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Posted

I have quite a few different combination builds for most archetypes and normally I don't have much problems working out a build, however the one that I'm having difficultly with is for my Nature/Water Defender. I'm finding it hard to work out which powers to drop (if any) and what slotting to do.

 

Has anyone got any suggested builds or suggestions? I mainly looking at a end-games groups and iTrails more then soloing and/or leveling.

 

 

Posted

If you're doing a full 9+9 of the primary and secondary powersets (recommended for Nature and Water) then you'll only have 6 power picks remaining.

 

Speaking just for myself, I find it hard (almost impossible) to pass up the Leadership pool on almost any build I make, and that goes double for Defenders, so speaking just for myself I'd want to take 2-4 powers out of the Leadership pool (Maneuvers, Assault, Tactics (with Gaussian's proc!) and/or Vengeance).  You'll also probably want to pick up Hasten in order to perma the long recharge powers in Nature, particularly if also slotting Force Feedback procs into your Water blasting attacks that do Knock effects (also recommended).

 

If you take 2 Leadership pool powers (Assault and Tactics, let's say, due to slot pressures) and Hasten, that leaves you enough room to take Soul Mastery for Power Boost (2 power picks) and a travel power of some kind (I recommend Mystic Flight as the "best all around" One Slot Wonder travel power since it packs so much into just the one power pick).

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted (edited)

Thanks Redlynee. I quickly put together the below build, it may not be the best or most powerful but hopefully it will be ok.

 

If anyone sees anything major wrong with it, feel free to let me know.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Natural Lover: Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Water Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(17), DctWnd-Heal(19), DctWnd-Heal/EndRdx/Rchg(23), DctWnd-Heal/Rchg(31), DctWnd-Rchg(42)
Level 1: Aqua Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(3), SprDfnBst-Dmg/EndRdx/Rchg(3), SprDfnBst-Acc/Dmg/EndRdx(5), SprDfnBst-Acc/Dmg/EndRdx/Rchg(5), SprDfnBst-Rchg/Heal%(7)
Level 2: Wild Growth -- Ags-ResDam(A), Ags-ResDam/Rchg(7), Ags-ResDam/EndRdx/Rchg(40), Ags-EndRdx/Rchg(42)
Level 4: Water Burst -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(15)
Level 6: Fly -- Frb-Stlth(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(17)
Level 12: Wild Bastion -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(50)
Level 14: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(21), StdPrt-ResDam/EndRdx(21), GldArm-3defTpProc(23)
Level 16: Tidal Forces -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(25), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(27), AdjTrg-Rchg(29)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33), ShlWal-ResDam/Re TP(34)
Level 26: Entangling Aura -- Lck-Acc/Hold(A), Lck-Acc/Rchg(34), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(36), Lck-Acc/EndRdx/Rchg/Hold(36), Lck-%Hold(50)
Level 28: Water Jet -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Dmg/EndRdx/Rchg(37), SprVglAss-Dmg/Rchg(37), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39)
Level 30: Dehydrate -- ShlBrk-%Dam(A), ShlBrk-Acc/EndRdx/Rchg(39), ShlBrk-DefDeb(40)
Level 32: Overgrowth -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(40), AdjTrg-ToHit/Rchg(48)
Level 35: Scorpion Shield -- RedFrt-EndRdx/Rchg(A), RedFrt-Def(42), RedFrt-EndRdx(43), RedFrt-Def/EndRdx(43), RedFrt-Def/EndRdx/Rchg(43), RedFrt-Def/Rchg(45)
Level 38: Geyser -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 41: Rebirth -- RechRdx-I(A)
Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(50)
Level 47: Lifegiving Spores -- EndMod-I(A)
Level 49: Corrosive Enzymes -- Acc-I(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance 
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(9), PrfShf-End%(11)
Level 50: Clarion Core Epiphany 
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 50: Vigor Core Paragon 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Support Radial Embodiment 
------------

Edited by Logansan
Posted (edited)

Personally, I tend to drop rebirth on my Nature toons.   I don't find rez's that useful over the long term.  But it's all in what you will like doing.  But if your team goes down a lot then the content is too tough for them.   And if i can only use a power once every 5 + missions or more then I view it as a waste.

 

Here is a quick build that I adapted from another build that I had adapted from the defender proc thread. So 2 different adaptations involved here.   I don't think I overlooked any major gotcha's in the build.  It doesn't have Tidal Forces.  but I personally dislike aim/buildup type powers.  I'm not saying they aren't any good, as a matter of fact they are great.    I just find them annoying to have to pop all the time.   With Nature/ You'll be popping the 3 big buffs every minute anyways.   That is a lot of overhead.  So take it as you will.  You can always drop lifegiving spores and pick up Tidal Forces if you want, then you can move those slot around to other powers if you prefer.  A lot of people don't take lifegiving spores, but i like it as a heal over time when I need to stand my ground and go bonkers blasting. When the going gets tough, I just plant myself in my little plot of land and dare the villains to up root me.   Your resists should be rock solid IMO.  I'm sure a better build maker could enhance this some.  But I think it should do just fine, as a matter of fact better than fine.

 

Edit - i fixed a couple things in this new build post.  It still doesn't have Tidal Forces, but you can drop Tactics and pick that up instead if you want. 

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Nature-Water Proc: Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Water Blast
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Regrowth    
 (A) Panacea - Heal
 (3) Panacea - Heal/Endurance


Level 1:    Aqua Bolt    
 (A) Superior Defender's Bastion - Accuracy/Damage
 (3) Superior Defender's Bastion - Damage/Recharge
 (5) Superior Defender's Bastion - Damage/Endurance/Recharge
 (5) Superior Defender's Bastion - Accuracy/Damage/Endurance
 (7) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
 (7) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal


Level 2:    Wild Growth    
 (A) Aegis - Resistance
 (9) Aegis - Resistance/Recharge
 (9) Aegis - Resistance/Endurance/Recharge
 (11) Aegis - Endurance/Recharge


Level 4:    Water Burst    
 (A) Ragnarok - Damage
 (13) Ragnarok - Damage/Endurance
 (15) Ragnarok - Accuracy/Recharge
 (15) Ragnarok - Accuracy/Damage/Recharge
 (17) Ragnarok - Chance for Knockdown
 (17) Positron's Blast - Chance of Damage(Energy)


Level 6:    Corrosive Enzymes    
 (A) Accuracy IO


Level 8:    Boxing    
 (A) Accuracy IO


Level 10:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff/Endurance
 (19) Dark Watcher's Despair - To Hit Debuff


Level 12:    Wild Bastion    
 (A) Preventive Medicine - Heal
 (19) Preventive Medicine - Heal/Endurance
 (21) Preventive Medicine - Endurance/RechargeTime
 (21) Preventive Medicine - Heal/RechargeTime
 (23) Preventive Medicine - Heal/RechargeTime/Endurance
 (23) Preventive Medicine - Chance for +Absorb


Level 14:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (25) Gladiator's Armor - Resistance/Rech/End
 (25) Gladiator's Armor - End/Resist
 (27) Gladiator's Armor - TP Protection +3% Def (All)


Level 16:    Whirlpool    
 (A) Positron's Blast - Accuracy/Damage
 (27) Positron's Blast - Damage/Endurance
 (29) Positron's Blast - Damage/Recharge
 (29) Positron's Blast - Damage/Range
 (31) Positron's Blast - Accuracy/Damage/Endurance


Level 18:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (31) Luck of the Gambler - Defense/Endurance/Recharge
 (31) Luck of the Gambler - Defense/Endurance
 (33) Luck of the Gambler - Defense


Level 20:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (33) Reactive Defenses - Scaling Resist Damage


Level 22:    Lifegiving Spores    
 (A) Panacea - +Hit Points/Endurance
 (33) Panacea - Heal
 (34) Panacea - Heal/Endurance
 (34) Panacea - Hea/Recharge
 (34) Panacea - Heal/Endurance/Recharge


Level 24:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (36) Shield Wall - Defense/Endurance
 (36) Shield Wall - +Res (Teleportation), +5% Res (All)
 (36) Shield Wall - Defense/Endurance/Recharge


Level 26:    Entangling Aura    
 (A) Superior Entomb - Hold/Recharge
 (37) Superior Entomb - Endurance/Recharge
 (37) Superior Entomb - Accuracy/Hold/Endurance
 (37) Superior Entomb - Accuracy/Hold/Endurance/Recharge
 (39) Superior Entomb - Recharge/Chance for +Absorb
 (39) Superior Entomb - Accuracy/Hold


Level 28:    Water Jet    
 (A) Superior Vigilant Assault - Accuracy/Damage
 (39) Superior Vigilant Assault - Accuracy/Damage/Endurance
 (40) Superior Vigilant Assault - Damage/Endurance/RechargeTime
 (40) Gladiator's Javelin - Chance of Damage(Toxic)
 (40) Impeded Swiftness - Chance of Damage(Smashing)
 (42) Apocalypse - Chance of Damage(Negative)


Level 30:    Dehydrate    
 (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
 (42) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
 (42) Superior Vigilant Assault - Damage/RechargeTime


Level 32:    Overgrowth    
 (A) Adjusted Targeting - Recharge
 (43) Adjusted Targeting - To Hit Buff/Recharge
 (43) Rectified Reticle - To Hit Buff
 (50) Rectified Reticle - To Hit Buff/Recharge


Level 35:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (43) Red Fortune - Defense
 (45) Red Fortune - Endurance
 (45) Red Fortune - Defense/Endurance
 (45) Red Fortune - Defense/Endurance/Recharge
 (46) Red Fortune - Defense/Recharge


Level 38:    Geyser    
 (A) Superior Frozen Blast - Accuracy/Damage
 (46) Superior Frozen Blast - Damage/Endurance
 (46) Superior Frozen Blast - Accuracy/Damage/Endurance
 (48) Superior Frozen Blast - Accuracy/Damage/Recharge
 (48) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
 (48) Superior Frozen Blast - Recharge/Chance for Immobilize


Level 41:    Hasten    
 (A) Recharge Reduction IO
 (50) Recharge Reduction IO


Level 44:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 47:    Assault    
 (A) Endurance Reduction IO


Level 49:    Super Speed    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 1:    Vigilance    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Flight Speed IO


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery
 (11) Miracle - +Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - EndMod
 (13) Performance Shifter - Chance for +End


Level 50:    Degenerative Core Flawless Interface    
Level 50:    Clarion Core Epiphany    
Level 1:    Combo Level 1    
Level 1:    Combo Level 2    
Level 1:    Combo Level 3    
Level 50:    Resilient Radial Paragon    
Level 50:    Assault Radial Embodiment    
------------

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Edited by SmalltalkJava
Posted
6 hours ago, SmalltalkJava said:

It doesn't have Tidal Forces.

Tidal Forces has the additional benefit of giving you a "free" 3 buff stacks for use in powers like Water Jet and the like, so it has additional utility beyond just "merely" being a Build Up/Aim power.  Those combo points can allow you to do some rather amazing things "on demand" (so to speak).

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted (edited)

Ok, so s/l/e is good and you definitely get more recharge that way, but on a defender I like to build for melee/ranged defense to take advantage of the higher modifiers. So, here is my go at a nature/water defender build. Every geyser should give the 100% recharge proc which will give you perma hasten and really close to perma overgrowth and perma soul drain. It has capped melee/range def and s/l res and every soul drain will lower the mobs resistance as well. I did not take the entangling aura because its only a mag 2 hold and so it can only affect lieutenants and minions. The idea here would be to go in use soul drain > tidal forces > geyser >water burst and I think all the lieutenants+minions would be dead or close to it, thus rendering entangling aura kinda useless. This isn't a proc build, but I think the dmg will be similar or better because you have soul drain. Anyway, here is my go at a build. Let me know what you all think.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Water Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Aqua Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(3)
Level 2: Regrowth -- Heal-I(A)
Level 4: Water Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Rchg/Heal%(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13)
Level 6: Spore Cloud -- HO:Enzym(A)
Level 8: Lifegiving Spores -- Heal-I(A)
Level 10: Whirlpool -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Rchg/+Absorb(11), Dmg-I(31), AchHee-ResDeb%(33)
Level 12: Wild Growth -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-EndRdx/Rchg(13), StdPrt-ResDam/Def+(43)
Level 14: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 16: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/Rchg+(17)
Level 18: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(25)
Level 20: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-EndRdx/Rchg(50), GldArm-3defTpProc(50)
Level 26: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/Rchg+(27)
Level 28: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33)
Level 30: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(31)
Level 32: Overgrowth -- RechRdx-I(A), RechRdx-I(34)
Level 35: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Geyser -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(40), FrcFdb-Rechg%(40)
Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42)
Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(46), FuroftheG-ResDeb%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 50: Agility Core Paragon 
------------

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Edited by Darkir
Posted
4 hours ago, Darkir said:

I did not take the entangling aura because its only a mag 2 hold and so it can only affect lieutenants and minions.

Have you ever considered piracy using procs in that?

On 9/7/2019 at 6:30 PM, Redlynne said:

Level 35:    Entangling Aura    
 (A) Basilisk's Gaze - Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Chance for Recharge Slow: Level 10
 (37) Entomb - Recharge/Chance for +Absorb: Level 10
 (37) Lockdown - Chance for +2 Mag Hold: Level 30

On 9/7/2019 at 6:30 PM, Redlynne said:

Entangling Aura (Basilisk's Gaze 3.5PPM, Entomb 2PPM, Lockdown 2.5PPM)

  • 3.5 * ((20 / ( 1 + 64.36 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 30.82% on Click per $Target
  • 2.0 * ((20 / ( 1 + 64.36 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 17.61% on Click per $Target
  • 2.5 * ((20 / ( 1 + 64.36 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 22.01% on Click per $Target
  • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 21.71% on Toggle per $Target
  • 2.0 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 12.40% on Toggle per $Target
  • 2.5 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 15.50% on Toggle per $Target

 

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
5 minutes ago, Redlynne said:

Have you ever considered piracy using procs in that?

 

Yes, and if I understand this correctly, bosses would have a 15.5% chance to be held every 10 seconds. Not that great in my opinion, all the other things are nice perks but don't seem necessary on a toon that can heal so readily. Still, from a min/maxing perspective I can see usefulness, so lets see if I can min/max my previous build and instead of going for the melee softcap, use spore cloud's -tohit to accomplish that portion of the build instead and also take entangling aura with procs. 

 

Ok, so we have to lose combat jumping in favor of entangling aura and so we lose some recharge and then we need to take a few slots from defensive toggles but with overgrowth up so much it shouldn't matter. We are using spore cloud in melee to be at the softcap and we have ranged softcap at all times. I would like to add several more procs to entangling aura, but I need the basilisk set bonuses to hit the ranged softcap and I can't find slots anywhere else. Maybe if I played with this for a long time I could, but I'm ok with this for now. If you are ok being at 44.1% ranged defense instead of the full 45%, by all means add more procs to entangling aura.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Water Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Aqua Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(3)
Level 2: Regrowth -- Heal-I(A)
Level 4: Water Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Rchg/Heal%(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13)
Level 6: Spore Cloud -- HO:Enzym(A)
Level 8: Lifegiving Spores -- Heal-I(A)
Level 10: Whirlpool -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Rchg/+Absorb(11), AchHee-ResDeb%(17), Dmg-I(31)
Level 12: Wild Growth -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-EndRdx/Rchg(13), StdPrt-ResDam/Def+(43)
Level 14: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 16: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17)
Level 18: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(25)
Level 20: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(46)
Level 22: Boxing -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36), Mk'Bit-Dam%(37)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-EndRdx/Rchg(48), UnbGrd-ResDam/EndRdx/Rchg(48), GldArm-3defTpProc(50)
Level 26: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(27)
Level 28: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33)
Level 30: Entangling Aura -- BslGaz-Slow%(A), Empty(31), Lck-%Hold(37), NrnSht-Dam%(50)
Level 32: Overgrowth -- RechRdx-I(A), RechRdx-I(34)
Level 35: Dark Consumption -- PrfShf-EndMod/Rchg(A)
Level 38: Geyser -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(40), FrcFdb-Rechg%(40)
Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42)
Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(46), FuroftheG-ResDeb%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 50: Agility Core Paragon 
------------

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Posted (edited)

I’ve tried damage procs in entangling.   I had 4 damage procs in there iirc and the hold proc also.  It’s ok but it didn’t blow me away.  The hold proc seemed to help in overall mitigation.  But I also wonder if I just felt that it did because the hold proc is so damn visible when it goes off.  It looks like an electric cage.  But take that damage proc statement with a grain of salt. It was subjective testing not objective with hard data analysis.   I really should have logged my results.  Captain Hindsight calling on line 1 . 

 

I know now there are pluses and minuses to every build.  As regards to spores. I personally like to have my actual defenses as close to cap as I can get them.  With mob scatter you get some damn boss or adds that aren’t in the spore area so their not getting the -to hit.   But again six in one bucket, half a dozen in the other.  So if you can kill faster...  does it really matter in the long term? 😉  

 

Oh if you want to see Entangling Aura in action watch my MM videos in youtube. 🙂. It is a nice luxury for a MM for sure. I don’t have Defender experience to say how much it would help in that area.   The negative is that it requires you to be in melee range.  It also adds some crazy fun because it actually turns you into a poor mans tank and controller in one. 

 

regarding videos  .  I’m in my phone so I don’t have the links directly available. But I think I had some posted on my Beast/Nature thread

 

I love all this this talk!  

 

One thing just just occurred to me regarding Entangling Aura. I can see it being a skippable power or not skippable .  And take this from the MM perspective, not a defender.  As a person who groups a lot.   Entangling Aura combined with Nature’s Resists, good defense io slotting, and the absorb shield.  Really let’s you lead a team.  It helps you carry a weak team.   You can jump right into a pack and go crazy.  It is quite the sight to see.  The damage mitigation is through the roof.   - this is for non incarnate content. I’ve never done incarnate stuff 

Edited by SmalltalkJava
Posted

Ok, in dealing with this build I dusted off my ol' fire/natue corruptor to remember how it plays at 50 well slotted and how the powers all interact with one another. I now remember that it isn't the entangling aura that I didn't like, its the spore cloud. Spore cloud is a 3.3 second cast time power that you need to cast before going into every mob (if you are using it to cover your melee defenses), then you go in and soul drain, then aim, and then start damaging things. That extra 3.3 second cast time before every mob is super lame, I find it way more fun to have capped defenses run in and soul drain (which will knock down most mobs based on how I have it slotted) aim and then geyser (or inferno in my case). Similarly I find that lifegiving spores is similarly humdrum, but it's very cheap to run and although the cast time is long it stays there forever, so its pretty nice to have for AV fights. I would say lifegiving spores is skippable, but its still nice to have. Entangling aura with the hold proc, still works ok and I don't find the damage procs to be much to write home about either. So with these thoughts in mind, I have edited my water/nature build again. I took out the spore cloud in favor of entangling aura and recapped melee and range defense, that 3.3 cast time on spore cloud was driving me crazy on my corruptor and with capped defenses and entangling aura I don't think its necessary. Capping defenses is just far away easier than relying on debuffs and as @SmalltalkJava said it really allows you to lead a team into the mobs.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Water Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Aqua Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(3)
Level 2: Regrowth -- Heal-I(A)
Level 4: Water Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Rchg/Heal%(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13)
Level 6: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(31)
Level 8: Lifegiving Spores -- Heal-I(A)
Level 10: Whirlpool -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Rchg/+Absorb(11), Dmg-I(31), AchHee-ResDeb%(33)
Level 12: Wild Growth -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-EndRdx/Rchg(13), StdPrt-ResDam/Def+(43)
Level 14: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 16: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17), ShlWal-ResDam/Re TP(17), Ksm-ToHit+(48)
Level 18: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(25)
Level 20: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-EndRdx/Rchg(50), GldArm-3defTpProc(50)
Level 26: Entangling Aura -- Lck-%Hold(A)
Level 28: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33)
Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48)
Level 32: Overgrowth -- RechRdx-I(A), RechRdx-I(34)
Level 35: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Geyser -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(40), FrcFdb-Rechg%(40)
Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42)
Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(46), FuroftheG-ResDeb%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 50: Agility Core Paragon 
------------

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Posted

I am playing a water/cold corruptor atm and it gave me some insight into water blast and how I like to slot it. So, I changed this a little to allow water burst to have the FF recharge proc, getting 3 of these to proc in one minute should allow overgrowth to be perma. Geyser has a 90% chance to proc it and water burst is.....I don't know, low, but it does happen occasionally in the span of a minute, more than often enough to get 2 procs a minute I'd say. 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Water Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Aqua Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(3)
Level 2: Regrowth -- Heal-I(A)
Level 4: Water Burst -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Dmg/Rchg(5), SprVglAss-Rchg/+Absorb(5), Ann-Dmg/Rchg(7), FrcFdb-Rechg%(9)
Level 6: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(31)
Level 8: Lifegiving Spores -- Heal-I(A)
Level 10: Whirlpool -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(11), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(33)
Level 12: Wild Growth -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-EndRdx/Rchg(13), StdPrt-ResDam/Def+(43)
Level 14: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 16: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17), ShlWal-ResDam/Re TP(17), Ksm-ToHit+(48)
Level 18: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(25)
Level 20: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-EndRdx/Rchg(50), GldArm-3defTpProc(50)
Level 26: Entangling Aura -- Lck-%Hold(A)
Level 28: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33)
Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48)
Level 32: Overgrowth -- RechRdx-I(A), RechRdx-I(34)
Level 35: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Geyser -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(40), FrcFdb-Rechg%(40)
Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42)
Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(46), FuroftheG-ResDeb%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 50: Agility Core Paragon 
Level 1: Quick Form 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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  • 4 weeks later
Posted

I did the defender build and it was expensive.  Mids reborn shows 45.1% for melee and 44.5% for ranged.  The numbers are ~1% off from in game.  A little disappointing but it is what it is.

Posted
15 hours ago, fitzsimmons said:

I did the defender build and it was expensive.  Mids reborn shows 45.1% for melee and 44.5% for ranged.  The numbers are ~1% off from in game.  A little disappointing but it is what it is.

Are you using a T4 agility alpha? 

 

And yeah, it's going to be expensive. I make min/max builds for the most part  where I don't think about money, unless budgetary concerns are specified.

Posted
On ‎10‎/‎15‎/‎2019 at 3:42 PM, SmalltalkJava said:

Personally, I tend to drop rebirth on my Nature toons.   I don't find rez's that useful over the long term. 

 

Are you unaware that Rebirth is also a direct heal? Unfortunately it is on a 180 second cooldown as it is primarily a rez, but it does have that flexibility. It also grants 3 stacks of Bloom so it really might just keep that teammate who took an alpha up if you can use it before they die … and if they die mid-cast well, it should land as a rez so you're on top of it! 

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

Posted
15 hours ago, Darkir said:

Are you using a T4 agility alpha? 

 

And yeah, it's going to be expensive. I make min/max builds for the most part  where I don't think about money, unless budgetary concerns are specified.

T3.  Maybe the T4 will make the difference but in Mids I removed the Agility toggle to check to see how my numbers match and I was still about a percentage point off for both.  I had the same issue on another toon some time ago, Mids was off by the slightest bit.

 

I'm loving it though, hardly gets hit and when he does, the resistances are really good and then of course the fallback heal.

 

I dropped lifegiving spores and took spore cloud for the -150% regen.  Useful for AVs and such.

  • 3 months later
Posted

I just rolled a Nature/Water defender, and so far am having fun with it for a person who normally has rolled tanks, scrappers, and brutes in the past. This sure is a busy combo vs melee toons who have a lot of passive toggles and autos for their defenses. The above build advice is very helpful...but can anyone touch on some of the "theory crafting" behind whether it is better to roll this combo as a defender vs corruptor?  I've heard some suggest that since there are a lot of damage buffs, your water attacks get more benefit from the higher damage cap as a corruptor. On the flip side, you get more out of the buffs on a defender. So, do the numbers incrementally favor one AT over the other?

I am also curious whether either of these sets, nature or water, is better paired with another defender set...mainly for PvE, 50+ content.

Thanks!

Posted

Defender doesn't offer "enough" of an advantage over Corruptor for Water.  There's post elsewhere in the Defender forums explaining why, but my Search Fu is lazy at the moment.

Nature however will definitely be advantaged by Defender over Corruptor.

 

So the real question you need to ask yourself is ... which is more important to you?

Nature Affinity ... or Water Blast?

 

If Nature Affinity, then you want Defender.

If Water Blast, then you want Corruptor.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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