Dark_Impact

Rookie
  • Posts

    217
  • Joined

  1. Quote:
    Originally Posted by StarGeek View Post
    First time you will only get regular reward merits.
    Just curious, but did the devs ever state why this is the case? I can't see any reason for it.
  2. The general rule for procs in chaining powers:

    1. If the proc affects the target, then it will work as expected.

    2. If the proc affects the caster, it will work on the first hit, but after that YOU are no longer the 'caster', hence the proc will either not work at all, or will affect the mob that the power is chaining from.
  3. Quote:
    Originally Posted by Dispari View Post
    Does PvP count as a reason?
    lolpvp

    j/k

    I'm sure it counts for people that care about PvP, but for those like me that have spent maybe 30 minutes in PvP zones since the implementation of it, no.
  4. Quote:
    Originally Posted by Emberly View Post
    I am sure I have made States puke in the LRSF with poison trap from Traps.
    Well, there you go. Poison doesn't even have that much going for it.

    Don't get me wrong, Thugzilla is probably my favorite and most played toon, but it is purely because thugs are incredibly fun (and effective), and he is one of my better creations concept-wise. /poison is an under-performer, despite the few delusional people that continue to espouse it as the single-target king.
  5. Quote:
    Originally Posted by Emberly View Post
    Not directed at anyone in particular. Outside of theme, why play Poison when you can play Traps? Serious question.
    There really isn't much of a reason outside of theme. The -heal and -special that Whisper mentions really don't amount to much in any fight that it might matter in, thanks to the 85% resistance of AV/Heros. I've personally never come up with a character concept that included /traps that could keep me interested, and concept is important to me. For anybody that doesn't care about concept, I would never in a million years recommend /poison over /traps. There really is no comparison.

    Edit:

    I did think of one thing aside from concept:

    Seeing Statesman (full hero) bent over, clutching his stomach, and spewing pea soup thanks to noxious gas. And before anybody says "Wait a minute, that sounds pretty damned powerful to me!", it is short lived, and doesn't happen often enough to make a big difference. Plus NG is impossible to make permanent.
  6. Quote:
    Originally Posted by Eiko-chan View Post
    Oh, incidentally: Poison sucks. Poison is a horrible set, and there's no excuse for its existence. None whatsoever.

    Look at Poison. Look closely at its powers. Poison is Radiation Emission changed to single target. It has slightly higher numbers in some places and a few unique effects to "compensate", but Masterminds would be much better off just having Radiation Emission to start with than being saddled with the poor cousin substitute that is Poison.

    They also should have a proper heal radius on Twilight's Grasp, but i19 is really starting to show me that the Devs really don't care one whit about making Masterminds an actual viable AT for team or high-level play. They just don't care enough to bother.

    Sets added to Masterminds after their initial launch have been added more-or-less intact straight as other ATs get them. There was a fear in their initial design that Masterminds would be too powerful, thus the reduced effects built in with the Poisons powerset and in Dark Miasma (Masterminds are also the only Dark Miasma set that don't get a permanent Fluffy.) I don't think these fears came to be justified, however, but we're still stuck with the gimped versions of powers we got out of the box, likely largely due to the short-sighted "Cottage Rule" that seems to be Bible around here.

    I think the number of MM players who would really mind that their Poison powerset was changed to Radiation Emission would be countable on one hand.
    On poison:

    I agree for the most part, though I wouldn't go so far as to say it sucks. There is certainly room for improvement. Some people to this day tout it as "a single-target monster". Guess what, other sets are almost as good, if not as good, at single targets and infinitely better against groups. And people seem to ignore the fact that AVs resists debuffs by 85%. Sure, I can de-buff the heck out of bosses, but in this day and age of IOs, who has trouble with bosses?

    What I'd like to see added to poison is a second unresistable de-buff value in weaken and envenom. Then maybe it could live up to it's ostensible reputation as a single-target specialist.

    Oh, and I'd also like poison trap to not be a steaming pile.

    On dark:

    I agree that the heal radius on Twilight Grasp is ridiculous. It already heals for significantly less than the other ATs' versions, and due to the pseudo-pet implementation of the heal, it can be incredibly hard to use effectively with melee oriented pets which tend to be on the move a lot.
  7. Ninja/Pain is a neverending game of whack-a-mole that you invariably lose in the long run. There is no bad combination, but some are more effective or less frustrating than others. I gave up on my ninja/pain and remade her as ninja/storm. I am very happy that I did. Debuffs and controls > healing.

    Oh, and you can still get a little of the 'medical ninja' thing with O2 boost. It just tends to be complimentary to your other abilities, and not something you lean on.
  8. Dark_Impact

    Solo Dom Ideas

    Anything/nrg fits the bill. The knockback is good mitigation, and most of the attacks are ranged. Don't be afraid to take the melee ranged ones though, they pack a nice wallop.
  9. Quote:
    Originally Posted by Heraclea View Post
    The patch would appear to be bugged. Trapdoor can still be pulled out of LOS of his bifurcations, but is entirely invincible now.

    I tried to solo him on a rad/archery defender. I was unable to dent his health. I was able to pull him out of the room, but even with both Rad toggles on and spamming the -regen power, his health bar never moved.

    I tried it both ways. I tried pulling him into the corridor; no effect. I tried killing all the clones; the problem there is that he spawns them so often that you never get a chance to do damage to Trapdoor himself; as soon as you find and kill one, he's back to full health, and you hardly ever get the chance to damage the boss. Eventually I ran out of purples and ran out of endurance, and died.

    I won't be able to finish this on any of the several characters I haven't done it with yet so long as it is like this.
    I could be wrong, but my gut instinct on my first and so far only encounter with Trapdoor was that you were supposed to beat him til he bifurcated, smack down the bifurcation, back to him, rinse/repeat. This was before the patch, and worked like a charm. And he never stopped bifurcating for me.
  10. Yeah, I like the diversity of pet slotting, but it can be counter-intuitive at times until you learn all the nuances. I found my DS's life to be much easier after slotting a generic end reducer in both the prince and demons. The ember demon goes through end pretty quickly too thanks to his heals and ember shield.
  11. Quote:
    Originally Posted by Fuzun View Post
    No. MM pets are unique in that all enhancers in the summoning skills apply to the pet's power. None of the enhancers apply to the MM pet summoning power itself. Slotting a heal, Dam RES or End Reduction enhancer will affect the appropriate pet's power(s).
    Actually, I'm 99% sure that I am correct, but feel free to provide proof otherwise.
  12. Quote:
    Originally Posted by Wyatt_Earp View Post
    And drop Poison Trap and take anything else. Seriously, anything else.
    Yeah, I didn't originally look at the specific build, but what he says. I dismissed poison trap as a bad choice simply by word of mouth, which is something I seldom do, simply because I had never heard a single good thing about it right from the start. People in beta badmouthed it. People that leveled up fast after release badmouthed it. So I figured it was a safe skip.

    Queue the recent double-freespec. I figured it was finally time to see for myself. Everybody is/was/and will continue to be correct; /poison's poison trap is complete and utter garbage. An interruptable PBAoE sleep? A weak one at that. The end drain is virtually non-existant, I never saw it even budge a minion's bar. I even tried using it as a true trap, laying it down and luring mobs into it. More than once I saw enemies run right over it without even triggering the damned thing.

    The only good thing about poison trap is that it is one more power slot for you to use to pick up something else.
  13. Starphoenix may have overstated a bit, but he's right, AVs, and I believe EBs even, do heavily resist debuffs, so when you consider that the strength of /poison is ostensibly single-target debuffing...

    Don't get me wrong, my favorite villain, if not toon overall, is thugs/poison. That has more to do with theme and concept than power. It may not be the weakest set overall, but some people DO oversell it's capabilities.
  14. Dark_Impact

    Nec as baseline?

    IMO, the only thing that ninjas need is more survivability. Their damage is just fine.

    I'd like to see their defenses inspired by SR.

    When summoned:

    Genin - 5 def to all
    Jounin - 10 def to all
    Oni - 10 def to all, + some resistance

    Then each pet upgrade adds on another 5 to all. On top of this, give them the scaling resists of SR.

    Alternatively, just have their defense scale with level, though I don't think this solution works well for low-level players or those who flashback often.
  15. I'm certainly not saying this isn't happening, but it hasn't happened to me yet, Praetorian auction house notwithstanding.
  16. Quote:
    Originally Posted by biomechanic View Post
    Okay, correct me if I'm wrong here, but why would end red affect your demons end use and not just yours.

    My understanding is that the end red component of IOs only affected the cost of summoning the pets not the cost of the pets use of their powers.
    Incorrect. The end red component of IOs affects any power of your pets that the set is applicable to. This means that they are effected by the end red portion of pet damage sets, but only for attack powers. Heals and controls would be unaffected. If you want all of a pet's powers to have end reduction, you need to slot a generic end red IO, or frankenslot from non-pet sets.
  17. Ninja/Poison should be a good combo against single targets, because ninjas do strong single target damage, and poison specializes at single target debuffs. Against large groups, you will find yourself pulling your hair out at times probably. Ninja are one of, if not the squishiest primaries, and poison is not strong on group debuffing. You will want at least 4 slots in alkaloid if you haven't already figured that out on your own. It is a good candidate for frankenslotting to max heal/rech/end.

    It should be a very welcome combo for AV teams, though keep in mind that AVs have strong resistance to debuffs.
  18. Quote:
    Originally Posted by Blue_Centurion View Post
    For I/Os i was thinking of just building on the armors that are already there and keep adding resistance bonuses. Any thoughts?
    The general consensus (and one that I agree with) is that +resist bonuses are almost worthless. They are small, and not worth building for.

    If you're looking to improve survivability through I/Os, you're much better off looking at +def bonuses, +hp, and +regen.
  19. Going to concur with Starjammer, going out of your way to improve psi-protection on WP is overkill for most situations. If you want to dedicate your second (or third soon) build to being a psi-specialist, then sure. But for general play it is not needed.
  20. Quote:
    Originally Posted by Tife_the_Gilded View Post
    Fighting
    -Test of Endurance = Click: While Test of Endurance is active you gain limited protection from Stuns, Holds, Knockbacks, Sleep, Immobolize, Repel, and Teleport effects. (Was thinking Mag 2 or 3 Prot, not too much, but an amount that could help.)
    This, this, a thousand times this. I have a predilection for masterminds, but I've never been a fan of standard tankerminding due to the lack of status protection most builds have. None of mine have the fighting pool currently; all of them would if this was added.
  21. Quote:
    Originally Posted by Berzerker_NA View Post
    You should always put at least one (ideally two) defense boosting enhancement on Enforcers to boost their Maneuvers leadership power. Though it only affects your henchmen and not you, their version of Maneuvers is much stronger than the pool power version available to players, starting at like 7.5% and increasing with level. Not only that, but two auras actually stack (and if you team with other Thugs MM's, then all the auras from all the enforcers on the team stack), so it's like having a 15% defense power.

    You'll definitely want to enhance it.
    What he said. My thug/poison has them slotted with a 45 and 50 def IO. Each enforcer gives ~12.5% def to all of my pets. You can easily softcap your pets as /traps.
  22. Dark_Impact

    Squishy demons

    Quote:
    Originally Posted by BeastMan View Post
    Just curious since I could've been misled in the past but has placing end reduction in the pet slots allowed them to conserve end? I thought it was for the master to conserve end when calling them to battle? I would assume with set IO's the end reducers are for the specific purpose you stated but until now its been a mystery to me.
    End reducers do work for the pet, with the caveat that they only work for the type of power that matches the set, and non-attack powers do not match up with pet damage sets. For this reason some put a generic end reducer in demons, which I've been strongly considering as my ember demon chews through his blue bar rather quickly. Oddly enough, so does the cold demonling, anybody know why he uses so much more than the other demonlings?
  23. Quote:
    Originally Posted by Djeannie View Post
    Christ did the devs gut the hell out of Regen! IH when it was a toggle was glorious!!! /SIGH. Wish we had gotten some compensation instead of nerf after nerf after nerf to the set.
    I remember well the "glory days" as some refer to them. One of my first characters at launch was a claws/regen. He was a one-panda wrecking machine. 95% of the time he'd be the last one standing on a large team gone wrong. If a team had a regen scrapper, you really didn't need a tank. Or buffs. Or debuffs. Or controls. Or other DPS. Now apply the landscape of IOs and tell me with a straight face that regen shouldn't have been changed.
  24. I really don't think pain is what you're after. Yes it has some buffing/debuffing, but at it's core it is a "healing" set.

    I cannot really comment on traps, I've never gotten any AT with it past 10, just not my bag.

    Have you considered /dark? I have one, and while I haven't put much time into it yet, I think it is a solid combo. /dark is one of the best secondaries (or primary for defender) in the game. You're a debuff monster with a solid heal. The debuffing means you don't need to lean on that heal so much, but it is there if you do need it.