DarkInvado

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  1. Totally appreciative of the help here - so thanks to everyone who has been putting up their thoughts. I have seen similar posts in other forums not get a tenth the response.

    Frosticus,

    Rock on - thanks for the input. So in response EMPulse is in there really as a throw away power which has no purpose in the single target AV/GM build but I really like the damn thing a find myself using it often in team settings. So much like your suggestion of Howl I am taking it for teaming and because the sets for it are usually cheaper and yielded a +3% ranged def among other things.

    Acrobatics I took because it has seemed to me that the mez protection afforded to me from AM has not been all that great while leveling and when I looked at Silverado's Silveroach screen shots I noticed he had it in his build. Seeing as he has actually solo'ed many GMs with that build who was I to argue.

    Shout I took because I had room in the build and slotting it fully got me up above 43% ranged def.

    So looking at your comments I am thinking I should move a slot from power sink to EFence and slot in a damage proc?

    Hmmm and thinking here if I dropped Shout and slotted SS up to two slots I have four more slots to play with. Assuming I am going to keep EMPulse vs Howl what changes would you make?

    As far as my attack chain I was going to use Efence with Shreik and Scream and maybe even Screech from time to time for the -res based on a post in the other thread which you then took apart a bit after I made the above build.

    I am not so much worried about long time to kill GMs so much as I am wanting to actually be able to kill them.

    How do you go about calculating damage output? Is there a program I can use or are you using available data and just numbers crunching it?
  2. Edit: I posted the wrong build. The previous one was my "what if" build. This is the correct build as it stands now with changes to Efence, dropping shout and adding SS.

    Click this DataLink to open the build!

    Meta Ender: Level 50 Science Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Radiation Infection
    • (A) Achilles' Heel - Chance for Res Debuff
    • (3) HamiO:Enzyme Exposure
    • (5) Dark Watcher's Despair - To Hit Debuff
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (13) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 1: Shriek
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Recharge
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge
    Level 2: Radiant Aura
    • (A) Numina's Convalescence - Heal/Endurance
    • (5) Numina's Convalescence - Heal/Recharge
    • (11) Numina's Convalescence - Heal/Endurance/Recharge
    • (27) Numina's Convalescence - Endurance/Recharge
    • (48) Numina's Convalescence - Heal
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 4: Scream
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (15) Thunderstrike - Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Endurance
    • (19) Thunderstrike - Damage/Endurance/Recharge
    Level 6: Enervating Field
    • (A) Endurance Reduction IO
    Level 8: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod
    • (19) Efficacy Adaptor - EndMod/Recharge
    • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (21) Efficacy Adaptor - Accuracy/Recharge
    • (23) Efficacy Adaptor - EndMod/Accuracy
    • (23) Efficacy Adaptor - EndMod/Endurance
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Miracle - +Recovery
    • (45) Miracle - Heal
    Level 18: Lingering Radiation
    • (A) Tempered Readiness - Accuracy/Slow
    • (27) Tempered Readiness - Damage/Slow
    • (29) Tempered Readiness - Accuracy/Endurance
    • (29) Tempered Readiness - Range/Slow
    • (31) Tempered Readiness - Endurance/Recharge/Slow
    • (31) Tempered Readiness - Accuracy/Damage/Slow
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (31) Performance Shifter - EndMod/Accuracy
    • (33) Performance Shifter - EndMod/Recharge
    • (33) Performance Shifter - Chance for +End
    Level 22: Amplify
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 24: Boxing
    • (A) Empty
    Level 26: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (36) Aegis - Resistance/Endurance
    Level 28: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Recharge Speed
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 32: EM Pulse
    • (A) Lockdown - Accuracy/Hold
    • (37) Lockdown - Accuracy/Recharge
    • (37) Lockdown - Recharge/Hold
    • (39) Lockdown - Endurance/Recharge/Hold
    • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (39) Lockdown - Chance for +2 Mag Hold
    Level 35: Screech
    • (A) Stupefy - Accuracy/Recharge
    • (40) Stupefy - Endurance/Stun
    • (40) Stupefy - Accuracy/Endurance
    • (40) Stupefy - Stun/Range
    • (42) Stupefy - Chance of Knockback
    • (42) Stupefy - Accuracy/Stun/Recharge
    Level 38: Acrobatics
    • (A) Endurance Reduction IO
    Level 41: Electric Fence
    • (A) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Endurance
    • (43) Thunderstrike - Damage/Endurance/Recharge
    • (46) Trap of the Hunter - Chance of Damage(Lethal)
    Level 44: Charged Armor
    • (A) Aegis - Resistance/Endurance
    • (45) Aegis - Resistance/Recharge
    • (45) Aegis - Resistance/Endurance/Recharge
    • (46) Aegis - Resistance
    • (46) Aegis - Psionic/Status Resistance
    Level 47: Power Sink
    • (A) Efficacy Adaptor - EndMod
    • (48) Efficacy Adaptor - EndMod/Endurance
    Level 49: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 10.2% Defense(Fire)
    • 10.2% Defense(Cold)
    • 23.6% Defense(Energy)
    • 23.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 33% Defense(Ranged)
    • 12.7% Defense(AoE)
    • 0.9% Max End
    • 3% Enhancement(Stun)
    • 1.5% Enhancement(RunSpeed)
    • 1.5% Enhancement(FlySpeed)
    • 21% Enhancement(Accuracy)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(JumpSpeed)
    • 6% Enhancement(Heal)
    • 2.5% Enhancement(Held)
    • 35% Enhancement(RechargeTime)
    • 22% FlySpeed
    • 125.9 HP (12.4%) HitPoints
    • 22% JumpHeight
    • 22% JumpSpeed
    • MezResist(Held) 5.5%
    • 21.5% (0.36 End/sec) Recovery
    • 42% (1.78 HP/sec) Regeneration
    • 3% Resistance(Psionic)
    • 27% RunSpeed
    • 2.5% XPDebtProtection
    ------------
    Set Bonuses:
    Dark Watcher's Despair
    (Radiation Infection)
    • 15.3 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Thunderstrike
    (Shriek)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Numina's Convalescence
    (Radiant Aura)
    • 12% (0.51 HP/sec) Regeneration
    • 19.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Thunderstrike
    (Scream)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Efficacy Adaptor
    (Accelerate Metabolism)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Super Jump)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Tempered Readiness
    (Lingering Radiation)
    • 1.5% (0.03 End/sec) Recovery
    • 1.5% Enhancement(Slow)
    • 0.9% Max End
    • 3.75% Enhancement(RechargeTime)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Gaussian's Synchronized Fire-Control
    (Amplify)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (EM Pulse)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Stupefy
    (Screech)
    • 2.5% (0.04 End/sec) Recovery
    • 19.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Thunderstrike
    (Electric Fence)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    Aegis
    (Charged Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3% Resistance(Psionic)
    Efficacy Adaptor
    (Power Sink)
    • 11.4 HP (1.13%) HitPoints
    Blessing of the Zephyr
    (Super Speed)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  3. So here is an incomplete build - just powers so far with no sets. What do you think of the power selection in the context of single target only? (i.e. AVs and GMs)

    Click this DataLink to open the build!

    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Radiation Infection -- Empty(A)
    Level 1: Shriek -- Empty(A)
    Level 2: Radiant Aura -- Empty(A)
    Level 4: Scream -- Empty(A)
    Level 6: Enervating Field -- Empty(A)
    Level 8: Accelerate Metabolism -- Empty(A)
    Level 10: Hurdle -- Empty(A)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Lingering Radiation -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Amplify -- Empty(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- Empty(A)
    Level 28: Weave -- Empty(A)
    Level 30: Hasten -- Empty(A)
    Level 32: EM Pulse -- Empty(A)
    Level 35: Screech -- Empty(A)
    Level 38: Acrobatics -- Empty(A)
    Level 41: Electric Fence -- Empty(A)
    Level 44: Shout -- Empty(A)
    Level 47: Charged Armor -- Empty(A)
    Level 49: Power Sink -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance



    Code:
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  4. OK I must admit to being a little lost as to how to integrate this into my new build I am working on.

    I have a rad/sonic. How would the above attach chains work in that setting? I was going to take the Electric epic pool which has Electric Fence to hold AVs at bay.

    Can I make a good chain out of Shriek, Scream, Electric Fence, Amplify? Or do I need to take either Shout and or Screech?
  5. Hmmmm very interesting.

    If you look at Silveroach's screen shots you can see he uses different builds. In the Lusca GM solo he seems to be running the Flying power pool and the Dominate Epic set. Alternately, vs everything else he looks to be using the Jumping power pool with the Electric Epic.

    Also it looks like he selected Tough but no weave? Scream and Shriek seem to be his only ranged attacks from the sonic set.

    Anyone have access to a mids build on him?
  6. Hey great stuff so far.

    I am going to go with the Fighting Pool then.

    Should I skip shout all together and save the slot for something else in an Epic maybe?

    The big question is for me now is Domination vs Electric? Efence is nice for holding AVs at bay but if it is not going to work then what does Domination have to offer and how is it used? I have to admit to zero clues here.
  7. Hey all,

    I am in the process of leveling up a new defender, just my second one, to 50. The sole purpose of this toon is to solo AVs and GMs. With 9 or 10 50s under my belt soloing some of the harder AVs and even one GM has eluded me. I do have 2-3 toons capable of soloing the random AV but a GM solo would be the next step. I chose a rad/sonic (I have two rads and they were both very capable) and I thought the sonic, with its stacking -damage resistance, would be a great fit. I have her up to level 44 now and at 47 I will use my 2nd build to create what I hope is a GM killer.

    I have looked for a posted build, with set slotting, designed with a similar purpose but I have been unable to locate one. I know I am NOT the only person to have done this and I would like to avoid the predictable - design, test, fail, respec, test, fail, respec... process if possible.

    Right now I think my two biggest design questions are:

    1) What are the relative merits between; Leadership- Maneuvers and Assault for the damage buff and Fighting- Boxing, Tough, Weave for the damage resistance. That is assuming Weave and Maneuvers are similar in effect.

    and

    2)Which Epic Secondary to take, So far I have settled on Electric for the Immobilize, Damage Resistance and the End Sink. If I take this set does that mean I should take the Leadership pool?

    Having only fully set slotted out a tank, scrapper, blaster and a controller (all to varying degrees of success) I am totally in the dark about the finer points of slotting a defender. As a side note I will respec my original build to be more of a team player but I am pretty sure I have a better handle on that design and slotting.

    Some quick notes on the build so far from off the top of my head but I will post a Mids of the current build when I get back to my laptop. I took RI, EF, AM, EM Pulse, LR and skipped the rez, FO, CC. I took the ranged attacks in sonic and skipped the T9 and knockdown. Power pool choices are Leaping (CJ/SJ), Fitness (Hurdle, Health, Recovery) Speed (Hasten) and Leadership (Maneuvers/Assault).

    Help?
  8. I can see it now "well he made it through there just fine so I should be ok..." poof instant debt...
  9. Thanks for this guide. It took a lot of time and effort.
  10. Thanks Blips. Good to know because I pretty much always mish on Invincible.

    Also anther one that I forgot to mention

    When you have side kicked under someone wait for them to go through doors and up elevators. If you go first you lose you SK levels and if you do get in a fight your dead unless your Sk'ing hero shows up fast!
  11. LOL too funny. Maybe I put this under the heading of "If you can't stop chasing your team has permission to tp your [censored] into the mob and use you as a pull..."
  12. We gotta be able to come up with a few more ways to avoid debt and be good teammates!
  13. Good point.

    The back elevator is the one farthest away from the door/archway to the elevator waiting room. So skip the front elevator (the one you come to first) and head to the back ones. When you hit the next floor you will be farther away from the archway leading to the next room. Usually you will be more than far enough away to avoid unitentionally aggro'ing some baddies.

    Some mish have elevator tubes. I have not experienced unitentional aggro by using the tube closer to archway. So this tip is for mish in office buildings.
  14. Hmmm. Guess I will have to do a version two with community additions because I just tried to add Blueeyed and can't edit anymore.

    Thanks for the tip Blue!
  15. Hey guys feel free to comment and make additions! I know this can get better through community input.
  16. CasualX, let me check here... checking... No don't chase. :P


    boerk, well maybe they should run last with the tank. Unless the tank just went down then every one shouldn't wait for some one to yell run...

    LordKratos, I hear ya man. Maybe someone should make a guide on how to run a team...
  17. This is an awsome post. Lots of work went into this. So five stars from me!
  18. Recently I have gotten some debt that really wasn’t earned. Well I earned it because I should have just run and let everyone die but I sort of have a hero complex and just kept fighting. So here is a short guide to keep the newbie alive for more than 30 seconds and give those around you a chance to avoid more debt. I would think that everyone has seen a player guide like it from time to time. But once and a while, too frequently really, I get on a team and realize there are one or more people on the team that need to be clued in. Its come to the point I am going to look in to hot keying a short paragraph I can shoot off every time I put a team together about how to effectively team and avoid our least favorite four letter word – DEBT.

    Don't Chase

    “So what finally made you write it?” You might ask. Well the straw that broke the heroes back was the last week. There I was on a team who was taking on a mish with all purples in it and doing ok. That was until a baddie ran off and a hero went running after it. SIGH. “Don’t chase!” I type. Too last here comes the erstwhile hero in full flight after having aggro’ed not one but two groups of baddies. What happened next was not pretty, while one by one we all went down...

    RUN!

    The whole time I am fighting and popping off my hot key for “RUN!” Does anyone run? Nope they all die being good little heroes trying to hold their ground so everyone else can get out. Run when someone says run. Its not like you can’t come back if the RUN call was made early.

    Don't Chase II and Aggro Management

    So not five minutes later we roll into a cave mish. A vamp gets knocked off ledge and our aforementioned hero goes right after it. “Don’t chase!” I type. Too late. I see the hero fall off the ledge and into what I know is many, many baddies. As I am watching the hero’s health bar I send a chat message to a buddy on the team. “So how many baddies do you think he will bring with him?” “All of them”, was the reply. I see the hero come bouncing up the stairs with many, many baddies in close pursuit. “Incoming” I type. I ended typing that many times during the mish. I also typed “Watch your aggro” a lot. Of course its not just avoiding the chase. Its more like aggro management. Don’t chase also means don’t advance too far forward where there are other spawns present. Once engaging a large group take a few steps back or better yet round a corner and make them come to you. This way you won’t be chasing a baddie into a new spawn creating more aggro but you can make the ranged attackers close on you making them easier to get to. I can’t tell you how many times a team was doing just fine in a hard mish when someone aggro’ed a whole new spawn and the team all got a bit closer to the next debt badge.

    Pulling Is Good

    Which leads me to my next point. We all know, or should know, that pulling is a good way to take down a mish that just looks out of your league. Pull some baddies away and take care of them one by one. Once the spawn is weakened it will be way easier to handle. When pulling it is good to not just stand there and wait for them but to run past your team mates who are all standing out of the line of sight around a corner. This way the clueless baddie run around the corner and gets mugged by you and your friendly heroes. The other day we were pulling some ranged baddies and our puller ran by and one of our ranged heroes stepped out, anxious for a kill maybe, and started shooting. Well the ranged baddies all stopped and opened up on our not so smart blaster downing him in short order. If our blaster had just stood well out of the line of sight our tanks and scrappers would have engaged the baddies as they rounded the corner taking the aggro for themselves and the blaster could have had a heyday. If you need to see you can pan back and turn the camera so you can see around the corner. Don’t actually run out there yourself. Make sure while waiting for the puller that you really go around the corner, out of sight. Make the baddies come to you by staying out of their line of sight.

    Assist Targeting or How To Keep Your Blaster Alive.

    Another tactic important for teams taking on tough opponents is to attack the same target. We were in a mish with some pretty tough vamps. We ran in and started attacking. We all ended up on different baddies and it took us forever. As soon as I explained what a targetter was and how to assist target we did much better. So if you missed it a targetter is the toon on your team who agrees to pick all the targets for the team to attack. All the other teammates click on this toon’s name in the team list and attack whatever baddie is selected. This way your not spreading out your fire power and can take baddies down much faster. A good targetter can make or break a team in a tough mish. I have changed my keys around a bit. The “tab” key is still “select next baddie” or whatever its called but my “R” and “F” keys have changed. I have replaced the annoying RUN key to now be my “select nearest baddie” key and the F key is now “select next friend” key. I use the R and F because they are near where my fingers are and can be used fast. You teams tank can make a good targetter or maybe a scrapper.

    Take The Back Vator...

    Another of my favorite tips is the “take the back elevator” tip. I can’t tell you how many times I have gone in an elevator only to come out in a raging battle. Sometimes there will be a spawn near enough to the elevators that when you use the front elevator you come right up in aggro range of the baddies. Boom! Instant combat and some times instant debt.

    Don't Split Up The Team

    Here is a good one. Follow only one person. Rambos tend to die or get teammates killed. Splitting up can be bad for your or you team’s health so stick with the team leader or the designated Tank or Targetter.

    How To Keep Your Blaster Alive II

    Here is another good one for blasters. Don’t use your AOE attacks first or even second. Let the group gather up some aggro before you launch your mega bomb AOE. I have watched many a blaster do down fast because they launched an AOE in to a raging battle where the tank did have all the aggro. All eyes, and attacks turn to the well intentioned blaster and down he goes. Some times you won’t use your AOEs at all!

    Communiation Is Good or Don't Pick Fights

    Don’t pick fights unless your team is ready. Don’t guess here ask. Better yet only start fights if you’re the tank or the designated fight starter. It's not hard to find out who is supposed to start fights just ask.

    Listen To Your Leader

    Listen to your leader. Hopefully he or she is experienced enough to keep the debt to a minimum and should be doing all the above mentioned tips.

    Lets Recap! Or The Short Read For Those Of Us With ADD

    So some recaps here:[*]1. Don’t chase. Also limit your advances during combat. Better yet take a few steps back so you avoid aggro’ing more baddies.[*]2. Run when someone makes a run call. You can always come back! [*]3. Don’t chase. Oh did I say this already? It might be good to repeat it a bit here.[*]4. Pull, pull and pull some more in hard mishes.[*]5. Don’t Chase.[*]6. Use a targetter or target a teammate and attack.[*]7. Use the back elevators. Its just a good habit to be in. [*]8. Don’t start fights unless you are supposed to.[*]9. Listen to your team leader.[*]10. Don’t chase. :P

    Feel free to offer additions. I will add ones I like but we will all get to see your posts!