Arbegla

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  1. Quote:
    Originally Posted by FloatingFatMan View Post
    If they're not going to do the job right, then they shouldn't do it at all. All they managed to do was intro some new content that completely breaks immersion for anyone who actually tries to take the storyline seriously.

    They build the damaged zone regions, they should drop the new assets into the existing zones and relocate newbie missions to other areas.

    Or quit blowing up newbie areas, that's good too.
    What if the dev's realized a story arc that had you go back and repair everything? or build robots that can repair things in an instance, or some such other 'explained in game' explanation for the fact that things get fixed faster then they get blown up?

    Would that make you happy?

    I mean seriously, this is a SUPERHERO MMO. We have gods/immortals/magicians and such that can destroy entire worlds.. why can't we have a city full of super heroes repair itself in record time?
  2. Quote:
    Originally Posted by Flux_Vector View Post
    The problem I have with smoke grenade is that even slotted fully out it's only -5% to -6% to tohit. Even though it's unresistable, that value's tiny. An 87.5% resisted (AV debuff resistance level) darkest night or radiation infection is till -9-10%, ie, almost double. It'd help in av fights if you had more tohit debuffers to stack with, for the sake of your teammates, but it won't do a whole ton for you yourself, in my opinion and experience.

    I guess YMMV. At the end of the day, that's the great thing about having a broad selection of powers and choices: you can pick what you want to use and skip what you don't.

    As for my build, my build's meant to hit a balance on what I consider important - end use vs damage output vs defense. I like aid self a lot better than green insps on the whole, but it might not be for everyone. Any build I post I sort of post in the intent of showing ideas, not trying to convince people to adopt that exact build. But forums being what they are, I can see how it might come off as the opposite.

    One thing I'll note though is that I find my musculature alpha's damage contribution is kind of eclipsed by my reactive interface proc. I don't see a need to run both, and that's why I built around cardiac and added pool assault to the build - it's basically 'half a musculature' while still coming out ahead on end expense, and it's still pretty close to musculature + reactive.
    6% -tohit can help out against some -defense, especially if its just enough to throw you back over the softcap on defense

    I did take some ideas from your build, and i took some ideas from the other builds that were posted here, and i tried to meet a middle ground on them, and i'm pretty happy with the results. I have about on par damage (with musculature) about on par endurance management (due to different slotting, and musculature adding more recovery) and i kept my general slotting (i hate 6 slotted health or stamina just to meet a set bonus) I also have about on par recharge, and can run a 5 - 6 power attack chain seamlessly (or about close enough)

    I've taken ideas from a lot of the posts here, and I'm very happy to be getting feedback on things
  3. Counting combat jumping, my build runs 9 toggles, and spending 1.07EPS on them without using Cardiac.

    For reference, the Flux's build runs 9 toggles and spends 1.01EPS on them but they use Cardiac, and Linea_Alba's build runs 8 toggles, and spends 1.00EPS on them, and they are also using the Cardiac alpha boost.

    I've looked over Eviscerate, and i probably won't be using it in my single target chain, instead i'll be running FU-slash-swipe-lunge-strike-swipe with hasten off cooldown, and FU-slash-lunge-strike-swipe with hasten up, which will leave just a little bit of a gab on slash coming back around (like .4 - .6 seconds) which will help out on my endurance usage, especially with the +end proc. My build also runs slightly higher recovery numbers (mainly due to the musculature alpha boost i want to use) which should help out on my single target chain working out.

    Eviscerate has a wider arc then Psychic Scream does, Psychic scream just has the range that eviscerate doesn't (Eviscerate is 7ft range, 90degree arc, Psychic scream is 60ft range, 30 degree arc) but eviscerate does quite abit more damage then psychic scream (about double base damage) so even though its lethal damage vs psi damage, eviscerate just does more damage up front, and i think psychic scream causes redraw of the claws. I'm not entirely sure, on that so i could be wrong.

    I only have about 72.5% recharge, which is mainly through red fortunes, and LoTG +rech. I have 1 purple, which i figure is good enough, and i really didn't chase too many other +rech set bonuses. I have close to perma mind link without hasten, so hasten just makes sure it maintains the perma, so i'll never have downtime on it for very long.

    While i do understand that CT-O is pretty useless for its +acc bonus, and resistance to -tohit debuff is what really sold me on it, especially when i've been in situations where my tohit has been floored (CoT ghosts come to mind, as do flash bang grenades from PPDs) and being able to resist that will be nice. Plus its a 1 slot power.

    I understand defense pretty well, and i know that sooner or later it will fail, no matter how high of a defense i have, but with tough only giving 15% lethal/smash resistance base, and costing another .325EPS on its own (enhanced it'll do about 22% resistance, and cost about .2EPS) i just don't find it very worthwhile, especially when inspirations drop like candy.

    Inspirations are also the reason why i feel i don't need aid self, as with all the AoE damage i'll be doing via spin and eviscerate they should drop often enough to keep me alive, and i was looking into getting the rebirth destiny with +regen, which will help out even more on keeping myself alive, and is a pretty decent middle ground on survival and damage (muscualuture alpha, rebirth destiny)

    Plus, for things like PPD and malta i'll have smoke grenade, which will help them hit me less, even if they debuff my defenses (especially if the -tohit is unresistable like it says it is)
  4. Quote:
    Originally Posted by Skorpian_NA View Post
    Thats not funny even in the slightest. You shouldnt do that. No need to reply, you and i both know what you meant.

    As far as this topic goes, I agree Buff MMs. Make the tier 2 pets the same level as the MM move the tier 1 pets up a level so they 1 under the MM across the board. Give em a 10% hp boost and damage boost and make it so that body guard mode doesnt have that stupid range restriction and that would be a good start to buffing this AT. I remeber back in the day when the devs gave MMs BG mode and was all like MMs dependant on pets and all that yakkkity smack. If that holds true then Pets should also be affected by the MMs slotting and IO set bonuses as well. Pets are the MM's life source without them they are dead. No other ATs survivability is so closely tide in to pets like that. All other ATS slot and most of their powers are affected by enhancements and set bonuses save for the lowly MM in which case 75% or even more of the enhancements dont benefit the MM or the Pets he/she is so closely tied into. That needs to be fixed and addressed. But of course the nay sayers will come in with all that no no cause it will make x set more oped than this set blah, Then offer up some highly confusing alternative solution that envolves more Math than NASA uses to launch rockets. Bleh

    Blah blah bots/thugs meh Primaries arent OPed for MM's its always the secondary which is really gonna sync well and make the primary shine or not sync well and suck three ways to sunday. As with any AT your mileage may vary depending on the powers you chose.
    You do realize there was a time when MMs didn't have bodyguard mode right?

    And the Archetype worked just fine back then. How can over 75% of the enhancements (we're talking actual enhancements right? not set bonuses) not affect the MM, when they affect the secondary of the AT, as well as benefits the slotting of the primary? There is nothing to fix, no other AT has BUILT IN 75% resistance to EVERTYHING. We're talking even Hamidon's damage, things that are flagged to be unresistable, and a MM can take as much as 75% less damage from them.

    Pets are expendable. yes, they are the MM's main source of damage, but a MM still has their secondary, which has the same debuff values as corruptors and controllers. yes, it costs more endurance for a mastermind, but thats because they have the ability to focus entirely on their secondary while their primary is handled via binds of macros, which don't require any recharge, or waiting to work.

    Aside from the lower hitpoints of the pets (which are still just as high, if not higher then the Masterminds hitpoints) the level difference of the pets is made up by the fact that each of the lower level pets have multiple pets. the t1 pets have 3, so while they are -2 level to the MM, there are 3 of them, which more then makes up for the purple patch. the t2 pets are in the same boat, there are 2 of them, so being at -1 is more then made up. The t3 pet is even level to the mastermind, and usually does the most damage and has the best survival (higher resistance/defense in addition to the highest hitpoints)

    If you are having problems with masterminds then its your own issue, its not an issue of the masterminds themselves. while we would LOVE a buff, its just not needed as masterminds can steamroll both AV/GMs and missions set for 8 players with ease. Heck, most MMs can enable rest, set their pets to aggressive, and go afk, and when they come back the entire room is cleared.

    There is 0 reason for MM buff, outside of fixing the AI so ranged pets stay ranged, and melee pets stay melee. While i personally feel Ninjas may need to be looked over, as they have no inherent healing, and limited inherent resistance/defense, they still have the highest single target damage of all the primaries, assuming you can keep them alive long enough to deal their damage. The name of the game is also AoEs, so single target MMs really aren't all that useful. Its not the fault of the MM, its just how the game has been made to be played.

    Again, just because YOU can't play MMs, doesn't mean they need a buff. Just means you need to learn to play better.
  5. Quote:
    Originally Posted by mauk2 View Post
    Every second spent moving is a second not spent killing. Every second spent not killing makes an angel lose her wings.

    THINK OF THE ANGELS. (weeps)
    I'm not sure i want to...

    http://www.google.com/search?q=weepi...w=1432&bih=705
  6. Thing is, even with my 4 slots, im meeting, or exceeding both builds, when using Musculature (as my endurance will be under control already, i won't have a need for cardiac) Now, both of the builds are running cardiac, and i think if they were to swap they would out damage mine, but im not sure they would be as endurance sustainable in the process..

    I also have higher acc bonuses, which may or may not matter in the long run, depending on what your fighting, and i'm slightly resistant to tohit debuffs, so things like CoT ghosts won't hurt me as much.

    My build also meets higher defense levels with masked presence suppressed, and smoke grenade (if it is indeed unresistable) will put me even higher.

    I see a middle ground between Flux's build and Linea's build in mine, i have about the same damage, using the musculature alpha, with about the same endurance capabilities, and i have slightly higher recharge then Linea's. Now, shatter armor may help out Linea's DPS more, but i despise redraw with a passion, so I'm not sure if I'd like it very much. I don't have a self heal, which can be dangerous, but usually in situations where you'd need aid self, your taking so much incoming damage that you can't get it fire (at least all the times i've had it) so chances are your dead anyways. Inspirations should work just fine in that regard.
  7. Eh, your also forgetting +def. +def scales a lot faster then -tohit does, especially on mobs with defense shields, or purple patch scaling (like +4s)

    I actually didnt even know it gave -tohit resistance, but the fact it does is just a bonus. I realize its only adding about 14% acc (so about 0.14 acc bonus) but thats about worth 2 set bonuses, and its a freebie throw away power. I could easily drop that, and smoke grenade and get aid other/aid self, but like i said already i really don't have a use for them. There is so many different ways to heal yourself, that i really don't need a way that will just cause redraw and is interruptable.

    I know i slotted my attacks differently, and i didn't load up on damage procs, which is something i may actually look into, especially with the musclature alpha boost adding so much pure damage to the mix, having the damage proc thrown in may work out better then not having it.

    Looking over your build, it seems like you having lower defense values then mine does, though not by a whole lot, and your self heal (in aid self) should balance that out you also have slightly higher recharge, and you'll be burning less endurance then me, but only in the ballpark of .2EPS, while i can slot the musculature bonus, and have more raw damage then your build, while probably still maintaining about the same endurance usuage. Also, your AoE is limited to dart burst and spin, which while nice, eviserate does about double the damage dart burst does, for only .508 more second animation time. my build also has just more overall damage, between higher +dam from sets, and the musc alpha boost, i think my build will be able to out damage yours.

    I do like this discussion though, and i'd love to hear what else you have to say, getting extra imput is very nice, and its getting my brain working in different ways
  8. Quote:
    Originally Posted by Agent View Post
    You can stop with the snide 'Pay Attention' stuff, because I'm trying to be at least a little civil here.

    Now, listen, okay, sure, maybe YOU can have this amazingly epic build with your Ninja build, and completely wipe the floor with anything you come across and have a fun time, but not all of us have the capacity to be quite as good as that. Sure, maybe that IS on us, but, consider for a moment:

    I have a DB/Will brute and I can solo +1 x8 missions without even going past halfway HP, and I haven't practiced with him for very long either. At level 45, he didn't die once during a massive league raid on the rikti mothership in the RWZ.
    /Willpower has built in psi resistance, very high energy defense, and enough +regen to make a /regen blush, and rikti have zero -regen abilities, so the more rikti you pile on your /willpower, the less likely he is to die. So your point is pretty invalid. I've solo'ed about half of the pylons before they respawned, back in like i16 (i got bored, and wanted to see how far i could go before i saw them reappearing on the map) on my bot/traps and i think i lost 2 pets..

    Quote:
    Now, I've been playing MM's for a total of 9 months, and I struggle with all of them except my Bots/FF I made simply to see WHY it was so good, and I still run into trouble with it occasionally on more difficult missions set at +2 or so, but solo he tends to just fine. Granted, he's 32, so I'm not quite at full power, but..

    I agree, MM's as a whole might not need a buff, but if Bots/FF or, as you said, Bots/Traps are so OP, then, yes, please, nerf them. But make my Mercs MM, my favorite, first-ever made MM, capable of soloing just as good as other builds, because right now I have trouble soloing anything past +0 x5 because everything is suddenly so resistant to Lethal damage.
    Just because you can't play MMs correctly doesn't mean they need to a buff, cuz if they did get a buff, then people like me and Dechs will be stream rolling iTrials with our eyes closed and one hand behind our back limiting our bind usages.

    It takes time, and effort and research to be good at some classes, and if you don't want to do the work, don't expect to know the class right away. Masterminds are not 'toggle and go' classes. They aren't even 'debuff and go' classes. Its a hybrid class that can carry many different roles.
    Quote:
    The Mastermind AV is not an easy class to play, unless you chose the obvious Bots/FF/Traps or Thugs/Traps as people like to claim, and then you're golden. But I've yet to run into any specific archtype with such a massively underpowered setup like my Mercs/Pain has, the damage output is horrible and the heals just arn't enough to keep up with the damage my mercs receive.
    Are you using your debuff from /pain correctly? Do you have provoke? Are you keeping aggro off your mercs to allow them to build up their damage? Do you have damage procs Are you buffing them as best as you can with /pain? Do you run your PBAoE +regen /pain power?

    Between world of pain, pain bringer, and your 2 single target heals, and your PBAoE heal and PBAoE +regen, your merc/pain should be pretty nice. Especially with the added damage from /pain in the form of +damage (from pain bringer and world of pain) and -res (from anguishing cry). You'll have to basically live in melee to do it, but as the mercs already run into melee anyways due to crappy AI, you may as well adapt to it, and take advantage of your buff/debuffs/heals to keep them alive.
    Quote:
    Maybe I'm just slotting it horribly wrong, but I have unique pet-damage sets for each one, and a healing set on my PBAoE set.

    And, lest we forget, AoE's DO deal double-damage to MM's, because while the MM himself may not be receiving all of that damage himself, his pets are. And a MM without pets is a very squishy target indeed, so, yes, AoE attacks are much, much worse for a MM than say your world-endngly powerful Brute or Tank or whatever it is you play.
    AoEs actually do about 75% less damage to a MM then they do to a brute or tank (or really any other class) due to bodyguard mode. See, the range on bodyguard mode is about 60ft, and the largest AoE is about 45ft (void i think) so if you abuse the range limitations of bodyguard mode you can take less damage from AoEs, and keep your pets alive all at the same time. And, if you want to play tankermind, get some personal resistance, as that lowers the damage your pets take from bodyguard mode.

    Take for example, fireball, its a decent AoE that a lot of mobs have, and does about 100 damage. Well, about 80 of that is fire, 20 of that is smashing. If you have 33% smashing resistance, and 10% fire resistance, then you would've only taken 72 fire damage, 16.4 smashing damage, then bodyguard mode kicks in, and you actually only take about 18 fire damage, and 4.1 smashing damage. Your pets *assuming they are in range of said fireball) each take the original 100 damage (unless they have resistance of their own) then they take about 9 fire damage, and 2 smashing damage for a total of 11 damage, instead of the 12.5 damage they would've taken if you didn't have any resistance.

    And, any form of AoE +regen, or +healing will allow you to basically soak damage via bodyguard mode for as long as you have endurance.

    Quote:
    Originally Posted by GI Justice View Post
    I couldn't load up the second video, but I'll say what I saw in the first was pretty impressive. To be completely honest though, and if we're using Shivans, I could do it with a Tanker, Scrapper, or /Traps Defender. Does that mean Masterminds, themselves, are overpowered? I mean, Traps does perform very well, but do you think you could've had this same degree of success if you were using a different secondary?

    My main argument against Masterminds being overpowered is this--could you still manage if the AV, etc. was smart enough to attack its real threat(I.E, the force field generator, mortar, or poison trap?) Maybe you could, but as you noted, I have little experience with a MM using /Traps. This is a legitimate question. I've played with other sets(Bots/FF, Ninjas/TA) and none of this seems possible. Maybe I'm just bad though.
    You need 3 basic things to solo AVs. 1) -regen 2) survival 3) damage

    And, if you have enough damage, you actually don't need -regen, you just need a ton of damage, and a way to survive the damage the AVs do to you.

    Out of all the mastermind secondary, /dark, /poison, /traps, /TA, /thermal, /storm, and /pain all offer forms of +survival (be them heals, or massive -dam, -tohit debuff, or +def) and either straight up -regen (/dark, /traps, /thermal, /poison) or +damage/-resist which basically do the same things.

    Now, while the primaries do different damage types (thugs/mercs/ninjas are mostly lethal damage, zombies is toxic/negative, demons is fire/cold/toxic, and robots are energy/smashing/fire) if you build to their strengths and work as a mobile team, then you can keep just about any of the pets alive. You have to play to the strengths and weaknesses of the primary AND secondary you picked. If you don't, then you'll run into problems.

    Quote:
    Originally Posted by CptAdder View Post
    I was not going to wade in but Dech's suggestions caught my eye.
    Mostly because they don't work

    Pets can, do and will ignore the Go-to command, if the command is not far enough away from where they are they simply ignore it

    If I have been attacked in the last ten seconds (IE when debuffs are applied) this does not work they spawn in and instantly attack the last thing that hit me. This only works prior to engaging in combat near hostile mob (IE invisible summoning)

    Worse it out right does not work with some pets (Robots and Mercs are worst about this due to the number of ranged attacks they have) and will happy blast away even as they follow you.

    This works against non DoT attacks, if you've been hit with any kind of dot damage and a debuff (IE most of the Praetorian content) re-summoned pets will charge up to 60 meters in order to engage whatever just hit you.
    See, while the AI is a fickle thing, if you learn to handle it differently, then it won't matter what your pets do, as you can adjust on the fly and deal with it. I use very few binds, and basically only rotate between my bodyguard mode bind, and my 'attack my target' bind when i need it. I don't use goto, and i don't use stay, and i basically let the pets and their fickle AI run wild.

    I also solo GMs, and jump head first into marauder, and i'm generally the first one to any of the chambers/weapon caches. The tether on the MM pets is about 115 yds, which is easy enough to get to with super jump, super speed, and teleport. Fly is slow enough that the pets can keep up with it, so if thats your travel power of choice, then the pet teleport option may not work best for you.
    Quote:
    Really? Over powered? Because they can handle +4/8 content? All of my Brutes can handle that, my Corrupter can handle that, my scrappers (As long as the enemy types mesh well) can easily handle that, hell even my stalkers and controllers can handle that (Some have issues with mob types)

    I'd say Bots/Traps is right at the level everyone else reached ten issues ago with the introduction of IO's
    See, that's your problem. Your being very narrow in your thought process on what is overpowered. Dechs wasn't saying that running +4/8 content solo is overpowered, he wasn't even saying that being able to solo GMs and AVs is overpowered, he said that doing BOTH of them on 1 character with EASE is what makes bot/traps overpowered.

    bot/traps can solo AVs once they get poison trap, so around level 20, especially with inherent fitness. The -regen and forced animation from the vomitting of poison traps allows you do solo AVs pretty safely, even without provoke (web nade to keep them still, acid mortar to debuff them, toe bombed poison trap to debuff regen, and FFG to provide defense)


    Quote:
    I'd disagree with you but then I have (By popular vote) the least useful power in the game /Poison's Poison Trap. Taking as a whole MM's are fine but there are specific groups (Mercs/Ninja's/Zombies) that are not near the same level that Thugs/Demons are or yes Bots.
    While mercs, ninjas and zombies 'under perform' in your eyes, its only when you compare them to thugs/demons/bots, and only in specific cases. Zombies have a LOT of -tohit, and all of the pets have a self heal of some kind, which makes them very durable, especially with an active or even semi-active secondary *like /dark, /ff, /thermal, /traps, /pain*

    You have to understand that some secondaries will do things better then others, and synergy between primary/secondary powersets really helps them shine. Pairing merc and poison together doesn't have a whole lot of synergy due to /poisons lack of AoE debuff, and AOE heal, and merc/ being full of buggy AI.

    Ninja/poison on the other hand, with its focus on melee damage allows you to leverage Noxious Gas, and the debuff allows you to kill down single targets very quickly (if you can keep the ninja's alive, they actually perform the HIGHEST single target damage of ALL the pets)
    Quote:
    If you had really run Trial content with an MM I should think you know you spend the trial hitting the stay command every ten seconds because they can and will "forget" to stay out of range no matter what you do
    Also "stay out of AoE range" is not an option for Zombies or Ninjas

    Again this at odds with your OP comment
    As was already mentioned, the bodyguard range is 60ft, and you can move a lot easier then your pets, so if you reposition yourself relative to your pets you can stay in bodyguard mode, and allow the AoEs to miss your pets, without killing your pets.

    I personally have had very little problems with my MM in trials, and i don't have have 'stay' or 'goto' set up on any bind or macro. Its all 'follow' and 'attack my target' but i position myself in a way that leverages my buffs/debuffs and prevents my pets from being eaten alive from AOEs. (that and all my pets rock at least 48% def to everything but psi, so they don't get hit very often to begin with)

    its all a matter of playstyle, but saying an ENTIRE AT needs a buff OR nerf due to a personal opinion that its just 'too much of a learning curve' is just a horrible idea no matter how you spin it.
  9. thats in game numbers. Look at the actual math here.

    Eviserate does 133.72 damage, in 2.508 seconds, for a total of 53.31 DPA

    Swipe does 57.83 damage, in 1.058 seconds, for a total of 54.66 DPA

    Thats at base, now if you look at my build, and how i slotted things up.

    Eviserate does 326.65 damage, in 2.508 seconds, for a total of 130.24 DPA

    Swipe does 130.93 damage, in 1.058 seconds, for a total of 123.75 DPA

    So for my slotting, eviserate is going to pull more damage then swipe, plus it has a chance to hit more then 1 thing, thus increasing its DPA even more.

    I look at soloplay just as much as i look at team play, and while smoke grenade may not add much to a team, i don't feel my build is losing much to get it (as i really don't want the medicine power pool.. between the med-pack temp power, and inspirations, i don't need to waste a power pick on a heal) and it'll help me hit the incarnate softcap a little easier against certain mobs as i already have 62% melee (above the 59% incarnate softcap, smoke grenade makes it 67.907%) 51.4% range (smoke grenade adds 5.907% -tohit giving me 57.307%) and 50.8% AoE, (smoke grenade making that 56.707%)

    Plus my build already has double stacked assault, double maneuvers, and widow tactics, with CT-O to help out with -tohit debuff (acc bonuses actually increase the 'floor' you can debuffed to, its kinda weird, but thats how it is) and to let me hit +4s a lot easier, which i see as being needed especially with the incarnate content throwing +4s at us every chance it gets.
  10. Quote:
    Originally Posted by Carnifax_NA View Post
    I'm slightly confused as to why CC : Maneuvers is seen as as must-take for the defense it gives to the entire team but Smoke Grenade (which is flagged as unresistable) is seen as questionable. It's basically granting the team 3/4s of the bonus of Maneuvers (and can be stacked on your team with Maneuvers and Mind Link)
    I'm actually not sure. I checked out smoke grenade for /Devices, and it doesn't say non-resistable, so it may actually be un-resistable -tohit. I just took it as a throw away power to get an extra 2% damage (from the set bonus) and to have another form of extra defense (-tohit affects the equation the same way +def does) plus, it i remember correctly, between smoke grenade and masked presences, i can sneak past things, and it'll make getting the weapon caches, and containment chambers in Lambda a lot easier (as the mobs won't even notice me beating up the caches)

    I know evis as a pretty long animation time, but its DPA (damage per activation) is still higher then swipe, so even with the longer animation time it'll do more damage over time.

    The only downer is that followup won't double stack on the entire attack chain if i'm right, it'll double stack up to the second lunge (So, FU-slash-lunge-evis-strike-fu-slash-lunge(first FU drops here)-evis-strike)

    but thats without hasten, the hasten chain of FU-slash-lunge-strike-swipe should have perma-double stacked followup throughout, and that may make up the lower DPA of swipe.
  11. Well, after comparing it, i guess i'll go the FU route..

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Night Widow Ceridwen: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping

    Villain Profile:
    Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(5)
    Level 2: Combat Training: Offensive -- Acc-I(A)
    Level 4: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 6: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(13), RedFtn-EndRdx(15)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), GSFC-Build%(13)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(19)
    Level 12: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
    Level 14: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(48), Hectmb-Dmg/EndRdx(50), Hectmb-Dam%(50)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Foresight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def(29), RedFtn-EndRdx(46)
    Level 26: Mind Link -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29)
    Level 28: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(39), Sciroc-Dam%(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
    Level 35: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 41: Tactical Training: Vengeance -- GftotA-Run+(A), GftotA-Def/Rchg(42)
    Level 44: Smoke Grenade -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb(45), DampS-ToHitDeb/Rchg/EndRdx(45), DampS-ToHitDeb/EndRdx(45)
    Level 47: Elude -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Born In Battle
    Level 0: Marshal
    Level 50: Musculature Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
    ------------



    This will allow me to run FU-slash-lunge-evis-strike when hasten is down, and fu-slash-lunge-strike-swipe when hasten is up, which should work out to be pretty nice.
  12. Quote:
    Originally Posted by Yorukira View Post
    OK!
    I get it, Bots/Traps are the Chuck Norris of MM and all other AT in this game.

    If you want to keep using your bots/traps as the example of all other Powerset MM have, Can we get all other set to do equally good too?

    Can I have BUff/Heal/ and a complete chain attack for my other no robots MM too(That stay safe away for Melee.AoE)?

    Bots are a excellent
    Traps are excellent

    That bots/traps is a Excelent combo, but mainly b/c they are already great! That dosen't mean we shouldn't get somekind of buff to the other powers with alot of probelms.

    Run a incarnation trial with Robot/trick arrow or Ninja/trap and try to say that is equally good,that you don't need buff, and that you have as much fun like every other MM. Believe me, /traps isn't fun when you BG get one shot and you are alone next to 15 lv54 AoE ...
    Demon/thermal is awesome too.. Wanna know another awesome mastermind sets?

    */*
  13. Quote:
    Originally Posted by GI Justice View Post
    Masterminds..overpowered? Seriously? I'd like some proof of this statement, and proof that any Mastermind doing anything exceptional can't be done(and better) by a Ill/Rad Controller, a Mind/Fire Dom, or a DM/Shield Scrapper. There are far more combinations than that. On these Incarnate trials, in particular, what you have is a bunch of mindless followers who get swarmed/annihilated by just basic spawns; and that's not even taking into consideration what the AVs, or unresistable damage does to them.

    I'm still..in shock of the claim that they're overpowered. Bots/Traps, or whatever you can think up. Does that take into consideration that a Bots/Traps will never, ever, be as effective with SO's, as some of the other combinations that have been suggested? Does that also take into consideration that the "overpowered-ness" argument bears absolutely no weight in PvP, either? The only way that statement can even be perceived as true is if you're talking about enemy AI or scripting, which lets you launch horde after horde of follower at the AV, without the AV relentlessly pursuing the Mastermind. And that doesn't make the Mastermind overpowered--nor does it make a person using the tether for Lord Recluse on the STF overpowered, in that he can avoid LR with that method.
    You really have no idea what a bot/traps can do do you? Or heck, any MM combination for that matter. Ill/rad is good for single targets. 3 targets max. Anything more, then the decoys can't hold aggro on it, and the player dies. A bot/traps, really has no limits.

    Here, let me know you. The first video was done on SOs. No IOs at all.

    http://video.google.com/videoplay?do...7923834396178#

    Quality isn't the best, but hey, there you have it.

    Lets see, there is this -> http://video.google.com/videoplay?do...7941000579334# a bot/traps MM, and a grav/nrg dominator duo-ing the ITF back in i12 (or was it 13).. (shortly after it hit live)

    Mind/fire has all its power in confuse, without form of 'control' it really can't solo a single thing. And it doesn't get any experience for its 'solo-ing' as it uses confused mobs to do all the heavy lifting.

    DM/Shield is just laughable at best. While it packs a decent amount of SINGLE TARGET damage, it can't keep up on pure AoE damage that a bot/traps (or again, any MM combo) can deal. Look over those scrapper threads again, my bot/traps can out damage any DM/shield (at least in i19)

    Now, ill/cold is in the same boat ill/rad is, awesome single target DPS, but as this game is based on AoE carnage, single target doesn't do you a whole lot of good.
  14. Quote:
    Originally Posted by Noyjitat View Post
    It really is stupid that they are calling this a bug. Doing it without using any temp powers at all means not closing the portals and not using pacification grenades. I can't understand how thats a bug.
    its because of how the badges actually award. Per support these are the actual requirements:

    "Lambda Looter" - get both kinds of temporary powers, 10 of each, but don't use them.
    "Well Stocked" - get 10 Pacification Grenades, but no Molecular Acids, and don't use them.
    "Antiacid" - get 10 Molecular Acids, but no Pacification Grenades, and don't use them.

    So, if you get ANY molecular acids, you can't get well stocked, and if you get ANY pacification grenades, you can't get Antiacid.
  15. While smoke is pretty useless, i have uses for it on my dual pistol/device blaster, so i figure i can have uses for it on a night widow. Eviserate is used as another AOE (its either that, or the dart cone, and i like being in melee more then ranged)

    I'm not too concerned about exemplaring, especially with the incarnate stuff not working below level 45. I play my characters on SOs until level 47, then IO them out, filling in the spots as they level up to 50.

    I'll take a look over your build later tonight. I understand the follow-up vs build up arguements, and i could swap it out, and get another single target attack, but i'm pretty sure the 4 attacks i have now will work into a complete seemless attack chain.
  16. Quote:
    Originally Posted by Comicsluvr View Post
    MMs are taking a beating, literally, in the Trials because there is a disproportionate level of AoE in them. This is because there might be a dozen or more people on one target. But in a mob each character only gets hit once. If an AoE hits an MM and his pets then he's being hit for bonus damage.

    The players are smart enough to make it work but even if the pets are strong enough (and only datamining will tell) the various flaws in the AT and the harshness of the AoE in the Trials tips the balance IMHO.
    How are MMs taking extra damage from AoEs? If they are in bodyguard mode, they are actually taking LESS damage then other ATs, as their pets are renewable resources. While th pets take (and deal) extra damage, they also draw attention away from teammates, which means that 1 MM can basically play meat shield for an entire team.

    While AoEs do hurt, in most leagues, you have stacked leadership powers, AoE +def, and massive healing going on (in addition to destiny powers) so if your losing pets half as often as you say you are, then YOUR doing it wrong, and its not a fault of the AT itself.

    Remember that old saying? Its not that MMs sucked, its that the players that play MMs suck, as the learning curve is VERY steep, and unless you play, and build correctly, you can actually hurt your team a lot more then you help.
  17. yeah.. i didnt realize mids was bugged out, so i redid it here.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Night Widow Ceridwen: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping

    Villain Profile:
    Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(5)
    Level 2: Combat Training: Offensive -- Acc-I(A)
    Level 4: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 6: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(13), RedFtn-EndRdx(15)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(19)
    Level 12: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
    Level 14: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Slash -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(48), Hectmb-Dmg/EndRdx(50), Hectmb-Dam%(50)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Foresight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def(29), RedFtn-EndRdx(46)
    Level 26: Mind Link -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29)
    Level 28: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
    Level 35: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 41: Tactical Training: Vengeance -- GftotA-Run+(A), GftotA-Def/Rchg(42)
    Level 44: Smoke Grenade -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb(45), DampS-ToHitDeb/Rchg/EndRdx(45), DampS-ToHitDeb/EndRdx(45)
    Level 47: Elude -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Born In Battle
    Level 0: Marshal
    Level 50: Musculature Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
    ------------



    Let me know what you think...
  18. Doesnt shatter armor cause redraw? Wouldn't that hurt DPS a little bit? I was thinking between strike, swipe, lunge, and slash i'll have a pretty decent single target chain, with evis and spin being used for AoE..

    I could swap out placate for hasten, and then definitely have perma mind link, and help out with my attack chain even more..
  19. Hey guys, After playing with my incarnates a little, i decided to run my night widow around, and i fell back in love with her, so i decided to make a build, Here's what i was able to come up with. I went for high damage, almost pure melee, and enough AoE to make things melt (hopefully) Let me know what you think, and what i can improve. I know i'm at 6 9% acc bonuses, but i can't find a way to fix it, and maintain about the same recharge and defenses.

    I wanted to try to get mind link perma without hasten, and according to mids, i'm pretty close, just have a gap for its cast time. Inf really isn't much of an issue, just none of the big 3 PvP IOs.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Night Widow Ceridwen: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(5)
    Level 2: Combat Training: Offensive -- Acc-I(A)
    Level 4: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 6: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(13), RedFtn-EndRdx(15)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(19)
    Level 12: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
    Level 14: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Slash -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(48), Hectmb-Dmg/EndRdx(50), Hectmb-Dam%(50)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(29)
    Level 26: Mind Link -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29)
    Level 28: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39)
    Level 30: Placate -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
    Level 35: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), RgnTis-Regen+(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Born In Battle
    Level 0: Marshal
    Level 50: Musculature Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1455;693;1386;HEX;|
    |78DA65945B4F135110C7CFF662A52DBDD0D272A7E5DAEB42A3CF1A034541404C881|
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    |-------------------------------------------------------------------|
  20. Quote:
    Originally Posted by Steel_Shaman View Post
    I'm aware that these trials are a far cry from the raids I ran in other games. Nevertheless, there are enough similarities in the style of play that I just don't care for it. For example, Adeon mentioned that avoiding the big nasty attacks of some of the mobs is part of the fun. For me, that is part of what makes it a pain in the butt.

    A really good example is the big blue patches Battle Maiden makes in the Apex TF. I can't stand the "don't stand in the fire" mechanic. Other people find it interesting. To each their own.

    I imagine you're wondering "well what kind of content DOES he like?" I like very simple tank and spank bosses with limited mechanics. In other words, the type of stuff we've had for the last 7 years. I know others may find that non-challenging and boring. To me, it's fun.
    Ya know what, i can respect that. I used to be the same way (until i started playing masterminds, and i could 'tank and spank' better then most tankers could, but that's a different story) so i can completely understand the familiarity aspect of tank and spank encounters. Hopefully the devs can add a level of 'casual' game, which will allow you to progress the 'high end' systems, without having to deal with the other mechanics that come with them.
  21. Just to clarify again, Getting all 4 Lambda badges (Lambda Looter, Antiacid, Well Stocked and Master of) in 1 run is a BUG, and is not intended currently. That may or may not change later, but if you were able to get all 4 in one run, congrats, but its not intended, so there is the possibility of support or the devs taking it away (slim chance, but hey, its there)
  22. Again, i can respect that Steel, I'm just really not sure where or what your comparing this to. This is NOT 5 hour raiding sessions, this is NOT 30+ man raids, with 1 big bad that takes weeks to finally down, and you still progress even if you fail.

    If you can run regular Task Forces (say, any of the Task Force Commander ones, or even a ITF) then you can run a trial.

    While there are only 2, running them once or twice a week (as in, one baf or lambda a week, or both of them) will allow you to progress, win or fail, much faster then just converting shards to threads.

    These trials were designed to be difficult, but designed to be ran within an hour time frame (which is to say, less time then the LGTF was designed to be ran in, as that has a 90 min average time frame) and designed to be pretty straight forward and to reward you for merely showing up, instead of having to actually complete the trial successfully.
  23. While i respect your opinion, I just want to break this down a little for ya, as reading something, and actually running it are far different things.

    Quote:
    Originally Posted by Steel_Shaman View Post
    1) Instant death mechanics. Honestly this sort of thing just feels like a cheap shot when it happens.
    The only 'instant death' mechanic i can think if is Marauder's Nova Fist. Which, due to the one shot code, will just put you at 1hp, and its actually pretty easy to heal up from it. The towers in Baf, while unresistable damage, does it in scaling DoTs, so if you can break line of sight, or heal yourself faster then then incoming damage, you can actually survive the towers. Plus they are be turned off via glowies (granted, that will ruin a badge requirement, and cut everyone an astral merit, so most people just ignore them)

    Plus, speaking of the towers, they also target pets (renewable) and masterminds (which can soak the damage all day long due to bodyguard mode) If your going for an achievement, having a mastermind in the line of sight of a tower pretty much doubles the possible targets the towers can hit, and allows a lot of its damage to be wasted on renewable targets.
    Quote:
    2) Extremely large team sizes. I've yet to play a game that can handle large numbers of people without lag. I also find these sorts of battles very confusing and find it difficult to operate effectively at all.
    Lambda as a minimal requirement of 8 players. A maximum of 16 players. So you can queue up as a normal 8 person team, and run, and complete Lambda pretty easily. Granted the LFG system will probably give you a few extra people, but if you can handle 8, you can handle 10 - 12 pretty easily.

    BAF as a minimal requirement of 12 players, and a maximum of 24. This is where the league UI comes in handy, and if you really want you can just turn league chat on, and keep your team window open (as most AOE buffs are team wide) and just listen to the league leader.

    While the lag can be an issue, i find Lambda and BAF to have much less lag then a Hami raid, or even a mothership raid, so if you can run either one of those without lag you can handle the Lambda and Baf.
    Quote:
    3) Necessary to run the exact same content multiple times to achieve real progress. My tolerance for grinding is fairly high, but not that high.
    This there really isn't much of a counter point to, so i'll have to concede on it for now. Though the dev's have told us they are designing at least 2 more trials, who knows if they can be used to unlock the 4 slots we are opening up right now.
    Quote:
    4) Very unforgiving boss mechanics that can lead to a full team wipe in a hurry. (Similar to #1, but I feel it's different enough to merit its own mention.)
    Yes, and no. Like i already mentioned, the 'tricks' the AV are much easy to avoid (Nova fist warns you on the screen when its about to happen, giving you close to a 10 second window to avoid it) and the Sequestration abilities in BAF need to hit you 3 times in order to hold you, and while it is a mag 5,000 hold, it only lasts about 15 seconds, and more often then not you will also be hit with a 'Ignore' power that prevents the AVs (or even mobs around them) to target you while you are held. The artillery in Lambda, is really just a mass AoE debuff tool, that does some pretty nasty -dmg, and -rech, but it does very little actual damage. Now, if you ignore the sequestration, and ignore nova fist (or just don't avoid it) you can see yourself being held a lot, (if your tanking, or have large amounts of aggro) and having your hp yo-yo up and down due to AoE healing keeping you alive after nova fits hits.
    Quote:
    5) Extremely pet unfriendly environmental/AoE damage spikes. My favorite characters all have pets (MM's, Dom's, Controllers, my beloved Warshade).
    The AOE damage spikes aren't nearly as bad now, as they were on day 1. With the fact that most people have +3 level shifts (which make your pets also +3) and t1 or higher Destiny powers, a lot of the AoE damage is negated. If i'm not careful, i lose about 1 - 3 pets every couple of minutes in a Marauder fight, but thats mostly due to lack of controlling them, I don't use macros, and i mostly just let them to their thing, which against level 54 mobs (even at +3) can mean certain death.

    Doms, controllers and warshades, while they do have pets, have a much easier time controlling them due to the pets usually focusing on the target the player is working on as well, and most of the dom and controller pets have some pretty nice resistance/def base, which stack with the destiny buffs making them survive the entire fight.

    Another thing you want to consider is that most of the AoEs being thrown around at cones. Almost all the IDF (Imperial Defense Force) is single target, with a few AOE debuffs thrown in. Vickys, the warworks bosses are PURE single target, with the minions and LTs have AOE debuffs, and cone attacks. Also, with most everyone having a t1 judgement power, the additional mobs that spawn usually don't last very long past the alpha, so your pets end up surviving the entire fight.

    Again, i can understand where you are coming from, i just wanted to add some insight into the way the fights are actually set up. Paragonwiki and the guides make things out to be much harder then they really are sometimes.
  24. Then horde your uncommons, and grind threads and inf to turn them into rares and very rares... It'll cost you a bit of inf, but if you really want it, isn't it worth it?
  25. Back on the subject of debuff, /traps Acid mortar lingers for quite some time (60 seconds PER grenade, so it just refreshes itself every 10 seconds) so even with marauder moving, and the acid mortar hitting other targets, due to its AoE nature, and target swapping, plus lingering debuffs, it can really pack a punch for some serious -resistance (especially if you get multiple acid mortars out, as they all stack and linger with each other.