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Hey guys, i rerolled my Energy melee/nin into a kinetic melee/nin and i was wondering if this build would work out
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Pummeling 2.0: Level 50 Mutation Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Villain Profile:
Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 1: Hide -- LkGmblr-Rchg+(A), Krma-ResKB(9)
Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(15), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 6: Assassin's Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
Level 8: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(27)
Level 10: Smashing Blow -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(31)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 14: Placate -- RechRdx-I(A)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(34)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39), S'fstPrt-ResDam/Def+(39)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Smoke Flash -- Acc-I(A)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46), CoPers-Conf%(46)
Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 49: Physical Perfection -- EndMod-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Megalomaniac
Level 50: Nerve Radial Paragon
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Level 1: Assassination
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(5)
I took the nerve alpha as well, just to have a cushion on defense, and be able to hit higher level things. -
Hello my fellow Mastermind players,
After reading much debate about how ninja and poison need a fix due to terrible AI, squishy pets, and poor endurance/debuff numbers, I want to make one. Just to see how awful it really it.
Problem being, my home server is full, and i want to document this characters progression up to level 50, and even into the incarnate trials. Just to see if its possible, and what kind of a ride it'll be.
Anyone have any ideas on what I should document here in this thread, what server i should play on, and any general tips for ninjas, and poison? I'd appreciate any advice/comments as I'm going to be creating this toon as soon as I get a server to play on (Liberty is my home server, and it's full, so i can't use that one)
Thanx -
Quote:I also have a demon/thermal, but you apparently didn't read that. I have zero problems playing any MM combination, be it bot/traps, or demon/thermal, or merc/pain, or heck even ninja/poison (more on that later)Dude, we get it you just dont want to run the risk of your AWESOMESAUCE Bots mm getting a nerf because we asking for a buff for the other sets. Go away.We need our buff. You go sit in the corner with your bots. Seems like to me you are saying MMs dont need ANYTHING and no matter how many videos to SUPER DUPER awesome bots you show that wont ever be true because I want MY zombies or MY ninjas or MY mercs to be SUPER too. Why cant we all be super like your super bots. I dont wanna use bots to be super. It would be different if Ninjas or Zombies or Mercs were good at other things besides getting /Facepalmed. But for now we all want our MMs to be SUPER too. Or at least perform they way they supposed to. Heck maybe if they just started with tweaking the AI for the pets and making it perform better and maybe lowering the recharge for some of the pets Like Zombies that within itself would go a long way towards buffing MMs. But until then we gotta do something because as it stands now MMs are NOT fine the way they are. So just stop saying they dont need a fix/buff when they really do. Again go sit in the corner with your bots man.
Zombies recharge just the same as every other MM set, and their unique power actually allows you to create another pet from a dead zombie, which depending on the pet you 'resurrect' it could be just as power as the living version.
We've already been over the AI. Its not limited to masterminds, and if you can't deal with it, then maybe MMs just aren't for you. Plenty of people have not just dealt with the screwy AI, but also thrived off it, and managed to do things that other ATs can't do.
Quote:They dont even act the way they were designed let alone the way they should. I could care less if they dont act the way i want. I want my Ninjas to be able to Kill Hamidon by themselves but that would be OP so I'll just settle for them acting the way they were designed to. On a side note, I took my zombies into the respect tf to gain a respec in case i ever needed one. I told my zombies, after we cleared the COT, to attack the Thorn tree. Before they could even run up to the tree and brawl it or hit it they were all dead before i could even click a single heal. Thats coool I'll just resummon no biggie they disposable. Before i could even summon my Lich they were all dead again. Finally I back away from the tree to summon outside of the damage because summoning right there was rather stupid on my part. Come back up to heal the corrupter that was getting thrashed on and my pets followed in BG mode By the time CLicked the heal on the Corrupter to bring here back from the brink of defeat. Not only were my pets dead I wasnt far behind them. At that point i decided to not summon again and just focus on keeping the Brute and the Corr alive since they didnt seem to like having a green bar. Is this as designed? Should I not play MMs cause i apparently suck.? Man get real.
I'm guessing you didn't, as your zombies managed to pull aggro off the AV, and proceed to be one shotted. Let me tell you something. ANY PET WILL DIE TO AN AV THAT IS NOT DEBUFFED. Heck, my stone/rads Animate Stone gets 2 shotted all the time and animated stone have double the resistances that MM pets have. You either learn to deal with it, or you adjust your play style to match.
And by adjusting your playstyle i mean actually using your secondary, allow more durable characters to hold aggro so that your squishy pets can actually deal damage, and not just sending them to their doom, which is exactly what you described yourself doing.
Pets have a higher threat modifier then MMs do, heck, they have just as high a threat modifier that brutes and tankers have (4.0) meaning they are designed to be renewable meat shields. If your pets are taking damage, that means your allies aren't, and your team as a whole is better because of it. You mentioned a corruptor on the team, what if he took all that damage your pets did. Yea, your pets would be alive, but i'm pretty sure that corruptor has higher debuff numbers, and better buffs then you do, so he's probably much more valuable then your pets are. Stop being selfish and learn to adapt to the situation at hand. -
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The places where it really matters, like AV/GM fights and such, the team being close to the stalker wont matter, as its usually a dogpile on the AV/GM anyways, and that just boosts the stalkers crit rate through the roof.
But yea, if they boost the stalkers HP cap to just below stalkers (say, 2012 or something) that'll help stalkers out a lot. -
As awesome as the DoT is, i'm thinking they won't change it to a 10 second rule, especially when the other interface procs aren't limited that way. I do see them lowering the stacks down to 4 (or even 2) as the DoT itself can stack 8 times (each DoT has a 80% to trigger, so getting all 8 to happen is rare, but its possible) which is what is making the rain powers so nasty. Your instantly hitting the max stack (currently 6) and then each DoT is actually 8 dots, so you can literally have 48 DoTs going on someone, plus the -res boosting the actual rain's damage.
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Quote:I just want to point that, that in the stalkers vs scrapper debates, in a team environment, stalkers have been shown to pull ahead on overall damage, due to increase crit rates. While the scrapper has higher base damage, the stalker has nearly triple the crit chance, pushing them much higher in the grand scheme of things.I still find this amusing.
What I hear is how great Scrappers and Brutes (and VEATs) are for DPS and how they outshine them on teams.
Well, what do you do on normal teams? Fight 1 hard target where your advantage of DPS is more obvious? Because, from various TF/SF teams I've been on with my brutes, you're dealing with spawns that melt quickly or melt you quickly. DPS is useless because I don't have a target in front of me to click buttons on even 75% of the time.
On regular teams with my Fire/Storm corruptor, even AoE is rather pointless as I'll have scourged all the minions to death before the 2nd member gets off their AoE. So the other 4 guys with their Shield Charge and Lightning Rod? Well, there are some Lts left for that.
Then you bring up the incarnate trials. How long do *those* spawns last when you've got 2 teams packing Judgement nukes? Yeah, when the AVs and stuff are up so you can DPS things, your advantage is more obvious...until you have to run away because Marauder is using his nuke-fist move.
IMO, range is showing a far more use in this new content considering you don't have to shuffle around as much. Burst damage? Also shows it's use here. From the past DPS tests between Scraps and Stalks, the Scrap usually pulls ahead after around the Stalker's 2nd or 3rd AS because he's constantly doing higher damage, hit-for-hit, than the Stalker does outside of his bursts. But what happens when that scrapper has to pause? What happens to Hide when the Stalker has to pause and do the same?
PS: It's good to hear that Stalkers aren't getting hosed on participation. I don't see how they would, considering any ST Brute or Scrap would be in the exact same boat.
Thats also assuming the stalker can survive the same things the scrapper can, and sometimes that not possible. -
Quote:Actually, if you chain it right, you can get all those powers to chain back and hit the same target its already affected.Some of your comments are very funny. No attack in the game is supposed to rechain on a target more than once. If you know one name besides Ion, name one. Ion is supposed to be click AoE power that hits the target then attacks other surround targets by a chain but only hitting each target once. It not suppose to rechain on targets as Ion does.
In Chain Induction target(s) can only be hit for damage once.
In Synaptic Overload target(s) can only be confused once
In Jolting Chain target(s) can only recieve minor damage and knockdown once.
I've personally seen Chain induction hit the same target twice (it went full circle to do it though, and that last hit did like 1/6 the damage of the first hit) And i'm pretty sure jolting chains has hit the same target twice, the problem being you'll never see it due to the target already being KB'ed. -
Quote:While i would love to have the one shot code put in on the pets, i can see a problem with it.I would love to see a one shot code added to Pets. I can't tell you how much I hate it when I cast my pets and use my equip powers to burn all that endurance on them, only to have to recast pets again after the first group, and then rinse and repeat the same process all over again.
Give pets the one shot code, and at least give us the opportunity to try and heal them. I'm not sure about everyone else, but trying to get close to your near dead pet to give them a inspiration isn't a very reliable way to keep them alive, specially when they get one shotted.
Bodyguard mode. An AoE hits (say, nova fist) and deals massive damage to the pets and the masterminds. currently, the pets die, due to combined damage from the AoE and bodyguard mode. Even with the one shot cold, bodyguard mode would then proceed to kill them again, due to the pets doing at 1 HP and then soaking damage from the mastermind. -
Quote:I'm entitled to my opinion, just as much as you, so kindly prove your math or get out. Seriously, people have come in here with prove showing your wrong, and your only responds is 'Well, not with that primary!'LMAO Like i thought bots, thanks for proving my point. And your wrong MM secondaries DO NOT have the same numbers as controllers and corrupters. It's less and with higher endurance costs. I dont have time to go digging through 2 years of old threads showing you old posts from devs and doing number crunching for you is out of the question. Go do your own math if you want numbers. And i do beleive that this whole thread is mainly about the Primaries of MMs and less about the secondaries. If you dont MMs to get buffed then get out of this thread go start one about how MMs dont need a buff. This one is for "buff MM!! Seriously!! Dont let the door hit you on the way out.
Masterminds have been out since issue 6, and if you have been beta like you say, then its been much longer then 2 years. Good to know your concept of time is as skewed as your concept of this AT.
Quote:On a different note your video really only proves the point that the gap between bots/thugs and other mm primaries is way too big. Nerf Bots/Thugs or Buff the other primaries accordingly. Also, your video would have more credibility for this post if it wasnt chock full of temp power usage. Also, how come everytime someone talks about the MM primary needing a good fix/buff everyone always starts talking about the secondaries. I love the MM secondaries, i just hate how most of the primaries are f___ up save for Bots/Thugs. Plus I aint asking for some super duper buff that will make them OPed i just want a few things i think would fix the primaries.
Quote:1) Your set bonuses should effect your henchmen.
Quote:2)Your Boss and LT. Henchmen should be your level. You minions should be one under you.
Mastermind pets already have their own different Con/level system, and they are balanced around the purple patch. Especially when you consider Supremacy.
Quote:3)There should be AN AI command that allows you to specify if you want your henchies to prefer range or melee
Quote:4)Body Guard should have its range increased to at least a 150-200ft radius and all your powers that affect you and your team should affect them as long as they are in BG range
Quote:5) Pets that have specific abilities like heals and such should be able to take those set IOS as it stands now only a couple abilites can be enhanced through IOs and none of your pets benefit from the set bonuses which isnt fair cause everyone elses primaries benefit directly from the set bonus's such as +damage +tohit+ whatever
No other AT has the abilities that an MM has. No other AT as such a powerful inherent. +25% damage and +10% tohit to each of their pets that are within range is extremely powerful, how would allowing set bonuses help out any? Should pets be able to softcap via set bonuses? What about run speed? or +rech? or even Debt protection? The Invention system was designed to affect the players, not the mobs, and for all intents and purposes, the Mastermind Pets are mobs. They deal with different tables then players do, and follow different rules. If you give them access to set bonuses as well, then they don't follow the same rules mobs do, and you have to rework the entire system to make up for it.
Quote:I dont think that is too much to ask for. They are your attacks after all. And as such they should benefit the same way everyone elses attacks do. So you coming on here showing us a video of how A BOTS mastermind can duo some tf with a dom right after the end of my post says that if you do have a mm its Probably bots is pretty funny and ironic to me.
Quote:Congratulations you have the most survivable pet Combo, this is not the Mastermind's who play only Bots/Traps forum, there are 30+ other combinations which don't let you softcap your pets and must either tank for them or deal with the fact they can and will drop often enough. Talk like that makes those of us who play /poison start thinking fondly of making you run ANYTHING as a MM with /poison and trying to keep your pets alive without tanking for them.
Quote:Example 1
As a player I'm smart enough to get out of a burn patch or move around an stationary AoE power.
My pets are not, since my damage output comes from them and they are happy to burn to death and are not intelligent about getting out of things like caltrops and will run from one patch to another since they run at random. With some enemy groups and the new content patches like that (ACU's are worst for this since it's a slow patch and does excellent damage) my pets are more than happy to burn to death unless I play nursemaid to them. A blaster would simply move and keep firing all the time, with my pets I must move them and give up them attacking for a few seconds thus dropping my dps into the ground as well as hurting my protection.
Quote:Example 2
Status Protection, pets don't have (much of)any
Blaster gets sleeped/held/immobilized he uses a break free and he's off and running.
My pets and I get slept/held/immoblized, I pop a break free, fine now to either feed each one of my pets a break free or wait for it to wear off
OK, lets see here:
http://tomax.cohtitan.com/data/power...bie.Resistance
Yep, zombies get protection to sleep, terrorize, and some stun protection, same for death knights, and the lich, as well as all the robots. Lets work on the living primaries.
http://tomax.cohtitan.com/data/power...nin.Resistance
Looks like ninjas get protection to confuse, and taunt
http://tomax.cohtitan.com/data/power...dic.Resistance
Soldiers get protection to confuse and placate, and the commando gets protection to fear
http://tomax.cohtitan.com/data/power...oss.Resistance
Looks like thugs don't have any inherent mez protection, except for the bruiser, who has fear, placate, and confuse protection. Granted, thugs provide leadership buffs, which stack on themselves, and leadership from the mastermind, allowing for layered buffs.
http://tomax.cohtitan.com/data/power...nce.Resistance
And to round it out, demons get protection to placate, confuse and stun, with the prince getting some sleep protection as well.
Now, lets look at the secondaries.
/traps offers FFG, which is hold/stun/immobilize protection.
/FF offers dispersion bubble, which does the same thing.
/Pain, /poison and /thermal both offer a clear mind clone that covers all the main mez, plus some of the other ones as well.
/storm offers protection to stun, as well as confuse
Only /dark and /TA offers zero status protection (/dark offers some resistance to fear) to either the MM or their pets. Again, nice try and thanx for playing.
Quote:Example 3
A blaster does not have to turn off his shields in order to attack only the boss. MM's must turn off Bodyguard to get the enemy to focus on a specific enemy then switch it back on with Defense/Follow and hope the agro list will keep them focus on the target you want dead.
Quote:Example 4
Blasters don't randomly run forward and give Maurader a hug.. well at least not all of them do.
But damn if my pets will, even the pure ranged versions like Mercs/Robots are only to happy to run into melee, and Stay command? They can only remember commands for a max of about twenty seconds and then goldfish like they forget and do whatever comes into their mind, like hugging Maurader.
Quote:Our damage comes from our pets, we support our pets and our teams via our secondaries, anything that makes the AI go insane(Patches) or glaring issues (Inability to give them ANY kind of status protection outside of Charion and it's been an issue for three years now that never been fixed and only recently got fixed if you count having to slot the Status resist Destiny) reduces our damage and our effectiveness.
Blaster Damage, or Scrapper/Tank/whatever class you care to name is not dependent on the strange and mysterious AI coding that MM's put up with.
So again, why do MMs need a buff? OH, because you can't play them correctly and aren't aware of the things they can do. Got it. Can I get a buff too? on MY MMs? please? -
Quote:Its fine. For the record, i think auto-executing Healing aura deserves a /kick unless its in a situation where its the only way to execute said power (i/e, lag areas, like mothership raids, and dog piling Marauder)Sorry, since you're the only person in the thread that's posted multiple times on the same side of the discussion as the OP, I seem to have mixed up some of your posts with theirs - which definitely DO exhibit the mannerisms I described.
If you actively buff and blast, then I have no issue with your play style. I just got you mixed up with someone I do have an issue with. Again, my apologies.
Quote:Fixed. And they probably are, especially when you take into account that putting Fort on the blaster only preempts ONE attack.
And, its not quite base. At base, Defenders do about (.65 defender ranged damage scale vs 1.125 blaster ranged damage scale = .57 damage of a blaster at range, and .55 defender melee damage scale vs 1.00 blaster melee damage scale = .55 damage of a blaster) so on average, defenders do about 55% the damage of a blaster on a full team (so no benefit from vigilance.
Now, blasters also have a higher damage cap then defenders, so when you factor in buffs, blasters will do much higher then just 45%. Depending on slotting, and buffs on the team, i can see a defender doing less then 1/3 the damage of a blaster pretty easily. -
That is only true if the defender is doing more then 31.25% of the damage of the blaster. If they aren't, then the fortitude buff is providing more overall damage then the defenders blasts would.
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Quote:Your misreading. I never said i NEVER use my attacks, just that they are low priority. The green machine (which i know of) works because they sustain the buffs as well as damage. They buff each other, then streamroll, and keep the buffs up as they go. Without said buffs, they wouldn't be half as impressive as they are.We're not talking about your defender's damage vs your blaster. You can only bring one of them to the team at a time. Which means that the question you should be asking is "Which is more valuable? the Blaster's damage numbers (which are 0 because the defender is sitting there being a healbot but couldn't keep up to the damage), or the Blaster and Defender's damage numbers combined (oh, and every now and then the Defender's gonna stop blasting to keep the Blaster healed and/or buffed, but neither is gonna die because of the mass damage the two combined are pumping out)?"
Seriously, do you think that the "Green Machine" portion of Repeat Offenders (Green Machine is a bunch of Emp/(Whatever) defenders that slaughter everything, if you didn't know) achieves the success levels they do by sitting there doing nothing but buffing each other? Or by one doing all the blasting while the other seven buff the one? No. They buff each other, then shoot things.
And as has been said before: Your defender's blasts carry some impressive debuffs (unless you're Archery, then you just get more damage). Not only that, but they use defender modifiers, so they bring MORE debuff than the equivalent blasts being used by a blaster.
Let's look at it another way. Would you want a SS/WP brute that took every power in his primary and only HPT, Fast Healing, Strength of Will, and Resurgence, and spammed every power in the primary every time they came up and put Hand Clap on auto? Would you consider this a useful character? If not, then why would you consider a defender that did the same thing useful? And a buffbot with any heal or buff on auto and four attacks that you refuse to use is the same as the ******* brute I just described*.
*No real characters were described in the example brute. I hope.
Thats what i do. I buff first, blast later. Never said to not use your attacks, just that buffs should take priority over them, as the buffs will contribute more then your blasts will. -
Quote:I stand corrected, my emp's attacks are as follows:It's way more than 50. Will Domination is 70.85 before enhancements, meaning if you slot it up, it's 140-ish. Subdue is 47 before enhancements. TK Blast is 55 before enhancements, Psionic Lance (your snipe) is 99.77 before. If you aren't slotting your powers, they're not that great, but if you actually slot for damage, they're good.
Mental blast: 79.73
TK Blast: 130.75
Subdue: 105.24
Will dom: 156.27
All four of them are slotted with 4 thunder strikes, which gives 88.07% dam, 68.90% acc, 42.40 end reduct, and 42.40 recharge. I can form a complete attack chain by just spamming those four powers over and over again.
Now, lets look at my weakest blaster, my DP/Dev:
Pistols: 141.37
Dual Wield: 186.6
Executioner's Shot: 299.7
All of those attacks are slotted exactly the same, with 6 thunder strikes, giving them 101.47% dam, 68.9% acc/rech/end reduction.
That's before counting Vigilance Or defiance. Which is more valuable? the Defender's damage numbers, or the blasters? This is also not counting fortitude, or any other buffs that blaster may get, that obviously my emp would not.
That's my point. Defender damage is so low, its really not going to make much of a different, especially when a blaster literally out damages the highest damaging attack a defender has, with its t2 blast that it can use while mez'ed.
Its not worth skimping out on my buffs to use my attacks when the AT next to me is dishing out double my damage in the same time frame. I might as well boost their damage more, and keep them alive, instead of trying to deal damage. -
Quote:I don't know about you, but even when i buff i don't stay in the back. I have leadership going, which basically requires me to stay with the team, and while there isn't anything that requires constant casting of buffs, there are plenty of things that can get hairy when buffs drop, LGTF for a blaster for example. You use those aggressive auras like damage auras, hot feet, world of confusion when mez'ed, and as CM only lasts 90 seconds, if someone isn't keeping an eye on it, you can very easily lose your aggressive auras and thus a high source of your damage, or mitigation. Same can be said for a /rad debuffer. If they get mez'ed, the entire team starts getting hit more often, for more damage, and is dealing less damage to the enemies.Nothing in the game requires constant casting of buffs one after the other and prevents defenders from using their offensive powers effectively. Any player that claims that the only way they can contribute to a team is by sitting in the back and constantly casting buffs when the previous ones haven't expired yet are leeches.
But everyone is entitled to their own opinion and they're free to use any playstyle they like. However we are under no obligation to team with them.
You are right that we each have the ability to play however we want, but the playstyle your mentioning isn't mine. I have a buff cycle, and i always wait until i see buffs flashing before renewing them (as they are about to expire) and i never refresh something that i just cast (unless its CM or a CM clone, as those don't last very long anyways) and even then i go in a cycle. Everyone that needs a CM gets 1, and if i have time, i'll go back around and tag everyone again, as by the time i'm done CM-ing an entire group of squishys, and first CM is flashing, especially when i use fortitude and AB.
My extra 50 points of damage isn't going to turn a tide, but my 25% def buff will. That's my point. I know that the best way i can contribute to the group isn't by spamming my attacks, its by making everyone else into demi gods and keeping the squishys from being squished. If i have time to use my attacks between buffing, then great, i'll use them. But if i don't, then i won't, as my buffs are far more valuable then my attacks are to the teams survival. -
I normally rush Marauder with anywhere between 4 and 6 portals active. I figure if your not going to use the acids, I'm not going to wait for you to figure it out, and people get trigger happy with the grenades, so its better to just rush marauder and keep him jumping, then get killed from the 'Orb Dawn' that happens when he has too many adds.
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Quote:Pylons have about 20% resistance to everything, where some AVs don't have that much resistance to that many damage types. Could be whats messing up your numbers some..I've noticed on Pylons, the Warworks are doing less damage than on AVs. I don't know if that's a factor of the 50+1, or if it's a difference in resisting their various powers. But I'm only seeing 160 dps on my last few pylons, where I was seeing 200 dps on AVs. Clockwork were Noticeably lower dps, but I haven't tested them exactly enough to figure out just what that number was. I haven't run the Clockwork vs AVs yet, only pylons. That's when I noticed Comparing Warworks AV dps to Pylon DPS didn't match. To get accurate tests with the pets vs AVs, I tend to need a stacking immobilize, that I don't have.
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Quote:What MM only problems? My bot/traps has zero issue doing things any other AT can do, and i can do quite a few things that most ATs can't do.If you think it's a summon and forget play-style your mistaken. MM pets have very little in the way of heath, if your not paying attention you loss four of your pets on a spawn or you'll be fighting three spawns not one because of the run code and the MM pet run after them code.
MM's benefit in that they can keep debuffing/healing/read a papser while they are still attacking via their pets, but they pay for this as their powers are endurance heavy and less effective than equivalents. And all of that is in theory not pratice because MM's run into special MM only problems. -
Ion can't bounce between 2 targets forever, due to the way its coded (take a closer look at chain induction, and its ability to chain) but, it can chain between small groups of 3 or more mobs for quite some time (basically it hits target A, bounces to target B, then to target C, then back to target A, it can't bounce from B back to A right away, but after it bounces to C, it can bounce back to A, and then bounce again back to B, repeating until it hits the max targets)
They are going to fix the +def values on the lore pets to include typed and positional defense, so i'm not too worried about that, its mainly the +damage that i'm looking at. I figure having the support that can attack, and the LT will equal out to about the damage of the boss pets and an invinc support, but i may go the boss route instead just so i don't have to baby sit 2 pets. Plus seers do psi damage, and with most of my attacks being lethal (with a side of toxic, and once i get reactive, fire) psi will help out quite a bit more.
Warworks is mainly lethal (vicky) with a side of energy, clockwork is basically all energy, and IDF is smashing/energy. Seers being mostly psi damage should help offset resistances. -
Quote:And buffing isn't participating and contributing? Keeping fortitude on 6 teammates, keeping CM on those that don't have built in mez protection, and ABing/RAing group isn't contributing?I want a teammate that actually participates and contributes to the team. Not some mooch that hangs back and lets everyone else do all the work. Running an Emp is not an excuse to skate on your other responsibilites.
The truth of the matter is most teams do just fine without an Emp at all. We've completed thousands of missions, TF's, Trials, without any deaths. We manage to stay alive with our health dropping far lower than 80%, no buffs, and we still steamroll over all the opposition.
Of course we aren't running around on autopilot.
I've ran plenty of times with and without an emp, and just like when i run with a FF or cold, i expect buffs first, damage second. If i wanted a damage character, i'd invite a blaster or dominator to the team. When i invite an emp (or really any buffing powerset) i expect buffs first. -
Yes there is, leeching is rocking the aura, ignoring fort, RAs, ABs, etc.
Buffing is pretty much ignoring the heals (unless people take a damage spike, like nova fist, or a groups alpha) and throwing fort, RAs, ABs around like candy.
Which would you rather have? A emp that keeps buffs up all the time, keeps everyone above 80% hp (usually closer to 100%, so the one shot code kicks in and saves their life, 99.9% hits means you can be 1 shotted, especially with nova fist, or other high burst attacks) but rarely attacks, or an emp that attacks as much as the blasters but forgets to buff sometimes, letting fort drop, not hitting RAs very often, and really not paying much attention to the health bars? -
Quote:And in those times i use my attacks :P they just aren't high priority. Sleep still knocks off taunt auras, damage auras, as well as toggle debuffs, and sometimes keeping those up are the only thing keeping the team from face planting, preemptive CM takes care of that. it also animates quick enough now, and lasts long enough that i can get a few psi blasts off before i have to land another buff.Okay, I have an Emp/Psi, so I'm going to level with you here. You have time in your buff cycle because you don't actually need to pre-emptively CM everyone. Doing it reactively is just fine, unless your radiation emission character is getting mezzed too often and having to re-cycle their toggle debuffs. And if you are teaming with an FF or Sonic, you don't even need to CM, as the only mezzes that get through are sleeps, which can be fixed by healing.
Emp/psi is not a damage toon, and trying to play it like one (as in, attack > buffs) is not the best option, as there is no chance at all that your attacks will be able to pump out more damage then your buffs can provide (31.25% damage buff on fort for defenders, and unless the mob is highly resistant to the damage type of your damage dealers, there is no way at all your psi attack, even the AoEs, will be dishing out 31.25% higher damage of the damage dealers.)
I get what your saying, but there is a fine line between 'leeching' and 'buffing' and when i know my mental blast isn't going to do 1/3 the damage of that blasters fire blast, there is zero reason to use my attacks, especially when that blaster can be buffed to become a damage beast, and I'm still rocking my defender damage mods. -
Quote:Eh, i don't really want to throw anymore inf into my psi/emp then i have to, so making a secondary build for her, when i feel i contribute enough already is enough for me.Since Issue 13 went live on Tuesday, December 2, 2008 we have had the ability to have multiple builds on every character. So we have no excuse for "skipping" any powers from our Defenders secondary sets and being useful members of a team. Excuses about buffing being too time consuming are just that, excuses.
Looking over her build, fortitude recharges in about 21-ish seconds, so its about stacked up to 6 times, and my fortitude will contribute a lot more damage then my single target attack chain will. I'll have to do more then 30% of a blaster/scrapper/brute DPS to have my buffs be more valuable then my attacks.
If something takes extra damage from psi, and my buff cycle has gaps (like i don't need to CM people, as the ITF really doesn't need it) then i'll attack, but on the LGTF where every single group has mez, or the iTrials, where 1 hold can literally be the death of any squishy, my buffs are just more valuable to me then my damage. (until Marauder hits unstoppable, then i laugh as i'm the only one doing noticeable damage) -
I went elec/cold, and in a team, its awesome. Cold shields keeps everyone from getting hit, and static field keeps everyones endurance pretty nice, and minions/LTs from hitting back.
Problem is, solo i've seen paint dry faster then i can kill things..