Da_Captain

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  1. I have to agree with Claws on /Devices, I have one that is like level 45 and I would say solo is about the same as teaming, and on teams I don't know about most Blasters but I tend to shine over other blasters with other secondaries.

    Solo - Toe Bombing makes it so that most enemies I am fighting suffer severe damage before the battle even begins. Cloaking Device and Smoke Bomb offer a good bit of extra suvivablity, Caltrops does a great job at keeping most enemies at range, Web Grenade does a great job at slowing the bosses that I am trying to fight so they don't attack as often. Solo, just like Claws, it is very rare that I even get hit. And Gun Drone adds a great bit to dps.

    On team like I said I shine, and I make sure I do to. If the team has a good aggro soaker all I have to do is go in beside him/her and set up a mine jump back Aim --> and AoE's and there goes the nieghborhood. Teams love the fact I add to defense with Smoke Grenade.

    Just had to highlight, during the KHTF, everyone loved me, as they fought Mary I set up a mine field and once the next spawn came in they were pretty much down to just Mary and Bosses with like half health. Got plenty of kudos for that.

    Devices is what made me play Blasters again it is a great set. Only thing I wish is that Gun Drone did not have such a long cast time or if it were perma
  2. [ QUOTE ]
    If nothing else, get it to level 22. Our friends refer to 21 as "level suck" for a reason.

    [I'm not a fire/dev person myself, but then I don't like, for instance, salad dressing. This is why I don't make the rules.)

    [/ QUOTE ]

    I kinda agree with this but you don't get trip mine til 35 and when you have Smoke Grenade, Cloaking Device, Trip Mine that is a pretty nice mini nuke you can set off there sometimes takes minions right out of the fight, great way to start a battle.
  3. [ QUOTE ]
    [ QUOTE ]
    can anyone suggest a good solo corruptor build?

    [/ QUOTE ]
    Sonic/Dark. You will pwn things so hard you'll travel back in time...and pwn them again.

    [/ QUOTE ]

    Funny thing is that you can really do that too.
  4. Da_Captain

    Power Myths!

    [ QUOTE ]
    I've played a mind/psi dominator to 50. Here's another myth for you:

    Very few things resist psi.

    [/ QUOTE ]

    QFT

    Also, I have heard that Accelerate Matabolism increases regen.

    Siphon Speed increases recovery. (this almost had my Ice/Kin w/o stamina glad I found out the truth)

    I don't know if this would apply here, but I remember when someone told me that Immo, stuns, and holds stack with each other. I.E. an Immo and Hold would make a mag 6 hold

    Oh yeah, and Blasters with only Cloaking Device can't be seen by any foes (true with Smoke Grenade)
  5. [ QUOTE ]
    For a more apples and apples comparison, a "normal IO" SR build is around 30% defense. Bane is closer to 15% except for ranged.

    [/ QUOTE ]

    Honestly I guess I should have never said anything about SR, really I was just trying to show how many powers it takes them to get their defenses (regardless of pool if power pools help SR I would include them but they already are using a lot of end and are so tight, whereas the Bane has room). But any way if you are going to do baseline then include the pets, hold, force multiplier, placte, and resistance and health boost, whereas SR just has defense, defense debuffs, and scaling resists.

    [ QUOTE ]
    Pets can not pull bank boss agro off.

    [/ QUOTE ]

    Bet they can when you placate the boss.

    [ QUOTE ]
    I mean the fact you need to dip into multiple pools because your primary/secondary can't cover the function of a AT role is a boost amirite?

    [/ QUOTE ]

    Oh I definitely had to comment on this one. Multiple pools? I only talked about 2 pools, I have toons that have dipped into 4 plus the patron/ancil. My Bane w/IOs doesn't need stamina so that eliminate fitness which I am pretty sure some of your toons take. Even without IOs I was running without stamina and not having issues solo with no downtime. The only pools I talked about were Jumping and Leadership, 2 pools. Combat Jumping is a requirment for Super Jump, and Manuvers was a power I took because I didn't have many other choices. So if taking 2 extra pools gimps me then I hate for all the other toons in the game that take a travel power and fitness.

    [ QUOTE ]
    With the Bane, I almost always have to use Aid Self against bank bosses -

    [/ QUOTE ]

    Aid Self? Means you have stimulant or Aid Other too. You are not going to get enough defense with just Combat Jumping or just Manuvers one slotted try replacing those two with these two and 3 slot them with defenses and that will be and you will have a total of 30.61% defenses supressed.

    Or another way would be to take the Hold and hold the boss. With basic slotting it will be a 26 sec hold that recharges in 7.8 sec, or if you have the pets out you might just hold him off the back, at that point you don't really need any defense as you won't be getting hit.

    Aid self is good but with other proper powers not necessary, and if it is bosses you are only having trouble with then I would definitely just suggest the hold.
  6. [ QUOTE ]
    [ QUOTE ]
    Ok in that since they are the same, by the way the powers are made up. If I have fire blast that recharges in 4 secs and one that recharges in 8 secs the one that recharges in 8 secs will do more damage. Hince that is why /Elec for Doms has higher damaging melee attacks, because they use more endurance and have more recharge thus making more damage. So in that sense overall the BS pool is not more damaging it just appears that way with the extra end cost and more recharge, so overall they really are the same power.

    [/ QUOTE ]

    You keep using the word "same". I do not think you know what this word means. The powers are similar, but they are not equal. 73 base damage on the Patron blast vs 55 for the Bane blast doesn't just "seem" like more damage either (It actually *IS* more damage). I should be more clear the Patron blast is more front loaded damage.

    [/ QUOTE ]

    That is because you are only looking at the damage, when you look at other things like recharge time and end usage they balence out to be the same.

    Bane Mace Beam 55 damage, 4 sec rech, and 5.2 end cost

    Patron Mace Beam 72 damage, 9 sec rech, and 8.58 end cost

    the extra damage comes from the extra recharge and the extra end usage so in the end you are not really benefiting making them the same power.
  7. [ QUOTE ]
    Er, just noticed that the abbreviation for those two sets sounds vaguely dirty when paired together.....

    [/ QUOTE ]

    Too funny.
  8. I would say give it a try if you aren't liking it delete and do something else not everything is for everyone.
  9. Here is the Fire/Dev build that I have, and love, as of level 45 anything after that is planned on, and the build was not that expensive, but the most fun thing about it is that I don't get hit. Just as long as I stay at range I am good. Throw down some caltrops and I am good I fought 2 +1 bosses the other day without a problem I think I only got hit once, other than that it was a lot of deflected, dodge, etc going across my screen. I love I feel like a Blaster when I play this toon, but more than anything I love the concept.

    On teams I am usually just Blasting and depending on if we have a good Tank I am Toe Bombing/Mini Nuking.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    [u][DataLink to open the build![/url][u]
    Level 50 Technology Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Munitions Mastery
    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(9), TotHntr-Immob/Acc(9), TotHntr-Acc/Immob/Rchg(11), TotHntr-Dam%(11)
    Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13), Det'tn-Dmg/Rng(15), Det'tn-Acc/Dmg/EndRdx(15)
    Level 4: Caltrops -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(17), P'ngTtl-Acc/EndRdx(17), P'ngTtl-Rng/Slow(19), P'ngTtl-EndRdx/Rchg/Slow(19), P'ngTtl--Rchg%(21)
    Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(46)
    Level 8: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(23), Det'tn-Dmg/Rchg(23), Det'tn-Dmg/Rng(25), Det'tn-Acc/Dmg/EndRdx(25)
    Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
    Level 12: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(46)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(37)
    Level 26: Smoke Grenade -- ToHitDeb-I(A)
    Level 28: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
    Level 30: Trip Mine -- Erad-Dmg(A), Erad-Acc/Rchg(37), Erad-Dmg/Rchg(37)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(46), Krma-ResKB(50)
    Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 41: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), S'fstPrt-ResDam/EndRdx(45)
    Level 47: LRM Rocket -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Surveillance -- Achilles-ResDeb%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]5.5% DamageBuff(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]10.5% Defense(Fire)[*]10.5% Defense(Cold)[*]33.6% Defense(Energy)[*]33.6% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]39.9% Defense(Ranged)[*]18% Defense(AoE)[*]3.6% Max End[*]61% Enhancement(Accuracy)[*]5% Enhancement(Immobilize)[*]2.5% Enhancement(FlySpeed)[*]2.5% Enhancement(Held)[*]2.5% Enhancement(JumpHeight)[*]25% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(RunSpeed)[*]21% FlySpeed[*]76.8 HP (6.37%) HitPoints[*]21% JumpHeight[*]21% JumpSpeed[*]Knockback (Mag -16)[*]Knockup (Mag -16)[*]MezResist(Held) 7.7%[*]MezResist(Sleep) 6.05%[*]16% (0.27 End/sec) Recovery[*]20% (1.01 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]3.75% Resistance(Energy)[*]21% RunSpeed[*]2% XPDebtProtection[/list]
      One slight change though the KB protect in body armor is really the +3 defense for the PVP IO, and Gun Drone has Expedient Reinforcement. Other than that I think everything looks good
  10. [ QUOTE ]
    [ QUOTE ]
    I didn't include Elude because a properly built SR doesn't need it. And yes SR scrappers do have access to a couple of those powers but already SR is using 6 powers to get what a Bane gets in 4 look at that. To my knowledge I don't think an AT should be able to take a couple of extra powers and beat a set specialty, like my Blaster can't take those powers and beat an SR scrapper. Oh yeah as for scaling resists I don't like the fact of losing health for resistances.

    [/ QUOTE ]
    It doesn't matter that it's X number of powers versus Y. Earth only needs ONE power to have superior defense, but there are other factors at hand.

    Number of powers isn't the issue, because SR uses more powers but as a result gets MORE defense, MORE DDR, and scaling resists.

    [/ QUOTE ]

    I see where you are coming from but on a couple of points just have a couple a comments

    [ QUOTE ]
    There are a lot of balance factors between sets, but "number of powers" isn't usually one of them.

    [/ QUOTE ]

    Actually this should be a factor due to the fact number of power choices means that I have more room to add for more thing that could fill in holes. If you really look at it an /SR scrapper has 6 powers needed for its defense in all areas, a Widow has 4 (I really don't like including Mind Link as it is not perma but Banes have tools that are not perma as well that are very helpful) And a Bane has 2.

    I am not including CT as it only includes one aspect of defense.

    You all talk about filling in holes Banes have plenty of room for other powers to fill in those holes. A tight build usually doesn't have many holes at the cost of being tight requiring almost all the powers from the set. When your build isn't tight you have room to fill in holes. So number of powers does a lot more than you think. Each AT has at least one thing in common and that is the number of powers you can choose if you are using more for one aspect then you might not have room to fufill other aspects. So when it comes down to number of powers don't sell it so short.

    [ QUOTE ]
    If you're going to include pool powers, you have to do it universally. Otherwise you're only skewing the numbers for your own means.

    [/ QUOTE ]

    Not really Skewing it for my own means. Like I said above it takes 6 powers for a SR scrapper to get its defense, it would be skewed if I made the Bane have 7 or if the Bane had enhanced defenses but I didn't I just filled in spaces. Since it takes 6 choices for a SR to get its defense, and a Bane only has 2 I can use the extra 4 power choices to build on defense, however, it only takes 2 for the Bane to get equvilant defenses.

    [ QUOTE ]
    And "I don't like to lose HP for resistance" doesn't invalidate the existence of the scaling resist either.

    [/ QUOTE ]

    This defeats the whole purpose of not getting hit. However, Bane has perma resists that are on all the time so honestly I think averaged out the small perma resists add up to the scaling resists, as you get a little at yellow, and a lot when you get to red. However, at the same time you talk about the defense debuff resists that are so superior.

    I mean honestly I think the Bane is balenced, the other defense sets have def debuff res for def through debuffs and scaling resists so that when health is low you have some decent res. Banes have Resists and higher hp so that they can shave a little damage off and take more all the time, and decent defenses so not a lot of attacks come in. It would be nice if they did have just a little def debuff res though but they have a lot of other tools to mitigate and stop a lot of oncoming damage like KD, a hold, and even the small disorient lol (even though I usually kill the minions before they get disoriented but every now and again I see one walking around stupid) would be nice if it where mag 3 with atleast a 10% higher chance on each power.

    [ QUOTE ]
    Try comparing things like end usage, not number of powers.

    [/ QUOTE ]

    As much as I would like to it really isn't worth it 6 powers to 4 and we all know that SR is end heavy, I didn't even mention the click that has to be activated every 2 min for mez protection. In no way was I trying to down play a SR or make a Bane better I was just trying to show the person having trouble that it doesn't take much for a Bane to have high defenses, I didn't mention the other things a Bane has that a SR doesn't that can keep you alive.

    It is really hard for me to see something wrong with them because Dev's have yet to make even somewhat as a comment on them and they have been out for about year. I could be wrong they may have overlooked something, but so far they are WAI, and if you are having trouble it maybe the player that is broken and not the AT.
  11. Hey Bill sorry if this is a noob question, what do you mean by canel your sub?
  12. I don't know, I have rolled my first /Dev blaster and I have to say, it doesn't really have that many problems. No it doesn't have more damage, but it has a constant to hit buff and to hit debuff resistance which I think the rest of the sets don't have. So overall I may not do as much damage but it is balenced do to the fact I may not do as much damage but I hit everything, except for the occasional lucky one, but that is usually followed by a strikebraker.

    The only thing I don't like about Gun Drone is the set up time, other than that the thing is Golden. To me this helps offset the fact that the set doesn't have build up, not only does it do extra damage but takes aggro, I like it just wish it didn't take forever and a day to set up, that or either if it were perma.

    But other than that the set is straight, I didn't take Time bomb or Taser, wanted to try taser but didn't have anyother stun powers to use with it, and Time Bomb was not appealing to me (Not too many sets have all 9 good powers).

    I am love with my Fire/Dev/Mun Blaster mainly because he has 53% ranged, 30% AoE, and 23% melee (nothing really gets in melee though) and he is a beast, and when I toss smoke grenade things get a lot better.

    Note: Toe Bombing aka mini nuking in itself is a great reason to have devices, don't really see a need for more damage on a set that already does a lot. I would just like to see something done about that set up time for Gun Drone.
  13. [ QUOTE ]
    The Black Scorpion blasts aren't the same as the Bane blasts. The Patron attacks do higher damage at higher endurance, and recharge costs. We would only be so lucky if Mace Beam Blast did the damage of Disruptor Blast. I wonder if we could lobby for changing the single target Patron blast to Jawbreaker/Clobber, and the AoE to Whirling mace!

    [/ QUOTE ]

    Ok in that since they are the same, by the way the powers are made up. If I have fire blast that recharges in 4 secs and one that recharges in 8 secs the one that recharges in 8 secs will do more damage. Hince that is why /Elec for Doms has higher damaging melee attacks, because they use more endurance and have more recharge thus making more damage. So in that sense overall the BS pool is not more damaging it just appears that way with the extra end cost and more recharge, so overall they really are the same power.

    [ QUOTE ]
    @da captain - when you were comparing SR and bane defense you listed pool powers that SR has acess to as well, and SR has elude to give an extra boost defense against stronger opponents, plus scaling resists and debuff resistance.

    [/ QUOTE ]

    Reading helps a lot, here is what I said in my post

    [ QUOTE ]
    Overall the only thing that SR scrappers have is scaling resists and def debuff (I wouldn't mind this being added to Banes). But Banes get resists and an Hp buff, pets, and placate, items which a SR scrapper does not have. Not trying to say with power pools that even SR scrappers have access to a Bane is better, I was just showing how with a little bit it can go a long way. So I am not saying that you are a bad player I would just say you need to look at a couple of things in your toon.

    Note: Yes a SR scrapper can get CJ and Manuvers but it takes them 6 powers already to get what a Bane can get with 4.

    [/ QUOTE ]

    I didn't include Elude because a properly built SR doesn't need it. And yes SR scrappers do have access to a couple of those powers but already SR is using 6 powers to get what a Bane gets in 4 look at that. To my knowledge I don't think an AT should be able to take a couple of extra powers and beat a set specialty, like my Blaster can't take those powers and beat an SR scrapper. Oh yeah as for scaling resists I don't like the fact of losing health for resistances.
  14. Da_Captain

    Itf and rsf

    Oh yeah and FYI most all AV/Hero/EB are easily immob or slept.
  15. Ok here is one thing that I don't agree with since a certain point was brought up. Banes getting base powers that are exactly the same as patron powers (Looking at Damage/Recharge they are the same) we should get a different patron branch or two replacement powers.
  16. [ QUOTE ]
    Since about 40 the Crab had absolutely no problem whatsoever running bank missions at 5. I can barely do it with the Bane now, almost regardless of tactics. Oh, if I pop purple pills, and chomp green skittles I can kill the bosses no problem! That's not my point - in a pure comparison, Crab has no problem treading where Bane isn't the best (for me). To make a skittle comparison, eat a couple of reds with the Crab and he'll kill really fast like the Bane.

    [/ QUOTE ]

    Wow guess my work is never done. Right now you have pretty much said you could not play with a /SR scrapper. Not trying to question your tactics or skill, but maybe you should look at your powers and slotting with your Bane. With my Bane I was soloing even level EB's at 24 and soloing +2 and +3 EBs at 32 without insperations or IOs for that matter (didn't IO til 40). So if you are having trouble robbing a bank at 40 you should definitely look into your powers and slotting because at that level you shouldn't even need tactics

    SR Scrapper
    Total of 19.49 unenhaced total powers 6

    Bane Spider
    TT:M 10%
    Suppressed 3.75%
    Combat Jumping 2.5%
    Manuvers 3.5%

    Total 19.75% 4 powers. Note did not include CT as it only does range.

    Overall the only thing that SR scrappers have is scaling resists and def debuff (I wouldn't mind this being added to Banes). But Banes get resists and an Hp buff, pets, and placate, items which a SR scrapper does not have. Not trying to say with power pools that even SR scrappers have access to a Bane is better, I was just showing how with a little bit it can go a long way. So I am not saying that you are a bad player I would just say you need to look at a couple of things in your toon.

    Note: Yes a SR scrapper can get CJ and Manuvers but it takes them 6 powers already to get what a Bane can get with 4.
  17. [ QUOTE ]
    I've been thinking of creating a Dom as my next character, pending seeing Castle's upcoming changes. And I've been wondering about what the budget should be for permadom. I've heard people toss around wild figures well north of a billion. But you were able to do it with 150 million--nice!

    [/ QUOTE ]

    Depends on the build, my Mind/Nrg was my first permadom, he was perma at 37 and it only costed less than 50 mil. Was it worth it? Kinda, overall I got use of about 60% of the damage boost, the mez protection was nice and the end refill helped offset the fact that I didn't have stamina. The main thing I like other than the mez protection was the fact that my powers were recharging fast and I was holding everything in one shot anything from Boss level below was not a problem and I don't believed he was ever touched often. Teams loved the fact that my AoE hold held everybody for a long time.

    [ QUOTE ]
    My question is: is this typical? Assuming I'm a reasonably thrifty shopper (defined as: I don't pay "buy it nao" prices, I buy recipes rather than crafted IOs, and I'm willing to post a bid that takes a week or so to get fulfilled) what kind of budget is reasonable to plan for?

    [/ QUOTE ]

    Again depends on build and how much time. If you take /Nrg and the presence pool you could have just 70 off of that with like less that 10 mil.
  18. [ QUOTE ]
    [ QUOTE ]

    Ok if you are solo then you don't need to worry about big groups as size of the mobs is scaled to the amount of people in the team. On a team if I have to do all the work then that is just another story.


    [/ QUOTE ]

    Yeah like you have never got swarmed when solo. I mean that NEVER happens.
    And yeah I guessed it, "It's another story".

    [ QUOTE ]

    L2P.


    [/ QUOTE ]

    I actually knew to expect the "learn to play"-card and you sure didn't disappoint there, too. How can I argue against that, oh no.

    Yeah I know I can't play when EB in AE hits me for 1,8k damage and 1k ranged (AE). Or when EB demolishes the pets in few hits, oh believe me I have seen it happen on (vague term) "better players" than me, but I guess they need to "l2p", too. Oh dear.
    Everyone of these people who bring up possible holes in bane game, needs to learn to play?

    Vast majority the Eb's are breeze for me in the actual game, but there are really annoying ones too and even the annoying ones come with mobs.
    I'd hate to rely on the Disruptor pets, because they don't withstand anything if they are targetted.

    Not to mention -def is really common.

    But hey, I guess I just need to learn to play, because that means everything is just working as intended. But you will surely accept any buff that would come to banes at the same time? Even an actual self heal or panic power of some sort? Of course.

    And doms are doms, they got more holds than 1, not to mention there are AOEs mixed in. I really don't want to discuss Dom and Bane relevance on VEAT forum.

    You can theorize this all you want.
    But I wont turn this thread into "Me, you, me, you and I do it THIS way!" tug of war anymore than I have to.
    But if you want to discuss this then I suggest you send me a PM here or contact me at @Gaspard in game.

    [/ QUOTE ]

    I will just say this last statement for you Gasp. If I am a Novice at a certain AT, not even a novice a beginner as I have never touched a stalker or played with Mace at all before a Bane. But if I a beginner is running through 2 8man mob, taking on EBs solo, and just overall beasting solo PvE content as a beginner, I would say that someone with even a little experience having trouble would need to L2P before saying something is broken.

    As for what was said about the pets, if Banes were at the bottom you pretty much put Crabs there in their place, the only thing they have from what you just said is a self heal and some resists. Even then those resists don't help them much for EB level damage and when all of their pets are gone they do piss poor dps.

    And not to make this a debate about Doms just stating facts, most doms get one ST mag 3 hold. They do get an AoE hold but the rate at which it can be used is simply horrible.
  19. Not bad at all I would roll this in a minute.
  20. [ QUOTE ]
    If I recall it's the same mag as petrifying gaze, so it's going to hold a LT and boss with 2 hits.

    Yeah one foe is not going to do damage to bane when held, but his friends will rip the bane apart.
    I doubt bane is going to die against one lieautenant or boss, it's the bigger groups and elite bosses that will push your defence down and rip you a new one.
    Just imagine getting swarmed in SF, web is not going to save you.
    If you're in 1 vs 1 web may work, but imagine bigger groups and elite bosse, and you will bump into them, I guess I won't be needing defence then.

    Besides, doms got a damn inherent power that helps with holds, banes don't.



    [/ QUOTE ]

    Ok if you are solo then you don't need to worry about big groups as size of the mobs is scaled to the amount of people in the team. On a team if I have to do all the work then that is just another story.

    Solo against an EB my SO'ed Bane did not have any problems, so if you are then L2P.

    Yes my one mag 3 hold isn't going to do anything but I have two pets with a mag 3 hold as well so solo against anything other than the PToD you are pretty much safe

    As for the inherent for Doms, unless you perma it your holds are mag 3 while outside of domination.

    As for fighting most times I only use webnade to take out an annoying minion or LT (i.e. sappers), and in most paper mishes when I don't feel like bothering that much with the boss I will just double stack and go to work or play around with them.

    As for SF's I don't worry about things like holding or mitigating because at that point if I am on a team with 7 other people and no one else can mitigate, buff, or debuff then we are probably going to be in some trouble, however, I think a Bane would still be good against 8 man scaled mobs as mine took out 2 at the same time. AV/Heros another story don't too much care about soloing them. To me any AT that can do that with just SO's is far from needing a buff.

    EDIT:
    [ QUOTE ]
    And crabs can blap too, just happens they got a panic power.

    [/ QUOTE ]

    As for this lol. I played with my Bane a week after they came out live, so everything was new to me as far as playing them. Since then I have not wanted nor needed a panic power at most the only thing I have need was atleast a small purple anything else was too damn much.
  21. [ QUOTE ]
    I think the consideration was that, for a Corruptor, Force Fields were seen as being too team-focused, and that thematically a villain might be more out for themselves.

    [/ QUOTE ]

    But I am glad /Sonic is nothing like that with the bubbles and AoE bubble and team focusing.


    What a second....


    EDIT: IMO I think that if FF was not villainous enough it would not be with MMs.
  22. [ QUOTE ]
    Yep, Banes are meant to blap, not toe-to-toe melee (this is obvious upon examining their strengths and weaknesses). Web Cocoon is very useful for slowing down tough bosses so you can kite them.

    This is an aspect of their play most seem to miss. Active defense is very much a part of their apparent intended play style.

    [/ QUOTE ]

    QFT, however, the hold they get is pretty nice when slotted, it doesn't just slow them down but stops them altogether, not to mention the 2 pets you get with their own hold too. Pointless to need defense when you are not getting hit lol.
  23. [ QUOTE ]
    Yeah I have been wondering what the hell is a single target hold doing in the bane secondary.

    [/ QUOTE ]

    The same reason why Doms have it in their primary...

    Active defense.

    How much damage is a held target doing to you?
  24. Fire/Devices/Munitions, This is definitely my favorite. I have 53% ranged defense and about 28% AoE, it is rare that he gets hit on a solo mish, just as long as I keep them at range, caltrops, webnade, and Freeze Ray do a good job of that. Gun Drone provides good extra damage, Trip Mine makes for a good opening mini nuke. Overall I am extremely happy with the build, solo he doesn't get touched haven't tested him on an EB yet but I think just as long as I keep him Immob it would not be a problem.
  25. I too hate the weapon redraw for survallence, but I am starting to believe within making the Bane AT the devs took into consideration Huntsman/Hybrid builds.