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Posted

Point the First: I have no idea what I'm doing. My thinking on enhancements seems to be frozen from the time when Emmert posted the "rule of three" on the live forums. 

 

Point the Second: Having said that, I did make an effort at doing a build of my own. I'm trying to get a Defender that's geared towards support but can also do half-decent damage. If someone wants to post a build of their own, I would be most appreciative.

 

Point the Third: Even with a farming brute, I can't really afford the pricey purples and Hami-O's so many of the sets are going to be the Walmart version

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Halo Nova: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura

  • (A) Preventive Medicine - Heal
  • (3) Preventive Medicine - Heal/Endurance
  • (3) Preventive Medicine - Endurance/RechargeTime
  • (5) Preventive Medicine - Heal/RechargeTime
  • (5) Preventive Medicine - Heal/RechargeTime/Endurance
  • (7) Miracle - +Recovery

Level 1: Power Bolt

  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (45) Superior Defender's Bastion - Damage/Recharge
  • (46) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (46) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (46) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

Level 2: Heal Other

  • (A) Panacea - Heal
  • (7) Panacea - Heal/Endurance/Recharge
  • (9) Panacea - Heal/Recharge
  • (9) Panacea - Endurance/Recharge
  • (11) Panacea - Heal/Endurance

Level 4: Power Blast

  • (A) Devastation - Accuracy/Damage
  • (11) Devastation - Damage/Endurance
  • (17) Devastation - Damage/Recharge
  • (40) Devastation - Accuracy/Damage/Recharge
  • (40) Devastation - Accuracy/Damage/Endurance/Recharge
  • (40) Devastation - Chance of Hold

Level 6: Resurrect

  • (A) Recharge Reduction IO

Level 8: Energy Torrent

  • (A) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Damage/Range
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 10: Clear Mind

  • (A) Recharge Reduction IO

Level 12: Fortitude

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (13) Red Fortune - Defense
  • (13) Red Fortune - Defense/Recharge
  • (15) Red Fortune - Endurance/Recharge
  • (15) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Endurance/Recharge

Level 14: Power Burst

  • (A) Devastation - Accuracy/Damage
  • (33) Devastation - Damage/Endurance
  • (34) Devastation - Damage/Recharge
  • (34) Devastation - Accuracy/Damage/Recharge
  • (48) Devastation - Chance of Hold
  • (50) Sudden Acceleration - Knockback to Knockdown

Level 16: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 18: Recovery Aura

  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
  • (19) Performance Shifter - Chance for +End

Level 20: Sniper Blast

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (21) Superior Vigilant Assault - Damage/RechargeTime
  • (21) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (34) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (37) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (37) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb

Level 22: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Red Fortune - Defense
  • (23) Red Fortune - Endurance/Recharge
  • (25) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (27) Red Fortune - Endurance

Level 24: Boxing

  • (A) Empty

Level 26: Regeneration Aura

  • (A) Numina's Convalesence - Heal/Endurance
  • (27) Numina's Convalesence - Endurance/Recharge
  • (29) Numina's Convalesence - Heal/Recharge
  • (29) Numina's Convalesence - Heal/Endurance/Recharge
  • (31) Numina's Convalesence - +Regeneration/+Recovery
  • (31) Recharge Reduction IO

Level 28: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Unbreakable Guard - +Max HP

Level 32: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb

Level 35: Adrenalin Boost

  • (A) Panacea - Heal
  • (36) Panacea - Heal/Endurance/Recharge
  • (36) Panacea - Heal/Recharge
  • (36) Panacea - Endurance/Recharge
  • (37) Panacea - Heal/Endurance

Level 38: Explosive Blast

  • (A) Positron's Blast - Accuracy/Damage
  • (39) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (39) Positron's Blast - Chance of Damage(Energy)

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (42) Shield Wall - Defense
  • (42) Shield Wall - Defense/Endurance

Level 44: Rune of Protection

  • (A) Aegis - Resistance

Level 47: Dark Consumption

  • (A) Power Transfer - Chance to Heal Self
  • (48) Power Transfer - EndMod

Level 49: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (50) Unbreakable Guard - Resistance/Endurance

Level 1: Brawl

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 1: Vigilance 


Level 2: Rest

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Posted (edited)

Myshkin - is probably a build of theirs I modified.   It's an offensive build that still has reasonable support

Strauss - is a mix of armor, offense, and support.   The 0 build is the cheap starting point, the 6 build the expensive endpoint

Burke - is about as traditional and conservative as any of my builds will get.  The 0 build is the cheap starting point, the 6 build the expensive endpoint.

 

Emp Energy - Strauss 5 - [i26].mxd Emp Energy - Strauss IO - [i26].mxd Emp Energy - Burke 6 - [i26].mxd

Emp Energy - Burke IO - [i26].mxd Emp Energy - Sir Myshkin 3 - [i26].mxd

Edited by Linea

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 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

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

Posted

Thanks @Linea, I've seen your builds before and the build that I posted even nabbed some ideas from yours. But I will be eternally confused as to why your builds insist on 6-slotting Boxing and with expensive IOs at that. Are you trying to turn your Defender into a Defapper? Scrafender?

Posted
2 hours ago, Nayland1971 said:

6-slotting Boxing

Yes, I will and do use boxing as a filler.  But Primarily for the 5% SLFC defense.  40 defense vs 45 defense is double incoming damage, and it's a really good idea to have a ~5% defense buffer to cover for debuffs so you don't instantly defense cascade failure and die from one bad hit.  You still cascade and die in 2-hits, but that's better than 1.

 

The average play will most likely benefit more from an offensive proc based build, But I do silly things like Soloing TFs with all my builds, including the Emapths, So I tend to prefer Heavier Armor.

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 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

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

Posted

     I can't see or use Mids beyond what pops up on this phone (which really sucks for someone who likes building)

1) Why not the full set of Preventative Medicine for the 8.75% recharge and Absorb Proc?

2) Why Devastation vs Decimation?

3) Why stopping at 4 Positron's rather than 5

Yes I'm looking at the recharge bonus for these sets.  You got the base for a lot of recharge (or so it appears but I can't see your totals in Mids to see if you're shooting for something else).  Mez resistance?

4) I'm sure someone will mention it but no Force Feedback procs?  I haven't had a chance to try these in an Empath build but I do wonder if they will effectively reduce recharge significantly in an already high recharge build.

5)  I personally wouldn't bother with the single recharge in either Resurrect or Clear Mind and typically go with Endred and Range respectively.  Teams won't wait around for a second rez after multiple defeats at the same time high recharge means it will recharge if those deaths are in 'separate' encounters.  Likewise CM recharges so fast already you aren't effectively making it any faster on a high recharge build.  But both of these are really pretty nit picky thoughts.  Probably really doesn't matter what's slotted.

6) Got several powers where you could fairly readily grab slots if you wished to repurpose them ==> AB, Tactics and Regen Aura can all be very effective on 2 or 3 slots in today's game.

7) As a general rule I like to keep my Auras on similar cooldowns.  That way if one is recharged they both are.  Position myself and fire them off one after the other.  No trying to keep track of both.

8). I Can't say I'd never need it/use it but Dark Consumption should be pretty unnecessary if your RA is on a short cooldown.  Usually rather than burning a power pick I'll grab Geas of the Kind Ones (or use blue inspires).  But I can't see your consumption and recovery either.

9) Slow/recharge debuff resistance.  I might be missing it but ideally I'd want some in the build.  Having powers turn into dots is not fun.

 

 

Posted (edited)
2 hours ago, Doomguide2005 said:

     I can't see or use Mids beyond what pops up on this phone (which really sucks for someone who likes building)

1) Why not the full set of Preventative Medicine for the 8.75% recharge and Absorb Proc?

2) Why Devastation vs Decimation?

3) Why stopping at 4 Positron's rather than 5

Yes I'm looking at the recharge bonus for these sets.  You got the base for a lot of recharge (or so it appears but I can't see your totals in Mids to see if you're shooting for something else).  Mez resistance?

4) I'm sure someone will mention it but no Force Feedback procs?  I haven't had a chance to try these in an Empath build but I do wonder if they will effectively reduce recharge significantly in an already high recharge build.

5)  I personally wouldn't bother with the single recharge in either Resurrect or Clear Mind and typically go with Endred and Range respectively.  Teams won't wait around for a second rez after multiple defeats at the same time high recharge means it will recharge if those deaths are in 'separate' encounters.  Likewise CM recharges so fast already you aren't effectively making it any faster on a high recharge build.  But both of these are really pretty nit picky thoughts.  Probably really doesn't matter what's slotted.

6) Got several powers where you could fairly readily grab slots if you wished to repurpose them ==> AB, Tactics and Regen Aura can all be very effective on 2 or 3 slots in today's game.

7) As a general rule I like to keep my Auras on similar cooldowns.  That way if one is recharged they both are.  Position myself and fire them off one after the other.  No trying to keep track of both.

8). I Can't say I'd never need it/use it but Dark Consumption should be pretty unnecessary if your RA is on a short cooldown.  Usually rather than burning a power pick I'll grab Geas of the Kind Ones (or use blue inspires).  But I can't see your consumption and recovery either.

9) Slow/recharge debuff resistance.  I might be missing it but ideally I'd want some in the build.  Having powers turn into dots is not fun.

 

 

 

Thanks @Doomguide2005! To answer your questions:

 

1) I wanted an absorb proc in Spirit Ward, but I can't have 2 of them in one build, so I swapped it out with the one in Healing Aura. Is there a better way to do this? (or a better power pool to choose?)

2) The bonuses to Devastation seem better, at least on an individual basis. Damage, health, and regen seem like better choices.

3) Because Energy is known for its annoying amount of knockback and I wanted to dampen that a bit. Granted, I was only able to do it with 2 powers, but it's better than nothing.

4) I'm not familiar with Force Feedback procs. Can you elaborate?

5) Good ideas, thanks!

6) I'm open to the idea, but what to do with the extra slots? Put them in attacks?

7) I definitely like this idea, but I think they have different cooldowns, right? I think Recovery might need more enhancers than Regen (I could be wrong)

8) Is there a better Epic to pick, given my goals?

9) Should I be looking at something like this?  https://homecoming.wiki/wiki/Category:Sets_that_improve_Slow_Resistance

 

Thanks again for the tips!

Edited by Nayland1971
Posted (edited)
3 hours ago, Nayland1971 said:

 

Thanks @Doomguide2005! To answer your questions:

 

1) I wanted an absorb proc in Spirit Ward, but I can't have 2 of them in one build, so I swapped it out with the one in Healing Aura. Is there a better way to do this? (or a better power pool to choose?)

I'd leave the PM proc with the rest of the set for the 6th slot bonus.  For some reason the Mids format doesn't display Fitness so I can't see what you have in Health.  That's typically where I'd put Miracle +Recovery in the default slot.  The other thing to consider is the difference on how the procs work.  The PM proc seems to just work, the Miracle is a "proc-120".  It works for 120 sec after the power is activated.  In HA or HO this means it'll work for a 120 sec after it's clicked or in an auto power it renews for 120 sec every 10 sec.  So usually in a high recharge build I'll do Preventative Medicine 6 slotted in HA or HO then do 5 slots for Panacea in the other.  You could make the 6th slot a Miracle, Numina's or other proc/proc-120.

2) The bonuses to Devastation seem better, at least on an individual basis. Damage, health, and regen seem like better choices.

First and foremost decide what overall goals you have for your build.  Generally in a team oriented Empath build I'm looking for recharge (and more recharge and ... ).  Any defense is mostly a by product of seeking other things.  That said I'd be more prone to adding some defense these days but most of my mitigation is going to be teammates, inspires, epic shields, keeping my auras up and CC in my blasts (stuns, kd/kb, etc.) in no particular order or priority.  The bonuses in Devastation aren't horrid but a Defender as an AT gets a much smaller benefit from those bonuses.  You've got Regen Aura whose base boost is 500%.  Takes a lot of 12% regen bonuses to even come close.  And it's based off of your total Hit Points.  For melee ATs yes, for low max health ATs (Defenders, Masterminds, etc) not so much.  Decimation on the otherhand pushes your recharge, in turn this cuts down on the Auras downtime which means more time spent humming along with ~500 to 800% regen from RegenAura. 

And woops guess a break isn't bad but ...

3 hours ago, Nayland1971 said:

3) Because Energy is known for its annoying amount of knockback and I wanted to dampen that a bit. Granted, I was only able to do it with 2 powers, but it's better than nothing.

Nope I'd definitely keep the kb to kd procs in there particularly in the AoEs on a team build.  The single target is more a matter of preference I'm thinking (I'm in the I knock it it's my problem side of thinking

4) I'm not familiar with Force Feedback procs. Can you elaborate?

Force Feedback is a knockback set.  The proc when it triggers grants 100% recharge for 5 seconds.  I'm not nearly familiar enough with how procs work do to my forced hiatus from things, but that's a massive recharge boost albeit for a short time.  The catch is you want 7 slots ... 5 to get the set bonus for recharge, 1 for the kb to kd proc and 1 for the FF proc.  Obviously some choices to be made there.  

5) Good ideas, thanks!

6) I'm open to the idea, but what to do with the extra slots? Put them in attacks?

Well yes I'd be looking where I needed slots usually to get 5 for the +recharge bonus that typically occurs at 5 of a set. For those Positron's its 6.25 at 5 slots.  And in some cases you might be looking to add a 6th for one of the procs (kb to kd or FF).  The reason I singled them out isn't because they can't get 5 slotted but because the baseline is so strong to begin with.  AB for example can easily take a 5 set of Panacea which gets that lovely 7.5% recharge bonus.  But the huge value of the power itself is the massive boost to recharge, the large base boost to regen and the "special" boosts.  The fact you can boost Regen on a single target by +300% more on top of a base 500% on a target that's likely also getting the boost from RegenAura is just cake.  Fine tuning the build which is basically what we're talking about (it's solid as is) is a matter of juggling things to maximize various aspects.  Tactics is a pretty solid To Hit boost at base just because you're a Defender (and can likely further boost teammates to hit with Fortitude).  So that ends up making 6 slotting Tactics for 2.5% defense fairly inefficient.  Arguably 5 Adjusted Targeting (+recharge) and the Gaussian's proc might be better.  Or I've used 2 To Hit/Endred IOs (no set bonus) then boost both by +5 gives a solid buff to Tactics while using only 2 slots.  Slots could going into Tough or your epic shield Dark Embrace or Rune to boost their resistance values.

7) I definitely like this idea, but I think they have different cooldowns, right? I think Recovery might need more enhancers than Regen (I could be wrong)

Nope both are on a base 500 sec recharge timer duration 90 sec duration.  Means no perma Auras.  Best case at max recharge is 100 sec, 10 sec cooldown.  Maybe doable with another Empath Kinetic or maybe Time to push that recharge to the cap.  Though I do wonder if a very high recharge plus the right Incarnates plus Geas of the Kind Ones couldn't get there solo for a significant chunk of time.  Typically pre Incarnate (or maybe just the Alpha) I'm getting in the 130 sec range or so (which also meant a sub 40ish recharge on my Nuke)

8). Is there a better Epic to pick, given my goals?

These days I would be looking strongly at Soul Mastery --> Dark Embrace, Soul Drain and Power Boost in particular.  The last two especially are very sweet powers to have.

9) Should I be looking at something like this?  https://homecoming.wiki/wiki/Category:Sets_that_improve_Slow_Resistance

I'd start with the Winter's Gift unique but yes those are the set bonuses we're talking about.  Not sure how easy they'd be to get outside of the Winter's Gift on an Emp/Nrg.

 

3 hours ago, Nayland1971 said:

 

Thanks again for the tips!

Hopefully the wall of text isn't too much.  Have fun.

Edit:  in case wherever your reading this doesn't show it the "giant wall of text" is embedded within you post in orange text.

Edited by Doomguide2005
Posted

Ok here's my update in light of the suggestions! I was able to slot a Winter's Gift and a Force Feedback proc. Increased the recharge of Recov Aura and Regen Aura. I now realize that those Shield Walls in Weave are going to be pricey but oh well. I like how this is turning out!

 

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Halo Nova: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Healing Aura

  • (A) Preventive Medicine - Heal
  • (3) Preventive Medicine - Heal/Endurance
  • (3) Preventive Medicine - Endurance/RechargeTime
  • (5) Preventive Medicine - Heal/RechargeTime
  • (5) Preventive Medicine - Heal/RechargeTime/Endurance
  • (7) Preventive Medicine - Chance for +Absorb
Level 1: Power Bolt
  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (45) Superior Defender's Bastion - Damage/Recharge
  • (46) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (46) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (46) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
Level 2: Heal Other
  • (A) Panacea - Heal
  • (7) Panacea - Heal/Endurance/Recharge
  • (9) Panacea - Heal/Recharge
  • (9) Panacea - Endurance/Recharge
  • (11) Panacea - Heal/Endurance
Level 4: Power Blast
  • (A) Decimation - Accuracy/Damage
  • (11) Decimation - Damage/Endurance
  • (17) Decimation - Damage/Recharge
  • (40) Decimation - Accuracy/Endurance/Recharge
  • (40) Decimation - Accuracy/Damage/Recharge
  • (40) Decimation - Chance of Build Up
Level 6: Resurrect
  • (A) Endurance Reduction IO
Level 8: Energy Torrent
  • (A) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Damage/Range
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
Level 10: Clear Mind
  • (A) Range IO
Level 12: Fortitude
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (13) Red Fortune - Defense
  • (13) Red Fortune - Defense/Recharge
  • (15) Red Fortune - Endurance/Recharge
  • (15) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Endurance/Recharge
Level 14: Power Burst
  • (A) Decimation - Accuracy/Damage
  • (33) Decimation - Damage/Endurance
  • (34) Decimation - Damage/Recharge
  • (34) Decimation - Accuracy/Endurance/Recharge
  • (48) Decimation - Accuracy/Damage/Recharge
  • (50) Sudden Acceleration - Knockback to Knockdown
Level 16: Mystic Flight
  • (A) Winter's Gift - Slow Resistance (20%)
Level 18: Recovery Aura
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
  • (19) Recharge Reduction IO
  • (33) Performance Shifter - Chance for +End
  • (36) Power Transfer - EndMod
  • (36) Power Transfer - Damage/EndMod
Level 20: Sniper Blast
  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (21) Superior Vigilant Assault - Damage/RechargeTime
  • (21) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (34) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (37) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (37) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
Level 22: Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Red Fortune - Defense
  • (23) Red Fortune - Endurance/Recharge
  • (25) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (27) Red Fortune - Endurance
Level 24: Boxing
  • (A) Empty
Level 26: Regeneration Aura
  • (A) Numina's Convalesence - Heal/Endurance
  • (27) Numina's Convalesence - Endurance/Recharge
  • (29) Numina's Convalesence - Heal/Recharge
  • (29) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 28: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Unbreakable Guard - +Max HP
Level 32: Spirit Ward
  • (A) Regenerative Tissue - +Regeneration
  • (37) Miracle - +Recovery
Level 35: Adrenalin Boost
  • (A) Panacea - Heal
  • (36) Panacea - Heal/Endurance/Recharge
Level 38: Explosive Blast
  • (A) Positron's Blast - Accuracy/Damage
  • (39) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (39) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Force Feedback - Chance for +Recharge
Level 41: Weave
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (42) Shield Wall - Defense
  • (42) Shield Wall - Defense/Endurance
Level 44: Rune of Protection
  • (A) Aegis - Resistance
Level 47: Soul Drain
  • (A) Adjusted Targeting - To Hit Buff
  • (50) Adjusted Targeting - To Hit Buff/Recharge
Level 49: Dark Embrace
  • (A) Aegis - Resistance/Recharge
Level 1: Vigilance 
Level 1: Brawl
  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 1: Swift

  • (A) Run Speed IO

Level 1: Hurdle

  • (A) Jumping IO

Level 1: Health

  • (A) Panacea - +Hit Points/Endurance

Level 1: Stamina

  • (A) Performance Shifter - Chance for +End

Level 49: Quick Form 


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Posted

Looking stronger, a better focus on recharge.

 

Recovery Aura -> not sure how the proc works in RA but in general it has two things working against it as i understand procs (which is admittedly a weak area in my knowledge).  First it's an AoE.  That can be offset by the proc checking per target.  I believe it works this way in Tactics, for example.  Not sure about Recovery Aura.  Second, recharge in the power itself can be detrimental.  Past a certain amount it reduces the chance to trigger.  RA has a long recharge which 'helps' but also means a longer cool down between castings.  Global recharge doesn't effect the chance to proc.  Bottom line i don't know if it'll work or work well.  At best it probably only checks when you click which means it probably isn't a very effective use of the slot even if it fires 90% of the time (which is the maximum).  In generally I don't look for set bonuses here but I do see a slow resist at 3 Synapse's Shock which would tempt me.   The drawback for me is the lack of recharge I'd see in 3 slots and the Acc and Dam attributes are wasted.   I'd compare 3 slots of Synapse's with either 2 +5 boosted Recharge (2 slots) or 1 Recharge + 2 Endmod/Recharge  (in 3 slots).  I have a real hard time justifying more than 3 slots while some other powers are still wanting some (Tough, Dark Embrace, Soul Drain, RoP as examples).  I can just hear it now "but where to get all those slots?" 

 

Slots are a builds most limited and important resource.  

 

Which brings us to Regeneration Aura.  Since the build won't have much defense only resistance I'd  like to 1) max the Resistance and 2) push RegenAura's boost if possible off its base.  So its a question of slots here or somewhere else as in 5 Panacea (or Doctored Wounds if cost is a concern) or 2 slots either Recharge or maybe Heal/Recharge and boosted.

 

Tough, Rune of Protection and Dark Embrace.  These are where those uniques need to end up.  The Steadfast and Gladiator's +3% def being the biggies.  Wouldn't turn down the 7.5% hit point boost but to me that seems like a slot I'd want elsewhere ... probably.  This is where lack of Mids gets in the way.  Outside of that 2 slots Resist, Resist/Endred Or 3 slots Resist, Resist/Endred, Resist/Endred/***.  That's 6 slots potentially needed in addition to the base slot.

Posted
On 6/9/2022 at 4:10 PM, Nayland1971 said:

 

Thanks @Doomguide2005! To answer your questions:

 

1) I wanted an absorb proc in Spirit Ward, but I can't have 2 of them in one build, so I swapped it out with the one in Healing Aura. Is there a better way to do this? (or a better power pool to choose?)

 

the absorb proc will fire only under its certain conditions, and does not factor into the power being fired/toggled. I'd slot it in healing aura

 

 

  • Thumbs Up 1

What this team needs is more Defenders

Posted

The Prevent Absorb% , Miracle Proc,  Numi Proc should be placed in Health. Any of the Healing set IO Procs should be placed in Health actually. Health is an auto power and with the procs placed there multiple chances to proc vs whenever you use the power that has the Proc placed in it. 

You should also replace the Performance Shifter Proc with a End MoD. It will do more for you.

Posted
1 hour ago, RCU7115 said:

The Prevent Absorb% , Miracle Proc,  Numi Proc should be placed in Health. Any of the Healing set IO Procs should be placed in Health actually. Health is an auto power and with the procs placed there multiple chances to proc vs whenever you use the power that has the Proc placed in it. 

You should also replace the Performance Shifter Proc with a End MoD. It will do more for you.

 

The preventive medicine proc does not need to be in an active power to work.  On many builds I've slotted it into spirit ward and it works even when I'm solo (ie: I have no target for it to be on)

 

Performance Shifter +end works out to be better than just about all endmod enhancements, so if you're less than 50 or your exemp a lot, it's the better choice.

What this team needs is more Defenders

Posted
2 hours ago, Psyonico said:

 

The preventive medicine proc does not need to be in an active power to work.  On many builds I've slotted it into spirit ward and it works even when I'm solo (ie: I have no target for it to be on)

 

Performance Shifter +end works out to be better than just about all endmod enhancements, so if you're less than 50 or your exemp a lot, it's the better choice.

This ^

As for the Proc 120's (Miracle, Numina's, Regenerative Tissue) they'll work in clicks and toggles you just have remember to click them every 120 seconds or less to 'renew' the buff.  In toggles they'll work for a 120 sec after the toggle shuts off.  So generally they're placed in auto powers because they're always active no worrying about recasting to continue the buff.  But in doing so you give up the full set bonus and potentially using a slot or slots.  Numina's, in particular, is a nice ranged defense bonus.  In a Defender Empath they are really all very extra, supplying things a high recharge build already produces in abundance so generally I don't use any extra slots placing them.  Usually the base slot sees a Miracle.

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