Arcas, a vetran FFer posted the following quote a long time ago in one of my old threads. - A Guide to Knockback Control by Midnight_Flux (sadly gone forver from the internet, from what I can see.. :'( ). On a Forcefielder, it's the difference between 40% and 45% defense, which is very significant. Another pool power you might want to consider is Maneuvers. If you want to play a blaster, PLAY A BLASTER. Another trick is to use this on a boss or really nasty enemy to get it away from the team, then immediately use Detention Field on it while it is flying away. Who takes the Psi Clock King's alpha? The set's not for everyone, but it is for me. Thats serious damage mitigation. After the enemies try to hit you a few times and they find out they can't, you will lose aggro and can probably turn PFF off again, which will reactivate these powers. Decently slotted, especially with recharges. A great guide for the person that wants to play an Offender or a solo bubbler. Check out the CoHmmunity Website: News Articles, Server Pages, Updates and extra information!https://cohmmunity.comFull City of Heroes Server List \u0026 How to Download: Everything you need to start playinghttps://cohmmunity.com/home/index.php/en/full-listNew Costume Pieces, Power Sets, Archetypes and more! That means that most teams hate knockback. Use Force Bubble and you will get the attention of almost the ENTIRE MOB! Other defenders may be able to heal, or debuff, or buff in other ways, but no other type of defender is designed to be as much of a team player as the Force Field Defender. Embrace it! Just make sure you're not pissing off any tankers or scrappers and leave their mobs alone! Trying to remember where some of the other guides I loved are, "If you decide to dedicate yourself to playing a bubbler you will be casting FOURTEEN bubbles EVERY three and a half minutes". I figure I won't use it all too much anyways, but just thought I'd ask the question. Just like the regular power pools, you can choose a different APP or PPP . CoH is being actively developed by many teams that communicate directly with me. Let's give a quick rundown of what all these powers do, and maybe we can see why the majority of Force Field defenders are sadly gimping themselves by not making good use of half of their powers. This means you only need to drop two bubbles every 4.5 min. Like Adeon said, Mastermind and Corruptor (and Controller) Defense Buffs (so the two shields and Dispersion Bubble) function at 75% of Defender Defense Buffs. Landing the right heal, at the right time, from the right distance is the best way to help keep your team outputting damage and yourself alive to continue healing. If you go defender I'd go /Ice right now since you can slot range bonuses in BFR and freeze ray. Single. HopestarOctober 3, 2019 in Defender. Force bubble needs to be activated. Spread aggro is almost always better than aggro concentrated on a squishy, so you can use Force Bubble to push against the enemies and draw aggro to yourself. The intended role of a Force Field defender is to defend his allies on the battlefield, using every trick that they have in their toolbox. Cold/* and */Cold is fantastic buffing and debuffing. Force Bubble: Aka the "I win" button. Energy gets you some alternatives for knockback, like Energy Torrent instead of Repulsion Bomb. Word. Think? What does this mean to you? PM me. Another facet of this power is that it prevents any of your powers from effecting the outside world. So at that level being a "blaster with benefits" works. You can pretty much make the bank lobby heroes only, with the villains trapped inside the bank. Just take a moment to scroll down and see how long it is. They try to get cute and outsmart their team by anchoring something that won't be defeated quickly (boss) or easily (minions), in order to keep the anchor going as long as possible. I know knockback would probably annoy them and I wouldn't want to put them in an uncomfortable situation. Higher level enemies may still be a danger, especially if they are more than 4 levels above you. Trick Arrow / Elec Defender Archetype: Defender Creator: Carnifax Uploaded at: 2022-03-29 19:06:23 Primary powers: Trick Arrow Secondary powers: . Force Bolt: The first 6-slotted power, and from 1-25, easily the most used power. This power should also be on at all times, unless for some reason you are running low on endurance and your teammates are doing okay in the health department. They are: A Defender's secondary power sets are designed for ranged attacks. PFF has a pretty decent recharge speed, so while it doesn't come back fast, it does come back quick enough if you want to use it to 'sit out' a bit of a battle, or if you need some time to regenerate or heal. 1 Overview 2 Power Pools 2.1 Older Pools 2.2 Specialized Pools 3 Selecting Pool Powers 4 Historical 5 See Also Overview Power Pools are supplemental power sets available to all archetypes, beyond the primary and secondary power sets selected during character creation. There's this public perception that the force fielder is somehow charged with this impossible task of simultaneously shielding up, knockbacking away all enemies, tossing out inspirations, running leadership powers, using his medicine pool tricorder, and keeping himself alive all in the defense of 7 thin-skinned fetuses who otherwise do nothing but stand around and need to be protected. You can either wait until the enemies are engaged in melee battle with another hero, or engage them yourself up close and personal, and then instantly activate the power. Here is a grav emp that covers all your bases (mag 49 KB/hp capped / decent recharge, range and heal values). Eeey! For literally hours and hours of your life. They don't like it? Additionally, vigilance increases defender damage while solo now, and slowly scales it down as the team grows. FF Defenders are generally NOT ALLOWED TO use "all of their tools all of the time" because of the stigma of knockback and repel and the fact that most of their powers directly effect their teammates damage over time. It tends to alternate with repulsion field, because there is a time for one and a time for the other. D. field has to come out. 50-40 is 10%. Well, there are a few things you should know. In general though, yeah pain is perfectly viable. The second thing that you should know is that most players of this game don't read the forums, have almost never seen a bubbler in action because there are so few of us and thus don't KNOW that we can make them into gods. Have the tanker or scrapper on the team stand right on the edge of the bubble and if they run into trouble, they can hop back just a couple of steps into safety! This is probably the most important power after the three shields. I used to have a summary and breakdown of all of the powers here, with screenshots, but that's all a moot point, now that all of that information is available on ParagonWiki. It makes you NEARLY invulnerable to almost all types of attacks (about 75%), and the attacks that do get through have their damage reduced by about 40%. If you settle into a main build, it is worth it to drop KB from a second build and go for a max range one as well. About. The smart Defender knows where and when to use his/her powers for the greatest team efficiency. As far as I know, healing can't be made up through strategy. Can't wait to get back to kickball in two days. Oh my goodness Dan thanks so much for sharing, and it looks like it won't break the bank either, which is a nice bonus! My force fielder leads all of his pick-up teams. As I'm sure you've noticed as you've started to play more, being an Emp can be really rough in the current meta - even when things are going well your teammates may die a frustrating number of times and the second you hit AP you practically turn into a magnet for the entire enemy team's damage lineup. With the Big Three on our side, the rest make a VERY nice supplement to keep our team alive when the heat is on. Heal range is 139 or a little bit further than blasters with boost range. The two single target shields should be just fine for melee players MOST of the time. When all blasters are glass cannons and the controllers can't keep the WHOLE mob held, that's when all of our other powers do the most good. Some melee attacks still get through, but with RF on, you'll never be surrounded by giant grunt breathing down your neck. Just remember kids: Knockback = 100% Defense and 100% Damage Resistance for 4-6 seconds at a time. Take a team of the force fielder and 5 blasters. The best emps I have seen communicate almost as much as the target caller, perhaps this is another area of consideration. Using this bind is simply one of the FASTEST ways to buff up your team with both shields. A focused blast of Mu electrical energy that can travel great distances with high Accuracy. But it's a matter of playstyle. It is quick enough that you shouldn't feel any return fire before you get around the corner. The Defender tends to help his allies, and attack his foes, from a distance. Then when the heat is on the FFer and the FFer looks in trouble due to their weak personal defense? It scales down by about 1/3 per teammate; once you have 3 teammates, it's gone. Knockback powers sure kill your boring DPS but it adds a HUGE injection into your FUN DPS! Pretty much the controller style pool. If you are engaged in battle this attack becomes instant-cast. Hi! Juggle bosses out of the fight, blast melee opponents off your friends, or just plain unload to cause some chaos and knockback damage mitigation. Their Defense buffs are at 75% effectiveness compared to Defenders. * Beam Rifle used to require purchase on the Paragon Market. Also, having a better heal other sometimes means you can stay out of AP more often which can work in larger matches too depending who and what you're playing against. Clicking on the link should download an .mxd file which can be opened in Mids. As a Defender, I would recommend slotting at least one enhancement in the 'secondary effect' of each of the powers in these sets if you have the slots to spare: As for our secondary blasting powers however, our role as stated before is to DEFEND. Finally we come to the final power of the set, the Force Bubble. This was only level 1, but it's worth investigating. 50-45 is 5%. If you can't get everyone, at least try to make sure that the weakest allies are within range (i.e. In general there are two big ones for Forcefield Defenders. Everything but AVs and Elite Bosses and a FEW bosses. It's a weird glitch to see an enemy flying backwards while still getting up, but until NCSoft fixes it, we just have to deal with it and time our knockback appropriately. The cast time is 3 seconds which is a little long, but it is well worth it in my opinion for all that it can do. If you wish to, you can of course edit this bind to point to a different letter, and you can put the files in any directory that you wish, as long as you change the directory listed in the bind files to where you put them. Just from my perspective, it would seem that range canbe made up on an emp by changing individual and team playstyle - following more frequently spikedtargets closer if the map dictates or getting the team to set waypoints on adesignated emp(s) so they know how far/where their heals are. But hey, it's your $15, do what you want. The very first power in the Force Field set, and what I consider to be the signature power. You only knock back what you want to knock back, and at the same time, it gives you some small degree of protection of melee attacks. 9 replies; 5.8k views; Herotu; May 25; So far it's been great fun -- much more than I remember. You can take advantage of this with the Force Bubble. Wouldn't you like to be able to take the Queen out of the game until there are no other enemy pieces left? Why call this a Bible? So they just aren't brought aboard. For opening battles, taking initial aggro, ducking inside for a few seconds as needed, and following Longbow forces around in Siren's Call with dispersion bubble, shields, and a on-off-on-off motion with PFF to annoy and confuse the villains of the world. Normal force fielders, probably throw up some shields, grab a book, and let the blasters get to work. * Time Manipulation used to require VIP status or purchase on the Paragon Market. And dispersed aggro on teammates is always better than concentrated aggro on one teammate (except tanks), because it can be handled easier. Then if any knockback happens, the debuff is still exactly where it needs to be. The higher one said that Repulsion Bomb, Force Bubble, etc. Sure, we support types did our part. Also a so-so Defense Buff that becomes great paired with Forcefields. Many of the more successful hardmode teams I've seen have multiple Colds. XD, Love your guide!! But to play this kind of Force Fielder you have to think ACTIVE, and most people don't like to think active. 10% more may not seem like a lot -- but it is! When everyone is close, everything coming the way of the team tends to run into repulsion field. And most importantly, that's why we have teammates. You never want force bubble on 100% of the time for a variety of reasons. The End Drain resist of Insulation is massive. CDN_Guardian's Guide to FF/NRG Offenders v6. Some of those uses are just needed more often than others. that, and ragdolling punks off a rooftop is hilarious Ahhh I have missed this. (specifically FF/Elec would save my brain from melting). For anchors, knockback is only a problem because most anchor defenders don't anchor the most critical target (read: boss). This refers to the fact that every time you knock an enemy back, it essentially provides you with 100% Defense and 100% Damage resistance for the 5 seconds it takes him to get knocked back, recover, and then get up again. But when it was needed, he was glad it was there. You can do this one of two ways. No matter what. Building a character for resilience in CoH is not a straight line affair. ), Detention Field (keep everyone away from HIM!). Have a good day and see you in Pocket D. (Yeah will need to not AP constantly, hearing CriticalKat in my head right now about that, lol.). Be careful with this though, as Force Bubble in particular is an aggro magnet if PFF won't come back right away. Overview Contents 1 Overview 2 Origin-Specific Powers 3 Archetype-Specific Powers 3.1 Assassination 3.1.1 Assassin's Focus 3.2 Combat Flight 3.3 Conditioning 3.4 Containment 3.5 Cosmic Balance 3.6 Critical Hit 3.7 Dark Sustenance 3.8 Defiance 3.9 Domination 3.10 Energy Flight 3.11 Quantum Acceleration 3.12 Fury 3.13 Gauntlet 3.14 Opportunity I have found three general uses for this power. It is provided for historical purposes. If you have Repulsion Field on all the time like I do, any enemy that gets NEAR you gets one hit in, and then they are out of the game for 4-6 seconds, with NO action required on your part. Deflection and Insulation Shields - Recommended Slotting (Single Origin Enhancements): 3 Defense Buff (1 Endurance Reduction Optional). I will not go into too much detail about this subject, since there are so many possibilities to test here and I don't have the time or patience to test every build. Pretty sure they didn't believe me though :(, Dear jeebus, thank you for bringing this back. So he can't knockback. This is just so that it can be salvaged from the old forums in some form, so that somebody can make use of the information contained therein until I get around to updating it for the modern era. You can rinse and repeat if another hero for some reason draws most of their fury. Here are some strategies for both: Most melee players already HAVE tons of ways to defend themselves. The use tappers off a bit after repulsion field comes into play, but it remains one of the core powers from 1-50. Personal Force Field: The trickster. Ran into a couple Force Fielders in a mission team the other day, one higher level, one lower level. Psychic gets you Dominate, Mass Hypnosis and Telekinesis. And a borderline unfair/overpowered "I win" button. You can use it on an enemy to take that enemy out of the fight for a short while, 30 seconds to be exact. You can also do this the other way where you stand with the bubble at the edge of their reach and step forward if they run into trouble. The missions for his teams are always invincible. What this means is that you can be a "fake tank"! While you are out there adding your minuscule damage to the team's effort, some of your teammates may be dying by your side. The cool thing about this trick is that since it is an "auto-field", you can be doing this at the SAME TIME that you are targetting another enemy at the other side of the battle and knocking HIM back with Force Bolt! I hope that this guide has been enlightening and educational to the new and old Force Field defenders out there, feel free to add to this thread any new tricks or strategies that you may have knowledge of. Like one of the best Psi resists you can get heroside. Elec/* Defender is a godsend. Archvillain fights - I'm not going to sit down and whine because my force fielder is "useless" in 1% of the fights he'll ever be involved in. Damage scales with level, and the ATs don't reach their actual damage modifiers until level 20. It's best as a third healer on an 8-man team or in an offense/support switch role. Force Bubble - Recommended Slotting (Single Origin Enhancements): 1 Endurance Reduction (1 Extra Endurance Reducer and up to 3 Recharge Optional). Let me go through a few of the tons of uses for this power. Would someone be willing to put that build together in mid's reborn and share a link to it? PattyAceeMay 25, 2019 in PvP Build Discussion. Hopefully you come out and have some fun though. It is kind of a miserable time to emp with the current meta, but here is hoping it gets better! http://www.cohplanner.com/mids/download.php?uc=1518&c=685&a=1370&f=HEX&dc=78DA6553DB4E1A51143D871944100A8A5CE56E55AE23449B36FAD0D66B8C9A506D1F1B3352B4932010A0A63CF65DD3D8FE477FA469BFA0BFD0CB63FB44F7CC5E080913C83A67EDCBDA679F7D8EDFEFB8BFEC7F782AA46FBBA177BB67DBAD66AFD36A34EA1DFBB17E69D484F939E89F1959864EDA7E47BF367AFDE13E34E6B2F5EEE242DBBD6AEBBDB77DE1AAB6C8FBB45DAFBF715BCBA3BADE369A97B3D6E6A0796D748D73A341A9D87CDAEAD4EA9D7E74B76DD4B46AC7B8D21B677B26D73D3BD6BB3D3285A9A23CFD6FA5C037B08BB02A44C5296C31E002E35C4EB1305C64AC688C6BA35845BC9016A7BE029E324EBD645C2790D091F09D86AF0BBE2EF8BACDC2C6F023D10AC7AACA33D67EF01CB8C5E8DB06EE303EA2183BF4ECD09B83DE3CF4E6A11784CE1033745D0EABD8817414988B0217C9E6649BE28CB05634CA98DE245A5544F1878DF6AAF8447E335C836D26CEBD8C45191311C620E5F3C0C713E07A627F694BFE29E409918F97356D5E68A6A1B9029FC7649FE53C6216E708539C9FE3843FCD9C87B800736A007A8943CE95DA031EE09E51879762429C5B8610B3089B8F6C11E846D0A3CF4B422C805B407D77C4C57187F19862718B716082F1611298627C425249F42609DDE50DF33929220FFD0DA233C89B8971DDC3F8E538EF9713E8559271936296301B4B279C77C59A0555E4302339CC48EE86EBCFDFDA78DEE8BC59F4221BE098612D5F297D01B51456D9BFA801CB8CA50AB0C879BF518C8679D2FED126EE14AB41C9180286A595FF3B99CBD02EA3D7150B55613E59BC45FAD167060C99417EC25A9E602A13CCDA04B33EC11C990C664C287CB6AA7AFFD685B4BC9CBEFB173CF8E9222B2264894FF17BC4D925A6630AD311C67424301D69DC6E29CDF86B3C5F96F3FD197152DE7055D377DCF1D72E93E55AF4B1F5F9D8BA3AB63EF15318D6FF01F2BDDD9C. There is an interesting synergy with certain Pool powers, which you don't mention at all. This power is a targetted AoE knockDOWN power that does the same damage as a Defender's first blast AND has a 40% chance to disorient. It is preserved here for your perusal: The fact is, force field does work. You can also use this power to save a teammate in trouble. However, I do not think that these are the only uses for this power. . Does pain domination work okayfor a support character? Use it along with Force Bolt and Repulsion Field to cause as much mass chaos as a Storm Defender! One special note about knockback is that with the new ragdoll physics, you will want to make sure that the enemy is standing back up before you try to knock him back again. That way by the time the team gets the the enemy, the Field should have lifted. Enough said? 1 Overview 2 Damage Resistance 2.1 Maximum 2.2 Minimum 3 Status Effect Resistance 3.1 Maximum 3.2 Minimum 4 Status Effect Protection 5 Damage Buffs 5.1 Maximum 5.2 Minimum 6 Defense/ToHit 6.1 Maximum Defense 6.2 Minimum Defense 6.3 Maximum ToHit 6.4 Minimum ToHit 7 Recharge Rate 7.1 Maximum 7.2 Minimum 8 Movement Speed 8.1 Maximum 8.2 Minimum With all the defenders/controllers locked up in teams or not interested, the final team ended up being myself (force fielder), a peacebringer, 5 blasters, and the final addition a ill/emp controller. If any attackers are killing your ally, you can also go towards the enemy and keep them off their feet for a while. IMO, Defender is better overall, because the Defender/Corruptor support sets are just stronger than the blast sets. Plus the Defender inherent has changed, making it much more solo friendly than it used to be. I get tons of use out of Force Bubble, completely because I never hang out with anyone that would complain about it. Also, try to make sure as many allies as possible are within the power's 50 Ft range. Aid Self + PFF is a particularly fun combo. The best thing you can do for your fellow hero and for the bubbler community is to be the best DAMN bubbler you can be, and to do that, you must read this Bible. At level 50, this translates to an attack with a damage scale of 1, with no buffs or enhancements, doing 62.56 damage for Blasters and 36.15 for Defenders. Also suppress pain is a cool toggle that lets you regen through your share pains and puts a cool globe around you. And what does PFF do? Switch it off. The things they would come up with are the same things PhiloticKnight talks about all the time. Half the team left after a successful invincible mission and I looked for a few more before the next. Much like Tornado on my stormer. I absolutely agree with you and macskull about timing. Ah I rarely play offense and I am horrible at locking so I didn't realize this was a thing. And to all you old-timers out there that are set in your ways and see yourself only as a buff-bot, I truly do feel great sympathy for you, for you are missing out on the strengths of 2/3rds of your own powerset, and you are gimping your ability to DEFEND your teammates substantially. Oh my goodness Dan thanks so much for sharing, and it looks like it won't break the bank either, which is a nice bonus! Additionally you practicallyhaveto AP to keep a teammate alive these days so the farther away from someone you can do that, the less likely you are to be seen doing it, and the easier you can evade if you do manage to draw someone's attention. if anyone had a mids/pine build for this, id be eternally grateful. This Bible is already long enough without adding all THAT crap into it. This power is also not as much of an aggro magnet as Force Bubble is, because it will only aggro enemies that you CHOOSE to bump into. There is a great fallacy in every defender whine thread that the defender in question is somehow the only person resposible for defending the team. 2) Enemies ON THEIR BACKS aren't fighting and aren't attacking, so that means that with every knockback attack that you use on every enemy, that's about 5 seconds break you get from that enemy doing ANYTHING to you. https://twitter.com/trickshootah, The Strange Relationship between Damage Buffs and Damage Resistance OR "Why doesn't Power Boost work on Cold Shields!?". Larger matches if you're playing against a team that consistently targets you if you AP then having the dimension shift on the grav/emp is very useful for survival. While you may have offensive powers, these can and should be used in a DEFENSIVE way whenever possible rather than an offensive way. Defenders got all of their secondary effects boosted in Issue 5 so take full advantage of this! Yeah I read that about grav/emp. The slower knockbacking/chaos team is really only dealing with 1/3 of spawns at a time, because the other 2/3 are on the ground, running from rains, or involved with something other than the attacking your team. After bubbling your whole team AND blasting all the time with your attacks, all of these knockback/repulsion/capture effects would be useless if you didn't have the endurance to use them. Most targeted buffs were made AoE on live a while before the shutdown. Just some nuggets of wisdom that I've collected from my over three years on the CoH forums. Anyone can roll out of bed and toss up a few shields every four minutes. I know this has a lot to do with how I use it, and the types of teams I run, but it works for me. Takes some of the effort off of Force Bolt which was used near constantly in earlier levels. When soloing you can use it as an alpha strike to make one less enemy that you have to fight at the same time. Whoever decided to change shielding powers from single target to target based aoe(team) is a gentleman&scholar and deserves the medal of heroes. It keeps enemies away from you, and pretty FAR away from you. These played a huge role that, combined with the support, made the mission comically easy, even on invincible. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. Worried about the team during that time? * Water Blast used to require purchase on the Paragon Market. Mostly he teams with defenders, blasters, kheldians, and the occasional controller when the defenders are a bit low. People don't like knockback after all. Make sure you close it completely and reopen it so that it can patch the game files if necessary. The Medicine Rez is ok. Click here if you want an overall summary and some numbers/stats on the powers themselves. That way you will always have to restart it and get the latest updates. Don't undersell the secondaries, Defender damage may not be high, but any damage you can do is damage the other team members won't have to and some secondary powers come with massive debuffs, like Irradiate (/Rad) does. Multiply that by the entire MOB getting knocked on their butts after you jump in the middle of them with Repulsion Field and your whole team gets a 5 second break to get out of there! Every single one. A Defender's primary power sets are designed specifically for buffing or debuffing. You can find many uses for all the powers in the set as I've shown in my Bible. ALL defense is situational, so with most Defender powersets, you are more than likely not going to be using all of your powers all of the time. I'm going to give you a quick powers summary so you know what the powers DO, then I'm going to talk a bit about overall strategies and specific power tactics, with a bonus of Force Field Zen moments thrown around at random! Only 3 of the powers are defense providing powers. You wish to join the Few, the Proud, the Bubblers? For many of the enemies, they will still remain in melee mode for a while and will keep trying to run at you rather than attack. Not every powerset is for everyone. Then if you start to get low on health due to their ranged attacks, you can quickly turn on Personal Force Field. If you try to knockback the enemy before he gets up, he could get up WHILE he is being knocked back the second time, which means he can and will still attack you with a ranged attack. What these files will do is make the letter G on your keyboard an insta-shielder, so that every time you press it, it will place a shield on your selected ally.
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