View Full Version : Pimp Up my Defender
Poison
04-14-2005, 03:11 PM
Use this thread to post your incredible defender builds or ask general questions.
Well, since I am new to the forum, I thought "well, maybe you should contribute your build to help others out." So here is. I'd like to remind everyone, that this build wont work for everyone, and hardly anyone agrees with it, but you can ask a few around here, that it does the job well :)
-Dee
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Exported from Ver: 1.4.6.0 of the CoH Hero Builder - (http://home.comcast.net/~SherkSilver/index.html)
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Name: Dione
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Dark Blast
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01) --> Healing Aura==> Heal(1) Heal(3) Heal(3) Heal(5) Heal(5) Heal(7)
01) --> Dark Blast==> Dmg(1) Dmg(7)
02) --> Heal Other==> Heal(2) Heal(9) Heal(9) Heal(11) Heal(11) Heal(13)
04) --> Moonbeam==> Dmg(4) Dmg(13) Dmg(15) Dmg(15) Dmg(17) Range(17)
06) --> Resurrect==> Rechg(6)
08) --> Hasten==> Rechg(8) Rechg(19) Rechg(19) Rechg(21) Rechg(21) Rechg(23)
10) --> Combat Jumping==> DefBuf(10) DefBuf(25)
12) --> Fortitude==> DefBuf(12) DefBuf(23) TH_Buf(25) TH_Buf(27)
14) --> Super Jump==> Jump(14)
16) --> Absorb Pain==> Heal(16)
18) --> Recovery Aura==> Rechg(18) Rechg(27) Rechg(29) Rechg(29) Rechg(31) Rechg(31)
20) --> Tenebrous Tentacles==> ConeRng(20) Immob(31) TH_DeBuf(33)
22) --> Clear Mind==> Rechg(22)
24) --> Dark Pit==> DisDur(24) DisDur(33) Acc(33)
26) --> Regeneration Aura==> Rechg(26) Rechg(34) Heal(34) Heal(34) Heal(36) Heal(36)
28) --> Night Fall==> Dmg(28) Dmg(36) Dmg(37) Dmg(37) Dmg(37) ConeRng(39)
30) --> Gloom==> Dmg(30) Dmg(39) Dmg(39)
32) --> Adrenalin Boost==> Rechg(32) Rechg(40) Heal(40) Heal(40) Heal(42) Heal(42)
35) --> Recall Friend==> IntRdx(35)
38) --> Blackstar==> Dmg(38) Dmg(42) Dmg(43) Dmg(43) Dmg(43) Dmg(45)
41) --> Conserve Power==> Rechg(41) Rechg(45) Rechg(50)
44) --> Temp Invulnerability==> DmgRes(44) DmgRes(45) DmgRes(46) DmgRes(46) DmgRes(46) DmgRes(48)
47) --> Power Buildup==> Rechg(47) Rechg(48) Rechg(48) Rechg(50)
49) --> Torrent==> Dmg(49) Dmg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
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Esbat
05-11-2005, 06:53 PM
I'm a Force Field / Dark Blast Defender myself, Esbat the chara that is, and I enjoy DB a whole lot. I also enjoy FF as a whole... a great way to turn a blaster into a tank for 4 minutes at a time.
Freeze Warning
05-12-2005, 03:31 AM
Hey Dee, I was very disappointed with Night Fall. It had a pretty good cone, but poor damage, less than Tenebrous Tentacles when slotted with the same number of damage enhancements (only 2 at the time). Is it worth it with 5 damage slots?
Freeze
Hey Dee, I was very disappointed with Night Fall. It had a pretty good cone, but poor damage, less than Tenebrous Tentacles when slotted with the same number of damage enhancements (only 2 at the time). Is it worth it with 5 damage slots?
Freeze
I personally think it is. Here is how my chain works.
Dark Pit
Tentacles
Night Fall.
Rinse. Repeat.
It takes about two cycles to kill even con minnions, but I think it's worth it. I am thinking about re-arranging some slots, and taking one out of nightfall, and put it into tentacles.
-Dee
Akamaz
05-12-2005, 12:55 PM
don't forget Tar patch now too, that -resist is GREAT!
Here's the link to the official forums giving a database listing of all known Defender Guides and FAQs (http://boards.cityofheroes.com/showflat.php?Cat=&Board=Defender&Number=1294979&page=0&view=collapsed&sb=5&o=&fpart=1).
Graphite
01-18-2006, 08:31 PM
Need some advice, and I didn't want to start a whole new thread...
Specifically slotting for my Storm/Dark Defender Khamsin. I never knew much about how to do it, and now with ED I'm really stumped.
Is it worth slotting debuffs in powers like Snow Storm or Hurricane?
How about the snipe, think Activation Enhancements are worth having?
Does Jump Enhancement also add to movement speed?
I've heard about Combat Flight, but what about Jump Enhancements for Combat Jumping?
Does Acrobatics stack with Combat Jumping?
Thunder Clap Enhancements only effect the duration and not the mag correct?
Do you ever use Gale or Tornado and if so how would you slot it?
Dark Blasts, slot it for debuff enhancements and/or damage, yes/no?
He's level 23 as of last night. I'll also be using a Respec, likely tonight in order to "fix" him. Thats all I can think of at the moment, and thanks in advance.
Rough Build:
Gale
O2: 3 heal, 3 end
Starting Blast
Gloom
Moonbeam: 1 acc, 3 dam
Snowstorm: 1 end
Freezing Rain: 3 recharge
Hurricane: 1 end
Thunderclap
Combat Jumping
Superleap
Swift (i think)
Health
Stamina: 3 end
Remianen
01-19-2006, 12:58 PM
Lessee if maybe I can help a little bit. :) Been doing some research for my new storm/dark myself.
1. I would. So far, I'm planning on eventually having snow storm slotted 2 end redux, 2 slow and Hurricane slotted 2 end redux, 2 tohit debuff (especially with the changes coming in I7).
2. I don't have activation enhancements planned for my dark/dark (who already has Moonbeam 5 slotted - 1 acc, 3 dmg, 1 tohit debuff, the last slot is going to be range). I may remove the tohit debuff and add another range to it though.
3. No. Jump enhancements add to Jump. Putting a Jump enhancement in Sprint, for example, won't make you run any faster.
4. Never thought about that. To me, CJ = defense (the little that it gives) with enhanced combat movement in the form of jump height and distance.
5. The two powers do two different things. Acrobatics is knockback/hold resistance. Combat jumping is defense and immobilize resistance.
Combat Jumping:
Buff : Self ( Jump )
Resist : Immobilize ( -1 )
Defense : Melee,Range,Lethal,Smash,Fire,Cold,Energy,Neg. Energy,Toxic( 2.5% ) ( Self )
Acrobatics:
Resist : Knockback ( Mag 1 )
Resist : Hold ( Mag 1 )
6. According to my Hero Planner, that's correct. Being able to add mag to a control power like that would be way overpowered, methinks.
7. Have Gale but haven't figured out slotting yet. Tornado I'm still researching. :(
8. If you mean the 'Dark Blast' power, I have it slotted 1 acc, 3 dmg, 2 tohit debuff. Same for Gloom.
Hope this helps!
Stan Walker
02-15-2006, 07:32 AM
*misses Dione*
Nerfed
03-02-2007, 06:40 AM
End of the line...
My defender is level 49 and I've got one last power to pick, but I'm not sure what I should do with it.
Here's what I've got now:
Level 49 Science Storm/Elec Defender
Storm Summoning
Gale
02 Boost
Snow Storm
Steamy Mist
Freezing Rain
Thunder Clap
Tornado
Lightning Storm
Electric Blast[/list]
Charged Bolts
Lightning Bolt
Short Circuit
Zapp
Voltaic Sentinel[/list]
Flight
Hover
Fly
Group Fly
Fitness
Swift
Health
Stamina
Teleportation
recall Friend
Electricity Mastery
Thunder Strike
Charged Armor
Power Sink
Plus, I've got a hoard of Accolades & temp powers.
Being level 49, I'm only going to get 3 more slots ever (at level 50), so there's a handful of powers that I can rule out right there for lack of slots to make them worthwhile. In fact, I've pretty much got those last 3 slots already set aside for Power Sink... so whatever power I take now at 49 is going to go unslotted (beyond the 1 that comes with it).
Hurricane - Kinda not feeling this one because without extra slots to enhance its accuracy debuff, I'll end up drawing more aggro than I can handle. Mobs HATE hurricane!!
Ball Lightning - Weak damage even when 3-slotted for it, and the End. drain seems pathetic. I had this power and 'specced it out for Recall Friend.
Aim - Without 3 slots dedicated for recharge, this one will have limited usage, and my accuracy seems just fine as it is without this one.
Tesla Cage - I 'specced this one out when Electricity Mastery became available. I rarely used it when I had it anyway.
Thunderous Blast - Without 3 slots for damage (and maybe 1 more for accuracy), I think this would be a wasted power.
Air Superiority - This one has okay damage and solid knockdown. However, I can get the same effect on multiple targets now with Thunder Strike.
Teleport Foe - Another one that I think needs more than 1 slot to be useful.
Teleport - Don't need it, I fly... and am quite happy doing so.
Electric Fence - Feh! I passed on Tesla Cage which is a hold... an Immobilize is worth even less to me.
Going outside the Power Pools I already have, the choices I am considering are:
Stimulant (Medicine) - 02 Boost only protects teammates against Sleep & Stun. This will boost my usefulness on a team as a buffer.
Grant Invisibility (Concealment) - Again, this will make me a more useful buffer... but without a couple extra slots to devote to Defense enhancers, its a weak buff. The stealth component is also mildly useful, but I can stealth past most things on my own and just TP teammates to a safe spot past danger.
Boxing/Kick (Fighting) - Useless to me since Tough will be out of reach without another power (to choose Tough) after this level.
Maneuvers (Leadership) - Another buff power that'll make me useful, plus I can benefit from it also. Weak, however, since I'll have only one slot to devote for enhancements.
Assault - Overall, a pretty mediocre buff... only useful enhancement is End. reduction, so I could get by with slotting it only once.
Hasten - Without 3 slotting it, this one is pretty situational... and recharge time isn't usually a problem for me anyhow. My Lightning Storm is 2-slotted recharge and comes back just about as the previous one fades. If I'm speed boosted or use my Geas of the Kind Ones accolade, I can get a brief overlap of dual Lightning Storms. Sweet. In a tight spot without a kinetic on the team, Hasten could prove useful... but it just feels like I'll end up not using it very often.
So... any advice?
Jade_Dragon
03-02-2007, 04:58 PM
I would go with Aim. You don't want damage, since I'm guessing you're going for a more team oriented Defender, but that makes it good that you won't do anything but one slot it. If an ally is in trouble, and you just HAVE to kill that foe to save him, then Aim might give you just enough boost to do it. Plus, you can use it in combination with your Sniper, although I'm guessing you're using it to pull. (So you don't really want to boost damage, since you want the foe to survive)
Stimulant might be an interesting choice, but I've found that it has a REALLY short duration and not much magnitude. If you actually plan to use it as a buff you'll end up spending all your time casting it. It is helpful when an ally is held, and you can hit them with it to "break" it. But not so much as a constant buff.
On the good side, it's useful with only one slot since it recharges fairly fast.
I think it's a bit late to get into Leadership (plus I think they need at least three slots to be usable) and the attacks are out. So I think those are your best choices.l
Nerfed
03-30-2007, 03:43 PM
For the record, I went with Hurricane after all. It does fit my character's name & theme... and while I won't be using it regularly for the debuff effect, I find it is quite handy for pinning bad guys into a corner to keep them from running.
Grae Knight
07-27-2007, 07:24 PM
Created a Force Field defender for the first time. One of the few defender primaries I have not played.
End of the line...
My defender is level 49 and I've got one last power to pick, but I'm not sure what I should do with it.
Here's what I've got now:
Level 49 Science Storm/Elec Defender
Storm Summoning
Gale
02 Boost
Snow Storm
Steamy Mist
Freezing Rain
Thunder Clap
Tornado
Lightning Storm
Electric Blast[/list]
Charged Bolts
Lightning Bolt
Short Circuit
Zapp
Voltaic Sentinel[/list]
Flight
Hover
Fly
Group Fly
Fitness
Swift
Health
Stamina
Teleportation
recall Friend
Electricity Mastery
Thunder Strike
Charged Armor
Power Sink
Plus, I've got a hoard of Accolades & temp powers.
Being level 49, I'm only going to get 3 more slots ever (at level 50), so there's a handful of powers that I can rule out right there for lack of slots to make them worthwhile. In fact, I've pretty much got those last 3 slots already set aside for Power Sink... so whatever power I take now at 49 is going to go unslotted (beyond the 1 that comes with it).
Hurricane - Kinda not feeling this one because without extra slots to enhance its accuracy debuff, I'll end up drawing more aggro than I can handle. Mobs HATE hurricane!!
Ball Lightning - Weak damage even when 3-slotted for it, and the End. drain seems pathetic. I had this power and 'specced it out for Recall Friend.
Aim - Without 3 slots dedicated for recharge, this one will have limited usage, and my accuracy seems just fine as it is without this one.
Tesla Cage - I 'specced this one out when Electricity Mastery became available. I rarely used it when I had it anyway.
Thunderous Blast - Without 3 slots for damage (and maybe 1 more for accuracy), I think this would be a wasted power.
Air Superiority - This one has okay damage and solid knockdown. However, I can get the same effect on multiple targets now with Thunder Strike.
Teleport Foe - Another one that I think needs more than 1 slot to be useful.
Teleport - Don't need it, I fly... and am quite happy doing so.
Electric Fence - Feh! I passed on Tesla Cage which is a hold... an Immobilize is worth even less to me.
Going outside the Power Pools I already have, the choices I am considering are:
Stimulant (Medicine) - 02 Boost only protects teammates against Sleep & Stun. This will boost my usefulness on a team as a buffer.
Grant Invisibility (Concealment) - Again, this will make me a more useful buffer... but without a couple extra slots to devote to Defense enhancers, its a weak buff. The stealth component is also mildly useful, but I can stealth past most things on my own and just TP teammates to a safe spot past danger.
Boxing/Kick (Fighting) - Useless to me since Tough will be out of reach without another power (to choose Tough) after this level.
Maneuvers (Leadership) - Another buff power that'll make me useful, plus I can benefit from it also. Weak, however, since I'll have only one slot to devote for enhancements.
Assault - Overall, a pretty mediocre buff... only useful enhancement is End. reduction, so I could get by with slotting it only once.
Hasten - Without 3 slotting it, this one is pretty situational... and recharge time isn't usually a problem for me anyhow. My Lightning Storm is 2-slotted recharge and comes back just about as the previous one fades. If I'm speed boosted or use my Geas of the Kind Ones accolade, I can get a brief overlap of dual Lightning Storms. Sweet. In a tight spot without a kinetic on the team, Hasten could prove useful... but it just feels like I'll end up not using it very often.
So... any advice?
I'll get back to the rest, but don't respec out of Hurricane. That is every Stormie's "have-to-have" power. You have to learn how to use it. This is one of those powers that should be up all the time in combat like Steamy Mist. It's Knockback and the -ToHitDebuff effects are key to not only your survival, but the teams. I'd slot it with 4 -ToHitDebuff and 2 Endurance. That should be enough. This is an awesome power. I was just on the Statesman TF last night and it came in handy more than once. When you've got mobs running around all over the place, and have Hurricane, Lightning Storm, and Tornado up and running plus the occasional Gale no villain should be able to touch you at all, and if you play it right your Blaster, Controller, and other Defender teammates would find it wise to stay within Hurricane's AoE so they to can be protected.
Don't respec out of it. Play with the build, but don't drop it all together.
@Nerfed: Are you aiming for Damage or End Drain?
From a person who opted to go the End Drain out, I'd advise not to go that way. As a Defender, you're suppose to be in the background buffing/debuffing and making sure the team stays alive. You have to jump into the middle of the fray all of the time if you want to do the End Drain thing, which usually requires you shutting down Hurricane to do so. Go the Damage route. I'm currently reworking Yin's build to accommodate this and other things.
Nerfed
03-16-2008, 12:42 AM
I don't do hardcore end. drain... Windy is more the damagey type.
But don't worry, I didn't ditch Hurricane.
Its too important to her name. :)
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