Bookkeeper_Jay

Legend
  • Posts

    1436
  • Joined

  1. Really? Didn't know Ouroboros helped you get Field Crafter and Anniversary Badges... /sarcasm

    As to the OP I would say probably not. CoV and CoH had level 40 as their cap "initially", meaning they were prepared to expand upon that to raise it to 50. With everyone having at least 1 or more (some of you out there with 24...) 50 I doubt they'd lower the initial cap for Going Rogue, especially when one of the main things they're hoping to do with GR is expand on end game content (don't quote me on end g ame being from 40+, the point is that it's something to do for people who have maxed out or are getting close).
  2. Ok, first let me cover something (do not read this if you know the history of the Commando)

    During CoV Beta and I "think" early launch the Commando had access to the Gun Drone.

    Ok, now that that is cleared up let's move on. Since we're going will-nilly with improvements let's start with a basic annoyance for everyone: Serum.

    Ok, so, I got to level 18 and I'm ready for my awesome power! Oh, wait, what's this? Ugh, Serum is rather lame...That's a reaction most of us experience. While Serum does have its uses it is mostly a HIGHLY situational power that pretty much requires you to pump blues into the pet it crashes on. I will admit I do like some of the awesomeness Serum presents in rare situations, but Serum is otherwise a somewhat wasted power in that respect.

    I feel the power needs revision, either that or it needs to be replaced with something much, much more convenient and not so highly situational.

    Thoughts?
  3. Quote:
    Originally Posted by BlissKnight View Post
    No its active as long as your pets are still in range of Supremacy
    Incorrect. Even being within range of supremacy the uniques themselves have a set range of about roughly 60ft. It's definitely larger than suggested by the description.
  4. Bookkeeper_Jay

    AV soloing

    The fastest I've seen an MM solo an AV is not quite as fast depending upon their Primary. I would say 2-3 is giving way too much credit to any mastermind combinaton available. Generally speaking I'd give probably 9mins at the least with a well built mastermind that had the appropriate secondary and or primary.
  5. In order these are some suggested AV soloing builds

    Robotics/Poison

    Robotics/Thermal

    Robotics/Traps

    Robotics/Dark

    Necro/Dark

    Necro/Traps

    Necro/Poison

    Necro/Thermal



    Long story short basically anything can solo "nearly" anything with exceptions so long as they have a good debuffing secondary that has some form of -regen component (Robotics aside from this as the Assault Bot's -regen attack stacks the regen debuffs like mad).

    So long as you realize your character's limitations and advantages you'll be good to go, so long as you can also utilizie that character's strong points. Understand your character and enemy and you will find a way to way.
  6. Bookkeeper_Jay

    why robots?

    Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Some prefer it for appearance, some for bubbles/heals.

    For me in order of preference

    Necro > Thug > Merc > Ninja > Bot

    Order based on what I personally find fun to play. In the end damn the numbers and have fun.
    Hells yeah, Necro #1
  7. Bookkeeper_Jay

    Disappointed

    Remember he said something about being able to play WITHOUT the reflections and dynamic shadows. Praetoria except with current CoX graphic settings. No worries there, my friend.

    Kinda peeved he showed off dual pistols rather than demon summoning
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    I know the proc I have in my Assbot works because I monitor the boost up icon that shows up (and quite often).

    It is important to note that a proc like lady gray, because it's a defense debuff set, will only have a chance to proc on the attacks that have a defense debuff in them. That means it will proc much less often than you would expect.
    But most of Enforcer attacks are defense debuffs in the first place.

    That aside, Lady Grey's proc has, if I remember correctly, a known issue with it.
  9. Bookkeeper_Jay

    why robots?

    Quote:
    Originally Posted by Balthazael View Post
    Robots are awesome because they have focused energy beams that I like to call "lasers".
    What if we could turn our robots into sharks?
  10. Bookkeeper_Jay

    why robots?

    Quote:
    Originally Posted by ransim View Post
    Everything they've said is wrong.

    There is only a single reason people take bots.

    For the pew pew pew




    If they insist otherwise, they LIE.





    Well ok not wrong but pew pew overrides almost everything else awesome about robots.
    What about the sea of fire?
  11. Bookkeeper_Jay

    why robots?

    Necro > Robotics

    Mercs > Robotics

    Robotics > Thugs

    Robotics > Ninjas

    Just my opinion. I enjoy Necromancery and Mercenaries far above Robotics simply because they're just so much fun to play with, and they are quite engaging as well.
  12. I think once time bomb is set that the power icon should turn into a "remote detonator" that you can press to blow it up at any time you wish. If you don't press it within time bomb's usual explosion countdown limits then it blows up as usual.

    P.S., loving Traps/
  13. /Pain -> You won't die, but you won't really kill anyone either (anyone intelligent anyways)

    /Storm -> The chaos machine capable of messing with heroes in many funderful (new word) ways. Plenty of debuffs and chaos tools.

    /Poison -> You're the guy that can neuter any hero be it a defender or a tank. Got an annoying EMP or Regen? Slap some -heal on 'em and let 'em squirm. Major debuffs but nothing in the way of keeping yourself alive per-say.
  14. You did NOT just diss Dark Miasma.

    I know a "thanks" is nice here and there, but as a debuffing set like that you won't hear much from anyone until you meet the dude with common sense who knows how powerful debuffs are (or you get the idiot who comments on your healing from Twilight Grasp).
  15. Bookkeeper_Jay

    A small idea.

    Quote:
    Originally Posted by Westley View Post
    I think it should go in Suggestions and Ideas Forum. If it can survive them, it's a good idea.
    Truth in this statement.

    S&I is a warzone meant only for the hardiest of forum-goers.
  16. Bookkeeper_Jay

    Traps/???

    Ok, so, having plenty of experience and an immeasurable amount of fun from Traps I thought I'd build a Defender using it rather than another Mastermind. I got that far, until I hit the wall: Uhhh, secondary blast set to go with Traps...? So, I need suggestions of any kind (concept does not matter at all) that would be helpful in guiding me to choose my blast set for my Traps Defender, thanks.
  17. Quote:
    Originally Posted by CoX_Junkie View Post
    Medic:
    Make heal PBAoE, remove AoE attack.

    Spec OP's:
    Give Stealth Strike, reduce recharge on the controll/debuff powers

    Commando:
    He totally needs Gun Drone if anything it just fits him, most games that have units like this the "leader" gives a bonus of some type. I say +DAM & +Def. Annnnd give him, oh what the hell is that power the Nemisis Lt.'s have....Vengeance? Yeah that's it. Kick ***.

    Serum:
    I took it and dropped my KB Res. IO into it. Make it buff all henchmen with same stats.

    If it were to buff all henchmen with serum that would make Mercs AMAZINGLY resistant to all damage types but psionics, but the drawback would be that all your pets lose their endurance. If it were to effect every pet I think the resistance would need to be lowered.

    As for the Commando he's actually already had Gun Drone. In CoV Beta the Commando could summon it, but I'm guessing Gun Drone was removed because it was immobile back then. I do support giving it back to him. Nem Veng? One could only dream.

    I do agree the Medic does not need the grenade, rather the Soldiers should get a grenade. PBAoE heal? Nah, reduce the recharge, increase healing strength, and give the medic more support powers. Maybe the Medic could summon a mobile medical station that periodically healed the Mercs or increased their regen rates?
  18. Sign up U-Neek for team 1 (Earth Control/Thermal Radiation Controller)
  19. Bookkeeper_Jay

    MM & healing

    Quote:
    Originally Posted by Ocasta View Post
    How do you figure that? Even for a hyperbole that's quite the overstatement. AV's are fairly resistant to dark debuffs (or really debuffs in general), and they certainly still hurt plenty. Even when debuffed by a /dark MM, the typical AV will still hit much harder than a standard boss mob that isn't debuffed.
    AVs do not resist Damage Debuffs. Therefore you can debuff a considerable amount of damage on a single target to make their damage rates fall a considerable amount (and yes, I am factoring in Fluffy's debuffs as well).
  20. Quote:
    Originally Posted by BlissKnight View Post
    Heheheh, I like that Supply Drop idea except for the fact that instantly recharging the pets powers makes their AI programming all screwy.

    Entrenchment, I think someone mentioned something like that ealier but meh... Im not too hot about that since being Immobilized only applies to pets not the MM and really, I think having sand bags around them increases Defense rather than Resist since they are pretty much taking cover.

    Reinforcements should've been in the powerset before serum ever was considered but since it wasnt used and Thugs got Gang War. I dont see Reinforcements replacing Serum anytime soon.

    As to the Supply Drop I was actually considering the long recharging powers the Commando and Spec Ops have.
  21. Quote:
    Originally Posted by Mercuryflux View Post
    yea, it does 2 SB worth of recharge and more regeneration and recovery then both auras combined,
    and you can put it on one guy sometimes, on 2 perma would be more fun

    I see where this is going...
  22. Even still the factored in and factored out "factors" are relevant. In a perfect build with a 95% hit chance for everything (including a well slotted seer) and cast times taken out it seems like the highest damage against a single target that you could get with a build like that.

    In a relevant situation with everything factored in that was not "perfect" but within the character in question's abilities I wonder what is the "Actual" highest DPS ST build. (I've had suspicions it would be a Mastermind if being thought of in a completely controlled and smooth situation).
  23. Bookkeeper_Jay

    First MM

    Quote:
    Originally Posted by Irresponsible View Post
    I usually tend to mix and match unusual powersets to get as many different types of damage as possible. However, Necro/Dark goes really well together because of the "extra" pets and Merc/Pain would turn your Commando into a god with both Serum and Painbringer. Then maybe you could try to pick up some toxic or energy damage from your patron powers.
    Supposedly someone had their Commando tank the Freedom Phalanx alpha with Serum+Painbringer and other such buffs,
  24. Bookkeeper_Jay

    MM & healing

    /Pain at the higher levels IO'd out for some other bonuses is a walking tank of destruction, especially with Pet Uniques added on. Plenty of healing (because the set is the "anti-empathy) a nice debuff and a wonderful AoE ally buff. Not exactly the best against hardier opponents, Pain is definitely a support role with a healing, but it probably isn't the strongest possible support role available.

    /Dark is a master of mass debuffs. Armed with Fear, -ToHit, -Resistance, -Regen, an extra pet, and Healing, /Dark is a huge "support" role (I count debuffs and such as support). You can fear an entire mob and reduce their damage greatly at the higher levels, and Tar patch is a massive -Resistance debuff that just slaughters hardy enemies. The -Regen is extremely powerful to boot! Oh, and against a single opponent you can debuff enough enemy damage on a single target to make AVs hit for Minion-value damage.

    Force Fields, probably the most support heavy role MMs have. Basically with Force Fields you shield up and head out to smash face. While not exactly useful against extremely hardy targets (AVs, Monsters, Giant Monsters, certain Elite Bosses), Force Fields has powerful repel and knockback components that are guaranteed to keep mobs (for the most part) on their backs.

    Thermal has two heals (quite enough for this set) and two shields. While presenting more to the player in question, Thermal is much more of an active set buffing wise because it comes with two shields that do last longer than World of Pain from Pain Domination, but Thermal shields must be applied to each target individually making it a pain to buff your pets and everyone. Unlike World of Pain Thermal shields can reach higher resistance values making it quite useful on resistance based and defense based players looking for an extra boost in survivability. Thermal also brings -Regen, -Recovery, -Resistance, -Defense, and a +Damage and +ToHit power that is- excuse my redundancy...- quite powerful. Overall a great support set.

    (Thermal, Pain, and Dark both bring rezzes).

    Now let me give you one last explanation for Pain's ally rez...It's like applying hasten with a massive recovery buff to the player. You heard me right, Pain's rez has affects that work on the caster of the power.

    Conduit of Pain- Self +Damage, Self+ 70% Recharge time (stackable), Self + 4.00% recovery buff (stackable). If you go pain please, please, please take Vengeance. Not only will you be helping the team, you'll be increasing yourself as a whole by having the Pain Rez+Veng combo.