Comicsluvr

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  1. I appreciate all the help gang. I'll try these out and see what works
  2. My TA?Archery Defender just got Oil Slick and I can't wait to ignite all that fiery goodness. However on a team I have trouble FINDING the OS marker to light it. I know you can target search for stuff but I'm not sure how. Would someone please tell me how I would go about setting up something to one-click find my Oil Slick?
  3. Quote:
    Originally Posted by MrLiberty View Post
    It was suggested that I copy / paste the idea over here.

    New Tanker Inherent : Demoralize

    Tankers are a force of might who not only inspire their team, but demoralize their foes who are unable to break their iron will. (Or something like that)

    PbAoE aura with increasing effects the longer foes remain in it, strength of effects is determined by team (including Tankers) HP much like vigilance is tied to end discount. Effects do not stack from multiple applications of demoralize (No tanker super team, srry) however foes subjected to multiple auras (more than 1 tank on the team) see increased rate of demoralized effects.

    Random numbers for an idea of the effects.

    At 100% health

    2-5 Seconds : - 3% to hit / -10% defense / -5% Resists

    5-10 Seconds : -5% to hit / -15% defense / -10% resists

    10 - 30 Seconds : -10% to hit / -25% defense / -15% resists / -20% Runspeed

    30-60 Seconds : -15% to hit / -35% defense / -20% resists / -40% Runspeed/ -50 Regen

    60 + seconds : -20% to hit / -50% defense / -30% resists / -60% runspeed /-100 regen / Small -Special

    If any 1 member of the team is defeated, the effects dissapear and any timers on foes reset. (Reward tankers for maintaining aggro)

    If a tankers health dips below 20% effects dissapear and timers reset. (Reward Tankers for being Tanky)

    Allows tankers to do more damage solo, in teams, etc. without them simply doing "More damage" and keeps them off the heels of Brutes and scrappers.

    *Note The numbers posted up above are what looked clean when I typed them out, balance was not implied and values could be adjusted accordingly.


    I would like to see some version of this for one main reason: It would benefit Tanks when they need it most, namely soloing against tough targets and teaming against the same.

    Have you ever been on a team where everyone is doing so much damage that the mobs melt? Tanking something like this is kind of pointless as there's little time for the enemy to get shots off. With this Demoralize idea a team that good would gain no benefit but then they wouldn't need any either.

    However in early levels or against a single hard opponent this would be a big boost for the team. The numbers would have to be a bit lower I think but I can see an enemy unable to break a Tank becoming frustrated, making mistakes, missing his opponent etc.

    I would not be disappointed if some version of this at least made it to Test.
  4. Ok Psy, since you have the Wens slot I'll set up for Friday. However I'm mad busy over the holidays so start date is Friday, Jan 6th at 7 p.m. edt (so 6 p.m. for me in the Central zone, after I finish work).

    Go ahead and pick your spots now gang!

    1) Ninja/FF
    2)
    3)
    4)
    5)
    6)
    7)
    8)
  5. Like many threads on the forums, this one has some ideas worth merit and some not. Let's try to focus on the positives:

    1) Sonic Armor is good. It can use animations similar to existing ones to cut down on Dev time. It's also a general Resist set like Invul as opposed to an elemental set like Fire or Ice. The Taunt aura/damage aura can provide a small -Resist for a different mechanic. Instead of a self-heal click what about a click that adds self-heal based on incoming attacks (incoming sounds heals the caster)?.

    2) Radiation Armor is a cool idea because you can do a lot with the theme and it's very different from existing sets. I can see this as having lots of different mechanics as mentioned above like -To Hit, -Damage and so on. Maybe not as effective vs ranged attacks and better in melee.

    3) Grav Armor would rock as a theme but would have to be built from scratch. I can see Def from ranged (as the Grav field bends attacks away) and Resist from melee (the Grav field soaks up momentum and energy close in). The idea of pulling mobs in instead of shoving them away is nice too IMHO. Maybe a -Damage aura as well for something really different.

    4) I'd like to see Absorbtion as some sort of defensive set. Some basic Resistances but with the ability to get bonus Regen/Heals from incoming attacks along with maybe a -Damage component. It would be better against lots of mobs than a really hard AV.

    We never get the things we don't wish for...
  6. I want to remind people of a few things I learned on the forums several years ago (no citations, sorry...would appreciate some if available):

    1) Long ago the Devs discovered that aggro didn't work the way they thought it did. They'd actually been wrong about it for over a year. However, they decided they liked the way it worked, rather than how they THOUGHT it worked, and decided to leave it alone.

    In other words the creators of the game don't fully understand how some parts of it work.

    2) A Shield Scrapper's Taunt aura from AAO will strip aggro off of just about anyone even though it's listed as a Mag 3 Taunt and a Tanker's Taunt is Mag 4. This has been observed countless times by players.

    3) I have seen Empaths and others using AoE heals ONLY draw aggro away from a team actively engadged in combat. I read that the Devs claim 'there is no Aggro component to the AoE Heals and if there was we've turned it off.' My friend ran 3 missions without throwing so much as a Brawl attack in the midst of the rest of us doing hideous damage and he was still flattened by attacks specifically targeted at him.

    4) As far as I know Aggro is affected by range as well as damage. A target far away with higher threat is not as dangerous as a lower-threat target standing on your toes. However a Tanker standing toe to toe with a target can have aggro stripped by a Blaster far away if the Blaster's damage is high enough.

    In a nutshell, Aggro doesn't always work the way the Devs think it does. Some Powers, coupled with either damage, close proximity or both, can outstrip any Tanker threat level (see: Shield Scrapper doing any sort of damage).

    Now that Scrappers, Brutes and Tankers can all play on the same team problems that were not evident before (except for the ITF and other co-op functions) are suddenly coming to light. THAT'S why Tank players are grousing...not because they're making up some deficiency just to get Dev attention.
  7. Another thing I like about this build is that it only uses one purple set (Ab Amazement) and that's the cheapest one. I don't usually buy purples (I'm cheap) but this is a very solid build.

    I noticed the OP's comments on blending concept with playability. I struggle with this too at times (took me years to come up with one for Ill/Rad) but MMs lend themselves to working well with others. Good luck and look into joining us on Virtue for MM Madness in January! All MMs all the time!
  8. Quote:
    Originally Posted by Thoran_EU View Post
    Wednesday 5pm EST (11pm GMT+1) might work for me.

    As for a toon, what goes well with /time other than demons?

    Since Time has the PBAoE toggle any melee set tends to work well. I have one for Necro and it seems to work great. As always, use Ninjas at your own risk lol.
  9. Comicsluvr

    Weapon arms!!!

    As long as the arms were sized to match the current gun graphics I don't think this would be a problem.

    I want my AR/Dev with quad mounted MGs please!
  10. Quote:
    Originally Posted by Scarlet Shocker View Post
    Pocket D makes sense to me - and with the Winter event happening now I'm even more surprised it's not happening - but certainly a couple of crafting tables in PD would be a bonus anyhow.

    This I agree with. Not that I wouldn't like to see DA and Boomtown get revamped into something co-op and, you know, useful? However what would it hurt to have a row of 3-4 crafting stations and a generic Vendor in the place off in the corners? Easier to do that than build some elitist ITrial or MSR-only sort of thing.
  11. Yes! My plot grows all on its own! MMs shall rule the world MWAHAHAHAHAHA!

    Seriously gang...if you guys use this opportunity to build your own teams/nights I'm all for it. I'll take a lvl 10+ and make a new SG tonight and then we can arrange for invites later. The base will be sparse at first but I'm also looking for an opportunity to use some of the new Base stuff (like the Z command) and whatever else comes down the pipeline.

    If this goes viral and grows on its own then more power to us all!
  12. I like your Sig Necro. Not breaking anything would be good...
  13. Hi there. Yes, I’m a Blaster. While you smugly chat with your friends about your soft-capped defenses I’m over here honing my skills. While you brag about soloing on +4/x8 I’m tuning my Powers, practicing for the day when you’ll need me. And if you want to move fast you will need me. You want safe? Play with Controllers or Defenders. You want secure? Play with Tankers and Scrappers. You want carnage? Play with Blasters.

    We come in all shapes and sizes these days. Fire-wielders are always popular. Lots of flashy effects and mobs running about. Ice is sometimes maligned but it’s more like a toolbox than a hammer. It’ll drive nails but it does so much more. We even have access to Radiation and Darkness now. Yep…we’re all over the place these days.

    We’re a proud group but then the road has been tough at times. Back in the pre-ED days we ruled the world with unrestricted damage and mayhem. Then Ed sort of cut the legs from under us for a while. We were Defiant…and we died in droves. But then the sky brightened and the Inventors began selling their wares and our Defiant nature became more defined and useful.

    But we still catch flack from time to time from some circles. What’s that? You don’t like when I do Knockback? I’m sorry Mister ‘Uber DPS Purple Build’, I guess your stats will suffer because you now have to walk 20 feet to hit your target. Oh, by the way, while that guy is lying in a heap there in the corner, he’s not shooting at you…or me…or our team mates. Think about that the next time I put the Ruin Mage into a wall and send him bouncing so he can’t cast Tremor on all of us. No, my Ice Slick doesn’t do any actual damage…but then the Sapper sliding around on it isn’t draining all of your Endurance either is he?

    Are we still considered squishy? Sure we are. Do we have ways of dealing with it? We sure do. A team full of Blasters is like a playroom full of monkeys. You’re not sure what they’re gonna do but you can be sure it’ll be a fun show worth watching. Do we still like having others around? Of course we do. Like a good meal, there’s always something to bring to the table. We love the Defenders who buff us, debuff the enemy and blast away in between. We love the tougher types who charge in and take the agro for us and line up the enemies all nice and pretty. We love the Controllers and Dominators who lock down the enemy and inflict all manner of grief on them.

    And they all love us for putting the foes away faster than they could themselves. See, there’s the great part about us…we spread the love with our bountiful gifts of XP for everyone. We’re not greedy…there’s always more to go around. Sure, two Tanks or Controllers could take out the whole room in total safety…but how long would it take? Throw a Blaster into a team and watch the XP rate climb. Throw in more than one and it climbs really fast.

    I will admit, some of us are a bit crazed. Some of the Blapper set just love mixing it up with the enemy. But they do damage and that’s what we’re all about. If Blapping is their chosen role in life than they’ve probably realized that there might not be someone there to buff them or tank for them or rez them after they faceplant. They’re ok with it…really. Like a good football lineman they’re used to taking hits and getting hurt. For them it’s part of their fun.

    Like anything in life, Blasting requires some practice. You remember that guy that always laid down the AoE Immobilize just before the mob got to the Trip Mines? Or the gal that loved Gale so much she had to use it all the time? Yeah…Blasters have our moments too. The guy who uses his heavy KB attack to blast the boss out of the huge area of death? The one who says ‘I can pull one’ and promptly launches an LRM? Yeah…that’s us sometimes. But you have to make allowances for the new people and the ones that need a little education. Just like we gently remind Tanks how useful Taunt is, you have to be a little gentle when scolding a wayward Blaster about the productive uses of his Powers.

    Blasters are very popular. Look around you and you’ll see proof of that. Not all of us are good but we’re working on it. Just like the Scrapper who dashes in screaming ‘Heal me!’ or the Controller who draws ALL the aggro with his ill-timed AoE, we make mistakes. But when the chips are down and the enemy is tough, there is nobody more willing to step to the plate and put damage downrange than a Blaster.

    I am a Blaster…hear me roar…then get out of the way.
  14. Quote:
    Originally Posted by Infernus_Hades View Post
    Spines/Electric or Spines/WP are very good.

    Something else you may not have considered is an Ice/Ice dom or even a Plant/Thorns dom.

    Both of these have you lock everything down and slaughter them at your ease.

    I have a Plant/Thorn Dom in the early levels and even starting out she was both fun and survivable. Dom builds quickly, the early attack chain cycles fast and the later stuff just looks like acres of fun.

    My first hero was a Blaster and I lamented the character just like you're doing now. After 5 years I now have several blasters and still love the AT. What were your sets? If you don't mind I have some (hopefully) sage words of advice:

    1) Don't solo all the time. We all do it, yes, but Blasters can act like force multipliers in a team where others are taking damage, holding aggro, locking down the enemy and so forth. Soloing on a tricked-out Blaster is fun but on a team it's a rush.

    2) Don't build to flavor of the month...build to your style. I tried Blapping and hated it even though the character was pretty good at it. Now all of my Blasters have a good melee suite but they're built for ranged mayhem. All of the Primaries play differently so you have to test-drive them.

    3) Don't be afraid to try something and then discard it if it doesn't work for you. I currently have just about every flavor of Blaster you can try. Some are still lowbies, some are Incarnates. I go for themes so the fire/fire and ice/ice came first. I'm not fond of Energy Blast on teams (the KB seems to anger the melee types) but they're great solo. Not everything works for everyone.

    Good luck.
  15. I'm pleased to see so many replies! It looks like we can get at least one full team going, maybe two short teams for busy nights.

    Ok...so now for scheduling. As I said the only night I'm NOT free currently is Monday. What's the availability like for others? Btw I'm Central time so times should be adjusted accordingly.

    Also, do we want a theme and if so, what should it be? I've never done anything truly silly and I can see a whole herd of Killer Klowns and other goofiness moving through the zones.
  16. I'm pleased to announce that my Brute is lvl 22 and doing very well for himself. Thanks for all the advice gang. I'll check back to see what else shows up
  17. I'm working on a Street Justice/Regen Brute, mostly for theme because I'm not a huge numbers guy. But I know that Regen isn't good with burst damage. Without doing billions in Inf for the build, I want him to be fun but effective.

    Are there any attacks I should concentrate on to help with mitigation?

    Other than Tough what Pool Powers should I be thinking about?

    I plan on pursuing all the Accolades that boost HP since this will aid Regen. Is it worth it to do this early on? Is there a min level to get Accolades?

    When I get to Incarnate levels which is better, going for bonus Regen or bonus Recharge to keep Dull Pain going?


    Thanks in advance for the advice.
  18. Comicsluvr

    Ice/Time Advice

    Thanks for the input everyone.
  19. Beginning in January I'd like to start an all-MM superteam. I'd like a wide spread of Primaries and Secondaries although if the majority wants to do all guns (Thugs and Mercs) or whatever I'll go along with that.

    I plan on trying a Ninja/TA (yeah...I'm crazy) but the rest of the field is open.

    The ONLY build requirements are all three Leadership Powers by lvl 40. These really boost the pets and that's what MMs are all about.

    My plan is to start fresh in AP at level 1-2 and run the DFB once. After that we up the Diff a little and move on into regular content. I'd like to do the various TFs but there are so many now that we don't necessarily have to do them as we hit the minimum level. I want to take this all the way into Incarnate levels and see what we can do.

    I'm willing to start a new SG for this and build the Base as we go. After we get a stable of players then alts will be encouraged to experiment with new things. It would be sweet if we had enough players to run multiple teams even if only at the start.

    We can speak about the schedule later but I'd like to go 1-2 times a week if possible. My only night I'm not available is Mondays. If we get one team available one night and one on another that's great too. For me it's all about the fun and promoting the MM archetype.

    Reply here if you're interested and we can get our ducks in a row before January if possible.


    Ok, we look like participation won't be a problem. However scheduling might be which is why I'm not worried about starting until January. As far as what people want we have tapped so far:

    2 Ninja/TA (though one of those is me and I might switch to /FF)
    1 Demon/Sonic
    1 Necro/Dark
    1 Thugs/Pain
    1 Demon/Something
    1 Something/Time
    1 Robot/Something

    And for scheduling so far Mondays and Tuesdays are apparently right out.

    So we have a full crew right now and the more the merrier. My vote is still for something silly because the HORDE of pets we're bringing will look hilarious IMHO. I'm willing to lead the charge with the Evil Doctor Evil and his army of Pirate/Necro/Robot Ninjas!
  20. Beginning in January I'd like to start an all-MM superteam. I'd like a wide spread of Primaries and Secondaries although if the majority wants to do all guns (Thugs and Mercs) or whatever I'll go along with that.

    I plan on trying a Ninja/TA (yeah...I'm crazy) but the rest of the field is open.

    The ONLY build requirements are all three Leadership Powers by lvl 40. These really boost the pets and that's what MMs are all about.

    My plan is to start fresh in AP at level 1-2 and run the DFB once. After that we up the Diff a little and move on into regular content. I'd like to do the various TFs but there are so many now that we don't necessarily have to do them as we hit the minimum level. I want to take this all the way into Incarnate levels and see what we can do.

    I'm willing to start a new SG for this and build the Base as we go. After we get a stable of players then alts will be encouraged to experiment with new things. It would be sweet if we had enough players to run multiple teams even if only at the start.

    We can speak about the schedule later but I'd like to go 1-2 times a week if possible. My only night I'm not available is Mondays. If we get one team available one night and one on another that's great too. For me it's all about the fun and promoting the MM archetype.

    Reply here if you're interested and we can get our ducks in a row before January if possible.


    Ok, we look like participation won't be a problem. However scheduling might be which is why I'm not worried about starting until January. As far as what people want we have tapped so far:

    2 Ninja/TA (though one of those is me and I might switch to /FF)
    1 Demon/Sonic
    1 Necro/Dark
    1 Thugs/Pain
    1 Demon/Something
    1 Something/Time
    1 Robot/Something

    And for scheduling so far Mondays and Tuesdays are apparently right out.

    So we have a full crew right now and the more the merrier. My vote is still for something silly because the HORDE of pets we're bringing will look hilarious IMHO. I'm willing to lead the charge with the Evil Doctor Evil and his army of Pirate/Necro/Robot Ninjas!
  21. I don't like to see any AT pigeon-holed which is why I like the variety of Powersets we currently have. Want to lay out lots of opponents? Take Fire. Want to stand tough against any opponent? Take Stone. Want to slow everything down? Take Ice and so on.

    Tankers SHOULD be able to, all else being equal, take more damage for a longer period than any other AT. I have no problem with them 'paying' for this with less damage output. I don't think this role should change with level although it might become less important at the Incarnate stage where there are so many AoEs flying around. (Standing next to the Tank when he's holding aggro for a 25' radius blast means he did his job and the people around him need to clear out a bit.)

    The problem is that even if the ROLE of the Tank remains the same his level of necessity and effectiveness changes at times.

    Solo: No worries with aggro...everyone focusses on YOU. Advancement should be about the same as other ATs since damage output is lower but downtime due to injury should be lower too. Might have trouble with fast-Regen foes due to low damage overall.

    Small team (2-4): The Tank's bread and butter IMHO. Without a Tank, especially at low levels, the team might not have the moxy to put down/contain the enemy fast enough to be safe. Mobs that are spread out might become more dangerous. A Tank rounds up the enemy, takes the alpha strike, deals some damage and generally enables the rest of the team to do what they do but better.

    Large team (5-8): Here is where a Tank might begin to feel a bit out of sorts, especially on a higher-level team. Without a lot of ranged attacks (normally 1) the Tank has to mix it up. If the team doesn't wait for him to get stuck in then he might reach the mob only to find them defeated. Note that ALL melee ATs might suffer from this but we're focussing on Tanks here. A good high-level team can often melt a mob while the Tank is moving up for his first hit.

    League: Tanks come back into their own a bit here since most Leagues face tougher opponents that they can't melt with their first attack. It's up to the Tank to keep attention from his squishier friends. Problem is, with the high-end damage being thrown around holding aggro can be tough.

    PvP: I don't PvP.


    As I see it other ATs are finding it more and more possible to eclipse the Tank but the same does not work the other way. 8 Defenders can daisy-chain buff each other until they're truly obscene and a Tank become unnecessary. 8 Controllers can lock down mobs so fast they never take any damage. However 8 Tanks can't use the same trick to increase their damage or buff each other.

    This why I feel that Tanks should be able to stack their abilities somehow...so they can gain some sort of benefit. Either allow them to stack Bruising with each other or something. Otherwise after the first Tank the rest will seem redundant.
  22. Comicsluvr

    Ice/Time Advice

    I just rolled an Ice/Time Controller today and she seems to work pretty well so far. However I'm not as familiar with Controllers as I am with other sets so I wanted to ask the more experienced what I should plan for.

    Is massive Slow really worth it?
    Where should I focus for doing damage?
    Time looks like it brings a lot to the team table but is there anything I can skip?

    I'm not looking for an uber-expensive build...just something fun.

    Thanks in advance.
  23. Quote:
    Originally Posted by Zombie Man View Post
    The other alternative is to set up a massive active farm: Get 50 people to go to Warburg with their insp tray full of only wakies. Pack together tightly at the globe. Then pretend it's a Mothership raid and everyone else is a Rikti. No defense powers. Let yourself be killed and do a lot of killing. When you run out of wakies, go to hosp and come pack full of wakies.

    For some odd reason I'd rather see this than an AFK farm. I don't believe in getting xps/rewards while afk but if the player is willing to gank and be ganked with 50 others all doing the same thing for 8 hours then that's their lookout. How they spend their time in-game is up tot them.
  24. Quote:
    Originally Posted by Combat View Post
    Actually, that's one of the amazing things about TW. From what I've seen, the weapons have NO REDRAW while under Momentum. This means that the best time to use gloom is actually during momentum, oddly enough, because it means you won't need to waste a redraw.

    From a DPA standpoint, Gloom is very similar to momentum Crushing Blow, at 53 to CB's 55. Those are both very high for a Brute. Focus, in comparison, has a DPA of 47, smite has a DPA of 46, and Clobber has a DPA of 83 (clobber is beastly!). Follow-through has a DPA of about 87, probably the top DPA power in all of Brute-dom.

    In case you are wondering why I say I need nearly 300% recharge in follow-through, it is because it takes 298.7% recharge to use FT-RA-FT, a key part of a chain that goes SA (Builds Momentum)-FT-AoD-Gloom-FT (lose momentum)- repeat. It actually works pretty well, though their may be a gap afterwards to lose momentum, so we may fill in with Whirling Smash to for extra AoE and a chance for the recharge proc.

    SA activates 2.508 seconds without momentum, so we need FT to recharge in roughly 2.5 seconds. Because it has a 10 second recharge, we need approximately 300% recharge (300% + base 100% = 400%). With hecatomb and 33% to recharge from an alpha, we get roughly 116% recharge from enhancement, leaving us with 184% to get from inventions, hasten, and lightning reflexes. The above build only manages 178.8% to recharge, but I'm assuming that using enhancement boosters, empowerment buffs, and a switch to the Brute-AT IO will make up the difference.

    Let me run some numbers on the SA-FT-AoD-Gloom-FT chain (using the above build), and compare it to the very similar SA-FT-DS-Gloom-FT chain, which replaces AoD with DS for defense:

    Base Damage:
    • Rend Armor: 133.97
    • Follow Through: 104.098
    • AoD: 108.27
    • Gloom: 73.41
    • Defensive Sweep: 30.4

    Enhancement Percentages:
    • Rend Armor: 100.11%
    • Follow Through: 96%
    • AoD: 95.09%
    • Gloom: 96%
    • Defensive Sweep: 95.09%

    Procs:
    • Rend Armor: Achilles' Heel -res proc (probably a +fury proc from the Brute ATIO later)
    • Follow Through: 35.442 average damage from Hecatomb, 14.14 from Mako's Bite
    • AoD: Gladiator's Fury -res proc, 14.14 from obliteration
    • Gloom: 35.442 from Apocalypse, 14.14 from cloud senses
    • Defensive Sweep: 14.14 from obliteration


    Finally, let's calculate the average -res from this attack chain. We have 7.5% from rend armor, but now let's get into the harder calculations. For some reason, I have reactive giving 3.8% -res for an 11.88 second attack chain, so it would give 6.84 to this attack chain. Total is now 14.34. Next we use Arcanaville's fence method to find out the average contribution of the achilles' heel and glad fury procs. That method works as follows:

    (10/((7.656)*4+10))*20

    Which gives us 4.923% resistance for each proc, making our total -resistance 23.24%. The -res from the other chain is of course 18.31%.

    Now we can calculate the DPS!

    Total Damage for 75% fury= 133.97*(1+1.5+1.0011) + 2*(104.098)*(1+1.5+.96) + 108.27*(1+1.5+.9509)+73.41*(1+1.5+.96) = 1817

    Total time for the chain = 2.508 + 1.188*2 + 1.452 + 1.32 = 7.656 (the time I used in the -res calculations).

    DPS of the chain = 237.33


    But wait, there's more! That damage doesn't take into account procs, -res, reactive, or the effects of lightning field (8.36 DPS). Let's add those in now, starting with procs and lightning field.

    Damage from Procs + Lightning Field / Time = ((35.442)*2 + (14.14)*3)/(7.656) + 8.36 = 23.16, total of 260.49.

    Reactive adds another 14ish damage on top of that, so 284.49.

    Now, let's take that answer and multiply by our -res!

    Total Damage per Second = 284.49 * 1.2324 = 321

    That's a lot of damage (enough to damage a GM without lore pets, if I remember correctly)! Now, if I do all that for the other chain, I get a slightly lower number of 262 DPS. Now, if I instead used Defensive sweep in place of gloom, instead of AoD, that number jumps to 276. So gloom is definitely worth it, in some cases.

    If you are running a chain without defensive sweep, gloom is roughly equal to crushing blow, but replaces a -res proc with a purple proc. If you are running a chain with defensive sweep, gloom is worse than follow-through or Arc of Destruction.

    Probably more than you wanted, but I wanted to answer thoroughly.

    EDIT: Was calculating lightning field without fury. Actual total DPS would be 349.5 for regular chain, 319 for the defensive sweep chain.


    *Head 'esplodes!*
  25. Quote:
    Originally Posted by Titania_Blue View Post
    This sounds like a really good idea. There has been numerous good suggestions for the Mastermind set within the forums. Unfortunately, all those good suggestions have fallen on deaf ears. I can't remember the last time the MM set has received some developer love.

    TB


    GR; We got Demons

    As much as I love new MM Primaries I'd prefer to see improvements to the AI next. MMs are a great AT, my personal fave really, but some of the pet AI is just this side of stoopid.