Deacon_NA

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  1. Quote:
    Originally Posted by plainguy View Post

    The Stealth IO MUST be slotted in super speed to have that stealth effect. Slotting it any other power or travel powers will not have the same effect as super speed.


    This is unequivocally incorrect. You can slot the stealth io in sprint and something else in SS and you will absolutely be PVE invis when both are toggled on. I'm not saying "I think", I'm not saying "I'm pretty sure", I'm saying "absolutely". This is how I build 80% of my characters. It works 100% of the time (excepting the aforementioned snipers, et al).
  2. One more tidbit you should know about the stealth ios, they can be slotted into Sprint (or any sprint variants you may have). Not all of the travel IOs can be slotted that way, the -kb and the slow resists cannot go into Sprint. I always put the stealth io into Sprint (which can take either Celerity (run speed) or Unbounded Leap (jump)) so I can put something else in the travel power. Sprint simply provides a free slot is the way I see it.
  3. The alpha level shift (all alpha effects actually) works down to level 45, not 50. I'm going to guess (though I don't know firsthand) that the other incarnate abilities do the same. I do know firsthand about alpha exemping to 45 though.
  4. Deacon_NA

    Necro/Pain Help

    The purple IOs are unique. You can't slot any more Soulbounds. The Apocolypse set has a 3% HP bonus but 3 of those are probably as expensive as the entire build I just posted.

    I did gimp your blue bar a bit, I admit. I think it's sufficient as is and, anyway these days I think folks are going to be eager to dust off their kins for the new buffs. I think Cardiac would be the alpha you'd want to go for anyway (for endurance and resists), and that will solve any endurance issues. Looks like it would take your s/l resists to 41%.
  5. 1. I dunno, I'd check www.paragonwiki.com

    2. I don't really understand the question, but I don't think I need to because we'll get to the bottom line soon enough...

    3. See #1.

    4. Yes

    5. Yes! and yes, to get to pve cap.

    If you're a returning player, you may not be aware of the stealth IOs available in travel power IO sets. These are mandatory for me, for all my characters.

    So, to bottom line it, you'll be fully pve invis by combining any of 2 of these 3 - Stealth (from Concealment), stealth IO and SS.

    I'll say it just to say it, but this won't help against Rikti drones, Rularuu eyeballs, Nemesis snipers and whoever else has +percep.
  6. Deacon_NA

    Necro/Pain Help

    Quote:
    Originally Posted by Ategenos Project View Post
    Thanks for all that, I will take a look at it.

    How would you build it?
    Since you asked so nicely:

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Pain Domination
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Zombie Horde -- SvgnRt-PetResDam(A), EdctM'r-Acc/Dmg(5), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Dmg(7), HO:Nucle(15)
    Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(45)
    Level 4: Share Pain -- RgnTis-Regen+(A)
    Level 6: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(9), RedFtn-Def(11), RedFtn-EndRdx/Rchg(11), RedFtn-EndRdx(33), RedFtn-Def/Rchg(34)
    Level 8: Kick -- Empty(A)
    Level 10: Enchant Undead -- EndRdx-I(A)
    Level 12: Conduit of Pain -- RechRdx-I(A)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), S'fstPrt-ResDam/EndRdx(40)
    Level 16: Grave Knight -- HO:Lyso(A), S'bndAl-Dmg(17), S'bndAl-Build%(23), S'bndAl-Dmg/Rchg(37), HO:Lyso(37), Achilles-ResDeb%(40)
    Level 18: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit(40), AdjTgt-ToHit/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 20: Suppress Pain -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(23)
    Level 22: Enforced Morale -- EndRdx-I(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(37)
    Level 26: Lich -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(31), EdctM'r-Acc/Dmg(31), EdctM'r-PetDef(33), EdctM'r-Acc/Dmg/EndRdx(33)
    Level 28: World of Pain -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
    Level 30: Soul Extraction -- C'Arms-+Def(Pets)(A), ExRmnt-Acc/Rchg(31), ExRmnt-+Res(Pets)(42), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(43)
    Level 32: Dark Empowerment -- EndRdx-I(A)
    Level 35: Anguishing Cry -- LdyGrey-DefDeb/Rchg(A), AnWeak-Acc/DefDeb(36), LdyGrey-Rchg/EndRdx(36), AnWeak-Acc/Rchg/EndRdx(36)
    Level 38: Painbringer -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(39), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(39)
    Level 41: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(45)
    Level 44: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Rchg(46), Dct'dW-Heal(46)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal/EndRdx(19), Mrcl-Heal/Rchg(25), Mrcl-Rcvry+(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-End%(7), P'Shift-EndMod(17)



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    Really the main difference between what I had before and this is substituting Fighting pool over Medicine.

    Just fyi, the concept of "I want to be a healer and not do damage" is a "hot button" topic on the forums and the game in general. If you'd started this on the Defender forums a 10-page flamefest would have erupted by now. Oddly enough, I think this actually is the right AT to play a "heal focused" character. Defenders and Corruptors that want to heal but not attack are derided as playing half a character, likewise for Controllers, though the "healer troller" is pretty rare. The MM however, can indeed sit back, throw out heals, not use attacks and be pretty darn effective, that is as long as the buffs/debuffs are actively used and the pets are engaged.

    Back to the changes I made, I want to point out the s/l def is a smidge over 34%, 33 is a "magic number" of sorts for being one small inspiration away from the defense soft-cap. Resists are also respectable, 36% for s/l/f (almost) and 55% for cold. I honestly believe that you would contribute far more to your team by having the self-sufficiency of a build that combines decent defense, resists, regen and hp that keeps you alive than having a 2nd heal and rez.
  7. Deacon_NA

    Necro/Pain Help

    Now I have access to Mids, so let's take a deeper look shall we?

    With your current slotting, Nullify Pain (PBAOE heal) recharges in 3.18 seconds, cast time of 2.03 seconds. Soothe, the ally heal, recharges in 1.6 seconds, cast time of 2.27 seconds.

    In my experience, if I'm in some super-reactive mode needing to focus on healing, then Soothe> NP > Sooth is seemless. That doesn't even get into using Share Pain.

    Aid Other has a cast time of 3.93 seconds and (this is important) is interuptable, not just by enemy fire, but by you accidentally hitting a move button. I honestly don't know how I'd fit Aid Other into my "heal chain" if I took it.

    I'll concede that Aid Self will restore more of your hp than NP will. Again, it's interuptable and will only heal you. Personally, I find with NP, Suppress Pain (+regen) and bg mode, I always have a full supply of green insps (since I don't consume them). I usually take Aid Self with my MMs, but not for my /PD.

    As for the rez, if it's that important to you, I'd put 2 recharge IOs into Conduit of Pain. That gets you a rez every 62 seconds as opposed to 2 every 88 seconds with your current build. If you're spamming rezzes like that, something's wrong that's not build related. That's not a jab at you, it's at your hypothetical team's tactics.

    Other notes -

    To a high regen build, the +regen proc doesn't do a lot and Suppress Pain really amps up your regen. With the proc you regen 25.43 hp/sec, without, it's 24.5 hp/sec.

    I added some higher priced items, but I don't think they're too high priced - Lysosome HOs so you get Acc, -tohit and -def all in one slot, freeing up your henchmen to do some actual damage. The purple pet set isn't terribly expensive. At 3 slots it provides the highest +HP bonus in the game (3%) so I always slot 2 sets of 3. The sleep purple is trivially cheap, so I went for that.

    I kept your power selection as is, including Medicine, except I swapped Resuscitate for Veng. Believe me, veng will be more helpful to your team's survival than a second rez. It's not the build I would make for a Necro/PD I'd build for myself, but it's how I'd modify your build to satisfy what you're looking for, while still providing a satisfactory level of MM performance. I'd make more changes given the time and inclination to do so.

    To illustrate my point about +hp being more imporant than +regen on a high regen build - Though I lowered your regen, your hp/sec increased to 26.98 (from 25.43) due to more +hp.

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Pain Domination
    Power Pool: Leadership
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Zombie Horde -- SvgnRt-PetResDam(A), EdctM'r-Acc/Dmg(5), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Dmg(7), HO:Lyso(15)
    Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 2: Soothe -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal(34)
    Level 4: Share Pain -- Heal-I(A)
    Level 6: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(9), RedFtn-Def(11), RedFtn-EndRdx/Rchg(11), RedFtn-EndRdx(33), RedFtn-Def/Rchg(34)
    Level 8: Aid Other -- Numna-Heal(A)
    Level 10: Enchant Undead -- EndRdx-I(A)
    Level 12: Conduit of Pain -- RechRdx-I(A), RechRdx-I(27)
    Level 14: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(40), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(48)
    Level 16: Grave Knight -- HO:Lyso(A), S'bndAl-Dmg(17), S'bndAl-Build%(23), S'bndAl-Dmg/Rchg(37), HO:Lyso(37), Achilles-ResDeb%(40)
    Level 18: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), AdjTgt-ToHit/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50)
    Level 20: Suppress Pain -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(23)
    Level 22: Enforced Morale -- EndRdx-I(A)
    Level 24: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(37)
    Level 26: Lich -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(31), EdctM'r-PetDef(33), EdctM'r-Acc/Dmg/EndRdx(33), EdctM'r-Dmg/EndRdx(45)
    Level 28: World of Pain -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit(29), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31)
    Level 30: Soul Extraction -- C'Arms-+Def(Pets)(A), ExRmnt-+Res(Pets)(42), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(45)
    Level 32: Dark Empowerment -- EndRdx-I(A)
    Level 35: Anguishing Cry -- LdyGrey-DefDeb/Rchg(A), AnWeak-Acc/DefDeb(36), LdyGrey-Rchg/EndRdx(36), AnWeak-Acc/Rchg/EndRdx(36)
    Level 38: Painbringer -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(39), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(39)
    Level 41: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(48)
    Level 44: Hoarfrost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(46), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-EndRdx/Rchg(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Recall Friend -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), Mrcl-Heal/Rchg(25), Mrcl-Rcvry+(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(7), P'Shift-EndMod(17)



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  8. Deacon_NA

    Necro/Pain Help

    Quote:
    Originally Posted by Ategenos Project View Post
    Thanks for the response, and not to sound harsh, but um, for one, the zombies are not slotted for -tohit, second the knights don't have -tohit either, they are slotted for defense debuff and chance for resistance debuff, which, in fact, do work with broadsword...third, the reason I got the medicine pool was for an extra rez and a self heal, as well and heal boosts from set bonuses.
    My apologies for incorrectly stating your Grave Knights were gimped by slotting -tohit. Rather, they are gimped by slotting -def, actually that makes them more gimped, as Dechs mentioned above about the paradox of -def.
  9. Deacon_NA

    Necro/Pain Help

    Quote:
    I was wondering if this build would be worth anything on TFs/Trials.
    I'll apologize in advance for what I'm sure will be a harsh tone, but the short answer is "no", this build, as show in the OP, will underperform in any content compared to a more "standard" build.

    The entire Medicine Pool: Aid Other, Aid Self, Resuscitate, a complete waste of picks and slots on a /Pain Dom. The heals in your secondary are more than adequate.

    Emphasizing -tohit on the zombies completely over damage saddens me. The Knights have Broadsword attacks that will not benefit at all from your slotting, since those don't debuff to-hit. Further, those attacks are probably your best source of single target damage, and you've completely gimped them.

    Taking your first upgrade (Enchant Undead) at level 47 means you can not exemp. I know you're trying to get your build so your last 2 picks use just 1 slot, but I must advise taking this particular power when it's first offered, even if you don't anticipate exemping, because you never know.

    I would also advise 5 slotting Doctored Wounds in Heals over 4 slotting Numinas. I know the Numina set has better heal bonuses, but recharge is good for PD and DW gives that bonus.
  10. I know it's an extra step, but even camped at your day job, say the Shadow Shard, you can use your base tp, do your /auctionhouse work and craft at your base's station, then hit the base entry point to zone back to where you were.
  11. Deacon_NA

    Best APP/PPP

    Quote:
    Originally Posted by Psycho_Sarah View Post
    I like chill mastery. Frozen armor, hoarfrost and hibernate? Heck yeah.
    I'm going second this for 2 reasons:

    1) The OPs stated goal of survivability and this set has great tools for increasing surviability - a s/l Def Shield, +HP/heal and the ultimate "time-out": Hibernate

    2) I found Storm to be very taxing, endurance-wise. I never made a proper IO set build for my Demon/Storm, but there was never a time leveling up when endurance wasn't difficult, even a crisis. I'm sure good bonuses help, but Storm is simply endurance intensive. Hibernate can be used an endurance panic button too, it recharges quickly enough that you can use it whenever the blue bar bottoms out.

    If endurance is no concern, then throwing a fireball into mobs after summoning Freezing Rain would be very satisfying indeed.
  12. If you intend to solo, I couldn't suggest Siren's Song more. I solod my Sonic/EM about 85% of the time leveling up and it was rather like playing a Dom - sleep the spawn, if you missed someone Screech him to stun and take him down, otherwise just choose your targets. Rinse and repeat. Very safe, very effective.
  13. I confess I haven't digested the details, but I guess a new melee set is going to incorporate the ability to speed up animation times. Would be a very cool, unique buff for a time control set, I must say.
  14. Quote:
    Originally Posted by JayboH View Post
    This is so true. Traps is really good for masterminds though, in fact, I think it is the second best mastermind secondary.

    While leveling up, Traps gets worse at high level whereas TA gets better, IMO. I don't think anything is skippable in TA, but if I had to pick I would probably dismiss Flash arrow as the to-hit debuff is pretty minimal. Yeah, yeah, yeah - I know it adds up and isn't resistable and all that, but I really think it is the only power in the set that doesn't have the potential to have a large impact.
    While there may be some truth to this when leveling up with basic IOs or SOs, I think on a final build, the trapper outshines the archer dramatically. I know I don't "feel" left behind on fast moving teams with my Traps toons, that's with less than 30 second recharge times on Acid, PGT and Seekers, so there's always something significant to do. In static situations, like AV fights, there's simply no comparison, traps is the big winner.
  15. Deacon_NA

    -DEF vs -RES

    Quote:
    Originally Posted by Psylenz View Post
    -Def still has a place against +4 and AVs.
    Actually in that case -res is far preferable, at least for AVs. They resist -def in the neighborhood of 85%, -res is not included in AV resistance. +4s will reduce the effectiveness of both debuffs by the same amount due to purple patch. I'd still far prefer -res in that case as well, simply because I insure that my builds have 95% final to-hit chances against +3. I view fighting +4s as some temporary step to getting a level shift.
  16. Deacon_NA

    1 Tanker only

    Quote:
    Originally Posted by magikwand View Post
    I have to disagree- if a leader is looking for balance or a mix of ATs to go into a task force or strike force, he is just doing his job. If you are leading a team and doing an LGTF and don't want to spend ~20 extra mins just taking on green mito's because you don't have a troller or dominator, I think you are doing your job. Some tasks pretty much call for a mix or certain ATs to be included so that you don't get stuck in the mud.

    I recently joined an LGTF on a brute to find that there were about 3 other brutes on staff, a tanker, 2 scrappers and I believe a corruptor. I looked around for the controller/dominator, didn't find one, and asked if there were plans to get one or someone alting out to grab one. No such plans existed. At that point, I knew that this wasn't the TF for me, because I knew I would not enjoy the additional time spent on the mito mission. So it may not be your cup of tea, but it is shortsighted to just call the leader poor because he is looking for something to balance things out or make things easier.

    ...

    On the other hand, I've joined LGTFs where the team lead spent those 10+ minutes looking for a troller/dom when sufficient mag to hold a green mito was already on the team. 2 blasters with holds and I think I was playing a scrapper with Char. That's more than enough to hold a green mito.
  17. Very nice, I wish I had discovered this guide before I made my final build a few months ago. I consider my Bots/TA one of the hidden gems in the game. TA isn't a "carebear" support set, so Bots are a particularly good pairing since they have good self sufficiency. The -res debuffs, OSA and Bots damage types make this the most offensive MM I have. I'm not saying "best", but puts up more and bigger orange numbers than any other I've played.

    Your guide is quite thorough, so I'll mention you may want to add the hero APPs as well. Ice Master (Chill, Cold, or whatever it's called) is also good for building s/l defense and can also take resistance sets, for the 3% Def uniques.
  18. I still don't see how ATT and TTP are comparable. TTP is used for getting all of your teammates that are near you from one place to another a short distance away. ATT is used for getting all of your teammates, regardless of where they are, to your spot.

    The most well known use of TTP is teleporting 8 fire/rads into a spawn so that Choking Cloud and Hot Feet take more immediate effect. It's not unheard of for MMs to use it as well. Personally I've used it for both of those situations. Assemble doesn't serve that same purpose.

    Having said that, for the OP's purpose, yes it's a silly pick, I can't imagine a practical use for an emp to use TTP.
  19. Deacon_NA

    Bots or Thugs?

    Quote:
    Originally Posted by Broken Voltage View Post
    I agree everything you have said here, but I was thinking wouldn't it be better to compare thug/trap to bot/trap? Or am I missing something you've said here?

    To Op: right now, they have the beta server on auto lvl up and give you some start up inf to ipower your new 50. you wont have all your IOs, but you can get some idea of what your toon would play at IO'd, Ipowered and 50.
    The OP talks about Thugs/FF and Bots/Traps, which is why I made the comparison between the 2.
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    A particular power I always wanted to see (but on Controllers) in a time or planar manipulation set would be something like this: you teleport away from your current location to a new spot faster than enemies can react, and they continue attacking where you were for a while after.

    Mechanically it works like a Teleport that summons a pet with a powerful Taunt aura in the location you teleported from.

    The playstyle of the set would basically be to keep porting all over the place to keep enemies guessing as to your location. This set could also rely heavily on PBAoEs which can port in pop off, then port out safely.
    The Picard Maneuver!
  21. Deacon_NA

    Bots or Thugs?

    I've got 3 50s of Thugs and 3 for Bots. Performance-wise I see little to no distinction between the two. The bots are probably a tad more self-sufficient, due to prot bots heals. Really it's the secondary that will differentiate them. You'll most certainly come to a point where you find your bots/traps outperforming your thugs/ff (I happen to not only have 50s of both of those combos, but they've gotten solid IOing and Alphaing). The Bots/Traps will be doing things your Thugs/FF is not capable of, that's due to the secondaries, not Bots being superior to thugs.
  22. Quote:
    Team Teleport is near useless these days with the Assemble the Team vet power.
    How has ATT affected the utility of Team Teleport? For the uses I've had for TTP, ATT wouldn't help at all.
  23. The devs did a decent job with previously questionable powers (Sleep in this case) becoming useful with Electric Control. I think it would be interesting to see if they could find a way to make some of the intangible powers more usable as well.
  24. Ultimate Colossus and Northstar