Comicsluvr

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  1. Comicsluvr

    Best power ever!

    Shield Charge followed by Lightning Rod. On a good +Recharge you can alternate them. On a tight map you almost never need to actually move anywhere. I call this Rush N Rod...

    Soul Transfer. Mag 30 Stun on a 25' radius and I can slot it with an Eradication Proc for energy damage. Of course I need to be dead to use it...
  2. The highest alt I ever deleted was a Claws/Regen Stalker at 31 back before they fixed Claws...and Stalkers...and Regen. No big loss...not like she had the perfect name or anything.

    I've recently thought about deleting a lvl 50 Ice/Ice tank because the build seems just too busy for me. After checking out alternatives on Mids I'm going to do a respec and see if he works then. Otherwise out the door.

    For me the toon has to be fun to play...period. I won't make a toon with a joke name...I don't see the point. I spend more time doing names and costumes some days than I spend playing but that's just me.

    If space isn't a problem hold onto them for a while. Sometimes old friends come back around for you...
  3. Comicsluvr

    Oh no he didn't!

    As a savings measure, as you approach lvl 27 start saving up for common IOs (non-sets). At lvl 30 these give you a bigger boost than SOs at the same level and they never wear out. I typically slot lvl 30 IOs starting at 27 then ride with them all the way to 50 as I hoard the good recipes and the Inf to craft and purchase.

    Read some of the Forums as to how the Market works. It may seem intimidating at first but you can often find bargains there if you're patient. Plus, some of the stuff you might have on older toons (like Base Salvage) can now be sold for a pretty penny.

    Have your friends explain how they earn Inf and then try to avoid being in direct competiton with them. You may even form a little Marketing Collective with them to increase all of your buying power.

    And welcome back.
  4. Comicsluvr

    Trapdoor

    My SS/Invul Brute had trouble the first time (was stoopid...went in light on Insps). Second time I kept munching Reds, saved KO Blow for the clones (1-shotted them as was mentioned before) and took advantage of stacked Rage. My Brute isn't maxed out on IOs or anything so if I can do it anyone should be able to.
  5. Comicsluvr

    How good is WP?

    My first 50 Tank was SS/WP and I loved it. I haven't IO's him out yet and he's still a solid contender against everything but multiple purple bosses and the -Regen AVs.

    And you'll never want for End which for me was a huge plus.
  6. Comicsluvr

    Why Elec/ Tank?

    So these are the kind of toons I see running about with the Diff capped blowing through everything huh? I begin to understand...
  7. Comicsluvr

    Why Elec/ Tank?

    Wow...I've heard of players setting up for Perma Hasten, Perma Dom and so forth but stacked Rage AND Perma Energize?

    One question though: I thought the Gladiator sets only worked for PvP. Is this a PvP build or did I hear that wrong?
  8. Comicsluvr

    Why Elec/ Tank?

    Quote:
    Originally Posted by Auroxis View Post
    I have two Elec Armor characters IO'd out, a Brute and a Tanker. The Tanker has about 1-2 bil invested and the Brute has about 15 bil. No regrets.

    I love Elec Armor because of its balance of Offense and Mitigation. Dechs did a good job of listing the strengths of Elec Armor so I have nothing to add except that Elec Armor looks cool.

    What on earth could you spend 15 BILLION on for one toon? Just asking...
  9. I had this idea back in the day with another Forumite called Monitor Duty but it never took off. It would be a combination Base and SG thing. I'll try to keep this brief but it's complicated so here goes:

    The idea is to have items in the Base that would make it possible for one character to participate/help on missions being run by a team. He would play the Oracle/Overwatch role, guiding the team and helping them in small ways from his chair. Sort of a '9th guy on the radio' sort of thing.

    The SG connection comes in because the team has to have at least one member of the same SG as the person doing Overwatch.

    The Base would require a piece of Control gear (call it a Monitor for now). A member of the SG clicks on it and gets a window through which they can see the minimap of the team they're connected to. The Monitor would only enable the Overwatch to see the minimap and communicate with the team in the Team Chat. Additional gear might enable the Overwatch to grant the team small (1% or so) buffs or inflict debuffs on enemy mobs defined as tactical control of the team, messing with the lights and doors in the mission building and so on. Another piece of ad-on equipment might allow the Overwatch to call for reinforcements once for his team (in the form of PPD, Longbow, Arachnos or whatever seems appropriate). At the top end the Overwatch might be able to actually see enemy mobs (by hacking enemy cameras) and alert the team to incoming danger. All of these items would cost Power and Control to operate of course.

    I see this as having implications for Bases, SGs AND RPers. It's been done in movies and comics countless times...the guy in the van guiding the other guy creeping through the enemy base or whatever. The buffs would have to be small so as not to be overwhelming and the reinforcements would mean less to a high-power team since they would spawn at the level of the SG member on the team and not the actual mission (therefore a lvl 40 running at +2 will have his reinforcements gished pretty fast but it's something...).

    As for the Overwatch, this person might glean a small amount of Exp (say 10% of what a member of the team would get) for his time and efforts (or Inf if he's a 50). Also there would be badges for guiding teams well and so forth.

    In any case...a fine list and obviously a LOT of work. Kudos for taking the time and energy!
  10. Adeon and Uber have brought up very good points that I did not consider. I used to be one of the loudest protesters to the prices for the Market but now I generally think back to the adage: "An item is always worth what the buyer pays for it."

    I don't care if purple recipes are selling for 500mil each. I never plan to buy one so the high price simple means that I'll get more profit if I happen to sell one.

    However I still believe that the Market needs some tweaking. Even if all of the current sets remained (and I don't think they should for various reasons) I still believe that they should trim the sets back to levels of 5. Having a lvl 31 recipe doesn't really accomplish anything for a set recipe but clutter the system. If a recipe drops in play then it should simple be of the highest level slottable by the character at that time.

    As for the rest of my post...I had not considered the Field Crafter option (I don't have any toons anywhere close to it) or the advantage to slotting some sets lower than the character's level. I also had not considered that the Market price would, indeed begin creeping towards the set price which would remove some of the thrill of getting a good deal.
  11. I often use Procs like the Perfect Zinger chance for Psy dmg in Taunt. Taunt has a 15' radius and I believe a limit of 10 targets hit. I've been told that the Zinger will only hit 1 target no matter how many are affected by the Taunt. True or false?

    Same question for such things as the Impeded Swiftness chance for dmg and Chilling Embrace.

    Sorry if this has been covered elsewhere but a search for 'Procs' give me a boatload of information to sift through.
  12. First: Eliminate some of the 'junk' recipes. I understand that there need to be some that will always underperform compared to others but 12 St/Ranged Damage sets is a bit extreme IMHO. It clutters the Market AND the RNG for drops.

    Second: Rearrange the salvage necessary to create recipes based on level. Thus the stuff at lvl 31 and higher (for instance) won't require Luck Charms which (IIRC) don't drop above lvl 30. I believe that one of the reasons for the higher prices on many of the items listed as 'Common' is that they are inflated because some lvl 50 needs it nao for his new shiny and doesn't mind paying 100k for it. This bumps the 'little guy' just starting out in the Invention System out in the cold because he can't compete.

    Third: Create an automatic refill system for the AH that guarantees that nothing will ever completely run out. Example: Someone comes in and buys out all of the Silver for whatever reason. When the level of Silver in the AH breaks the threshold of (random number) 10 then the AH refill system 'creates' enough Silver to refill the minimum quantity. The cost for buying these items would be preset and usually higher than the item would sell for by a player because it's now in higher demand.

    The purpose for this is to ensure that noone can ever totally corner the Market on anything (I loathe Market PvP btw). It might also encourage new players or players that have skipped the Invention System up until now to try it because they know that they can always find what they need. They might have to pay a premium for it (I firmly believe that if you're impatient then you should pay extra) but they can at least try it.

    The minimum for some things (like purple recipes) should be 1 and the price insanely high to reflect their rarity but there should always be at least 1 available.
  13. Comicsluvr

    Dumb IO question

    I'm a bit stingy with regards to crafting IOs and then destroying them later by dropping higher-level one in. I run with normal SOs until level 27 (when lvl 30 Enhancers can be slotted) and then start dropping in common IOs. If something nifty drops early I'll craft it and drop it in or if I REALLY need something (like -KB on a Fire/Dark character) I'll buy one in the AH. Then I ride the lvl 30 IOs all the way to 47 and then start crafting my lvl 50 stuff.
  14. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    How about 'every crappy team needs heal to succeed'? lol

    Below lvl 30, my emp defender did a great job saving teams with tanks that dont taunt, controllers that dont hold, scrappers with no shields, etc...
    But on teams with people that know what they are doing my emp is like the sprinkles on top of a cupcake. Good, but no one would really miss it if it wasnt there.

    Lvl 29 was where my Emp/Elec Defender was suddenly left off of everyone's guest list too. Before that the builds hadn't settled in, before 22 there's no SOs and so forth. Right about 30 everybody starts to click and suddenly every team wants more control and would only take me if there was nothing else available.
  15. Quote:
    Originally Posted by Elfis_Presley View Post
    I've never been satisfied with the aggro formula the devs gave. There are times in game where you can plainly see a 6-slotted taunt with tier 4 nerve for extra taunt enhancement fail to take aggro from a character that doesn't have taunt, which by their formula, should be impossible. I have done this on my tank while also affecting the enemy with my own darkest night debuff, gloom debuff, -fly from hurl boulder, and still had an enemy not turn around. Only against some taunt-resistant enemies though, like the war walkers I mentioned earlier.

    Some time ago I read on the Forums that the Devs, after several years of gameplay, had discovered that Aggro didn't work the way they thought it did. However, they liked it better then they had planned and left it. In short, I don't trust a Dev to tell me anything unless I see it myself under repeatable circumstances. They're human...they make mistakes too.

    And with respect to Aett...I've SEEN my buddy on his Emp Defender get flattened by a foe (un-Taunted) who had others standing on top of him wailing on him because he healed the team with an AoE. As I said above, the Devs SAY there's no Healer Aggro but I've witnessed evidence to the contrary.

    All that being said, I don't think it's a bad thing for the Healers to grab some flack. Makes for more challenge and all that. The problem is when a dedicated Tank with Taunt is attacking a target and someone else strips aggro for seemingly no reason. I've seen this myself (usually when I'm the Tank) and I always chalked it up to one of several things:

    The other guy did so much more damage that he negated my Taunt.

    He was closer than I was (Blappers are the main victims here) AND doing as much or more damage.

    The foe was an EB/AV and resistant to Taunt for whatever reason.

    Btw I keep seeing that a Shield Scrapper will strip aggro easily. Is their Aggro draw THAT bad? I only wonder because I'm thinking of making one and I want to know what I'm in for lol.
  16. As long as it isn't another 'solo buff every pet' set like FF and /Therm. Sonic would suffer from this but, like Therm, it's a great set.

    I'd try Cold too. Having another enemy debuffing set would be nice. I loves /Dark.

    Rad would need major work (and a watered-down or removed AM) but who knows...we might get lucky.
  17. Quote:
    Originally Posted by Wavicle View Post
    If you are directing your pets to attack then they aren't in BG anyway.

    MMs aren't really the tanks of redside. Brutes are the tanks of redside. MMs are defenders that come with their own team.

    I beg to differ. Brutes are Scrappers done better IMHO. I have people tell me that my Brutes need Taunt and I reply 'Why? I'm not a Tank.' By definition a Tank grabs and holds aggro to make the rest of the team safer. A Brute can grab the aggro but holding it is a different story.

    I always direct my pets who to attack. I throw an attack at the desired target, said target attacks me and the pets attack back. It's very theraputic. Provoke works in lieu of an attack of course.

    I will often use Goto/Aggressive on my buffed Tier 3 and use them as a Tank for the rest of the pets. Works especially well on the Thug Brute and anything with the FF Secondary.

    As for the OP: Playing a MM on a team is like opening a gift from a family member who knits; It might be nice but there are no guarantees. You simply can't play the same way as you do solo unless grouped with other MMs for all the reasons cited above.

    The mobs will be bigger than you're used to solo.
    You can't control the mob as easily because your teammates are working them as well.
    Not all Powers mesh well (I call your attention the the guy who ALWAYS seems to use the high-KB attack and drive my target out of the killer AoE I just laid) and so forth.

    Good luck in your endeavors.
  18. Wow...obviously a hot topic!

    I skipped the small bubbles back in the days when we had to 'pay' for Fitness because

    A) Having to reapply bubbles every 4 minutes got to be a pain.
    B) I solo with my MMs most of the time (this was back before the Pet Enhancers were AoE) and not taking them only hurt me, not the team.
    C) Bot/FF is almost Easy Mode anyway and I DID want to take extra Powers.

    However now with inherent Fitness I have 3 Power slots opened up. So I did the Respec and put them back. One End Reduc IO, no +Def slots. I still solo with him most of the time and it suits me to not use them except on the Tier 3 who I use as a Tank. I bubble him, Goto/Aggressive, keep him healed and we all have a good time.

    I have ONE FF Defender. She has a Macro on the Power bar that asks the team "Who wants bubbles?" I've been on teams with /Therm where half the team or more didn't want the shields because the strain on the graphics was too great. I once had someone accuse me of being 'Selfish' with my FF build because his Powers readout showed that I didn't slot my bubbles for +Def.

    It takes all kinds I guess. Yes, I take them but no, I don't consider it my job to keep the whole team bubbled all the time. I bubble the Melee types because they help keep me alive. I bubble anyone else who asks because not doing so makes me feel like a goon (I am on a TEAM after all).

    By the way...I don't use MMs and buffing types during SFs/TFs and really high-speed/high-stress teams. I play to have fun and having the team relying on my fumbly fingers is a serious buzzkill for me. I'm not going to boot anyone for not having a power...ANY power...but then I don't scratch-build teams much either.
  19. This is great! So many MMs...so many ideas!My own latest attempt at Ninjas is called Dr Rediculous and he's a parody of the typical mas scientist (the Ninjas are actually Robot/Zombie/Pirate Ninjas...). Here's hoping that I can make him work out. I'm trying /Trick Arrow (no chuckles from the back!) so we'll see...
  20. Quote:
    Originally Posted by MaestroMavius View Post
    Ninja/Thermal on the other hand is currently 22 and has needed the shields for every level... I keep them all bubbled, usually use smoke on the Jounin sending him in for the alpha. I stay busy trying to keep these crackheads alive with healing and inspirations. When they click it's a beautiful thing. But the slightest variant and everything goes to hades in nanoseconds. Like having a crew of weak blasters with me.

    I feel the same way about Ninjas and many of the posts I read about them are similar. I've only had one to any level and I've never had to re-summon so much before! I think the problem is that they're so FAST that they run beyond the 60' radius and then probptly die. I'm experimenting with a Ninja/Pain atm as well as a Ninja/FF so we'll see how it goes. It may simply be that I need more hands-on control to keep them in line.
  21. I agree that some enemies, like Artemis and pretty much anyone tossing fire, make the pets go insane. Never thought about Group Fy before...have to try that one.

    One thing I sometimes do is control individual pets or small groups instead of the whole mob. My Zombie/Dark's Attack button excludes the Lich so I have someone to share damage with (and his buffs/debuffs work at range anyhow).

    On buffer MMs I like to buff the Tier 3 all to hell and send them to attack while the rest of the team is in support. The Thugs Brute is especially good at this since he likes melee anyway.

    Some good comments. Anyone else?
  22. Let me begin by saying that I like MMs a LOT. I have numerous mixes and matches on 3 servers, most at 40+.

    Let me also state that I don't spend a tremendous amount of time with the Market. I leave slots empty until DOs, slot SOs until lvl 27ish where I drop in lvl 30 common IOs and ride from there most of the way. I don't knock Set builders...I use what drops or what I can find cheap but I don't kill myself farming or whatever.

    All that being said, this discussion deals more with MM playstyle than anything else. My first MM (Zombie/Dark) is a joy to play because he's always doing something. My Bot/FF on the other hand is almost a chore because I don't like replacing the bubbles and he doesn't feel like he has anything to do while his pets are merrily blasting away. I like for my MMs to DO something during the swirl of combat.

    How do you all play your MMs and what seems to be fun for you? Do you like bubbling everything in sight and then reading the paper or are you the aggressive type with guns blazing? Which sets seem to suit you and which don't? What haven't you tried yet but would like to time permitting (when /Pain came out I was salivating until I made one!)?

    The floor is open...
  23. Quote:
    Originally Posted by Toony View Post
    Well I'm considering once again trying an MM. I've never made it past 28 on one and wanted to try out mercs (mainly for concept).

    My question is should I bother? I've basically heard they're one of the worst sets out there but are they just the worst compared to other MM sets or are they so bad I won't even be able to do my own missions?

    I'm not too concerned about being "the best" or knowing that if I ran some spread sheets I'd be aware I'm 0.05% more powerful than the guy next to me. I just want to be able to feel decent, solo my mishes, and have fun. Adequacy is all I really require.

    I was considering pairing it with /pain, possibly. Traps could also be possible but I'm not a big fan of traps.

    Traps is not a great set for MMs in general IMHO. I have a Thug/Traps in the 40s and it's not very smooth to operate.

    However I love the Pain set and I've never had any trouble with Mercs. The - Def in their weapons is great for regular (pre-IO) play and IO slotting. As with most MMs take the first three parts of Leadership and they'll move along pretty well.

    For me the trick to MMs with ranged attacks is control. Take Provoke and use the MM as a damage sponge to keep the pets alive and they'll be fine.

    Plus there's something to be said for all those guns going off all at once that just send a thrill up the spine you know?
  24. Quote:
    Originally Posted by Dark_Impact View Post
    /poison is serviceable, but on average does not perform as well as most secondaries. Demons have a lot of AoE, and /poison is not a strong AoE performer. At the end of the day, you're still a MM, and still adept at bringing the carnage, so if you like the concept stick with it and you won't be disappointed. If you're more of a power-gamer, you might want to look elsewhere.
    I have a Merc/Poison in the low 30s and it's not a bad set but not great either. My tactics are usually something like this:

    Solo: Most spawns will have 1 Boss so he's ground zero. Hit him with Envenom (mine is slotted to -35% Def), Weaken (now he hits less often and does less damage), Neurotoxin (so he attacks less often) and go to town. I plan on taking the Mace so I can stack the Hold with Paralytic Poison later on.

    Team: Dump all of that on the SECOND Boss in the mob since everyone will be targeting the nearest one. It'll make him MUCH less effective until the team gets to him.

    As others have said it's not a strong AoE performer but as a ST debuffer it's a solid set IMHO.