Briarpatch

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  1. Non IO'd SR scrappers have Defenses in the 30's and can "tank" mission content and such.

    The same characters get crushed in end game content--and they have higher base hit points than you do as well as permanent mez protection.

    While I applaud your forward thinking in that you're trying to make a tank out of a non-tanking toon/AT I'm reticent to offer advice as it's simply a waste of resources for a less effective gimmick build.

    Regarding your "tanking" Reichsman, I'm guessing that you had a fair share of enough support on the team that a poorly slotted Empathy Defender could have tanked Reichsman with equal effect.

    Best of luck on your endeavor, but be aware that the road you travel is a dead end.
  2. Briarpatch

    Elec / ?

    Quote:
    Originally Posted by Smersh View Post
    I was planning on dumping and ignoring defense entirely, choosing instead to rely upon 90% resistances and an 18% heal that's up every five seconds. That plus energize should, I think, outpace Recluse's damage.
    If you're talking siphon life you'll be hard pressed to get that to land so long as the orange tower is up.
  3. Briarpatch

    MA/SR - 5 purps

    Quote:
    Originally Posted by rforwark View Post
    doc - didnt help at all


    with normal toggles, im sitting at roughly 15.2% defense to everything and 44.1%m/r/AoE; while with shadowmeld on im sitting at 46.4% s/l/f/c/e/n, and 45.2%psionic, and 75.3% m/r/AoE.
    Erm... Doc was simply questioning why you would take shadow meld, and this is why:

    1. Most attacks have a positional and a typed damage component. The game picks your highest defense and rolls against that to see if you're hit.

    2. Soft cap is 45% An even con has a 5% chance to hit you at 45% and a 5% chance to hit you at 75.3% Shadow Meld isn't doing much for you.

    You're really better off ditching meld and working on getting from 44.1 m/r/a to 45 IMO.
  4. Quote:
    Originally Posted by Emberly View Post
    Ha ha ha. No. EA can't compare; I mean, I'm glad people do enjoy playing for whatever reason, but don't kid yourself that it's superior to SR in any way that matters.
    Endurance management doesn't matter? Huh.
  5. Quote:
    Originally Posted by Derangedpolygot View Post
    */EA

    It's just awful.
    Quote:
    Originally Posted by Silverado View Post
    Dual Blades / Dark Armor Stalkers
    Damn, I love /EA AND my DB/DA stalker.

    I actually made the stalker because I heard it would be terrible, but have yet to see any issues with it.

    As for /EA, it simply requires a different play style.

    To each their own though.

    I'm not fond of Grav, Dual Pistols and I get bored with Dark Miasma. It's not bad, it's just too easy >.>
  6. Quote:
    Originally Posted by Lewisite View Post
    Maybe I did, or maybe not. Its academic anyway.

    I'm interested though in what you mean by " manage your primary". That's all rather vague... I've had a poison mm since the day villains came out, and I understand the numbers fine. It seems to me the sets single target nature and the high debuff resistance of stronger mobs means it just does less and offers little in the way of mitigation.
    Managing your primary is vague because to fully explain I'd have to take the time to talk about each primary. I really don't have that kind of time, and frankly I'm not an expert on all the sets.

    I can tell you that while I play either my /poison Thugs or Zombie MM that I'm constantly sending individual and groups of pets various goto, attack and passive commands. Playing this way allows me to mitigate much of the splash damage that would tank your typical MM player and and allows me to placed my pets to optimize their damage.

    Poison provides good debuffs, albeit half of them are single target, a "touch up" heal power and a couple of "team pleaser's" in the form of a res and mez protection. Poison is fast activating, toggle free, and not location/drop based. I don't have to spend two minutes buffing before I move, and I don't have to chase my pets or herd them into one location to heal them. Poison is the most flexible set.

    Where poison falls in terms of an effective MM secondary is dependent on how much you want, or have, to lean on your secondary as a player. My /Poison can drop an AV roughly the same speed as my /Traps. The only difference is that doing it with the /Poison demands a bit more micromanaging of the primary.
  7. Quote:
    Originally Posted by Lewisite View Post
    Don't you L2P jerks belong on a certain games Klingon forums? what a rude and nasty childish little sentiment. You can't possibly disagree with a modicum of Grace and gentlemanly behaviour?

    There is nothing about suggesting some new tactics that requires that kind of attitude.

    Why don't you apologize for your poor behaviour and reply with some useful advice.
    Perhaps you're just overly sensitive. The remark certainly wasn't meant to be offensive in any way. Perhaps before flying off the handle you could verify there was ill intent.

    The "new tactic" would be, as I suggested, to learn how to manage your primary. Not sure if you've noticed, but people don't actively look for MMs to join their teams. I'm going to speculate based on the conversation I've had with people that the primary reason is poor pet management. I don't really have a magic bullet tactic for people to learn how to manage their pets other than get some good bind and practice-- a lot!
  8. Quote:
    Originally Posted by Lewisite View Post
    Honestly, */Poison is easily the worst secondary.
    I totally agree with you! Poison is the worst secondary for repairing a massive amount of damage to poorly managed pets.

    Now if you actually learn how to use an MM primary outside of leaving all pets in defensive, something many MMs seem reluctant to do, then you may find, with practice, that /Poison is right at the top of the heap with /Dark and /Traps.
  9. Briarpatch

    Thugs/Poison

    Sorry if this is a bit of a necro post, but it really caught my imagination.

    Here is a high defense build for you to peruse at your leisure:


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg/EndRdx(3), BldM'dt-Dmg(5), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc(7)
    Level 1: Alkaloid -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
    Level 2: Envenom -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(17), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/DefDeb(34), RechRdx-I(46)
    Level 4: Weaken -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(21), SipInsght-Acc/EndRdx/Rchg(23), SipInsght-%ToHit(23)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(40)
    Level 10: Neurotoxic Breath -- Acc-I(A), RechRdx-I(39), Slow-I(46), RechRdx-I(48)
    Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(40)
    Level 16: Maneuvers -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25)
    Level 18: Gang War -- EdctM'r-PetDef(A), SvgnRt-PetResDam(37), C'Arms-+Def(Pets)(39), ExRmnt-+Res(Pets)(39), RechRdx-I(50), RechRdx-I(50)
    Level 20: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
    Level 28: Paralytic Poison -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(33)
    Level 30: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(42), ExStrk-Dam%(43)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(40)
    Level 41: Scorpion Shield -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42)
    Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(46)
    Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
    Level 49: Recall Friend -- Range-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)


    P.S. I do realize some of the slotting is a little bit off; 3 defense in maneuvers and weave without any end reduction for instance. Such slotting is intended as more of a reference if I was to have a combination of set IOs that would provide the 56% defense I'm looking for in addition to some endurance reduction and such.
  10. Quote:
    Originally Posted by EvilRyu View Post
    I have always wanted to play this set to 50 but having no real aoe control for 26 levels has always stopped me
    You do get a ranged AoE hold at 18. When used with Domination or Power Boost it's quite effective. Just sayin.
  11. Amazing powers!
    Will you defend the needy,
    or rob them silly?
  12. I've been dealing with the following graphics bugs since the release of Ultra mode:
    Occasional crashing at the tailor
    Occasional crashing using the menu to change costumes
    Frequent crashing when adjusting graphics sliders
    Game freeze on exit.

    Last night I lucked into finding my solution. My trend micro AV software was 9 days from expiration. When I went to the TM site I noticed I could renew my 1 year Internet Security 2009 edition, or get 2 years of new Trend Micro Titanium software for essentially the same price. I went ahead and upgraded to the new platform.

    With the old AV software removed and the new software installed I fired up CoH. No freezing when adjusting sliders, using the tailor, changing costumes or exiting the game.

    Now I'm not certain the problem was Trend Micro Internet Security 2009, but it sure does seem that way. Anyhow, I hope this helps some of you who are having freezing issues.
  13. Quote:
    Originally Posted by Hot_Head_Mike View Post
    I like combat jumping better for bonus defense.
    Erm... Hover has the same defense bonus.
  14. Briarpatch

    Brute as damage

    A good brute...

    No, a good player adapts to fill in with what a team needs to the best of their AT's ability.

    The most important thing you can do when you join a team is to ask what they expect of you. If their expectations don't jibe with what you want to do or what is within your capabilities then you need to decide if you want to leave or stay. Communication solves most of the little problems in life.

    If you don't want to tanks as a brute then find someone who will.

    If you don't mind tabbing to that purple boss beating down your support team member and tossing a "pity taunt" so they can have some fun too then do that.

    If the team knows what to expect from you they won't have reason to condemn you unless you suck at what you agreed to do.
  15. Briarpatch

    EC/sonic?

    My EC/Sonic is only 20 thus far.

    I've played with a high level EC controller on test, and I've leveled both a /sonic controller and sonic/ defender, so I have some experience.

    What the previous poster has said is partially true-- sonic CAN be boring... on a defender. On a controller it frees you up to focus on your primary.

    Sonic is a nice fit for EC. The big bubble lessens the chance of having conductive aura shut off by mez; conductive aura forces you to move into melee range providing more protection to your melee buds; your AoE immob ensures you'll be taking only ranged and AoE damage types or which AoE defense can easily slotted into resistance powers via Aegis; your debuff toggle doesn't break your sleep; and so on.

    It's really a match made in heaven in my opinion.
  16. There are a ton of factors that can cause something to attack you while stealthed/invis'd/Hidden. Here are a couple examples that might have applied to you:

    1. Ambushes: Many ambush encounters will see through stealth. You mentioned Positron part 2. There are a couple ambushes to contend with there.

    2. Mob v. party dynamics 1: Lets say your party engages a large mob. for the sake of argument lets assume the scrapper jumps in fist and attacks a single target. The scrapper then receives the brunt of the alpha and promptly keels over. Now the mob is looking for new targets. Even though you have -threat and stealth, you are a potential target (even more so if everyone else is running super speed or some other means of threat reduction). It is not unheard of for a stray unaggro'd mob to come try to punch you in the face.

    3. Mob v. party dynamics 2: Like above but a little different. Lets say your blaster buddy manages to drop something at range without aggroing the rest of the group. You then come back from AFk not noticing the blaster whistling innocently. You start sneaking through the mob only to get jumped.

    4. Stealth v. Threat Level: When you turn on Invis two things happen- your stealth goes up and the your threat level goes down. If you attack with superior invis on your stealth remains high, but your threat level goes back to normal. If there is a stray unaggro'd mob around the change in threat level could send them your way.
  17. There are two types of defense: Positional and Typed.

    Your ITF romans use a lot of Melee/Lethal attacks. When a roll is made to see if the roman hits you with a melee/lethal attack it takes the higher of your melee or lethal defense. Since you are shield with capped melee defense your lethal defense is tossed out the window.

    Carnies are a different story. Some of the attacks shred your defense (ring mistress masks) and illusionist blinds bypass positional defense all together. Typed psi defense would help against the later, but the best bet is to just put them down fast.

    In short...

    No, increasing your S/L defense on a character with capped positional defense is not going to help you much if at all.
  18. Briarpatch

    AR/Dev - CRISIS

    Dual builds really let me get the most out of my AR/Dev.

    My first build I built as a sniper/bomber. I have 2 layers of stealth, trip and proximity mines, and both stuns for stubborn bosses. My only AoE on this build is full auto, and it's a blast to play.

    My second build is more of a team play commando type build. I got all the AoEs, dropped stealth and mines in favor of tough and weave, and slotted for some ranged and AoE defense.

    The great thing is I essentially have two very different playing builds. Both are fun to play and keep things fresh.
  19. Same issue with an older card.
  20. I'm currently at 77.5% global + 70% for hasten for 147.5% total. My hasten is 6 slotted for recharge (118%) and has a 4 to 6 second downtime. You should be in good shape!
  21. It seems to happen with damage over time powers a LOT:
    Widow Poison Dart
    The entire Fire secondary for blasters
    Acid Mortar
    The list goes on and on.

    The whole running halfway across the map thing is most likely your acid mortar. I've had that happen to me on everything as low as a minion and as high up the chain as a Ghost of Scrapyarder and several AVs. They even run while I'm chasing them spamming Provoke. It's strange behavior, but the debuff (and the associated procs) are still worth the aggravation in my opinion.
  22. I'm running an elec/sonic at the moment. I've played sonic before on a defender and a controller. It's a good buff and forget set and has nice synergy with Electric Control in regards to endurance costs/management.
  23. Quote:
    Originally Posted by Kazuo_Kiriyama View Post
    The goal is to be able to enjoy playing my MM without having to divert my attention to something a defender, corrupter, or controller can do.
    Defenders? Sure, they have the highest modifier for the powers, but the more bubbles the better, right?

    Controllers? No my friend, it's their secondary too. Between a controller or a MM I'd place the buffing hat on the MM as they have more free time than a controller.

    Corrupters? As above with controllers--the MM has, or can make, more free time.

    So what you are essentially saying to a team leader is, "Hey, if you want buffs, kick me and grab someone else because I think it's their responsibility."

    I don't think that was your intent, but that's how it came across to me. Having played a Thugs/FFer up into the 40s I understand your pain. Playing a FFer on a 8 person team is hard let alone having the 6 additional sets of buffs to contend with. Before joining a team I'd always ask the lead what they expected me to do. Most said, "I don't care, kill things" or "Take alphas". If they said, "Buff" I'd refuse the invite. Knowing what the expectations are can prevent a lot of bad feelings.
  24. Briarpatch

    Ice and Why?

    Quote:
    Originally Posted by RemusShepherd View Post
    If you want to know the problem with Ice tanks, take one into the Imperious Task Force. Every single enemy there has a defense debuff.
    Defense debuffs are pretty nasty, but Ice Armor a decent amount of resistance to defense debuffs--51.9% if I'm not mistaken.

    Now my EA brute at 54% defense against smash and lethal also with a 51.9% resistance to defense debuffs has been the primary aggro catcher on a dozen or so ITFs, and has actually faired as well if not better than all other tank/brute types other than those using granite.

    Ice armor akin to EA, but is capable of even more mitigation via the -damage/-recharge in Chilling Embrace, the massive heal in Hoarfrost, and the get out of jail free card in Hibernate.

    Another thing worth mentioning is the fact that Ice Armor has the most persistant taunt aura in the game which allows a tank to be quite mobile without losing aggro. Simply put, if you're standing in one place letting people whack on you repeatedly with swords you're doing it wrong. Ice armor does better when you move like a butterfly and sting like a bee.