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  1. Since Vigilance still seems to be a very hot topic on a lot of support AT enthusiasts minds. I have decided to create this thread so we can all brainstorm ideas for how to fix Vigilance (assumin’ it needs a fixin’)! I don’t want this to turn into a flame thread or a name calling thread. Just share your ideas and we can talk about them. To start things off let’s look at what Vigilance currently does: Solo: +30% Damage This scales down to 0% at 3 teammates. Team: Endurance Redux that scales up as your teams HP gets lower. My two cents to kick the ideas off (the numbers are preliminary): Solo: +20% Global Recharge, +10% Endurance Reduction The recharge scales down to 0% at 3 teammates. Team: The Endurance Reduction remains, +Special that scales up to +20% on a full team. I know already my idea may not be the best. And again the numbers are preliminary and can be adjusted for balance concerns. But, I just wanted to be the brave soul to kick things off and take the alpha strike of negative feedback. Let’s hear what y’all’s ideas are now! 😃 Bring on those thumbs! (Up or down)
  2. Right now, Corruptors are essentially Defenders with worse buffs, debuffs, heals, and do slightly more damage, with much worse proc opportunities. Let's level the playing field a little. Make Defenders' debuff values the current Corruptor debuff values, and make Corruptor debuff values the current Defender debuff values. Done. That alone would be a big differentiator between the two archetypes and give people more of a reason to choose Corruptor over Defender. Plus, it plays into the archetypes' very names.
  3. I've been playing a Force Field/Seismic Blast defender for a bit now and enjoying it. Fully aware that the FF's usefulness tends to drop off in some of the later content but it's entertaining enough and something I can dust off readily for random taskforces that need someone to fill out the ranks. However I'm at the point where I am looking to properly apply IO sets with a respec as well as decide what powers should be necessities and which are just nice additions. A nice touch of the Seismic Blast powers is they all allow for the slotting of the Achilles Heel Res Debuff. So I can slot it into multiple powers to be hurling it around. However at the rate most mobs tend to go down the degree to which being able to hit multiple targets in the same pull with a Res Debuff is useful feels debatable. Endurance doesn't feel like a major concern but I also do not feel like I am dealing with limitless amounts. Not certain the degree I need to be compensating for it but of course the more recharge I build up the more Endurance I will need. I've played around a bit with the Medicine pool but rarely needed since almost every group seems to have someone with revival abilities and additional healing feels unneeded in most groups. Aid Self does not seem to provide much even with Field Medic strengthening it with an endurance boost. I'm currently messing around with Power Mastery as an pool, its Power Build up is a nice addition but seemingly too short a duration to be useful. Any advice about slotting or optimal power picks will be appreciated.
  4. It's just so stylish, guys. Is it even worth it as a defender though? Im sitting here, looking at Sonic Resonance, and duelies and everytime I pick Sonic Blast, I go "wait. this isnt nearly as stylish as jumping around like a fool, shooting peas everywhere" and I navigate back to Duel Pistols. So, as a person who's only ever played Elec/Elec and Sonic/Sonic, is Duelies like, good? I used them on a /time blaster, and the set was fun but lacking something, ya know? Like, I was really squishy (at least going through Gold Side content solo) but the animations are so cool and the modeling on the pistols arent bad, and it's just like, such a dumb cool set. I digress though. I guess what Im getting at is what're duel pistols like on a defender, and what's a complimentary primary for them?
  5. Hi All, So, my alt-itis is gearing into overdrive, but I want to thank the Homecoming team for enabling me again after all these years! That said, I'd love some feedback on the below build for Kin/Elec/Elec Defender I was toying with the other day. I'm not typically a min/max player, and haven't really dabbled in builds myself directly, so I'm sure there's lots to improve. I wasn't sure how to slot the Kin powers for the most part. The build below is expensive, that much I know, but that's what farming toons are for, right? No overall goal than to have fun, put out a decent amount of damage, and buff the team. Thoughts, suggestions, comments? Thanks in advance! This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Doc Feedback: Level 50 Magic Defender Primary Power Set: Kinetics Secondary Power Set: Electrical Blast Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Transfusion -- TchoftheN-%Dam(A) Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(3), SprDfnBst-Dmg/EndRdx/Rchg(3), Thn-Acc/Dmg(37), Thn-Acc/Dmg/EndRdx(40), Thn-Acc/Dmg/Rchg(43) Level 2: Lightning Bolt -- SprDfnBst-Acc/Dmg/EndRdx(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Rchg/Heal%(37), Apc-Dam%(46) Level 4: Siphon Power -- Acc-I(A) Level 6: Siphon Speed -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(7) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), ShlWal-ResDam/Re TP(9), LucoftheG-Def(19), LucoftheG-Def/EndRdx(37) Level 10: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(11), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(13), Rgn-Knock%(13) Level 12: Speed Boost -- BlsoftheZ-ResKB(A) Level 14: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(17), SprAvl-Rchg/KDProc(19) Level 16: Increase Density -- GldArm-3defTpProc(A) Level 18: Super Speed -- HO:Enzym(A) Level 20: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34) Level 22: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(23), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(25) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-EndRdx/Rchg(27), Rct-Def/Rchg(27), Rct-Def/EndRdx/Rchg(29), Rct-ResDam%(29) Level 26: Transference -- PrfShf-EndMod/Acc(A) Level 28: Charge Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31) Level 30: Zapp -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(31), SprVglAss-Acc/Dmg/EndRdx(31), SprVglAss-Dmg/EndRdx/Rchg(33), SprVglAss-Dmg/Rchg(33), SprVglAss-Acc/Dmg(33) Level 32: Fulcrum Shift -- Acc-I(A) Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36) Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40) Level 41: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), Ags-ResDam(45), Ags-ResDam/EndRdx(45), Ags-Psi/Status(45), UnbGrd-Max HP%(46), UnbGrd-ResDam(46) Level 47: Power Sink -- PrfShf-End%(A), PrfShf-EndMod(48), PrfShf-EndMod/Rchg(48), PrfShf-EndMod/Acc/Rchg(48), PrfShf-Acc/Rchg(50), PrfShf-EndMod/Acc(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Pnc-Heal/+End(5) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- EndMod-I(A) Level 1: Shocked Level 18: Speed Phase Level 49: Quick Form ------------ ------------ Set Bonus Totals: 6.5% DamageBuff(Smashing) 6.5% DamageBuff(Lethal) 6.5% DamageBuff(Fire) 6.5% DamageBuff(Cold) 6.5% DamageBuff(Energy) 6.5% DamageBuff(Negative) 6.5% DamageBuff(Toxic) 6.5% DamageBuff(Psionic) 16.63% Defense(Smashing) 16.63% Defense(Lethal) 35.69% Defense(Fire) 35.69% Defense(Cold) 14.75% Defense(Energy) 14.75% Defense(Negative) 6% Defense(Psionic) 15.06% Defense(Melee) 10.38% Defense(Ranged) 30.69% Defense(AoE) 3.6% Max End 6.25% Enhancement(Max EnduranceDiscount) +39% Enhancement(Accuracy) +20% Enhancement(Range) +43.75% Enhancement(RechargeTime) 15% SpeedFlying 198.4 HP (19.51%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 63.75% MezResist(Held) 63.75% MezResist(Immobilized) 63.75% MezResist(Sleep) 63.75% MezResist(Stunned) 63.75% MezResist(Terrorized) 63.75% MezResist(Teleport) 100% (20% chance) 24.5% (0.41 End/sec) Recovery 20% (0.85 HP/sec) Regeneration 60% ResEffect(SpeedFlying) 60% ResEffect(RechargeTime) 60% ResEffect(SpeedRunning) 11% Resistance(Smashing) 41% Resistance(Fire) 41% Resistance(Cold) 8% Resistance(Energy) 8% Resistance(Negative) 10.25% Resistance(Toxic) 15.25% Resistance(Psionic) 11% Resistance(Lethal) 15% SpeedRunning
  6. Hi All, Has anyone played both of these? Does the defenders greater buffs and procs make out for lower damage cap?
  7. Mr. Simpson – we have reason to believe that you have consumed - POISON! Poison is the most aggressive debuff set in the game. It is the kinetics of debuffing. If you attempt to play poison passively the results are always underwhelming. The set requires melee range to achieve maximum potential as the capstone power is a pbaoe aura that is several powers rolled into one. Poison doesn’t compromise, it doesn’t give you false hope through a weak self heal, or encourage you to sneak around. You either poison the enemy so they are weaker than you, or you die. People that have enjoyed melee oriented blasters and dominators usually pick up the set and run with it. Others that have played alternate debuff sets like radiation and go in thinking it will offer a similar play experience, often struggle. In this guide I will detail some of the intricacies of poison that make it a great set for those that take the time and investment into making it work. No, the set is not easy to use, and probably was never intended to be solo’d. We can’t change the ease of use, but we can build it so it can solo just about anything. This is a long guide so refer to the sections for ease of use Section 1 - Brief overview of poison for each AT 1.1 Corruptors 1.2 Masterminds 1.3 Controllers 1.4 Defenders Section 2 - Brief overview of each poison power 2.1 Alkaloid 2.2 Envenom 2.3 Weaken 2.4 Neurotoxic breath 2.5 Elixir of Life 2.6 Antidote 2.7 Paralytic Poison 2.8 Poison Trap 2.9 Venomous Gas Section 3 - In depth analysis of key poison mechanics 3.1 Envenom 3.2 Weaken 3.3 Poison Trap Section 4 - build synergies 4.1 The importance of mez protection 4.2 Cones…..grrr 4.3 What about healing? 4.4 Power pools 4.5 Epics 4.6 Incarnates Section 5 - My build 5.1 Why fireblast 5.2 Current build Section 6 - Fun stuff 6.1 The PYLONS 6.2 TF’s 6.3 GM’s Section 7 - the future ... Section 1 - Maleficent was a corruptor, but what should you be? Poison Is available to 4 AT’s. Two of them excel with it, two of them leave a bit to be desired. *I strongly recommend poison on controllers and defenders – though for very different reasons that I will touch on later. *I don’t recommend poison on corruptors, or masterminds, but that isn’t to say you can’t enjoy one. 1.1 Corrs – relative to defenders their debuffs are just too weak to make effective use of this set. Proc damage is significantly lower and personal protection through power pools and epic armors is too low in conjunction with the weaker debuffs. As far as I can tell nearly everything in poison is subject to AT scaling and everything scales properly between corrs and defs. The result is that defs are noticeably more potent with poison. The Corr ATO’s work reasonably well with this set though as health/endurance is always welcome and another purple damage proc is great. 1.2 MM’s – the debuff values are ok for what MM’s need to do, but the aoes are too small. As a result many of your pets take direct undebuffed damage from enemies and quickly become overwhelmed. The t9 has terrible uptime, otherwise the set would be salvageable. If MM’s had the t9 found in the other AT’s you could make a poison trap tanker-mind that could work reasonably well due to the synergy of PT and venomous gas . But they don’t. 1.3 Trollers – trollers offer a lot of mitigation. This degree of mitigation can more easily compensate for the fact that with poison you either weaken them until you overpower them, or you don’t. Their superior mitigation makes things like mez protection and personal defenses far less important. The set also offers good aoe damage and quick aoe containment, and lots of stackable holds to pair with your primary. You also get very high -res against bosses, which trollers often struggle to take down quickly. Finally, trollers get by far the best modifier on the -special aspect of weaken. It is really strong. In fact it is almost twice as strong as what corruptors get even though it is both a secondary set. 1.4 Defenders - Just about every debuff is strong and they are all scaled up to defender values correctly. For this reason if you want to have the quintessential poison experience it is best played on a defender. Additionally, the defender ATO procs work very well with this set providing consistent absorption and spot heals if placed correctly in your attacks This guide is primarily about defenders, so lets get into what makes poison tick. Section 2 - Pick your poison Short and sweet: *Weaknesses – no mez protection, no sustain powers, requires melee range *Strengths – unparalleled speed of swinging the battle by drastically weakening foes so they do little harm and take considerably more harm. 2.1 Alkaloid – slow projectile, single target ally heal. It’s not my job to keep you alive, so be glad we can skip this on defenders. I’d take this if I had a dedicated duo/trio, but on a full team there had better be someone else equipped to patch you up because I just view you as vengeance bait. (see elixir of life) Slotting: one of the heal sets. Preventative medicine proc if you are leaving it unslotted. 2.2 Envenom – second best power in the set. Available at lvl 1. Pretty fast cast time of 1.33 sec, 12 sec recharge Main target: -40% res, -37.5% def, some other stuff that usually doesn’t matter, but sometimes does (-regen, -heal) 8ft aoe: -20% res, -18.75% def, half of the other stuff that usually doesn’t matter I’d recommend putting accuracy in this power because it doesn’t do anything if it misses. Then achilies, then 2 damage procs. 2.3 Weaken – this is an extremely unique power. There is only one other power in the game that functions like weaken and it is single target and extremely difficult to perma. Weaken however, is spammable and has an aoe mechanic similar to envenom (half strength debuff). Sadly, the benefits of this power are often overlooked for sheer brute force, but where this power shines, it is blinding. Main target: -37.5% damage, -18.75% tohit, -74.5% special (reverse powerboost) 8ft AoE: -18.75% damage, -9.38% tohit, -37.25% special Slotting: Cloud senses goes well in this power. 2.4 Neurotoxic Breath – This is like a poor man’s shiver. Don’t get me wrong the -rech/speed value is fantastic and really cuts incoming damage over the duration. The issue is the cone is pretty narrow so you need to be max range of the power for it to hit most of the group. However, poison plays best in melee range and you want your t9 aura applied immediately. If this had the wide cone of shiver you would be able to use both venomous gas and still hit large numbers with neuro breath. Pretty good while leveling, but once you have venomous gas this will sit in your tray collecting dust. Maybe throw a chance for smashing proc in there. That lets you clearly see who you hit over the whole spawn. 2.5 Elixir of Life – hilarious in conjunction with vengeance. You rez them and they run off buffed to the gills from elixir. Elixer provides 100% rech boost, 50% damage boost and unlimited endurance…at a price. A short 90 seconds later the buffs expire and get replaced with a mag 1000 hold (ie toggle drop) puking and strong debuffs. Everyone else’s veng is still going strong so other buffers get lax. If you get lucky this happens in a spawn and they die again so you can refresh the teams’ veng. Lather, rinse, repeat. Of course they accept the rez, cause who wouldn’t? 10/10 power w/ veng on PUGs. Best used on scrappers as their swords tend to be sharper than they are. 2.6 Antidote – single target, ally mez protection. Good slow/-rech protection and a bit of cold/toxic resistance. Look, if I have to deal with mez, then so do you. That said, it is a good spot for unique Res IO’s if you aren’t taking fighting. And if you are in a duo/trio it is pretty good. It can also be the third leg of the elixir+veng strategy of killing your teammates if you instead want to use a blaster over a scrapper. Elixer buffs the blaster and you throw antidote on him for mez protection. That is now an overconfident blaster. When elixir drops, he splats. Not as much fun as a scrapper though as blasters are used to getting mezzed and dying. When elixir causes toggle drop/suppression on a scrapper they are genuinely confused. 2.7 Paralytic Poison – A not terribly fast single target hold. This allows you to fairly quickly hold a boss in conjunction with poison trap. It doesn’t last long, but maybe long enough to not die? This rolls procs super well and can actually do decent damage give the abundance of -res at your disposal. Definitely use this while leveling, maybe use it in your final build. It works reasonably well. 2.8 Poison Trap – not to be confused with Poison Trap. This poison trap doesn’t work the same as that poison trap. Confused? Ya me too. There are two powers in the game named Poison Trap, they are similar in some ways, but not in others. The one everyone talks about is Traps – poison trap (TPT). TPT has so much -regen that if you split it between all the defender primaries it would still be better at -regen than many sets. So what does PPT (poison - poison trap) do? A bunch of stuff, none of it really worth writing home about. However, doing a bunch of stuff, means it takes a bunch of procs. This power simultaneously rolls procs far better and far worse than you might expect. Slotting: as many procs as your build can support. See section 3.3 for more details. 2.9 Venomous Gas – This power takes just about everything poison does and then does it again in an auto hit pbaoe aura. I’m not sure if this power was supposed to “fix” poison when it was ported over to corrs, defs and trollers, but it sure seems like that was the intent. You’ll either love this power, or get mezzed repeatedly in the middle of spawns until you delete the character. Poison has no defense, no stealth, no resistances, no self heals, basically nothing that would support the need to be in the centre of a mob to utilize venomous gas. But that’s what makes it SO REWARDING. I’m not kidding. Once you get to a point where you can leverage venomous gas you start to feel really powerful and you start to witness a dramatic increase in team efficiency. 25% -res, 12.5% tohit debuff, 18.75% -dam, 12.5% -def Maybe that sounds great to you, maybe it doesn't. But even at a glance you should be able to see that it promotes the virtues of poison - negatively impact the enemy so they do less and you do more. Slotting: achilies, tohit debuff/end. Section 3 - Tetradotoxin, Amatoxin, Botulinum 3.1 Envenom Envenom is the most powerful single application -res power in the game. *Protip – alternate targets when recasting. The main debuff can stack with the aoe debuff giving -60% res. Fantastic if a minion is near an AV. The resistance debuffing is the main aspect of this power, but it also does a large defense debuff, a small amount of -regen and -heal. The aoe is admittedly small. I wish it was at least 12ft, or incorporated some delayed chaining mechanics to help it spread. Oh well, this is your targeted debuff, venomous gas is your group debuff. This power would still be worthwhile if it were single target (like it once was). The -regen is only 50% which isn’t fantastic, but it DOES stack when recast. It isn’t anything to celebrate, but it can help you get a handle on a GM’s regen if you keep it stacked 3-4x. You can see the impact it has on regen in the GM section (6.3) I personally think most -regen powers are too strong, or too weak. The sweet spot to me is 150-200%. That lets you have an impact, but still leaves room for another regen debuffer to have a role. The -heal is interesting, but rarely comes in to play. The target hit with the main debuff will receive 20% less healing. That can be helpful at times. If you envenom your target and cast weaken on the healer the results can be a near shut down of healing. 3.2 Weaken *Protip – alternate targets when recasting. The main debuff can stack with the aoe debuff giving -56.25% damage debuff, -28% tohit, and capping -special at 90% debuff. The nuts and bolts of debuffing damage: An often overlooked debuff. It works like it says on the tin. A 37.5% debuff will lower damage by 37.5%. However, this debuff has several interesting mechanics that make it incredible in some situations and not so hot in others. What makes it incredible? It is boosted by -res. A 37.5% -dam boosted by 65% -res (envenom+venomous gas) becomes 60% -dam. Poison can easily apply 56.25 to 75% -dam and debuff resistances by 65 to 85%. The result is often flooring an enemy’s damage at -90%. (look at the -damage on Jurassik) What else? -damage works independently from resistance. So if you do -90% damage debuff and have 50% resistance you end up taking 5% total damage. If you have 75% resistance you end up taking 2.5% damage. It can make some seemingly dangerous enemies a cake walk. An attack that would normally do 1000 damage can be reduced down to 25 damage. All by your lonesome. Poisoned! What makes it not so hot? The purple patch and enemy resistances. The purple patch is fairly straight forward, basically every level of difference between you and your enemy makes your debuffs less effective. +1 = 0.9, +2 = 0.8, +3 = 0.65, +4 = 0.48 When you hit +3 the potency of debuffs taper off hard. Probably too hard relative to other effects in the game on my opinion, but what can you do? Enemy resistances are a different matter. Resistance resists damage debuffs. Sometimes this matters a lot, sometimes it makes no difference. It matters when your target has resistances to the same type of damage that they deal. An example is Dra’Gon in the lady grey TF. He has 60% fire resistance and deals primarily fire damage. Also resistance resists resistance debuffs. Hahaha say what?. So previously where you can amplify your damage debuffs by applying -resistance, that is now also severely impacted. Examples using Dra'gon (60% fire resistance) while applying debuffing via envenom, weaken and venomous gas: +0 lvl: (56.25% dam debuff resisted by 60%) * ( 65% res debuff resisted by 60%) = 31.85% damage debuff +0 lvl: normal enemy = 92.81% damage debuff (capped at 90%) +3 lvl: (purple patch 36.65% dam debuff resisted by 60%) * (purple patch 42.25% res debuff resisted by 60%) = 19.37% damage debuff. +3 lvl: normal enemy = 52.13% damage debuff As you can see, you need to be very aware of what your enemy is capable of. An AV fight can be going super well and they are hitting like a wet noodle until they activate unstoppable. Suddenly they start hitting like a mack truck. Situational awareness is key. Lots of sets have -damage debuffs so that isn’t unique to poison. However, poison is also a good resistance debuffer so it ends up being very good overall at debuffing damage in most situations. (look at all that lovely -resistance that will boost your -damage) Weaken isn’t only useful for the -damage though. It also has an inverse powerboost. You ever see a scapper get one shot held by ghost widow’s ridiculous mag 100 hold and squirm helplessly until they die from the dot? Well you won’t see that if you hit her with weaken first. The hold will expire very quickly. Weaken drastically reduces the strength of many enemy abilities. Things like hold duration, defense debuffs, and heals are rendered almost useless. No one has any particular resistance to -special beyond the purple patch. So you hit silver mantis with it and suddenly her defense debuffs are a lot less impactful to the point that sets other than Super reflexes can shrug off some of her attacks. (Originally at 30% def, 2 of her attacks would normally drop me to -30% def, but I'm still at 0%) This aspect of the power doesn’t come in to play very often, or at least isn’t noticeable in most encounters. But it can spell the difference between victory and defeat like in the ghost widow example. 2/10 or 10/10 depending on the situation. 3.3 Poison Trap First off, it has a super fast cast time (which Traps -PT does not). And then it detonates when touched by an enemy into a big aoe hold. The hold only lasts like 7 or so seconds, but it can shut down most of the spawn for a short time. It gives you a nice little window to get some debuffs down. In addition to the hold it does a little bit of toxic dot damage. This could be useful for interrupting casters in some cases. What matters though is that it does an aoe hold and aoe damage. So it can take hold and pbaoe IO’s. The initial hold and damage procs roll at approx. 40-50% rate for 3.5ppm procs, which seems a bit lower than it probably should. However, after detonation the PPT releases a cloud that continues to do dot damage and periodically hold foes. So at 10 seconds it rolls its procs again at a lower probability than the initial detonation. (Ka-POW) PPT has some issues I’ll detail below. It is probably bugged and not working as well as it should. That said, it is still one of the most efficient powers in the game to place procs as it can frequently get over a 100% proc rate over the life of the power. The outcome is that while you focus on the bosses this power can often defeat most of the minions on its own. PPT with procs + a bit of aoe will finish off most spawns pretty quickly and safely. *issues with poison trap (and many other drop powers). - It only uses acc slotted into the power (so slots+alpha). Global acc, tohit buffs and even yellow insp have no impact on its accuracy. At least venomous gas helps it hit. People that think the power isn’t proccing well are probably just missing with it. -Secondly - the 3rd and 4th roll of procs are set up to automatically fail. It doesn’t matter what you do the chance to hit will always roll above 95 and miss. -Thirdly - The power can “critical” and double hit with procs instantly. I need to test this more, but I’ve only seen it happen with the pbaoe IO’s, which admittedly doesn’t make a ton of sense as you might expect the hold IO’s to do that given how the power works. -Fourth(ly) - The -recovery of the power hardly ever works. When it does work, it only lasts maybe 1 second. That said, it remains a very good proc power and very useful to helping poison do its job. If/when procs get overhauled my hope is this power gets a deep dive because it likely isn’t working as intended in all of its functions. Section 4 - When carrying poison, be sure to have an antidote on hand 4.1 Mez protection - I think the biggest weakness of poison is that if you get mezzed you will probably die. The set needs to be standing in the middle of a pack and you need to be actively applying debuffs and attacking to succeed. Even with weaken causing mez to last a fraction of the normal duration the toggle drop of venomous gas is often enough to get you killed. Solutions: Teaming - yah, but that’s not the point of this guide. Inspirations - yep, but there isn’t much you can’t do with enough inspirations. Some even rapidly port to their base to refill. I do my honest best to never use inspirations and certainly not as a key part of my build. P2W defense amplifier - you’d be silly not to pick this. 7.5% res all, 5% def all, 4 mag mez protection. 2.5 mil inf/hr at lvl 50. This is the best solution while leveling. Well worth the cash. I don’t use temp powers on final builds because I don’t see the difference between a power like this and a shivian against an AV. Defense - you can’t mez what you can’t hit. But poison has no innate defense and while s/l def is very easy to cap for defenders (scorpion shield) that only protects us from a moderate amount of mez attacks. Softcapping ranged defense and getting enough melee def that venomous gas’ tohit debuff gets you the rest of the way is no small endeavour. Rune of protection - awesome power. Great resistances and mez protection to most things including knockback. Unfortunately it is up only about 50% of the time and it requires you to go three powers deep in a pool. It can function as a break free too. Melee Hybrid - another awesome power. Good resistances and mez protection to most things excluding knockback. Also has really solid regen. Only up 50% of the time though and precludes that you don’t get a different hybrid like assault 😞 Clarion - probably the most obvious choice to cure the mez hole. Means you can’t use barrier or ageless though… 4.2 Cones - There are a lot of great cone powers out there. The issue for poison is that it needs pbaoe or taoe powers. You need to be in the middle of the spawn maximizing venomous gas, so cones conflict with the playstyle of poison. That means a set like dark blast, which would otherwise be a dream pairing, loses much of its prowess. You can still make an excellent poison/dark build, but imo ta/dark or storm/dark have more synergy. 4.3 Healing - poison does a lot to mitigate damage. It isn’t the best at it though to be sure. Damage will get through, sometimes lots of it. Relying on the regen from health will quickly let you down. Solutions: healing procs in health and stamina. These are great on just about any build, but they are essential for poison. Pancea and Power transfer can go a long way to repair chip damage. aid self - a strong heal that can help a fair amount with endurance too if you add field medic. I find aid self counter to the aggressive playstyle that poison espouses. dark blast/life drain - reliable, decent damage with procs. Life drain is a boon to sets like poison, ta and storm. However, as indicated in the discussion on cones in 4.1 dark blast has some issues playing nicely with poison. In addition to that the lack of aim can be significant when you really need to land a debuff, or just want to nuke at damage cap. water blast/dehydrate - reliable, decent damage with procs. Water has some great taoe powers and only one cone. The set takes quite a few procs. Honestly this is one of the best pairings you can make with poison. However, the single target damage leaves much to be desired. The attacks are a tad slow and it has no really heavy attack. The water jet instant recharge gimmick is sort of neat though. A team based poison would do well picking water. Melee hybrid - a great hybrid for poison. I already touched on it in the mez protection section, but melee hybrid provides strong regen as well. Rebirth destiny - yep, good heal with good regen. Means not taking clarion, ageless, or barrier though. All of which may be better for you. Defender ATO procs - one does a pbaoe heal, the other does a pbaoe absorb. If you put these in two heavy hitters (10 second recharge powers) they fire off a lot. An aggressive poison can make great use of these Entomb proc - put this in either paralytic poison or dominate/char. It gives you nearly 200pts of absorb every cast. It makes a tremendous difference. 4.4 Power Pools The reality is, you don’t “need” a lot of powers from poison to get the job done. Maybe that’s a good thing? Having skippable powers is a sign of weakness, but it sure helps out with build flexibility. Skip these for another build: Concealment - nah. Poison is best played in your face. Although phase shift would occasionally present value. Flight - if you enjoy it. But I feel mystic flight is a better option if this is your prefered path. Medicine - if you are really desperate for a self heal, but there are better, more synergistic ways to heal. Presence - don’t worry you’ll pull plenty of aggro haha. Conversely, many things will try to run. Teleport - only if you have a concept? poisoning people through space and time? Take a good look at these: Hasten - of course Leadership - you probably should. Defender values are very attractive. Tactics+kismet can all but let you skip out on acc slotting. Seeing through stealth/blindness isn’t frequently needed, but it sure is annoying. Fighting - just about everyone does these days… I personally skipped it on my poison defender. We all know how effective the pool is though. Leaping -- combat jump is a great power Force of Will - mighty leap is great, weaken resolve is pretty good if a bit slow. It is a surefire way to trigger achilies proc. Unleash potential is a very strong power. Not so great uptime though. Experimentation - Jaunt is really good for getting in to a spawn fast and affecting them with venomous gas. I haven't tried out corrosive vial, it "could" be a good addition. Adrenal boost is a nice offensive power. Not great uptime though. Sorcery - spirit ward is a good spot for preventative medicine, mystic flight is useful at times to chase fliers or avoid extremely dangerous melee attacks. I almost always fight on the ground personally. Rune of protection is awesome. Full mez protection, great damage resists and an achievable 50% uptime. I chose: leadership, combat jump, hasten, sorcery 4.5 Epics Defenders/corrs have some nice epic choices at the disposal. Controllers have very good epics. I'm going to discuss them from the point of view of a defender. Leviathan- good resistance shield (s/l/cold). hibernate can turn the battle around. The pet can add a lot of dps with the huge -res poison adds. Scorpion - only defensive shield (s/l), it makes softcapping s/l very easy for defenders. Focused accuracy can free up a lot of slotting options. Pet can add good dps Mu - great resistance shield (s/l/energy), powersink and conserve power make endurance management a non issue. Pet can add good dps and attacks from range which can be good sometimes. Soul - Double recharge soul drain is meh, powerboost used to boost - special but no longer does. As such it doesnt do a lot for poison. Ok resistance shield (s/l/negative). Mistress can do a lot of dps. Dark - Oppressive gloom works very well with venomous gas and can mitigate considerable damage. Dark consumption recharges too slow to rely on much. Ok resistance shield (s/l/negative), Awesome soul drain. One of the best epic powers in the game. Self rez can be useful. Electric- great resistance shield (s/l/energy), power sink and shocking bolt can all compliment poison very well. Unfortunately you need either electric fence or thunder strike to unlock the good powers. Power - conserve power is good. ok resistance shield (high s/L). Force of nature gives you 120 seconds of god mode resistances and strong recovery. Full end crash though. Powerbuildup is build up+ powerboost. recharge is too slow though. Fire - char. it is reason enough to take fire app. Decent resistance shield (s/l/fire), consume recharges too slow but has a fast cast and bigger aoe than dark consumption at least. Self rez has uses sometimes. Greater firesword isnt very good unfortunately. Psychic- dominate. as good or better than char. Great resistance shield (s/l/psi). Mass hypnosis has uses, but they are rare. Telekinesis costs too much and has no synergy with poison. World of confusion is fantastic w/confuse proc. Poison enhances confuse powers really well. Overall: Psychic is my favorite. It gives you another heavy hitter (proc'd dominate), A very useful shield and a confuse aura that works really well with venomous gas to provide meaningful mitigation and improve spawn clearing. Dark is my second favorite. Perma soul drain can give you really good damage output. Mu is my third choice. It makes endurance a non issue and the shield is great 4.6 Incarnates This is a huge category. I'm just going to highlight a few choices that go particularly well with poison. Alpha: musculature radial - improves damage, tohit debuffs, defense debuffs and gives you a bit of recovery. Everything poison likes. Cardiac core - solves endurance,boost resistances a bit. Nerve - really helps poison trap (see issues section 3.3) Interface: Reactive radial - good dot damage, a bit more -res which helps your -damage powers a little. Degen - probably the best for big game hunting. Lore: I dont use lore, but poison can make them do crazy damage Hybrid: Melee core- good resistances, good regen, mez protection Assault radial - proc damage is poison's forte. Destiny: honestly this will depend on the rest of your build options. Each destiny power has great potential for poison. If you can solve mez protection and endurance then barrier is incredible. Section 5 - I am Poison! I have created and played a lot of poison characters. I chose poison/fire for a variety of reasons. I dont think it is the most synergistic pairing, but it is extremely fun and effective. The set offers virtually no mitigation so everything I do is based on poison as the backbone. 5.1 Why fire? I mean, why not? Even in the world of procs fire is still the damage king. The thing about fire is it doesn’t “need” procs to do well, so you are free to enhance the recharge of blasts without drastically altering overall performance due to decreased proc damage. Some sets can hit harder than fire when heavily proc’d (ie radiation), but fire still does quite a bit more dps in the long run. In the end I enjoy playing fireblast, so that was my main motivation. 5.2 Current Build Ok, I’ve done a lot of respecs now and what I’ve discovered for poison is that I like it a lot more when I focus on solid resistances and coming back from the brink than opposed to softcapped defense followed by immediate occasional defeat. I think resistances and -damage debuffing go very well together and fit really well with the regen of melee hybrid as well as the small absorbs/heals of the defender procs. the result is that my failures are predictable and avoidable if I so choose. I very rarely go from hero to zero in the blink of an eye, which my defense based squishies can not replicate. However, if you plan on being hit that takes a lot more behind the scenes preparation than simply avoiding most damage/mez. Namely you require mez protection. That isn’t as easy as it sounds. I cycle rune of protection with melee hybrid. It doesn’t provide 100% uptime, but it is up most of the time. Those two powers also really round out resistances, so it works out pretty well. I have little doubt that the build would be stronger with cardiac and barrier instead of musculature and ageless, but the latter was a conscious decision to increase dps. I might finish out those two alternate incarnates though for some difficult encounters like the “final warwalker standoff” in the tinmage tf. I have been unable to pass that point solo no insp/temp/lore. I have assault radial at t4 as well as melee t4. If I know survival is a non issue then the extra dps is welcome (see pylon section).
  8. So I finally made the leap, always wanted to try a Defender and well now here I am. Any pointers and/or advice is greatly appreciated. This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Open Season: Level 50 Natural Defender Primary Power Set: Trick Arrow Secondary Power Set: Archery Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Flash Arrow (A) Dark Watcher's Despair - To Hit Debuff (11) Dark Watcher's Despair - To Hit Debuff/Recharge (43) Dark Watcher's Despair - To Hit Debuff/Endurance (43) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance Level 1: Snap Shot (A) Apocalypse - Damage/Endurance (40) Apocalypse - Accuracy/Damage/Recharge (40) Apocalypse - Chance of Damage(Negative) Level 2: Aimed Shot (A) Devastation - Accuracy/Damage (7) Devastation - Damage/Endurance (11) Devastation - Accuracy/Damage/Endurance/Recharge Level 4: Glue Arrow (A) Tempered Readiness - Accuracy/Slow (46) Tempered Readiness - Accuracy/Endurance Level 6: Hasten (A) Recharge Reduction IO (7) Recharge Reduction IO Level 8: Super Speed (A) Celerity - +Stealth (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (9) Blessing of the Zephyr - Knockback Reduction (4 points) Level 10: Blazing Arrow (A) Apocalypse - Damage (17) Apocalypse - Damage/Recharge (21) Apocalypse - Accuracy/Recharge (21) Gladiator's Javelin - Chance of Damage(Toxic) Level 12: Acid Arrow (A) Overwhelming Force - Accuracy/Damage (13) Overwhelming Force - Endurance/Recharge (13) Overwhelming Force - Accuracy/Damage/Endurance (15) Overwhelming Force - Damage/Endurance/Recharge (15) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (17) Achilles' Heel - Chance for Res Debuff Level 14: Boxing (A) Empty Level 16: Poison Gas Arrow (A) Fortunata Hypnosis - Accuracy/Sleep/Recharge (45) Fortunata Hypnosis - Sleep/Endurance Level 18: Disruption Arrow (A) Preemptive Optimization - EndMod/Accuracy/Recharge (19) Preemptive Optimization - EndMod/Endurance/Recharge (19) Preemptive Optimization - EndMod/Accuracy/Endurance Level 20: Explosive Arrow (A) Sudden Acceleration - Knockback to Knockdown (43) Superior Vigilant Assault - Accuracy/Damage (45) Superior Vigilant Assault - Accuracy/Damage/Endurance (45) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime Level 22: Tough (A) Gladiator's Armor - End/Resist (23) Gladiator's Armor - Recharge/Resist (23) Gladiator's Armor - Recharge/Endurance (25) Gladiator's Armor - Resistance/Rech/End (25) Gladiator's Armor - Resistance (27) Gladiator's Armor - TP Protection +3% Def (All) Level 24: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Luck of the Gambler - Defense/Endurance (29) Luck of the Gambler - Defense (29) Luck of the Gambler - Defense/Endurance/Recharge (31) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Reactive Defenses - Scaling Resist Damage Level 26: Oil Slick Arrow (A) Touch of Lady Grey - Defense Debuff (34) Touch of Lady Grey - Defense Debuff/Recharge/Endurance (34) Touch of Lady Grey - Defense Debuff/Endurance (37) Annihilation - Chance for Res Debuff Level 28: Ranged Shot (A) Sting of the Manticore - Damage/Endurance (31) Sting of the Manticore - Accuracy/Interrupt/Range (31) Sting of the Manticore - Damage/Endurance/Recharge (46) Superior Vigilant Assault - Damage/RechargeTime (46) Superior Vigilant Assault - Damage/Endurance/RechargeTime (48) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb Level 30: Assault (A) Endurance Reduction IO Level 32: EMP Arrow (A) Preemptive Optimization - EndMod/Accuracy/Endurance (33) Preemptive Optimization - EndMod/Accuracy/Recharge (33) Preemptive Optimization - EndMod/Endurance/Recharge (34) Lockdown - Chance for +2 Mag Hold Level 35: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (37) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 38: Rain of Arrows (A) Superior Defender's Bastion - Accuracy/Damage (39) Superior Defender's Bastion - Damage/Recharge (39) Superior Defender's Bastion - Damage/Endurance/Recharge (39) Superior Defender's Bastion - Accuracy/Damage/Endurance (40) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Aim (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 49: Stealth (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Endurance/Recharge Level 1: Vigilance Level 1: Brawl
  9. So I've been fiddling around with various alts when I remembered my first attempt at building a toon on CoX. This was back when the world was flat, dinosaurs roamed the earth, and the game was Live. (Don't ask what year I have no clue. I DO remember having to do a mission at Level 20 to gain access to capes). Anyways, my first toon was a kin/elec defender, and while he was kinda fun to play, I really had no idea what I was doing when it came to picking powers, assigning enh slots to those powers, and then slotting them properly to make a rock-solid healing / debuffing machine that teams would want on their teams. Back then, everybody seemed to be raving about kin/rad defenders being the 'end all / be all' so I thought that I would give it a shot. The thought of standing in the middle of a team with Transfusion on auto-fire while debuffing the bad guys sounds like fun to me. I'll use the Leadership Pool to have Maneuvers and Assault (and Tactics if I can fit it in somewhere). My Epic Pool will be Power Mastery (unless someone has a better idea). The questions are: 1. Which powers (if any) in each set (kin and rad, not elec) are skippable? 2. How many enh slots (including the default one) should be assigned to each power? 3. Which IO enh should go in each power? 4, Which Sets should go in each power once I get the influence? Thank you all in advance. 🙂
  10. Hello everyone! This is my first time posting on the forums, and I’m happy to be here :D This post concerns some of my suggestions for how to modernize Empathy and make it more useful in the endgame. Empathy has always been one of my favorite powersets. I love the busy clickery, the ability to save lives in an emergency, and the feeling of making the entire party stronger. Empathy, ideally, can provide a player with a specific experience of heroism: being the team member upon which other team members can always rely, the team’s last line of defense, the still point at the center of a turning world. There are some excellent players who have managed to accomplish some extraordinary feats with Empathy, such as +4/x8 solo runs, solo AV kills, etc., but the commendable skill of these players should not distract from general concerns that currently affect the powerset. Likewise, many other posters have already provided their suggestions, linked below at the bottom of this writeup, all of which are worth your time and consideration. I’ve learned a great deal from reading their work, some of which is incorporated here in my suggestions. Empathy currently faces several challenges: Healing has lower value in higher level content due to Absorbs, Defense, Resistance and Debuffs. Empathy has extremely long recharges on its best abilities, minimizing their effectiveness for group content. Comparatively, this means that Empathy is less able to provide a continuous benefit to the team than other top tier support sets, such as Time, Nature, Kinetics and Thermal. Empathy’s best buffs are numerically less effective than those of other powersets, have unusual gaps in what they provide, are single target, or positionally-limited. Due to these concerns, Empathy is frequently placed at the very bottom of Defender tier lists. People ask, on a regular basis, whether Empathy is “dead.” Can we do better? Consideration of these challenges has led me to a vision for the powerset. Empathy should be the conceptual inverse of Trick Arrow. In the same way that (ideally) Trick Arrow is -only- damage and debuffs, but strong versions of all of them, Empathy should be -only- heals and buffs, but strong versions of all of them. Empathy should also maintain its current character as a very active, very click-intensive set. In other words, Empathy should be The Premiere Healing Set and An Extremely Strong Buff Set. It should retain it's playstyle drawbacks of having No Debuffs and being A Click-Intensive Powerset. Some of this stuff may seem obvious to many of you, but I want to spell it out in detail so that we can move forward from agreed principles and use a common design vision to improve the set :D The Premiere Healing Set People pick Empathy because they want to heal their party members and make them stronger. Empathy should meet these expectations by providing the ability to heal faster than other sets and for better values. Furthermore, some Empathy healing abilities should have an additional benefit, such as Absorbs and Endurance Recovery. A radical but realistic proposal is that Empathy heals should not be affected by line of sight. Feelings don’t stop at forklifts, friends. As an emotion-based set, why should Empathy be blocked by terrain? How many times have you watched a party member’s green bar go down as they stood on the opposite side of a box or thin vertical rail? Heal Other should work like Absorb Pain does right now: quick cast, instant recharge, high output. Absorb Pain should provide only an Absorb, without the onerous and unnecessary self-healing penalty. Likewise, Empathy’s Resurrect should feel unique and special. My proposal is to extend the range to 100 ft. (equal to Heal Other), with a faster recharge. An Extremely Strong Buff Set All Empathy buffs should be meaningful, noticeable and able to be perma on all party members or most party members (Adrenaline Boost) at sufficient levels of Recharge. Clear Mind should offer single-target proactive mez protection against all negative status, not just Sleep. The duration should also be increased to a more comfortable time. We also add a small amount of Resist: Psionic in order to make the power even more desirable in end game scenarios where defense is plentiful but psi resist is comparatively rare. The numbers on Fortitude need to be improved in order to make it competitive with Thermal’s Forge and Time’s Temporal Selection. For comparison, Forge adds +25% to hit and +50% damage on an identical recharge. Temporal Selection adds a +30% recharge, +150% Regeneration and +31.25% damage. Fortitude in its current state only provides +15% defense, +31.25% damage and +18.75% to hit. These numbers must be improved in order to make Fortitude a competitive single target buff, and the recharge time should be lowered to ensure that a busy Empath can reliably maintain the buff on all party members (and many League members). Recovery Aura and Regeneration Aura should be party-wide within range, similar to Thermal, Cold and Force Field’s shields. It would make Empathy more fun to play, and more fun to play with for other players. Right now Empathy is on the horns of a dilemma: either post “gather for RA,” making other players change what they are doing in order to receive the buffs, or running into melee (putting oneself at personal risk with a ranged set) and trying to grab as many other players as possible (almost always less than 100% of the party). The positional element of the auras and the corresponding “gather for RA” macro is an artifact of being an Issue 0 set. We now have the freedom to improve this. Likewise, Regeneration Aura’s effect is deprecated in the endgame. In order to keep it relevant, it should include a small but noticeable buff to +Resist/All%. This proposal recommends 10%. For comparison, Time Manipulation’s Farsight adds 12.5%. Finally, Adrenaline Boost should be in the running the most impressive single-target buff in the game. It should also be on lower recharge to enable a high recharge build to keep it on a minimum of four party members at a time. Honestly? Empathy would be even better if it were brought down to Fortitude’s current recharge, but I’m concerned that it may be too radical of a proposal. No Debuffs Empathy makes the party stronger rather than the enemies weaker. By this logic, Empathy’s greatest weakness is the absence of debuffs. In order to maintain its class identity, this should not be changed. A Click-Intensive Powerset Empathy has always felt very “clicky.” Although other suggestions offer the possibility of converting several powers into toggles, I feel as though it would change the feel of the set too much. If anything, the amount of clickiness should be intensified. Many players prefer an active, enthralling powerset. The Empath should constantly be casting buffs on their party members, and feel satisfied only when all other party members have Fortitude, Clear Mind, and both auras (Regeneration and Recovery). At least half the party should have Adrenaline Boost (if not more). Likewise, due to the Absorbs from Absorb Pain, prophylactic healing should feel useful if the hero is not otherwise in a position to attack enemies with their secondary powerset. The security of Absorb Pain should also encourage the Empath to blast away at enemies more often. (1/3)
  11. Hello forum goers, it has been some time, once again I am back with a new powerset proposal. I have done multiple melees, and more recently engaged in control & assaults, so I decided this time as I "always" provide aid and assistance in providing revolutionary ideas to suggestions and feedback, I would now try involving myself with support based powersets for Defenders, Controllers, and possibly Corruptors. The theme for this one is Spiritualism, it involves the player unleashing their personal spirit to help unlock others full potential. I'm providing this description as this support powerset as many of my other proposals, is different. The new twist is that it also allows for allies to grant the same Buffs to other teammates granted from the caster, as well as provide them with an additional powers while under these buff affects. Are you intrigued so far, well as always... Special thanks to @Vanden for providing the icons. Excellent job with the multi-colored effects its work spectacularly. Introducing... Spirituality Spirituality gives you the ability to to unleash your spirit onto another to awaken your teammates full potential to garner various forms of earthbound threats that may degrade an allies performance. The goal of Spiritualism is to reach enlightenment, in order to unrestrained by any control based affects as well as allowing allies to ward of enemies through projections of their mind soul and body. It is a primary powerset for Defenders and Controllers, and a secondary for Corruptors and Masterminds Power Tables Defenders and Controllers Spirituality is available as a primary set for Defenders and Controllers. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 1 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 2 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 6 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 8 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 12 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 18 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 26 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 32 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Corruptors and Masterminds Spirituality is available as a secondary set for Corruptors and Masterminds. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 2 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 4 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 10 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 16 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 20 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 28 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 35 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 38 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Powers These are the following powers in the Spirituality powerset Self Persistence You strengthen your first chakra of survival increasing your basic instinct and awareness to overcome any physical obstacles, to combat the spiritual blockade of overcoming fear granting you resistance to this affect. Grants the caster resistance to Lethal and Smashing damage. Gratification You open your targets second chakra, bringing them euphoria beyond normal limits and boosting their morale. Gratification removes the guilt from the target, protecting from psychic assaults and mez effects. As you awaken their chakra, gratified allies become able to extend this effect onto other teammates for a short time. This ability will persist for a limit of 5 uses until their acquired spiritual awakening fades away. Grants ally Spirit Blade Spirit Blade Power granted from opening Second Chakra, funnels your spiritual energy in the form of a blade to smite a foe. Deals moderate energy and smashing damage. Redirect You expand your spirit to reroute enemy attacks and protect your allies. Redirect causes damage enemies who strike you for a short time, as well as offering a chance to knock them away. Allies within range of the redirection are offered increased defense, as the attacks are simply returned to the assailants. Empowerment The extend your souls reach to untap your allies full physical potential, increasing their offensive and defensive capabilities, granting them resistance towards shame as it Slows you down. Empowered Targets are able to extend this ability for a short time. This ability will persist for a limit of 3 uses until the spiritual effects wear off. Grants ally Spirit Drain. Spiritual Drain You extract the spirit of your foe transferring the energy to yourself. Shamans Embrace You gather the spiritual energy of your surroundings to heal a target. Embraced targets are able to heal others for a limit of 2 minutes. Grants ally Spiritual Torrent. Spiritual Torrent Propel your souls energy in the shape of ones self resulting in a rushing wave of spiritual energy. Deals moderate damage. Mindfulness You open up the minds of allies close to you, preventing the disorientation of their performance amplifying their truth of their performance on the battlefield. Grants Ally Mindfulness for a limit of 3 uses. Grants Ally Unguarded Soul. Unguarded Soul You utilize you spirit to project your energy to disrupt with your targets chakra network degrading their defense. Third Eye You awaken your third eye granting your allies nullification towards Psionic any mez effects, blockading them from delusion that cloud their judgment, transcending your chakra through your mastery of your spirit. Grants ally Sightless Soul. Sightless Soul You disrupt your targets spirit plummeting their senses lessening their perception Transmigration You transcend your chakra through your mastery of your spirit to move the vacant soul into its deceased body. Grants ally Spirit Transfer. Does not grant ally this move Spirit Transfer You dispense the spiritual energy of a target and imbue that energy into yourself. Earthly Detachment Your mastery of chakra had granted you the ability to depart from the physical plane, those closest to targeted ally will grant protection from any physical restraints such as mez and status protection. Grants ally Upheaval and Weaken Spirit. Does not grant ally this move Upheaval You harness the spiritual energy form the afterlife to raise the hands of enlightenment, knocking foes upward. Deals Superior Damage, has only 1 usage Weaken Spirit You extend your spirit onto a foe by sheer presence, severely plummets their ability to dish out damage on those who have departed form the physical plane. This is an auto move. Conclusion Thank you for viewing my proposal I decided to do one with a spiritual theme as I was looking for ways to increase personal motivation given these circumstances. Hope you guys enjoy this new concept for Defenders and support based AT in general, hope that the theme was enough to allow for this new approach to this playstyle. Hopefully reading through this post will awaken your spirit and unlocked new potential for this thread. I will release potential animation and effects in the future for visualization.
  12. Here is my current slotting for my Kinetics/Water Defender. I'm quite happy with it, but I do see some holes. Any advice to improve that doesn't break the theme (water/Tsoo lore/sharks!) is welcome. I built heavily towards AOE damage and procs. Anyhow, I love, love, love this combo and just want to see if it can be pushed to even greater heights. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Silver Tsoonami: Level 50 Science Defender Primary Power Set: Kinetics Secondary Power Set: Water Blast Power Pool: Concealment Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Transfusion -- RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(3), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(5), NmnCnv-Heal/Rchg(5), NmnCnv-EndRdx/Rchg(7) Level 1: Aqua Bolt -- Dvs-Hold%(A), Dvs-Dmg/Rchg(39) Level 2: Siphon Power -- Acc-I(A) Level 4: Water Burst -- FrcFdb-Rechg%(A), SprVglAss-Rchg/+Absorb(7), SprVglAss-Acc/Dmg(9), SprVglAss-Dmg/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11) Level 6: Siphon Speed -- Acc-I(A) Level 8: Stealth -- Rct-ResDam%(A), RedFrt-Def(11), RedFrt-Def/EndRdx(13), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def/Rchg(15), RedFrt-EndRdx(15) Level 10: Whirlpool -- TchofLadG-%Dam(A), PstBls-Dam%(17), Bmbdmt-+FireDmg(17), AnlWkn-%ToHit(19), PstBls-Acc/Dmg(19) Level 12: Boxing -- RzzDzz-Immob%(A) Level 14: Speed Boost -- BlsoftheZ-ResKB(A) Level 16: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(25) Level 18: Dehydrate -- Prv-Absorb%(A), Prv-Heal(34), Dvs-Hold%(34), Dvs-Acc/Dmg(34), Dvs-Dmg/Rchg(37), Dcm-Build%(39) Level 20: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(21), RedFrt-Def/EndRdx(23), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-EndRdx(27) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--ToHit(31), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Rchg/EndRdx(33) Level 26: Transference -- PrfShf-EndMod/Rchg(A) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 30: Water Jet -- Dvs-Hold%(A), Dvs-Dmg/Rchg(36), Apc-Dam%(36), EntChs-Heal%(36), Dmg-I(37), Dmg-I(37) Level 32: Increase Density -- StdPrt-ResKB(A) Level 35: Fulcrum Shift -- Acc-I(A) Level 38: Steam Spray -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Dam(40), Bmbdmt-Dam/Rech(40), TchofLadG-%Dam(40), TchofLadG-DefDeb/Rchg(43) Level 41: Geyser -- PstBls-Dam%(A), RzzDzz-Immob%(42), FrcFdb-Rechg%(42), PstBls-Acc/Dmg(42), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(43) Level 44: School of Sharks -- PstBls-Dam%(A), Bmbdmt-+FireDmg(45), TraoftheH-Dam%(45), TraoftheH-Immob/Acc(50), DblAct-Stun%(50), DblAct-Immob/Rng(50) Level 47: Spirit Shark Jaws -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(47), Dvs-Dmg/Rchg(47), Dvs-Dmg/EndRdx(48), Dvs-Acc/Dmg(48), Dvs-Acc/Dmg/EndRdx/Rchg(48) Level 49: Shark Skin -- StdPrt-ResKB(A), UnbGrd-ResDam/EndRdx(49), UnbGrd-Rchg/ResDam(49) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(29) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(29) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Assault Core Genome Level 50: Spiritual Partial Radial Revamp Level 50: Cognitive Partial Radial Conversion Level 50: Tsoo Radial Superior Ally Level 50: Cryonic Total Core Judgement Level 50: Barrier Total Radial Invocation Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
  13. until
    Every Thursday & Sunday Repeat Offenders holds teaming as we did back on LIVE. We focus on one of our specialized SGs for a month SPOTLIGHT SG: Green Machine - All Empathy Defenders WHAT: Retro RO - Specialized teaming focused on RO SGs WHEN: Every Sunday @ 3pm PT / 4pm MT / 5pm CT / 6pm ET WHERE: Everlasting LEVELS: 20ish GLOBAL CHANNEL Repeat Offenders Green Machine - Build Requirements Listed below are the REQUIRED powers and slotting Primary Power: Empathy Heal Aura at level 1 | Slot: 3 Heal Clear Mind by level 20 Fortitude at level 12 | Slot: 2 Defense (minimum) Recovery Aura at level 18 | Slot: 3 Recharge Regeneration Aura at level 26 | Slot: 3 Recharge + Recommended: SO/Common IO: Slot 3 Heal | Set IOs: 5 Panacea or Doctored Wounds + 1 Recharge Adrenalin Boost at level 32 | Slot: 3 Recharge + strongly recommended: Slot: 2 Heal Secondary Power: Ranged Damage Slotted attacks are required | Offense is expected from all Green Machine members. Blast Nuke at level 38 Pool Powers Hasten by level 18 | Slot: 3 Recharge Assault by level 24 Tactics by level 24 | Slot: 3 To-Hit
  14. until
    Every Thursday & Sunday Repeat Offenders holds teaming as we did back on LIVE. We focus on one of our specialized SGs for a month SPOTLIGHT SG: Green Machine - All Empathy Defenders WHAT: Retro RO - Specialized teaming focused on RO SGs WHEN: Every Thursday @ 6pm PT/7pm MT 8pm CT/9pm ET / Fri 1pm NZT WHERE: Everlasting LEVELS: 20ish GLOBAL CHANNEL Repeat Offenders Green Machine - Build Requirements Listed below are the REQUIRED powers and slotting Primary Power: Empathy Heal Aura at level 1 | Slot: 3 Heal Clear Mind by level 20 Fortitude at level 12 | Slot: 2 Defense (minimum) Recovery Aura at level 18 | Slot: 3 Recharge Regeneration Aura at level 26 | Slot: 3 Recharge + Recommended: SO/Common IO: Slot 3 Heal | Set IOs: 5 Panacea or Doctored Wounds + 1 Recharge Adrenalin Boost at level 32 | Slot: 3 Recharge + strongly recommended: Slot: 2 Heal Secondary Power: Ranged Damage Slotted attacks are required | Offense is expected from all Green Machine members. Blast Nuke at level 38 Pool Powers Hasten by level 18 | Slot: 3 Recharge Assault by level 24 Tactics by level 24 | Slot: 3 To-Hit
  15. I have a five part plan. 1.) Give Defenders and Corruptors Umbral Torrent and Aim from the Blaster version of the set. Replace Nightfall and Torrent. They're both different flavors of bad, slow and weak respectively, which is presumably why they got taken out of the Blaster version. 2.) Add un-enhanceable Knockback Protection of the same magnitude as Umbral Torrent minus point one (or whatever it takes to convert it to knock down) to Tenebrous Tentacles. Similar to controller immobilizes. 3.) Add 98.5% Enhancement (Knockback) to Aim. I think that's the effect anyway. I'm looking at Power Build Up in Mid's. Maybe enhance -ToHit too. T H E M A T I C. Change the power name if necessary. Spooky Focus! Nebulous Concentration! Goth Flex! 4.) Make both cones the same size. Range 60, 40 degree arc sounds reasonable to me, though I know there are formulas for these things that I'm totally ignoring. 5.) Observe how the two cones now make a logical one-two punch. The change to Aim adds a layer of positioning control. Bonus step 6.) Dark Pit sucks. It needs something. Anything! Increased mag, decreased recharge time, increased duration, add some damage. Increase that stupid 60% base accuracy at the least. Throwaway power. Why yes, the cone sizes have been brought up many times before, and I did come up with this entire scheme to not have to use Sudden Acceleration! Thank you for noticing. I thought it was pretty clever too. I can see you typing /jranger.
  16. Ok I realize this may not necessarily belong in the general thread but I did not want to post this three times and I figured if I posted this in either the Blaster, Corruptor, or Defender forums then I would get biased answers on each side. I mained a Controller and a Tank on retail/live and am very interested in playing a character that is more blow-em-up than those two. I am very interested in water blast and radiation/whatever the blaster version of radiation is called (can't remember at the moment and am typing this on my phone while at work 🤫). Atomic? I am relatively newly back and still do not have a 50 here on Homecoming. Pretty much like everyone else I want my cake and to eat it too so I want a character at max level with that theme to be able to solo just about anything I want, while also being a great asset to any team. I want to do massive damage while not dying every time I look at a mob funny. A bonus would be to have a character that is a perfect compliment as a duo with my friend (he doesn't have a main yet either...this is more of a general statement of a toon that would be good in duos). As I see it the three ATs already mentioned could all be more than fine if built in certain ways. Each could be equally as fun and I realize that in a lot of ways this is "six of one / half dozen of the other." One last thing to note before I throw out my specific questions...I intend to shy away from melee attacks; which I understand might detract from some strengths of rad but I just feel like playing more at range when possible. All of that lengthy preamble out of the way, this is what I am turning to the community for advice on: Water Blast and Radiation/atomic(?) 1. With those power sets in mind, which AT shines the most at 50? --Blaster? --Defender? --Corruptor? 2. Will it be more effective end-game to slot for overall damage output on one versus overall survivability on another? In other words, which can squeak out the most of each? Thanks to everyone in advance, I am really looking forward to the inevitable contrasting views....convince me! Edit: I totally realize I will be getting biased, opinion based answers....I just didn't want to post in a place where I already knew the answers I would get 🙃
  17. I'm having a great time being back in CoV. Much of my legacy Coalition has returned and we are creating teams and doing Strike Forces and such. I remember reading about all defender super teams in the past, and the idea came up tonight for a Themed Team made of the coalition members. We have at least 6 people who play regularly, and more who play sometimes. Leaving aside the themes, unless you have some suggestions, I was trying to wrap my mind around what would be a great synergistic build of 6-8 defenders. Goals are maxing defense and resistance, for buffs, along with +recovery and +regen, and -resist and -regen for debuffs. I came up with Sonic (x2), Thermal, Kin, Cold, and Dark. We already have a Fire/Kin Corruptor, and I thought that would be ok, and we have a Plant/Dark Controller, which I also thought would be ok, so long as the other 4-6 are defenders. We could go 2 sonic/sonic, a thermal/beam, and a cold/ice, with whatever for the remaining 2. With everyone running full leadership pool, we should be at defense softcap from /dark controller and Cold/ defender. My question is, am I on the right track with these combos? Am I missing something? What would be good combos for the last 2? Should I modify anything? I have played almost exclusively brutes, so this would be a big change for me and I'm not familiar at all with the ins and outs of defender play, but I'm interested in finding out. Thanks.
  18. So after reading the Poison guide and some other threads that talk about the power set, I decided I wanted to try it out for myself. I opted to pair it with Dual Pistols, another set I've never played (despite its popularity). I used a bit of the information I found in the related threads to put this build together, but I've only just started leveling my Defender (really, more of an Offender), and its only up to the mid-20s. As a result, I don't know how sound these picks are. Please, let me know if I'm doing something wrong, or could have made some better choices. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Aisling Green: Level 50 Technology Defender Primary Power Set: Poison Secondary Power Set: Dual Pistols Power Pool: Leadership Power Pool: Speed Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Envenom -- EndRdx-I(A), AchHee-ResDeb%(3) Level 1: Pistols -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(3), SprVglAss-Acc/Dmg/EndRdx(5), ShlBrk-%Dam(5), TchofLadG-%Dam(7), GldJvl-Dam%(7) Level 2: Weaken -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/EndRdx/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(9), CldSns-%Dam(11) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(17), Rct-ResDam%(19) Level 6: Assault -- EndRdx-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Swap Ammo Level 12: Super Speed -- BlsoftheZ-ResKB(A) Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(23), GssSynFr--Build%(25) Level 16: Bullet Rain -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(25), SprVglAss-Acc/Dmg/EndRdx/Rchg(27), FrcFdb-Rechg%(27), OvrFrc-Dam/KB(29) Level 18: Paralytic Poison -- Lck-Acc/Hold(A) Level 20: Suppressive Fire -- Dvs-Acc/Dmg/Rchg(A), Dvs-Hold%(29), GldJvl-Dam%(31), GldNet-Dam%(31), GhsWdwEmb-Dam%(31), NrnSht-Dam%(33) Level 22: Vengeance -- LucoftheG-Def/Rchg+(A) Level 24: Elixir of Life -- RechRdx-I(A) Level 26: Poison Trap -- FuroftheG-ResDeb%(A), Obl-%Dam(33), Erd-%Dam(33), NrnSht-Dam%(34), GhsWdwEmb-Dam%(34), UnbCns-Acc/Rchg(34) Level 28: Executioner's Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(36), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Acc/Dmg/EndRdx(36), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(37) Level 30: Antidote -- StdPrt-ResDam/Def+(A) Level 32: Venomous Gas -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb/EndRdx(37), DarWtcDsp-ToHitdeb/Rchg/EndRdx(39), DarWtcDsp-ToHitDeb(39), DarWtcDsp-Slow%(39) Level 35: Piercing Rounds -- PstBls-Dam%(A), PstBls-Acc/Dmg(40), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rchg(40), PstBls-Dmg/Rng(42) Level 38: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43) Level 41: Dominate -- UnbCns-Acc/Hold/Rchg(A), Lck-%Hold(45), UnbCns-Dam%(45), NrnSht-Dam%(45), GhsWdwEmb-Dam%(46), GldNet-Dam%(46) Level 44: Mind Over Body -- GldArm-3defTpProc(A), UnbGrd-Max HP%(46), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 47: World of Confusion -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(50) Level 49: Alkaloid -- Prv-Absorb%(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(11), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1500;732;1464;HEX;| |78DA6594CB4F135114C6EF748622A53C4A8B8014A1BC29B4B63C7CAC88CA230A984| |68DDB3A29433B4999693A2581A50BFF01376ED528E2C6853C24BAF20F7065DCB931| |31EA063441125F301EE63BB6249DA4F9DDFB9D7BCEFDEE99B99D5B9EF03E9FBE332| |EA4DACB59D5B29213DA8266CC6B79CF4D2D9531CCAC995E11F4D45CD4ADAC6EA43B| |A6F39A66549212F8BF3279696961219A3075CB348245F1BA6AA4B5F9E8C4929A4D2| |674AB60662D519730CD6C745653698195D1731E677E23A769F3016738B99CD3F2FA| |A26614D4826E1AD58E3895D5D399426032A7A7A2096B2595D153C939D52A68F9956| |6F211A69FDD2BF8B1251122C415E17AE312C2AF88787D315621C614C462A032C274| |CB42B429C2FDD6E5CCDD43B2932BFA8490902B4B9F5CCE9A135F989F41CF57D0474| |D9125EC23374A4E9DDA03E1C46AEB31AFF7336764870D7B4CCAAD40AEA860FF9DA4| |5542932A07A1353047E94C5588D95DB4AE9A73AB3FC0BF9FB41AF652F3185AE0097| |3153CF994B906363F03C7A8761DCEACD4C5D19FE661F0D428F32ED6063FC2BF427D| |F22147F8F6113B4B75FCDC77FF2A7C07D7C0D343C83B3DC95C445F3A54C9E95780F| |C3772BD46EEA58BF66862AD89FB50415A0BEFD1328E5A1D82B98BF712E29A21DE23| |340D7FE7C85F2BE7B6BE404ED73A7383B909766F315F8232EDDBC65EDA9A50DF4D5| |A3B7AAEB4F3B7D7FD0A7BF56E33B798AFC1F3E4A1937BDDB98D33F5AD3337989BE0| |C0167881727AD877CF1FD419F8CB3C00C3874C9BC93D7947E8E7DCFE29C4867E33A| |F30B95F11EE5784DFD17BC2209F6F70185AE41778E607739FF913DCF30A11E56F38| |7A1BF5E32A78487736C63D8CED607D5029DED5A34FDBB6C54CB8A8D8E1B268AC4C8| |997292365CA6899327BA4F01D1255F077ADA4D909A5F83F202427A38ADE82CCBE76| |3C14E56C2982B7F4ADA4B9A45BE8A42784537AAFD2BC4F11BBC7F3FA91F7BDA449D| |27D38F1DE031FF84AB7FEE1D198F77F746C3C4B572ECEE37FE884F19B| |-------------------------------------------------------------------|
  19. I've been playing a Rad/Rad Defender for a few months and I've been loving it! I want to maximize the build but putting together builds is something I've never been very good at. I've put together a "Hypothetical Build" but I'm not sure how to cap my defenses and have plenty of recharge and on top of that manage my endurance, any help or advice would be much appreciated! I really want this toon to be the very best it can! Here is what I have so far! http://www.cohplanner.com/mids/download.php?uc=1457&c=667&a=1334&f=HEX&dc=78DA6594C94F136118C6BF99B642A150CA8E505A90BD505A16776382A012C11048BC92DA0E3809B40D4501A331FE0B5EBC99184D14155C0EC6E0C5356AA2070F6E11B73F0035F1E4A9BEF479A8243369FB9B79DEF57BBF6F3A3CDFEF5A3E747EBFD20A0F4C4552A9F17E63C288C78C999CB1A869C4A3865ABF72E4EBDFB08CF79D9C98088E46626664D64CC4C707A6CD544A6E7C5987D1487CD2886D72E993D4B32A6F2491980A8E250D23E6C9DC0EC64F9929F3B83965CE2EB832CA9011499AF149F7C683644B9D3093C50349331A1C49CC49F2614965CC2C544A4B4DF29DD3E5475B6F32ED507536A5C276E5F7837535642DE9051B7CE05B5DF192D8257B4673DD020BAF938B60D10DF22638AFB3ACC46A0FF58CB66505CCBD0FE63D20DF80AED7E03699A70DB19A6D159AFD33B82070D0E60828E4254FEBD88A755B4E1DB45CDAEAC5E0844D39A99D11FF7CF6987F4FCB68C577855EE16D3C972E9377C0F225B040F21560AE7A4119B4D622B0F30FE6572E3E6EF8686EFA34D3E7ACD4F6705F3C83585B793F5839401E06B71E24A711FB4E1E4BD877C90FD46AFA4EAE925FC0E6AFE437B0587A2A435D55C6197944AB609F15ECB39D7DBE975A55A8A5572DA20FFF55F21AF84150CD7EAAC3D06A42643B58DB4106C94ED02DB5BDDC172F6B9F13938FF97CCF719EDA9F918FC08EC7E413F229F85162EB195BBF83E7693BD94576830D3D642FF849D0C8D8C67DD05AF7923BC1B65DE46E720F582AEB68E13A5AB88E1732F200B500CFDC4BD1829C67F00A623B2F9397C057E213828F2DD48B5CE12EEC5FF82FE9C539ADB167DF51F9C8A58EB46595749BC51AB228618BD26D517A2CCA9045396ACFFED3A447ECD9B75F6919ABB328FB4EA7D7F2C4AA6DB6FEFAAF68DA1A56A81FC3CA7F5ABC7F6FF6BE8899E917C07FD6DBEC35 Thanks in advance! MachoNiNjA33
  20. Sure, it's easy to love nature. It's like Time Manipulation (Temporal Manipulation?) - it's a but OP and feels like it never got nerfed down or "normalized." I think I might also be a Dark Blast addict. At least on defenders. Their -tohit is crazy, and it's "ok" damage. While not a fireball, one can still spam Tentacles and Night fall back-to-back ad nasuem. Throw in a snipe or siphon life (I didn't take that on this new alt, though) and it's a solid, active attack chain. Perfect for pairing with powersets that are not as active (e.g. Poison, Nature). Well, assuming you're not needing to constantly heal... Anyway, I was wondering if I should proc up my Dark Blast (last 3 slots) instead of Thunderstrike, but my energy defense is close to soft-cap (42.46%) I'd really hate to lose that 2.5% E/N def. bonus. This is my first stab, I made the toon and am currently level 35 and it is a joy to play. Ideally, one wants a perma Overgrowth, and this build gets fairly close (incarnates brings it a bit closer). Spiritual Radial Paragon (according to Mids) narrows the downtime/gap. Not bad. I'm not a fan of +Rech in knockback (I didn't take Torrent anyway). I'm torn on 6-slotted Gaussian's (more def) or 6-slotted Adjusted Targeting (more rech). At level 35, I have 4 gaussians, but might end up going with the adjusted targeting to ensure Hasten is perma prior to alpha slot unlock. I typically fly (hover) on support and ranged toons, so that tightens the build with respect to options, as I'll take Hover/Fly/AB (three power picks vs. standard 2 CJ/SJ for melee/tank types). I think Dark Pit would have been interesting, but Mag 2 is only Mag 2, so probably a good choice to pass that one. Without incarnates or accolades and both Hasten and Wild Growth on auto (using movement binds: /bind w "+forward$$powexecauto Hasten" etc) here are the stats: It is a pricey build, two sets of Panacea ain't cheap, but I had enough in my bins to not worry (converters are my friends!). Any questions, comments or snide remarks will be answered, appreciated and ignored. 😉
  21. Disclaimer: this is only the 2nd build I've ever attempted to make by myself, from scratch, so I'm sure there are tons of glaring holes I'm missing, hence the request for criticism and help. 😄 It's supposed to be a "money is no object" build, so feel free to suggest changes that would make it humongously more expensive to attain. I'm not focusing much on global recharge (LotG, Hasten, etc.) assuming that as a kin, my recharge will be high often enough, but please feel free to correct me if that assumption is wrong. I had initially picked Maneuvers, Tactics, and Assault for better team buffing, but switched to Tough and Weave for more survivability (I'd rather buff the party than myself, but I do want to be able to do so, so I need to survive... plus I like to solo often, so I can't always rely on teammates for my survival anyway). If there's a way to make it work, I'd rather take the Leadership pool powers, instead. I don't have much experience with Dark Blast, so I'm not sure I'm picking powers there properly. No experience with Kinetics, either, so ditto. Thanks in advance!
  22. So! for a time I've been thinking what blast powersets we have at our disposal and how the damage types are a little disproportionate. So far we have five powersets that use Energy Damage: (Energy, Sonic, Radiation, Electric, Beam Rifle) four that use Smashing Damage: (Energy, Sonic, Ice, Water) four that use Lethal Damage (Assault Rifle, Archery, Dual Pistols, Ice) four that use Fire Damage (Fire, Water, Assault Rifle, Dual Pistols) three that use Cold Damage (Ice, Water, Dual Pistols) and only one each for Negative, Psychic and Toxic damage (Dark, Psychic, Dual Pistols). Now, since Psychic damage is supposed to be 'rare and exotic' so I can excuse that, it seems odd that Negative damage doesn't have many other powersets with access to it, especially blast powersets. I know that Toxic damage is supposed to be more rare than Psychic damage, but since the only way of accessing it is via the Ammo Swap power in Dual Pistols I think it could potentially be explored elsewhere. So, I decided to kill two birds with one stone and come up with a powerset that is focused on delivering both Dark damage and Toxic damage; Blight Blast. This powerset is designed specifically to utilise those two damage types, and pairs well with many other powersets to help conceptualise and explore different themes; Pair it with Poison or Ninja Training to focus on delivering deadly poisons. pair it with Bio Armor to make a putrid monstorsity, or maybe pair it with Nature Affinity or Plant Manipulation to send spores and natural toxins to your foes! You could even pair it with anything like Radiation or Dark to make all sorts of concepts! I think we have plenty in the way of existing assets that can be drawn from Poison, Radiation, Bio and Plant based powersets to amalgamate into a putrid looking FX theme, as well as a plethora of attack animations that could easily be used along with them. Blight Blast You are capable of withering away your foes with blasts of necrotic blight. Blight Blast focuses on delivering a mixture of Negative damage and Toxic damage as you wither away your enemies. Enemies subject to multiple attacks may become Blighted, and may spread this blight to their nearby allies, lowering their regeneration rate and healing received. - Putrid Bolt: (Ranged, Light Negative, Minor Toxic DoT) A quick blast of putrid essence, with a low chance of Blighting your target. - Atrophic Blast: (Ranged, Moderate Negative, Light Toxic DoT) A more powerful blast of atrophic rot, with a higher chance of Blighting your target. - Infection: (Ranged Chain, Moderate Negative/Toxic DoT) You release a deadly infection that chains between targets and deals good damage over time, but also can transfer Blight from one target to another. - Incubate: (Self +ToHit, +Special) Greatly increases your chance to hit of your attacks for a few seconds, and also increases the chances of attacks inflicting or spreading Blight. - Necrotic Lance: (Sniper Superior Negative, High Toxic DoT) An extremely long and accurate strike that creates a withering necrosis on your foe, devouring them with extreme damage over time. This power has a guaranteed chance of Blighting your target if this power is used as a sniper attack. Even if activated in combat, this power has a high chance of Blighting your target. - Miasma: (Targeted AoE, Sleep, Special) You create a cloud of petulant fumes that blankets a targeted area. Foes caught in the miasma may fall extremely ill and begin choking on the fumes, and have a higher chance of spreading Blight to other foes - Enervate: (Close, High Negative/Toxic DoT) You deliver a bolt of enervating toxin that greatly harms your foe, and has a high chance of Blighting your target. - Parasitic Drain (Ranged, Medium Negative/Toxic DoT, Self +Heal over Time) You infect your foe with a parasitic toxin, transferring their life essence to yourself to mend your wounds. If used on a blighted target, the healing you receive is greatly improved. - Virulence: (PBAoE, Extreme DoT Negative/Toxic, Hold) you unleash a deadly virulent shroud around yourself, spreading to all foes in a large area. Foes affected suffer extreme damage over time, and may become overcome by a foul sickness that has a chance to hold them and spread Blight to nearby allies.
  23. Last night I had an idea, as I was playing and thought about NBC's Heroes. Remember Ando? How he could boost people's powers? This is a very rough idea, and I'm totally open to different ideas. Note the numbers after the placeholder power names are what level they would be available on either a primary or secondary for the power set concept. Erratic Amplification 1 1 Ranged Foe, -Max HP, -ToHit, Special(+Damage) Amplified Recovery 1 2 PBAoE, Ally +Regen, +Recovery, +Recharge Amplified Pain 2 4 Toggle: PBAoE Foe (-Defense, -Resistance, -Regen) Amplify Ally 6 10 Ally +Power Boost (similar to Empath Fort) Amplify Self 8 16 Self +Power Build Up Amplified Travel 12 20 PBAoE Team, +Max Movement Speed (run, jump, flight), +Max Teleport Range, +Special (Recall Friend/Shadow Recall act similar to ATT) Amplification Aura 18 28 Toggle: PBAoE Team, +Special (weaker toggle version of Power Boost) Amplified Inspiration 26 35 Ally, +Special (Boosts inspirations used on individual) Ultimate Amplification 32 38 PBAoE, Team +Special (Team Ultimate Inspiration), lasts 15 seconds, 10 minute recharge I was trying to think how we could get something rather unique as far as a support set could go, and thought this could be conceivably a cool idea. I haven't figured out what potential buff/debuff numbers necessarily could be aside of the tier 9 as that's fixed but duration/recharge is up for discussion on that one. Every Hiro needs an Ando.
  24. Hello gang! Dante here. Building a dedicated late game debuffer. Looking for a build that has capped S/L defense, capped range defense, at least. N0 poison buffs unless needed for set bonus's(Snek with Tiny Hat does not buff)... Stimulant is acceptable, aid other is not. Will be using Darks 3 cones, life drain, Dark pit. Nuke not really wanted, although open to it. Whatever it takes, the inf will be there. Incarnate suggestions also greatly appreciated. Thank you so much for reading, your awesome feedback. -Dante
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