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Can't decide on AT combo


Rillion

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Hello Defender's forum,

 

First let me thank you for taking the time in reading this. (I'm a waffler so I'll try not to stray)

 

So I've been playing the game for a couple of weeks and have tried various classes, however nothing has quite clicked. If I could have a literal melee version of the defender that would be perfect but such is life.  Having said that I love the look of Def's and nature of their primary/secondary AT power types......so what to pick?

 

I love the radiation stuff and thematically it's a must, but I am struggling to pick either sonic/rad, rad/sonic or rad/rad. The problem is, I know just enough to realize that once you scratch the surface, there's a lot to consider: resistances, defense, healing etc and I just don't understand them well enough to know if any of these are more complimentary than the other. I really would appreciate some advice from those far more experienced.

 

I'll probably be doing a fair bit of soloing along with a little duoing on occasion. I'd like to see myself in an SG doing group content much more as I level this character though so in a perfect world I'd be using something that is helpful to others.  

 

Thank you so much!

Rillion

 

Edited by Rillion
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Support sets:

 

Radiation is quite a hands-on set at the start of combat as you have to set everything up for each fight, so I found it a bit repetitive. Radiation is a jack of all trades, having a bit of every debuff put there, meaning it has something for every occasion. Because of the way debuffs and aggro works, you can expect to get aggro more often than Sonic. Very solo capable.

 

Sonic is the opposite as most buffs are only applied every two minutes and you've got a toggle you can set up on a melee teammate and then just let it do its job. It's all about raising or lowering damage resistance. Limited solo capacity.

 

Blast sets:

 

Radiation is quite run of the mill, but that doesn't mean it's bad. It's quite proc friendly so you'll be contributing damage.

 

Sonic does big fat resistance debuffs, meaning enemies you hit take more damage. It's also extremely proc-unfriendly, limiting your personal DPS but raising your team's via the debuffs.

Edited by Gulbasaur
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Radiation is an excellent primary for defenders. I hope to write a lengthy guide soon. My advice between Rad and Sonic would be definitely go with Rad! It has good powers for solo, for teams, and for challenging AVs. It brings a useful heal, a very good buff, lots of debuffs, and reasonable control. There is not a lot to complain about with Rad, and a few power can be skipped (Mutation, Fallout, Choking Cloud)

Some things to consider with rad:


-Endurance will always be a premium when you have both debuff toggles running, so bare that in mind if you want to load up on a lot of defensive toggles, it can get pretty taxing.

-Even though both toggles have defensive and offensive properties, generally consider Radiation Infection your defensive toggle (it reduces their accuracy a lot), and Enervating Field your offensive toggle (it increases your damage on the target).

-DO give your toggles different colours unless you really really don’t want to. Even just different variations of the same colour will help monitor them, because you don’t always want them in the same target.
-Choking Cloud is very good but you need to be in melee range a lot and it costs endurance to run (see above). So if your blast set is mainly cones that you want to keep at range, then it can be skipped. Otherwise an excellent power.

 

For blast sets you have a lot of options, and mainly I would consider what theme you want to pair Radiation effects with. Me personally I wanted the assault rifle and I was very pleased, although I know the forums are disapproving of it but I’ve had a good experience with it myself!

Other than what debuffs the blasts bring, consider the following:

Is the blast set cone heavy? If so you’ll be wanting to stay at maximum cone range for great spread.

If the set means more towards AOE and PBAOE (like rad blast) then you could be in amongst the enemy more.

Snipes are very good now but are an endurance hog. I use AR’s snipe as one of my main single target attacks, and it takes some tooling up to reduce the endurance cost enough to make it something you can use regularly.

-Rad already brings a lot of support and debuffs. So even though we’re Defenders absolutely look to play aggressively and bring damage to the team. We have a blast set for a reason! 😊 Especially when your build opens up 20+. We can contribute a healthy amount of damage to a team.

 

Hope that is a helpful initial splurge of info. 
Defenders really benefit from taking the leadership buffs and I always do, but becareful with Rad because of the endurance costs. 

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Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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2 hours ago, Rillion said:

Hello Defender's forum,

 

First let me thank you for taking the time to reading this. (I'm a waffler so I'll try not to stray)

 

So I've ben playing the game for a couple of weeks and have tried various classes, however nothing has quite clicked. If I could have a literal melee version of the defender that would be perfect but such is life.  Having said that I love the look of Def's and nature of their primary/secondary AT power types......so what to pick?

 

I love the radiation stuff and thematically it's a must, but I am struggling to pick either sonic/rad, rad/sonic or rad/rad. The problem is, I know just enough to realize that once you scratch the surface, there's a lot to consider: resistances, defence, healing etc and I just don't understand them well enough to know if any of these are more complimentary than the other. I really would appreciate some advice from those far more experienced.

 

I'll probably be doing a fair bit of soloing along with a duoing missions on occasion. I'd like to see myself in an SG doing group content much more as I level this character though so in a perfect world I'd be using something that is helpful to others.  

 

Thank you so much!

Rillion

 

If you want a defender that can thrive in melee (something similar to a melee version of a defender) and use a radiation set, I would highly recommend time/rad. Time manipulation gives you time's juncture to debuff everyone's tohit in melee range and then buffs your own defense with farsight. This combination is very very strong and if that isn't enough you can take distortion field for even more damage mitigation, but that is an end heavy power. Radiation blast also works very well in melee due to its two strong PBAoEs (irradiate and atomic blast) and a great targeted AoE in neutron bomb. 

 

I don't really like radiation emission because all of its good toggle debuffs have some long cast times and you need to recast them every fight. To cast both every fight it takes 4.6 arcana time seconds before you start doing damage and they also have a significant end drain to them. You get AM to help with the end drain (and a nice recharge boost too), but nothing can stop that 4.6 second cast time you need to do before every fight. The two debuffs are great however, and probably worth it, but I'd just rather play something else that gives similar bonuses for less setup, like time. Time's juncture is a toggle that is always on around you and it lowers damage and tothit. Then you have slowed response which is a great AoE -30% res debuff that takes 2.27 seconds to cast and it has a great 25 radius, so it will hit most things and they will stay debuffed regardless of where they or other mobs move (it will still fall off after 30 seconds though). Now, to be fair, enervating field only has a 1.5 second cast time, but I just find it less effective overall because if the mob moves or other mobs move it stops working and if you are only casting enervating field before every fight you lose all the -tohit from the other debuff. 

 

The last reason why I would go radiation blast is that it has -def inherent to its set. This will allow you to hit everything more easily, but more importantly it allows you to put in a lot of -20% res achilles procs. With that proc in irradiate, neutron bomb, and atomic blast I think you could likely keep it up on a whole group of mobs, vastly increasing the amount of damage you do to everything. With slowed response, achilles proc, and the gladiator you could likely keep -70% res on everyone around you. That's fantastic....I may need to try this...maybe on a corruptor....I'll be in mids.

 

Anyway, if you want a meleeish defender, I would absolutely advise you to go time/rad. You'll be great in melee, but you won't necessarily need to be there to stay effective.

 

I think something like this build would work well for a defender, but I'm sure it could be improved:

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Radiation Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal(5)
Level 1: Neutrino Bolt -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(19)
Level 2: Time's Juncture -- EndRdx-I(A), Slow-I(7), Slow-I(7)
Level 4: Irradiate -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(25), SprVglAss-Acc/Dmg/EndRdx/Rchg(31), TchofLadG-%Dam(31), AchHee-ResDeb%(34), FuroftheG-ResDeb%(43)
Level 6: Temporal Selection -- Prv-Absorb%(A)
Level 8: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(9), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11), Ksm-ToHit+(13)
Level 10: Boxing -- Empty(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(15), UnbGrd-ResDam/EndRdx/Rchg(17), GldArm-3defTpProc(17)
Level 16: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Dmg/ActRdx/Rchg(21), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(23)
Level 18: Farsight -- HO:Cyto(A), LucoftheG-Def/Rchg+(27)
Level 20: Aim -- GssSynFr--Build%(A)
Level 22: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def/Rchg+(25)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Slowed Response -- AchHee-ResDeb%(A)
Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(34), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Acc/Dmg/EndRdx(36), SprDfnBst-Acc/Dmg/EndRdx/Rchg(36), SprDfnBst-Rchg/Heal%(37)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(34), EndMod-I(46)
Level 35: Neutron Bomb -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Dmg/EndRdx(40), Rgn-Knock%(42), AchHee-ResDeb%(46)
Level 38: Atomic Blast -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), AchHee-ResDeb%(40)
Level 41: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), EndMod-I(50)
Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(45), StdPrt-ResDam/Def+(46)
Level 47: Soul Drain -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- 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(29), Mrc-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(27), PrfShf-End%(29), PwrTrns-+Heal(50)
Level 0: The Atlas Medallion 
Level 0: Task Force Commander 
Level 0: Portal Jockey 
Level 0: Freedom Phalanx Reserve 
Level 50: Musculature Radial Paragon 
------------

 

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13 hours ago, Darkir said:

The last reason why I would go radiation blast is that it has -def inherent to its set. This will allow you to hit everything more easily, but more importantly it allows you to put in a lot of -20% res achilles procs. With that proc in irradiate, neutron bomb, and atomic blast I think you could likely keep it up on a whole group of mobs, vastly increasing the amount of damage you do to everything. With slowed response, achilles proc, and the gladiator you could likely keep -70% res on everyone around you. That's fantastic....I may need to try this...maybe on a corruptor....I'll be in mids.

 

 

What makes the Corruptor a better option for this?  I love the idea of Time/Rad def or Rad/Time corr, just wondering which one would be better

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13 hours ago, Darkir said:

The last reason why I would go radiation blast is that it has -def inherent to its set. This will allow you to hit everything more easily, but more importantly it allows you to put in a lot of -20% res achilles procs. With that proc in irradiate, neutron bomb, and atomic blast I think you could likely keep it up on a whole group of mobs, vastly increasing the amount of damage you do to everything. With slowed response, achilles proc, and the gladiator you could likely keep -70% res on everyone around you. That's fantastic....I may need to try this...maybe on a corruptor....I'll be in mids.

Achilles' in Irradiate or Neutron Bomb have ~38% chance to proc. Moreover, it makes no sense to choose Radiation Blast for this purpose unless you're slotting Annihilation/Gladiator first (since all target AE/PBAoE can slot those procs regardless of -def). So you've got two procs already in those powers and you're increasing follow-on powers by 38% * 2 * 20% = 15.2%.

 

15.2% of Irradiate/Neutron Bomb is ~4 damage per activation. With realistic +damage slotting, you can maybe get ~10 damage per activation out of your two procs.

 

A single Touch of Lady Gray proc will yield ~27 damage per activation.

 

This also fails to account for the fact that debuffing a mob's resist after you damage it isn't all that useful. The less granular your damage becomes, the worse and worse the strategy becomes. That's why you rarely want to slot your ultimates with -resist - you're expecting to destroy entire spawns with it, so you're mostly just debuffing the limp corpses of your enemies. The only time it tends to make sense is when you've ultimates like Inferno and Geyser which have significant follow-on DoT. Even then, it's rarely a good use of slots compared to simply doing more upfront damage.

 

Debuffs in AE also apply their debuffs unevenly. I averaged it out above, but what actually happens is that you massively debuff some while not debuffing others at all. The result is that you kill the spawn unevenly - and waste the efficiency of your AE. While this happens with standard damage procs, standard damage procs at least kill enemies outright rather than merely leaving them debuffed and requiring additional follow-on nuking.

 

Your strategy also run afouls of stacking problems. That 38% chance to proc means that you fire off the two short recharge AE in succession, ~15% of the time you'll just double-stack each proc (individually). ~27% of the time, you'll double stack at least one of them. Since you can't actually stack the procs, this significantly reduces your overall performance.

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15 hours ago, Darkir said:

I don't really like radiation emission because all of its good toggle debuffs have some long cast times and you need to recast them every fight. To cast both every fight it takes 4.6 arcana time seconds before you start doing damage and they also have a significant end drain to them. You get AM to help with the end drain (and a nice recharge boost too), but nothing can stop that 4.6 second cast time you need to do before every fight. The two debuffs are great however, and probably worth it, but I'd just rather play something else that gives similar bonuses for less setup, like time. Time's juncture is a toggle that is always on around you and it lowers damage and tothit. Then you have slowed response which is a great AoE -30% res debuff that takes 2.27 seconds to cast and it has a great 25 radius, so it will hit most things and they will stay debuffed regardless of where they or other mobs move (it will still fall off after 30 seconds though). Now, to be fair, enervating field only has a 1.5 second cast time, but I just find it less effective overall because if the mob moves or other mobs move it stops working and if you are only casting enervating field before every fight you lose all the -tohit from the other debuff. 

 

 

I don't completely disagree with your entire argument, as Time is a great set helped by how modern it is, but some counterpoints I would add:

 

Radiation Infection does have a [too] long cast time of 3.1 seconds, BUT,

- you can cast it before you engage the mobs so if you're solo the in-combat doesn't start until its finished cast.

- Since its mainly a defensive toggle you only need to cast it on the most dangerous mob and rarely have to recast it in combat

- you don't always need to cast it, especially as you gain more defence and are not in a particularly worrying situation.

- you're only rooted for the first second of the cast, so while its 'activating' you can move around quite freely, which does make a big difference.

 

Meanwhile Envervating Field which you DO cast a lot, and move it around a lot to increase your damage, has a quick 1.5s cast time.

So in practice, unless you particularly need the Radiation Infection, Rad doesn't always have a long setup time. Especially in teams sometimes Enervating Field is enough and Radiation Infection is not required except for particularly dangerous situations.  

 

The other benefit of Radiation is you get all these powers really early on. By level 6 you have your heal, AM (which also gives +30% damage, as well as recharge, recovery and status resists that effect the user), RI and Enervating Field, and because they're toggles, the only have 10 second base cooldown which is massively reduced by high level. So its very effective, very early on and straight out of the box, even more so if you're not a Defender and these are secondaries. For sure you have to deal with anchors running out of groups and so your debuff can be less effective, so you have to mitigate against this by controlling the anchor/mob (granted this is trickier as a Defender) or making the anchor an unmoving corpse, but ultimately its a trade off.  

 

Add in Lingering Radiation, which is another quick cast of great -regen and a powerful AoE slow (which for Defenders is really handy for grouping mobs up and controlling them), Choking Cloud for holding mobs in melee range, and EMP Pulse which is the strongest AoE hold in game (at the price of an end crash, for sure), an additional -1000% regen, and you've got a lot of great lategame tools to work with too. 

 

Of course I am biased because I play Rad and not Time, I freely admit,  but thats the other side of the argument I guess. 😊 Both sets are amazing though and you'd do well with either.

 

As for Blasts debate, as a general rule of thumb I usually prefer damage procs over -res procs because the extra damage is more immediate, and you have to deal quite a bit of damage for the bonus damage to equal the extra damage provided by a damage proc, and subsequent -res procs can be less helpful in a way that damage procs are always useful and additional.

Of course this is less scientific and more a gut feeling. -Res procs might pull ahead in team environments and where you have longer fights, but generally I find damage procs more useful, and AVs are so resistant to debuffs you have to be mindful of the reduced effectiveness of them in those longer fights too. 

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Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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

 

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

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

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

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

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

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

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

 

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

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To everyone that has taken their time to feed back, a huge thank you.

 

Each post has definitely given me something to think about and I think I may just have to mess around with a few combinations or rad and time to get a feeling.

 

- a little later- 

 

Have to admit, I am not huge on the Time AT aesthetic.....but I was utterly impressed when I accidently aggroed a mix of 10-13 blues/whites at level 2 and survived using nothing more than nutrino bolt, times juncture and temporal mending. That's a hell of a good (of not slightly obnoxious looking) toggle!

 

 

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23 hours ago, Drederik said:

What makes the Corruptor a better option for this?  I love the idea of Time/Rad def or Rad/Time corr, just wondering which one would be better

I am thinking now that Defender should be better with defenses as this build is an up close and not a ranged playstyle

Edited by Drederik
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On 5/29/2020 at 5:10 PM, Peacemoon said:

As for Blasts debate, as a general rule of thumb I usually prefer damage procs over -res procs because the extra damage is more immediate, and you have to deal quite a bit of damage for the bonus damage to equal the extra damage provided by a damage proc, and subsequent -res procs can be less helpful in a way that damage procs are always useful and additional.

Of course this is less scientific and more a gut feeling. -Res procs might pull ahead in team environments and where you have longer fights, but generally I find damage procs more useful, and AVs are so resistant to debuffs you have to be mindful of the reduced effectiveness of them in those longer fights too. 

 

Is the proc type inherent to specific blast sets or does this come down to how the powers are slotted? Procs aren't something I know much about (yet)

 

For example if I go Rad blast, are the -res procs an absolute?

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21 minutes ago, Rillion said:

 

Is the proc type inherent to specific blast sets or does this come down to how the powers are slotted? Procs aren't something I know much about (yet)

 

For example if I go Rad blast, are the -res procs an absolute?

If I'm understanding your question properly then you can have more than one proc in a particular power, it just depends how many slots you want to devote to procs, because they rarely help with acc/dmg/end/rech and since you're picking procs from different sets, they reduce the amount of set bonuses you can get too.

 

As for the -20% res from Achilles Heel (a -def set proc, so only -def powers can slot it; like Rad Blasts), its effectiveness is reduced, just like all debuffs are reduced, by mobs being higher level, and by archvillains who are inherently resistant to debuffs. So the true number against a +4 archvillain is not -20%, not even close. Small numbers can add up to something that makes a big difference though. 

 

Try this link for info about how debuffs scale based on enemy level. Basically multiply the value of the debuff, the duration of CC, or the amount of damage,  by 0.90 for +1s, 0.80 for +2s, 0.65 for +3s, 0.48 for +4s, for the true value. E.g. -20% res is -9.6% on a +4. 100 damage is 48 damage on a +4. 

 

Archvillains also have inherent resistances to some debuffs and control, more info on that here.   

 

 

Edited by Peacemoon
Added some links!
  • Like 1

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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So as a -res set, it CAN be modified (achilles) for a greater debuff effect, but if I so choose, can I instead have it proc straight up damage.....and is that preferable?

 

As a side question (sorry) if debuffs are resisted/lessened as you've described....would I get more mileage out of a set that buffs allies or should I just acknowledge that is simply how debuff sets are meant to work, broadly speaking?

Edited by Rillion
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2 minutes ago, Rillion said:

So as a -res set, it CAN be modified (achilles) for a greater debuff effect, but if I so choose, can I instead have it proc straight up damage.....and is that preferable?

 

As a side question (sorry) if debuffs are resisted/lessened as you've described....would I get me mileage out of a set that buffs allies or is it all meant to work out that way regardless?  

Well just to be clear, Achilles Heel is an enhancement set that debuffs defence. So any power that takes -defence debuff enhancements can slot achilles, and proc the -res debuff. Some powers get really good mileage from this proc, others not so much. It depends how the power operates as that detemines how much the proc will fire. 

 

I think whether Achilles Heel -res proc or a straight up extra damage proc is superior is pretty subjective and depends a lot on what you do. -Res debuff empowers everyones damage rather than adding a lump of extra damage yourself, and sometimes (but not always) that is superior. Not to be vague, sorry!

 

Buffs are great and important. There is a ceiling to how much people can be buffed though, so if you're with a lot of people really kitted out, debuffing the enemies can be more effective, even with the reduced numbers. 

 

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Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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4 hours ago, Rillion said:

So as a -res set, it CAN be modified (achilles) for a greater debuff effect, but if I so choose, can I instead have it proc straight up damage.....and is that preferable?

 

As a side question (sorry) if debuffs are resisted/lessened as you've described....would I get more mileage out of a set that buffs allies or should I just acknowledge that is simply how debuff sets are meant to work, broadly speaking?

Essentially, I prefer the -res procs if teaming and the dmg procs if soloing on defenders (much like peacemoon said).

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Kin/rad. Pimp out with -res procs and damage cap yourself and teammates. I've tried to play Time and while it is a solid set, I have yet to get any into the 40s. I got two Kins to 50 and another to 40. Kin is just more fun to me. 

  • Like 2

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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On 5/28/2020 at 8:24 PM, Rillion said:

Hello Defender's forum,

 

First let me thank you for taking the time in reading this. (I'm a waffler so I'll try not to stray)

 

So I've been playing the game for a couple of weeks and have tried various classes, however nothing has quite clicked. If I could have a literal melee version of the defender that would be perfect but such is life.  Having said that I love the look of Def's and nature of their primary/secondary AT power types......so what to pick?

 

I love the radiation stuff and thematically it's a must, but I am struggling to pick either sonic/rad, rad/sonic or rad/rad. The problem is, I know just enough to realize that once you scratch the surface, there's a lot to consider: resistances, defense, healing etc and I just don't understand them well enough to know if any of these are more complimentary than the other. I really would appreciate some advice from those far more experienced.

 

I'll probably be doing a fair bit of soloing along with a little duoing on occasion. I'd like to see myself in an SG doing group content much more as I level this character though so in a perfect world I'd be using something that is helpful to others.  

 

Thank you so much!

Rillion

 

The character slots are free.  And we don't have to pay subs anymore.

 

So?  We can now try 'lots of stuff.' 

 

Pick any defender combo.  Play to Level 8 using double xp if you wish.  Do Atlas then go to the Hollows.

 

By then, you'll have a good idea if the attack chain is any good and if it feels good to play.

 

If you eg.  Like Radiation.  Try it with various 2ndaries to see which suit you best.  Eg. Sonic, Energy or Dark or Ice...or Fire...or...etc.

 

Because you're only testing to L8 you can try lots of things quickly and see which have got the 'feel' you're after and which...just don't seem to 'get going' for you.

 

After you've found something that feels right?  Or couple you like the feel of?

 

Keep going until eg. L22 and slot SOs to see if it maintains that 'good feeling' and even gets better.

 

Kinetics and Radiation is also an interesting combo'.  Kinetics is tough to master but very rewarding as the set is so self contained. 

 

Azrael.

 

 

Edited by Golden Azrael
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On 5/30/2020 at 5:01 AM, Drederik said:

I am thinking now that Defender should be better with defenses as this build is an up close and not a ranged playstyle

The reason you would go corruptor is because there is already so much inherent defense in time that a corruptor can get to the softcap reasonably easily while still proccing attacks. You also get a higher dmg cap and higher base dmg, so that dmg buffs help you more even when considering the extra percentages that those buffs would be on a defender (looking at you soul drain). 

 

Like so:

Spoiler

 

Villain 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 Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Neutrino Bolt -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/Rchg(37), SprScrBls-Rchg/+End(40)
Level 1: Time Crawl -- Empty(A)
Level 2: Irradiate -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/EndRdx/Rchg(3), SprScrBls-Acc/Dmg/EndRdx/Rchg(7), Erd-%Dam(7), TchofLadG-%Dam(23), AchHee-ResDeb%(36)
Level 4: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15)
Level 6: Time's Juncture -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(21), PcnoftheT-Acc/EndRdx(43), PcnoftheT-Rng/Slow(43), PcnoftheT-EndRdx/Rchg/Slow(46), PcnoftheT--Rchg%(46)
Level 8: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Dmg/ActRdx/Rchg(9), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dam%(25)
Level 10: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/Rchg+(11), ShlWal-ResDam/Re TP(40), Rct-ResDam%(42), Ksm-ToHit+(42)
Level 12: Aim -- GssSynFr--Build%(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(19)
Level 18: Cosmic Burst -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(27), SprMlcoft-Acc/Dmg/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(31), SprMlcoft-Acc/Dmg/EndRdx/Rchg(31), SprMlcoft-Rchg/Dmg%(31)
Level 20: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def/Rchg+(43)
Level 22: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Neutron Bomb -- Rgn-Dmg(A), Rgn-Knock%(34), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Bmbdmt-+FireDmg(37)
Level 28: Farsight -- HO:Cyto(A), HO:Cyto(29), LucoftheG-Def/Rchg+(29)
Level 30: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 32: Atomic Blast -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), Erd-%Dam(34)
Level 35: Slowed Response -- AchHee-ResDeb%(A)
Level 38: Chrono Shift -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(42)
Level 41: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A)
Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(46)
Level 47: Soul Drain -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50), FuroftheG-ResDeb%(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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: Scourge 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5), Mrc-Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3)
Level 50: Musculature Radial Paragon 
Level 0: Invader 
Level 0: High Pain Threshold 
Level 0: Born In Battle 
Level 0: Marshal 
------------


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

 

 

Note: Yes, I could easily get to the melee softcap or more, but you'll have time's juncture on all the time which will more than make up for the 5% loss. 

Edited by Darkir
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So....believe it or not, since creating this thread I've spend my time trying a number different AT combinations at least to level 10 to get an idea of theme and feel.

 

As open minded as I've tried to be i'm still gravitating to rad/rad badly lol. Time is great but the sound effects and the animations just bother me too much.

 

It looks like I'll be living on Everlasting for now, aiming to get some all Defender SG action, and looking forward to seeing any familiar names in game.

 

Thanks again for all the feedback 🙂

 

(Rillion Vexwave) 

Edited by Rillion
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On 6/2/2020 at 11:04 AM, Darkir said:

The reason you would go corruptor is because there is already so much inherent defense in time that a corruptor can get to the softcap reasonably easily while still proccing attacks. You also get a higher dmg cap and higher base dmg, so that dmg buffs help you more even when considering the extra percentages that those buffs would be on a defender (looking at you soul drain). 

 

Like so:

  Reveal hidden contents

 

Villain 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 Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Neutrino Bolt -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/Rchg(37), SprScrBls-Rchg/+End(40)
Level 1: Time Crawl -- Empty(A)
Level 2: Irradiate -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/EndRdx/Rchg(3), SprScrBls-Acc/Dmg/EndRdx/Rchg(7), Erd-%Dam(7), TchofLadG-%Dam(23), AchHee-ResDeb%(36)
Level 4: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15)
Level 6: Time's Juncture -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(21), PcnoftheT-Acc/EndRdx(43), PcnoftheT-Rng/Slow(43), PcnoftheT-EndRdx/Rchg/Slow(46), PcnoftheT--Rchg%(46)
Level 8: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Dmg/ActRdx/Rchg(9), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dam%(25)
Level 10: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/Rchg+(11), ShlWal-ResDam/Re TP(40), Rct-ResDam%(42), Ksm-ToHit+(42)
Level 12: Aim -- GssSynFr--Build%(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(19)
Level 18: Cosmic Burst -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(27), SprMlcoft-Acc/Dmg/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(31), SprMlcoft-Acc/Dmg/EndRdx/Rchg(31), SprMlcoft-Rchg/Dmg%(31)
Level 20: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def/Rchg+(43)
Level 22: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Neutron Bomb -- Rgn-Dmg(A), Rgn-Knock%(34), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Bmbdmt-+FireDmg(37)
Level 28: Farsight -- HO:Cyto(A), HO:Cyto(29), LucoftheG-Def/Rchg+(29)
Level 30: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 32: Atomic Blast -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), Erd-%Dam(34)
Level 35: Slowed Response -- AchHee-ResDeb%(A)
Level 38: Chrono Shift -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(42)
Level 41: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A)
Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(46)
Level 47: Soul Drain -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50), FuroftheG-ResDeb%(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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: Scourge 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5), Mrc-Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3)
Level 50: Musculature Radial Paragon 
Level 0: Invader 
Level 0: High Pain Threshold 
Level 0: Born In Battle 
Level 0: Marshal 
------------



| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Note: Yes, I could easily get to the melee softcap or more, but you'll have time's juncture on all the time which will more than make up for the 5% loss. 

@Darkirwell, its too late haha, i used your defender version and got him to like 40.  i dont have any enhancements so i cannot do damage but it still seems fun.  i dont have the heart to re-do someone that hit 40 as i get limited playtime.  surely the builds at end game cannot be that different though, right?

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2 hours ago, Drederik said:

@Darkirwell, its too late haha, i used your defender version and got him to like 40.  i dont have any enhancements so i cannot do damage but it still seems fun.  i dont have the heart to re-do someone that hit 40 as i get limited playtime.  surely the builds at end game cannot be that different though, right?

The difference between a common IO build and an end game build is significant. End game meaning Incarnates and IO sets. I had a build add in a budget version of IO sets and it felt like it flipped a switch based on that alone. 

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Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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2 hours ago, Drederik said:

surely the builds at end game cannot be that different though, right?

Hmmmmmm they won't be too different in mechanics or how they play. It will just take you a little longer to kill things. If you use more dmg procs instead of the -res procs, things will even out a bit more (solo at least).

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I was reading through and thought “this guy really wants a Kin/Rad Corr”. I was all ready to post my super original idea until @Without_Pause came along and spoiled it for me 🙂

 

If you like being in melee range, being active and obliterating enemies...and making your teammates happy...then Kin/Rad is for you sir.

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A bunch of toons. Global DocRanger

All on Excelsior. 

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