Bookkeeper_Jay

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  1. It's a split fight between Masterminds and Brutes.
  2. For Serum I suggest 2mins of the Pet getting 45% resistance to all damage, the Recharge being 6mins 30seconds, Endurance Recovery, 80% endurance crash and 10 seconds of -1.00% endurance recovery, a damage booster of 20% to all, and a tohit bonus of 7.50%, and finally a 2.50% regeneration buff.

    Downside -> Recharge is unenhanceable
    Downside -> Resistance can only be enhanced to a max of 60%
    Downside -> Regeneration is unenhanceable

    "Can" be used on both player and henchmen, BUT! Just like the Winter event Serum is ONLY "potent" on your pets, meaning it's a decent (but not exactly great) buff on players.

    I also believe that Serum should be cut in half when used on players and ONLY using base attributes, not the enhanced version.
  3. It's nice, but it does not solve the teaming issue, it actually encourages it even more and also seems to be increasing the need/want to team with even more of your own AT.

    Mind if I propose something as well?

    I would suggest the Defender be given an inherit that boosts the Defender's Debuffs/Buffs when the team is in danger, and when the team is doing fine to give the Defender a good damage buff (about 50% if the team is doing fine).

    Now let me explain it intelligently that also works conceptually for the AT. "Vigilance allows the Defender, when his/her allies are in ciritcal condition, to search within himself/herself for the strength to overcome the odds often resulting in more powerful buffs or debuffs, and when his/her allies are at full fighting strength the Defender has an empowering feeling of accomplishment giving more power to his/her attacks"

    Basically if the team is gettin' hammered you get a sort of Power Boost effect to your buffs/debuffs, and when the team is doing fine you get a damage buff. Solo the scaling factor of buff/debuff to damage buff ratio would reflect on the Defender's own status.


    Just a thought.
  4. Grave Knights do not Crit in PvP, only on PvE targets.

    They only have 1 critting attack and that is HEadsplitter. It has a 15% chance to crit.
  5. Super Strength/Energy Aura

    Electric Melee/Energy Aura
  6. Bookkeeper_Jay

    /regen?

    Quote:
    Originally Posted by DechsKaison View Post
    But then what does a tanker that takes the time to IO and build right look like?
    Not much different.
  7. Super Strength/Energy Aura

    Energy Aura's Conserve Power replaced with something called "Power Converter". Basically you sacrifice 50 endurance to receive 20% resistance and 10% defense to every damage type except Psionic and Negative Energy. That would make my day.
  8. Bookkeeper_Jay

    Vigilance

    I would suggest the Defender be given an inherit that boosts the Defender's Debuffs/Buffs when the team is in danger, and when the team is doing fine to give the Defender a good damage buff (about 50% if the team is doing fine).

    Now let me explain it intelligently that also works conceptually for the AT. "Vigilance allows the Defender, when his/her allies are in ciritcal condition, to search within himself/herself for the strength to overcome the odds often resulting in more powerful buffs or debuffs, and when his/her allies are at full fighting strength the Defender has an empowering feeling of accomplishment giving more power to his/her attacks"

    Basically if the team is gettin' hammered you get a sort of Power Boost effect to your buffs/debuffs, and when the team is doing fine you get a damage buff. Solo the scaling factor of buff/debuff to damage buff ratio would reflect on the Defender's own status.


    Just a thought.
  9. I would suggest the Defender be given an inherit that boosts the Defender's Debuffs/Buffs when the team is in danger, and when the team is doing fine to give the Defender a good damage buff (about 50% if the team is doing fine).

    Now let me explain it intelligently that also works conceptually for the AT. "Vigilance allows the Defender, when his/her allies are in ciritcal condition, to search within himself/herself for the strength to overcome the odds often resulting in more powerful buffs or debuffs, and when his/her allies are at full fighting strength the Defender has an empowering feeling of accomplishment giving more power to his/her attacks"

    Basically if the team is gettin' hammered you get a sort of Power Boost effect to your buffs/debuffs, and when the team is doing fine you get a damage buff. Solo the scaling factor of buff/debuff to damage buff ratio would reflect on the Defender's own status.


    Just a thought.
  10. Bookkeeper_Jay

    How?

    It's called irony. It's been my nemesis for years.
  11. What's a Tank?

    What's a Healer?

    Define damage dealer.
  12. Bookkeeper_Jay

    cool

    Who ya gonna call?
  13. Quote:
    Originally Posted by Vojin View Post
    Martial Arts please.

    Especially with the animation changes? Yes.
    Ahem

    QFT
  14. Achillies into Soldiers (drop the healing enhancements and have 3 dam, 2 acc, 1 proc) and Lady Grey into the Spec Ops and you're good to go.
  15. What would you like proliferated to Brutes? Spines? Maybe Ice Armor?

    Bah, I know we ALL want Martial Arts, right? :P

    Anyways, I'd like to see your thoughts on the matter.


    (But seriously, MA ftw)
  16. Quote:
    Originally Posted by Black_Marrow View Post
    I once saw a Bots/Traps take on 7 heroes from one of justice servers highest ranked SGs in Warburg and win.
    Before or after issue 13?
  17. You "can" beat this guy IF you know what you're doing. The mechanics of dark revolve around Darkest Night, Dark Servant, Tar Patch and Twilight Grasp. No matter how much defense you have his dark servant WILL most likely hit you with itsa own heal should it be slotted with enough accuracy, but the point I am attempt to make, is that you better pray he doesn't have Fluffy slotted for heal, Accuracy and Recharge.

    The trick to fighting him is to stay out of the Tar Patch. You stay in it and you're dead. Try to keep your distance from the Mastermind flustering him to attempt to stay in Bodyguard Mode and in range of supremacy. Learn the range on Tar Patch, his heal, etc. Remember that your bomb is your greatest asset (or one of them) in this fight. It will keep taunt on the pets for a moment, and if you can apply the pressure with many other AoE moves such as Frenzy or Suppression you can make sure to pile on the AoE before the big bang.

    You're going to be hard pressed to beat this guy, literally. My advice to you on Darkest Night is to make sure to slot a chance for hold proc into one or two of your attacks. That "should" help keep the toggle down for a good chunk of the fight.

    Now for the REALLY bad news. If you duel this guy without Diminishing Returns you are screwed for a couple reasons, one of which being that ToHit debuffs will literally slaughter your AoE capabillities, and the other being that he can happily neuter your damage to almost horrifying levels. Your only chance is to fight this dude with DR on, which means you'd better figure out a slotting guide and defense stacking method to actually stand up to him.

    Now I'm going to lay down some more issues, the first of which involves Shadows Fall. This power (if he has it slotted with resistance) will easily stack with double pet bonuses to provide his Thugs with about 44% resistance to Energy attacks, and I know without a doubt that a good portion of your moves are energy. The range on this power is particularly large as well which means you won't be seeing too many of the pets out of range of it.

    As a Bane you have a 0% chance, and probably even a -10% chance if the dude knows how to utilize Dark Miasma. As a Huntsman? Even less than a bane.

    Well, I should probably say you have a slight chance as a Crab, but you're going to need an ample amount of defense, a good knowledge and understanding of your AoE attacks and their synergy together, back-ups like heals or the spider pets as a distraction, a very well thought out plan, or a new AT entirely. Taking on a mastermind alone is very difficult if he's using one of the more powerful sets available to them.


    Well, good luck to you, and if you need any more advice just PM me.
  18. Quote:
    Originally Posted by philoticknight View Post
    in mother russia, forums merge you!

    qft
  19. Every time I join a team I ALWAYS get passed the star at some point or another, and I don't mind it actually. There are certain times I feel equipped to lead and at other times I feel someome else should take the helm. Leading a team is easy, but making intelligent decisions that benefit everyone on the whole is not. PUGs, SFs, TFs, Trials, etc. I've lead almost everything in this game I can think of save for a Hamidon Raid or LRSF.

    It's actually quite fun to lead random PUGs so long as you keep them informed rather than saying nothing at all and then on the fly putting up a mission. A happy team is a healthy team that'll stay together longer "usually", as outside events such as Real Life issues or the usual Super Group intervention call.

    In fact I'm probably going to be leading ANOTHER Lady Grey Task Force tonight on Infinity around 8:00 P.M. EST if anyone is interested.
  20. Necro/Dark is probably one of our strongest Mastermind combos available. ONE of them mind you.

    If you're looking to slaughter mobs but lack in large fights (such as AVs/Heroes/Elite Bosses/Monsters/Giant Monsters) go with Thugs/Pain Domination. That combo will blow through mobs quite easily...but since you enjoy using only the money the character itself can earn you may want to avoid this one as it takes some slotting for it to evolve.

    Another good non-set required combo would be Robotics/Traps. All around good, although the Single Target damage will be lack luster at best. Excellent AoE, great Debuffs, fun with traps and set ups, and if you use the environment just right nothing will be able to bring you down.

    Now here is a rather exotic combination of Mercenaries/Storm Summoning. Supposedly very powerful and down right awesome. Hurricane will be sure to keep enemies away from melee while massively debuffing them with some rather painful -ToHit and -Range. Freezing Rain is an extremely strong debuff that Masterminds have available to them from the Storm Summoning set that will neuter most enemies.

    Last but not least there's Ninjas/Force Fields. Your basic non-heavy damage combination. Good defense, decent buffs, nice control for the most part.

    Whichever you choose you won't be disappointed! (Unless you try Ninjas/Poison).
  21. Bookkeeper_Jay

    Good sign? :P

    Quote:
    Originally Posted by Cawshun View Post
    This. And for more reasons than just the topic at hand. I noticed yesterday in an arena match with my SG that at the start time for buffing, it took most my end just to get my pets out and ready, and didn't have enough time to recover before the match actually started. And during it, if a pet died, I could resummon him sure, but there was no way I was going to waste the end on rebuffing them. Though of course I havn't put any money into my thugs/dark yet so IOs could fix this.

    But, on topic, Woohoo! Always hated not being able to show off my pet names

    There is a GREAT slotting scheme using Pet Damage IO sets.

    Blood Mandate: Acc/Dam
    Blood Mandate: Dam/End
    Blood Mandate: Acc/Dam/End
    Sovereign Right: Acc/Dam
    Sovereign Right: Dam/End
    Sovereign Right: Acc/Dam/End

    Works wonders to reduce endurance costs of pets, increase their attack acc multiplier, and even have a good source of damage. Try it some time if you have the infamy.
  22. Bookkeeper_Jay

    Good sign? :P

    Hmmm, I don't know why, but I think I'll be resummoning when entering zones if only because of the constant need of having to.

    All MM Hami raid anyone? Imagine it, 50 Masterminds all raiding the Hamidon. Mind you we wouldn't get any progress done, but the epic lag would be a story worth telling.
  23. Quote:
    Originally Posted by Spikey_NA View Post
    I recently made my first villain on Infinity and I have found the number of people playing to be extremely lacking compared to Blueside. At first it wasn't too bad. I got some decent sized teams in the lower levels. Once I hit Port Oakes though I pretty much soloed everything. I am starting Cap now and I still cannot form a good sized team together. Whenever I use the Find Team option I never get a list larger than 40 Villains, half of which are way too high a level and are only looking for AE teams. I have been trying to do the Virgil SF but broadcast doesn't seem to work and I don't know the Villain Global channels for Infinity. Is this normal for Infinity Redside? If so, which server has the most active Villain population?
    Which Infinity Red Side are you playing on? I find plenty of people to team and Strike Force with. And by the way, your 40 villains is way less than accurate.
  24. Quote:
    Originally Posted by Rivona View Post
    LOL at caring about what other people think about you on the interwebs.


    Also I could have sworn you had a avatar before the move where it go?
    It died in the move. Honestly I probably won't use another one for quite some time.
  25. Quote:
    Originally Posted by Rivona View Post
    Apparently I am not as funny as I think I am.

    Bah, I'm joking with you. I always wanted to /Fail something. Still, people get defensive about the power and humour is lax around these forums.

    I apologize if I actually offended you.