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If you had to choose 1 Defender to run all the TFs, what defender would you choose ??


smnolimits41

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My Defender that leveled entirely through TFs (well, once he was 8 that is) was a Thermal/DP.  Thermal because it has a *lot* of great utility, and DP because it fit the concept that I had.

 

If I were to do it again, maybe Thermal/Dark? Dark provides -to-hit which is a nice compliment to Thermal's resistance shields.

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What this team needs is more Defenders

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Time/ - Just because it's my favorite, and you can build it like a tank.

FF/ - Same as above.  FF/Water, or FF/Dark is recommended, but even though those are optimal, I actually tend to play the FF/DP instead.

Huntsman - It's half defender half sentinel and there are very few builds that can malfactor as well.

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

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

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     Solo or teaming?

 

     Solo well Cold, Dark, Traps are familiar.  Been there done that.  I'd try Nature, EAff, Thermal, Time and TA.  They're either new to me or highly changed since I last played (TA).  Traps I've run as my choice in a hardcore SG (didn't make 50, died at 20th when I over-aggro'd).

 

     Teamed would be Empathy, Pain, Sonic, RadEm, Storm.  I generally prefer Storm, RadEm, Kinetics, and Force Field as a secondaries.

 

     Which leaves Poison as last choice and pretty much only a tendency to try everything making it a choice. 

 

    I've done a lot of Empathy and would give it a go solo just to see but that wouldn't be first choice in general ... more a challenge mode option.

Edited by Doomguide2005
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My go-to is EAff/*. Especially for the lower-level TFs. EAff plugs so many holes in incomplete builds. My current is EAff/Rad, because +hit from the primary and -def from the secondary is a lovely combination. I really should make another one & go with something different in the secondary this time.

@Cutter

 

So many alts, so little time...

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On 8/30/2022 at 10:33 AM, smnolimits41 said:

The title says it all.  What would you choose and why ??


Solo or for team play?

I have solo'd ITF with my defender and done plenty of two-man teams in that and many other Task Forces. 

Huge difference there.

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I don't solo my Defenders generally, so speaking from a with-partner-or-team perspective... Either my Time/Dark or Darkity/Dark/SoDark. I find them both a good combination of support and debuff, so useful for most things.  

Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

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On 8/30/2022 at 8:30 AM, Linea said:

Time/ - Just because it's my favorite, and you can build it like a tank.

FF/ - Same as above.  FF/Water, or FF/Dark is recommended, but even though those are optimal, I actually tend to play the FF/DP instead.

Huntsman - It's half defender half sentinel and there are very few builds that can malfactor as well.

Mind if ai take a look at your FF/Dark build?

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

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

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  • 4 weeks later
3 hours ago, Kalean said:

...? What's it play like?

 

Clip from a solo +4/x8 No Temp/Insp ITF Run:

MadKingITF.gif.d66978eacf5ec9983dfe25f3da7a6892.gif

 

Knocking out a Pylon without full Incarnates (T3 Musculature and only T1 Degenerative), about 4:35 for the Pylon itself:

 

The 4.0 Build however is heavily tailored to my time with it. It'd be like someone who's never driven hopping behind the wheel of a Formula 1. Versions 3.0 and under however are more favorable, but do take some getting used to. They're full self sufficient Storm builds which are hard to do, especially at the kind of level these run at. They'll drop multiple Tornado and Lightning Storms in roll, Nova is like every ~35/s. Every cast of Lightning Storm procs a BU effect, so pretty much every spawn is LS > BU > Explosive Blast (or) Nova. What's funny about that BU proc is it results in the same kind of net gains in the build that a regular player would get having BU, but it doesn't cost me a power pick.

 

This is the 3.0 Build if you're interested (and is the one closest to what's tested in the Pylon video).

Spoiler

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3 hours ago, Doomguide2005 said:

I don't know but I'll bet a team of 8 is crazy

 

Madness, simply madness. 😉

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12 hours ago, Sir Myshkin said:

 

Clip from a solo +4/x8 No Temp/Insp ITF Run:

MadKingITF.gif.d66978eacf5ec9983dfe25f3da7a6892.gif

 

Knocking out a Pylon without full Incarnates (T3 Musculature and only T1 Degenerative), about 4:35 for the Pylon itself:

 

The 4.0 Build however is heavily tailored to my time with it. It'd be like someone who's never driven hopping behind the wheel of a Formula 1. Versions 3.0 and under however are more favorable, but do take some getting used to. They're full self sufficient Storm builds which are hard to do, especially at the kind of level these run at. They'll drop multiple Tornado and Lightning Storms in roll, Nova is like every ~35/s. Every cast of Lightning Storm procs a BU effect, so pretty much every spawn is LS > BU > Explosive Blast (or) Nova. What's funny about that BU proc is it results in the same kind of net gains in the build that a regular player would get having BU, but it doesn't cost me a power pick.

 

This is the 3.0 Build if you're interested (and is the one closest to what's tested in the Pylon video).

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Madness, simply madness. 😉

Well, that seems pretty intense.  I'll give it a run, see if I can get it close to times like yours.  Thanks for the suggestion - I love weird off-role builds, they help me learn the ways in which the systems can be bent.

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I have probably dozens of variations.

Huntsman - Agent Seventy Seven - Malfactor 2n - [i25].mxd - This is probably the one I did the most malfactoring with

 

Huntsman - Agent Seventy Seven - Malfactor 3b (Hybrid Offense) - [i26].mxd - This is probably the current one, aimed at a higher average level

 

There are so many other ways to build.  Most frequently would be double leadership and/or Crab.  But the whole point of the huntsman is to get rid of the Fugly Legs.

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

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

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  • 2 weeks later
On 10/2/2022 at 7:28 PM, Sir Myshkin said:

This is the 3.0 Build if you're interested (and is the one closest to what's tested in the Pylon video).

 

I've taken this to 50 recently, and it's been an interesting ride.   Tons of DPS for a Defender, that proc monstering is doing heavy lifting on power burst, basically turning it into a second snipe (or better sometimes.) Lightning storm with what feels like 100% buildup chance every 30 seconds or so is phenomenal.   Nova doesn't hardly cost anything when any of the 3 endurance conservation buffs are on, and even though I burn through endurance like crazy, I'm never out because of your heavy emphasis on +end buffs.

 

I've noticed, however, that I am, to use your metaphor, a bad driver.    Enemies, even 3+ elite bosses in a group, are often running and scattering far, far away - desperately afraid to be in that AoE maelstrom of death.    I feel like I'm never using optimal rotations outside of the "Freezing Rain, Tornado, Lightning Storm" sequence.  

 

Any advice for someone still learning to drive?

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2 hours ago, Kalean said:

Any advice for someone still learning to drive?


There are some critters in the game that have an inherent AI that wigs out when confronted with certain metrics, wether it be a fear trigger, a weird issue with DoT, confuse, what have you. The worst cases seem to exist in ITF with the EBs and Rommy for sure having some odd experiences that drive them into track star runners. I notice that sometimes it is just a matter of not using a specific power once you get down to that last enemy and it’s just a matter of experimenting on which one is causing the mob AI to wig out. A lot of time Tornado seems to be the culprit to me because it can chase its target, but isn’t always the case.

 

Explosive Blast is a great tool for keeping groups down, and Freezing Rain will slow their ability to run. It’s easy to keep this going no matter where you’re at. For me my typical entrance into a spawn would be LS > EB > FR > Tornado or LS > Nuke

 

After a while the flow of the powers will come naturally and you’ll become less fearful about jumping erratically into spawns. Remember that the faster this thing plays the longer it spends at 300+% recharge. Fill in hand with snipes. Between Victory Rush and Conserve Power and all that recharge, the Snipe in this set gets used like a pud T1 just fired from the hip left and right.

 

Also, use your inspirations! Convert things to reds and burn them up. You’re there to bring damage, not “support” at that point. This build keeps the team alive by being ahead of the curve and causing so much controlled chaos that the enemies don’t have time to react, and by the time they can, they’re dead.

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Rad/sonic

Teamed or solo it just enables everyone to do things easy to hard. 

 

For low level content that occasionally gets turned up too high making people whiff - rad infection is a godsend

For higher content - EF, AM and sonic blasts keep the team running quickly

Lingering rad is still one of the best powers in the game - good range, big aoe, high values, can be stacked a bit solo - arguably the best -regen power

 

Goldilocks combo for almost any team.

 

 

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