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  1. Notes: Soul vs. Pyre Mastery. This is really more of a 'Soul Mastery' build since you've got a weak attack in your chain and you can circumvent recharge difficulties by including Gloom. Soul Mastery is also a strong choice for most Tanking builds due to Darkest Night and the -hit it provides. Slotting. You've over-slotted pool powers and under-slotted your main defense toggles. Hitting 40% E/N defense on an Ice Tanker is... pathetic. It's not unreasonable to hit Incarnate levels (59%+) on S/L/E/N plus regular soft-cap on F/C (45%) with Winter sets and Aegis. Superior Might of the Tanker. This normally goes in the damage aura so you can just leave it on and forget about it. Hoarfrost. I normally split a power like this half resist/half healing. This allows you to better optimize the power itself. Taunt. This is normally a one slot wonder unless you've got a very good reason for the taunt set, which doesn't appear to be the case here. Tough. This is way underslotted. You want to push this to the limit because you've got so few resist options. Permafrost. The power itself is unnecessary. If you want to take it as a mule, you should mule something much more useful. Energy Absorption/Hibernate. I usually wouldn't take these. Energy Absorption tends to be unnecessary (with a long recharge). Hibernate just doesn't work all that well on a Tanker since it prevents attacking (and makes holding aggro difficult). Super Jump. Slow Resist (from the Winter set) makes more sense than additional KB protection here. Health/Stamina. I tend to almost universally three-slot each of these for healing set uniques and Power Transfer EndMod/+heal alongside Performance Shifter +end. Non-Rare sets. A good rule of thumb is that you want as many powers slotted with ATOs, Winter sets and Purple sets as possible. For example, you've got 3 melee attacks. Ideally, you'd have the Winter set in one, Hecatomb in another and an ATO in another. You've got 2 PBAoE, which would likely mean Armageddon and the other ATO (the Winter set for PBAoE doesn't match your defensive needs well), etc. This is incredibly expensive, but it's how you pile up the largest bonuses. Build Up. This is a great power for burst dps builds. But you have no abilities worth Building Up. It's just all standard rotational damage, so Build Up will normally be worse than just taking Assault.
  2. In terms of support sets, I think Storm Summoning, Time Manipulation and Kinetics are a step above the rest. If you want to play a certain Blast/Control/Pet set and just want a powerhouse support set to augment it, they're the go-to options. That being said, I think Storm Summoning is the only one of those three sets that really works best as a Defender. Kinetics is really a 'Corruptor set' from the standpoint of reaching its best performance with that AT. With Defenders, you don't have the higher +damage cap. With Masterminds/Controllers, you tend to be far too dependent on your pets surviving (without many tools that help you do that) to make best use of Kinetics. Time Manipulation tends to be more of a Controller/Mastermind set in my mind. It's not really a 'high power' set in terms of the damage it brings to the table. Rather, it's a utility set that provides the core ingredients necessary to support your primary - Defense, Accuracy, Recharge, Healing. When you pair it with a Blast set, you end up with adequate-but-not-exceptional performance because it's more about covering holes than pushing pure blasting to the limit. When you pair it with a pet set covering the weaknesses of the pets allows you to bring them into the fray far more often/effectively. In contrast, Storm Summoning's power is almost entirely in the last few powers of the set so exemplar'ing as a Storm Summoner is much easier as a Defender. You don't receive any damage bonus for playing a non-Defender from Storm Summoning powers, but Defenders do receive more Defense/Resist/-Resist (as well as better support from pool powers). Since the damage dealt by Storm Summoning itself is a huge part of your overall damage, this makes the marginal value of Corruptor/Controller/Mastermind primaries far less important. Storm Summoning also has the "doesn't help pets" issue of Kinetics (even more so), so Controllers/Masterminds aren't ideal for it. In terms of Blast sets: Corruptor sets. I'd categorize Fire, Ice, Dark and Archery as 'Corruptor sets' due to their use of Rains, ordering of powers and/or types of powers. I think all of these sets can be strong choices with the right builds, but I'd tend to avoid them on a Defender. PBAoE sets. Radiation and Electrical both fall into the obscure category of 'PBAoE' sets - you really want to be in the thick of things with these sets. While this is a perfectly valid tactic, it's not generally a strong Defender tactic due to the general lack of other reasons to be standing in melee range. Defenders don't get any decent melee attacks (which, aside from merely being nice, come in handy for set bonus reasons - especially on a character looking to build melee-range defenses) and about the only other worthwhile PBAoE option Defenders get is Soul Drain. I think you can make a lot of adequate, second-tier builds with these sets, but none that really fit into the top tier. Beam Rifle, Dual Pistols, Psychic, Water Blast. These are all what I'd term 'oddball' sets. If you've got enough support from your primary, you can do a lot with the slotting potential of the diverse attacks they bring to the table. That being said, I tend to view Water Blast as a step above the rest due to its ability to operate entirely at range, bring massive AoE and slot virtually every high-power proc in the game. Sonic Attack. This set is a bit like having a second primary. It's easily the worst damage of any Blast set in both AE and single target. It has very little in the way of useful utility. However, it does permit you to significantly improve other people's dps. I tend to be amongst the biggest critics of Sonic Attack precisely because it tends to lead to the 'Empathy Defender' syndrome of being a heros/villains who is helpless when not accompanied by more powerful heros/villains and is frequently a less effective addition to the team than simply bringing another one of those more powerful heros/villains. Assault Rifle, Energy Blast. I'm not a fan of either of these sets (in any permutation) because what they tend to bring is generally done better by other sets with a more diverse array of powers. However, with all of this, you need to keep in mind that I'm not thinking of the ATs 'thematically'. That is, I don't build Defenders to 'defend', Controllers to 'control', etc. Rather, I look at them from the standpoint of game mechanics independent from what the AT is 'supposed' to do.
  3. I'm not sure how well this will work. You've got what I like to term the NSTRLE (from Wheel of Fortune) 'procs' - the uniques that every build slots (def/res uniques, health/stamina uniques). Changing them would alter virtually every build in the game, requiring ground-up re-designs. We're almost at the point where they should simply remove some available slots from every build, give everyone their passive bonuses and remove those IOs from the game. You've also got damage procs. But I have a hard time viewing them as a problem. They're primarily useful for Controllers/Defenders to take anemic solo damage to acceptable levels. But it's not like Blasters/Stalkers are whining that they're obsolete because Defenders/Controllers can quad-slot Holds. There are some hyper-specific procs like Theft of Essence that allow you to do some great things - the negative-end Dehydrate and the like - but aren't actually used all that much. However, the elephant in the room is Force Feedback. It absolutely changes game balance to the point where builds without Force Feedback tend to occupy a lower rung of effectiveness than those that can make use of it. Virtually every power that can slot FF does. The problem is that changing it basically means people will need to re-roll their characters. It would be equivalent to normalizing the activation times of Blast set powers so every set did the same basic single target damage of Fire - a vast, sweeping change that would completely up-end the game.
  4. While it is possible to play a number of tricks with endurance/recharge, ultimately there's a simple rule: "you get what you pay for". The reason sets like Titan Weapons or Storm Summoning are such endurance hogs is because they deal incredible amounts of damage compared to more 'endurance friendly' sets. Essentially, every offensive power is a mechanism for converting endurance into damage. The less time it takes to do so means you'll spend a lot more endurance over time to deal more damage over time. The same is roughly true of recharge. If you've reached a point where you can't use more recharge, then you've reached a cap on your damage capability. A build that has a much higher cap - i.e. can use more recharge - is a more damaging build. In contrast, defensive issues tend to fall into the 'good enough' category. Either your defenses are sufficient or they're not. If you have a generally strong defensive structure, it's fairly easy to just use inspirations to cover those rare situations where they're not good enough.
  5. I've been tinkering with my Rad/Fire farmer and I noticed something a bit odd with accuracy and the patches (Irradiated Ground/Burn). I'm running +60% global accuracy and +13% global +hit, fighting +4 enemies with a +1 level shift. Burn The initial upfront hit is 95% (presumably based on global accuracy/hit). The follow-on 'Flames' patch varies between 61.5% to 62.5% chance to hit. If I slot +53% accuracy into the power itself, neither of these numbers change. Irradiated Ground should be debuffing defense by 6.65%. Atom Smasher debuffs it by 11.97%. Neither of these defense debuffs appear to chance the 'Flames' chance to hit at all. As best I can tell, the preferred slotting for this power would be no accuracy whatsoever, +damage up to ED, some recharge and then procs. Irradiated Ground This seems a bit more straight-forward (if still puzzling). If I slot no accuracy whatsoever into the power, I see all sorts of hit chances ranging from around 57% to 95%. If I slot 53% accuracy into the power, my range shrinks from 87% to 95%. My suspicion is that the "95%" are the upfront hit chances. I'm not sure why there are so many possible values, but one explanation could be the -defense debuffs (Irradiated Ground doesn't necessarily hit all the targets, so the debuff may or may not be present). As best I can tell, the preferred slotting for this power would be +53% accuracy and then 5 damage procs. While a bit more accuracy would eliminate the sub-95% hit chances, they are infrequent enough it doesn't appear to be worth losing the procs. The actual damage dealt by the power seems meager and not worth improving. Does anyone have an explanation for this behavior?
  6. The issue you'll run into with a Corruptor version is that it's harder to meet defensive breakpoints while you don't actually reap all that much benefit offensively since so much of your damage (procs, Storm Summoning) is independent of damage scales/Scourge while Freezing Rain is better for the Defender. This is the latest version of my Storm/Water Defender:
  7. Achilles' in Irradiate or Neutron Bomb have ~38% chance to proc. Moreover, it makes no sense to choose Radiation Blast for this purpose unless you're slotting Annihilation/Gladiator first (since all target AE/PBAoE can slot those procs regardless of -def). So you've got two procs already in those powers and you're increasing follow-on powers by 38% * 2 * 20% = 15.2%. 15.2% of Irradiate/Neutron Bomb is ~4 damage per activation. With realistic +damage slotting, you can maybe get ~10 damage per activation out of your two procs. A single Touch of Lady Gray proc will yield ~27 damage per activation. This also fails to account for the fact that debuffing a mob's resist after you damage it isn't all that useful. The less granular your damage becomes, the worse and worse the strategy becomes. That's why you rarely want to slot your ultimates with -resist - you're expecting to destroy entire spawns with it, so you're mostly just debuffing the limp corpses of your enemies. The only time it tends to make sense is when you've ultimates like Inferno and Geyser which have significant follow-on DoT. Even then, it's rarely a good use of slots compared to simply doing more upfront damage. Debuffs in AE also apply their debuffs unevenly. I averaged it out above, but what actually happens is that you massively debuff some while not debuffing others at all. The result is that you kill the spawn unevenly - and waste the efficiency of your AE. While this happens with standard damage procs, standard damage procs at least kill enemies outright rather than merely leaving them debuffed and requiring additional follow-on nuking. Your strategy also run afouls of stacking problems. That 38% chance to proc means that you fire off the two short recharge AE in succession, ~15% of the time you'll just double-stack each proc (individually). ~27% of the time, you'll double stack at least one of them. Since you can't actually stack the procs, this significantly reduces your overall performance.
  8. Electric Affinity doesn't really do much in the way of end drain. Poison Trap has a massive, but short duration recovery debuff. As such, it's not really all that helpful. Thermal's Heat Exhaustion is probably the best single target -recovery debuff, but the rest of the set isn't all that impressive for the purpose. Electric/Kinetics is potentially a strong choice since it permits slotting for end drain rather than damage in your primary abilities. However, the norm for */Kinetics is to take this same virtue and slot for defense/control rather than damage - and Electric doesn't magically stop needing defense/control because it drains endurance very well. Storm Summoning is probably my preferred choice. Electric Control doesn't really need help with endurance drain on large crowds - Chain Fences and Conductive Aura do that just fine - so really all you need is the single target end/recovery drain. Lightning Storm actually does an exceptional job of that with being able to stack multiple Storms and having them drain endurance/recovery on each bolt. Something like Electric/Cold/Electric Sentinel is also a candidate for exceptional sapping. Thunderous Blast is one of the only effects that can zero out an entire spawn in a single keypress. Technically, you could make it perma with a 90 sec recharge and 20 sec duration, but that would be tricky.
  9. I can understand this motivation. But I've moved away from it. In terms of armor sets, most of the time you're going to get about a third of the way to cap from a toggle. That is, if you've got a toggle that increases Defense you'll get about +15% (a third of the way to 45%) while a comparable Resist toggle would give you about +25% (a third of the way to 75%). The problem is that this ratio is not preserved anywhere else. The only resist toggle you can take from pools is Toughness (which only applies to S/L). In contrast, you can get an equivalent level of universal defense from stacking pool powers. In a team, you are far more likely to receive +defense bonuses than you are +resist bonuses. In IO set bonuses, this trend continues. Winter/Purple/ATO sets grant +5% Defense or +6% Resists - nearly the same value. The unique resist/defense IOs grant +6% Defense vs. +8% Resist. What this means in practice is that a Resist-based build will be able to hard-cap critical Resists and then get ~30% to critical Defenses while a Defense-based build will be able to soft-cap Defenses but generally have sub-50% Resists even on S/L. Defense also tends to be a less reliable form of mitigation than Resist. If you're taking damage of a certain type, then Resist will always apply. Defense can often be circumvented. When it is circumvented, it's often catastrophic because you're taking nearly full damage. In contrast, the peril of a Resist-based approach is that you'll soak down more debuffs. But moving slowly or having trouble hitting is a lot less of a hindrance than 'dead'.
  10. Unfortunately, there's no good answer here. There are only 7 sources of +psi def in IO sets: Scirocco’s Dervish (PBAoE) 6-set +3.125% Soulbound Allegiance (Pet) 6-set +5% Devastation (Ranged) 6-set +3.75% Apocalypse (Ranged) 6-set +5% Miracle (Healing) 6-set +1.875% Impervium Armor (Resist Damage) 3-set +1.875% Rope-a-Dope (Disorient) 6-set +1.875% The two 5% bonuses are unique (and involve powers that aren't common for melee builds). Psi Defense is so hard to acquire that almost no one (not even ranged/pet builds) bothers unless they have some inherent bonus to Psi Defense from primary/secondary. Psi Resist is a bit easier. Aegis has a unique +6% and Impervium Armor has a non-unique +6%, so you can pile +36% Psi Resist on any character with enough resist damage powers.
  11. Hjarki

    Soft-Cap Defenses?

    It really depends on what the rest of your build provides. If you're using a defense set, that almost strictly determines what type of defense you're pursuing. A Super Reflexes Brute would go positional; a Bio Armor Brute would go typed. If you're using a resist set, you will almost always pursue typed defenses because they're far easier to cap due to the existence of Winter Sets and the Brute ATO. With Superior Blistering Cold and split ATO, a Brute can get +15% S/L using 12 enhancements (which are also pretty good for the powers they're slotted in). You also have common sets like Eradication and Aegis which give massive bonuses to typed defenses with only a few slots. In contrast, positionals like Ranged tend to only come from attacks Brutes don't generally use much (ranged attacks, holds, etc.) or non-Brute ATOs. There are also melee sets that explicitly buff S/M or L/M. Technically, such attacks favor positionals (since they only cover half of S/L but all of M). However, L/M tends to be more than sufficient on a character with otherwise soft-cap typed defenses and hard-capped Smashing resistance.
  12. One thing I've noticed is a lot of players don't seem to grasp where endurance consumption comes from. For example, Focused Fighting costs 0.26 End/Sec while Assassin's Strike costs 10.87 End/Sec (endurance/activation time). Yet you'll see players worry about putting endurance reduction in Focused Fighting but rarely considered it for Assassin's Strike despite the fact that it is far more important for Assassin's Strike. This also means there are a lot of little efficiencies that may not seem like they save endurance but actually do. To hit a +3 enemy, you need +97.92% accuracy. If you've slotted Kismet, this drop to 75.93% accuracy. That's about the difference between an A/D and a D/E standard enhancement in all of your offensive powers - an across-the-board reduction in endurance costs for offensive powers of ~20% or so from a single slot. The same sort of calculus applies to Tactics - if you don't have to slot Accuracy, you can slot more End Reduction (within reason). Or consider your use of Moonbeam. Suppose you use Zapp instead. Both cost 17.94 endurance. Let's reduce that by 42.4% - a single EndRed which takes us to 12.6% endurance. Now, let's use a single slot for Performance Shifter +end. If we have no internal recharge, that's the equivalent of +7.88% endurance return. So instead of consuming 13.49% end/sec, our Zapp is consuming 3.55% end/sec. If we stick that Performance Shifter into Ball Lightning, it has a capped chance to proc (due to target count) and the effect is nearly free with even modest EndRed slotting. Theft of Essence is even better for this purpose, although generally harder to find places to slot. That being said, the most common way to solve endurance problems is via Incarnates. Ageless tends to solve all endurance problems and, frankly, it's almost universally the best Destiny. Defensively-based Destinies aren't nearly as good because they give you defenses that fluctuate between 'more than enough' and 'not enough'. In contrast, fluctuating amounts of endurance return aren't a big deal because its a long-term expenditure. Note: My above example of Zapp omits the fact that Electric powers of this sort have a small chance to return Endurance as well, so technically they become cheaper with EndMod slotted into them. Because the chance is generally so small, it's normally not worth slotting EndMod for this purpose (compared to EndRed).
  13. I think this really depends on what you're doing. When you're just farming radio missions, you'll run at +4. Most spawns will simply be blown apart with damage long before you could ever hope to drain them. There aren't any AV/GM because there's no point in a farm. If you're running a task force, you'll normally run at +0 since there's no point making it needlessly difficult when completion is the key result. You can definitely floor AV endurance in such situations and there are certain abilities can floor an entire spawn (Sentinel Thunderous Blast is one example). In solo play, it depends on your goals. In an AE fire farm, you can easily end drain the mobs but it doesn't really serve much purpose - the goal of such places is to have defenses so high that you can ignore their attacks while delivering as much AE damage as possible, not to set up a careful control strategy. If you want to solo a tough Task Force, it can be incredibly useful. GM can easily be end-drained before they're killed in a focused build. That being said: It's often less about the End Drain than the recovery debuff. Effects like Transference or Conductive Aura are great for stripping endurance from targets, but they're worthless once you're at the bottom of the end bar. You need recovery debuffs to keep them there. Otherwise, your enemies get a tick of recovery and it's sufficient for them to throw their next ability. AV/GM often have zero endurance 'Brawl'-type powers or environmental effects that don't shut down. Even if you drain them to zero and floor their recovery so they're not getting endurance back, there are still things they can do. Regular mobs generally don't have this, so flooring End/Recovery is effectively the same as a Disorient - they can move, but not act.
  14. Normally, you're only going to get +50% or so pre-Alpha from slotting. On a Taniker, you'll also normally get an across-the-board boost of +6.75% from the ATO proc. The two Tanker ATOs also provide +12% S/L between them (although you may find it more worthwhile to split the ATO to get +12% E/N but only +6% S/L). So if you've got +30% from a primary toggle, +15% from Toughness, you can slot that for 1.5x performance (67.5%), plus the +12% and +6.75% would give us 86.25%. A few stray low-hanging fruit like Obliteration 2-set and we'll be at the hard-cap without too much effort. For the resist-based sets (Dark, Electric, Radiation, Fire), hard-capping S/L tends to be almost pro-forma. Each of those sets has a preferred resists (Negative, Energy, Toxic, Fire) that can be hard-capped (or nearly so) even without slotting, while they also tend to have weak resists (Energy, Negative, Cold, Cold) that are unusually hard to reach cap.
  15. I'll go through what I see: Strangler. ST Holds are normally slotted for damage (with procs) on non-Kinetics builds. If you look at your single target rotation, you don't have much of one. Hurl Boulder isn't a very good attack, so you've basically got one full-power attack (Seismic Smash). While it's a good one, I'd also suggest it's not the one you want given that everything else you do is from range and one particular ability (Seeds of Confusion) actively punishes close quarters. Roots. For most Controllers, the AE Immobilize is slotted as an AE damage effect. This is especially true for Plant Controllers since their Immobilize does twice the normal damage. Super Speed. I tend to prefer Flight for Storm builds, but you're probably going to take Hasten and Super Speed adds a bit of extra Stealth. Seeds of Confusion. This is fairly standard slotting. However, I'd note that between ATO and CP, you've got +10% to Ranged. This strongly encourages attempting a ranged build rather than a S/L build. Steamy Mist. I don't find the set bonuses you're pursuing here very useful but otherwise fine. Spirit Tree. I don't find this power all that useful because the recharge is way too long to make use of in most groups. Freezing Rain. Procs tend not to be particularly useful in Rains. The main thing you need to slot into Freezing Rain is recharge. Tough. With as low as your S/L resist is, not slotting this for additional resist is a questionable decision. Weave. Again, I don't like the set bonuses you're aiming for. In general, HP/Regen set bonuses are a terrible use of slots because it requires so much to match conventional healing. Carrion Creepers. You almost always want to slot this heavily for procs. As a pure damage power, it isn't all that great. However, due to how it spawns additional tentacles, each proc has many, many times to fire. Indeed, slotting procs before you slot +damage in the power is a good. Maneuvers. As noted above on set bonuses. Also note that boosting your Defense powers is rarely as effective as using the slots for set bonuses in other powers. Tactics. Fully slotting Gaussian's only makes sense on builds that are aiming for positionals, not typed. It is a horribly inefficient way to get typed defenses. Fly Trap. In general, there are only certain pets and certain procs that make sense. Basically, unless your pet has at least two attacks of the appropriate type, you shouldn't slot a proc of that type. I don't believe Fly Trap is one of those pets that benefits from slotting procs, but I'd need to go in-game to scroll through the abilities and you can do that just fine yourself. 🙂 Tornado. Put a Force Feedback +recharge proc in this power. A good starting point for Tornado is Soulbound Allegiance D, D/R, D/E; Overwhelming Force KB->KD; Force Feedback +recharge. If you just blindly use that slotting, you'll be 'right' probably 99% of the time. Tornado can also be used to mule a pet survivability (there are two +pet resist and two +pet defense uniques) slot. Lightning Storm. Start with Force Feedback +recharge. From there, you have a variety of options. Lightning Storm is a great place for procs like Decimation since it has such a long recharge. However, it's also common to use things like Apocalypse 5-set here. Hurl Boulder. This isn't a very good attack. You'd be better off just taking your single target Immobilize and slotting it as an attack. Fissure. This is a very good attack and you're not taking it. Remember the general rule: if it has knockback, you almost certainly want to slot Force Feedback +recharge. Seismic Smash. This will normally be a better place for Unbreakable Constraint +smashing due to the longer recharge. I'd argue that you'd be better off with a different Epic/Patron pool. Stone is fantastic for in-your-face builds (such as most */Kinetics Controllers). However, for builds that have no inherent melee range needs, you're probably better off with a mostly Ranged set. Some options: Leviathan. The main reason to take this is the thematically appropriate Water Spout. However, it's probably not a power-gamer choice. Primal Forces. Has a variety of support elements that can be useful, but I tend to prefer using Incarnates for those purposes. Psionic. You don't need the mule for CP provided by World of Confusion, but the temporary status protection can be handy. Soul. This would probably be my first choice. You've got a standard resist toggle, you can slot Clouded Senses into Dark Obliteration to make a nice -tohit debuff and you've got a Patron pet to mule pet resist/defense uniques.
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