_Krom_

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  1. _Krom_

    Vator Bug

    When this bug first appeared I learned that if I summoned my pets in the mission (and not zone them in) the bug doesn't happen. So far since I've started summoning after zoning into a mish, I've never had them run off.
  2. Quote:
    Originally Posted by ShadowNate View Post
    Useless maybe was abit extreme but a stun that barely gets minions down ((it is only really useful once combined with HT)) with as long a recharge as it has with the end cost associated with it.

    but yep you got the idea down, id just TT->jump in to FS-> jump out to spam NF/TT till things are dead.
    Im thinking of reworking this build to focus only on getting SL to near SC and ranged to around 30% then focus the rest on damage/Recharge.
    To each their own I guess (perhaps it's a play style thing), but I love dark pit. Recharge and endurance issues with this power are non-existent when combined with kinetics. If I had hasten in my current build it would be up more then I'd know what to do with...I generally only need one application anyways to get the minions seeing stars and generally that's all I need (I'm already soft capped, before dark blast's -tohit comes in).
  3. I'm not saying Dark is perfect, but I find Dark Pit far from useless (once it's slotted up). I typically open with it and it really takes away the alpha from the majority of a spawn (within the radius of 20). I have it with an acc of 145%, 35 second recharge (before siphon speed), and a duration of 14 seconds and I'm quite happy with it. Before slotting it was rough, but that's true of a lot of AoE disorients which start off with a base 60% acc.

    dark pit + tentacles + jump in the middle --> fulcrum shift --> jump back + night fall, tentacles (now spawn is going to start to wake up a bit, but de-buffed to ~15% tohit...don't recall if the -tohit stacks from the same attack) + night fall..rinse and repeat if necessary.

    Fulcrum shift really makes dark blast not so bad and I get the giggles when I can jump into the middle of an x8 spawn to get full saturation, then jump back and start firing off TT and NF and see some really serious numbers.
  4. Quote:
    Originally Posted by Swansu View Post
    Why does it matter if the T3 Pet is Melee or not if your Poison? I'm new to MMs ha.
    But i'll be trying either Demon/Poison or Demon/Pain
    Poison's most powerful ability is most useful for tier3 pets that are in the middle of the spawn.
  5. linkie: http://www.mmorpg.com/gamelist.cfm/g...Announced.html

    "For Scrappers, Tanks, Brutes, and Stalkers a new powerset called Kinetic Melee was announced. To give you a general idea think of what telekinetic melee combat would look like. The set is very visual and utilizes a ton of knockback and down effects. You'll have greater range than most melee power sets when using it."

    It's a ways away, for sure, but it'll be nice to have a new SMASH set to play with.
  6. Quote:
    Originally Posted by Valentyna View Post
    Torrent does knockback, I thought?
    The lich's torrent is 'special'. To this day it aggrivates me and my dark blast toons.
  7. _Krom_

    Need Input

    Just a quick 2c from me as I have a high level fire\ela brute. While not a complete game changer I have gotten more survivability after I slotted the chance for stun IO from the energy manipulator set in lightning field. While it certainly doesn't stun an entire spawn...it generally tags a handful which reduces the incoming damage while I'm dishing out the some damage. For a combo that has zero damage mitigation (aoe)...this really helped me.
  8. Quote:
    Originally Posted by The_Alt_oholic View Post
    Don't worry.
    Brutes were never supposed to be the Tankers of CoV ... Masterminds are the Tankers of CoV.
    I'm going to pose the dumb question here, but if masterminds were meant to be a 'tanker' why don't have have any inherent taunt capability?

    Can a mastermind tank..sure, but only if built that way using provoke\challenge from pool powers (and built to tankermind).
  9. Quote:
    Originally Posted by Vitality View Post
    Again, as I have been told many times...Tanks and Brutes are two different things.
    Except, of course, there are not tanks red side (right now). At least in name. Generally that leaves those with high hit points to fill the meat shield 'roll' such as brutes and masterminds (who are built for tanker-minding).

    That being said since brutes generally have self taunting abilities they tend to get 'most' aggro anyways. I think one of the things that I love most about red side, in particular about brutes, is we're not pigeon holed into specific roles. We can be tanks or damage dealers (or in some cases both).
  10. Quote:
    Originally Posted by psycheout View Post
    When the damage is split between you and your pets does it calculate them as separate attacks? Like does your pets res or defense affect how much they get hit or if they get hit?


    So for my bots/FF could I get hit damage is split 6 ways and due to shields it only hits me and 3 bots?


    What would be the best way to keep enemies attacking me? grab presence pool powers?
    The pets resistance\defense only affects if they were the target of the attack, not if you were attacked and the damage they took was due to body guard.

    That being said, most tankerminds pick up provoke to keep the attention off the pets\team members since the pets tend to be pretty flimsy on their own.
  11. Quote:
    Originally Posted by xhris View Post
    Mace Mastery/Web Envelope has -kb too.
    You sure? Mid's says it doesn't. According to Mids (not that it's always right) the only patron power for MM's that does -KB is electric fences. Web envelope has -jump\recharge\fly, but it doesn't seem to have -kb unless Mids is wrong.
  12. Quote:
    Originally Posted by Dr_HR View Post
    Im looking to roll a /dark brute just to try and make it epic...yer i know its hard to believe someone said dark..epic together but im gonna try lol.

    besides tht is claws actually any good for a brute? i know the end and rech is good but not sure about the damage
    I'm making a claws\dark brute myself (in the teens currently)...while not fully developed yet I can say that they do go well together. Dark has it's high end cost which meshes well with claws light endurance usage. Follow Up + Spin + Death Shroud is a very effective spawn cleaner. I think, so far, the two sets go really well together.
  13. Quote:
    Originally Posted by beyeajus74018 View Post
    Krom we're in the same VG! I teamed with you a couple of weeks ago Chronos FTW!
    And it is so strong and pretty!
  14. Quote:
    Originally Posted by SpiderTeo_OC View Post
    I think it would depend on what your total defense would be, if you are just considering Hover for its defense. If you can't get at least +10% defense to any one area, then don't even bother trying to work for defense, since it's not going to matter a whole lot anyway.

    I got a Fire/Cold, so I know how squishy the /Cold set is, all the while with Fire/ bringing all that aggro to me. I got positional defenses up to about +15% melee, and around +20-25% for ranged and AoE, with some decent S/L resists as well. However, the defenses were mostly accomplished with IO sets bonuses.

    The "KB protection" in Hover really isn't but will "downgrade" a KB into more of a KD, as the flipping animation will still stall any actions but will not let you go flying back. Combat Jumping also have Immobile protection, which might be something to consider for your Dual Pistols. I use Hover on my /Cold mostly to get some aerial placement and good visuals on the battlefield to lay down my debuffs, in particular Sleet and Heat Loss, but CJ can work just as fine.

    If you are looking to add up defense, here's what I did with mine:
    (numbers are approximate and considered slotted but close enough for this example)
    +2% - Hover or CJ
    +5% - Arctic Fog
    +6% - Weave

    Total: ~13% (at least)

    Add in Tough and a Patron Pool Shield, and you can get about 40-45% S/L resist, and possibly a smattering of other resists.

    You won't be able to tank, but you will notice a difference in survivability. I switched from Leadership to Tough and never looked back. Now, I don't know if Dual Pistols will get the same kind of aggro that Fire/ does, but these are at least some options if you decide to go solo or happen to be on a glass team.
    Minor correction for ya ..that'd be S/L defense..not resist (I'm pretty sure that's whatcha meant anyways).
  15. Quote:
    Originally Posted by Exxar View Post
    So you can get a Karma -KB IO and slot it in CJ.
    if you can afford it...sure..not everyone can..especially early on.
  16. Quote:
    Originally Posted by Exxar View Post
    Combat Jumping adds the same defense bonus as Hover, but is way cheaper endurance-wise, and more practical if you don't want a hovering toon.
    However it doesn't provide KB protection, which hover does...so in some ways, hover is superior. I normally pick CJ...that all being said..but there is some value in hover.
  17. _Krom_

    Want AOE Monster

    I have a thug\dark MM and for he can easily take entire x8 spawns down...and quickly
  18. _Krom_

    Necro Angst

    Quote:
    Originally Posted by Psylenz View Post
    Does anyone else find that the zombies become intolerable to play level 27-30. God knows I cant make this one get to 32 and see the 2nd tier upgrade. So damn squishy and so damn impossible to order around with macros.
    On both my zombie and ninja MM's I pick up provoke and team teleport. One to keep aggro off the zombies and two to get them into melee range. Naturally team teleport has to be used with care while on a team, but I do it and never grab unsuspecting team members.

    In the end, provoke plays quite a big role in me keeping my tier 1 melee pets alive.
  19. I've got a ninja\thermal MM so it plays somewhat similar to zombies. All I can say is that provoke is critical to pet survivability (for me anyways). pick what you what, but I'd HIGHLY recommend provoke for any melee MM set.

    Another thing that is more optional in my opinion, but something I love is team teleport. Melee pets have a tendency to sit back and cast their ranged attacks (I'm looking at you grave knights). I used to deal with this by micro-managing my grave knights, however team teleport makes this not necessary. It's not a power to use without thought on a team though, but solo it makes getting the pets that need to be in melee...in melee easy.
  20. I like to be different...I've played many of the combo's listed, but the one I honestly have the most fun playing would be dark\trick arrow. Trick arrow is kind of low on the damage mitigation side, but when you combine it with dark it starts to really get all kinds of yummy...especially after oil slick. Combine dark's -tohit and flash arrow slotted for -tohit, you can apply some signifigant -tohit to spawns...and with dark's self heal...really seems to mesh well.

    Althoug fair warning, this combo is NOT for everyone, in fact it may only be for me...it's not the strongest out of the gate and it is definately an aquired taste. It teams REALLYL well and solo's not all that bad.
  21. How much it psy a pain in the later level with psi resist stuff (like robots)?
  22. Quote:
    Originally Posted by ryu_planeswalker View Post
    But if they reduced the damage to properly* fix the guys people would ***** endlessly.


    * Note : When I say Fix properly, I mean remove freaking Dark Blast and Gloom and give them light versions of dark Regen and the PBAOE damage aura from Dark armor, and add -fly to the zombie spit..or ignore the whole flying enemies thing to begin with, that is what the Mind part of the Master Mind is ment to deal with.
    I wouldn't complain if they just removed the attacks and didn't replace them. I'm quite happy with my grave knight melee attacks as they are. Would I be happy if they had more, sure, but I don't think it's required. Remove dark blast and gloom and change the AI so that they always run into melee...problem fixed.
  23. Quote:
    Originally Posted by Talionis View Post
    1. Does Decent Damage
    Fire - monster AoE machine

    Quote:
    Originally Posted by Talionis View Post
    2. Can survive aggro from AoE damage
    Radiation - decent heal, array of toggle debuffs that can really make the difference (-tohit, slow, and -res).
    Dark - excellent (target required) heal, fearsome stare, fluffy, AND Howlling Twilight...the gem of the set (imho). All can help stop and\or reduce incoming damage to you and your team.

    Quote:
    Originally Posted by Talionis View Post
    3. Has interesting mechanics that make it survivable and help a team with difficult content
    Radiation - self\team END recovery booster, toggle debuffs, decent rez, and what I like to call intereting mechanics...fall out....and a nice tier9 AoE hold that can stop the alpha attack before it even starts.
    Dark - spawn lockdown machine. cone fear\-tohit, AoE disorient, AoE slow, and AoE -RES. Lock down a spawn and solo or teamed, things will die...and fast. howling twilight...an AoE rez that has all kinds of secondary goodies means the entire team can wipe, you can tp them all on top of each other, then get a baddie near them and rez them all...or if they're all near each other...you can REVERSE a team wipe all at the same time disorient the spawn, slow them, and reduce regen.

    My personal pick would be fire\rad or fire\dark. Both solo exceptionally well and both team exceptionally well. This is not to say that other primaries won't work with them, but I happen to love fire when combined with rad or dark (although I have a small addiction to my rad\dark corruptor).
  24. Quote:
    Originally Posted by OneWhoBinds View Post
    ...And on most of my Brutes, I'd be LUCKY if I can devote three additional slots to that attack.

    Don't get me wrong, there is another brute of mine that I would have liked to work Dark Obliteration into. But, without six slots to devote to it, I don't think it would be worth it. So I put Darkest Night in instead.

    I guess I'll see when I get there if that's a mistake...
    I think the approach (and how to choose) is based on the kind of bruting your doing. With SS\ELA (my main SS toon) I'm more focused as an AoE monster. Run into a spawn with lightning field running...wait a few moments to let fury cap out, energize, then footstomp + dark obliteration, then clean up what is left over. So if you're more of an AoE machine, dark oblit fits in better then DN.

    If you're more of the tanking kind of brute (being Invul, that could be the case), then you'll want something more to increase your survivability and decrease your incoming damage, which would be darkest night. The trade off is that it can really suck down your END if you're spamming attacks and your AoE damage output suffers, but if your tanking, that means you have team members to make up for that.

    If you had the luxury of having END boosting powers (willpower, electric armor, energy shields) then you can pick up both and not worry too much about endurance consumption (at least compared to other brutes). I actually pick up both darkest night and dark obliteration and have them both fully slotted with IO's, which is something else to look at. You don't necessarily have to 6 slot them to make them worthwhile. With IO's you could get away with 3-5 slots and still get something out of them.

    Just something to consider.