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Nature's Wrath (Offender Tank) - Nature/Seismic (softcapped M/R, 75% s/l res, capped dmg, perma hasten, perma hasten, almost perma overgrowth+wild bastion)


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Posted (edited)

Ok, so I made a nature/seismic to make a tanky offender. This uses ff procs to get close to perma overgrowth and wild bastion uptime. We use the agility alpha because we really want the recharge to help overgrowth and help our team AND it lets us softcap our m/r defense without getting crazy with slotting+powers. Due to the inherent -cd of seismic we can cast meteor every 20-25 seconds,

 

Endurance is mostly solved at exemplar 30+. Meteor will no longer knockback and piss our team off too.

 

ST DMG chain is shatter-upthrust-tomstone-stalagmite, now most of the time this will trigger seismic shockwaves just before stalagmite but if you want to always be 100% sure, use shatter-upthrust-tombstone-shatter-stalagmite.

 

This pairing really does work better on a defender over a corruptor because of the extra defense modifiers really free up slots for us to use and we get to the s/l res cap much easier and overgrowth is more powerful for our team.

 

Oh, and we use clarion in normal content because we don't want to be mezzed. We take oppressive gloom in the hope that another defender or corruptor will have it on our team and we can stun everything around us, alone the power sucks.

 

Entangling aura occasionally holds bosses with the proc, which is nice, but not really necessary. Controllers and dominators will appreciate you though and it does make it so minions don't ever really hurt us due to being held or stunned. 

 

ok, here is the build:

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Seismic Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Regrowth

  • (A) Panacea - Heal/Endurance
  • (3) Panacea - Endurance/Recharge
  • (3) Panacea - Heal/Recharge
  • (5) Panacea - Heal/Endurance/Recharge
  • (5) Panacea - Heal

Level 1: Shatter

  • (A) Thunderstrike - Accuracy/Damage
  • (34) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Endurance
  • (37) Thunderstrike - Damage/Endurance/Recharge

Level 2: Wild Growth

  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - RechargeTime/Resistance
  • (11) Unbreakable Guard - +Max HP
  • (11) Gladiator's Armor - TP Protection +3% Def (All)
  • (34) Steadfast Protection - Resistance/+Def 3%

Level 4: Corrosive Enzymes

  • (A) Accuracy IO

Level 6: Maneuvers

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

Level 8: Hasten

  • (A) Recharge Reduction IO

Level 10: Boxing

  • (A) Empty

Level 12: Wild Bastion

  • (A) Numina's Convalesence - Heal/Endurance
  • (13) Numina's Convalesence - Endurance/Recharge
  • (13) Numina's Convalesence - Heal/Recharge
  • (15) Numina's Convalesence - Heal/Endurance/Recharge
  • (15) Numina's Convalesence - Heal
  • (34) Numina's Convalesence - +Regeneration/+Recovery

Level 14: Assault

  • (A) Endurance Reduction IO

Level 16: Tough

  • (A) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - Endurance/RechargeTime
  • (19) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 18: Weave

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

Level 20: Upthrust

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (21) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (21) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (27) Bombardment - Chance for Fire Damage
  • (29) Force Feedback - Chance for +Recharge

Level 22: Entangling Aura

  • (A) Lockdown - Accuracy/Hold
  • (23) Lockdown - Accuracy/Recharge
  • (23) Lockdown - Recharge/Hold
  • (25) Lockdown - Endurance/Recharge/Hold
  • (25) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (27) Lockdown - Chance for +2 Mag Hold

Level 24: Tombstone

  • (A) Sting of the Manticore - Accuracy/Damage
  • (42) Sting of the Manticore - Damage/Endurance
  • (43) Sting of the Manticore - Damage/Interrupt/Recharge
  • (43) Sting of the Manticore - Damage/Endurance/Recharge
  • (43) Sting of the Manticore - Chance of Damage(Toxic)

Level 26: Overgrowth

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

Level 28: Stalagmite

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

Level 30: Meteor

  • (A) Superior Vigilant Assault - Damage/RechargeTime
  • (31) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (31) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
  • (31) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (33) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (33) Force Feedback - Chance for +Recharge

Level 32: Combat Jumping

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

Level 35: Dark Consumption

  • (A) Superior Avalanche - Damage/Endurance
  • (47) Superior Avalanche - Accuracy/Damage/Endurance
  • (47) Superior Avalanche - Accuracy/Damage/Recharge
  • (48) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Avalanche - Recharge/Chance for Knockdown

Level 38: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (39) Unbreakable Guard - Resistance/Endurance
  • (39) Unbreakable Guard - Endurance/RechargeTime
  • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 41: Super Speed

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

Level 44: Soul Drain

  • (A) Obliteration - Damage
  • (45) Obliteration - Accuracy/Recharge
  • (45) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Obliteration - Chance for Smashing Damage

Level 47: Oppressive Gloom

  • (A) Rope A Dope - Accuracy/Stun

Level 49: Vengeance

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

Level 1: Vigilance 


Level 1: Brawl

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (7) Miracle - +Recovery
Level 1: Stamina
  • (A) Performance Shifter - EndMod
  • (7) Performance Shifter - Chance for +End
Level 1: Seismic Shockwaves 

Level 49: Quick Form 
Level 41: Speed Phase 
Level 50: Agility Core Paragon 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 50: Freedom Phalanx Reserve 
Level 50: Pyronic Core Final Judgement 
Level 50: Reactive Core Flawless Interface 
Level 50: Banished Pantheon Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Assault Radial Embodiment 
------------

 

Edited by Darkir
  • Darkir changed the title to Nature's Wrath (Offender Tank) - Nature/Seismic (softcapped M/R, 75% s/l res, capped dmg, perma hasten, perma hasten, almost perma overgrowth+wild bastion)
Posted (edited)

I run a Nature/Seismic that's quite tanky without softcapped defense or the Fighting pool. A couple of comments.

  • I recommend slotting Wild Growth with both resist and heal enhancements (I slot the uniques elsewhere). The +regen is substantial and worth enhancing.
  • Don't skip Spore Cloud. In addition to 18.75% -tohit (which replaces a significant amount of defense), it's got 28% -dmg and 150% -regen.
  • In addition to Seismic's inherent -CD, the power Seismic Force has a more significant -CD (i.e., 25 seconds on Meteor).
  • Entangling Aura will reliably hold lieutenants. It's an 80% chance of a 4 sec mag 1 hold and 50% chance of a 4 sec mag 2 hold every 2 seconds. With hold duration slotted, you'll build up to mag 3 after 2-3 pulses. I take a ST hold to stack with it so that I can lock down bosses.

 

image.thumb.png.f13b2dd1dbe5db39da17ccf26be6def7.png

Uungnome - Defender (Nature Affinity).mbd

Edited by Uun
Posted (edited)
1 hour ago, Uun said:

I recommend slotting Wild Growth with both resist and heal enhancements (I slot the uniques elsewhere). The +regen is substantial and worth enhancing.

 

With 3 heal enhancements in Wild Growth its only worth about 5 hp/s. I don't feel that's significant enough when I am running +4x8 missions solo.

 

1 hour ago, Uun said:

Don't skip Spore Cloud. In addition to 18.75% -tohit (which replaces a significant amount of defense), it's got 28% -dmg and 150% -regen.

 

The -18.75% tohit is really nice, but I hate the 3+ second cast time that I need cast before I fight every single mob. Especially when I am already softcapped and so it would only help me if they have -def powers. I'd rather cast meteor and upthrust in that same time period and kill things. 

 

1 hour ago, Uun said:

In addition to Seismic's inherent -CD, the power Seismic Force has a more significant -CD (i.e., 25 seconds on Meteor).

 

This is an excellent point that I missed completely due to my version of mids not mentioning it. It told me it would heal me and I didn't think I needed that and I was already damage capping myself with soul drain. My bad for not reading the in-game description. Hmmmmmmm I can switch it out for vengeance, take a slot out of endurance, put the full gaussian's set in seismic force and put two +5 recharge in overgrowth......probably better and we get more recharge in overgrowth too. Thanks!

 

1 hour ago, Uun said:

Entangling Aura will reliably hold lieutenants. It's an 80% chance of a 4 sec mag 1 hold and 50% chance of a 4 sec mag 2 hold every 2 seconds. With hold duration slotted, you'll build up to mag 3 after 2-3 pulses. I take a ST hold to stack with it so that I can lock down bosses.

 

This is a good idea, but I would rather have perma soul drain. So, I gotta leave it as it is. 

 

 

With Seismic Force, take the powers in whatever order you want:

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Seismic Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Regrowth

  • (A) Panacea - Heal/Endurance
  • (3) Panacea - Endurance/Recharge
  • (3) Panacea - Heal/Recharge
  • (5) Panacea - Heal/Endurance/Recharge
  • (5) Panacea - Heal

Level 1: Shatter

  • (A) Thunderstrike - Accuracy/Damage
  • (34) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Endurance
  • (37) Thunderstrike - Damage/Endurance/Recharge

Level 2: Wild Growth

  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - RechargeTime/Resistance
  • (11) Unbreakable Guard - +Max HP
  • (11) Gladiator's Armor - TP Protection +3% Def (All)
  • (34) Steadfast Protection - Resistance/+Def 3%

Level 4: Corrosive Enzymes

  • (A) Accuracy IO

Level 6: Maneuvers

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

Level 8: Hasten

  • (A) Recharge Reduction IO

Level 10: Boxing

  • (A) Empty

Level 12: Wild Bastion

  • (A) Numina's Convalesence - Heal/Endurance
  • (13) Numina's Convalesence - Endurance/Recharge
  • (13) Numina's Convalesence - Heal/Recharge
  • (15) Numina's Convalesence - Heal/Endurance/Recharge
  • (15) Numina's Convalesence - Heal
  • (34) Numina's Convalesence - +Regeneration/+Recovery

Level 14: Assault

  • (A) Endurance Reduction IO

Level 16: Tough

  • (A) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - Endurance/RechargeTime
  • (19) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 18: Weave

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

Level 20: Upthrust

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (21) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (21) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (27) Bombardment - Chance for Fire Damage
  • (29) Force Feedback - Chance for +Recharge

Level 22: Entangling Aura

  • (A) Lockdown - Accuracy/Hold
  • (23) Lockdown - Accuracy/Recharge
  • (23) Lockdown - Recharge/Hold
  • (25) Lockdown - Endurance/Recharge/Hold
  • (25) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (27) Lockdown - Chance for +2 Mag Hold

Level 24: Tombstone

  • (A) Sting of the Manticore - Accuracy/Damage
  • (42) Sting of the Manticore - Damage/Endurance
  • (43) Sting of the Manticore - Damage/Interrupt/Recharge
  • (43) Sting of the Manticore - Damage/Endurance/Recharge
  • (43) Sting of the Manticore - Chance of Damage(Toxic)

Level 26: Overgrowth

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 28: Stalagmite

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

Level 30: Meteor

  • (A) Superior Vigilant Assault - Damage/RechargeTime
  • (31) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (31) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
  • (31) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (33) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (33) Force Feedback - Chance for +Recharge

Level 32: Combat Jumping

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

Level 35: Dark Consumption

  • (A) Superior Avalanche - Damage/Endurance
  • (47) Superior Avalanche - Accuracy/Damage/Endurance
  • (47) Superior Avalanche - Accuracy/Damage/Recharge
  • (48) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Avalanche - Recharge/Chance for Knockdown

Level 38: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (39) Unbreakable Guard - Resistance/Endurance
  • (39) Unbreakable Guard - Endurance/RechargeTime
  • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 41: Seismic Force

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

Level 44: Soul Drain

  • (A) Obliteration - Damage
  • (45) Obliteration - Accuracy/Recharge
  • (45) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Obliteration - Chance for Smashing Damage

Level 47: Oppressive Gloom

  • (A) Rope A Dope - Accuracy/Stun

Level 49: Super Speed

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

Level 1: Vigilance 


Level 1: Brawl

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		|-------------------------------------------------------------------|
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (7) Miracle - +Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
Level 1: Seismic Shockwaves 

Level 49: Quick Form 
Level 41: Speed Phase 
Level 50: Agility Core Paragon 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 50: Freedom Phalanx Reserve 
Level 50: Pyronic Core Final Judgement 
Level 50: Reactive Core Flawless Interface 
Level 50: Banished Pantheon Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Assault Radial Embodiment 
------------

 

Edited by Darkir
Posted
52 minutes ago, Darkir said:

With 3 heal enhancements in Wild Growth its only worth about 5 hp/s. I don't feel that's significant enough when I am running +4x8 missions solo.

Not sure how you came up with that. With my current slotting I get 10.55 hp/sec from Wild Growth (reported in game in Combat Attributes). I'm still at ED max for resist, so I don't feel like I'm trading anything.

Posted (edited)
21 minutes ago, Uun said:

Not sure how you came up with that. With my current slotting I get 10.55 hp/sec from Wild Growth (reported in game in Combat Attributes). I'm still at ED max for resist, so I don't feel like I'm trading anything.

Edit: figured it out. What I mean is that you get 5 hp/s without any heal enhancement and 10 hp/s with heal enhancements and so I dont think its worth it. 

Edited by Darkir
Posted

Calling a non-proc monster Defender an “offender” is pretty generous. Damage looks pretty low even if you have a nice +damage modifier.

Posted
On 7/26/2023 at 12:36 AM, Darkir said:

ST DMG chain is shatter-upthrust-tomstone-stalagmite, now most of the time this will trigger seismic shockwaves just before stalagmite but if you want to always be 100% sure, use shatter-upthrust-tombstone-shatter-stalagmite.

Upthrust is not Fireball. It has a base dpa of ~22. Contrast with ~30, ~33 and ~34 for Encase, Shatter and Entomb. As a result, it has no real place in your single target rotation. Note that un-boosted Stalagmite also has a base dpa ~22.

 

Moreover, the set mechanics feed off using as many powers as you can. Because each power not only increases the chance you'll have the Seismic proc but also reduces the recharge of every other power in the set by 1.0, you want to fire off as many powers as possible in as short a span of time as possible.

 

In most cases, this means you want to run Encase -> Tombstone -> Encase -> Stalagmite. You have a 52% chance for the Stalagmite to be a strong version (and 100% chance the next time around). This yields ~47 dps (before proc/enhancements/etc.), which is fairly good for a Defender. For comparison, this would be ~92 dps on a Blaster where 100 dpa is really the benchmark for Scrapper/Stalker/Blapper single target dps. Moreover, it reduces recharge by 0.739s per sec.

 

So let's say your Meteor has a total recharge reduction of 200% (between internal and external). This would mean it ordinarily recharges every 57 sec or so. Not bad, but hardly every spawn. However, because you're a */Seismic Defender, time essentially runs faster for you. Every second spent in that single target rotation consume 1.739s of Meteor's recharge - meaning your Meteor is coming around every 31.6 sec. When you add in the fact that you'll almost always be Seismic Force'ing before Meteor, that yields ~17.6 sec recharge. Now, you're not going to get performance nearly this good and I've hand waved away some of the details, but it should express just how important using a lot of nukes is to the set.

Posted

I happened to roll a Nature/Earth defender before seeing this thread, but the thread has piqued my interest greatly. A few questions:

 

Is Wild Bastion really worth it? It seems no one is taking Rock Shards but I rather enjoy it. Also no one seems to take Entomb, is there a reason? Regrowth seems very anemic... does it get better? And does Soul Drain really make you feel like you are pumping out good damage, or does it just make the Defender damage bearable. 

Happy Wife = Happy Life

Posted
17 minutes ago, Pine said:

Is Wild Bastion really worth it?

It gives you and the whole team almost 25% resistance to all. So, yes. 

 

19 minutes ago, Pine said:

And does Soul Drain really make you feel like you are pumping out good damage, or does it just make the Defender damage bearable. 

It puts us at the damage cap most of the time. So, also, yes, it feels like decent to goodish damage. More so if you use your -res against a single target. Upthrust is 84 dmg against +3s at 50. I think the snipe is about 280?

 

21 minutes ago, Pine said:

Also no one seems to take Entomb, is there a reason?

The snipe and stalagmte do more damage and it only gives one seismic power instead of two. 

Posted
1 minute ago, arcane said:

Wild Bastion (the absorb power) is likely the best power in the set…

 

I find it hard to believe the Absorb lasts long enough for it to be worth it.... I have it recharging in about 50-60 seconds. Doesn't the Absorb get shaved off well before you can reapply it?

Happy Wife = Happy Life

Posted (edited)
44 minutes ago, Pine said:

 

I find it hard to believe the Absorb lasts long enough for it to be worth it.... I have it recharging in about 50-60 seconds. Doesn't the Absorb get shaved off well before you can reapply it?

Depends on the team I guess. Not if you have other support / Barriers / etc. The absorb is extremely valuable on 4* TF’s, for instance, and I’m usually seeing perma absorb bars on my team in that case.

 

EDIT: Also, since the other Nature buffs don’t stack, I save my Burnout for when I want to re-up Wild Bastion early. Just in case some mobs chew right through that absorb. Of course Burnout still gets used occasionally for a double Blizzard.

Edited by arcane
Posted
2 minutes ago, Pine said:

 

I find it hard to believe the Absorb lasts long enough for it to be worth it.... I have it recharging in about 50-60 seconds. Doesn't the Absorb get shaved off well before you can reapply it?

It is 681 absorb, 849 heal and 5 hp/s over 60s. So essentially its a 1,830 heal for a 2.27 cast time......yes its worth it. 

  • Like 1
Posted

And what about Shatter vs Encase?

 

Encase animates faster, Shatter does a little more damage.

Happy Wife = Happy Life

Posted
42 minutes ago, Pine said:

It seems no one is taking Rock Shards but I rather enjoy it. Also no one seems to take Entomb, is there a reason?

When Seismic Shockwaves are active, Rock Shards range, arc and damage are increased and it does 100% knockdown (check CoD - the info in Mids is wrong). I slot Rock Shards and Upthrust with acc/dmg, acc/dmg/end and 4 procs and get very good AoE damage from both. I also take Entomb and with my slotting get damage similar to Tombstone (in quick form). I use Entomb when Seismic Shockwaves aren't active and Stalagmites is in low damage mode.

 

12 minutes ago, Pine said:

And what about Shatter vs Encase?

Shatter's DPA is superior to Encase's. Now that we're not forced to take Encase, I dropped it and took Shatter instead.

Posted
1 hour ago, Uun said:

Shatter's DPA is superior to Encase's. Now that we're not forced to take Encase, I dropped it and took Shatter instead.

While Shatter's DPA is slightly better than Encase, Encase generates Seismic Power and the -recharge bonus more quickly. While I can't completely simulate it right now, I believe Encase/Tombstone/Encase/Stalagmite out-performs Shatter/Tombstone/Stalagmite for overall DPS.

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