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New to Defenders - Attempt at Thermal/Sonic(/Flame) Build


Hellclaw

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So this is what I came up with...

 

Some of the power choices are thematic and I'd like to avoid changes to the pools selected (but am open to suggestions about which powers are best to skip/take within those pools).

 

Main thing I ended up going for was 45% Ranged def, everything else is basically just a consequence of that. Let me know what I can improve!

 

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 Magic Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Sonic Attack
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Warmth

  • (A) Numina's Convalesence - Heal/Endurance
  • (9) Numina's Convalesence - Endurance/Recharge
  • (11) Numina's Convalesence - Heal/Recharge
  • (15) Numina's Convalesence - Heal/Endurance/Recharge
  • (21) Numina's Convalesence - Heal
  • (37) Numina's Convalesence - +Regeneration/+Recovery

Level 1: Shriek

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Endurance/Recharge
  • (7) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Accuracy/Damage/Recharge

Level 2: Thermal Shield

  • (A) Reactive Armor - Resistance
  • (13) Reactive Armor - Resistance/Endurance
  • (34) Reactive Armor - Resistance/Recharge
  • (34) Impervious Skin - Status Resistance
  • (37) Impervious Skin - Resistance/Endurance

Level 4: Howl

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (5) Overwhelming Force - Accuracy/Damage
  • (5) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (7) Overwhelming Force - Accuracy/Damage/Endurance
  • (13) Overwhelming Force - Endurance/Recharge

Level 6: Cauterize

  • (A) Preventive Medicine - Heal
  • (9) Preventive Medicine - Heal/Endurance
  • (11) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Heal

Level 8: Power of the Phoenix

  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (27) Stupefy - Accuracy/Endurance
  • (43) Stupefy - Stun/Range
  • (43) Stupefy - Accuracy/Stun/Recharge
  • (50) Stupefy - Chance of Knockback

Level 10: Mystic Flight

  • (A) Freebird - +Stealth

Level 12: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (34) Reactive Defenses - Scaling Resist Damage

Level 14: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 16: Shout

  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (17) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (19) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (19) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (25) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

Level 18: Forge

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 20: Amplify

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 22: Hasten

  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO

Level 24: Tactics

  • (A) Rectified Reticle - Increased Perception

Level 26: Heat Exhaustion

  • (A) Accuracy IO
  • (27) Accuracy IO

Level 28: Plasma Shield

  • (A) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance
  • (29) Reactive Armor - Resistance/Recharge
  • (31) Steadfast Protection - Knockback Protection
  • (31) Steadfast Protection - Resistance/+Def 3%

Level 30: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Melt Armor

  • (A) Shield Breaker - Accuracy/Recharge
  • (33) Shield Breaker - Accuracy/Defense Debuff
  • (33) Shield Breaker - Accuracy/Endurance/Recharge

Level 35: Char

  • (A) Superior Entomb - Recharge/Chance for +Absorb
  • (36) Superior Entomb - Accuracy/Hold
  • (36) Superior Entomb - Accuracy/Hold/Endurance
  • (36) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (37) Superior Entomb - Hold/Recharge

Level 38: Dreadful Wail

  • (A) Eradication - Chance for Energy Damage
  • (39) Eradication - Accuracy/Damage/Endurance/Recharge
  • (39) Eradication - Accuracy/Damage/Recharge
  • (39) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
  • (40) Superior Vigilant Assault - Accuracy/Damage
  • (40) Superior Vigilant Assault - Damage/RechargeTime

Level 41: Fire Shield

  • (A) Gladiator's Armor - End/Resist
  • (42) Gladiator's Armor - Recharge/Resist
  • (42) Gladiator's Armor - Recharge/Endurance
  • (42) Gladiator's Armor - Resistance/Rech/End
  • (43) Gladiator's Armor - Resistance
  • (46) Gladiator's Armor - TP Protection +3% Def (All)

Level 44: Greater Fire Sword

  • (A) Mako's Bite - Accuracy/Damage
  • (45) Mako's Bite - Damage/Endurance
  • (45) Mako's Bite - Damage/Recharge
  • (45) Mako's Bite - Accuracy/Endurance/Recharge
  • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (46) Mako's Bite - Chance of Damage(Lethal)

Level 47: Consume

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (48) Preemptive Optimization - EndMod/Endurance
  • (48) Preemptive Optimization - EndMod/Recharge
  • (48) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (50) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (50) Preemptive Optimization - EndMod/Endurance/Recharge

Level 49: Rise of the Phoenix

  • (A) Recharge Reduction IO

Level 1: Vigilance 


Level 1: Brawl
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I would slot mystic flight for either kb protection or slow resistance. Your stealth IO can go into sprint or a prestige sprint.

 

I get your chasing ranged defense, but I don't know if how your going about it is the best use of the slots. I'm not home so I don't have mids access atm to check. But with the slotting that you go for it leaves me feeling that you are dedicating so many slots to it especially in subpar powers.

 

Personally unless you're always going to be hovering I'd change hover to combat jumping. But that's just my preference.

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43 minutes ago, SeraphimKensai said:

I would slot mystic flight for either kb protection or slow resistance. Your stealth IO can go into sprint or a prestige sprint.

 

I get your chasing ranged defense, but I don't know if how your going about it is the best use of the slots. I'm not home so I don't have mids access atm to check. But with the slotting that you go for it leaves me feeling that you are dedicating so many slots to it especially in subpar powers.

 

Personally unless you're always going to be hovering I'd change hover to combat jumping. But that's just my preference.


Yeah, I concede that I'm chasing ranged defense perhaps a bit too hard, but saw no other way to softcap. Unless the point is that I shouldn't be trying to softcap?

And yes, I'm hovering 100% of the time.

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6 minutes ago, Hellclaw said:


Yeah, I concede that I'm chasing ranged defense perhaps a bit too hard, but saw no other way to softcap. Unless the point is that I shouldn't be trying to softcap?

And yes, I'm hovering 100% of the time.

 

i’ve never bothered to build any defences on my kin/sonic defender other than the S/L res shield from the mastery and do fine. people chase numbers too much - correct positioning is much more effective

 

i’ve made a thermal/sonic to try it out a while ago, some thoughts;

 

- the ally +absorb power from sorcery is great at low levels when slotted. very fun on a posi TF to give the team tank much more alpha soakage

- assault rather than maneuvers, combines nicely with forge for almost +70% DMG

- personally i like a well slotted veng with two def IOs, the “it’s going to be okay now bois” power

- screech is a great sonic power, the -res debuff lasts for a very long time, something like 15 seconds

- slot the chance for -res in melt armor

- i prefer soul mastery on a defender, power boost can be helpful when you need a big beefy heal session, or want to have a ridiculous veng

- combat jumping will help you be a lot more dynamic than hover in my opinion. i’m an SJ/CJ guy for life

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If you're going to be a "hover blaster" then I think ranged defense soft cap is worth chasing. I do think there are some easy ways you could improve ranged defense.

 

Right now Maneuvers is giving you 4% defense and it's an endurance hog. If you 6-slotted Maneuvers with Red Fortune you could get 8% ranged defense from the combination of the power and the set bonus. I'd strip Power of the Phoenix or Consume of their extra slots to pay for this upgrade.

 

Howl 5-slotted with Overwhelming Force is giving you 1.25% ranged defense. If you 6-slotted it with Artillery you'd get 4%. You could scrounge the spare slot from either Thermal Shield or Plasma Shield, where Reactive Armor is only gaining you 0.63% ranged defense.

 

You could also use one of those 0.63% defense slots to complete Superior Defender's Bastion and get the 10% recharge bonus.

 

If you're just taking powers for their set bonuses, I'd trade in Greater Fire Sword for Shockwave and slot it with Artillery. It's more thematic, and Artillery does have more ranged defense than Mako's Bite.

 

Also, you're a Defender, why is your self-heal better slotted than your ally heal? You've got to keep those meatshields alive!

 

Edited by Two Dollar Bill
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Just a quick once over. I wouldnt use spiritual though. Go vigor or cardiac.

 

(And I'd rather use scream than shout) 

 

I assume youre some sort of firebird (or literal phoenix) lol 

 

Spoiler

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 Magic Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Warmth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(37)
Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(21), Thn-Acc/Dmg/Rchg(31)
Level 2: Thermal Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(34)
Level 4: Howl -- Artl-Acc/Dam(A), Artl-Dam/End(5), Artl-Dam/Rech(5), Artl-Acc/Dam/Rech(7), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(17)
Level 6: Cauterize -- Pnc-EndRdx/Rchg(A), Pnc-Heal/EndRedux(9), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(36)
Level 8: Power of the Phoenix -- Prv-Absorb%(A)
Level 10: Fly -- WntGif-ResSlow(A)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34)
Level 14: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(27), RedFrt-EndRdx/Rchg(33), RedFrt-Def/EndRdx/Rchg(34), RedFrt-Def(43), RedFrt-EndRdx(43)
Level 16: Shout -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/EndRdx/Rchg(17), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(19), SprDfnBst-Rchg/Heal%(25), SprDfnBst-Dmg/Rchg(27)
Level 18: Forge -- RechRdx-I(A), RechRdx-I(25)
Level 20: Amplify -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(47), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Tactics -- HO:Cyto(A)
Level 26: Heat Exhaustion -- Acc-I(A)
Level 28: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31), StdPrt-ResDam/Def+(37)
Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 32: Melt Armor -- AchHee-ResDeb%(A), HO:Lyso(33)
Level 35: Char -- HO:Nucle(A), UnbCns-Dam%(36), Apc-Dam%(36), GldJvl-Dam%(37), NrnSht-Dam%(47)
Level 38: Dreadful Wail -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(40), FuroftheG-ResDeb%(40)
Level 41: Fire Shield -- GldArm-End/Res(A), GldArm-RechRes(42), GldArm-RechEnd(42), GldArm-Res/Rech/End(42), GldArm-ResDam(43), GldArm-3defTpProc(46)
Level 44: Greater Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46)
Level 47: Consume -- PrfShf-EndMod/Acc(A)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(49)
Level 1: Vigilance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23)
Level 50: Support Core Embodiment 
Level 50: Spiritual Radial Paragon 
Level 10: Afterburner 
------------

 

Edited by kiramon
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6 hours ago, Two Dollar Bill said:

If you're going to be a "hover blaster" then I think ranged defense soft cap is worth chasing. I do think there are some easy ways you could improve ranged defense.

 

Right now Maneuvers is giving you 4% defense and it's an endurance hog. If you 6-slotted Maneuvers with Red Fortune you could get 8% ranged defense from the combination of the power and the set bonus. I'd strip Power of the Phoenix or Consume of their extra slots to pay for this upgrade.

 

Howl 5-slotted with Overwhelming Force is giving you 1.25% ranged defense. If you 6-slotted it with Artillery you'd get 4%. You could scrounge the spare slot from either Thermal Shield or Plasma Shield, where Reactive Armor is only gaining you 0.63% ranged defense.

 

You could also use one of those 0.63% defense slots to complete Superior Defender's Bastion and get the 10% recharge bonus.

 

If you're just taking powers for their set bonuses, I'd trade in Greater Fire Sword for Shockwave and slot it with Artillery. It's more thematic, and Artillery does have more ranged defense than Mako's Bite.

 

Also, you're a Defender, why is your self-heal better slotted than your ally heal? You've got to keep those meatshields alive!

 


Fair points about changing up some of the sets for better bonuses.

I'm not just taking powers for their set bonuses, but it's my first time playing Sonic Attack so I'm not sure which powers are the must-haves. Shockwave seems kinda weak? Insofar as my role on team's seems to mostly be spreading -Res rather than trying to do AoE damage. Greater Fire Sword I took as it least gives me some teeth when I'm solo.

 

Self-heal is better slotted for general teaming/MSR and because the base recharge needs more help than Cauterize. Cauterize gets all the Heal and End that I can give it (already hit heavy by ED), which feel more important (especially End) given how with all my other bonuses the cooldown is already as fast as the actual cast animation...

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7 hours ago, kiramon said:

Just a quick once over. I wouldnt use spiritual though. Go vigor or cardiac.

 

(And I'd rather use scream than shout) 

 

I assume youre some sort of firebird (or literal phoenix) lol 

 

  Hide contents

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 Magic Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Warmth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(37)
Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(21), Thn-Acc/Dmg/Rchg(31)
Level 2: Thermal Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(34)
Level 4: Howl -- Artl-Acc/Dam(A), Artl-Dam/End(5), Artl-Dam/Rech(5), Artl-Acc/Dam/Rech(7), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(17)
Level 6: Cauterize -- Pnc-EndRdx/Rchg(A), Pnc-Heal/EndRedux(9), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(36)
Level 8: Power of the Phoenix -- Prv-Absorb%(A)
Level 10: Fly -- WntGif-ResSlow(A)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34)
Level 14: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(27), RedFrt-EndRdx/Rchg(33), RedFrt-Def/EndRdx/Rchg(34), RedFrt-Def(43), RedFrt-EndRdx(43)
Level 16: Shout -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/EndRdx/Rchg(17), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(19), SprDfnBst-Rchg/Heal%(25), SprDfnBst-Dmg/Rchg(27)
Level 18: Forge -- RechRdx-I(A), RechRdx-I(25)
Level 20: Amplify -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(47), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Tactics -- HO:Cyto(A)
Level 26: Heat Exhaustion -- Acc-I(A)
Level 28: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31), StdPrt-ResDam/Def+(37)
Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 32: Melt Armor -- AchHee-ResDeb%(A), HO:Lyso(33)
Level 35: Char -- HO:Nucle(A), UnbCns-Dam%(36), Apc-Dam%(36), GldJvl-Dam%(37), NrnSht-Dam%(47)
Level 38: Dreadful Wail -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(40), FuroftheG-ResDeb%(40)
Level 41: Fire Shield -- GldArm-End/Res(A), GldArm-RechRes(42), GldArm-RechEnd(42), GldArm-Res/Rech/End(42), GldArm-ResDam(43), GldArm-3defTpProc(46)
Level 44: Greater Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46)
Level 47: Consume -- PrfShf-EndMod/Acc(A)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(49)
Level 1: Vigilance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23)
Level 50: Support Core Embodiment 
Level 50: Spiritual Radial Paragon 
Level 10: Afterburner 
------------

 

 

Interesting. A few things:

- No love for Miracle +recovery?

- Is the Amplify slotting not overkill?

- Why Unbreakable Guard in the shields instead of something with more relevant set bonuses? 

- Why the preference for Scream? The higher DPA?

And agreed about the Alpha slot, Vigor looks enticing. I took Spiritual since my character's a Priest (not a Phoenix 😛, though that could be an alt costume) so it seemed fitting

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4 hours ago, Hellclaw said:


Fair points about changing up some of the sets for better bonuses.

I'm not just taking powers for their set bonuses, but it's my first time playing Sonic Attack so I'm not sure which powers are the must-haves. Shockwave seems kinda weak? Insofar as my role on team's seems to mostly be spreading -Res rather than trying to do AoE damage. Greater Fire Sword I took as it least gives me some teeth when I'm solo.

 

Self-heal is better slotted for general teaming/MSR and because the base recharge needs more help than Cauterize. Cauterize gets all the Heal and End that I can give it (already hit heavy by ED), which feel more important (especially End) given how with all my other bonuses the cooldown is already as fast as the actual cast animation...

I don't know that there's any trick to using Sonic Attack effectively. As long as you have enough of the low-level attacks to make a chain, the debuffs should take care of themselves. In the old days I had a Kinetic/Sonic Defender and I respecced out of one of the low-level attacks because I disliked the PEW! noise it made....

 

My theory on characters that use hover and ranged defense to stay alive is... make sure all incoming attacks have to get past that soft-capped defense, and don't expose yourself to AoE or melee attacks. Stay at range and avoid things like Greater Fire Sword, Consume and even Dreadful Wail. Ideally you should also avoid being anywhere near a teammate who might get hit with AoE attacks, and do the vast majority of your healing with Cauterize. That positional defense cost you dearly, so get your money's worth out of it.

 

Cauterize is THE power in Thermal Radiation that I feel makes it a serious "healing set" like Empathy and Pain. You can keep a teammate standing with powerful heals without needing to stand beside them, or make to-hit rolls, or rely on a sluggish heal-over-time, etc. I always six-slot it, no exceptions.

 

Shockwave is more of a knockback-as-crowd-control power than a serious attack, but I like it for the hover blaster character because you can use it to avoid being in melee even if you're in a hallway or cave where hovering is no defense. Technically, it really only needs a few slots, mostly accuracy. But, if you really need ranged defense, I wouldn't dismiss it as a conditionally-useful mule power to get the 4% ranged defense from Artillery. At the very least, it seems more useful to me than Consume.

 

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     I'd seriously consider two builds (budget and playtime permitting).  One for solo work where your defense and resists are more important and one for teaming where recharge takes precedence.  I can't use Mids (no functional computer) but I'd want Heat Exhaustion and Melt Armor as close to perma as possible and ideally the cool down sufficient to make them stack on the target (both can stack from the same caster) 

 

     For Sonic Attack you want Screech especially for fighting hard targets.  It has the longest duration -resist debuff (12 sec).  Less important the rest of the time but it's a solid mag 3 single target stun.  Not hard to stack on an annoying Boss with a recharge build.

 

     Even on a ranged defense, fight at ranged character I wouldn't skip Dreadful Wail.  It's a 25ft radius, you can be safely up and out of melee range and let it rip (barring terrain hazards).  It also has a mag 3 stun and a 20 sec duration resist debuff. 

 

     Tactics - drop the Rectified Reticle increased perception.  Tactics by itself is more than enough +perception.  Use an endred or cyto HO or a boosted To Hit/Endred IO.

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17 hours ago, Hellclaw said:

 

Interesting. A few things:

- No love for Miracle +recovery?

- Is the Amplify slotting not overkill?

- Why Unbreakable Guard in the shields instead of something with more relevant set bonuses? 

- Why the preference for Scream? The higher DPA?

And agreed about the Alpha slot, Vigor looks enticing. I took Spiritual since my character's a Priest (not a Phoenix 😛, though that could be an alt costume) so it seemed fitting

 

- Miracle is in Health

- It's for the set bonuses while remaining confined to your power choices (for the most part)

- You could realistically make these whatever you wanted, but 6% melee defense is more valuable to me than any of the other bonuses. Being focused is good, being narrow is not.

- Yes, and Shout just feels horrible.

 

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1 hour ago, Doomguide2005 said:

     I'd seriously consider two builds (budget and playtime permitting).  One for solo work where your defense and resists are more important and one for teaming where recharge takes precedence.  I can't use Mids (no functional computer) but I'd want Heat Exhaustion and Melt Armor as close to perma as possible and ideally the cool down sufficient to make them stack on the target (both can stack from the same caster) 

 

     For Sonic Attack you want Screech especially for fighting hard targets.  It has the longest duration -resist debuff (12 sec).  Less important the rest of the time but it's a solid mag 3 single target stun.  Not hard to stack on an annoying Boss with a recharge build.

 

     Even on a ranged defense, fight at ranged character I wouldn't skip Dreadful Wail.  It's a 25ft radius, you can be safely up and out of melee range and let it rip (barring terrain hazards).  It also has a mag 3 stun and a 20 sec duration resist debuff. 

 

     Tactics - drop the Rectified Reticle increased perception.  Tactics by itself is more than enough +perception.  Use an endred or cyto HO or a boosted To Hit/Endred IO.


That's a very good point about multiple builds... would Screech be instead of Shout or in addition to everything I already took?

For the team-oriented build (which I think might be the only one I actually need), what break points/milestones should I aim for in the build? Just as much recharge as possible?

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1 hour ago, Hellclaw said:


That's a very good point about multiple builds... would Screech be instead of Shout or in addition to everything I already took?

For the team-oriented build (which I think might be the only one I actually need), what break points/milestones should I aim for in the build? Just as much recharge as possible?

That really depends on how you team and play. I charge in. I do not go squishy, ever. 

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     I haven't tried or used the new version of Shout but it looks like the animation is still on the long side.  It was not on my Emp/Sonic/Elec RWZ challenge build.  But that build was well before Incarnates, crashless nukes and other changes to the game around about i13.   Overall I'd max out the total recharge on a team build.  Then I'd start tweaking things for more defense/resistance mitigation until I reached a balance I was happy with between recharge and defense.  Generally speaking defenses of ~25%, then ~32%, then ~45% are some break points I'm looking at compared to the amount of recharge (cooldown) on particular powers.  At around 22% to 25% defense a Shield buff from Force Fields, Cold, Empathy will put you around the soft cap or at 32% have you around the I cap.  Similar effects for related inspire strengths.  For a Thermal I'd want to get the recharge on Heat Exhaustion (AV killer) and Melt Armor (AoE -resist debuff) under 40 seconds.  Both are doable but getting the recharge for perma-Hasten and hence perma-Melt Armor is going to make getting to 22% to 25% defense problematic and make support from teammates more important whether through buffs, debuffs or mez/control

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