anonymoose

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  1. lots of recharge in pgt, acid mortar, hasten

    3 acc in bottom tier pet

    2 acc/2 def/1 end/1 dmg in prot bot

    2 acc/3 dmg in assault bot

    But frankenslotting is almost as cheap as IOs, and if you start running tip mishes at 20 you can buy the expensive goodies with alignment merits.

    edit: didn't need so much acc in assbot
  2. Quote:
    Originally Posted by atomicdeath View Post
    Does anyone got a good IO guide for bots/ff?

    What i got is decent, but i would like to get the best, without crunching numbers and wasting /respecs.
    Bots/ff is kind of out of fashion. You're probably not going to find many modern builds on the forum, so you'll have much better luck posting your build and getting critiqued.
  3. Quote:
    Originally Posted by Muon_Neutrino View Post
    Generally I find that if you just run straight into a spawn, the FF generator lags far enough behind to deny you its protection just when the spawn uses its alpha.
    I've found superspeed and traps can be a dangerous combination. I turn off SS when in combat to make sure I don't outrun FFG at inconvenient times.

    You don't want to hear about my experiments with teleport, I thought it might work well if I tp'd into the middle of the group and toebombed. Unfortunately FFG doesn't 'port with you...

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yeah right, if they wanted to go in first they should have moved faster.
    Darn straight. After the first couple of times you'll shame them into being more proactive.
  4. Quote:
    Originally Posted by Draggynn View Post
    I don't have any experience, so it's probably best to ask the Masterminds. My one area of concern would be that MM abilities cost about 30% more endurance. I don't know if this is offset enough by not needing to expend endurance when they attack thanks to pets, or if this makes things a real pain.
    My only high-ish level stormie is a MM so I can't directly compare, but end management is a struggle for stormie MMs. Back in the olden days my bubbler, dark and traps MMs took the leadership pool instead of fitness, it was tight but do-able. My demon/storm has inherent fitness and a couple of slots in stamina and end is a still a constant concern.

    But it's workable, much more so these days. Tip missions are a pretty easy way for lowbies to get Perf Shifter and Numi and the other +end proc, and of course at 50 it'll be cardiac all the way.
  5. Quote:
    Originally Posted by Peacemoon View Post
    Well Masterminds thrive on chaos, so it works well in that respect. You could certainly have a lot of fun with it. Steamy Mist would protect your henchmen, and o2 boost lets you keep them topped up. Have they fixed the ranged henchmen running into melee? If they have you could sit in the middle of them with hurricane up, protecting them from melee mobs while they mow them down. Only downside is that it might not offer your henchmen much protection from ranged and aoe.
    Bwahaha no fix yet, ranged pets still charge into melee. Don't hold your breath for dev love, melee pets spent years staying out of the crowd and plinking feeble ranged attacks.

    However, stormie masterminds are fun to play and can be quite powerful. The pets don't mind KB, they uncomplainingly and (relatively) efficiently target scattered mobs.

    My demon/storm is only high 30s and frankenslotted, but he solos at -1x6. The combination of bodyguard mode, great mitigation and a decent heal gives him a lot of staying power. Most of my faceplants come from running out of end, I hope hitting 50 and slotting cardiac will make him extremely sturdy against normal content.

    People say bots/storm is very good and I can see the synergy. +DEF from protbot goes nicely with your -tohit, and if you do a good job herdicaning the assault bot will bathe the tightly packed crowds in flame.
  6. Quote:
    Originally Posted by Draggynn View Post
    Of course now with inherent fitness, the vigilance damage buff, and all of the incarnate powers, there are more options in making an AV capable build.
    You can say that again. Some sets were designed and balanced around a bunch of great powers that you have to use selectively because of endurance costs. Storm is a perfect example.

    Cardiac alpha blows that out of the water, you can run around with all your toggles on 24/7 while blitzing a full attack chain.
  7. Quote:
    Originally Posted by David_Yanakov View Post
    Ninjas could be made all kinds of more viable if they would tweak Smoke Flash (and Serum for Mercs!) to accept recharge intensive pet sets like the level 18 powers of Demons, Necro and Thugs. As it stands the only way to get the option to include those procs is to roll /Storm
    When you put it that way ninja/storm sounds pretty decent. Steamy mist and the recharge intensive procs add much needed def and res, and you'd have the -tohit debuffs and KB mitigation. Oh, and freezing rain is as good as noxious gas, can be made perma, and you get it at level 16 instead of 38.

    So yeah poison is pretty gimp
  8. Quote:
    Originally Posted by Scientist_16 View Post
    These threads about Nin/Poison have me wanting to try one, especially since I've got a character concept all waiting in my head.

    I wanted to ask before I roll the character, though: What are the weaknesses of ninjas and poison? What are the strengths?
    strengths
    - taking out small groups of tough targets
    - ST debuff
    - ST damage
    - Oni is actually pretty good, offers damage and control

    weaknesses
    - not much aoe damage (and none at all until Oni)
    - genin are extremely squishy, jounin somewhat squishy
    - feeble aoe mitigation
    - pets die very quickly from aoe
    - pets die very quickly from large groups

    advice
    - the pet uniques are a must
    - spam those debuffs, this is a clicky set
    - the slow cone is mediocre aoe mitigation but it's all you've got, spam it
    - the hold is decent once slotted, and you badly need the mitigation
    - noxious gas is great, at least when it's up. Oni doesn't always charge into the middle of groups but if you order him in he'll stay there.

    I think some of the terrible reputation for the set comes from the old pet AI. Now that melee pets actually like to melee you can concentrate on debuffs etc instead of micromanaging the pets.

    For soloing it's actually pretty fun as a concept toon.

    For teaming it can be extremely gimp depending on the team and the enemies you're fighting. I did an ITF the other day with a trapper and a crab, the extra defence meant I was only summoning 1 or 2 pets a fight instead of 4, 5, or even 6 every fight. Fortunately we play in an age of incarnated-out demigods, a couple of those can pick up a lot of slack on a team.
  9. anonymoose

    pets and hami-os

    Probably a stupid question but slotting pets is a swamp of lurking gotchas.

    Would a Endoplasm Exposure (acc/mez) in ninja's Oni do what you expect, i.e. increase the duration of his holds and increase the accuracy of his holds and his attacks?
  10. Quote:
    Originally Posted by Hero View Post
    Hey everyone! I'm a bit worried about my recent decision on power sets.

    Here is the story...

    I started playing again with two friends and we are planning on keeping our trio going with the occasional addition for bigger teams. I originally made a Drk/Drk corruptor but recently we decided we will prolly switch to Champion from Virtue. So, here is my dilemma...

    I recently had a great idea for a costume and character concept for a sonic/sonic corruptor and was really considering playing him with my friends. I am really big on using strong character themes so I don't like mixing my powersets up too much. So sonic/sonic is the way I have to go with this character concept.

    My problem is that I have not heard much good about this combo and it is making me worry a bit. I suppose I don't need to be the best at everything but will I be gimped with this set? Please help me feel better about this decision! Thanks!

    (Also, for anyone wondering, I'll prolly still level a drk/drk at some time.)
    Sonic/sonic is tricky to level solo, but that won't be an issue for you.

    Sonic/ isn't orgasmic straight damage, but you'll greatly magnify damage done by teammates with your -res.

    /sonic is powerful but clicky. You'll have to keep your shields up on everyone, which some people hate while others don't mind.

    edit: sonic/sonic is an AV killer, you'll never lack for invitations to TFs or incarnate trials.
  11. I love Darkest Night. It's a debuff and a wicked aggro magnet/pulling tool. They'll chase you for miles

    On the BAF, DN + attack + taunt and you've grabbed aggro for that silly sequester thing.

    It's an end hog though.
  12. anonymoose

    Def or Corr?

    Sure but if all you care about is damage DAMAGE DAMAGE you should give bots/traps a hard look.

    Also, any def -vs- corr discussion needs to factor in scourging rain powers.

    I said my piece earlier in the thread - no such thing as a bad trapper, pick based on powersets and ATs you enjoy. If we still want to beat the horse and find a definitive "winner" then bots/traps has gotta be in the mix.

    There's a reason people still have this discussion after all these years - the devs did a decent job balancing, and your toon's awesomeness is mostly determined by
    1) how you play
    2) how you pick/slot powers

    So when you're sitting at the character generator screen agonizing over red vs blue trappers, relax. They're all ridiculously powerful solo and on teams.
  13. anonymoose

    Def or Corr?

    If you're trying to have a discussion about the best/most damaging trapper I'd say bots/traps and thugs/traps are contenders.
  14. anonymoose

    New MM

    Necro/dark is thematic and quite powerful.

    If you haven't played MMs in a while, necro benefits greatly from the new pet AI.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    Technically, x0 and x1 are the same thing. For some reason, x0 is what your difficulty defaults to when you make a character. You actually can't set it at x0 after you've set it for anything else, as that should be 0 enemies.
    D'oh, yeah I meant x1, haven't even tried going for higher numbers of enemies.
  16. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Do you perhaps play your /Poison on Infinity?
    I'm pretty much completely on Justice.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    That's ludicrous.
    I'm sure Dechs mis-spelled "perfectly balanced" and WAI.

    Although in this brave new world where Emps solo rikti pylons, you'd expect traps to be pretty good, right?
  18. quick update - some EBs are tougher then others.

    Still running +2x0 no AVs.

    Indigo - was going well until she terrorized my pets who ran off in all directions at 90mph and aggro'd the whole room.

    Ice Mistral - hello there, here's a nice hold for you while the rain powers kill all your pets, haha where's bodyguard mode now smart guy? *faceplant*

    Wretch - his footstomp was able to one-shot all pets except Oni, which Babs was unable to do. Maybe it's extra damage from brute's fury? He also seemed much more likely to target me then Babs.

    It's an interesting learning experience anyway. My brute, bots/traps, necro/dark and crab ran at higher numbers of even level mobs, this is like a whole different game.

    ps - still not hating it
  19. Quote:
    Originally Posted by Arbegla View Post
    Yeah, that's kinda my point too. If people can say bot/traps are amazing due to their ability to solo AVs, why aren't Ninja/poison amazing for doing the same feat?
    Ninja/poison is unidimensional - kill small #s of hard targets. Unfortunately, if you team, only a small fraction of CoH content involves small #s of hard targets.

    It's fun to debuff Rommie, but you have to get there first. Someone just blew up a crystal, and the ambush spawns at your feet. The ninja/poison might have time to escape with their own hide, they'll certainly lose all their pets. The bots/traps will survive until teammates can help, and might even crush the ambush solo.

    Bots/traps can carve a blood-soaked path thru +2x8 mobs on the way to the AV. When the AV gets scared and summons a big crowd to help, bots/traps barely notices. When the mezzes fly, bots/traps MMs rarely get hit, and if they do bots will survive a few seconds without clicky clicky help.

    The only thing saving my ninja/poison from deletion is the cool pet animations. And don't get me wrong, the animations are badass.

    My ninja/poison dinged lvl 36 and 37 last night, on an ITF, spending most of my time cowering behind the squishies instead of leading the charge like a trapper.

    But the animations are undeniably badass, and I really want to ding 41 so I can haz scorpion shield. You have to run a whole lot of tips to equal the XP from a shardy ITF, and it's not like I'm gimping the team, a couple of incarnated 50s can pick up a LOT of slack.
  20. Quote:
    Originally Posted by Redlynne View Post
    Heck, at this point, we might as well turn the Ninja summon powers into Toggles that automatically summon pets when you don't have 3/2/1 alive, and which have an endurance cost that is paid when actually summoning (as opposed to an end/sec cost) like you see on the Kinetics power Repel. That way, you really do have an endless stream of Faceless Flunkies to throw at your enemies.
    They'll never do it of course, but that would be hilarious. We'd need a new, attention-getting sound effect for the summons, some kind of frenzied battle cry perhaps.
  21. Alright, dinged level 35 last night.

    Having good luck at +2/x1, no AVs. The pets are frankenslotted for lots of acc/dam, and I've been able to get more slots for my debuffs.

    I enjoyed a couple of the Nerva arcs, Crimson Revenant and Operative Rutger gave me a chance to tackle Mynx, Luminary, Babs and Infernal, admittedly as EBs.

    Mynx - She's tough, I had to run away once and resummon.

    Luminary - not too bad

    Back Alley Brawler - I expected him to 1-shot my entire retinue with his first footstomp, but it wasn't quite that bad. I had to retreat when I had him down to 1/3 health or so. After resting and resummoning we came back and nailed him.

    Infernal - died twice, lost temper and reset diff to +0x0. Not only does Infernal have a fire aoe, he summons a big pile of demon pets. Not ninja friendly.

    I've also ran a huge pile of tip mishes, which vary from not very hard to hilariously easy.

    My villain merits were spent on various +end procs, which help with the clicky nature of /poison, running tough/weave... and the constant resummoning!

    I'm tempted to jump on the ITF treadmill now that I've hit 35 and grind some fast levels. Once I get Scorpion Shield I can respec to get provoke and try tankerminding.


    tldr - still not hating it.
  22. anonymoose

    Thugs/?

    Quote:
    Originally Posted by Lewisite View Post
    Not sure if this is true, but word on the street is that some incarnate-type enemies at least have a base to hit bonus, moving the softcap up from 45 to something close to 60. But AFAIK this hasn't actually been verified. Keep in mind also, there is the cascading defense failure problem -- it seems to me you can just never really have enough defense.
    Fair enough, but for heaven's sake use traps for extra defence and not bubbles.
  23. Quote:
    Originally Posted by Arondell View Post
    I had the impression though that any time scourge kicked in corruptors would pull way ahead of defenders in damage output. Though that really didn't apply very much to a lot of the weaker enemies your likely to face.
    The rain powers check for scourge with every tick, which is awesome against trash mobs. A very common build on the corr forums is fire/dark, let's use that as an example.

    Tar Patch - keeps the group in place and debuffs resistance.

    Fireball - good damage

    Rain Of Fire - nasty any time, but on a bunch of already slowed and damaged mobs it's orgasmic. You're slowing the mobs so they stay in the damage zone. They're already hurt, after a few ticks you get a chance to scourge, which hurts them so they're even more likely to scourge, it's a cascade effect.

    It's easy to observe the rain/scourge orange numbers for yourself, fire/dark gets RoF at level 6
  24. anonymoose

    Thugs/?

    All those stacking leadership bonuses from the Tier 2 pets will be insane, sounds like a fun team.

    I'd say anything but FF will be fine, i.e. you won't need extra defence.

    3 Dark Miasma is a little redundant from a pure powergaming analysis... but would be lots of fun. I wonder if 3 Dark Servants could tank the Freedom Phalanx?