AzureHaze

Apprentice
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  1. Thanks Xyzor. I'll check out the thread. Though I probably would agree that more sets could use general debuff resistance or even an inspiration that could reduce the effects of things like end drain and recharge reduction. That would be great.
  2. Hey, I have been playing CoH on and off since the original beta back in 2004. It's been hard to play regen scrappers after IH became a Click power, but I'm giving it another try. It's been a bit rough considering Regen does not even have a general 20% End Recov resistance or Recharge reduction resistance. These small resistances would make sense considering a regen player is likely to have advanced regenerative skills able to overcome small debuffs.

    Any thoughts?
  3. Quote:
    Originally Posted by Residentx10 View Post
    I'm so glad you asked....I just leveled my MM Merc, Heartless Attitude to 49 3/4 over the past weekend
    What is your secondary?
  4. Sounds like a good idea... are you sure he wouldn't be annoyed?
  5. I would REALLY love to hear what the devs have in store for MM's in future updates. Many of these issues have been long-standing, are our voices going unheard?
  6. Also, how about giving us female pets? I have to see this game is VERY male-centered and there are quite a number of female (and likely male) characters that would like to have a female pet option or a new female mm primary.

    Please Devs, many of us have been playing for years. I hope you take our suggestions into consideration. A post from one of you would go great lengths to showing you would like to implement some of the changes we are suggesting.
  7. I'm a bit suprised nobody have asked for changes to bodyguard yet. As it is bodyguard can be acticated by pets being in defensive follow. However, especially with single-target pets like Ninja, this means they hardly stay attacking one enemy and do not consolidate their attention on 1 mob unless directed to do so, breaking bodyguard.

    I would like to see Bodyguard extended to defensive stay, so that if the MM wants to grab aggro and not get their pets blasted by an aoe, they can do so. I would also like to see bodyguard extended to defensive attack, allowing us to concentrate our pets firepower on 1 target without risking death.
  8. On the topic of pylons and DPS, is there a rough range of how much DPS Corruptors are able to achieve? Is this possible to ascertain with the randomness of scourge? Must a secondary with -RES be factored in?
  9. Hey Neo,

    Please update my comment on Bots with this:
    Bots:
    The animation times for Robotics are the longest of all pets. Full Auto Laser for Battle Bots takes a total of 6.33 seconds as well as flamethrower for Assault Bot which is also 6.33 seconds. Heavy Laser Burst is listed as 2 second activation time for Protector Bots, but 3.33 seconds for Battle Bots, especially in the early levels, matching the Battle Bot animation time with protector bots will help early level DPS.
  10. I wonder if VS targetting AI is the same as Targeting Drone on blasters but regardless, this may be a case to improve VS so that it stands out more.

    As well, how about Thunderous Blast only draining a portion of your end and not all? If I did decide to keep my toon would it be worth taking?
  11. For Ninjas:
    Caltrops and Rain of Fire should be able to last the entire length of the power duration as long as the pet survives, not just when an enemy dies.These powers can be wasted on a minion mob within a few seconds and causes a player to exit bodyguard mode to direct pets to attack the an enemy that will last the longest.

    Bots:
    The animation times for Battle Bots are the longest of all pets. Full Auto Laser takes a total of 6.33 seconds as well as flamethrower for Assault Bot which is also 6.33 seconds. Heavy Laser Burst is listed as 2 second activation time for Protector Bots, but 3.33 seconds for Battle Bots.

    Demons:
    None of Demon Prince's power have a recharge lower than 8 seconds, leaving him idling for a more than a few seconds even with both power upgrades. Reducing recharge time of at least Ice Blast will help him to have a smoother attack chain.

    Reducing endurance costs for these power would help as well, since even with an endurance reduction IO he burns end faster than any other pet.
  12. Thanks for the responses. I had rolled a Elec blast/Rad toon because I figured I could be in melee and use Short Circuit and Ball Lightning without having to jump back to fire off a cone.

    Until Radiation comes to MM's, I will have to tinker around and see what blast sets I could use that are not all that commonly paired with Rad.
  13. Should I take it as a warning sign that if there are no Corruptor guides for Electric Blast it is not that great?

    Is Voltaic Sentinel really unable to replace a top-tier blast like Blaze or Bitter Ice Blast?

    Any comments would be helpful.
  14. Interesting. I had gone back through the power stats and did notice anything to suggest it doesn't.

    On another note, it would be interesting to have an arrow that saps end from mobs and gives it to those nearby... me and my dreams...

    **Unfortunately my edits don't correct mistakes from quotes...
  15. Disruption stacks, how about Acid Arrow? I usually throw an Achille's -Res Proc and roughly expect to have about -50% RES on most targets when all debuffs have been thrown out.
  16. I have a lvl 44 Fire/TA corr and the damaging is just devastating. Oil Slick can be up for at least every other mob or less if you constantly use Hasten. Traps will get you to soft-cap sooner with mez protection but I enjoy not having to pull or run out of melee range to get the best use of all blast powers (namely fire breath).

    Lastly, did you take Tough and Weave? Those combiend with Scorpion Shield can help you get to soft-cap and is noticeably more survivable when taking on full spawns a lvl or two higher than you.
  17. IMHO I think that Thugs/Dark is the most powerful combo. I have not tried Thugs/Trap but have a lvl 32 Bots/Traps MM and lvl 41 Demon/Traps MM.

    Bots have some long activation times that can lower their DPS.

    I believe Thugs by far are the most damaging pets and Dark offers the best combination of control power MM's have available.
  18. Well... I actually have a KM/Stone Armor brute that is probably THE most survivable brute you could roll.

    Lvling can be a pain if you don't have a regular balanced group you team with, but granite is oh so worth it. With Tough I have +85% Resistance to S/L and 60% to everything else. you will have to invest in some sets like Kinetic Combat and Luck of the Gambler, but I absolutely love KM and Stone is such a sturdy build.

    If you can overcome the -rech and -movt speed you are golden.
  19. Personally I find Thugs/Dark the most powerful combo as I regularly run missions +1/x8 on my lvl 50 with very problem.

    I would begin to question the DPS comments on Bots as several of the henchmen have power that 6.33 in activation and none have attacks lower than 2 second activation.

    That being said, you are still likely to wet your pants the first time you get Assault bot, and wet them again at lvl 32 the first time you see incendiary missiles fire off.

    All in all, I would suggest Robots because the of pets +def and healing they do to each other and something like traps. Focus on the secondary you want to support yourself and your team then it would be easier to pick a primary.
  20. The devs do listen!!!!!!!!! OH HAPPY DAY!!!!!!
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    Tremors main problem is the dreadfully long animation time with the low damage payoff. Spending all that animation time literally hanging around will really hurt your DPS compared to other AOE powers, especially as you head into high recharge in the powers concerned.
    Tremor's activation time is just over a second longer than footstomp, not sure if that is enough reason to discount Tremor, but I have not had experience with Footstomp so I can't really compare how quickly you can attack after activating Footstomp.
  22. Personally I would most like to see Cold Domination as MM's have no powers that are able to benefit the Recovery of other players. Kin would be a bit weak in terms of keeping your pets alive until late game but Rad would suit MM playstyle's the best.

    That being said, I think it would be useful for the devs to reconsider allowing MM pets to benefit from +recharge, even if at a reduced scale.

    Many of the pets have powers that are on similar recharge as solo AT's such as LRM Rocket and Rain of Fire that would be great to have recharge faster, even if 20-50% faster.
  23. Footstomp may be great for SS but when comparing damage dealt per second of recharge, Tremor and Footstomp are equal. Less damage for shorter recharge, the same radius, same mob cap, and slightly longer animation. The Dev's have really balanced out the damage output of AT's if you look at them closely enough, though Fury would benefit Footstomp more because of the higher damage base. Even Fire Sword Circle only does max damage 80% of the time and also has a long recharge as well (My personal favorite as I also have a Fire/Shield Scrapper)

    Nobody has mentioned it, but Kinetic Melee should probably be mentioned despite its small radius. The damage potential of Power Siphon, lower base recharge, and enough +global recharge may be able to challenge Fury + Rage.
  24. Quote:
    Originally Posted by Psylenz View Post
    I like active masterminds. My first mastermind is a Robots/Poison (that robotics/chemistry mad scientist motif).
    Oh my goodness, my first MM was a bots/poison too...his name is Mad Scientist and my first and most fun toon to get to lvl 50!!!

    To respond to the OP, my playstyle is fairly basic. My main MM is a Thugs/Dark and I keep all on defensive. I'm pretty active and open up with Web Grenade, followed by Fearsome Stare, Darkest Night and/or Howling Twilight. Fluffy usually keeps my pets topped up and I only have to use provoke on AV fights.

    However, I have a Ninja/Thermal w/ Hover who could perhaps use Provoke much more effectively than my main. Especially with AOE attacks I can at least hover high enough above my pets for them not to take damage, but still be in range of my heals.

    I've never had the need to set some pets to Aggressive and some to Defensive but I will start experimenting to see if it helps.
  25. I recently got my Mercs/Storm up to lvl 32 and the increase in powers has made lvling alot smoother. The longish controls of Mercs could be reduced to be usuable more than every other mob, but when they are used it is useful. Mercs are not a BAD set, just not the most damaging.

    In terms of dissapointing powers Caltrops and Rain of Fire for Ninjas need to be targeted at the toughest mob or else the power ends much quicker than the actual duration. Mercs are not the only set to have some gimped powers IMO.