. I just got off test where I tried it on a level 20 and the results were very interesting. Jumped over to Talos and was able to keep a full group asleep (a dozen or so) while spamming jolting chain, chain fences and acid arrow. Didn't get hit once and I don't think they even tried to fire off a shot before they went end flat. Just wondering if anyone uses this combo and has experience with this? What are the limits? Any proc magic being used in addition?
  17. Yeah they do. I would also have considered Dark/Sonic. Great combo too
  18. You might also have some fun/take advantage by using Boggle. It's a great mez for almost any occasion and can be very useful till you get yourself all IO'd out. Nice duration on it too. Just think of it as a pet you get for each group. Tired of getting hit by sappers? Make him your pet. Tired of that silly Hurricane throwing Tsoo Lt? Have him join your side. Getting Bored and want to make an AV your pet and clear out that cave? If you got the time he can be "talked" into it for short periods of time.
  19. Bit of a necro poster here. Just rolled one today and so far it's fun. Psy can make your regen last quite a bit longer due to the status effects it offers. But no, it's prolly not going down in history as a great anything. It can do pretty well solo and will be fine in a group. I can see taking fighting pool and maybe Ninja Tool for Kemuridama. I wanted a new char and it fit a concept.
  20. I get the balanced thing and you are right. I just like the whole Hero who has to get the job done by as much skill as by big brawn (think Daredevil and not Thor). TA took a big step toward Thor this issue. It's a harrumph I'll deal with. And thanks for the bind command. I always have to look that junk up. btw, is Soul's BU still good with flash arrow?
  21. Complete respect on the farming stuff. It's not really my thing either but just curious... mostly cuz TA is possibly over the top now. I've been reading your stuff for years now Luminara and find you to be quite enlightening. I started a TA/Dark to see if it's my cup of tea based on what you are saying. It's got a ways to go before I know if I like it but looks promising early on. Still don't like the change on glue arrow away from target based. Grrr.
  22. Luminara, have you been fire farming with your TA yet? Theorycrafting says it should work at least at +3/+8 if not better. I just like the idea of telling the thorn/fire brute crowd you can do that too. 🙂
  23. Yeah, I get that I got crap for personal D on my build. Just remember mine is only Theorycraft based on my TA/Sonic mostly. Here's my thoughts on my version though. 1. flash arrow + stealth proc should be near invis and as such always leads into the battle. For me the ability to get into position is almost as important as the debuffs here. 2. PGA while jumping into the group will debuff and it has a ~90% pacify proc in it so still no appreciable noticing. 3. Disruption arrow, no damage and still no notice. 4. OSA (if available). now you got a few seconds to play with softening up the boss (~860 pts of damage for one rotation) of as most things will be flopping and as such there is no alpha to speak of. You can also add in Glue Arrow or any controls/debuffs you care to add. I've got a semi solid rotation that includes a hold and a stun. 5. followed by Bullet Rain (lighting mobs on fire), HoB, Acid Arrow, Consume and Bullet Rain. Alpha is mostly absorbed with HoB added providing ~26% ranged D along with the ~20% -tohit reaching the projected 45% glory situation. Total aoe damage is sitting at ~1300 to 1500 depending on if a baddie got hit in the Acid Arrow radius. None of those calculations include debuffs like -res or extra -Dam in single target chem rounds in em. Hopefully that would be enough to take out the group. Finish up with some self healing and move on to the next group. Note: I didn't include EMP arrow in the routation mostly cuz I don't know how it's gonna react in my normal routine yet. It may be the alternate for OSA or if it takes enough time to kill the group it may be the option to throw after HoB to get some extra protection when OSA is down. If all that fails, I don't care cuz I 6 slotted RotP and will take em with me. Mag 4 stun to go with the rez that tops it off at about 1k of damage.
  24. When the game was first designed, it was around a 5 AT system... a Pentity? The original hope was that it would force teaming since no one char could do the hard content alone (TFs and the like). That died in like I1 when certain builds broke the system fairly easily (I'm looking at you Ice/Fire tanks and AR/Dev blasters). and since then it's been going to a more solo friendly version of the game. That being said, I don't know if I can think of a legit reason for a Defender to not be allowed to self buff due to all the other restrictions on the class (low damage ceiling, low damage in general). We're really only taking about a few buffs from several sets. Some don't even have much of this issue, such as TA, Dark, Rad, EAff (mostly), storm, time, traps, NAff. That leaves poison, kin Emp, FF, Sonic, Cold, Therm and Pain. Interesting that those with self buff issues are my least favorite Defender primaries (Poison being the exception). I tend to like them better as secondaries... prolly for this reason. I will say it's never even slowed me down from having Defenders as my favorite AT. I usually looked at issues like this as my char being a "lesser" hero (think Daredevil or Batman) as opposed to a "greater" hero (like Thor or Supes).
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