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Indestructible Defender?


RubberSoul

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I'd go Time/something...  Time brings so much to the table and you can really tank yourself out.  The only thing is you have to rely on Clarion for mez protection.  Here's a sample Time/DP build I just whipped up.  It relies on Chemical Rounds instead of lots of resistance, because it's hard to get a lot of resistance and defense on a defender, but it should be pretty darn indestructible.

 

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This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temporal Mending -- Prv-Heal/Rchg/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(5), DctWnd-Heal/EndRdx/Rchg(15)
Level 1: Pistols -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(37)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Dmg/EndRdx/Rchg(23), Thn-Acc/Dmg/Rchg(25)
Level 4: Empty Clips -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(43)
Level 6: Time's Juncture -- DmpSpr-ToHitDeb/EndRdx(A), DmpSpr-ToHitDeb/Rchg/EndRdx(7), DmpSpr-ToHitDeb(7), DmpSpr-Rchg/EndRdx(15)
Level 8: Temporal Selection -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(9)
Level 10: Swap Ammo 
Level 12: Time Stop -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(13), SprEnt-Acc/Hold/End(40), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(46)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Bullet Rain -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(17), Ann-Acc/Dmg/Rchg(17), Ann-Acc/Dmg/EndRdx(21), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-ResDeb%(42)
Level 18: Farsight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(19), RedFrt-Def/Rchg(19), GifoftheA-Def/Rchg(31), RechRdx-I(45)
Level 20: Time Crawl -- Acc-I(A)
Level 22: Distortion Field -- RechRdx-I(A), RechRdx-I(23)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Slowed Response -- AnlWkn-Acc/DefDeb(A), AnlWkn-Acc/Rchg(27), RechRdx-I(27), AchHee-ResDeb%(31)
Level 28: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(37)
Level 30: Kick -- Empty(A)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(33)
Level 35: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(36), StdPrt-ResKB(36), GldArm-End/Res(36), GldArm-3defTpProc(37)
Level 38: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40)
Level 41: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(46)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(48), Rct-Def/EndRdx(48), Rct-ResDam%(48)
Level 49: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def/Rchg+(50)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 10: Chemical Ammunition 
Level 10: Cryo Ammunition 
Level 10: Incendiary Ammunition 
Level 14: Double Jump 
------------

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

 

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What this team needs is more Defenders

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I gotta second time. I have a fire/time blaster, had a demons/time mastermind and fire/time corruptor, (he was only nuked due to redundancy,) but my time/fire defender sometimes feels as stupidly unkillable as my meleers. Yes, she has clarion. The defense amp from P2W works, too. This is soloed or teaming. I also have a fire/rad corrupter fully kitted out I only use for teaming but I'll always lean toward the time/fire def these days.

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Another idea might be Dark/ once you have all the tools.  A lot of damage and accuracy debuffs across the set (Twilight Grasp, Darkest Night, Fearsome Stare, Dark Servant), Shadow Fall coming in with Defense and ENP Resists, Fearsome Stare paralyzes groups and the Dark Servant doubles down on a lot of your debuffs.  Combine with some pool defenses like Hover, Combat Jumping, Maneuvers and/or Weave (skip Stealth, can't use it alongside Shadow Fall) and you'll be extremely difficult to hit.  Self healing is accuacy dependent but the Servant tosses heals out too.  Also you'll still want Clarion for status protection as the only thing you're protected from is the very uncommon Fear.

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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FF and Sonic won't have direct heals, but you can get some heal action going via the ATOs and there are Dark and Water as options. You can also pick up the opposite armor via epics and your stacked defense will make you rather durable.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 

 

"Downtime is for mortals."

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I run mine out of Radiation Blast for grouping reasons, but this Time/Fire would be better solo.

 

It's got basically everything you can wedge in.  Problems are there's a limit to the toughness of a Defender in the elemental damage types: Energy in this case.  Also, max hp is always an issue.  Some AV hits you with Energy Transfer, you're just dead.  Can't stop that.

 

https://www.midsreborn.com/builds/download.php?uc=1453&c=690&a=1380&f=HEX&dc=78DA55934B6F125114C7EFC08C08F48540DF2DA50F8B7D4CA16A4C5C99DA564D8B69D4B833642C039D884080266DDCA87B5DB8F10BF8A88F95EFAD7E051F31EA5AABB6D5444D74351EE67F6E0B370CBFB967CEF99F73CFBD37B932DD90C9CC1E114AD3D19C512EA7A6CD8C994F9B252D6964AD45511D1E7A22D29E9A5ACE64F433D645339534F25671396754AC42BE73FBFB29239F35D3FAAC553253532459118D0B85428E0CD9A58A95CFFA9CD9E9A269A69B9DD779D3A0B8F29255F4C33157F50CCC14AD457DDA285DA03CE58A595A6DA73286E9791BA23FC5A9CCD6C4BA5B88842A5C5FC1E16FE0BEEFCC0DE626F8B92E38AE3AC69104F320730CCEE3632E3001BEA3608583857288A0BAC53A19DD52D13D0905753FF300B8EB85005D9AC3C12FC8A0506F35C18A9A4D43BC273D0FEBA99E1964DE3DCB3C06FA8E83D113603FE9783948F18E22998F19A08F7EA9E86F511C63438819064373A828FA0B7453502307B91B5BE9AD47154D6DCC049C4293A04ACECDECEC6AE60C2D9CA185337CA08505A453808D7B0EA38BDB24A5A06C71308A0504C91846E36D2D7C0B4B6EBDCDBC0376DE65AE716BEE815E0A6E9369DBB8B676AEAD9DCBF848B575C8B41D2F2932A88A0D3276F1E6685D1390EB8E331F60677BD7987C667A75D04F697BE4CEF674C1F8891423B2A9916B50EABBCEEC85535F04DC24E77E99BE7F1C4E033AF33ED20E3C0407DFA05583AFC12D0A1E92A772E81114F73E663E613EE54BF38CF91CBC4C88E19AD822C6A7E80A194765EDA3BFE139F687F997F90FBC4AD01528687A110A7A89B90C4EAC30579997C0572342C4E566C47987BA5521874DBFEA4D99AF3379D19893EACE05B71754F95EBDB04ED0A66FE7BB10E3C8F8A3C6A88828DFFEB3C8BC55171143C4CFBA889BC81DBF01DADB63AEBA142EC016AD3B47C23E4F020959A7513B39573B59A89DFC07317BD7EE

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For pure 'unkillability' I would think Time/Water or Time/Energy would fit the bill. Between their knockdown, running Time's Juncture for melee to-hit/damage debufrs, IO sets to provide soft-capped ranged defense and enough recharge to achieve perma-Chrono Shift, Soul Mastery Epic for Dark Embrace resistances, and Power Boost for Farsight, Destiny Clarion for mez protection you would be pretty near unkillable. And equally, if not more important, a large portion of all the knockdowns/heals/buffs/debuffs/mezz protection also benefit your team members making them near unkillable as well.

 

If you want to sacrifice a little 'unkillability, for more damage, then Time/Fire would be my recommendation. You lose some damage mitigation since fire doesnt have the inherent knockback/down. But, with all of the other mitigation you probably wont miss it that much anyway. Could probably even throw a few knockdown procs in to the build and get the benefit of fires damage along with some knockdown mitigation too.

 

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I hadn't considered the knockdown. 

 

However, it has many drawbacks.  TIme is location based, Energy has knockbacks.  The two do not work together.  Water takes a lot of powers to actually generate knockdowns and the last thing you want on a Defender is more, long cast times in addition to your primary powers.

Edited by DarknessEternal
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If you're talking about with Incarnate powers, it's mostly all the same. If you're talking without them, then status protection tends to be the most important aspect of 'tankiness' since that's the one thing you can't get from IO sets or pools.

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8 hours ago, Hjarki said:

If you're talking about with Incarnate powers, it's mostly all the same. If you're talking without them, then status protection tends to be the most important aspect of 'tankiness' since that's the one thing you can't get from IO sets or pools.

 

Rune of Protection is available at level 20 and works as a break free and there's always the P2W cheatcode Defense Amplifier for 4 mez protect. Hell, just gettin 8 hours of it at lvl 1 for 8000 inf and you can solo mez-free to 20 and still have hours left before it runs out.

Edited by Bill Z Bubba
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I have a time/dark, a poison/rad, an elec/water, and a dark/elec that are all extremely resilient. Defenders can be built easily because of their buff/Debuff values they get a lot of mileage out of things like leadership, so I find them all very easy to softcap at the minimum S/L/E. Otherwise pairing that with debuffs make for a very resilient defender.

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Just for giggles, I cranked up a max diff ITF with my time/fire def. She made it all the way to the seafood buffet before faceplanting. Those novae tore her up fast. Don't think she has the DPS to handle the AVs but she was built for teaming. Only thing I ever really miss on her is a rez but that just makes me work harder on keeping others alive.

Edited by Bill Z Bubba
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It's worth considering Traps for an "indestructible" Def.   FFG covers most mezzes and has higher def, out of the box, than Farsight.  Obviously PB + Farsight is its own category.  One of my 2 badge toons is a Time/Fire and all told may be a bit tougher than my Traps defs due to the OP nature of PB+Farsight but the Trapper's not too far behind.  

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3 hours ago, Bill Z Bubba said:

 

Rune of Protection is available at level 20 and works as a break free and there's always the P2W cheatcode Defense Amplifier for 4 mez protect. Hell, just gettin 8 hours of it at lvl 1 for 8000 inf and you can solo mez-free to 20 and still have hours left before it runs out.

P2W, inspirations and other temporary powers fall into the same "renders the question moot" category as Incarnates.

 

Rune of Protection is more situational. Ultimately, the reason you need status protection is that the 5% - 10% of the time when Defense fails against status effects, it's utterly crippling. Rune of Protection transforms those odds to more like 2.5% - 5% due to its uptime.

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It's also a matter of speed for some builds or sets.  An Empath while the Auras are active at capped defense and resists is very hard to kill.  Add a pet to buff and mitigation in the attacks and you'll have a very tough defender.  An Empathy/Fire is what Linea used to complete an ITF at +4/×8.  And likewise I know one of their early favorites for tough was iirc a Time/DP build.

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Time

I have well over 50 different variations, maybe over 100, and it depends on the goal, and level, and if leveling, and ...

Kiski - STF Numbers 2.jpg

Kiski all dolled up in Amps, Dampeners, and the Works.  A bit overkill, but if you got it, flaunt it.  Make the Tanks Jealous. 😜   (I wasn't going to delete them and re-buy them just for a screenshot)

 

Time - one of the STF builds if not the Sorcery FoN builds which was the original from way way back.  The near-perma souldrain builds are more than durable enough for 95% of the game, and can pack near blaster levels of offense.  If I'm not running the ultra durable STF variant, I'm probably running the near-perma souldrain variant.  I typically run these on /Fire these days, but the originals were /DP.  Another good choice would be the Time/DP or TIme/ proc builds, that just barely skirt the defense cap.  There are a few threads devoted to them in the defender forums.  Probably Bopper and Dahkness would be the two to look at.

FF - again, probably the STF build.  FF/Water would be best, but I'm not sure I ever made an FF/Water version of the STF builds.

Traps - similar but I'm not sure I have a build handy, I retired my traps because most modern teams move too fast for traps to keep up.

 

 

Others:

Huntsman - no it's not a defender, but some variation on it, and I have dozens, is by far the best malfactor build I've ever played.  FF above would be second best malfactor.

Earth/Eafn - also not a defender, terrible offense, but very durable with stony effectively resist capped.

Plant/Time/Fire - yet another variation of Time/  I'm very fond of this one, but it's an endurance hog and then some.

_Linea.zip

Edited by Linea
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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE. 

801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard, ..., 801.5 Hard, ..., 801.8 Extreme, ..., 801.A Epic, ... 801.F Death.

Angel Hornet (link)   -   Solo 2-Star ASF (link)   -   Solo 2-Star ITF (link)

I may be AFK IRL, But CoH is my Forever Home.

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I agree generally that mez protection is a pretty strong differentiator for survivability on Defenders. This means that builds outside of Elec, FF, and Sonic will have to reach for other tools like Rune.

 

Time is certainly powerful if you have mez sorted, as others have said, but I don't see that anyone has mentioned Nature yet.

 

Nature provides very strong universal resists that are easily perma, a large absorb shield for emergencies, passive melee aoe CC that locks down most spawns pretty quickly, a strong heal that affects you too, and plenty of other little tricks. As long as you build for ranged defense, I think you'll find it rivals, if not perhaps even trumps other sets mentioned thus far for survivability. As far as "fire and forget" survivability, it is my personal favorite.

 

 

 

 

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Nature self damage cap and Resist Cap experimental build .... I would call this one an advanced build, not a first timer.

Nature Fire - Fourcade 2td - [i25].mxd

 

And a more traditional easier to drive defense armored version ... I would recommend this one instead for a first timer.

Nature Fire - Laoraine 2c - [i25].mxd

 

Also, there's an argument for yanking one of the recharge ios in aim, forcing max proc rates for the Guassian.  I've done both 2 and 3 slot, but these days I trend toward the two slot to maximize the proc.  The ability to punch through T9 defense armors on a guaranteed proc is very handy.

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE. 

801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard, ..., 801.5 Hard, ..., 801.8 Extreme, ..., 801.A Epic, ... 801.F Death.

Angel Hornet (link)   -   Solo 2-Star ASF (link)   -   Solo 2-Star ITF (link)

I may be AFK IRL, But CoH is my Forever Home.

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