Alkirin

Apprentice
  • Posts

    103
  • Joined

  1. Quote:
    Originally Posted by Nemeros View Post
    it's just not possible till a power start recharging after the animation has ended.
    Err...Are you sure about that? I thought that recharge began after activation?

    Quote:
    Originally Posted by Nemeros View Post
    no you're not. cloacking device loose half of the +def when you are fighting.
    Yikes, good catch. Makes softcap for smashing/lethal/range. Just a few % shy on the others, then.
  2. Did some playing around.

    I call it 'Rambo'. Because if the Frag Grenade procs, then Heavy Burst will recharge by the end of it's animation. (0.2 sec downtime)


    +101.3% Enhancement(RechargeTime)
    • 190% Endurance Recovery (+2.03/Sec with all toggles running)
    • Softcap Defense to all but Psionic (35%), extra buffer for Ranged
    • 30% Smash/Lethal resist
    • Permahasten
    • Semi-Permapets (if Frag procs, yes. Otherwise, roughly 20 seconds)


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  3. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    I've tried a simple SO-based version of the build that delays Frag Grenade until level 26, but I missed that power so much that I repeatedly crafted the Hand Grenades temp power to make up for the loss, in spite of the redraw it caused. heh.
    I use hand grenade because it's ******* awesome.


    Update on my build! I dropped Bile Spray.

    It's odd. Back in the day, I talked up BS alot because, yes, it's just that awesome. Lovely range, nice wide cone, amazing damage and a beautiful synergy with Venom Grenade.

    Did it cause redraw? Yeah. Not that it mattered because even at +2 there is precious little that will survive a WAWG > Venom Grenade > Frag Grenade > Heavy Burst > Bile Spray chain.

    This recharge build poses a serious conundrum, though. I love Bile Spray, don't get me wrong. But I saw myself using it less and less when the other 4 attacks were cycling as fast as they were. Even worse, BS comes at the expense of another power that I don't even use. So the question becomes whether or not it's really worth it.

    In my case, no. Bile Spray is good, but it's not that good. I'm still debating what to replace them with. I might consider taking tough/weave to top over defense, which is the low point in this build I think.
  4. Alkirin

    Huntsman Build?

    Quote:
    Originally Posted by plainguy View Post
    I was able to solo 4/8 Malta Group with my build not long ago. I know many that cannot do that and I have a bunch of defense cap toons that cannot do that, but this little sucker could.
    I wish to see this build.
  5. Quote:
    Originally Posted by Redlynne View Post
    You know how in Mids' you click to get the Enhancement Window, and down in the bottom right it shows you what level you're slotting? While you have that up, type a different two digit number on your keyboard and see what happens.

    ...I never thought that was an input window. Huh.

    The moar you know.
  6. Quote:
    Originally Posted by Pitho View Post
    Yes, and on average doing the random rolls selling them, then using the market for what you want is significantly better than buying stuff directly. But less convenient.

    I know what he means. I've done it before, but it's more of a marketeer thing. Instead of buying a LOTG that's worth about 100m or so; you roll in a range and luck out with recipes that will net you over that amount (possibly even a LOTG to boot).

    The way that the market insanity tends to flow, odds are in your favor for at least breaking relatively even. Though, having unlucky days can be very, very discouraging.

    On a plus side for the economic bit...While the low-level procs themselves are going to be a little hairy to get, aiming low on the rest of the enhancement sets IS relatively cheap. Especially since the original build is mostly avoiding the rounded levels where prices tend to spike.

    As an aside, this is the semi-twinking that I've done with the build. My MIDS-fu is a bit off so I am unsure how to adjust the enhancement levels.

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  7. I remember the first Huntsman guide that helped me when I made Operative Nobel. At the time, I had two builds that I ran with for PvE/PvP (where he'd pull out the ol' mace to pounce people with).

    I retired for a bit and have recently returned and I'm glad to see this guide up, and very glad to see that I don't have to radically change my old setup. I think that this time around I'll try this recharge-intensive build.

    Though, I changed things up a bit. I'm a very big fan of stacking Bile Spray ontop of Venom Grenade. I stripped some slots from Call Reinforcements to get the last 6.25% out of another Positron set (I slotted a couple of Blood Mandate for the Recovery since they're already perma), then went the extra mile to push Hasten to perma.

    I have to say, though, that 200-300m is a very conservative estimate for much of this. The low-level procs alone are going to run over that, assuming it's only the LOTGs that you're spending merits on.
  8. Alkirin

    Necro/Dark Build


    I decided that I wanted Hasten. Rebuilt this with some another template I liked (so the order of the powers is a bit wonky) but I think this build is all in all superior to the one above.

    Hasten has a few seconds delay, but is close enough to perma to keep my Dark Servant out constantly.

    Tar Pit can be stacked over a brief period, which I think is a big bonus.

    Since Lich is being built for damage anyways, I just kicked a blood mandate in him.

    Defense totals are up all around, and Afterburner's drain is sustainable if I ever need a spike in defense.

    Any second thoughts on it?

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Zombie Horde -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/Heal(9)
    Level 2: Tar Patch -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(9), P'ngTtl-Acc/EndRdx(11), P'ngTtl-Rng/Slow(11), P'ngTtl-EndRdx/Rchg/Slow(13), P'ngTtl--Rchg%(13)
    Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(21), SipInsght-Acc/EndRdx/Rchg(21), SipInsght-%ToHit(23)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 8: Enchant Undead -- EndRdx-I(A)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Grave Knight -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg/EndRdx(29), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Dmg(31)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(33), S'fstPrt-ResDam/EndRdx(33), S'fstPrt-ResDam/Def+(33), ResDam-I(34)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), Krma-ResKB(34), LkGmblr-Def/EndRdx/Rchg(36)
    Level 20: Hover -- DefBuff-I(A)
    Level 22: Fly -- Zephyr-ResKB(A)
    Level 24: Soul Extraction -- C'Arms-+Def(Pets)(A), RechRdx-I(25), EdctM'r-PetDef(36), ExRmnt-+Res(Pets)(37)
    Level 26: Lich -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Dmg(39)
    Level 28: Afterburner -- Frbd-Stlth(A)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-Build%(36), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42)
    Level 32: Dark Empowerment -- EndRdx-I(A)
    Level 35: Fearsome Stare -- Cloud-Acc/Rchg(A), Cloud-ToHitDeb(43), Cloud-Acc/EndRdx/Rchg(43), Cloud-Acc/ToHitDeb(43), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-%Dam(45)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(45), Cloud-Acc/Rchg(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(48)
    Level 41: Petrifying Gaze -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(50)
    Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-Psi/Status(48)
    Level 47: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(50)
    Level 49: Soul Storm -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(17), P'Shift-End%(17)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 10% Defense
    • 9.56% Defense(Smashing)
    • 9.56% Defense(Lethal)
    • 16.75% Defense(Fire)
    • 16.75% Defense(Cold)
    • 18.31% Defense(Energy)
    • 18.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 26.13% Defense(Ranged)
    • 20.19% Defense(AoE)
    • 4.5% Max End
    • 2.5% Enhancement(FlySpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(RunSpeed)
    • 27% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 24% FlySpeed
    • 63.25 HP (7.88%) HitPoints
    • 24% JumpHeight
    • 24% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 7.75%
    • MezResist(Held) 10.5%
    • MezResist(Immobilize) 5%
    • MezResist(Sleep) 10.5%
    • MezResist(Stun) 11.05%
    • MezResist(Terrorized) 5%
    • 14% (0.23 End/sec) Recovery
    • 20% (0.67 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 20% Resistance(Fire)
    • 20% Resistance(Cold)
    • 20% Resistance(Energy)
    • 20% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 23% Resistance(Psionic)
    • 29% RunSpeed
    • 2% XPDebtProtection




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  9. Huh. Didn't figure that was such a significant problem with Demons.
  10. Alkirin

    Necro/Dark Build

    Hashed it through with someone. On the idea that Hasten isn't worth it if it isn't perma, I dropped it and replaced it with Recall Friend.

    The two extra slots went to Petrifying Gaze (for 4th Baslisk Gaze bonus) and to Twilight Grasp for an Acc IO )brings it up to +230)
  11. Alkirin

    Necro/Dark Build

    This build is not so hot. Keeping it here for reference. See second build on third post.



    Looking for advice on how this build rates up.

    Looking at 33% Ranged/AOE (softcap+ when debuffs applied), though the melee could use a bit of love. This build was structured around keeping the Lich's slotting open-ended in case others weren't a fan of it's damage. Can easily 6 slot something else to squeeze a few more points in defense somewhere.

    I'm a fan of Oppressive Gloom over the tentacles, and I pick up both Soul Storm and Petrifying Gaze because for max lockdown ****.

    Normally, I'd build around slightly stronger status resistances, but with a tray of 20, I can easily keep breakfrees handy.



    Villain Plan by Mids' Villain Designer 1.952

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Endgame Necro: Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Zombie Horde
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Damage/Endurance
    • (3) Blood Mandate - Accuracy/Endurance
    • (5) Blood Mandate - Accuracy/Damage/Endurance
    • (7) Blood Mandate - Accuracy
    • (9) Blood Mandate - Damage
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing
    • (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (7) Touch of the Nictus - Accuracy/Healing
    Level 2: Tar Patch
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (11) Impeded Swiftness - Chance of Damage(Smashing)
    Level 4: Darkest Night
    • (A) Cloud Senses - ToHit Debuff
    • (11) Cloud Senses - Chance for Negative Energy Damage
    • (13) Cloud Senses - Accuracy/ToHitDebuff
    • (13) Cloud Senses - ToHit Debuff/Endurance/Recharge
    Level 6: Enchant Undead
    • (A) Endurance Reduction IO
    Level 8: Hover
    • (A) Defense Buff IO
    Level 10: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 12: Grave Knight
    • (A) Blood Mandate - Accuracy/Damage
    • (15) Blood Mandate - Damage/Endurance
    • (15) Blood Mandate - Accuracy/Endurance
    • (17) Blood Mandate - Accuracy/Damage/Endurance
    • (17) Blood Mandate - Accuracy
    • (21) Blood Mandate - Damage
    Level 14: Afterburner
    • (A) Freebird - +Stealth
    Level 16: Shadow Fall
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (21) Reactive Armor - Resistance
    • (33) Reactive Armor - Resistance/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    • (43) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 18: Soul Extraction
    • (A) Recharge Reduction IO
    • (25) Edict of the Master - Defense Bonus
    • (37) Sovereign Right - Resistance Bonus
    • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (43) Call to Arms - Defense Bonus Aura for Pets
    Level 20: Fearsome Stare
    • (A) Siphon Insight - ToHit Debuff
    • (23) Siphon Insight - Chance for +ToHit
    • (40) Siphon Insight - Accuracy/Endurance/Recharge
    • (46) Siphon Insight - Accuracy/ToHit Debuff
    • (46) Siphon Insight - Accuracy/Recharge
    • (46) Siphon Insight - ToHit Debuff/Endurance/Recharge
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 24: Howling Twilight
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 26: Lich
    • (A) HamiO:Centriole Exposure
    • (27) HamiO:Endoplasm Exposure
    • (27) Edict of the Master - Accuracy/Damage/Endurance
    • (34) Blood Mandate - Accuracy/Damage/Endurance
    • (34) Sovereign Right - Accuracy/Damage/Endurance
    • (34) Cloud Senses - Chance for Negative Energy Damage
    Level 28: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    • (29) Karma - Knockback Protection
    • (33) Luck of the Gambler - Recharge Speed
    Level 30: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (31) Adjusted Targeting - To Hit Buff/Recharge
    • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (31) Adjusted Targeting - Endurance/Recharge
    • (33) Adjusted Targeting - To Hit Buff/Endurance
    Level 32: Dark Empowerment
    • (A) Endurance Reduction IO
    Level 35: Dark Embrace
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (36) Aegis - Resistance/Endurance/Recharge
    • (36) Aegis - Resistance
    • (36) Aegis - Psionic/Status Resistance
    Level 38: Dark Servant
    • (A) Cloud Senses - ToHit Debuff
    • (39) Cloud Senses - Accuracy/ToHitDebuff
    • (39) Cloud Senses - Accuracy/Recharge
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (40) Cloud Senses - Accuracy/Endurance/Recharge
    • (42) Cloud Senses - Chance for Negative Energy Damage
    Level 41: Oppressive Gloom
    • (A) Stupefy - Endurance/Stun
    • (42) Stupefy - Stun/Range
    • (42) Stupefy - Accuracy/Stun/Recharge
    Level 44: Soul Storm
    • (A) Lockdown - Accuracy/Hold
    • (45) Lockdown - Accuracy/Recharge
    • (45) Lockdown - Recharge/Hold
    • (48) Lockdown - Chance for +2 Mag Hold
    • (50) Lockdown - Endurance/Recharge/Hold
    • (50) Lockdown - Accuracy/Endurance/Recharge/Hold
    Level 47: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (48) Basilisk's Gaze - Recharge/Hold
    • (48) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Health
    • (A) Miracle - Heal
    • (25) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod/Recharge
    • (19) Performance Shifter - EndMod
    • (19) Performance Shifter - Chance for +End
    • (37) Performance Shifter - EndMod/Accuracy
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 1: Supremacy
    Level 2: Rest
    • (A) Healing IO
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 10% Defense
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 16.75% Defense(Fire)
    • 16.75% Defense(Cold)
    • 14.25% Defense(Energy)
    • 14.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.88% Defense(Melee)
    • 19.88% Defense(Ranged)
    • 20.19% Defense(AoE)
    • 4.5% Max End
    • 25% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 14% FlySpeed
    • 63.25 HP (7.88%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 5%
    • MezResist(Held) 7.2%
    • MezResist(Immobilize) 6.1%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 8.3%
    • MezResist(Terrorized) 5%
    • 12.5% (0.21 End/sec) Recovery
    • 20% (0.67 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 20% Resistance(Fire)
    • 20% Resistance(Cold)
    • 21.26% Resistance(Energy)
    • 21.26% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 23% Resistance(Psionic)
    • 19% RunSpeed
    • 2% XPDebtProtection




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  12. Quote:
    Originally Posted by Nyghtmaire View Post
    There's no wrong answer to this question.

    My only quibble is that a resistance shield does not reduce shared bodyguard damage experience by your pets: so incoming damage -> split by BG - > mm individual share reduced by resistance shield.
    Is this true? I've seen it argued both ways, but I thought that BG resistance DID mitigate the split damage.

    Aww...
  13. I'm returning to the game with a Necro/Dark from before Freedom launched.

    For my rebuild, I'm wondering whether I should focus on Resistance or Defense. I'm usually in very close with my pets, and I don't have any problem with alphas (since Fearsome Stare or Howling Twilight can lock those down pretty easily).

    It's basically a question of whether I go with Ghost Widow or Black Scorpion as a patron. With BG mode, high resistance means that less damage gets transferred to pets. High defense means that I get hit less (which translates to less damage).

    Thematically, I enjoy Ghost Widow's powers more (Soul Storm is amazing), but if Defense is better to go with, I might try Black Scorpion, which would free up a slot for an extra power. (I take 3 powers from Ghost Widow. With BS, I'd probably only take just the shield and possibly Power Boost)


    Thoughts?
  14. Unfortunately, it's still there.

    I don't understand how it works. My bots charge into melee needlessly. This is kinda wonderful on my Necromancy Henchmen, as the Grave Knights stick to melee more often...but they're still using Gloom in melee instead of bashing with their swords.

    The only quirk is the Lich. In all circumstances, the Lich maintains his distance (the downside being that he doesn't do too much if he's too close to a target).

    Also...Yes, the AI is awfully retarded in the case of AoE patches. They'll rush INTO the burn patches by destroyers in Praetoria, and they'll break to scatter to the ends of the map against Rikti gas and Artemis caltrops.
  15. I'm not going to say "Don't try it". In fact, I'd prefer if other MM players made at least one attempt at it. I'm a Necro/Dark, so I'm faced with two very serious problems (low pet defense and melee pets).

    I kept my Lich out for a while during the fight against Maiden. Still lost him a few times, but he got a fair share of shots in. The Commando and Assault Bot might be viable provided they stay out of Melee.

    Twilight Grasp is a little tricky to pull with it's low radius and how close you have to get.
  16. I think it's going to depend on how your pets are slotted.

    My pets are already in the yellow/red for damage slotting, so 5% (1/6th of 33%) isn't going to be much noticeable. The uncommon might do something for me though.
  17. Well, I tried it. I'll tell you now, your henchmen are mostly worthless.

    In general, melee henchmen always have problems on these sorts of things, but it's about doubly bad in the case of the insta-death AoEs that rain down everywhere. The henchmen do too little and the effort of ringing them around constantly is too much. Keeping the boss out might be viable for a bit.

    In general, I simply didn't enjoy it. While a break from the usual tank and spank can be appreciated, the only thing this breaks is half the viability of the MM.

    On another note, managing henchmen while rushing through TFs has always been a pain for me too. I picked up group fly with i19 though, and it's saved me alot of trouble.
  18. Alkirin

    Provoke?

    Quote:
    Originally Posted by plainguy View Post
    I disagree.

    If you think your resistance build can withstand a 8/1 setting or a 8/0 mission. I would like to see it
    This. Even at maxed resistance, neither you nor your pets have the combined HP and firepower to mitigate the kind of damage being thrown at you. You need softcapped pets, solid defense for yourself, and provoke to do a respectable tankermind.
  19. It's a pretty sobering thought, given thoughts of attempting GMs and AVs.

    In the end, I'm wondering if the 2 minute span on Grant Invisibility is worth it compared to, say, Hasten.

    I'm also wondering if Frankenslotting my pets is worth losing some personal ranged defense.
  20. Alkirin

    PvP still meh?

    Well, they're all nice.

    Thing is, PvP IOs grant a serious edge, but aren't the do-all, end-all. People with standard rare sets can still compete and win.

    A few months down the line, the devs are expecting newer players interested in pvp (what i13 is tailored toward, right?) to compete against higher-tier incarnates.

    It means that people are going to have to repeatedly grind PvE content in order to be more than just farm-fodder in the PvP zone. It means that people gain an edge in PvP for not playing in PvP (hell, at least the PvP IOs only drop in the PvP zone).

    Speaking from experience in other games that require that...It's not a good angle to take.
  21. Alkirin

    PvP still meh?

    I'm not thinking that the incarnates are going to help much. Not too bad right now, but later on it's going to bork the already screwed balance.
  22. Quote:
    Originally Posted by biomechanic View Post
    Okay, correct me if I'm wrong here, but why would end red affect your demons end use and not just yours.

    My understanding is that the end red component of IOs only affected the cost of summoning the pets not the cost of the pets use of their powers.

    To go along with above, Recharge is the only attribute that Henchmen cannot take advantage of.
  23. I've been playing around with some things in Mids. As it stands...I'm finding it difficult to push my pets past 25%

    So far I have the Auras (10% total), slotted Maneuvers (5%), slotted Shadow Fall (5.5%), and Grant Invisibility (3.2%)

    Anything I'm missing here?
  24. I put fighting pool up for my attempt at making an AV killer for Necro (not easy with melee pets). That aside, it's hard enough for me to push high defense on my pets as-is.