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After messing around in Mid's, here's what I would do. This build is 1 second from Perma-Hasten with Softcap S/L and much better End management.
Hopefully that gives you some ideas. Also, I am not sure why you had Indomitable Will. You already have perma-dom which gives you the same thing, and the Ice APP makes S/L cap much easier. Plus it has Sleet!
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
TKO: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(5)
Level 1: Stone Spears -- Apoc-Dam%(A), Apoc-Dmg(5), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/EndRdx(11), GravAnch-Immob/Rchg(11), GravAnch-Acc/Rchg(13)
Level 4: Stone Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19), RechRdx-I(19)
Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(15), Armgdn-Dmg/EndRdx(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dam%(45)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-EndRdx/Stun(27), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(36)
Level 22: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 24: Super Speed -- HO:Micro(A)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 28: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(42)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-EndRdx/Rchg(46)
Level 32: Fire Imps -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Dmg(40)
Level 35: Mud Pots -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(45)
Level 38: Fissure -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg(42), Ragnrk-Acc/Rchg(43)
Level 41: Sleet -- UndDef-Rchg(A), UndDef-DefDeb/Rchg(48), Achilles-DefDeb/Rchg(48), Achilles-ResDeb%(48)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(50), LkGmblr-EndRdx/Rchg(50)
Level 47: Hoarfrost -- RechRdx-I(A), RechRdx-I(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25), Mrcl-Heal(31)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(25) -
Yes, I would think the Cardiac alpha slot would be first choice for this char.
And you don't really need to get more slots, just better slotting in Hot Feet and Mud Pots.
I'd probably frankenslot them both with 3 Dam/End and the Acc/Dam/End IO from Scirocco. Then, put a couple of procs in if you wanted. Otherwise move the last two slots to somewhere else.
Also, I didn't see it before, but swap World of Confusion for Tremor. IMO, Tremor is a much more useful power than WoC. -
Yeah, I would say that you definitely need to max out your end reduction in Hot Feet, Mud Pots and WoC. (Assuming they aren't just set mules) Then, you'll probably also need to throw some more end reduction into your attacks.
I've got an Elec/Earth dom, and even with Conductive Aura and no Mud Pots yet, the endurance usage can be tough. I'm usually okay if there are plenty of mobs to hit with CA, but otherwise I can drain my blue bar pretty quickly. -
Quote:I don't know about other doms, but I use the aoe immob on my Elec/Earth all the time. It keeps them grouped up for tremor and so they don't run out of static field. And since it doesn't prevent KB, all you're melee attacks will still have their knockdown for mitigation.Lastly I know taking aoe immobilizes on a dominator is seen as the biggest no-no ever since the mobs insta kill you, I was just wondering is it still taboo on electric. What are your plans as an elec dom for the alpha slot?
As for slotting, I go for Accuracy and End Mod. The immobilize is nice, but with that and conductive aura, they'll be drained in no time. (Especially when Power Boost is up) -
Quote:Also, note that PA does all psi damage even though the attacks look like ice/fire/energy attacks.Want to throw my 2 cents in and say Psi Mastery. PA and Phantasm does plenty of damage outside of Psi, so taking another psi attack to me is no big deal.
But another awesome reason, is in my opinion, psi damage is much more common in late game, and indomitable will gives a NICE defense buff to psi damage on top of the mez protection. So if you get enough recharge, you can basicly have perma mez protection and up to about 20 something percent psi defense (can't remember off hand what the base psi defense is for it, but remember that its pretty good). -
Also, unless it's changed since the last time i've had it slotted, it doesn't grant 20% mez resistance all at once. It grants like 5% for some amount of time with each application up to 20%. So, in a toggle power, when you turn it on, you initially get 5% mez resistance, then like 10 seconds later you have 10%, then 20 seconds you get 15%, then at 30 seconds, you have the full benefit of 20% mez resistance. (I don't remember what the interval was, but it didn't build up too fast)
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Choking Cloud requires a more in depth explanation of how it works. Local Man has a good Ill/Rad guide (http://boards.cityofheroes.com/showthread.php?t=141225) that explains how it works. Here is an excerpt from it:
Quote:So, you can see it's not 1 in 20 for the first check and 1 in 400 for the second.Level 28: Choking Cloud - PB AoE Toggle Hold
While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless.
Accuracy: 50% (cannot be enhanced) for Mag 2 hold, 80% for Mag 1 hold.
Range: 15 ft.
Endurance: 4.16 per 5 sec. (0.832 per sec.)
Recharge: 90 sec.
Cast time: 2.03 Sec., Activates in 5 Sec.
Radius: 15 ft. from Anchor
Max Targets: 16
Duration: 7.45 sec Hold, Mag 2, every 5 seconds (at Level 50)
Effect: ToHit Check, then 80% chance of Mag 1, 50% chance of Mag 2.
Choking Cloud (CC) is one of two toggle AoE holds in the game. (The other is Mind Control's Telekinisis.) CC is one of the two Rad powers that requires you to be in melee range. It can be very effective and it works automatically. However, I recommend against taking Choking Cloud on an Illusion/Rad. Why?
CC is a PB AoE hold power with pulses every 5 seconds. How it works is that your character runs/jumps into the middle of a gang of bad guys. After anywhere from 0 to 5 seconds, the power makes a ToHit check for each foe. If the god of averages is with you and the power hits, then it makes a second check. 80% of the foes will be hit with a Mag 1 hold, which does nothing, and 50% of the foes will be hit with Mag 2, which holds minions. These two types of hold stack, resulting in a combined percentage chance of:
10% chance of no hold at all,
40% chance of only Mag 1 that will not hold anything (other than maybe Rikti monkeys),
10% chance of Mag 2 that will hold minions only, and
40% chance of Mag 3 that will hold Lieutenants or Minions.
Any foe actually held will have a green puff of gas show up at their face, showing that they are choking and held. Any foes not held have another 5 seconds to attack you or do whatever before another pulse. All foes in the area will make the check again, where some new ones will get caught by the hold, and others previously held will then not be re-held in the next tick, so when the hold runs out, they will be free. It draws aggro, which can result in a faceplant. It uses a HUGE amount of endurance, substantially reducing other things you can do. You won't have the endurance to chain single target attacks to take down bad guys for very long while running CC. This means that even if you can hold them, you can't take them down - and Phantasm is very likely to knock foes out of the Cloud, making it useless. At a minimum, you have to slot it with 5 slots. (With some IO slotting at level 50, you may be able to cut that to 4.)
CC provides minimal benefit for lots of risk for an Ill/Rad. I tried it once and absolutely hated it. On the other hand, I LOVE CC for a Fire/Rad. With Imps, Hotfeet and Choking Cloud, a Fire/Rad is an AoE damage machine. Ice Control has Arctic Air, which can combine with CC to keep the baddies slowed and confused until CC can take hold. Since Illusion does not have any power to back up Choking Cloud, it is very skippable. However, some people like it, so if a toggle melee hold appeals to you, try it out. You will probably not want Phantasm around because he WILL knock the foes out of the cloud. On the other hand, if it hits, CC then has a 90% chance of hitting foes with a Mag 1 hold. This does nothing by itself, but will stack with Blind, Flash or EM Pulse to be able to hold bosses.
If you take Choking Cloud, it is important to fully slot it for hold. At level 50, the hold lasts for 7.45 seconds, and the pulses happen every 5 seconds. That means that if a foe is held in one pulse, you only have the second pulse to try to continue the hold while the first hold is in effect, with only a 40% or 50% chance of continuing the hold. That first pulse will run out before the third pulse. But if you fully slot for hold duration (95%), it almost doubles the duration of the hold to just short of 15 seconds. That means that you get the second, third, and fourth pulse to try to continue the hold. This increases your likelihood of continuing the hold to somewhere over 80%. Therefore, I do NOT recommend giving up Hold Duration for damage procs -- slot up that Hold Duration first.
Slotting: 3 EndRdx, 3 Hold. At the level you get this, you can easily start with some IOs.
IO Sets: Hold Sets. Because of the high endurance demand of CC, a full Hold set will not be that helpful. You want to "frankenslot," mix and match sets to maximize Hold duration and EndRdx. Leveling up, my cheap slotting for my Fire/Rad was 2 EndRdx IO's, 2 Hold IO's, 1 Ghost Widow End/Hold IO, and the Ghost Widow damage proc, "Chance for Psi Damage" to add some damage. Even better than the chance for damage procs is the Lockdown "Chance for +2 Mag Hold" proc, which is wonderful for this power since CC has a 90% chance of getting a mag 1 hold -- when that +2 mag hold hits, it will hold bosses. There is also some discussion that although the power does not take accuracy enhancements, the accuracy can be enhanced by use of Hold set enhancements with Accuracy, so you could go with EndRdx/Hold from Ghost Widow, Neuronic Shutdown and Essence of Curae, Acc/Hold/EndRdx/Rech from Lockdown and Basilisk's Gaze, plus a damage or hold proc. At level 50, one nice slotting is Unbreakable Constraint End/Hold and Chance for Smashing Damage, Lockdown Acc/End/Hold/Rech and Chance for +2 Mag Hold, Ghost Widow End/Hold and Essence of Curare End/Hold.
Recharge: Four Basilisk's Gaze gives 7.5% Recharge. You will need to add more EndRdx and Hold, however -- if you take it, which you shouldn't. Why would you need Choking Cloud for a Perma PA build? -
Quote:Yes, it's two instances of the same shield power. One from each protector bot. The battle drones and assault bot both get two shields. The protector bots only get one shield since they can't cast it on themselves.When you say double shields, do you mean each Protector Bot casts one instance of the same shield on the other bots? Or does each Protector Bot have two types of shield powers? I think that's the part that confuses me. Sounds like you're saying it's two instances of the same shield power.
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You have to use the power in order for the procs to go off. Solo you have no one to use it on, so for that, I'd stick with Gale.
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Quote:All of the heal recipes have always been popular. (and incidentally, a great place to make inf) I know I've made influence buying L30 Triage recipes and salvage (the sum of which costs practically nothing; maybe 30,000 per) and selling them for 2mill each ever since IOs were introduced. I haven't done this in a while, since I've got more influence than I know what to do with, but just because you think flippers/crafters haven't been there, doesn't mean they haven't.I've published some research in an area I wouldn't expect to be popular a while ago, harmonised healing 32-27 or something of that sort. I forget the precise details, but this is the sense of it. I found that there were no recipes for sale and a plentiful supply of crafted IOs at 2-3M each, and a very large proportion of the last week's recipe sales across those levels were at exactly the same strange price, 186774 or some such. That to me is evidence of a flipper/crafter in an odd place.
Salvage has always been flipped, but I think more people are in on the recipe game now.
I was referring to both markets, I operated in both and while there were some differences between them, the patterns were broadly similar.
I think the market has become more cut-throat with the merger, with the same number of people chasing half as many niches. Some would have been chasing them both sides, but others would have mainly oprated on one, so the competition will hav increased. -
Quote:A 10% ToHit debuff is equivalent to having 10% more defense. The difference between the two is that mobs can resist some of the debuff, just like any other debuff. (unless you're talking about an unresistable debuff like the -ToHit in Flash Arrow) Therefore, your 10% ToHit debuff is less effective if the enemy is a higher level than you, or resists ToHit debuffs.I was under the impression that To Hit Debuffs do not translate the same way as defense.
For example: A 10% enemy to hit debuff isn't the same as me having a 10% defense buff.
Correct me if I wrong.
I'm not saying that giving a enemy a -17 to hit debuff isn't significant, I'm just concerned about the equivalency to defense. I just figured 25% ranged defense would just synergize with the debuffs I have now. I also figure there was some kind of cap on debuffs, or a percentage where it did not do anymore then that point.
Yes, I have used Howling Twilight. I sampled everything from /Dark, except Black Hole.
Howlight Twilight, no matter how I slotted it, it killed my endurance. I had to pop a blue everytime. I had to weigh using it as a mez and saving it to revive a teammate. Soloing, I could use it at will. On a team I have to save it, giving me one less power in that situation.
I'll probably take it eventually, if only as a rez power. I'm not sure if I can spare the slots from anything. If it cost less endurance, this would be a no brainer for me. I don't like cost or the recharge. I really believe its a passible power. Never missed not having after respecing.
I'll definately take Soul Extraction now for the Call to Arms: Defense Aura, I'll just have to figure out how extra slots I could spare and I did say I would look into adding to debuffs to Lich.....OK NOW?
I totally forgot there's a difference with accuracy and to hit buffs. The language just isn;t clear enough. Bad call on my part. I'll do the math for that To Hit/Accuracy formula you gave me. I guess I am most likely capped for Twilight Grasp's for umm...accuracy? without Tactics. (I'm gonna have to look that up, crap...) So ok. I'll check the math for Petriying Gaze and Soul Storm.... or you know what better yet I'll just run some missions not using Tactics to see if there's a difference.
But.... I'm keeping my holds. I freeze AV's dammit. ;P
You may now return to banging your head against the table. -
Quote:The advice I can give will be pretty much the same as everyone else...Playing my MM, I have never felt gimped.... Ever.
I stand by slotting for Ranged Defense, especially Lockdown and even Baslisk's Gaze. I thought that in Dark Servant was ingenious actually. The Lockdown and Gravitational Anchor proc, feed my holds and add to pets holds. I stack can insane number of hold on one or several targets.
BTW, lol Fire Defense? C'mon. Yes. Some set bonuses to not translate to my pets. I didn't take those sets for those speicfic bonuses. Honestly I have like 3-4 bad set bonuses, but even then it's a bonus, any bonus is good.
I do like that usage to to hit debuff enhancements in Lich though, I look into that.
I will always defend accuracy/to hit bonuses and taking Tactics. Adding them allows me to maximize my heals and rarely miss. Accuracy is not a waste. I like my holds to hit every time too.
I don't have the Soulbound Alleigence: Chance to Build Up proc. I had to buy so many thing for this as it was. Going Rogue has cut into my farming time, I'll get it eventually. But I do like the mez resistance the Sovereign Right grants. I'm squishy, it helps reduce the duration.
I can't get over the endurance cost of Howling Twilight, even if you cut in half with enhancements.
If I can get Soul Extraction near 5 minutes to recharge without sacrificing to much of what I have, I'll grab it for i19 when the Fitness pool goes inherent and frees up more powers to take.
Take Howling Twilight. (at least give it a try, if you haven't. One could argue that it's the best power in /Dark)
Take Soul Extraction. (if only for the recharge intensive procs, even without the procs, it's still a good power)
Also, Mez resistance bonuses are pretty worthless. (i.e. with your 7% mez resistance, it would reduce the duration of a 5 sec hold to (5/1.07) = 4.67 seconds. A reduction of 330 milliseconds. You'd be much better off slotting Blood Mandates for defense bonuses, or just frankenslotting for better enhancement values.
Finally, the damage set bonuses don't apply to your pets, in case you were unaware. They only apply to the damage that you do. -
You are able to slot any IO that is 3 levels above you or lower. (you never outlevel IOs) And, since the resistance debuff proc performs the same at any level, the lower level the IO, the better. And, as BenRGamer said, you DEFINITELY want them in soldiers and spec ops.
Secondly, get rid of Poison Trap. It is absolutely worthless. Anything else that you take would be better. Hasten would be a much better choice, for one.
Other than that, it looks like you have gone overboard trying to slot for set bonuses. For example, I don't remember what Efficacy Adapter x3 is other than a recovery buff, but I would just put 3 End Mod IOs in stamina. Also, the Soulbound Allegiance (DAM) is not adding much to enhance your soldiers, and the 6th set bonus isn't too great, IIRC, so swap it out with the Achilles' Heel Proc. Tempered Readiness and Sovereign Right don't really have any good set bonuses. I'd just frankenslot Neurotoxic breath, and replace 5 of the Sovereign rights with 5 blood mandates. (keeping the resistance proc)
Finally, I would suggest that you put the Numina proc in health, you won't have to do anything for it to work, and you don't really have a ton of melee defense to stack with it anyway.
Hopefully that gives you some ideas. -
Quote:QFT. For a Kin defender that only teams, Repel is nearly worthless, but on a solo one, it's priceless. On my Kin/Arch, I used Repel when soloing all the way up till 41 where you get Mass Hypnosis from the Psi APP. (which I would highly recommend) With Mass Hypnosis, Malta become doable. If you can also get your build softcapped to ranged defense (or pretty close to), they are a walk in the park.You're a kin, huh?
Pick up Repel and knock the baddies into the corner, make sure they can't move/attack.
That's about the best inherant defense you're going to get from Kin/. Otherwise, you're relying on insps =(
And, as everyone else has already pointed out, always keep a handful of break frees for if they manage to land a hold on you. -
Since you already know which powers you want, why are you asking for advice. The best advice we can give is take and slot some of your attacks, because you will be much more valuable to a team than this build will.
If that's not the advice you want, then you should probably look somewhere other than the Defender forums. -
I think I just hit the inf cap with an investment of about 1.5 million. I bought a hundred low level pet resistance and defense uniques a LONG time ago in the hopes of a market merge and it's finally come to fruition. Anyone else do this?
/Ebil laugh
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Quote:A Non-Tankermind Necro build is very much possible. I only have experience with Necro/Poison (which I wouldn't recommend for teaming in PvE), but I pretty much soloed all the way to 50 on relentless (not sure what the difficulty equivalent would be now, +4 x0?). And I didn't solo because I like to, the zombies just died so fast on teams that I may as well just go petless.Thanks for the input. It looks like tanking is out of the question with Necromancy. Its to bad as I really wanted to run a build with them as I don't see many Necros around.
As for the defense I was able to get just about everything to cap on a Necro/Traps build but could not figure out how to with Pain. Thanks for the build as you manged your IOs better than I could. I focused too much on trying to be different and get regen as high as possible. I guess I was pretending to be a scrapper.
On a non Tankermind build is necromancy viable or do AOEs make melee pets sub-par for higher end content? If possible I would still like to run Necromancy but will build a more "normal" MM instead of focusing on tanking myself.
I will also confirm what everyone else in this thread has said. Tankerminding does not work well with Necro. I respecced into a tankermind build at 50 after hearing about how great it was, but I was sorely disappointed. In fact, I don't think I've played that toon since I ruined him with that build. It's just too much effort to respec and get the right enhancements again... -
Don't use the Parenthesis around the key. Just use /bind . "+team_select 1$$powexec_name speed boost"
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I'm not sure how set on Power Build Up you are, but if you drop it along with Aid Self, then take the Psi Mastery Pool, you can gain 7.5% recharge, which is what you seem to be going for, mainly. I took the Performance Shifter proc out since you have plenty of endurance and replaced the 3% defense IO with Aegis Psi/Status Resistance since I think it stacks better with your other resistances.
Not sure this build is any 'better'. Just some ways to get a little more recharge out of it.
Also, brawl is not slotted.
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Yeah, that seems to fix it for me. The only time I have the problem is if I zone into a mission with pets already summoned. If I run into an elevator, I just dismiss and resummon. Workaround until they get around to fixing it...
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Quote:Yeah, that's what I see. And yeah, it's less than 10 seconds. Just a bit of an exaggeration. It doesn't happen all the time, but it's annoying when it does. Usually I'll take 2-3 shots before they'll start attacking again.I think there are two different things going on here. There is definitely a delay after you issue the follow command where pets will not respond to incoming fire - after that delay is up they will respond to attackers, so unless you are playing close attention you may miss the delay. If you switch out of defensive mode only to issue attack commands and DON'T re-issue a follow command, instead letting your pets default back to follow, you won't see the delay. I haven't ever timed it myself, its probably not as long as 10 seconds but it might be 6-8.
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Quote:I have to agree. I see this situation all the time, whereas I've never had the problem of them attacking after I've told them to Follow/Defensive. I've always got to be careful when pressing Follow/Defensive, because they may just stop attacking for 10 seconds while I get clobbered.Odd, because I usually have the complete opposite situation.
When I click my Defensive/Follow macro for my pets, like in instances where I'm corner-pulling, the pets will follow me around the corner and not attack anything for a few seconds (around 4 IIRC), regardless of if I'm getting attacked or not. -
Quote:The only effect that stacks is the -Regen from Envenom.Also one thing about Poison form what I've been told one can repeatedly stack the effects on baddies correct?
OP:
With a lvl 50 Necro/Psn MM, I have to agree that Poison is a pretty weak set for PvE. I hear it's great for PvP, but I don't do much of that. Personally, I picked it because at CoV launch it themed well with zombies. If he wasn't 50, I'd probably delete him.
Personally, I just don't see the effectiveness of Poison against hard targets. AVs resist the crap out of the debuffs, and +3 bosses are not much of an issue for any mastermind.