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Posts
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Making this list makes me feel like a loner, since my faves are the ones I 1) mostly solo with and 2) ignore my teammates if they exist... but here goes anyway
#0 The Storm powerset - I literally cannot get enough of this set: I have one (multiple sometimes) for each able AT, and hope for more some day
#00 The Katana powerset - same as above: I21 will see lots of brute creation... if only I could get a Katana/Storm....
#1 Masterminds - w/ 2 50s (my first villain 50), 1 in the 40s, several in the 30s, and 20s, (they never stay in the 10s for long, so none), and several pre-10 alts: I just love them to death. It's like a corrupter that doesn't suck end and is always at the damage cap (after lvl26)... Who solos +3/x2 at lvl 1 without dying? They are my only AT that can afk in a mission +1/x8 and not worry about patrols (besides Stalkers... technically...). I will never get bored with any Mastermind set I make... unless it's /FF (though my Thugs/FF is going strong at lvl34...)
#2 Warshades - w/ 1 50, 2 in the 20s, and a few lowbie alts. My first 50 was a blaster. I died alot. So when I *finally* unlocked my HEAT, and found out that it was a blaster... WITH SHIELDS... my heart fluttered a bit. Not to mention, Stygian Circle is the best power in the game...
#3 Blasters - My first love. Since I've gotten better at the game over the years, my heart doesn't quicken when rushing into mobs before the tank anymore... since 4 lucks = invincibility, the breakneck adrenal rush of Blasters I used to love is gone, but in its place is a (sometimes) indestructible ball of death. I would play blasters more again if there were more secondaries... <.<
#4 Stalkers - I've only played one, but I love her. Katana/Regen (lvl46), and I see nothing wrong w/ stalker survivability (maybe I'm biased). Soloing is *fun*: you can do the mission as you choose (kill only men, kill nothing, don't be seen, kill only stragglers, kill things only w/ the letter "W" in the name...), teaming is fun for the same reasons (kill the LTs before teammates do, scout the cavern while half the team is training...), and crank out major damage on AVs (a good place for single target damage where teammates are within Crit-Collar radius, no fear of aggro thanks to Placate)
Everything below this line, I don't really play much...
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#5 Widows - I like Dart Burst as a unique power, and I like the Stalker-esque element to them.
#6 Brutes - I like Fury's mechanics, but at the same time it makes going afk or alt-tabbing sadder... WS's are much better
#7 tie: Corruptors and Dominators are about the same: I like that they do damage, but don't like the fact that they don't do enough of it. I also don't like that Corrs suck end (Dominators Dominate), but I hate the fact that Doms have so few AoEs in their secondaries (Blasters rule!)
#9 Scrappers - are just plain boring: we can play stalkers now... it's like still liking vanilla when french vanilla is available
#10 tie: Defenders and Controllers are about the same: I don't like that they don't do damage, and that they suck end
#12 Tanks - 1 lvl50, but was PL'd from 32 to 40 and from 45 to 50, so it doesn't count . The low levels are torture: they need more damage, and more end (though, looking back, playing sets like stone melee, stone armor, and dark armor might have had more to do with that)
#13 PBs - My PB on beta (lvl9) is higher than my PB live (lvl7). I don't know... maybe I'm too evil, but PBs even *look* lame compared to WSs. Also -def is stupid compared to -rech, -speed
#14 tie: never played Fort, Bane, or Crab (except lvl-Bumped to 38 (or was it 50?) Crab in Beta right before they came out... but the build... it was.. ssooooooo bad....)
Nice thread! -
I'm no expert, but I do know what the experts will say when they look at this build: what is your goal? Lots of people either build for positional defense or high recharge.
It also looks like you're suffering from the same misconception I had when I started using IO sets: you can use the same set more than once in your build (except PvP and Purples), and the set bonuses will stack. -
Assault Bot Swarm Missiles put a burn patch under each mob in the AoE, so for large groups Bots probably do max damage.
For good average damage (not really dependent on how many mobs there are) I would probably say Thugs (Enforcers and Arsonist have good AoE and Bruisers do good ST damage)
For Single Target, I would say Ninjas (high damage, high recharge attacks)
/Dark and /Traps do consistent -regen and -resist, whereas most other secondaries only offer one or the other. /TA will come in 3rd I'm guessing.
My answer: depending on the mob size, I'd say either Bot/Dark or Ninja/Dark -
Technically, Go To/Defensive will also allow for body guard mode (and tonight I will see if Stay/Defensive does, too).
Regardless, kalash is wrong: Attack My Target will take pets out of bodyguard mode regardless of their preference. -
If you want your "Hey, now I can move around w/o my pets aggroing the whole map" option, use Stay/Passive. They won't move and won't attack.
Or maybe I'm missing something and this is not what you're trying to do... -
I'll make a few suggestions that no one else has pointed out.
For controllers, Plant Control goes well conceptually with Storm Summoning (you control weather to grow your crazy plants) or thermal radiation (you absorb and release sunlight to grow your crazy plants). This is a stretch, but I would pair Illusion Control with Sonic Resonance. Conceptually speaking, if your character is a trickster, you would use both light (ill/) and sound (/son) to confuse your enemies.
For blasters, since Radiation is a type of (really high) energy, it would go with Energy Manipulation.
For Masterminds, both Pain and Poison go hand in hand with Zombies, depending on what kind of zombies you're summoning (even though the powerset is called Necromancy, Pain goes well with "feral" zombies and Poison goes well with "virus" zombies... just ignore the summoning animations) -
Quote:Scrappers don't do as much damage as Blasters. Most DPS numbers are based on single-target high-recharge attack chains.And still, the fact that Scrappers do just as much damage as Blasters plus having a survivability secondary and the Critical Hit inherent when all Blasters get is more damage hasn't been answered
In large group settings, however, if you were to take the number of AoEs each AT has, the damage of each AoE, and multiply by the target caps of each AoE, Blasters do more DPS than Scrappers. This is without considering the fact that the radii on most melee AoEs is smaller than those of ranged AoEs.
The real question is whether or not the "small" damage advantage is worth the lack of survivability. I think Cyclone Jack said it best with "I'd rather have a Blaster and Defender than two Corruptors".
Blasters have higher base HP, and higher base damage, so they get the most benefit out of most buffs in game. -
I noticed you trying to confuse Scrappy in the video, which I'm pretty sure had no effect, but it got me thinking: since damage to and from GMs scale with level, does this mean that it would actually be better to confuse the Scrapyarders around him? The Demolitionists may do some serious damage to him...
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You don't have to softcap def on /dark b/c you'll stack -66% ToHit against even cons. Your choice, but 25% def is more than enough.
Black Hole has its uses, especially when solo: use it when you've overextended yourself (running +2/x8, you can beat 2 mobs but 3 mobs would be too much, eg) -
I don't see what iTrial difficulty would have to do with mid-20 MMs
Fyi, I played 3 MMs today, from lvl10 to lvl30, but they were all on Freedom -
When I TP/fly around I keep my pets on defensive/stay and hop around to different safe spots (places clear of mobs) since the pets will teleport to you after a certain distance.
With I20.5, I made a toon (zombies/traps) that will be built around the concept of Team TPing invisible zombies into mobs (and staying behind myself, thanks to Null) and blowing one of them up (and bringing it back as a ghost? not sure if the body will remain...) -
Since you asked, the Lich does have an immob, but it doesn't have -KB in it: you'll have to rely solely on Electrifying Fences.
Speaking from experience of a /storm MM, I think you'll find yourself sucking wind more frequently than you anticipate in the higher levels, depending on how you play... I always throw Thundercloud out as soon as it's up, but in your build it's gonna drain 33 of your blue bar every 40s. If you factor that into your current net end gain, you'll only come out to a net gain of 0.7 end/sec... and that's without running Hurricane or Snow Storm: it's just you standing w/ toggles shooting LSs out!
Now for the hard part... making constructive suggestions for improvement that go beyond "Just take Cardiac!" (though that is my twitch response... the issue is that your build is clearly damage/rech, whereas mine is ranged def/recovery). Replace your Dam/Rechs with Dam/Ends in LS, Replace Res/Ends with Ribosomes in Charged Armor: you gain 8 seconds on LS, but reduce the end cost to 0.48 end/sec over the cast cycle (about half of what it was).
If you *really* want to keep the same recharge as before, either switch Provoke for Hasten, or put a FF: +Rech in the second slot of Gale, and spam it alongside Electric Fences. -
Quote:I read in a post elsewhere (by elsewhere, I mean it was a thread comparing /Poison to other /Debuffs here in the MM forums) that with Darkest Night, Fearsome Stare, and Dark Servant together, you were already debuffing even cons by -66% ToHit.., meaning that without even a point of defense, you'd be pseudo-softcapped./Dark rules, even if it is a debuff set. Protector bots can give you +11.9 def with good slotting. Double that on the battle drones and assault bot. Scorpion shield can do like +20 def. Aaaaand there! You can pseudo-softcap if you use all you debuffs and your dark servant.
Its ownage. There are probably even better ways to do that.
Check it out, regular mobs, even in incarnate stuff don't have anything like av/gm debuff resist, so your strong -tohit actually gets you father than a regular soft cap as long as you keep it up and on them anyway -
I have two MMs on Freedom that would love to join this group.
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Quote:Weird... I see my Cardiac in the buff list...Do any of the Alpha Slot powers work on your pets? I took Musculature for some additional damage on my Bots but i never see the lil red icon beside them in there buff/debuffs lists.
I hope this doesn't come across as an insult to you, but did you makes sure that you equipped the Musculature after you created it? (plz don't be insulted ) -
Most importantly, it means that for large teams (or leagues) we no longer have to choose between buffing teammates, pets, and actually having endurance anymore. We'll have our cake and eat it, too
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Ninja/Storm (or any MM, for that matter) will have no problem killing and surviving almost all content, whether solo or teamed as you level up.
I will say, however, that Destroyers in Praetoria, and Arachnos (darn Drone Coordinators) or Scrapyarders (darn Demolitionists) will give you the roughest time, so avoid them if you can.
The issues that most of these forum-goers have is the fact that, without a good build, your pets are going to get eaten by most 50+ content.
My opinion on the matter: either you'll take your ninja/storm seriously, and build it until it has no problems w/ Incarnate content, or you won't take it seriously, and probably won't start the incarnate content to begin with.
(btw, my main is Ninja/Storm, so if you ever want to see it in action, PM me so we can meet on Champion) -
Sorry, but this won't fix the Run-In bug
You'll notice that Protector Bots have no melee attack (so clearly it won't come up in their attack chain), but they still run into Melee.
A true fix? For whatever reason, when a MM tells its pets to attack a Vault Door (mayhem or prison cells), they won't close into melee. A fix for pet run-in would probably come from looking at why pets don't close in on Vault Doors and applying that to the appropriate pets for all targets. -
Quote:Participation tables were fixed when pet combat was merged with personal combat.Oh I'm certainly not looking forward to starting the incarnate trials on my mastermind now. I was reading that we get the short end of the stick on rewards too because of the participation system.
Example: before the most recent patch, if my Genin killed a LB Eagle, the Pet combat window would say, "Genin defeated LB Eagle" and my Combat window would say nothing. Now all pet combat shows up in both Pet and Self combat, and a the action above would be changed to "*You* have defeated LB Eagle".
As anecdotal proof, my ninja/storm (the king of pet/pseudopets) got 1 uncommon table and 2 rare tables in the three trials he's run since the patch. -
Quote:How does what work? The Mercs/Traps build or the /Storm build?Hows it work? I mean from a technical view...
You can't soft cap your pets, or stack their res up very high... What's the angle you play?
As for the OP: try Necro/Storm and let me know how that works for ya - I'm curious. I've got a Mercs/Storm: you'll probably get bored w/ that combo if you've already played Mercs/Traps, since the strategy is exactly the same (lay down your goodies, watch your pets slay everything, repeat)- the only difference is you're replacing a straight heal with an AoE +regen on the survivability front. -
Yeah I bugged that because orange numbers were appearing over my pets' heads, but I thought the color was off does this mean that Particle Burst works in some way like Interface or Achilles' Heel proc (auto-granting the target the power for full effects)?
Quote:I know that when fighting the Praetorian Clockwork, I would see damage ticks off of team mates that are orange (like I hit them) I figured it was sort of like a chaining attack that they had that once hits me, jumps off me and hits team mates. Making the game think I am hitting the team mates. Perhaps that is what you are seeing as well. -
I'm no expert on corruptors (far from it, I'd say), but whipping up a build for you was much more fun that doing programming homework.
You said you liked to support more, but also be formidable solo, so I gave you Psychic Mastery for some hard controls. you only have moderate defense/resist, but your heals should make up for any issues.
I like this build because you can decide to either go crazy with AoE (often getting a recharge boost for it, too!) or you can Mass Hypnosis the mob and pick them off one by one.
Possible tweaks: Drop the Gladiator's Armor slot and put it in Nova, or Drop Super Speed and get Siphon Power or Repel (), and then move the (almost worthless) third slot from Hasten into whatever you choose.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Energy Blast
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Villain Profile:
Level 1: Power Blast- (A) Thunderstrike - Damage/Endurance/Recharge
- (21) Thunderstrike - Accuracy/Damage/Endurance
- (21) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (A) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (5) Touch of the Nictus - Accuracy/Healing
- (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (7) Touch of the Nictus - Accuracy/Endurance/Recharge
- (7) Theft of Essence - Accuracy/Endurance/Recharge
- (9) Theft of Essence - Accuracy/Endurance/Healing
- (A) Thunderstrike - Accuracy/Damage
- (37) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (A) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (11) Positron's Blast - Damage/Range
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Chance of Damage(Energy)
- (17) Force Feedback - Chance for +Recharge
- (A) Thunderstrike - Damage/Endurance/Recharge
- (40) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Aegis - Resistance/Endurance
- (15) Aegis - Resistance/Endurance/Recharge
- (15) Titanium Coating - Resistance/Endurance
- (19) Steadfast Protection - Resistance/+Def 3%
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Force Feedback - Accuracy/Knockback
- (19) Kinetic Crash - Accuracy/Knockback
- (A) Endurance Modification IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (27) Red Fortune - Defense/Endurance
- (27) Red Fortune - Defense/Endurance/Recharge
- (29) Red Fortune - Defense
- (A) Positron's Blast - Damage/Endurance
- (29) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Chance of Damage(Energy)
- (34) Force Feedback - Chance for +Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (31) Red Fortune - Defense
- (33) Red Fortune - Defense/Endurance
- (33) Red Fortune - Defense/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Recharge
- (43) Multi Strike - Damage/Recharge
- (43) Scirocco's Dervish - Damage/Recharge
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (36) Performance Shifter - Accuracy/Recharge
- (A) Recharge Reduction IO
- (39) Accuracy IO
- (39) Accuracy IO
- (A) Call of the Sandman - Accuracy/Sleep/Recharge
- (46) Lethargic Repose - Accuracy/Sleep/Recharge
- (46) Call of the Sandman - Accuracy/Recharge
- (A) Aegis - Resistance/Endurance
- (45) Titanium Coating - Resistance/Endurance
- (45) Titanium Coating - Resistance/Endurance/Recharge
- (45) Aegis - Resistance/Endurance/Recharge
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Coercive Persuasion - Contagious Confusion
- (48) Cacophony - Chance of Damage(Energy)
- (48) Malaise's Illusions - Chance of Damage(Psionic)
- (48) Coercive Persuasion - Accuracy/Confused/Recharge
- (50) Cacophony - Accuracy/Confused/Recharge
- (50) Malaise's Illusions - Endurance/Confused
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Regenerative Tissue - +Regeneration
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
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Quote:Weird you guys are experiencing this bug so often: I may get this bug once a month =\I'm really surprised more people haven't complained about this. I pretty much gave up playing my MM until this is fixed. I got sick of having to go let myself be defeated in order to gain control over my pets again.
To temporarily fix it in the meantime, just type "/release_pets", and all your pets will die and you can just resummon them, good as new: no dying necessary. -
What if the lvl6 and lvl32 buff powers became toggles?
I don't know if the toggle codes work like this, but I think it would be good if having your lvl6 and 32 toggled increased the end cost of summons, but allowed them to be summoned with the upgrades that are toggled on.
I also wouldn't mind going back to ST buffs: now that pets follow us through zones, you only have to upgrade one pet and when you zone all your pets will be upgraded. -
Quote:Welcome back!
Let's see... new stuff... 2.5 years ago was Issue 13, which added multiple builds and (still controversial) PVP changes, and allowed Villains to respec into different Patron Pools.
14 and 15 were content issues--depending on who you ask--and didn't add or change anything for your preferred ATs. The Mission Architect, aka "Architect Entertainment" or "AE" was in Issue 14, and the Dr. Khan TF and Barracuda SF were in Issue 15.
16 added color customization for most powers and alternate animations for powersets such as Martial Arts and Super Strength, which can be changed at the tailor. Some powersets, like Stone Melee/Armor, allow you to use different textures on your powers, giving you a lava or crystaline appearance instead of the regular stone one as an example. Electric Armor had "Conserve Power" changed to "Energize," which is like Conserve Power + self heal.
17 was another mostly story issue, but it added the new graphics tech for Ultra Mode and things like animated costume tails.
18 was, as you may already know, the release of the Going Rogue expansion. Tankers received a buff and now have a debuff called "Bruising" applied to their tier 1 attacks; it applies a 20% (resistable) resistance debuff to enemies. Brutes had Fury normalized, making it very easy to achieve a mid-level of Fury but more difficult to raise it to a high level. Issue 18 also changed the way "Burn" and "Fiery Embrace" work for Fire Melee users and noticeably increased their damage potential.
As part of Going Rogue, you can now switch sides by doing enough tip missions (max of 5 per day, 10 required to switch sides). Because the line between Heroes and Villains has been blurred, all characters have the APP (Ancillary Power Pools) available at level 41+, and any character that becomes a Villain and does the tasks of one of the Arachnos Patrons gains access to the Patron Power Pools. Also, with Going Rogue, all melee ATs get the new attack powerset: Kinetic Melee, which uses Tai Chi-style attacks.
Issue 19 began the process of unlocking our Incarnate abilities by allowing our level 50 characters a "global enhancement" power in the Alpha Slot. It requires Going Rogue to unlock, and comes in 4 flavors: Damage (Musculature), Endurance Reduction (Cardiac), Accuracy (Nerve) and Recharge (Spiritual). Upgrading to a tier 3 or tier 4 Alpha Boost gives you a "Level Shift," effectively making your character level 51.
Additionally, the Fitness power pool became inherent (aka, all characters get it at level 2)!
That brings us to the most recent release, Issue 20, which has just been out for a few weeks. There are four more Incarnate abilities available now (again, only for those who have purchased Going Rogue): Judgement (an AoE attack), Interface (a debuff added to all your regular attacks), Destiny (an AoE heal/buff power) and Lore (a pet-summoning power). The abilities are gained and are most useful in the new Incarnate Trials--having a tier 3 or tier 4 Destiny or Lore ability gives you another level shift for use only in the Incarnate Trials, making the current maximum level 53.
And that's the short of it. There's new story arcs to explore, enemies to fight and customization options out the wazoo. (I didn't even mention the various $10 booster packs that add more costumes, buffs and even the "Ninja Run" and "Beast Run" semi-travel powers!) The point is, it's a great time to come back, and it looks like things are going to get even better in the future.
LOL Paragon Studios should hire you for advertising! I totally wanted to log on and start playing based only on the way you've described everything I've known about the game for months!