anonymoose

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  1. Quote:
    Originally Posted by Pattern Walker View Post
    The reason that I suggest that we not ask for a swap with the Traps version of Poison Trap is that the Traps version does nothing that Poison does not already do via other powers.
    Heh, poison trap is a un-interuptable AoE hold. Run into an x8 crowd of minions, toebomb PGT and neuter them all, every time.

    What combination of powers from the /poison set can do that?

    PGT debuff numbers are great but don't forget the fantastic mitigation.
  2. Quote:
    Originally Posted by Lewisite View Post
    Well.

    Your not going to have serious problems until your 50, then the challenge begins.

    Certain combinations of primary and secondary perform very well, but in general I think you'll find most combinations struggle to keep their pets alive. Even the stronger sets can easily eat dirt pretty fast with incarnate content.

    Poison is going to be a very rough ride at the end where most interesting content is seas of very tough mobs. Poor ninjas will die in waves ;(

    This is opinion, but I think mm's in general are poor in incarnate content.
    Well my bots/traps has a rough time in incarnate content so I'm under no illusions that this toon will be any use whatsoever in lambda/baf.

    As I say, if I still like playing this toon her endgame will be running tip mishes and random v-merit rolls.

    But I've got other toons that can handle the incarnate trials and quite frankly I'm tired of them and I don't even have my main fully incarnate slotted... I'm playing my alts right now waiting for the trials to get less crashy.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Quick question: Do you have either Provoke or Challenge in your build? I know it sounds obvious, but I find my pets take a lot less damage when they're not actually getting hit.

    With Ninjas and especially poison and your small, high level enemies, it might not be the best option anyway. I'd assume you debuff the boss/LT and tell the ninjas to focus down the minions first. Then as the debuffs wear off, the boss is alone and not really a threat anymore anyway.

    I'm just curious.
    I still feel a little squishy, even with tough/weave. Once I get a patron shield and start going for IO sets instead of frankenslotting that will change.

    I'm going with Black Scorpion, and Web Envelope really annoys the mobs . I'm going to attempt spamming WE and Neurotoxic Breath to see if I can hold "enough" aggro.

    My current strategy is to approach a mob from an angle offering good cone coverage if possible. Envenom+Weaken on the strongest guy, barfulate as much of the crowd as possible with Neurotoxic Breath, and toss a "hail mary" hold on another mob. The hold will be more reliable once I can spare more slots.

    If there's a real troublesome mob (Longbow flamethrower, PPD equalizer etc.) I use Envenom+hold to make sure they're out of action.
  4. What MM are you duoing with, the various sets have different strengths/weaknesses.

    And just to make the choice harder, I suggest a /storm mastermind. Pets never complain about knockback.
  5. anonymoose

    Fire/Dark

    Quote:
    Originally Posted by Ledneh_ View Post
    Someone mentioned earlier going to -1/x8 on their fire/dark as soon as they hit 12. Care to explain how, please? I'm 24 and at -1/x3, and I get clobbered maybe every five or six packs because of an extra LT or being a level-bumped pack or whatever.

    Do you not clear your missions, instead just stealthing to the end? If so, why even set it to x8? Or if not, what am I missing on how to clear large groups without getting stomped in?

    I corner pull with DN, lay down the tar, hit Rain, jump out to AoE... and usually get chain KB'd and fall on my *** and die horribly. Or even if I'm not knocked back like mad the alpha strike often does rather more damage than I'm ready for
    Are DN and FS slotted for -tohit? Are you spamming FS?
  6. update - Now at level 29. I did some teaming this week, ran the new Mortimer Kal SF and did some GM hunting.

    I knew there would be ninja-hostile parts of the SF. The Assault Bots' burn patches were devastating, I was resummoning nonstop.

    I think a big part of enjoying this toon is having the right expectations. I had good teammates to carry me thru some parts, but Mortimer Kal has enough AV fights that I still felt I was pulling my weight. I got good XP, a handful of merits, and there's always more ninjas waiting to be summoned to certain death.

    I also joined a Scrapyard team, we had my ninja/poison, a trapper, a rad, and a sonic/sonic defender. I've never seen Scrapyard go down in 30 seconds before, it was ridiculous.

    Random thoughts - running at +2x1 the ST hold is amazingly useful. I usually tackle 3 or 4 red/purple critters at a time, if I my hold hits I've just reduced incoming damage 25-33%. Will be slotting up Paralytic for sure.
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    Ninjas/Poison plays like a stalker, in that it scales vertically. You will do well to increase the level of your enemies as you progress, and keep the number per spawn at x3 or less. Add bosses as well when you feel comfortable. Your single target debuffs and damage mean that one boss is not a problem. Thirteen minions, however, is.

    This is the opposite of most Brutes, for example, that scale horizontally. Brutes do well to actually increase the spawn size of their enemies at the cost of decreasing their level by one. As the brute gains power, the spawn size increases further. The only time a brute should increase the level of their enemies is if they're already at x8 foes.
    Yeah I bumped up to +2 when I got Oni, and am still doing OK. My thugs/traps is at about the same level and runs at -1x5 or so, a much different playstyle.
  8. Quote:
    Originally Posted by Psylenz View Post
    The hurricane is better as a scalpel than a sledgehammer.
    Quoted
    For
    Truth.

    And you still have the sledgehammer available if things start to go sour.
  9. I created a ninja/poison during a recent alt-itis attack. So far I'm not hating it.

    Pros - The pet animations are fantastic, those low-level paper mishes against the Tsoo were low-budget kung-fu action flick heaven.

    Cons - Too numerous to list. Ninja/poison has SEVERE limitations. In fact it's only decent at one element of the game, assassinating very small groups of hard targets.

    To keep this toon fun I only play certain content. I rarely team, and never big teams. I'm just running paper mishes and tips at +1, with occasional street-sweeping.

    I've already got powerful team-oriented toons, so I don't feel bad that this guy will always suck on TFs, incarnate trials etc. If he's still fun at 50 I'll keep him just to run tips. For me tip mishes are a good mix of fun and reward when I don't feel like teaming or there's nothing interesting going on. I mostly leveled my crab that way from 20-50 and random A-merit rolls earned me hundred of millions, tips seem a viable niche for solo-only toons.

    Preliminary verdict - a fun concept toon if and only if you play within it's strict limitations.
  10. Quote:
    Originally Posted by Lewisite View Post
    I don't know... I think a lot of these suggestions don't do enough for this set. Honestly compare poison to dark or traps. It is really bad compared to those great sets.

    In my opinion, most of these tweaks will result in a set thats still weak, but thought to be "fixed" in the eyes of the devs. It will still lose hard end game.
    Yes but /dark and /traps are awesome and arguably overpowered. I'd say the only thing saving us from a /traps nerf is that not many people play the set.

    If they can upgrade /poison from "sucks" to "kinda average" I for one would be grateful.
  11. anonymoose

    Necro/Dark!

    Quote:
    Originally Posted by ChaosAngelGeno View Post
    I still do not get why people love Howling Twilight. Yes it rezs, and stuns. Good when your teaming, but I feel the power is situational at best. It consumes an absurd chunk of endurance to use, recharges slowly, so it isn't somthing I would regularly use. I don't consider it essential to take.

    Of all the powers in this game, this frustrates me the most. My Necro/Dark MM is my first toon I ever built and I stil, to this day have to argue about this power whenever I play my Necro/Dark MM because I don't use it. ><
    It's a nasty -regen buff, I use it on AVs/GMs every time it's up.

    The rest of the time it's more of a situational panic button. Darn, there's 2 crowds of Longbow standing right together, let's soften 'em up first. Darn, this ambush is lasting a long time, let's get some breathing room.

    If it was just a panic button I could see your point, but the -regen makes it worth the pick on my toons.
  12. anonymoose

    Def or Corr?

    Any trapper is great. Def, Corr or MM, I'm glad to see them join my team.

    The small differences in numbers are quickly forgotten in actual play. They've all got the best regen debuff in the game, the same grade-A alpha soaker , the same un-interuptable PGT and Acid mortar laid on the toes of the enemy.

    Oh and whatever AT you choose, if you set up traps and pull into them... you're doing it wrong.
  13. anonymoose

    Necro/Dark!

    Quote:
    Originally Posted by DreadedByMoon View Post
    You have any tips to make it through that rough patch until I pick up the second upgrade?
    Have you played a Dark Miasma toon before?

    Check some of the guides in the Defender and Corr forums, that advice still applies to you.

    Slot Fearsome Stare and Darkest Night for -tohit, and use them liberally.

    Tar Patch is awesome, use it.

    Howling Twilight is a ridiculously good stun, which also happens to rez.

    Do a forum search on "darkest night corner pull", it's a good tactic for obnoxious mobs like Longbow.
  14. You definitely want hasten, with enough recharge you can have 2 or even 3 acid mortars out at once, and the effects stack.
  15. I've never played mercs but here's some general advice.

    Check out the Dark Miasma guides on the MM, Def and Corr forums, tons of good advice there and it all applies to you.

    Do a search on "pet unique IOs", they make a difference.

    Make sure your bottom tier pets have enough accuracy, remember they're 2 levels below you.
  16. Tips mishes have been good to me, especially for toons I haven't completely IO'd out yet. Presumably you're earning inf to get stuff for your toons, but it can be faster to just buy your own LotGs etc. with alignment merits.

    Whether you go with AE, TFs or tips, do yourself a favour when selling recipes and check the price of the recipe and the crafted IO. Sometimes there's a good inf to be made by crafting our drops before selling.
  17. Quote:
    Originally Posted by MadJack View Post
    So I just dinged 26 on my Demons/Dark MM last night came here looking for some build advice and noticed something. Many of the builds that people have posted here don't include either of the whips. I have noticed lately that I'm not using mine very much other then for the cool animation to finish off a target.
    Are the whips basically useless, especially at higher levels? Should I respec out of them as soon as possible?
    Most of the other MM primary attacks are utterly useless. People don't take them, and if they're anything like me they're in the habit of not using their own attacks.

    The -resist on the whip attacks makes them by far the best MM attacks and arguably worth using. I suppose it depends on how much endurance you can afford, how "busy" your playstyle is, and where else you might want to spend a power pick or 2.
  18. anonymoose

    Def or Corr?

    I already said this in the defender forum but I'll say it again.

    A halfway competent trapper, whether corr or def or MM, is a powerhouse solo or teamed.

    If you're using the powers properly, the small differences in numbers between ATs are overshadowed beneath the overall awesomeness of traps.

    I imagine there are dp/traps and traps/dp toons soloing at +4x8, that should be awesome enough for most people.
  19. anonymoose

    Def or Corr?

    Quote:
    Originally Posted by AF_Bill View Post
    dp/traps, or should it be traps/dp? In other words, is there much of a difference at level 50?
    You can't go wrong either way, they'll both be great.

    We could quibble about the stats but in actual game play you or your team won't notice the difference between a competent trapper defender or corr.

    Whichever way to choose, read the traps guides on both the Defender and Corr forums. You want to be an active trapper charging into crowds, not setting traps first and pulling mobs into them.
  20. If you're succesful solo, run tip mishes and buy the Perf Shifter, Numi, and Miracle procs with alignment merits. That will help your endurance a lot.

    You can try running partial bodyguard mode, i.e. put some pets on agressive and leave the rest on defensive so you still get some of the BG mode benefits.
  21. Quote:
    Originally Posted by Berzerker_NA View Post
    I had thought there was actually a problem with it, like you didn't get your set bonuses, or the enhancements don't actually do anything. It's really just because of a preference?
    Some really old forums posts said that purples only worked for the top tier pet. I'm not sure if that was true at some point, but right now they work fine in any pet.
  22. Quote:
    Originally Posted by Redlynne View Post
    Force Bolt is a heck of a lot more fun with a 6-slotted Kinetic Crash set ... which gives you (among other things), Knockback Protection!
    Especially as a level 50 in Mercy or Atlas... I like playing "driving range" by hovering/flying just below roof level, and targeting snakes or other mobs hanging out on rooftops, that extra angle sends them much farther.
  23. I'll put in a brief plug here for necro/dark.

    The latest AI changes were very kind to the Grave Knights. They now rush in to use their powerful melee attacks instead of plinking from range until manually repositioned.

    My necro/dark was stalled in the late 30s. I dusted him off after the AI changes and started playing him again, he's a lot of fun now.

    Necro/dark is no bots/traps AoE juggernaut, but you'll stay safe long enough to kill everything in your path, and provide lots of survivability to your team.
  24. Quote:
    Originally Posted by Pinny View Post
    Or if they are given something more powerful than any other combination, whenever they do try something else it will be seen as weak and useless, and therefore they will also go on the forums saying "go X/Y or you suck because everything else is bad."

    The beauty of CoH is that no powerset combination is useless; they all work very well. Telling somebody they shouldn't be so and so set but instead be FotM set is taking away 75% of the game.
    Some people like playing the most powerful builds. Those people are allowed to enjoy playing the most powerful builds.

    Some people like concept builds, or deliberately mismatching powersets to give themselves a challenge. Those people are allowed to enjoy playing less powerful builds.
  25. Quote:
    Originally Posted by Zeh_Masteh View Post
    I couldn't help but notice a trend on the boards... and for whatever reason, this particular instance brought me to say something about it:

    Every time someone comes up and says "Hey guys, can I be different? Is this combo any good?" the mass response is "No, that sucks... go roll a Bots/Traps or a Thugs/Dark or you will suck."

    It's all quite counter-productive to both learning experiences and the ability for someone to discover an unheard of combo that's surprising much better than what's currently top tier. (That, or I'm taking it personally because everyone downplays my main, ninja/storm )
    The OP already said they'd never gotten a MM past level 20, so why not discuss combinations that are known to work well?

    Plenty of time to try more esoteric combinations once you've gotten the basic idea down by leveling something that has good synergy.