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Posts
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Quote:Tactics is a fantastic set mule. If you're not into IO set bonuses I'd probably skip Tactics, accuracy bonuses are plentiful and most toons don't need the help.Well...
I got mine to 14 so far, and I am looking at the Leadership toggles. In game and on Red Tomax, it says they all burn the same endurance .195. Is that true? I could swear years ago my Defenders had to slot tactics with 2 End and the others with one...
How would you slot them? ( generic IO or SO slottings, thanks)
Anyone else running a FF/DP want to share tips tricks or Horror stories?
DP has average damage so Assault is worthwhile. It's a 1 slot wonder, 1 end reduction.
Maneuvers - 3 Def 1 End. Frankenslotting would be better, could get away with 3 slots. Obviously it's a great place for LOTGs.
Unsolicited advice - if you're avoiding IOs because of poverty consider running tip mishes. You can buy the nice IOs with alignment merits, or buy nice IOs and auction them to pay for the sets you want. -
It is a shame, but thanks for doing the research and recording the results here for posterity.
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It was every bit as awesome as you'd expect.
1 /therm
1 /stormie
1 /cold
1 /sonic
1 /kin
1 /rad
2 /dark
The -res was ridiculous, my rain of fire sometimes hit for 7 or 8 damage per tick... without scourge.
Anyway, if you're looking to make the weekly TF a little more interesting I highly recommend all corr. -
Quote:^^^ this!Anyone who suggests a trapper should bring the mobs to them, is playing the set wrong.
When teaming, if the tank/brute is any good my trappers are right on their heels charging into the crowd.
If the tank/brute isn't great, sometimes he has to chase me into the crowd. -
A 1 page summary wouldn't be a bad idea. Here's something quick and incomplete, is this the kind of info you're chasing?
Robots
pros: great AOE, defence for pets and MM
cons: late bloomer, some KB
pets attacks: mostly ranged
pets heal each other: protector bots heal after 1st upgrade
defence based pets
pet stupidity alert: protector bots like to charge into melee
Necro
pros:
cons:
pets attacks: mostly melee except Lich
pets heal each other: Lich has pbaoe heal
??? based pets
pet stupidity alert: pretty good with current AI
Demons
pros:
cons:
pets attacks:
pets heal each other:
resist based pets
pet stupidity alert: pretty good with current AI
Thugs
pros:
cons:
pets attacks: mostly ranged except for bruiser
pets heal each other: no
defence based pets
pet stupidity alert: Arsonist constantly gets himself killed
Mercs
pros:
cons:
pets attacks:
pets heal each other:
??? based pets
pet stupidity alert:
Ninjas
pros: brutal ST damage
cons: extremely fragile
pets attacks:
pets heal each other:
??? based pets
pet stupidity alert: -
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Quote:Haha, the ultimate fate of any FF thread is for people to come in and say how much better some of the other sets are that also provide defencePicking FF is more of a personal choice and depends on who you play with. I just think Cold should be considered too, because it offers very similar powers to match what FF features and then some great debuffs.
I'll put a brief plug in for traps.
- defence boost for your team that doesn't need to be individually refreshed.
- AOE -resist to help melt crowds
- AOE pseudohold, with -regen to help melt AVs
- a disposable debuffing pet to take the alpha in complete safety
Don't forget VEATs give a nice team defence buff, along with a nice team damage and tohit buff.
Personally I don't like re-applying the shields, so Cold wouldn't be my thing, but I won't complain when one joins my moLRSF!
(None of which is to say that FF isn't viable) -
Quote:I like the KD proc in caltrops, it seems to reliably knock a few guys on their butts. It's pretty hard to put a number on that kind of proc, but those KD'd mobs are throwing less attacks and staying in the burn patches and caltrops longer, so subjectively it feels worthwhile. And it's funnyAlso, is it worth it to get and slot the Ragnarok: Knockdown on Caltrops? I figured it would be another dmg mitigation on enemies since knocked down enemies can't do any damages and together with poison trap's hold, I can at least keep some of the enemies from attacking even for a second.
I bought the proc at a time when it was a relatively cheap purple, wouldn't dare guess at current pricing. -
Quote:If you right-click the bots you can see their detailed stats.Thanks everyone. I'm going Musculature first, then see the others you have suggested for situational purposes.
I'm not sure if my bots were soft capped. This was my first 50 and my first build. I wasn't aware of any way of soft capping them. I only have def buff IOs slotted on tactics/PPG atm since I can't afford luck of the gambler sets yet.
FFG + Maneuvers + slotting protbots for defence + the unique pet IO will softcap the little bots and the assault bot, which will definitely help you out whichever incarnate slotting you choose.
Good luck! -
Quote:Slightly off-topic, are your bots softcapped? My bots/traps looses the occasional pet but it's not a constant problem.I reached level 50 last night. I have some questions regarding incarnate.
My character is a bots/traps
Right now, my character is capped on everything except Psionic defense which is at 30% def.
My bots easily die if I don't provoke the enemies well enough. Especially if the enemies just loves to do AoE attacks on them especially the Malta bots with all those rockets.\ -
Holy smokes! Field crafter here I come!
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Quote:Bots can do most of the emotes. They can certainly dance and do the kata, don't remember if they can drum.I would guess that bots, being not humanoid, would be even more limited? They're probably last on my list regardless due to being so incredibly popular/OP.
As far as I know all 3 pet tiers have access to the same emotes so if you're curious you could roll one of each MM primary and test with the tier 1 pet.
Also, if choosing popular sets offends you, demons are extremely popular. You'd best reroll with mercs or ninjas to maintain your hipster cred. -
Cardiac is amazingly ridiculously awesome, stick with it.
My crab's attack chain is now 4 AoEs, 2 of them are patron AoEs.
Oh and I run 8 toggles.
Before cardiac I could run that attack chain once before switching to ST attacks and maybe even stop attacking altogether for a second or 2. Now I can roll that attack chain for a very long time, long enough to defeat the Freedom Phalanx anyway.
My brute picked up maneuvers and Darkest Night since cardiac, and has no end problems.
Cardiac is like a whole new toon, stick with it! A couple of shard-intensive ITFs should get you enough to craft it.
Let's put it this way, the devs once balanced great powers by giving them high end costs so that we'd have to cautiously use those great powers. Cardiac blows that out of the water and lets you spam terrific powers like they're free. -
Quote:I can't speak to thugs/poison but I'll talk about MMs in general.I've been a long time casual player and i'm just coming back off a long break. In short i've never really been one for TFs and the general higher end of the scale. I've started doing TFs with my friends now that the incarnate system is here but i cant help but feel a bit lackluster.
To get to the point does anyone have any advice on how to MMs to a good place for TFs and the likes?
Currently playing thugs/poison but I welcome any information as a whole on MMs as they are my favourite AT also any set pairings people feel are best suited to that kind of content and why?
Thanks in advance.
My experience with TFs is that MMs are great on kill-alls and horrible on speedruns.
If the team stealths straight to the objectives the MM either dismisses his pets or they get killed along the way, possibly bringing in a big pile of aggro as a bonus.
But if the team kills everything along the way to the objective MMs shine. Your buffs/debuffs are helping teammates as well as your pets, and your teammates' buffs/debuffs are helping the pets. Your pets are doing decent damage and helping to spread the aggro.
Ship raids are another good fit for MMs, not so much the pylons but on the ship and in the bowl.
I've never played poison so I'll just say that it seems to be deadly against single strong targets, but of course much of the game involves big crowds.
I can recommend bots/traps and necro dark as very strong in the endgame. I've got lowbie demons/storm and thugs/traps MMs and they seem pretty good as well.
My only caution about robots is that they're a late bloomer, at level 32 you go from zero to hero.
Good luck and have fun, remember that you don't need to run a purpled munchkin toon to enjoy yourself. -
Quote:Well if you manage to make timebomb useful be sure to brag about it on the forums, that would be unprecedented.I am hoping to use Time Bomb too, plan will be to toe bomb, Setting PT first,Timebomb, Acid Mort then Trip mine and hopefully get my timing to a point that Trip and Time Bombs hit at the same time... I love the time bomb animation, the blast is huge... and no-one uses it so i wanna perfect it
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Quote:Yeah everyone hates those Mu guys, buy extra blues before you tackle them.I'm fighting those muu magicians and those spiders thingy.
My problem right now is, I easily run out of Endurance and my bots easily die on those lightning attacks that the muus do.
I'm also kind of regretting getting Super Speed as a travel power. I'm not sure if I'm just getting used to it but my character is too fast for me to control so most of the time, he gets stuck. Plus, in Grandville, it's a big pain getting from one high place to another because of the high walls.
But the other problem if I remove Super Speed is that I have to remove one of the skills in order to get on of the travel powers again. I find myself rarely using Hasten. Can I afford to remove Hasten on my skill list?
Grandville is an epic practical joke on all SuperSpeeders. Buy a jetpack like everyone else
I guess what I'm saying is that some bits of the game are challenging/annoying for everyone, sometimes it isn't your build or the way you play, it's the design.
Hasten is very important, I'd say you can never have too many pgt and acid mortars out. -
Mids doesn't give the stats for pets, and it doesn't count the bubble from your protector bot, so it's more reliable to check your own defences in-game.
For your pets, right-click on them and choose properties (I think?) -
Just a quick playstyle comment, if I get a chance I'll look at the build and comment again.
Most importantly, are you running in bodyguard mode?
Second most importantly, toebomb is superior to pull tactics.
Opening with seeker drones is the best technique for a trapper, you summon them on the edge of the crowd and they take the alpha and debuff.
While the crowd is distracted, run into the middle and plant poison gas trap. The mobs will be stuck in the puking animation and suffer a regen debuff.
By this time your pets will start to realise there's a fight brewin' and they'll attack.
Plant acid mortar, toss some caltrops, plant a trip mine. By this time half the crowd will be down.
Super quick build comments - what's your defence when all your toggles are up and the protbots have shielded you? What defences do your bots have?
Aid other/aid self are great once you're softcapped, you hardly ever get interrupted.
I personally find that crowds melt quickly enough that I don't need the aoe web grenade, especially now that the bots' burn patches don't cause mobs to flee. The traps' web 'nade is enough to deal with a couple of stragglers. -
Some comments from a trapper:
Acid mortar will take the achilles heel -res proc.
I'd personally want a lot more recharge in acid mortar, it's one of the core trapper powers and I like to have 2 down at once.
Poison gas trap accepts the lockdown %chance to hold proc, which is spectacular.
Are you planning to use time bomb or is it just a set mule?
You're probably going for a set bonus in caltrops but the ragnorok KD proc works very well there, also a good spot for damage procs. -
FF/anything is viable, your bubbles shield the team very well and you can softcap yourself fairly easily with a patron shield.
Some might not like FF's lack of damage, the lack of debuffs, or the necessity of re-bubbling teammates, but that's another thread. -
Quote:Can't help you much on the DP side but here's a good Dark Miasma guide:So i have a DP/Dark Corruptor that is pretty strong. Question is, which are the best powers to get, and which are the worthless ones?
http://boards.cityofheroes.com/showt...44#post2354744 -
I'll try to sell traps a bit by describing the typical fight. Let's say you're soloing at +1x8, you might not need all these tools for easier fights.
You've got your forcefield generator summoned of course.
Summon seeker drones to the edge of the group. They'll draw aggro and completely absorb the alpha strike, while debuffing the enemies.
Meanwhile you run into the middle of the crowd and plant a poison gas trap. Now the crowd has their regen debuffed and are stuck in the puking animation.
BTW, running into the middle of the crowd was perfectly safe because of the distracting seeker drones and your high defences. On teams you'll be right on the heels of the brute/tank into the middle of the crowd.
Plant acid mortar. This pet spams AOEs that debuff defence and resists.
At this point you'll probably throw caltrops and hop out of the group and TT them to keep everyone rooted in the damage patches. Now blast dark attacks on your debuffed, immobilized victims.
Caltrops, acid mortar and poison gas traps all take a few procs for extra damage and control.
Anyway it's a fun set and a safe one, and I don't want you to think it's all about setting up traps and then pulling things into them. -
Quote:Very little difference if you pick the same powersets. The powers you're used to as a trapper/stormie/dark miasma etc. have only slight adjustments to damage, buff and debuff. In practice you'll use the same tactics as a defender and barely notice the difference.If you play Defs really offensively (Offenders) how much should you expect your playstyle to alter when transitioning to Corrs? And I'm speaking in general terms, assuming similar powersets. If I went from Rad/Dark to Dark/Rad for example (which isn't really a pairing I plan to try, was just a handy example) wpould I need to change much?
The scourge mechanics have already been discussed.
Corrs have fire as a primary, it's a pure damage/zero mitigation set that you might like if you enjoy AoE mayhem.
The new secondaries are /pain and /therm, I have no direct experience with them.
If you play redside you'll notice a somewhat different teaming philosophy. Everyone is a little more self sufficient and team roles aren't as rigid.
Good luck, have fun.