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Ankhammon

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Posts posted by Ankhammon

  1. 8 minutes ago, tidge said:

     

    Pacify will not allow immediate Assassin's Strikes for Stalkers, nor will it benefit VEATs with their similar mechanic. As near as I have been able to determine, it has only one reliable use: If you find yourself in a long, drawn-out fight with an AV (and no other enemies are aggro-ed, you can use Pacify to give yourself some breathing room.

     

    Frankly: Pacify is such a nigh-useless power, allowing it to work like Placate does (but only for the AT that already have Placate) would make the power potentially worthwhile for a few classes. Ultimately I'd rather see the Presence Pool simply allow Invoke Panic as the second power pick, as their is so little synergy between Pacify, Provoke and Intimidate that having to take two of those first three is quite a punishment.

     

    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. 2 hours ago, tidge said:

    I'm a fan of the Presence Pool; one of my Stalkers uses it. Only considering the powers you have put in the build:

    • single-slot only for Intimidate. Without a new set for Fear, it isn't useful enough to justify any more slots. This is a fine candidate for an HO.
    • Pacify won't work like the Stalker Placate, if that matters to you.
    • 5-slot Invoke Panic with Glimpse of the Abyss. If you add a 6th slot for the %stun piece you can get some extra effects it looks like you are chasing.
    • I always try to 6-slot Unrelenting with Preventive Medicine. It is a very nice damage boost

     

    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. 16 hours ago, Machariel said:

    I haven't played around much with any of the Presence powers but I think broadly speaking combining fear and stun is kind of a nombo as the aggro from the stun aura will continuously break the fear, and ice patch is much stronger mitigation anyway.  Come to think of it I'm not sure if slotting damage procs in fear - like in sleep - makes the power completely pointless.

    I also don't think the Placate proc in Frozen Aura will do much good for the same reason - oppressive gloom should break it quickly - and it's my understanding that you won't be able to get free crits from it (the Placate power from the Stalker primary puts you back into hidden and it's that attribute that gives you the crit, not the placated status.)

    Conceptually I like it but you may be better off with a primary that puts out stuns to stack with Oppressive Gloom.

    Finally you have missed something huge in the build which is that you don't have the Stalker Build Up ATO slotted anywhere and so I would highly recommend working in both that and the Gaussian Build Up proc into Build Up because +160% damage build ups are sick.

    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.

    • Like 1
  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. 14 minutes ago, Darkir said:

    One of the biggest problems with the poison fire pairing is that it completely lacks a heal. You rely on only being hit 5% of the time coupled with good resistances to keep you alive and some damage debuffs, but that's it. If defense debuffs come into play, this is a prime example of a defense debuff cascade death (hits have a 5% chance to hit you, but then you get hit with one defense debuffs and all of a sudden it's a 10% chance to get hit, but now another debuff got through because it was 10% and now it's 15% and all of a sudden you are taking 3x the damage you normally take and then....nevermind you're already face planted). Especially when you couple this with the higher lvl harder hitting mobs it causes major problems for the build and pairing. This is why I always recommend pairing water blast (for the dehydrate heal) with sets that don't have a self heal, it adds one more layer of survivability that you absolutely need in harder content. 

     

    One of the things you can do to help with this is to take either barrier or the ageless radial (defense debuff resistance) destiny powers with you when you know you will be going against harder mobs.

    if it's survival you are looking for Dark Blast is nothing to sneeze at.

    • Like 1
  7. 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
    ------------

     

     

     

     

    • Like 1
  8. 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.

    • Like 1
  9. 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.

  10. 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
    ------------

     

     

  11. 8 hours ago, Luminara said:

     

    Ambushes can still spot your character if you're in combat when they arrive at that location.  Summons typically occur during combat, too, so you're never going to be undetectable to those.  And some ambushes go to the character, not a location, which makes them impossible to hide from (not many, but a few, and they're very annoying for stealth-based characters).

     

    Having a weakness isn't a bad thing.  As I said previously, it's our guarantee that TA can't be regarded as overpowered.  It's also what makes TA more challenging than other sets, and more rewarding when played well.

    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.

  12. On 12/14/2020 at 10:13 AM, Luminara said:

     

    4/6 Clouded Senses and 18% +Def, or 4/6 Dark Watcher's Despair and 16% +Def is all that takes.  Combat Jumping/Hover + Weave + both 3% +Def (All) IOs nets you everything you need to complement Flash Arrow.

     

    But that really emphasizes what I'm saying - 18% isn't much without Flash Arrow, and if you're waiting for Glue or OSA to recharge, you're going to see a lot more incoming damage when that ambush comes waltzing up from behind, intent on giving you a thorough physical by removing your organs and checking them visually.  TA is pro-active, not reactive or passive, which creates the mechanical hole that other sets don't experience.  They have heals, they have toggles which persist on defeated foes, they have PBAoE Defense/KB/whatever, they have reactive and passive options which help them mitigate damage even when they aren't actively aware of or countering it.

     

    TA is definitely not overpowered.  As long as we're weak to ambushes and summons, we'll never have to worry about nerfs.  The debuff values of every power could be quadrupled and we'd still have that the potential to be squashed like insects on a windshield by an ambush or a critter summoning reinforcements while our key powers are recharging.  Us knowing how to manipulate the game to make TA perform well doesn't equate to TA performing above standard, or above the HC team's expectations.

    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.

  13. On 1/2/2021 at 12:16 PM, Six-Six said:

    I'll just throw this in the mix: A couple of weeks ago, I was pushing my Elec/Elec Fender from mid 30s to 50s. Went on the Patron unlock arc, bumped into Silver Mantis. I was surprised that he could stand toe to toe with her. Not a lot of my toons can.

    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.

  14. 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?

     

     

     

  15. 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.

    • Like 1
  16. 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.

  17. 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?

  18. 16 hours ago, Luminara said:

     

    No.  I don't farm.  It's not my thing...

     

     If TA/Dark isn't as good as it gets, it's damn close.  If anything, the 10 target cap on TT and NF is going to be the primary limiting factor.

    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.

  19. 2 hours ago, KaizenSoze said:

    Bane are actually pretty weak to KD. I don't think any Arachnos can stand up consistently in OSA.

     

    The problem is that once OSA has expired at 4x8 there are always 2 bosses left and they have usually scattered.

     

    Retreating around corner is an option, but then you might leave the EMP field. It's tricky, but it's a good problem to have. 🙂

     

    Looking at build. I don't think you have enough defense. If you go against high accuracy or defense debuffing mobs in can get ugly.

     

    Tarantula Mistresses at 4x8 can hit you with a -33% def debuff. Crab soliders, -7.5%. Also, given the level difference 51 vs 54 mob you're only getting 20% -tohit.

     

    Carnies also have some incredibly nasty debuffs.

    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.

  20. 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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