Anshar Seraphim

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  1. I'm interested in purchasing a Gladiator's Armor 3% Def IO or Recipe.

    In game name is @Circus of the Damned

    I'll deal with whomever gets back to me first. Thanks.
  2. Anshar Seraphim

    Freedom is Dead!

    Hmm. I got a mapserver while running the Katie Hannon TF and now Freedom is completely grayed out for me on the server select screen. I can still visit all the other servers. Is this a continuation of this same problem?
  3. Quote:
    Originally Posted by Ishaila View Post
    Question: Does Force Recharge: +100% Recharge (10%) chance, stack of multiple casts from pets on the player, and not for the actual pets? Because thats what Mids is showing me. I just wanted confirmation.
    Force Feedback won't work on pets (they're immune to recharge buffs and recharge debuffs, as of a previous issue). To answer your question more thoroughly, though, you DO have a 10% chance yourself to get the +100% Recharge Buff. Sadly, it only has a chance to proc when you summon the pet.
  4. Quote:
    Originally Posted by GangstaBlade View Post
    Hey just curious how much it costs to buy all of those enhancements.
    because I want to make that dude but i want to no how much infamy i should make._(for anshar's build)
    I paid the 'instant gratification' price on mine and didn't wait for long term bids to go overnight. When I had the money I bought each enhancer for a buyout price (and farmed all of the money on that toon).

    The total was 7.1 Billion. If you are willing to bid and wait days at a time for the enhancers/recipes you want you could probably get away with half that.
  5. I'd love some feedback on my Melee Bane PvP Build and comments on your personal experiences in the revamped PvP system with Banes.

    Build Notes:

    Softcapped Positional Defense with Suppressed Cloaking Device (which I know doesn't count for TOO much in the new PvP system) and roughly 50% Resist All.

    Mag 12 Knockback Protection (I could fit in more, but I'll start to lose a lot of my endurance efficiency. I'll try it out as is and see if I can live with it or start making sacrifices)

    Full Attack Chain without Bash (which is slotted for Set Bonuses).

    Combat Jumping + Mental Training as a Travel Power (I tried this in the level 30 PvP zone and was satisfied with it, having no Suppression is nice even if it's a bit slower than Super Speed or Super Jump).


    I'd love to hear your personal experience with Banes in the new PvP system to see if it's worth investing my time and Infamy into the build.

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  6. Quote:
    Originally Posted by Black_Aftermath View Post
    So if the Aura's are in Gang War, the rest of my Thugs take advantage of the +Def and +Res even when Gang War isn't activated?
    Correct.
  7. Quote:
    Originally Posted by Roman_ View Post
    I'm having trouble deciding on how to slot Gang War. I plan to PvP with my Thugs/Pain MM and cost is not a problem.

    Any insight is welcome.

    ~ Roman
    My ideal slotting is:

    1 - Nucleolus Exposure (Hamidon)
    1 - Soulbound Allegiance (Damage/Recharge)
    1 - Soulbound Allegiance (Accuracy/Damage/Recharge)
    1 - Soulbound Allegiance (Accuracy/Recharge)
    1 - Call to Arms Defense Bonus Aura IO
    1 - Expedient Reinforcement Resist Bonus Aura IO

    Final Power Stats:
    90.05% Accuracy
    90.05% Damage
    89.92% Recharge

    In my Thugs/Poison Build Gang War has a 184.7 second (3 mins, 4.7 seconds) recharge (with Hasten).

    This slotting also gives you 16% Regeneration and a 3% Health Increase from Purple Set Bonuses, and in all of the playing with slottable enhancements that I've done in Gang War, this is the most solid slotting I could come up with.
  8. I might argue that Serum is there to give Mercs (a ranged MM set) the ability to microtank against an AV or GM. Slap it on your Commando, send him off on aggressive to a target to build hate, and then bring in your other pets with spread heals once everything is seated.

    Honestly though, the super long recharge ultimately makes Serum an 'Oops' button. If you pull an extra group, run into an emergency, or have an important pet who's about to eat it who you REALLY need, then Serum fits the bill nicely.

    Is it skippable for most set pairings? Absolutely. If you have a secondary with limited or no healing, however, and rely on debuffs and other tricks to keep yourself going, it could be worthwhile. This is one of those powers where mileage varies greatly from secondary set to secondary set, and player to player.

    Do remember that slotted and with enough set bonuses and hasten, you can get the recharge down to 4-5 minutes. Something that makes a pet that much harder to kill, fills their endurance bar, and makes them virtually immune to mez can potentially be worth it, but if you're already using a set that performs these functions, I'd agree it's mostly pointless.
  9. Anshar Seraphim

    @Anshar

    Was telling him to paste it into the editing window, which accomplishes the same basic thing. I've found that the quotations for some reason sometimes bug the macro, which is why I told him to do it the way I did it, by editing an existing button.

    If it works the other way, wonderful, I just had problems with it before and wanted to make sure he got it right the first try. Maybe it was a problem specific to a past issue that's been fixed, no idea.

    Whatever works, the important thing is that he has a working macro.
  10. Simply hit defensive follow (BG) BEFORE casting the seekers, and once again about 2-3 seconds after. This will completely solve your problem. I do this on my Bots/Traps when I do seeker alpha jump-ins, which you can see in my missile swarm video in the Mastermind forums.

    Explanation: for the first few seconds after you hit defensive follow your pets won't respond to attacks. Hitting it a second time after the seekers are destroyed will clear their aggro "to-do list" and make them responsive to the first time any of you gets hit. If you're hit shortly after hitting defensive follow the second time, it will take about 4-6 seconds for them to respond to a new attacker.

    If you want to see this is in action, simply look at my video. Should be in the first few pages in the MM forums.
  11. Anshar Seraphim

    @Anshar

    Quote:
    Originally Posted by Sunpulse View Post
    Thanks, guy.
    Hey, you're welcome. Can't call it much of a community if we don't help one another.

    If you ever want to swing by Infinity I'm on evenings after midnight pacific. Look me up, my handle is @Circus of the Damned

    We can go over pull strategies or slotting if you like.

    Have a good one.
  12. On my Bots/Traps I fight in melee range, always. As long as I can keep a spawn tight, it ensures that myself and my bots are always protected by my force field generator and that everything stays tight for my poison trap and tripmines.

    On a typical pull:
    I tap defensive follow so for the next few seconds my bots won't go aggro from my seekers being attacked.

    I cast seeker drones into a fresh spawn, waiting about two seconds to make sure they have the entire spawn's attention (not waiting can make them aggro you instead as you approach, or your bots).

    I tap defensive follow once again before jumping into melee range while seekers are exploding and making the spawn tighten.

    I open with my AoE immob, getting as much of the spawn as I can, this also sets initial aggro and keeps it off of my pets.

    Poison Trap toward the center of the spawn.

    AoE immob again, the moment it's up, on any loose mobs not affected by my first cast.

    Acid Mortar.

    Caltrops in the middle of the spawn.

    Recast AoE immob on any survivors (my Boss Bot has melted most of the spawn by now).

    Tripmine at their feet.

    Profit.


    Not sure how it works for other sets, but if all your bots are already in melee range there's not really a worry of them running off unless you're not doing your job of controlling stragglers.

    In short, work with it!
  13. Anshar Seraphim

    @Anshar

    Quote:
    Originally Posted by Sunpulse View Post
    I just finished my Bots/Traps and having a lot of fun! I feel so overpowered on this toon at times. I've been taking on spawns up to around 20, +2 to my level with bosses in the mix and completely annihilating them. Well bots do die in that number, but as long as I live...

    One thing to mention, though. No matter how great you are, or think you are at least, your bots are constantly looking out for your humility by getting you killed ever so often by pulling another group when not ready.

    Anyone can tell me how I make a macro to dump reds into my assbot?!

    Glad you're having so much fun!

    I use three macros:

    DM - Dumps reds into my current pet target:
    inspexec_pet_target Enrage$$inspexec_pet_target Focused Rage$$inspexec_pet_target Righteous Rage

    IN - Dumps protective insps into my current pet target:
    (this is one is great before a pull if you expect your Boss Bot to get thrashed or to get Knocked Back a lot which can delay his AoEs)
    inspexec_pet_target Sturdy$$inspexec_pet_target Rugged$$inspexec_pet_target Break_Free$$inspexec_pet_target Luck$$inspexec_pet_target Good Luck

    (notice that on this one I'm only giving the Tier 1 Break Frees to the pet, I keep the good stuff for myself)

    HL - Throws healing insps into my current pet target:
    (great for keeping a stray bot alive or evening out a bot before a pull)
    inspexec_pet_target Respite$$inspexec_pet_target Dramatic Improvement

    (Once again I'm keeping the very large Inspirations for myself here)


    For some reason when I try to just type a one-line macro into CoH/CoV it only saves what's been given BEFORE the first set of $$ in the macro.

    For this reason, just type:
    /macro DM 1
    /macro IN 1
    /macro HL 1

    ..to create the buttons on your bar (make sure you have 3 slots available you can see). After it's made the macro buttons, then just right-click them to edit them, get rid of the 1, and paste in what I typed above.

    I know there are versions of the macro command where you can call out a pet by name, but I found that this was more versatile for me because I could make it work on ANY pet I targeted and not just the Boss Bot (he's big and easy to click target anyway). Also, for some reason when I tried the name-specific macro it wouldn't accept the same commands, no idea why. I had to fiddle with it a long while to get this much to work.

    Hope that's helpful, you'll have to fiddle with them yourself if you want different results.

    Have fun burninating the countryside.
  14. Quote:
    Originally Posted by Lucky666 View Post
    I picked it up but it seems to cost alot of end to use for the little benifit it provides. What are the thoughts on this power?
    Smoke Flash is an amazing and under-rated power, in my opinion. You can use it on a pet that may die soon as a form of mitigation, but its most awesome use is on your Oni just before combat starts.

    Position your Oni just outside of a herd, drop a couple of reds into him if you have them, use Smoke Flash on him, and then target a mob in the middle of the group and tell him to attack (or herd the mob up around a corner and position your pets so that when they attack out of BG mode his attacks will be toward the center of the group.

    The result, if you pull it off correctly, is absolute decimation. A Smoke Flashed Oni Firebreath with a red or two can wipe out an entire spawn, or if your difficulty is cranked very high it often results in the death of every minion in the spawn.

    This combo is up every pull and if you invest the time in learning how to use it, it can be amazing not only for damage, but for mitigation. Ninjas excel at single target damage and when you suddenly wipe out everything except LTs and Bosses you let them focus what they're good at.

    My recommendation is to go to a zone with -2s or -3s and practice herding and burning.

    The typical setup is to toggle on a snowstorm or other enemy based toggle and then run around a corner before they return fire (or click the toggle AS you're jumping around a corner so they CAN'T return fire). If you're using the darkness secondary you have to gather them after the toggle goes off by dropping tar patch around the corner before they get there.

    Once you learn to do it, the set up is very rewarding.

    So, given that it can double your AoE alpha strike, wipe mobs away, and can be used as a stopgap measure for incoming damage on your pets, I rate the power very highly. If you were to just hit it when it's up and you're in combat you'd get a LOT less out of it and it would probably be a big waste of endurance.

    The big thing with Smoke Flash is 'when' and 'which pet'. Figure that out and you'll probably love it just as much as I do.
  15. I'll play devil's advocate here since I already have a 50 Bots/Traps who's build is completely finished (to the tune of 7 billion inf).

    The Force Field secondary does lack the debuffs and soft control that traps has, but it has its own soft control.

    Let me break down the differences as I see them:

    Traps:
    The best set for soloing (measured by kill speed vs survivability) at high levels with a large amount of influence investment
    Two sets of seeker drones from both the primary and secondary for large accuracy debuff stacking.
    AoE Resistance/Defense Debuff
    Absolutely MUST have an AoE Immobilize with -KB or many of the powers that define the set (i.e. Trip Mine, Caltrops, and others) simply cause even more scatter on top of the KB inherent to Bots
    Primarily focuses on protecting the Mastermind himself and his pets and is not particularly team oriented
    You must get CLOSE to the enemies to use mines and poison trap, meaning you must bring your bots into melee on purpose to get the most out of the traps set
    If pets are destroyed must retreat to redeploy, only has softcapped defense for the Mastermind with Force Field Generator deployed, and only after being buffed by a pet
    No Oh Sh*t button

    Forcefield:
    The best set for soloing at low levels and functions/performs very well with little influence investment at all levels
    AoE Disorient/Knockdowns on a relatively short cycle, giving lots of soft control and damage mitigation (to the entire team)
    Capable of greatly increasing the survivability of an entire team and not just their own pets or self
    Able to function well at long range and slotted with accuracy and tohit buffs is even capable of completely staying out of melee with group fly and raining terror from above
    Able to reherd scattered enemies with FF toggles, mitigating scatter (especially indoors)
    Personal Force Field gives an option to stay alive in dire situations
    Self Buff Force Field effects can not be outrun and do not get stuck on terrain as the Force Field Generator does
    Able to keep enemies away from squishy teammates


    Remember that Force Field is a lot more than just bubbling. Read the Force Field Bible in the Defender Forums if you're wondering why or don't know how to use the other powers.

    Force Field sacrifices some damage output to increase the survivability of an entire team and the Mastermind. It has anti-scatter powers which are a godsend when paired with Bots, who throw mobs everywhere. Until you get an AoE Immob, Traps can be a very frustrating set to play with Bots.

    In many ways, comparing Traps to Force Fields can be the same as comparing apples to oranges. They're both good for different things and for different reasons.
  16. Quote:
    Originally Posted by Destrukt View Post
    Thanks for the awesome video and build. Your "guide" helped me make my decision to make a Bots/Traps MM as my first Villain (always liked "pet" classes, was a controller on hero side). Now I just have to make all that infamy to supply him with the tools to own that good...
    Thanks for the feedback! I could always make a full-on Bots/Traps guide if the MMs on the forums want me to. There's one already out there but it seemed the original poster may have just posted what he learned at an early phase and theorycrafted the rest. This is just my two cents, though, not trying to say anything bad about his guide writing ability (just that I felt he missed a lot).

    I think I cover a lot of the main points in the build. Feel free to message me at @Circus of the Damned if you'd like to see the build in action on infinity and ask questions.
  17. Quote:
    Originally Posted by Karl_Rove_Man View Post
    If you change the FF Gen's colors to all black, it'll eliminate the giant bubble. I haven't tested it out in PvP yet though.
    Even if it works, it's very helpful to be able to tell at a quick glance whether or not you or your bots are currently being protected. You have to be Johnny-On-The-Spot with a recast if it goes down (I actually do a redeployment in the middle of a pull on my video because it popped, if you want to see what I'm talking about).

    If you can't see the bubble effect it's very likely that in the chaos of combat you might not notice if your generator is destroyed (or more likely, expires). Being caught with it down is hands down the EASIEST way to die with a bots/traps, PvE or PvP.
  18. Quote:
    Originally Posted by Karl_Rove_Man View Post
    Great build! I haven't given my bots/traps a respec since IOs came out, just because it was already a very powerful character, but I'm thinking of using some of this on a much needed upgrade.

    Do you find that you use Acro very often? You already have some KB protection from IOs. I know you already mentioned micro-management, but I'm considering taking Grant Invisibility instead for the extra +def for the prot bots and another spot for LoTG +recharge.
    Well, as you said, I already discussed the micromanagement inherent to the build, so to answer your question you simply have to weigh out the pros and cons.

    Pros:
    Grant Invis may let you soft cap your Protectors (who don't necessarily draw much aggro and usually don't die unless they wander out of your FF Gen area or noob it up and go into melee with something nasty)
    You'll be able to stealth a mission with pets deployed, at least until your protectors summon seeker drones (which they do even out of combat)
    You can invis your FF Generator which might make you a little less easy to spot from far away in pvp (it rarely dies in combat).

    Cons:
    Grant Invis uses a rather large amount of endurance and wears off in a relatively brief period of time. The amount of recharge increase you would get from an LoTG + Rech wouldn't be that big of a deal, just about any time I want a power up with my current build it's already been up for 30 seconds. Acrobatics gives you mez protection that will tide you over until your FF Gen moves to a new location after you move. Without it you might find yourself held until your FF Generator advances to your position, and sometimes it gets stuck at the wrong moment. Micromanagement.

    So, weigh the options and ask yourself what you want. I decided acrobatics would make me happier out of the two, but you may have a different opinion. The answer to your list of pros and cons should decide for you which power you like.

    Have fun, and burn em up!
  19. Quote:
    Originally Posted by Black_Aftermath View Post
    Thanks a lot Anshar. I'll use your build as the template for mine. I assume in the end game you fine without the Medicine Pool?
    I'll put it this way. If I let my protectors buff me with a shield and then unsummon them, I can kill an 8 player spawn of +2s all by myself with no pets except a force field generator. I usually have full life when the spawn is dead. Triage beacon keeps me alive, even in pvp.

    As for healing the bots, occasionally I drop a green inspiration on one that's been stupid and wandered out of the force field, but more often than not before the inspiration activates my protectors have already healed the bot to full.

    If I get 3 spawns instead of just one, like I'm planning on (from adds or somesuch) I drop a triage beacon and keep extra aggro on me by dropping caltrops and spamming electric fences. If the bots stay in range of the generator, nine times out of ten I'll still have every pet alive and well when the dust settles.

    If you'd like to come to Infinity and make a lowbie I'd be happy to show you them in action.
  20. Quote:
    Originally Posted by Neogumbercules View Post
    Wow! Awesome video and good build. You've resparked my interest in bots/traps. Thanks!
    You're very welcome!
  21. I actually just finished my Bots/Traps MM a bit ago. Took about 7 Billion Inf. I posted a video of him in action along with my build here: http://boards.cityofheroes.com/showthread.php?t=191965

    I see a LOT of inefficient slotting in your build.

    If you want, I can go point to point or you can check out my build in the linked thread, up to you.

    Let me know if you want to use a variant of my build or you would like me to pour over yours instead. I don't mind at all. I'll check back to see which you've chosen.
  22. Quote:
    Originally Posted by Frosticus View Post
    Trip mine for MM's is also a funny one that you may want to get locked in. Though honestly I'd hope they have better things to do than remove slotting options from one iteration of traps. Though it would be nice if they were added to defs/corrs, but probably won't happen.
    *though I personally think pbaoe sets in mines are better than aoe sets, it is different nonetheless.
    I have to admit I'm SO loving Ragnarok in Trip Mine. If anything is EVER a challenge I just drop a few of those suckers before I pull. A spaced series is great fun with AVs and GMs. So much fun to see their life evaporate.

    I don't even need to talk about PvP. With enough set up time you can destroy an entire group of heroes, provided you do things intelligently.
  23. Quote:
    Originally Posted by New Dawn View Post
    I am curious as to why Caltrops is accepting enhancements from two damage sets. It was enough to make me go look at my own but I think the taking of Procs from two damage positions made me look if anything. I don't know if allowing that is intended or not.
    No idea, maybe it was to allow Masterminds to slot a melee set for set bonus diversity, or maybe it's unintended. No way to know. I do know though, that you might want to slot the procs in ASAP to get them grandfathered in in the case that they decide to change it. At some point they decided to remove a slottable set from chilling embrace or icicles quite a few issues back (I forget which) and if you already had the set in there, it stayed and would work, but if you didn't, you couldn't slot certain set types in there anymore.

    It doesn't matter too terribly much though. Putting damage in three slots accomplishes the same purpose, it just gives you less burst damage.
  24. Quote:
    Originally Posted by wuffles View Post
    Nice build but one thing I noticed is you placed the stealth io into combat jumping. Why not place it in sprint instead as it will accept it then it saves you a slot for elsewhere in the build such as boosting recharge of acid mortar or anything else.
    With Bots/Traps you're already plagued with a ton of micromanagement. Tapping Sprint on and off every couple minutes while you're dealing with everything else is just a bit much, at least to me.

    I already have to lay caltrops, manage aoe immobs, direct pets, stop runners, lay poison traps, lay trip mines on alpha survivors, redeploy forcefield generators, resummon and buff pets should they go down, upgrade redeployed pets, disperse seeker drones on tighter clumps of targets, make sure my bots aren't going after runners into new groups or leaving my FF generator, decide if I need to drop Triage before aggroing a new group, juggle single target web grenades on mobs missed by AoEs...

    I guess not having to micromanage something else was worth 5.5 seconds of recharge on Acid Mortar. However, if you like doing that, change it and go for it. That was just my reason.
  25. Quote:
    Originally Posted by Frosticus View Post
    This looks like a seriously tight build. Hope you don't mind but I'm going to save this one in the event I ever roll a bots/traps.
    You're very welcome. If you'd ever like to drop by Infinity and roll a lowbie, I'll Lackey you and take you into a mission so you can see the build in action and I can answer any questions you might have.

    Let me know if you have any more questions, and thanks for the feedback.