
Psylenz0511
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Everything posted by Psylenz0511
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Would you like a levelling build or an incarnate build for level 50+ content?
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Do players not put shifting tides on allies?
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I get spoiled by playing on teams and doing mostly TFs and group content. When the everlasting defenders team up, the soft defense cap is almost a joke to attain.
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+1 on electric/electric dominators
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Sad to say, most farmer's are melee dmg output characters and don't really NEED a defender for support. That said I would choose a Rad/* or a Trick Arrow defender for big AOE debuffs including -regen, and -dmg.
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I have been alting on some Radiation defenders on Everlasting. I know they said they shorted RI animation and I didn't say don't use it I said apply it second. I still feel rooted or stuck casting RI where I using only my experience not a stopwatch, EF seems quicker still. Perhaps there is still the exact same time for effective activation of the abilities. Casting on a lieutenant or a pesky less mobile (not a teleporter or a Freak that flies all over the map) minion is a good tactic. The boss usually dies first. EDIT: btw. if I tp next to a boss or lieut to anchor, the safest place is next to an anchor or completely out of range (which I don't do). EF doesn't miss. There is not a minimum effective 5% where it doen't work. So it debuffs incoming dmg making a one-shot or max damage first strike from a boss or lieutenant less likely. If you TP next to a boss, hit RI, there is always a 5% chance you WILL eat an alpha strike.
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I am dead serious, defenders chose an epic power pool that isn't black scorpion for the scorpion shield?
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I have played a variety of Electric Affinity defenders. I really like my first EA who has water blast. I think it pairs well with whirlpool, steam spray, and geyser which are all nice AoEs. I played sonic blast on one to 50, but sonic blast has a number of cones that require more jumping back and forth in and possibly out of the Faraday Cage. It works but I wouldn't call it perfect pairing. Electric is the most obvious pairing with the extra drains. Short Circuit, Ball lightning, and the electric ranged aoe nuke all play nice with being in the cage, supporting the point of attack. My most recent Corruptor is Radiation/EA and it's amazing how well the rad blasts work with the cage. I only skipped the cone in the primary blasts (corruptor style). Irradiate, neutorn bomb, and atomic blast are great. The most clicky defender I have played is a kinetic / electric. That one with the self boosts from siphon speed and such can actually hit what I call the animation cap. Your recharge is so quick, you seem to wait more for the powers to recharge when you are perking at high recharge cycles. I have a love hate relationship with beam rifle. Love it on the team I amn in but it drives me crazy to play it. I haven't alted that far yet but I am sure that EA/ice would be very handy with the holds and the rains to keep the foes bouncing or held.
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I agree with doomguide and I also suggest putting the Lockdown proc for mag hold increase. You will notice the difference.
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^ ^ I believe knockdown is an underrated source of foe deterrence.
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Quick question: does Tar Patch stack from the same caster?
Psylenz0511 replied to arcane's topic in Defender
Yes, please do NOT forget that the stun and slow of Howling Twilight are autohit B-) as well as that groovy rez aspect some folks use it for. -
Better as defenders: Cold Storm Forcefields Sonic (don't laugh, that hula hoop of doom is DEADLY defender sized on a teammate) Traps Trick Arrow Empathy Thermal (I am a bit ambivalent on this one) Poison if you are a team player Kinetics if you are a team player Electric Affinity Nature Affinity Radiation Emission In the right hands of a Corruptor - better off: Dark Kinetics Poison Trick Arrow if you tend to solo more What people forget about Kinetics is that all siphon powers: transfusion, transference, siphon power, siphon speed, and fulcrum shift are double edged weapons. Transfusion has -regen that is NOT enhanceable but performs better on a defender, Siphon power has +dmg for teammates but also -dmg on targets (this subtlety of -dmg is lost on the masses) siphon speed has a GLORIOUS irresistible secondary effect of -speed. (It can miss but AVs and hard targets in general do not resist). If you're a sapper, transference makes sapping easier for defenders. For all the lovely stack +dmg [hello damage cap 🙂 ] it also REDUCES DMG on all affected targets. On typical regular in-game content less than level 50, the nuance of a defender debuff compared to a corruptor debuff may be trivial, but in hard content this additional -dmg can be a lifesaver.
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I went on too long, but I hope I enlightened you to better tactics. Strategy is still up to you 😉
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As an experience player in the long long ago. I can offer a few tips: 1. Do not wade into groups running choking cloud. It's best applied using TP, not combat TP, because you get a few moments of invulnerability to lay down the smack, like EMP Pulse or Atomic Blast or both, even better. 2. Choking cloud needs slotting: endurance is obvious but the +chance hold proc from [my mind went blank] EDIT: **Lockdown Chance for +2 Mag Hold proc - NOT a set bonus** is also a requirement. frankenslot for sure because most set bonuses are wasted on choking cloud. 3. DO apply the toggle debuffs in the order of enervating field FIRST and then radiation infection. The animation time on radiation infection leaves you in a precarious position. You get reduced foe dmg in an aoe on your target anchor (which is not enhanceable, sorry) right away, as well as reduced resistance of your foes. The groups tend to melt before giving radiation infection a second thought. Also, target lieutenants for anchors as they are crunchier and oftern the team focuses right away on bosses. 4. BE AFRAID OF OVERZEALOUS TAUNTERS! Be very afraid. *Shivers* Taunters have the notice they can taunt every last Freak on the Dreck map. They could in Issue 1, but many still THINK they can. Your toggles: choking cloud, rad infection, enervating field can 'rip' targets off the taunter with ease because of the taunt's aggro cap! Especially if the taunter is running around the room/map inviting new groups into the 'murder zone'. The only thing you care about getting murdered is YOU.\ That should help some.
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ITF can be hard with the varying abilities of team members, but I agree with your post,
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Hello did someone mention the Everlasting defenders :-O
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When you say cheap, I am guessing you mean pre-50 when you want to gear up fast without the fancy purple/winter/SBB IOs. Actually many of the main buffs/DEBUFFS of Kineticism do not fit well with set bonuses of IOs Fulcrum shift needs 2 Acc and 2 Rech IOs of at least generic level 35+ IOs Same with Siphon Power, Siphon Speed while Transfusion and Transference do use accurate healing sets and end-mod sets respectively. Inertial Reduction, Speed Boost, and Increase Density can get away with one slot to operate, but picking up Resistance procs in Increase density, and end-mod features for speed boost is attractive but not required I opine until you 'trick out' a level 50. Remember to get tactics so your siphons hit more often and maneuvers for defense procs. Also remember: even with siphon speed and not tons of recharge bonuses, you will eventually hit what I call the animation cap. In other words, your dilemma will be waiting for powers to go off more than waiting for them to recharge. It's a delicious predicament. PIck a secondary with many short animation attacks. I love Kin/rad. Dual pistols is a good choice for the many AoEs for many fulcrum shifted targets. I cannot imagine beam rifle on a Kin, sorry, just my opinion. Kin/Dark is a classic build, too, with the cones/AoEs and who doesn't love the tentacles? Have fun. I hope to see you again soon on Everlasting, Troy.
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I think you nailed it in another post about defender buffer teams. Faraday Cage, Sonic Dispersion, FF Dispersion, Traps' Forcefield generator are good to team with
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Yep, defenders can still kick butt, but as a team
Psylenz0511 replied to Diantane's topic in Defender
We have a loose knit coalition of sorts built around a global channel with players that group for all defender or all corruptor WST content weekly on Everlasting. Today we did a Kahn TF in 34 minutes. Reichsman is just a big sack of hitpoints I do realize that. -
Tachyon Bug awaits further action
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I replied in the defender forums. You might build a 'loose' coalition where if you have special events, characters from other servers could transfer to Torchbearer to be a part and then transfer back after the event to their home server/SG. I suggest a global channel "The Jolly Green Glow" for extra recognition to where members of the channel would receive communiques even when they were alting on non-AM and therefore non-SG characters. 😁
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Joking aside, I am a member of an all defender/all corruptor cooperative group on Everlasting. We are a community built around a global channel "Buffed Up". We would welcome a coalition with an all AM - SG on Everlasting. Short of being both on Everlasting I have a Rad/rad defender at level 50 that does not get played enough I could transfer to the server of your all-AM SG. Hit me up @Psylenz in game or here.
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Traps/ Defenders - Looking for feedback/thoughts on powers
Psylenz0511 replied to Renatos1023's topic in Defender
Caltrops are a slow, and a fear, AND DAMAGE. The slows can be 'procc'd' for decent aoe damage. Personally for the alpha strikes, I certainly endorse seeker drones, especially with a caltrops chaser, that gives you TIME to set up the other traps. Also, adding to fold space, and teleport target, regular teleport gives you a few seconds of invulnerability to lay down a Poison Gas Trap! I look forward to trying the new tier 9 -
Take something with quick blast animations and good melee range damage, might I suggest the old Poison/rad combo
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All AM, I prefer to play all PM 😛