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Dahkness

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As a Controller, the best Defense you can have is Lockdown of whatever is hostile (and aggroed).

If they can't attack you, you've got all the "defense" you need ...

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There are three general levels of DEF to aim for: hitting softcap, being one small purp from softcap, or having enough defense to be softcapped with just one DEF shield-provider in the party. 

 

45% is the magic number, the DEF softcap, where only 5% of attacks will hit. 45% can be really hard to attain, however, and will weaken your build in other ways if you devote too many enhancement slots just to gaining DEF. 

 

At 32.5%, you can reach 45% by eating one purple inspiration. This is nearly as good, and will free up a lot of enhancement slots for increasing other aspects of your build.

 

Finally, if you mainly play on large teams, one or more of your teammates likely will be able to give you +DEF, so you can get away with only building to 20% def, which will still provide decent defense on its own, but also only needs two small purples to bring you to the DEF softcap.

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1 hour ago, Redlynne said:

As a Controller, the best Defense you can have is Lockdown of whatever is hostile (and aggroed).

If they can't attack you, you've got all the "defense" you need ...

I’m working on a blaster/brawler build for my Ill/emp. Trying to make a solo 54x8 build. I don’t have a lot of lock down to work with on my chosen AT

Edited by Hops

Kill Most ITFs! Defender Tank! dahkness11 - Twitch

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Assuming you want to spend a lot of influence on your build, there are 3 magic number benchmarks to consider:

  • 32.5%
  • 40%
  • 45%

The "true" soft cap is 45%. For a Controller with no base Defense, as with /Empathy, probably the only position you will be able to cap to is Ranged Defense. 

 

 

32.5% is the amount of Defense you need to hit the soft cap with one purple inspiration. This is a fine number that will radically improve your survivability without breaking your budget.

 

40% is the amount of Defense you need if you use Barrier as your Destiny power and take it all the way to tier 4. (I wouldn't as an Empath. Instead I would skip Empathy's anti mezz power and take Clarion Destiny as the Destiny choice). This is a good number to hit for farmers though, because farms don't feature enemies with mezz.

 

45% is the true soft cap. In the old days, players would work tirelessly to hit this number. With the change to damage procs making them more viable, it's faded somewhat in importance.

 

 

 

You'll have to decide between going for S/L defense or ranged defense. In general I feel like Ranged defense is the better bargain for Controllers, because you can cap it and still get S/L resistance for dealing with hits that break through.

 

For Ranged defense, there are a few slotting options that are close to imperative because of the cost/benefit:

  • If you have a Confusion power, x6 slot Coerceive Persuasion for +10 Recharge and +5 Ranged Def
  • Slot an AoE control with x6 Will of the Controller for an additional +10 Recharge +5 Ranged Def
  • Slot the 2 +3% globals

 

Do those steps above and you're already at +16 defense. The rest comes down to careful power choices. Hover, Combat Jumping, and Manuevers can greatly assist you. In general, favor enhancement sets that can provide both Defense and Recharge:

  • Luck of the Gambler (goes in any defense power, this is broken powerful and provides +7.5% global recharge, this is the secret ingredient that makes many builds work)
  • Cloud Senses (-ToHit powers, mainly for Dark Control or Illusion Control)
  • Expedient Reinforcement (pets, can only be slotted x1 per build)
  • Basilisk's Gaze (Hold powers)
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Agree with the above comments... I'd go for 45% ranged defense first.

 

The 2 unique global enhancements (mentioned above) are both in the resist damage sets (Steadfast Protection and Gladiator's Armor) that give +3 defense to all.  So pick these up and slot them... usually in tough.. .if you are getting tough, you might as well get weave as well.  You don't even need to be running tough to benefit from the +6 defense total... just have them slotted.  

 

For straight ranged defense here's some other places to look:

Thunderstrike in ranged attacks

Artillery in targeted AoE 

Mako's Bite in Melee damage 

Numina's Convalesence in heals

 

 

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I think from reading above you are playing an Illusion/Empath. I don't have a build for that, but I did find a partial Ill/Nature build I must have built a while ago in response to a comment. Its still got 3 slots to go and could use some tightening up but may provide an idea.

 

Keep in mind, an Ill/Emp is not a farming build. It's mainly a combo tank-healer utility character. It will do well on teams but can probably survive very difficult encounters, but kill speed when solo is an likely an issue.

 

 

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!

ill nature: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Blind -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/Hold(3), BslGaz-Rchg/Hold(5)
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 2: Regrowth -- Heal-I(A)
Level 4: Spectral Wounds -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9)
Level 6: Deceive -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(11), CrcPrs-Conf(11), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(15)
Level 8: Wild Growth -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-Max HP%(39), StdPrt-ResKB(40), StdPrt-ResDam/EndRdx(40)
Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DmpSpr-ToHitDeb/EndRdx(17), DarWtcDsp-ToHitDeb(17)
Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Lifegiving Spores -- Heal-I(A)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21), RechRdx-I(21), SlbAll-Build%(23)
Level 20: Wild Bastion -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(23), Pnc-Heal/Rchg(25)
Level 22: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Rchg/Dmg%(29)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Spectral Terror -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprOvrPrs-EndRdx/Rchg(31), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33), SprOvrPrs-Rchg/Energy Font(33)
Level 28: Rebirth -- RechRdx-I(A)
Level 30: Hover -- LucoftheG-Def/Rchg+(A)
Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-Dmg/EndRdx(34), OvrFrc-Dam/KB(34)
Level 35: Poisonous Ray -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(36), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(37)
Level 38: Overgrowth -- RechRdx-I(A), RechRdx-I(39)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-EndRdx(42), RedFrt-Def/EndRdx(42), RedFrt-EndRdx/Rchg(43), RedFrt-Def/EndRdx/Rchg(43)
Level 44: Disruptor Blast -- FrcFdb-Rechg%(A), Empty(45), PstBls-Dam%(45), ExpStr-Dam%(45), PstBls-Acc/Dmg(46), Rgn-Dmg(46)
Level 47: Summon Tarantula -- AchHee-ResDeb%(A), ExpRnf-Acc/Rchg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-EndRdx/Dmg/Rchg(50), RechRdx-I(50)
Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(51)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
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 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
------------

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Edited by oedipus_tex
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To OP - aim to for 45% s/l/e and ranged defense. Three ways you can do this:

  1. Build for 45% from IOs.
  2. Build for 40% from IOs and use P2W buffs for the remaining 5%.
  3. Build for 35% from IOs and use P2W buffs and T4 Barrier for the remaining 10%.

I'd got with option 3, unless you want a different destiny power, in which case I'd for for #2.

 

Maneuvers, Weave, Scorpion Shield, plus hover or combat jumping, should make this doable. I'd advise against building for 32.5% defense. No build should rely on inspirations.

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City of Heroes Class of 2001.

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Built for 45+

 

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Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Just Me, Myself And I...And This Other Dude: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Spectral Wounds -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(3), SprWntBit-Acc/Dmg/EndRdx:50(3), SprWntBit-Acc/Dmg/Rchg:50(5), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(5), SprWntBit-Rchg/SlowProc:50(7)
Level 1: Healing Aura -- Pnc-Heal:50(A), Pnc-Heal/EndRedux:50(7), Pnc-EndRdx/Rchg:50(9), Pnc-Heal/Rchg:50(9), Pnc-Heal/EndRedux/Rchg:50(11)
Level 2: Deceive -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(11), SprOvrPrs-EndRdx/Rchg:50(13), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(13), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(15), SprOvrPrs-Rchg/Energy Font:50(15)
Level 4: Heal Other -- Pnc-Heal/EndRedux/Rchg:50(A), Pnc-Heal/EndRedux:50(21), Pnc-EndRdx/Rchg:50(21), Pnc-Heal/Rchg:50(23), Pnc-Heal:50(23)
Level 6: Flash -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(25), SprEnt-End/Rchg:50(25), SprEnt-Acc/Hold/End:50(27), SprEnt-Acc/Hold/End/Rchg:50(27), SprEnt-Rchg/AbsorbProc:50(29)
Level 8: Absorb Pain -- Pnc-Heal:50(A), Pnc-EndRdx/Rchg:50(29), Pnc-Heal/EndRedux:50(31), Pnc-Heal/Rchg:50(31), Pnc-Heal/EndRedux/Rchg:50(31)
Level 10: Superior Invisibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(33)
Level 12: Resurrect -- RechRdx-I:50(A)
Level 14: Group Invisibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(33)
Level 16: Clear Mind -- RechRdx-I:50(A)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(33), ExpRnf-Dmg/EndRdx:50(34), ExpRnf-Acc/Dmg/Rchg:50(34), ExpRnf-EndRdx/Dmg/Rchg:50(34), ExpRnf-+Res(Pets):50(36)
Level 20: Fortitude -- LucoftheG-Rchg+:50(A), LucoftheG-Def/Rchg:50(36)
Level 22: Kick -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/EndRdx:50(37), SprBlsCol-Acc/Dmg/Rchg:50(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(37), SprBlsCol-Rchg/HoldProc:50(39)
Level 24: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(39), Ags-ResDam:50(39), Ags-ResDam/EndRdx:50(40), Ags-Psi/Status:50(40)
Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(40), SprWiloft-EndRdx/Rchg:50(42), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(42), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(42), SprWiloft-Rchg/Dmg%:50(43)
Level 28: Recovery Aura -- PrfShf-EndMod/Rchg:50(A), EffAdp-EndMod/Rchg:50(43)
Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43)
Level 32: Phantasm -- SlbAll-Acc/Dmg/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(45), OvrFrc-Acc/Dmg/End/Rech:50(45)
Level 35: Regeneration Aura -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(45), Pnc-Heal/Rchg:50(46), Pnc-Heal/EndRedux/Rchg:50(46), Pnc-Heal:50(46)
Level 38: Adrenalin Boost -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(48), PrfShf-EndMod/Rchg:50(48)
Level 41: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(48)
Level 44: Scorpion Shield -- Rct-Def:50(A), Rct-Def/EndRdx:50(50)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
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 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19), EndMod-I:50(19)
Level 50: Cardiac Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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17 hours ago, Hops said:

I’m working on a blaster/brawler build for my Ill/emp. Trying to make a solo 54x8 build. I don’t have a lot of lock down to work with on my chosen AT

No you don't with Illusion but you do have PA and Phantasm both of which draw aggro strongly.  Perma PA is what I'd look for first, defense would be next.  Once you get Regen Aura you will be very sturdy and I'd also be building up tesistance.   Both perma PA and Empathy do well using recharge.

 

That said for solo work check out a thread about an Emp/Fire/Soul solo vs +4/×8 ITF, successfully completed, in the defender forums . The build has very strong defenses (and resistances).  It would be harder to do on a controller owing to AT mods but the slotting should provide lots of raw ideas to work from.

 

Most recently I believe the build was posted by Linea in the thread titled "The Modern Empathy Defender"

Edited by Doomguide2005
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There is also kinetic dampener from the P2W vendor.  It gives (for controllers) 14.4% s/l defense and 30% energy resistance.  Only drawback on that one is you can only buy 1 hour at a time, unlike the other buff you can get that you can stack up to 8 hours.  Unlike the other buff though you can turn it on and off so can use it more strategically when needed.  Very good one for some of those incarnate trials.

 

Speaking outside of just controllers, it is an amazing one for a dark armor characters as it perfectly fills a weakness they tend to have to energy.

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On 7/5/2020 at 9:10 PM, Riverdusk said:

There is also kinetic dampener from the P2W vendor.  It gives (for controllers) 14.4% s/l defense and 30% energy resistance.  Only drawback on that one is you can only buy 1 hour at a time, unlike the other buff you can get that you can stack up to 8 hours.  Unlike the other buff though you can turn it on and off so can use it more strategically when needed.  Very good one for some of those incarnate trials.

 

Speaking outside of just controllers, it is an amazing one for a dark armor characters as it perfectly fills a weakness they tend to have to energy.

 

I wouldn't build with this in mind though. If it runs out and you're on a TF/AE arc/ouro arc...you can't refresh it.

 

Edit: As @Seigmoraig points out below, you can use the Pocket D P2W during TFs. So disregard this.

Edited by Xanatos

City of Heroes Class of 2001.

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With Illusion as your primary, your primary lockdown will be aggro management (via PA). That means, your best defense is getting to around 200% Recharge, perma-PA. At this point your PA will draw all aggro and you will only have to worry about damage once a minute. That being said, staying in range and six slotting Coercive Persuasion and Superior Will of the Controller should get you close enough to hit 30-35% ranged Def. Deceive is also a powerful tool that will help you (especially at lower levels) to clear faster. You should also take both SI and GI as they stack and provide a massively important -200% Threat Level when combined. This will help you maintain aggro management by making you draw even less aggro.

 

Illusion Control is not actually the illusion of control (as some Trollers on live mocked it as), but a different type of control. Illusion is about aggro management, and it has four exceptional tools that make it shine. With Superior and Group Invisibility stacking with eachother. Superior Invisibility is the premier stealth power in the game, 200ft stealth compared to Hide (150ft), Group Invisibility (60ft), Invisibility (55ft), Super Speed & Support Stealth Auras (35ft), Stealth procs (30ft), and Field Operative (15ft). Also, given that SI and GI stack, you have two of the top three stealth powers in the set on top of eachother. In addition, these powers have -Threat. There are seven powers that provide -Threat in the game: SI, GI, Super Speed, Invisibility, Phase Shift, Quantum Flight, and Nebulous Form.  This means if you concentrate on healing and let your PA and Phanty do the job, you will be completely off the radar while you focus on your secondary. (I believe the maximum stealth possible solo is 325ft by stacking SI, GI, SS, and a proc...)

Phantom Army and Phantasm provide some of the tankiest pets in the game, and if you manage to maneuver yourself to keep them focused on one target at a time (they only do ST damage) then you can take out targets before they start healing back damage. They also generate a huge amount of threat.

The combination of these four powers make Illusion Control exceptionally good at controlling mobs, add in Deceive to lock down hard targets and you are good to go. In other words, you do not actually need any Defense (but it is nice to have some in case of emergency).

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5 hours ago, Zepp said:

Illusion Control is not actually the illusion of control (as some Trollers on live mocked it as), but a different type of control. Illusion is about aggro management, and it has four exceptional tools that make it shine. With Superior and Group Invisibility stacking with eachother. Superior Invisibility is the premier stealth power in the game, 200ft stealth compared to Hide (150ft), Group Invisibility (60ft), Invisibility (55ft), Super Speed & Support Stealth Auras (35ft), Stealth procs (30ft), and Field Operative (15ft). Also, given that SI and GI stack, you have two of the top three stealth powers in the set on top of eachother. In addition, these powers have -Threat. There are seven powers that provide -Threat in the game: SI, GI, Super Speed, Invisibility, Phase Shift, Quantum Flight, and Nebulous Form.  This means if you concentrate on healing and let your PA and Phanty do the job, you will be completely off the radar while you focus on your secondary. (I believe the maximum stealth possible solo is 325ft by stacking SI, GI, SS, and a proc...)
 

All very good points.  Just to clarify though, there is a stealth cap and actually superior invisibility reaches it on its own, at least for pve (200 ft.) and on a controller.   I think stalkers are the only ones with a higher stealth cap in my experience.  You can hit sup invis and see stealth radius go blue in combat attributes and casting GI doesn't increase it anymore.  So, stacking all the others doesn't help any more in that regard and I wouldn't waste a slot on a stealth IO or going for super speed (unless you really love super speed).  Not sure it really matters anyway as 200ft I believe is enough to stealth you to almost everything in pve (I think we all know the exceptions).    The defenses of any powers of course still stack.

 

Watching threat level in combat attributes it also looks like that is capped at 0 and it doesn't go into the negatives, so I wouldn't go crazy trying to stack that either.  Just SI or GI alone will get you to 0.  I still took both SI and GI on mine though just for the extra defense and team utility and extra LoTG spot.

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Sorry, you are right about the cap - although it will help against stealth debuffs (although this is only meaningful in PvP as I do not believe there are currently any mobs that have -stealth abilities). The defense does, however, stack, and it is a good place for a LotG slot.

Edited by Zepp

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Yes from what little I know and can reread in the Wiki if your threat level is 0 then you generate 0 threat and are going to be at the bottom of a given foes "threat list".  Highest on that list draws their aggro.  But, and it's a big but, the mechanics were poorly understood on Live and I believe here on HC that remains true among the player base.

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On 7/6/2020 at 1:27 AM, Zepp said:

Sorry, you are right about the cap - although it will help against stealth debuffs (although this is only meaningful in PvP as I do not believe there are currently any mobs that have -stealth abilities). The defense does, however, stack, and it is a good place for a LotG slot.

Hmm can't test or use an analyzer currently but I'd be concerned about Longbow, Arachnos and Resistance mobs (off the top of my head).  They definitely use +To Hit powers and I wouldn't assume some of those also don't include +perception as well, effectively countering some amount of Stealth if not a stealth debuff per se.  If it works like the hard caps for defense/to hit then the game tracks values over the cap, applies the mods, before the result reaches its final "capped" value.  The final net value must be greater than 0 for you to be 'seen'.  Nevermind mobs like Rularuu Observers and Drones etc..

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2 hours ago, Doomguide2005 said:

Hmm can't test or use an analyzer currently but I'd be concerned about Longbow, Arachnos and Resistance mobs (off the top of my head).  They definitely use +To Hit powers and I wouldn't assume some of those also don't include +perception as well, effectively countering some amount of Stealth if not a stealth debuff per se.  If it works like the hard caps for defense/to hit then the game tracks values over the cap, applies the mods, before the result reaches its final "capped" value.  The final net value must be greater than 0 for you to be 'seen'.  Nevermind mobs like Rularuu Observers and Drones etc..

Obsevers and drones just ignore stealth. Otherwise stealth is subtracted from perception to determine minimum distance before being seen. With 200' you can stand next to any enemy in the game (that doesn't ignore stealth) without beeing seen.

 

I don't think there are any mob - stealth powers in game and the only player one I can think of is Arctic Air, so exceeding cap is only useful v ice control Trollers or Doms in PvP.

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An alternative would be to build for resistance. Cycling rune of protection, melee hybrid, and regen aura would feel super solid and consistent in pretty much any scenario.

 

Healing aura can handle chip damage with ease. Statistically a high def build may have higher survivability, but 2 big hits can drop a defense based squishy. And while  a resistance approach may not be invulnerable, every failure is predictable and grants opportunity to react. 

 

Plus everyone and their dog brings defense buffs to teams, whereas resistance buffs are a bit more rare. So in a team you are likely to have well layered protection.

 

it's the route I've gone one my last couple squishy builds and it has worked out well. They still solo fine and often feel stronger in teams than a pure def approach.

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On 7/9/2020 at 10:05 AM, Frosticus said:

An alternative would be to build for resistance. Cycling rune of protection, melee hybrid, and regen aura would feel super solid and consistent in pretty much any scenario.

 

Healing aura can handle chip damage with ease. Statistically a high def build may have higher survivability, but 2 big hits can drop a defense based squishy. And while  a resistance approach may not be invulnerable, every failure is predictable and grants opportunity to react. 

 

Plus everyone and their dog brings defense buffs to teams, whereas resistance buffs are a bit more rare. So in a team you are likely to have well layered protection.

 

it's the route I've gone one my last couple squishy builds and it has worked out well. They still solo fine and often feel stronger in teams than a pure def approach.

Yep, I like rune of protection on controllers.  Often I'm grabbing arcane bolt for another attack on them and picking up mystic fly anyway, so rune is just right there.  

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A slightly dirty technique for a mid-cost Controller farm build is to go with the Psi APP. It comes with Indomitable Will, which adds a huge Psionic Defense boost, while still providing a resistance shield. Since this power also provides mezz protection, you can then create farms that are Psi based and be capped without having to refactor the rest of your build. You'll want to use Psi powersets that don't debuff Recharge. Illusion Control works especially well, because Spectral Wounds heals some of the damage back on its own. The other power have to be handpicked from Psi Blast or Mind Control. Powers that cause Sleep are useful because if you do somehow manage to get mezzed you recover after 1 hit. 

 

The nice thing about this build is it works in PVE or farm contexts. In farms you're capped to Psi damage. In PVE you're mezz protected and haven't sacrificed anything major.

 

The only real downside is Psi Blast and Psionic Tornado (while fun) are a lot slower to cast than Fire Blast or Fireball.   

Edited by oedipus_tex
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