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Psylenz0511

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Posts posted by Psylenz0511

  1. 55 minutes ago, Hjarki said:

    Storm has two Slow powers that can drive enemy run speeds down to 5%. You can also grab an Immobilize from Epic/Patron pools for AV fights.

    Don't underestimate snow storm. It is a top-notch snare/slow, Leveling up you will like the interrupt feature that keeps embalmed vazilok, energy mages, skyraider engineers, etc  from doing their most annoying actions.

  2. You don't need to take all the rad blast powers to be effective. To me , neutron bolt, irradiate, proton volley, cosmic burst, neutron bomb (although this aoe is a bit slow) and atomic blast are a good package. You can proc out the defense debuff slotting and targetted AoE slotting.

    • Thanks 1
  3. On 12/19/2019 at 1:14 PM, Psylenz0511 said:

    The Super group was formed 12/17/2019. We set up a global channel "Buffed Up". We haven't really set up any ground rules yet. There is a spartan base with teleporters, crafting tables, and a merit ATM with also rez circles. The SG is all defender, Everlasting Defenders. I am leaning to an all Corruptor SG in coalition with the defenders. That would be a sweet way to retain the identity of both groups and teaming through coalition and the global channels.

     

    • Like 1
  4. Interest in the superteam seems to be rising again. I will make every attempt to be online at 3PM EDT (New York TIme) on this coming Sunday to just meet up socially to get logistics worked out. Some casual defender-heavy teaming would be appropriate, too, but I am not expecting a full blown team run right away. Add me as a global friend @psylenz and send me a private message.

    • Like 1
  5. 12 hours ago, Rillion said:

    Well after spending far longer trying different power sets than any sane person really should.....Rad/Rad just feels right.

     

    I am now on Everlasting under the name RIllion Vexwave and hope to bump in to you ladies and gents in-game!  

     

    Add me as a global friend, send me an offline private message if I am not online at the time: @psylenz and I will get us connected.

  6. 3 hours ago, Without_Pause said:

    A proper all-defender team has 8 using Maneuvers so FF is vastly wasted. Interesting to not see Time listed. 

    Yesss, leadership is not wasted, but I was thinking mezz protection from dispersion bubble, and the little bubbles stay with you even if you stray from the group.

     

    I accidentally omitted Time, I like time. I also adore electric affinity, especially the Faraday cage.

  7. If I were designing an 8 man defender superteam, I would want:

     

    A Forcefielder for maximum defense early on, near defense cap when level 25 enhancements are slottable.

    A Dark Defender, which synergizes so well with max defense. It also has debuffs to incoming damage potential and damage resistance of foes, and Howling Twilight, the stun that also rezzes

    A Storm Defender; with the knockback to knockdown IOs available some of the annoyance factor in storm is lessened.

    A Kinetic defender; you know the buffs, but the -damage debuffs are too often overlooked.

    A Traps defender; great buffs, even better debuffs with big -regen

     

    The last 3 slots could be filled equally well by Cold, TA, Empathy, Thermal, Nature's Affinity, Poison, Sonic, and Radiation.

     

    ... we are going to need a league to fit all the goodness in

  8. On 5/29/2020 at 11:40 PM, Rillion said:

    Would love to do the very same if there's a group of players closer to the GMT +0 time zone - UK player here

    If we ran at 2PM or 3PM on Sunday EST (New York Time) wouldn't that be 8 or 9PM GMT? I would love to make a transatlantic teamup happen

  9. There are numerous defender sets which do well in close, melee or what I call kinetic range. Kinetic range the foes can't reach out and smack you but you are still in range of kinetic buffs and debuffs.

     

    Forcefielders do well in close range, the dispersion bubble adds a nice layer of defense to the melee fighters.

    Traps can pretty much go where they please as long as the forcefield generator is defending and protecting from mezzes

    Radiation finds the safest place up close to the debuff anchors since not only the anchor but nearby foes are debuffed. Choking cloud requires melee range to hold/debuff the largest number of foes.

    Electric affinity is a set I play in close kinetic range to whatever the tank or brute is smacking. Being close to the tank or brute you can easily select them for the initial and higher buffs. This is made possible by the protection of Faraday Cage, which protects from mezzes and resists incoming damage.

    Kinetics I play live in melee, just a few steps behind the meat shield on the team. As long as my kin gets the transfusion heal and transference endurance replenishment I am close enough.

    After the poison defender gets its debuff aura, the best place to debuff is in the middle of a crowd. Having teammate buffs and a taunting melee teammate make life easier for a poison, but the poison set is very deadly to foes on a poison defender.

    Nature affinity is a set I like to play in close as well. I personally believe the lifegiving spores buffs and entangling aura benefit the centrally positioned  and melee teammates the most.

     

    In summary, there are plenty of options to play a defender in close range to your teammates with melee attacks.

    • Like 1
  10. Hi, folks, 

     

    I am still alive after 2 Covid testings (both negative) and tax season at the CPA office. I am ready for more CoH gaming. I would like to do a superteam, just let me know what server what day. The SG on Everlasting is still there. I also made an SG and a base for the corruptors if there were interest in an all corruptor supergroup/team

    • Like 1
    • Thanks 1
  11. I was glad to find that somebody else built an Electric/Shield brute. I am saddened there is no discussion on the merits of the build. I am going the combat jump > super jump > spring attack for the third target aoe charging attack on my minotaur/brute named Thunderbull. Totally not min/maxed, but I like it for thematic reasons.

  12. I used to have all the resistance types of foes in my head. IIRC vahz burn good, but cryo rounds are sub-par on the undead. I usually used chem rounds on tough foes like Rikti, Malta, and Arachnos. I like that -dmg. Mix it up and experiment, some foes don't resist cryo well for instance.

  13. 6 hours ago, Dixa said:

    do you mean if you cast empowering circuit then do insulating, they won't get the absorb shield?

     

    that would be a set-breaking bug. anyone can confirm?

     

    No, the separate powers stack. I was asking which individual abilities do not stack on themselves from the same caster. Such as: I cannot stack absorb shields on themselves.

  14. 3 hours ago, Peacemoon said:

    I can share my build tomorrow when I’m back at my pc.
    But the main one is rad infection 4x Dark watcher and 2x defends debuff (I think defence debuff + defence debuff&end redux)

    Rad Heal - 6 slot numina for ranged defence. The unique for +recovery/regen lasts 2 minutes and since this is a self heal it’s usually okay here. You don’t need the bonus on you all the time but uptime would be near 100% in a team.

    AM 3 slots- recharge IO, performance shifter end mod, performance shifter end mod& recharge 

    Lingering Rad - 6 slotted with the turtle slow set for the ranged defence. Not the best stats with this set but with global bonuses it works. The -slow is almost a root even at level 25 with attuned so I’m happy...

    Enervating end redux x1. Mids has the end cost for this doubled, its 0.52/s.

    choking cloud I skipped as have mostly cone attacks, but if you take, 6 slot lockdown for the ranged defence and hold proc which would work well.

    mutation I skipped, see my other thread on this..

    fallout im still deciding how to slot. As above.

    EMP I just got it today but same. Though the epic hold proc for damage would be perfect if you can afford.


    I’ve taken every leadership pool power and don’t regret it. Victory rush is great and can alternate with AM at low levels for nice recovery. I would take victory rush at 14/16 if you can. Leadership is just amazing for defenders. 
     

    my character has only 3 or 4 attacks so worth bearing that in mind as that’s my play style. Hope that helps. Just stuff I’ve figured out myself and I like ranged defence.

    I slot my rad/rad defender on Live more heavily for recharge in AM, LR, EMPulse. I wanted LR up as fast as possible for boss fights and the steady supply of -regen. I also took hasten. I played my defender in melee range using the EF and RI to make a safe space. I also took teleportation to TP into groups and hit EM Pulse before they knew what hit them. Choking Cloud was also an important part of my debuffing arsenal

  15. 1 hour ago, Nemu said:

    The best advice for people playing on a team with electric affinity support.

     

    "GET IN THE DAMN SPHERE!" Yes even you the blaster that thinks range = safety. Spoiler alert it's not.

    QFT, some blasters even get so far away they don't get the chain effect. Darwin will sort out those blasters.

     

    I like to think of 3 different distances: melee distance, squishies might not like that AV foot stomp, step back a bit; second - kinetic distance - the sweet spot, all the buffs, few of the PBAoE dmg and well within attack distance; the third is long ranged, as in don't you like Faraday Cage/Dispersion Bubble/Fulcrum Shift?

     

    Kinetic (Faraday/Dispersion) Distance for the win!

  16. Thank you for the replies.

     

    On another topic, in the mastermind forums they gave the indication that you do not need a defeated ally to use defibrillate. Is it like Howling Twilight in that regard?

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