Berzerker_NA

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  1. If you could spare one more slot from somewhere else to get Soul Tentacles up to six slots, you could give it Trap of the Hunter instead of Gravitational Anchor, which would add 3.13% Ranged Def. I know it's counter intuitive to use a lesser set instead of purples, though.

    If you give up Soul Tentacles and take Soul Storm Instead, you could slot two IO's from Basilisk's Gaze and get 1.25% Ranged Def from that. Then maybe reassign the other 3 remaining slots to something. (Or keep them, and slot 3 Thunderstrike IO's to get another 1.25%)

    Also, on World of Pain, if you slot 3 IO's from Reactive Armor, that will give you a pitiful boost of 0.625% I notice you're using 3 different set IO's to boost that one, instead of drawing on one set.


    edit:add:Come to think of it... you could also forgo Apocalypse, and just take Thunder strike twice on your personal attacks..
  2. Berzerker_NA

    Taunt. Why not?

    Quote:
    Originally Posted by dave_p View Post
    2) Taunt only hits 5. If you hit all 5, the odds of the proc going off at least once are pretty decent (around 67%), but hardly automatic. That said, if I'm taking Taunt, I'm usually 6-slotting w/Zinger for the set bonuses, so I end up w/the proc.
    I'm not mistaken, taunt is an auto hit power in PVE, so you always hit all 5 if there are five in the area of its effect. It's true you're only 67% likely to do damage any one time you fire it, but over the course of a lot of firings, you'll still average hitting one per shot.

    I guess that makes it about as effective as brawl, so ...yeah.... I guess it's not much of an addition to their arsenal. ;-(
  3. Berzerker_NA

    Taunt. Why not?

    You know, with the incredibly poor damage tanks do, something I've found in single player is that you can boost your total DPS quite a lot if you just take Taunt and slot the Perfect Zinger Psi Damage proc to it. It's only 20% likely to affect any one target it hits, but if you're surrounded by a whole bunch of enemies, you'll probably manage to damage at least one of them just about every time you fire your taunt off.

    That might make it valuable to scrankers. I don't know. Maybe still not valuable enough?
  4. Berzerker_NA

    No to Taunt

    Quote:
    Originally Posted by PrincessDarkstar View Post

    If you only need to get the initial aggro (IE: Take the alpha) then you don't need taunt, this may be because your pets are tough or you have debuff or whatever.

    Some builds buff up the MM and thus the less damage the pets take the better, as is the case of my Bots/FF, if I took attacks instead of challenge/provoke there is no way I could hover up in the air and keep all the AoE's away from my bots for the entire fight.
    That's why, then, isn't it? Your pets don't benefit from set bonuses like you do. Otherwise, I would totally want my pets taking all the aggro, because they're expendable. I can get more of them, but if they kill my MM the battle is over - time to hosp.

    I get the impression that the 2 level gap between you and your tier 1 pets factors in as well, doesn't it? I guess that, even at maxed out defense, being two levels lower can hurt your survivability sometimes.
  5. Quote:
    Originally Posted by protector_knight View Post

    Then I get AAO and the baddies seem to forget about me quickly, or in this example I am going to give: wife playing a ta/dp, she is half way across the room. I am faceing my own set of clocks. smacken em around, AAO running. Then one just decides to up and go alll the way over to her and beat on her. She wasn't even close to fighting my spawn. I sat there and was like "damn am I a WP tanker?" I don't know if clocks are taunt resistant or not.

    I love the toon concept, I just don't understand the problem. like I said I have two other SD toons with AAO, and I havn't experienced this problem. My other SD tank doesn't have taunt either, so it isn't taunt mag+duration happening here.
    How many were you fighting? Gauntlet only affects 5 opponents. We like to hope it will be a different 5 every time it fires, but I think it just hits the 5 closest, which means the same 5 again and again usually.
  6. Quote:
    Originally Posted by Starflier View Post
    Something to remember: you are stealthy with the power running.

    Obvious perhaps, but if the lead tank is stealthy and the squishies right behind him are not, disaster can often follow. Nothing as spectacular as watching the stealthy tank rush into melee, while the rest of the team is obliterated by the spawn before he can get there.

    I just started up a DA/BA tanker, and I'm still on the fence on whether to get CoD. From my /DA scrapper I know Immob is the bane of my melee enjoyment. On the other hand, he'll be getting CJ/SJ.
    Yeah. It's best if you're comfortable toggling it on and off. If your play style is to just turn on all your shields, and leave them on, then I could see this power becoming very frustrating for you.

    Also, sometimes aggro is a bad thing. It's always nice to be able to scale it back a little bit if you're starting to get in over your head. Sometimes I like to build a tank with the Concealment pool, so I can ethereal shift my way out of sticky situations. Everything has its time and place.
  7. Quote:
    Originally Posted by Alamo View Post
    First off I think ice melee needs to take a step in the more 'smashy' direction. Meaning focus more on frozen fist type powers. I think frost is the first thing that needs to go. Replacing it with a single target damage power would be an excellent idea! Also (this is just me) I think ice sword should be ditched for another single target power, but with the frozen fist type animation.
    I would have wanted to go the other way. I'm very disappointed that the set doesn't have an AOE ice sword attack. (If only for the sake of style.) The only AOE Ice sword in the whole game is the Dominator set, so that's the only Ice Melee set I enjoy playing.
  8. Berzerker_NA

    Taunt. Why not?

    Quote:
    Originally Posted by Ironblade View Post
    Not every tank has the same goals. If you never play on teams larger than 2 or 3 people, you don't need Taunt. Some people don't like large teams or are part of a regular duo / fixed team / etc. And, let's face it, some tanks are built as scrankers and have no intention of protecting teammates.
    I wonder why people build scrankers? Is it for the ability to soft cap resistances, or just to gain access to Ice, Stone, Mace, and Axe power sets? I mean: honestly: if you're going to play a tank like a scrapper, why not just make a scrapper? Your missions will go faster, and there's a whole lot less frustration in general.
  9. When you think about it, it is kind of unfair that he has a level 32 controller power, whilst you don't even have your level 26 MM power yet.....
  10. Berzerker_NA

    No to Taunt

    I just don't get how people spare the powers for it. I can barely fit all the things I want into my builds. Besides that.... the whole tanker minding thing in general boggles me.
  11. Quote:
    Originally Posted by JD_Gumby View Post
    Or just drop that mission, wait 3 days and drop the next one he appears, and then never, ever, EVER take Darrin Wade's arc ever again. Should've realized that the game giving you a free contact in Sharkhead was too good to be true. :P
    Or just leave the mission sitting until you're about 3 or 4 levels higher, and then come back and kill all the enemies as greens and blues. I do that to solo banks sometimes.

    Quote:
    Originally Posted by Obscure Blade View Post
    Oh, no, focusing on KK is the right thing to do. Beat him, and Singy vanishes; Singy on the other hand is seriously tough, and you'd still have to beat KK even if you beat Singy.
    Besides, if the battle lasts long enough, there's nothing stopping him from summoning another one. The big frustration with singularities is that you can't do anything to mez or otherwise mitigate them. The Bots Knockback effect does nothing to it.

    I've only fought him a few times, but the knockbacks do work on him, don't they? I bet having the force field generator is really nice too, as hold mitigation.
  12. Quote:
    Originally Posted by Lenneth View Post
    This.

    The def on it by itself makes it a very poor power.
    So unless you're stacking def with IOs along with it...
    But then, you can make anything viable with IOs, so that's beside the point.
    I think the question is whether you're going to follow it up with other stuff. If you're taunting, then probably most of your enemies will be in melee distance of you, so you can stack Cloak of Fear with it. (It's their location that matters, not the question of whether they're actually using melee attacks or not, so you can always just move closer if a particular enemy is hurting you more than the others.)

    Then, what will your travel be? Are you adding a few percentage points by taking Combat Jumping? Finally, the last question is: What will your attack set be? If it's Dual Blades or Dark Melee, then you're going to plan on debuffing enemy attack even more.

    IO's are really not my expertise just yet, so I'm not sure what would happen if we factor those in.
  13. Quote:
    Originally Posted by Psylenz View Post
    They will do that on defensive/stay if they get involved with a runner/flier/tp'er in a 'running' gun battle to the point they can aggro other groups and add to the frustration. It's part of the defensive more than the 'stay'.
    This is why I always keep the (default) henchmen attack button on my primary power bar, usually at power number 4 (right by my index finger on the keyboard). You can cancel any chaotic activity you want just by telling all of your bots to attack a single target together. They have to drop what they're doing.

    It helps that I give my MM a personal attack, so there's usually an enemy already selected for me to send them all after.
  14. Quote:
    Originally Posted by Valentyna View Post
    Because it has too long a recharge to construct an attack chain with just it, and one other power.
    Yeah. It's too bad it doesn't fit, but I guess it doesn't add much in your particular case. Used as an attack, it's very end-hungry too.
  15. Berzerker_NA

    Mercs

    Quote:
    Originally Posted by Emberly View Post
    I have a merc/FF mastermind, and I far prefer him over my necro/pain. Plenty of pew-pew and I have Achille's Heel procs in the mercs, so things seem to melt quite nicely. I know mercs isn't the top dawg but it sure is fun. The poster upthread who said not to take Serum is absolutely right, the recharge is just way too long and even when it is up it isn't enough to turn a fight around in my experience.
    Darn. I was thinking a merks/ff would be the ideal build for serum. Just pop it on your Commando during a tough fight, then use your personal force field and wait while he kills everybody.

    If it's not even useful on /ff, then I guess I'll have to accept the consensus and not bother trying to take it. (Either that, or take it as my last power.)
  16. Quote:
    Originally Posted by Valentyna View Post
    And a LotG set mule, but you're right, its mostly tere ato make up the final difference to bring my ranged defence up to 45%+ The question, though, is where I would get the slots to suitably enhance another attack (or heal)?
    Good point. I don't know why I didn't notice this sooner, but why don't you give up gloom or Dark Blast for it instead, and then just slot it with the same things you had planned to put on the power you give up? I noticed you take Soothe at level 8, so you could move it up, and take it at level 2 or 4 instead, then take Life Drain at level 8.

    I'm sure it has a slower recharge and less damage, but .... it's healing you every time you use it. Here's for comparison:

    Dark Blast: End 6.50, Rech 4 seconds, damage 30.59 (at 50), debuff 5.63/6 seconds.
    Gloom: End 10.66, Rech 8 seconds, damage 53.84 (at 50), debuff 5.63/10 seconds.
    Life Drain: End 19.50, Rech 15 seconds,damage 30.59 (at 50), debuff 5.63/10 seconds.

    As a pure attack, it's quite a bit worse than either of the other two, so it depends on whether you're trying to deal all the damage yourself, or let your pets do it. I guess I can see why someone would drop it. It just seems like such a waste, because necro is the only set that gives you something like that, so perfect for the tanker mind.

    It's not even quite half as powerful as your Nullify Pain, though.

    80.32 points of healing every 15 seconds vs. 94.24 points every 8 seconds. .....So maybe it's not worth it.... :-Z
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    Maybe I'm not doing it right. I don't have any pulse rifle blasts. The only trap power I skipped was detonator. I took teleportation, hasten, provoke, and leadership as my pools. Maybe I'm doing everything wrong.
    Yeah, I'm kind of the opposite play style. I take a minimal number of traps, just cause most of them don't fit into my plans. Then I go for stamina. The thing about personal attacks is that they do more damage than your pets' attacks and are more likely to hit, except maybe your tier 3 pet. I still don't use my personal attack much, but it's nice when I'm up against an enemy that's just taking too long to go down. (Or when I get impatient for enemies to die.)

    Quote:

    I can solo +2/x8 Malta with bosses. I leave AVs turned on because I don't notice EBs. I've done the same thing on my side of the map that seven other people did in the same amount of time. I've never once wished for pulse rifle blasts, and triage beacon keeps me alive.

    I don't know why you're having this issue, but I always have something to do with my bots/traps. If you haven't already, turn up the difficulty. At this point I only run x8, even in mayhem missions. Provoke is practically on auto attack (I taunt like your sixth grade bully), and I spam both of my immobs (webnade and Mu cages) as they're available too. Caltrops is on high recharge and I threw in the knockdown proc (little tip for endless amusement there; they TRIP over little pointy things). I'm also micromanage-y with my bots. I bound shift+click to "petcomall goto defensive". Finally, if you're like me and have managed to softcap to both ranged and AoE (or perhaps S/L), you can drop a trip mine or two mid-fight.
    It certainly sounds like you're not doing anything wrong, lol. I might have to take a lesson from you.

    I like to manage my henchmen too. I usually have them all focus on one mob until he goes down, then move on to the next, then the next, etc. That exposes them to the least damage over the course of a fight, so I can do higher diffs. I'm also kind of lazy about enhancing, so I end up doing a lot of re-summoning.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    If you can post your build, Col, that might give a better idea of what to look at and suggest.
    Don't bother with the attacks. In fact, I respeced Alpha a while back and got rid of the personal attack, and actually found it MORE fun than when I had the attack.
    Oh you "don't take the personal attack" guys....... I always take one. It's partly for boredom, and partly for style. The costume is just as important to me as the ability to kick ***. No point choosing and customizing my laser rifle, plus maybe trying to unlock costume options for it, if nobody is ever going to see it.
  19. Quote:
    Originally Posted by EricHough View Post
    The regen in suppress pain is nearly 400% when fully slotted (between 380% and 390% with ED) - that is almost twice as much regen as integration, which gives you about 250% when fully slotted, so it does a lot more than you seem to think, as it gives that to you and your pets. Life drain, while probably nice on anything but a /pain MM is completely overpowered by nullify pain which does a slightly higher heal for less end on a faster recharge, get's both you and your pets and doesn't rely on a to hit check.
    Hmm... never thought of it that way. I'm working on a /pain MM right now. Maybe I'll give it a try and see how I like it.

    She could keep them both perhaps by giving up Maneuvers. It's only like a 5% def bonus, even fully slotted. Personally, I'd rather have the additional heal, and the def debuff on Life Drain will be more than 5% worth of the enemy's attack anyway.




    Quote:

    Currently my necro/pain relies on suppress pain + nullify pain + world of pain to take alpha's and does pretty well. I don't run at hugely inflated difficulty levels (+2x1 or +2x2 depending on my mood) but a lot of that is because the pets are fairly single target focused so I have bumped up my level rather than the mob count. I suppose if you want to try and build a serious farm character you could pick up scorpion shield in mace mastery and slot up for smashing/lethal def but if you want a farming MM you are better off with thugs or bots, not necro.
    From the sounds of things, she's focusing on directional defense instead (ranged/melee/AOE), so she might do better to take the damage resistance power from Mu Mastery, since it will stack with the resistance she's already getting from World of Pain.

    Un-enhanced, her damage resistance vs. smashing/lethal would be 26% + 11% = 37%, which is not bad.

    [/quote]
    My current plan is to pick up dark embrace to stack with WoP, oppressive gloom to reduce the alpha from minions and get both WoP and anguishing cry up as often as possible, which means slotting for recharge bonuses. Except for a few sets it is hard to slot for both recharge and defense. Since pain domination doesn't offer any def powers as a base it is going to be even harder to build up enough def unless you take scorpion shield - and to build on that you have to slot for smashing/lethal def, not ranged which is going to be hard without melee attacks to slot kinetic combat or smashing haymaker.[/QUOTE]

    Can always slot Siphon Insight to your attack debuff powers. Same bonus as kinetic combat, except you need 5 from the set instead of just 4.
  20. Berzerker_NA

    Taunt. Why not?

    I keep seeing Ice tanks champion the lack of a need for taunt. I think Ice tanks are a special exception. Between Chilling Embrace and Icicles, you really do get a lot of aggro, and the Chilling Embrace slow effect really helps.

    If you don't take taunt, then you either need a lot of AOE's, or the damage auras, or both, in order to meaningfully protect your teammates.


    Quote:
    Originally Posted by Blue_Centurion View Post
    Does anyone have a thoughtfuul reason tanks do not need taunt?
    This hasn't been mentioned yet, and so I feel it must be:

    Reason #7: The taunt animations for Mace and Axe are silly looking.

    Stylistically, I can't stand taking them. They just bug me too much, so I try my best to work around them, or find a way not to need them, or at least take them as late as I can get away with.
  21. Berzerker_NA

    Electric armor

    Quote:
    Originally Posted by Fire_Minded View Post

    AoE is KING when it comes to Tanking.I dont care what anyone says to the contrary to it.Its a fact.
    It does when you're solo, at least. If you don't want each mission to take about 2 hours, then AOE powers are your best friends. On a team, though, it might be better to take a single enemy and clobber them. You can challenge the boss and solo him/her, while your teammates mop up all the weaker mobs.


    Quote:
    If people belive Single Target Oriented sets are the answer for Elec/ then they have to acctually seriously ask why thats belived.
    It's because you never run out of end, I think. Single target is rad when you can just keep going and not need to keep popping blues.

    As for me, though. I certainly prefer AOE on a tank, because I tend to play in the late late evenings and you can't always count on finding a team that late. I just taunt all the mobs into surrounding me, and then AOE the hell out of them. It's great.
  22. Quote:
    Originally Posted by orangemonkey View Post
    'Playing' the market is what gets things like like regenerating flesh selling for one+ million. Is this not proof enough? How does buying up all the L50 IOs NOT effect the game? You're taking an item out of circulation. It's not hard to understand. I know you all can't be this stupid.
    The strategy 4 speed just posted has a zero chance of causing the effect you are complaining about. In the first place, it doesn't work very well on invention sets. In the second place, it has no chance of ever driving the price higher than what an in-game store would be willing to pay for it. Once that price is reached, nobody will continue using this strategy on that item.


    Quote:
    Originally Posted by FourSpeed View Post
    Maybe I'm not reading this right or understanding exactly what you mean.

    .....

    In terms of "undercutting", the guy who lists his item for less than you list
    yours will always sell his before you do.

    The guy who bids more than you do will always buy his before you buy yours
    (assuming an item is for sale at a price equal or lower to your bid).

    Finally, keep in mind the bids/lists are changing all the time in real time,
    so the only constant rule is: The Highest Bid buys the Cheapest Listed Item
    as long as Bid Price >= Listed Price.

    Regards,
    4

    Yeah. That answers my question. I'm wondering if I find say... a level 50 Luck of the Gambler Defense, and notice that there are zero people selling right now, and about 50 people bidding, and the price has been about 50 million for the last 5 sales, do I need to bother raising 2.5 million inf so I can post the recipe at 50 million, or can I list it at 5 inf, and be pretty sure it sells for at least 20 million?

    I was worried that the low bidder would get it. Like maybe there'd be one bidder bidding 30 million, and another bidding 200 thousand, and I'd end up selling to the bidder who was trying to low ball me instead of the high bidder. This puts a lot of my fears to rest. I'm sure it was still wise of me to list at 50 million, in case the high bidder were bidding less than that, but it seems I would still have gotten a good bundle of inf either way.
  23. Quote:
    Originally Posted by Roderick View Post
    Performance Shifter isn't bugged. It works exactly as it is meant to: It gives Endurance to the target when it procs. In Stamina, the target is you. In Speed Boost, the target is your teammate. In Accelerate Metabolism, the targets are you and all nearby teammates. And in Lightning Bolt, the target is the enemy. Obviously, the proc wasn't intended to be used in attacks, even though it is possible to use it there.
    Right, but you'd think you would count as a target whenever a portion of the end you just sapped is transferred to you. I must simply say: thank goodness for respecs.

    The target of the lightning bolt shows up in the combat log as having received a transfusion, but if you watch their end bar, it doesn't look like it's moved at all, so I don't worry about giving end to my enemies. It's just unfortunate it doesn't give end to me. (I guess it would kind of break the game if it did, though, since I'd put it on all my attacks and never run out of end.)


    Quote:

    The Theft of Essence proc is totally different though. It is meant to go into an attack - that means that you will always be targeting an enemy with it. This proc is set to grant +End to the caster. That means that it will never affect an enemy, nor will it ever affect a teammate.

    However, in a power like Transference, it will try to proc on you when you cast it, then when the pseudopet casts its power that causes the heal, the proc will try to fire on the pet. The second proc is useless, but that is how it works.
    So, the proc does work on you, just not your teammates?
  24. Berzerker_NA

    Mercs

    I would think the ultimate merks build would be merks/dark, since the continual def debuffing by your henchmen would ensure that the targeted heal power always hits. Also, Tar Patch would help with the damage problems.

    Quote:
    Originally Posted by Golden_Avariel View Post
    I like my merc. Took him to Cimerora Saturday and absolutely kicked tail. I've never had it so easy fighting the romans before and I have like the worst possible secondary with FF.

    I respec'd out of Serum and the medic doesn't heal nearly often enough while seeming to always die first so I agree with all that. However, I love my spec ops guys. I use them as my pullers while putting the rest of the team at parade rest. Their long range snipes make them quick to pull back and they don't attract attention while getting into position. Not that I have to pull very often but when I do they are my go-to guys.

    Disclaimer - I only have one MM so I have no basis for comparison.
    I've been curious about this: do medics heal your MM too, or just the other henchmen? I'm debating whether to do a Merks/Thermal build, but I like to make sure my MM has good survivability in case he draws too much aggro.
  25. Why would you leave out Life Drain if you want to be a tanker mind? That's the best self heal any mastermind has access to. On the other hand, Suppress Pain doesn't really do too much. Only + Regen. I mean, it's nice, but the survivability of your tanker mind would seem to benefit more from Life Drain.

    You could put the Convalescence set on Nullify Pain, I think. The proc lasts for two minutes after each activation, so it would still be running on you.