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Psylenz0511

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Posts posted by Psylenz0511

  1. 48 minutes ago, Ankhammon said:

    <snip>

     

    It's a great power to have on a lrsf to get rid of a LR power tower for a minute or so.

     

    <snip>

     

     

    The intangible powers: black hole, sonic cage, detention field no longer have enough mag to detain the towers in the Miss Liberty Task Force. I am not sure at what point in time this changed, but I do remember that it was a valid tactic during LIVE

  2. Each defender type as an area that it excels in. Defender types all have areas that they are weak in individually. When the you stack the buffs, mitigation, debuffs, soft control, and plain heals, it all synergizes into a very effective team. Sure 3 Forcefielders or 3 Sonics would everlap a lot after hitting resist or defense soft cap, but other defender types mostly do not have problems with multiples of the same kind.

     

    For instance, our Sunday group from the friends on our global channel put together the following team:

     

    Kinky Boy - Empathy/?

    Witch of November - Storm/water

    Devitalizer - Electric Affinity/electric blast

    Chord of Souls - Dark/Sonic blast

    Mystic Prophet - Empathy/?

    Defenestrator - Forcefield/energy blast (who was very busy throwing things out windows)

    Smoking-Gun - Thermal/Dual Pistols

    Bath with Toasters - Electric Affinity/water 

     

    successfully completed an all-defender Miss Liberty Task Force for the weekly strike target.

     

    I was most pleased with the outcome. There were some casualties, but oeverall a very enjoyable experience with each defender contributing to the success of the team.

  3. I am part of the Defender group on Everlasting that runs on Sunday Afternoons at 3PM EDT. We have some guys that cannot make most of the Sunday groups that would like to run on Friday evenings if possible.

     

    You can pm me here, in game @psylenz, or you can join our public channel @Buffed Up global channel.

  4. I teamed with an all-defender group on Everlasting - probably a couple months ago now. Is there still an all defender group teaming on Friday evenings on Everlasting? RO? some other crew?

  5. 10 hours ago, DreadShinobi said:

    4 Siphon Powers = 8 seconds of zero actual dps output.

     

    If you don't have enough mob saturation to cap with Fulcrum Shift, just pop red insps.

    Zero actual dps output ... for the solo kinetic. Meanwhile the blaster, scrapper, and brute, etc, benefit from each +dmg from siphon power and -dmg on the target of the siphon. Red inspirations have no effect on teammates. Red inspirations do not debuff damage potential of the siphon target.

    • Thumbs Up 1
  6. There is a lot of talk in the City of Heroes forums about 2 ranges: melee and ranged. I am confident there are THREE ranges: melee (where you can get punches or PbAoE'd by a spawn, ranged where they have to target you and shoot, blast, ranged damage ability to hit you, and the THIRD range is what I refer to as KINETIC RANGE, where you are not able to be hit by the target's melee or PbAoE attacks but you STILL can benefit from Transfusion (which is a big AoE) siphon power, or Fulcum Shift. I am aware there are some PbAoE that extend farther than others, but by and large, a character can be in kinetic range and not be affected by PbAoE melee attacks.

     

    In playing on all defender teams, for example, the Forcefielder, Time, Sonic, Electrical Affinity, et al can hang out behind the kinetic in KINETIC RANGE and all parties are protected by Transfusion, Dispersion bubbles of both varieties, Time Juncture, and Faraday Cage. (Of course every defender that can run leadership should pick up maneuvers and easily hit the defense soft-cap. ) Kinetics are capable of determining the safe range out of  melee but still be in heal range of Transfusion.

     

    My point is squishies, blasters, corrupters, defenders, controllers, sentinel's don't have to be 30 feet away from a spawn to be safe outside melee range. Suck it up and hug your kinetic!

    • Thumbs Up 1
  7. 5 hours ago, KITANYA said:

    Any new opinions for July 2021?

     

    Have things changed?

     

    Is it still Kin/Sonic, Kin/Rad, Kin/Dark?

     

    water blast is a good secondary for most defender primaries, the big + to water is the secondary effect of water blast is -def making your kinetic abilities able to hit more often, and you can slot achille's heel in your water aoes for more -resist.

  8. On my thermal defender, I went with a water blast secondary. Most of the abilities in water have a -def component, so I proc'd some of the powers with achille's heel and force feedback +recharge for more -def, -resist, faster recharge on my long cooldown thermal debuffs.

  9. 59 minutes ago, Linea said:

    Any.  I generally recommend Fire, Water, Ice.  Many like Emp/Sonic in particular.  I know one guy that used Emp/Energy to great effect.

    Fire - Damage

    Water - Utility

    Ice - Utility and Holds, and Proc Builds.

    Sonic - Debuff

    Energy - KB/KD and Soloing.  Also Proc Builds.

    DP - Proc Builds, and GunFu.

    Beam - Single Target Damage and Style.

     

     

     

    My suggestion is to go energy. With the new proc builds, it will save on slotting recharge and make hitting permahasten easier. More recharge more hasten, more fortitude, more auras, faster heals. Of course you will need to invest in KB>KD invention origin and Force Feedback +recharge procs in your  energy blast to complete the team focused build. Kudos for blasting on your empath. It will help your team no matter which secondary you choose. Energy blast for a better team build is my vote

  10. 22 hours ago, Pbuckley818 said:

    Sense Storm is kind of more damage focused than other support sets and all... What do?

    Indeed storm has damage pets HOWEVER, the debuffs in Storm generally outweigh any potential for increased damage by corruptors and scourge by increasing the effects of slows ,-tohit, -def, stuns, and -resist. Storm is always better on defenders.

  11. On 7/10/2021 at 10:17 PM, DreadShinobi said:

    <snip> ...

     

    Sonic Resonance may seem underwhelming, but it does all the right things at endgame, bolstering softcapped defenses with +res buffing, and consistent -60% res debuff. Against AV spam tasks like ms. tf, rsf, or trials it does quite well. It can also shutdown lord recluse towers with sonic cage.

     

    ...

     

     

    I have been informed by in-game friends that the sonic and forcefield cages no longer are able to shut down lord recluse's towers; that is all. Another 'fix' that breaks legacy strategy techniques.

  12. i really think that repulsion bomb is a keeper. It is ranged AoE with knock DOWN to the targets. It's a soft control I really hate to skip. I would try to fit in leadership powers manuvers, tactics, and vengeance come to mind with the fighting pool to protect the squisiest character on a 8 man team with a FF defender -- YOU.

  13. Boss fights I lead off with flash arrow and then immediately the EM Pulse arrow because it has a burst -regen that is so tasty. Glue arrow is good when there are lots of minions. Stacking slow debuffs is not the same but almost as good as an AoE hold.

     

    edit: Oh wait, did the recent Trick Arrow update take -regen out of EM Pulse arrow? I defer to the TA masters.

    • Thumbs Up 1
  14. @Psylenz here. my cousin and I were  members  of the Buff Me BUFF ME supergroup on Guardian back in the summer of 2004. This SG died when 90% of the players bailed to start playing a NEW MMO called World of Warcraft. Shortly thereafter in the fall of 2004, Kleine Teufel and I formed the Triumphant Defenders on Triumph (convenient that way). 

     

    Since Homecoming brough us back, I have played some on Torchbearer, some on Excelsior but mostly on Everlasting, and the Everlasting Defenders are a thing now. I wouldn't try to compete directly with the RO crew, but I wouldn't mind a coalition POWER TO THE COALIES! Our global channel is "Buffed Up" 

     

    See you in the CITY!!

    • Like 1
  15. 3 hours ago, roleki said:

    I’m sure we all have at least one of these  kinds of stories, and this is one of mine. 
     

    I hooked a newly-outfitted 50 Fire/Traps controller to a 4/8 PI Radio team. On my way to the door, Team Chat made it clear that things weren’t going well.  Hop in, and there are red arrows all over the map, and a couple on their way to joining them. 
     

    As soon as I got in, they asked if I had a rez, and I didn’t.  Heals?  I have a +Regen patch.  There was grumbling but I was running through the sewer towards the two live bodies so I didn’t read through that.

     

    Get to the spot on the map just as one of them does, so now there’s just me and a Sentinel.  I dropped an AoE stun and AoE Immob, then ported into the mob to start laying traps, followed by Bonfire.  That wiped out everything but the Death Mages, but the Sentinel and I finished them off.  
     

    I noticed the team was dwindling in numbers as people quit, and soon it was down to two, and I had the star.  The Sentinel and I finished a 4/8 map ourselves; on the last mob he died almost instantly, so I finished it off myself.  He sends an incredulous tell to the effect that I could have solo’d the map (probably not) but he was really impressed and then says, wait, you’re a CONTROLLER?  Where’s your pets?  
     

    In all the excitement, I never thought to re-deploy my Imps after they died early into the door.

     

    Moral of the story is, Traps is awesome, but almost nobody notices because they’re too busy mistaking “support” for healz and buffs.

     

     

     

    This is a great tale, but I have to ask, you do run Forcefield Generator, too, right?

  16. 15 minutes ago, Doomguide2005 said:

     

         Solid advice overall.  One thing I would clarify/question though.  AFAIK there's no endurance drain resistance in Steamy Mist nor does it take Endmod sets or IOs.  I believe @Psylenz0511is confusing things with one of FF shields? Insulation Shield perhaps, but that can't be enhanced either far as I'm aware. I would use endurance reduction in it though it's not cheap just like a lot of Storm's powers.

     

     

    I meant endurance reduction cost, not endurance modification for endurance drain. I was referring to the literal drain on the endurance of the defender from running steamy, snow, and hurricane. I am modifying my post

    • Like 1
  17. I have two mains: Storm/water and Force Field / sonic defenders. These are about polar opposites of each other on the buff/debuff spectrum. I love my Storm /water much more than the Storm/Rad I had on live. It just fits togther so well between the primary and secondary sets.

     

    First, I would point out there are leveling builds and there are end-game incarnate builds. Through this post I will point out mostly the leveling build. You have already got to the level 22s, that was the hard part. Make sure you use fresh SOs at the minimum and I strongly suggest investing in level 25  generic crafted (non-set) invention origin enhancements at level 22. Slot for endurance cost reduction (not endmod for true drain) before defense/resist damage in steamy mist, slot for endurance reduction before -tohit in hurricane, slot for endurance reduction at minimum in snow storm. After that basis of endurance slotting to be safe, add the other enhancements for the effects. You will thank me ... eventually.

     

    The second point of emphasis in my leveling stormy's build is +recharge. I want more lightning storms,, more tornadoes and most importantly -- freezing rain on demand for each group of foes. You will probably slot recharge reduction in freezing rain, lightning storm, tornado, and in hasten. That's the start; you also should consider as a high priority getting the Force Feedback recharge 'proc' in your abilities that can enhance knock back. And thus, this is why I think Gale is invaluable.

     

    Coupled with the recharge proc, you most likely want knockback to knockDOWN 'proc's in the usual abilities with knockback: Gale, Tornado, Lightning Storm for AoE knockdown of groups of foes. Hurricane KB>KD is a bit more optional since the actual knockback effect is separate from the constant repel of the 'cane, but mowing down groups  of foes with knockdown by gale + 'cane is satisfying and effective crowd control.

     

    The fourth feature to emphasize in water blast is the abilities you can slot for -defense (defense debuff) can be slotted with the Achille's Heel -resistance proc. This adds -resistance to your defenseless foes making them even easier to drop by you and your teams. Personally I slotted -resistance procs in whirlpool and steam spray. Both are AoE attacks and can proc on multiple targets. I also recommend the option of taking the target AoE -resist proc, but having both in whirlpool and steam spray is mostly redundant with the freezing rain on demand.

     

    My last recommendations are: slot some range in steam spray to lengthen the AoE cone effect. You can put damage proc's in your  AoE damage for extra kick. Take snowstorm for interrupting all kinds of kamikaze foes, summoning foes (i.e. sky raider engineers) and to ground flying foes such as sky skiffs. Slow foes are almost held foes with snow and freezing rain applied. In your custom colors make hurricane nearly invisible so you don't block melee players view. Snow storm shouldn't be a white out condition for the same reason. However, I do make tornado very gaudy so my teammates know when they are getting the big damage/debuff assist from this pet.  I took hover so I could place lightning storm higher above the foes to rain lightning down on my enemies and out of melee los blocking positions. I only skip the second water blast with the goofy windup slower animation.

     

    Because of endurance trouble, I avoided taking leadership, but this may be taken later after getting endurance and optimal slotting in your other abilities.

     

    Get out there and storm it up!!

    • Like 3
  18. 15 minutes ago, Apparition said:

    It’s because teams move far too quickly these days for Traps to be useful, and if you are playing a support character odds are that you are going to team at least some of the time.

     

    Also, FWIW, Dark Miasma is another support set that doesn’t require allies for any power.

     

    With enough recharge, you can cast an acid mortar every spawn as quickly as you can cast darkest night, howling twilight, or twilight grasp. You can cast seeker drones BEFORE each spawn, and have poison trap available for longer boss fights. Will you need caltrops every fight? Probably not. Traps has a single target immobilize that is resisted less than holds to help slow/immobilize annoying running bosses.

     

    Time, electric affinity have Heals over Time, or Absorbs you can cast before fights to help mitigate damage before the fights, along with the shields and bubbles other sets have that you may be more familiar with in forcefields, sonic, thermal, cold, pain(?), and empathy fortitude.

     

    Technically, you have the pet in defender electric affinity; you do not have to have team mates to solo with. Poison was changed so you don't have to have an ally for venomous gases. To me it sounds you would be happy with Traps or Poison. Force Field Generator and acid mortar with a good  prep of seeker drones are good enough for my trapper to start every fight. Good luck!! Remember, Traps has the most consistent supply of -regen in boss fights over the duration of the fight with the poison trap, although for a short burst EM Pulse, EM Pulse Arrow and Howling Twilight have greater burst -regen. Traps is a boss killer!

    • Like 2
  19. 52 minutes ago, JJDrakken said:

    Bots & Poison  Bots already have a built in -regen in them.  Poison is very stong when it comes to single target debuffing.

     

    Here is a Build: Mastermind - Robotics - Poison.mxd

    My first villain when CoV came out the gate was a Bots/poison. Man, it was rough in the old days, when equip and upgrade were applied singly to the minions on a long cool down. The pets didn't zone in the mission with you and door ambushes were common in CoV content. The build is definitely a big game hunter when its all summoned and upgraded. 😄

  20. 9 minutes ago, Izuela said:

    This is because I didn't join that Terra Volta trial, isn't it?

    That Terra Volta Trial I was on is locked in limbo, heroes waiting for the servers to come back and resume the good fight just outside the Reactor building.

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