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Hjarki

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  1. First, the reason for the "70 vs. 30" disparity is that the source you're reading is counting Scourge as if it always occurs. The actual disparity is more like "35 vs. 30" before Scourge (which tends to be +0% on minion/lt/boss and +25% on AV/GM). Second, for Defenders (and Corruptors/Controllers to some extent), a significant portion of the damage normally comes from various procs. Indeed, when building a Defender, it's best to think of attacks in the context of carriers for procs rather than focusing on their inherent damage. Your endurance woes are a byproduct of the fact that the set you've chosen - Force Field - has no endurance management but considerable endurance consumption. There are ways to solve this, but most of them involve fully slotting the character with the right sets at 50. What you might consider is something like Seismic/Martial Blaster. You can get away with taking little more than Ki Push (seems very 'Magneto-like' in its animation), Reach for the Limit (no visual effect), Reaction Time (large a passive field around the character) and Inner Will (a self-heal with minimal animation). Reaction Time would deal with your endurance woes.
  2. It used to affect both. I believe currently it only affects the pet.
  3. This is one of the original builds I played and it's evolved over the past few years. However, I can discuss some things I've learned. The Key Powers: Tornado. This is the engine of the entire set. It should have Overwhelming Force KB->KD, Soulbound Allegiance proc, Force Feedback proc and then pure damage/recharge. It does not require accuracy. If you can get some semi-useful set bonuses here, fine. If not, it doesn't matter. Slotting it with 3 D-Sync works just as well. Water Jet. Because of the 'double tap' mechanic, proc'ing this is incredibly powerful. I quad proc it (including Apocalypse) and run no accuracy or recharge. Pools: I find that both Fighting and Speed consume endurance/slots/power picks to little benefit. It's just as easy to build for S/L/E/R via Mace Mastery since Web Envelope is nearly mandatory to contain the chaos anyway (and the addition of a hold and pet power allows for strong slotting opportunities like Basilisk's Gaze and Expedient Reinforcement in somewhat useful powers). This frees up a pool for Sorcery, letting you run Hover/Mystic Flight and reach Rune of Protection (normally using Arcane Bolt to mule Explosive Strike). Beyond this, every Defender build should have Leadership and Combat Jumping is a very efficient defense toggle. Other Powers: Beyond the powers I discussed above, you don't really need to proc much. I usually split Vigilant Assault between Freezing Rain and Water Burst, with the proc in Freezing Rain (normal procs work poorly in pseudo-pet spells, beneficial buffs like Vigilant Assault are essentially auto-proc when such powers are activated). I also put Force Feedback in Water Burst. Powers like Lightning Storm, Aqua/Hydro Blast and Geyser are just straight-slotted for set bonuses - I focus the procs in high impact places rather than scattering them around. Tidal Forces takes the Gaussian's proc but doesn't need anything else since it's a one-two with Geyser and Geyser's recharge is much longer. I don't normally take Snowstorm, Gale, Hurricane, Thunderclap, Whirlpool, Dehydrate or Steam Spray. For Incarnates, Musculature is probably the best option since you don't really need much beyond damage.
  4. In general, Electrical Blast is built around sapping. While every power drains endurances, the two primary ones are Short Circuit and Thunderous Blast. Essentially, you're going to start every fight with Short Circuit - including those you ultimately use Thunderous Blast on - with a fully enhanced End Drain from Short Circuit and then exploit the low endurance totals. Plus, with Fulcrum Shift, you don't need to worry nearly as much about slotting full damage enhancements. I'd also probably build for S/L/E/R rather than half-ass'ing across the board on defenses. My initial inclination would be as follows. Electrical Blast Charged Bolt (Superior Malice of the Corruptor). It has to go somewhere, might as well be here. Lightning Bolt () Ball Lighting (Superior Scourging Blast 3-piece, Annihilation proc, miscellanous for damage/recharge as needed). Splitting the ATO is one of the major benefits of Corruptors/Defenders, this is a great place for the ATO proc and with entirely rear-loaded damage, Annihilation is particularly effective. If endurance is a consideration, Performance Shifter can help, but it shouldn't be an issue. Short Circuit (weird D-Sync enhancements or just straight Preemptive Optimization). Fury of the Gladiator and Armageddon are very tempting here, but you absolutely want to maximize endurance here as the first goal. Charge Up (Adjusted Targeting). The main virtue here is the +EndMod part and you want it up as frequently as possible given that Short Circuit has a much shorter cooldown. The Gaussian's proc is probably superfluous since you're Kinetics. Zapp (Sting of the Manticore 5-piece, Apocalypse). Fairly standard slotting - this should be enough recharge for the power. Tesla Cage (skip). Generally terrible power since the 'buff' that actually eliminated almost any reason to take this power. Voltaic Sentinel (Expedient Reinforcement). Another standard slotting. Thunderous Blast (?). I'd probably put the rest of Scourging Blast here with what EndMod I could fit. Kinetics Transfusion (Preemptive Optimization, Numina's Convalescence, etc.) The value of the healing here isn't all that great in most circumstances. You're really taking it for -regen and the set bonuses you can slot in here. You don't really need accuracy since you need to run +hit for the sniper attack and you're probably getting accuracy from elsewhere. Siphon Power (skip). -damage debuffing is generally weak and becomes nearly useless in hardmode. While it is potentially a nice buff, it tends to be overwhelmed by Fulcrum Shift and you don't need the weaker version of Fulcrum Shift (especially as both are unslottable). Repel (skip). It's possible to get +1.88% ranged defense out of three slots here, but you're probably never going to use the power. Siphon Speed (Pacing of the Turtle or Ice Mistral's Torment). These aren't great sets, but capping the unresistible slow on Siphon Speed is handy. Increase Density (resist uniques). This is a great power to mule all those resist uniques and it's nice to have disorient removal for people using wakies. Inertial Reduction (Blessing of the Zephyr or skip). This is a nice little travel power but it may not be necessary. Transference (Preemptive Optimization). You can't zero out an AV with any power, but fully slotting this will help you chew through their endurance as quickly as possible. Fulcrum Shift (recharge probably). As noted above, you probably won't need to slot accuracy in your powers and recharge is the only other option here. Pools: Leaping (Combat Jumping), Leadership (Maneuvers, Tactics), Concealment (Stealth), Flying (Hover at least). These are all slotted with LotG recharge and otherwise for their various bonuses. You'll need to fit Kismet in somewhere as well. Epic/Patron: Mace Mastery (Scorpion Shield, the rest as needed for slotting, etc.). This gives you the 5th LotG and allows you to build soft-capped defenses to most of what you'll need.
  5. To some extent, content becomes an issue here. A lot of people are focused on Pylon/Trapdoor. This is almost purely a dps race and there's only so much you can on that single vector. Some people are focused on actual gameplay (where more issues arise), but the lack of true 'raid' content means that it's very difficult to have multi-vectored challenges. In the most challenging content, survivability tends to be more important than dps but you don't really see custom teams for this purpose. I think the best you can really hope for is making certain sets favor certain AT. However, at the current moment, you really only have "best on a Tanker", "best on a Stalker" and "it doesn't really matter".
  6. Frigid Protection is a 30’ radius, 10 target 70% slow with a 2.0s activate period. Reaction Time (Martial Combat) is a 30’ radius, 10 target 70% slow with a 1.0s activate period. So while Frigid Protection also has -damage% attached, Martial Combat is actually better than Ice Manipulation at the core task of slowing down nearby opponents.
  7. From what I can see, Brawl is a 0.68 scale attack in 1.056s. Thunder Kick is a 1.0 scale attack in 1.056s.
  8. I'd call Dual Blades a 'failed experiment'. The combos are a neat idea but you're normally going to lose more setting them up than you get from landing them. If you just ignore the combo system and use the attacks for their intrinsic value, you'll normally do better. However, when you do that you're really just playing a gimpy version of Claws.
  9. Except this almost never happens except in people's imaginations - as I pointed out above. Fantasizing about providing +400% damage when the tip-of-the-spear members of your group are too close to the +damage cap to get more than +100% - and probably aren't going to be in range of your Fulcrum Shift anyway - isn't very useful. For the Defender/Corruptor themselves, Fulcrum Shift is an amazing ability. For many of those you think you're helping, it's not necessarily of much use. Until the Homecoming era changes, Force Field was considerably virtually worthless as a set. Why? Because while it was fantastic at buffing Defense, most players outside of the early game couldn't really use more defense than they already had. You know what's normally better? An all Tanker team. Tankers don't get anything as dramatic as Fulcrum Shift. But why would they need it? They're all running +120% damage from 8xAssault. The fundamental flaw in your theory is that CoH is a game with limits - and well-designed, fully developed characters are often at/near/above those limits. Speed Boost is a fantastic buff in the early levels when many character struggle with recharge/endurance. In endgame? It tends to be nearly useless because most builds can't meaningfully use more endurance than they have or more recharge than they have. That's why so many players don't bother to 'gather for buffs'. A Time Defender can provide a massive shift in hit/defense. But my Scrapper isn't going to wait for the buff because he doesn't need either in 99% of situations. Even if he does need it, it's probably a situation where 8xManeuvers + 8xTactics from all those non-Defenders in my group gathered for this very difficult fight are probably enough.
  10. I'd caution against getting too invested in the idea that your buffs/debuffs are particularly useful to your group. Consider that Kinetics player. Fulcrum Shift is fantastic if you're duo'ing with a traditional Scrapper. But what if you're with a Blaster? They're not diving into the middle of crowds except momentarily to throw their ultimate - and they'll be at/near the +damage cap already when that happens. That Scrapper is probably working out well, but a Stalker who has Build Up/Gaussian's 50% of the time? They mostly don't care about your Fulcrum Shift. Tar Patch is a great debuff. But by the time it lands, your team has likely already spent all of their alpha strike abilities so you're just buffing the low damage part of their cycle. Ultimately, there's only one player who you know is getting the full benefit of your buffs/debuffs: you. So treat your support set more like an armor set for your personal benefit. The fact that it also might potentially help someone else should be a bonus, not a justification for the set. When you look at an ability like Ice Shield, your first thought shouldn't be that you can increase defense/resist on others but that you can use it to slot defense/resist set bonuses that you need.
  11. On City of Data, all I'm seeing is a standard pseudopet-generating power. There doesn't appear to be any single target component.
  12. Assuming that the general principles I outlined above apply, Glue Arrow would have 3 chances to proc over the 30 sec duration for both damage and slow. With a 15' area and 2.6875 AF, this would be 71.75 * 3.5 * 10 / 60 / 2.6875 * 3 = 46.72 damage per activation (regardless of recharge slotted into the power). If Glue Arrow were simply a click power that put a 30 sec duration slow on the targets, it would over-cap with about 100% chance on a 3.5 ppm. So a proc would deal 71.75 * .9 = 64.58 damage per activation as long as you kept your internal recharge under 10% or so.
  13. My understanding of the general system is that procs can only go off when the relevant part of the power goes off. So if you slot Call of the Sandman into Sleep Grenade, you'd get a chance to proc when you activated the power (since its a beneficial effect that does not need a hostile target). The chance to proc would be very high since Sleep Grenade has a 45 sec recharge (and internal recharge would modify the chance to proc) and no area of effect (all it does is summon a pet). Call of the Sandman would not proc from the persistent area effects of the Sleep Grenade. While there is a continuously re-applied Sleep field, the proc would actually heal the pseudo-pet (rather than the player) and the pseudo-pet can't be healed. I believe Overpowering Presence has the same issue - a pseudo-pet can't have a pet of its own, so the power is either explicitly blocked from proc'ing due to the ongoing field or it simply 'fizzles' when it realizes it has no proper master. Damage procs from damage sets in Sleep Grenade would do nothing on activation (no hostile targets). Once the pseudo-pet was summoned, they'd get a single chance to proc based on a 10 sec recharge (unaffected by any recharge slotted into the power) and then no further chances to proc (since there is no ongoing damage component). With a 20' radius, this would translate into a 3.25 AF so 3.5 * 10 / 60 / 3.25 * 71.75 = 12.88 damage/target. Damage procs from slow/sleep/control sets in Sleep Grenade would do nothing on activation (no hostile targets). Once the pseudo-pet was summoned, they'd get a chance to proc every 10 sec (since the effect is ongoing). This would translate into 3.5 * 10 / 60 / 3.25 * 71.75 * (30 / 10) = 38.63 damage/target for any target that stayed in the field the whole time, with a third of that damage occurring every 10 sec. In general, any time the recharge of the actual power (rather than a containing power) is 0s, it seems to use the 10 sec system instead. This is also why people tend to comment that such 'field' powers are terrible for procs. With a conventional power, you're normally leveraging your global recharge to gain much higher ppm than you would otherwise. If you slot a 3.5 ppm proc into a power that recharges twice as fast as it should due to your global recharge, then you've actually just slotted a 7 ppm proc. With passives/auras/pseudo-pets, you're just stuck with the normal ppm because global recharge doesn't apply. I don't know if any of the above specifically applies to Sleep Grenade (or the other powers in Arsenal Control) because I haven't explicitly tested them.
  14. What do those charts mean? The horizontal axis isn't labeled.
  15. Smoke Grenade has to be triggered by some form of attack. If it has not been triggered, it will neither -hit debuff nor Confuse. If it has been triggered, it will do both (for about 15 seconds) regardless of the target's level of Confuse Protection. What you're observing is the difference between the trigger or not, not the difference between the Confuse or not.
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