Chill_Out

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  1. I personally can't get into Sonic. I like to have my pets avoid attacks more than resist them.

    I do like Force Field.

    Traps is a jack-of-all trades, master of AV soloing. Because traps is at its best in stationary, long-term fights and has ample -Regen and -Resistance. But if you don't like to wait for your force field generator to catch up with you, hate watching mobs scatter from Acid Mortar's fear, and don't care about soloing AVs with PGT's -regen, I'd recommend FF over Sonic.

    FF is a one-trick pony, but its a very good trick. Your pets are very much godlike-tough. FF (with PBU from Mace Mastery) will cap your pet's defense on just SO's alone (25 defense from shields, 12 from Dispersion Bubble, 4 from Maneuvers, 5 from pet IO). If you add in the ATO +AoE Defense IO, you can get them to incarnate softcap vs. AoEs (a godsend).

    Traps cannot do that, because its not as specialized. Traps will get your pets 25 Defense (16 FFG, 4 Maneuvers, 5 from pet IO). Because FFG is a pet, it cannot benefit from Mace's power boost power. One of the reasons Traps is paired with Bots so often, is the Protector Bots will make up the missing difference in Defense Traps fails to provide (with 2 prot bot bubbles, your assault bot and drones get to soft cap, the prot bots wind up at 36% def).

    FF paired with Bots gets your pets to ridiculous levels of Defense, enough to account for Defense Debuffs (which again, traps cannot do). My Robot/FF/Mace assault bot sits at 68% Defense vs. Melee/Range and 83% vs. AoE. That's well over incarnate soft-cap and plenty of room for regular missions with some debuffing.

    While I don't normally run Force Bubble all the time, I can use it well to herd entire groups into corners, where BigBot's AoEs can melt them down. Its also valuable in things like the BAF trial, where area denial powers can help make choke points easier to manage.

    If you want a barrier power and you want pets that are tough as nails, i'd recommend FF, myself. My only major gripe with FF was the individual buffing, but since the buff patch last year, its no longer a chore to buff the pets and teammates, and I have lots of time to use my attacks (yes, MM attacks are rather anemic originally, but you'd be surprised how well +damage procs and Interface incarnate procs can up that to be respectable additions to your pets, and you can actually feel like you are part of the firefight).

    have fun, either way you go, MMs are a fun class, and saying one is worse than another is like saying one high-end sports car is worse than another high end sports car.
  2. Quote:
    Originally Posted by Reppu View Post
    You should chill out a bit! :< It's not my fault I love Traps and it IS a superior set to FF!
    No doubt. But nice thing about this game is there is a power set for all sorts of playstyles.
  3. Also, for the OP, if you want mez protection and you intend to go incarnate, Clarion Destiny exists pretty much perma at T3 (easy to get).

    Normally with Farsight, Defense will be high enough you won't need it. And of any archetype, MMs can do well enough with their pets that they can survive some mezzing prior to 50.
  4. Quote:
    Originally Posted by Reppu View Post
    Traps is infinitely superior to Force Fields. You trade a little bit of Defense for some of the best debuffs in the game, survivability tools, and it's just a more active and fun set. Force Fields is just a newbie trap and is outdated garbage.

    If you really want a 'Defense' based set, go Traps or go home. (Time exists too but /shrug if I'm going a Defense based set I want the Bubble Mez Protection.)

    If you want really good synergy? Demons/Thermal is really dumb. If you invest in the (cheap) +Resistance Auras, you can nearly 90% cap your Demons resistances. This combined with AoE Healing means they practically will never die.

    Demons/Dark is alright. You trade the insane resistances for some various tools and tricks but eh.

    Demons/Traps, Demons/Thermal, or Demons/Dark IMO.

    Time is obviously an option too but eh. Amazing set but shrug.
    While the possibility exists you may revel in being insulting, I'll assume its your enthusiasm for Traps that drives your personal diatribe.

    Yeah, FF needs some attention, ala Gravity Control. Perhaps one day it will get it.

    But for someone who hates resummoning FF Generator, or finds its being too slow for fast and dynamic teams (its always lagging behind on maps, never where I want it, except on AV fights, and getting caught on geometry), I love Dispersion Bubble for its reliability.

    I also like that no matter where my crazy pets go, there they are, with their +25 Defense deflection shields/insulation shields on them. They don't need to huddle under the FFG. Assuming it shows up. Late to the party.
  5. I'll thow a voice in there for Force Field, too.

    Yes, its pretty one-dimensional. But you'll have soft-capped defense for all pets, you can get some very respectable defense for yourself, everyone gets status protection (important for pets), and you have Force Bubble which is nice for some trials (ie, BAF). You also do not have to get into melee, just bubble pets and send them in to kill while you hover at their back.

    FF also adds +30 tox resists, endurance drain resistance. Ember Demon can do heals to help out (but I'd still recommend Aid Self). To note, Ember heals more reliably IMO than Protector Bots.

    While FF doesn't have too much control (unless you enjoy KB), Demon Price adds slows and a hold, so you get some extras there.

    FF is also easy on your slotting (Time is not), and you can take all three attacks and debuff resistance all day lone and actually attack. FF would be my second choice after /Time.

    Have fun, Demons and Bots are arguably the two most strong sets in the AT (with Thugs being a contender).
  6. I've heard some folks like Storms paired with Demons, but I don't have much experience with Storms, just not my cup of tea.

    However, I'd reccommend Time. With IOs, you can get about 35 defense for your Demons, plus the -tohit from Time's Juncture, and all their great resists, plus heals, then slows (to stack with Demon Prince) and even some -damage; and its layers of defenses, lots of controls, and some nice debuffs to help them kill quicker, and makes a nice package.

    Only thing I don't like is feeling compelled to grab Mace for the power build up to maximize Farsight, but that's not a bad thing.

    Demons like melee, also, and Time likes melee. You'll be right up there with them. Luckily, Ember demon also adds to your resistances, but do make sure to toughen yourself up with a Patron shield, etc, so you don't fall over with a good breeze up near the action.
  7. Chill_Out

    Pairing beasts

    Quote:
    Originally Posted by Lobster View Post
    This really sounds like it has something to do with some kind of trigger after a new monster spawns... I had the same issue last night with my beasts (on all 3 alts) race off across the map to intercept an ambush.

    It is worth noting that I had this problem with pets running off to attack siege when he spawns in the BAF well before BM went live, so I don't think it's particularly new, maybe just made worse?
    Hi Lobster. Interesting. Quick question, do you recall if having pets in passive was helpful? Currently it seems Passive doesn't have any effect on pet AI at those moments, for my pets.
  8. Chill_Out

    Pairing beasts

    Quote:
    Originally Posted by NekoNeko View Post
    Well, if this happens only in the iTrials, then I'm guessing that would make it an iTrial problem. Reppu did not make this clear in his posts, or I would not have challenged a claim to a behavior I would have no way of seeing (or not seeing) firsthand. But at any rate, as you make clear, this is NOT exclusively a problem with Beast Mastery "sucking", since other types of MM are having the same problem.
    Yeah, I think the issues have been getting unfairly co-mingled.

    I purchased Beastmastery myself, but the issue of their being good/bad/underperforming/worth buying has no bearing on how pet pathing/actions are borked in trials, I agree.

    That said, I find it curious that I noticed trial performance problems that mimics a bug they squashed in the tutorial that was corrected around the same time.

    I did buy BM myself (I'm an MM completionist), and while I'm not crazy about their sustained damage in the mid twenties, I realize the set still is not mature. I do like their defense and resists, but the lethal damage worries me end-game, but I can't really assess the set until I'm working it out past 35, and probably into the trials themselves (or at least an ITF).

    To add to the OP, I like BM with either Time (stacking Def, heals, slows and -dam to mitigate the damage), or FF (for cast n' forget, focus on attacks style). I have one of each. I have a necro/dark (51), but I'm not thrilled with dark in trials, you can't debuff all the enemies you need to to keep melee pets happy. Or at least, I can't. I do love Dark for the rest of the content tho.

    So I'd recommend Time (melee centric, adds to defense and survivability, lots of tools to play with, good end-game); or FF (PB shields can cap pets easily with IO/Manv), status protection, and PFF (which I like for running some of the gauntlets the developers love to put in trials, or exploration). Force Bubble is also great for BAF mob control. And FF lets you have time to really work up Pack Mentality with your attacks (and have the slots to do it).

    Between the pair, I'd go FF, and pick up Rebirth later for aoe heals/regen. Make sure to get the pet+5 Def IO and ATO Area of Effect +15 Defense. Add in the pet +10 Res IO, Maneuvers/leadership and Mace Mastery for some control and PB, plus some personal Defense (you can easily cap S/L/E).
  9. Chill_Out

    Pairing beasts

    Quote:
    Originally Posted by Mad Grim View Post
    Really, since you've said that I have visited all of my MMs (quite a substantial number) and encountered none of the stated problems. So either the reports are false, overly exaggerated, nonexistent, or I am a unique and special person for having none of my MMs screw up.

    Also, none of the (many) MMs I've run with have said anything about the supposed problem. So I guess they are all unique and special people too.
    I'm curious Grim, did you try to run them through any trials? If you can, take one of them through TPN, BAF or MoM. My passive pets run off and aggro at the following points:

    BAF - seige spawns. They race across the map. Goto makes them race back momentarily before they retarget Seige, then die. They are on passive since we loaded the map. Same thing happens when NS spawns. They seem fine during prisoner phase.

    TPN - fine until Maelstrom spawns outside, they they immediately target him and race off. IN passive, again.

    MoM - first map outside the hospital, pets on passive, load up, they race off and attack Malaise. Penelope Yin map, soon as I load, they race off to attack Penny.

    These are not usual behaviors (even for MM pets with their wonky AI). I have multiple MMs as my preferred characters since CoV launched, and I'm very famiilar with the care and handling of pets. I've been running trials with MMs since BAF and LAM opened. This is definitely something new.

    It reminds me of the recently-fixed tutorial bug, where upon summoning, the MM pet would run off to aggro shivans and engage in back and forth pathing behavior.

    I know this thread is about Beast secondaries, so I'll stop here, but I did want to address that this (for me) seems to be a iTrial issue, not a general gameplay issue (and hence, related to how pets respond to AV attacks/auras/etc).

    In case it wasnt' clear, I always run pets in Passive mode (I don't rely on BG mode) for maximum controllability. Its a habit I picked up from my EQ2 raiding days as a Necromancer. You don't want to be 'that guy' who's pets pull a Leroy and wipe the team because your pet got the silly idea to pick a fight on its own.
  10. Chill_Out

    Pairing beasts

    Quote:
    Originally Posted by NekoNeko View Post
    Really? Then why have I not ever seen this happen to my BM pets not even once in 20 levels of play so far?

    The only thing I have seen even remotely similar to this is Tsoo Caltrops. They drive my BM pets insane. They run off (somewhere) and might come back if I spam the Attack key or the Follow key. They do eventually come back though, even if I do nothing to call them. I'm not seeing them randomly target and attack something way across the map, though.

    But then again, I never seemed to have this supposed problem with mobs instantly running away when you attack them, either. Some people thought that was a huge deal too. Clearly, YMMV, probably based on the amount of hyperbole in the claim.
    Rather than dismiss Reppu's claims, you may wish to take a 50 MM into the incarnate trials with pets on Passive, and watch them aggro Maelstrom, Malaise, Seige and other hijinx. I did 4 trials last night on my 53 bots/ff with pets on passive, and since they did the last patch (correcting the Tutorial bug with the same behavior), my pets have been replicating that same buggy tutorial behavior.'

    There is a problem, and it has been reported by other MMs. May your BM pets not suffer the same fate, I'm happy for you. But don't be dismissive of others. It may be related to BM, or not, but lets recall the impact that DS AI had on the rest of MM primaries.
  11. Quote:
    Originally Posted by Xilibrius View Post
    I ran into an annoying but in what i can only assume in the pet AI twice now while running a BAF. After the end of the prisoner phase in the BAF my pets automatically took off towards Siege the moment he spawned and unless put in heel mode they would not return to my side. later on in the same Trial i was on spawn duty well outside of LOS and unless i popped them back into heel mode they'd take off to try and engage Siege even though he was out of sight and around the side of the building. two different occasions for them taking off after the prisoner phase once on them being out of LOS still trying to fight him. Another Mastermind on the same trial had her pets take off after him at the end of the prisoner phase as well.
    Yes, this seems to mimic the Tutorial aggro bug they just fixed. I noticed it too, late night on several trials (which I mention more thoroughly in a detailed post elsewhere).
  12. Quote:
    Originally Posted by gameboy1234 View Post
    I'm starting to have a terrible time on iTrials with my mastermind.

    On TPN my pets go berserk. They randomly aggro on mobs (even citizens) for no reason. Even dismissing them sometimes has no effect.

    Last TPN, I died and when to the hospital. After exiting the hospital, I started to resummon. As SOON AS I SUMMONED, the bots went bananas and tried to attack Maelstrom. This was right by the hospital exit, basically on the other side of the TPN building from Maelstrom. There's no chance I could have accidentally pulled some aggro from Maelstrom, unless his aggro is somehow zone wide.

    I got another taste of this while doing a BAF. Finish the Prisoner part of the Trial, no problem. As soon as Siege spawned, my Assault bot took off to attack Siege, and I could not get control of him. I have Dismiss hotkeyed, which I had to use before the Assault Bot aggro'd Siege.

    Something is very wrong with scripting/AI/coding/etc. in those trials, and I'm really kind of upset about it. It's really frustrating dealing with things that seem to be huge, obvious, glaring issue with an entire AT. I'll leave it there because I am upset and I don't want to go on, but I'd appreciate it if someone would look into the issue(s).
    This right here. Noticed it on my bots/ff MM on the TPN, BAF and MoM missions - pets right out of the starting gate would race across the map to (Maelstrom, Seige and Malaise, respectively). Additionally, trying a go-to and passive did not help, they would scramble around the map, aggroing whatever was nearby. I hated the lack of control and had to apologize profusely while looking like a noob. This essentially seems to mimic the Tutorial pet bug that was just fixed, so perhaps something of a similar problem?

    I hope this gets some quick attention, I love my MMs, but this makes trials with them painful and essentially unplayable.
  13. Quote:
    Originally Posted by Thirty-Seven View Post
    He is making a deliberate crack at the legimate reasons that were offered as to why Titan Weapons is not available to Stalkers and then assuming it will apply to Staff Fighting, which is a stretch at best.
    Well, in light of that I feel a bit of apprehension about Staves :P
  14. DB uses a combo system.

    Broadswords, bright electrical storms and glowing energy fists are not stealthy either.

    Not all stalkers are ninjas, sorry.

    Failure on all accounts. Why don't we wait and see what happens, rather than make baseless speculation?

    Unless, of course, you are being tongue-in-cheek, then bravo, good sir, bravo.
  15. Haven't tried Beam Rifle, but I have a 50 T3 incarnate FF/Energy/Mu who is tough as nails and does pretty decent damage for a Defender, plus has some controls (immob, KB, hold) to add along the way. Pretty much I live where others die, and I can blast away happily on a team all day long without a lot of concern that other squishies have.

    That said, if I was working off SO-only build, I would choose something other than FF for soloing, since you can't get DEF high enough for my liking without IOs. For teaming, that's another story, as someone said, teams love FF. Even incarnate teams I still get 'yay, a bubbler'.
  16. Easy enough to recommend Bots/FF. I have an incarnate Bots/FF/Mu and its tough as nails and fun to play (since the buff changes) - I focus on my own attacks now that I don't have to do buff rotations. I've reworked my build a bit and have well over softcap for me and protbots, and at the Incarnate softcap for the other bots.
  17. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    As far as I'm concerned I could care less that you can do this or that with incarnate powers. Big whoop. I would imagine you could defeat AV's with a pet less MM with incarnate powers doing all the lifting for you.
    You missed the point.

    But I guess you cared somewhat, if you expended a few calories of energy to post your displeasure.

    I'm glad to see Mind/FF doing something not commonly thought of as possible. The results matter, not the tools.
  18. Chill_Out

    Mercs That Bad?

    Mercs being a 'bad' MM set is like 'Energy Melee' being a bad scrapper primary. You still kill stuff, you just won't be min/maxing.
  19. IIRC, PBU does not work on pets.
  20. I went from 58mph to 78 mph, significant but not OMG.

    What was also a nice perk was the hover-like handling with fly (no more skidding) and the +defense for even safer travel (I actually use it in Lambda for when PFF is down so I can cap DEF and avoid mobs in the sabotage phase).
  21. Protector bots only bubble the mm once. Check your combat numbers in game. Be nice if it was otherwise. That said my 50 bot/ff has 62 def on big bot and lil bots and he and protection bots sit about 48 (ranged) so Good numbers are possible with some basic sets.
  22. Quote:
    Originally Posted by Neogumbercules View Post
    Has anyone played with this combo? Don't see a lot of talk about it around here. It seems like a really good combo, and also synergistic considering the melee nature of the Demons. Stacked def+res and status protection seems like a really potent combo.

    Edit: If I use Power Boost before using FFG, will the FFG have a boosted defense value?
    PB won't affect pets, which FFG is, unfortunately.

    I don't see why Demons and Traps wouldn't be a good combo. I'd like to hear your experience about leveling one up if you have time later.
  23. Fun question.

    My short list goes, in order:
    1. Mastermind
    2. Defender
    3. Corruptor

    Then, in no particular order:
    Controller
    Stalker
    Scrapper
    Brute
    Dominator

    Nothing after that. I don't enjoy Tanks, Blasters, EATs or VEATs (sacrilege, I know).
  24. Quote:
    Originally Posted by Overlord_Mondo View Post
    All right then, thanks.

    Edit: Wait, if you can't slot pets for recharge why is there recharge in Soulbound Allegiance?
    Recharge affects how often you can resummon the pets. it wont affect how often their powers recharge.