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Posts
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It do. I'm pretty sure it enhances the analogous debuffs to the buffs it enhances. That is to say, -def and -tohit. But not +res and -res, or either side of dmg. In the case of Benumb that means extra -heal as well as -mez effects.
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Quote:This is my guideline too. I find 50ish percent to a sort of sweet spot where you get good recharge but more recharge gives smaller and smaller benefits.Personally I would always try and shoot for the soft cap, specially on an SS/WP brute, no matter how much +rech i have to give up.
This thing is, the more def you get the each point of def gets BETTER...by a lot. But with more and more +rech each point of +rech gets less and less useful.
But generally i want softcap and 50% or more +rech from set bonuses.
Let's take Foot Stomp, for example. With the 62% recharge Socorro has, assuming FS is slotted for 95% recharge in the power, that gets recharge down to 7.77 seconds (from base 20). Add an LOTG, to get to 70% (forgive rounding), and Footstomp shaves off a whole .2 seconds from recharge, down to 7.55 seconds. Let's add 2 purple sets to get another 20% recharge, now FS is down to 7.02 seconds. I'd call 62% "good enough". -
1) More Traps is better. Need? Maybe not. At the end of the day, I dont know what youll take thats better for just 2 slots. Hasten is a must for any of my Trappers, regardless of AT
2) I always go for Lockdown proc. It puts on quite the light show.
3) Need? Probably not, but the lvl 30 Accurate Def Debuff set goes nicely here, for melee Def
4) Absolutely -
This is the first 2xp weekend I didn't take any time off from work for. 2xp just ain't what it used to be (for me). I think this is sort of an unintended side effect of the alpha slot. Ever since i19 I've been exclusively playing 50s to fill in the slot. I don't even want to think about dealing with it for new toons.
My only goal - sell enhancements I've squirrelled away in base storage that I don't think I'll ever use. -
I've been running on SOs with my Bots/TA and it's time to upgrade. This is a second-tier character for me but that doesn't mean I don't like playing him, I certainly do, however I'm not going to break the bank for him. "Good enough" in this case, is good enough.
I whipped up a build, figuring to emphasize ranged def. Took Scorp Shield for the s/l/e. Recharge was a secondary concern, but I built for it when I could.
Notes:
I can't resist Lysosomes in Bots, call me a dirty sploiter if you wish, but I like getting buffs to Acc, Def (past ED) and -ToHit.
s/l/e/range def appears to all be in the low 40s.
Back of the napkin math shows Prot Bots to be at 21% def, rest of bots at 32 and change.
Yes, I'm going to hop around with Ninja Run, though I could be persuaded to take SS instead of CJ or Repair (especially Repair), for full invis.
As for how I intend to use him, I'd say for kill-many tfs (non-speed), but I wouldnl't mind him being at least able to contribute on speed runs. Probably for some +1/x8 missions every now and then, maybe not.
This truly was a "whip it up" exercise, so I submit to you, the MM community, for review, for suggestions, etc.
Thanks in advance.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Porgisl: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(7), Cloud-Acc/Rchg(9), Cloud-ToHitDeb/EndRdx/Rchg(48), Cloud-Acc/EndRdx/Rchg(48), Cloud-%Dam(48)
Level 4: Glue Arrow -- RechRdx-I(A), P'ngTtl--Rchg%(33)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(15)
Level 12: Protector Bots -- HO:Lyso(A), HO:Lyso(13), EdctM'r-PetDef(13), EdctM'r-Dmg(15), EdctM'r-Dmg/EndRdx(17), SvgnRt-Dmg/EndRdx(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Poison Gas Arrow -- RechRdx-I(A), RechRdx-I(50)
Level 18: Aid Other -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(25), Numna-Regen/Rcvry+(36)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), UndDef-DefDeb/Rchg(21), UndDef-DefDeb/Rchg/EndRdx(21), UndDef-Rchg(29), UndDef-Rchg/EndRdx(31)
Level 22: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(33), Dct'dW-Rchg(33)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 26: Assault Bot -- S'bndAl-Build%(A), S'bndAl-Dmg(27), S'bndAl-Acc/Dmg/Rchg(27), SvgnRt-PetResDam(31), HO:Nucle(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), RechRdx-I(46)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Repair -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
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I can't speak to Thugs with TA, but I do have a Bots/TA. If you're being drawn to the prospect of lit Oil Slicks, then Bots is the way to go, all of their attacks can light it (Energy and Fire), as opposed to Thugs where the minion with the highest mortality rate is your only option. With Bots, Oil Slick ignites without fail, every time, it's glorious.
This combo is a crapton of fun, lots of -res from TA, combined with OSA and Bot aoes make this guy a real engine of destruction.
Another pro for Bots vs Thugs (I rate these 2 primaries as equal, in general) with TA is that TA isn't a great set for mitigation, and Bots are better for keeping each other alive than Thugs are, with their heals and even Repair. -
My suggestion - get used to it or reroll another AT.
Sorry, wish I had a better suggestion.
Have you used the "/releasepets" command? That's more helpful than the dismiss command from the menu, but not foolproof. -
Quote:Did you ever do a MM 'sploit farm? I rate that as #1, by far actually. That's the one where the MM summons outside the mission, enters at lvl 5 but the lowest tier pets stayed at 48. Populate the map with +4 AVs, then lolz.I would tend to doubt it, every other DXP weekend we've had has excluded AE so I imagine this will be the same. Heck, can you imagine the carnage if we'd had DXP including AE while the Monkey Farms were active a couple of months ago? It's only a matter of time until someone finds another drastic XP exploit in AE along the same lines.
(In case you missed it there was a bug in AE that would allow you to populate a map with powerless, 0 XP mobs and Rikti Monkeys... and the underling class Rikti Monkeys were giving boss level XP. It was absolutely the most rediculous leveling I've ever seen... a brand new level 1 reaching 12 in less than 5 minutes; 24 in about 10-15 minutes and level 35 in about 30 minutes. Terrible for the health of the game and certainly needed to be fixed but it was glorious skipping dull, dozens of times repeated lower levels for long time veterans. I think I ran 7-8 new characters who's powersets I wanted to try up into the 20's during that time.)
I shall now go off topic and rate the exploits!
1) MM minion
2) Bile Spray without target cap (not an AE exploit, technically, since it was a bug with the power)
3) all Comm Officers, all the time
4) Rikti monkeys/spiderbots (same exploit, just different critters)
5) Hami Greens
6) Backloaded maps with destructible objects spawning ambushes.
7) MM top tier pets as boss mobs
8) Any all lieut map customized to your strengths
There are others I never saw, such as the all fire imp maps.
Back to topic of 2xp in AE, the very first 2xp after AE was released included 2xp in AE, but then there was a "bug" that didn't allow 2xp in AE for the next one. Mysteriously, this bug has continued to vex the developers, as it still exists after all this time. I'm sure they're diligently working on it. -
I hear ya, I like pet reliability too. So I'm a big fan of "Call Reinforcements" (tier 2), the 2 bot disruptors. I've never taken spiderlings so I can't speak to them. With the disruptor bots though, they don't really wander off the farm. They have good effects (holds, immobs). I won't say skipping them is gimping you, but I do like having mine available for tougher fights.
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Where's this guide that says Benumb is no good? I want to add a message in that thread that the guide is to be dismissed. Terrible advice. Yes, the base duration:recharge rate is pretty low without good recharge but even then, it's still a great AV debuffer for the time it's up. Eventually it can get to perma levels with enough global recharge.
It sounds like you could take good advantage of dual (now triple) builds, solo w/o shields, team with, assuming you're mostly using SOs and not investing in anything too expensive you'd miss. -
Pretty mind blowing to think of a defender secondary being a criteria used to accept or reject anyone.
Threadjack - I have a feeling Virtue is getting "Freedomized", I got a rejection from an LGTF the other day too. That's right, LGTF...
Anyway, to the OP, I always view those rejections as blessings, to save yourself from a terrible terrible team. At least a terrible team leader. -
Unfortunately, I'm at work and can't see your build. So I'll just address your question.
As to Unstoppable, I've found my Inv/SS Tank to have gone through 3 phases.
1) Leveling up. I took Unstoppable then and it served me well. This was pre IOs. Without my own mature defenses and on a team light on buffs, I would simply find myself overwhelmed at times. Granted, this was my first toon so it's hard to say how many deaths were my own noobery and how many were due to Inv's weaknesses. Still, this power saved my bacon many times during this phase. Today though, many of the sets an Invul uses (such as Kinetic Combat) are available to slot pretty early. If you're willing to buy these while leveling up, you may not need it as much.
2) The second phase was the IO set build. I omitted Unstoppable at this point, high Def to all, capped s/l resists was quite sufficient and popping an orange or 2 kept me alive if I was getting exposed to massive amounts of more exotic damage.
3) The 3rd phase post inherent fitness. I decided to treat myself to the Glad Armor +3 Def IO and needed one slot for it in a Resistance power. Oh, hey, Unstoppable can be a home to it. So, now I have it purely as a mule for that IO, but it's on my tray, just in case.
To summarize, if you're leveling up using SOs, I do recommend it. If you're making your IO build, then not so much, except using it for a mule. -
With the rate that inf/stuff continues to grow, yes, inflation forever barring some major changes.
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That 25% def number is for Defenders, certainly not MMs.
I know earlier in thread I poo-pood my FFer, but I took Power Boost from Mace Mastery and the +Def for bubbles goes up substantially, probably enough to soft-cap with Maneuvers and Dispersion. -
20B for a build? That must be using the most impatient "buy it nao" method of buying ever.
Anyway, to the OP, if by "secret" you mean "FOTM", then yes, it's your secret. -
I'll write a guide, my first one.
Step 1: Toggle on Ninja run
Step 2 (optional): Toggle on sprint or prestige power slide or whatever you use
Step 3: Run and jump around! -
On a Trapper I wouldn't skimp on either Maneuvers or Assault.
Maneuvers to get from 20 to 25% def to all. That's your foundation for building up Defense bonuses, not too shabby.
Assault because it's a 1-slot wonder that interacts quite nicely with Acid Mortar (-Res) * (+Dmg). I view both as must-have power to any Trapper of mine.
I have a Traps/DP like in the OP, and I took all 4 leadership powers. -
I do agree that recharge will make an emp a stronger teammate. However, to mix things up, I'd like to cast a vote for s/l just because you get to 32% s/l with Scorp Shield, Maneuvers and CJ. 25% to energy as well. That's without any consideration for IO bonuses, which will be harder for an emp to build up via bonuses for s/l (no natural home for melee attacks for Kinetic Combat). So my 2 inf is to build this foundation for s/l defense and focus on recharge.
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This is a no brainer. Traps does everything FF does, with the exception of KB, Traps does so much that FF can't do (debuffs). My first MM was FF and I was actually angry when I first played a Trapper. Traps even provides better def to the player than the set that's all about Def.
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My regular group leaves the blue tower and takes down the other 3. More often than not it's a Scrapper tanking Recluse (with support). Team buffs and purple insps can easily give enough defense. Surviving a hit though, that's a bit harder to do, especially since it takes a lot more orange insps to provide comparable mitigation to purples.
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Quote:Hmmm, if I were inclined to make a Dark Miasma + Sonic Attack character and take a certain leadership power, I'd have:I'd vote Rad/Sonic defender, except for that whole "intuitive concept" thing. [You could also go Dark/Sonic which might be slightly easier to crowbar past the plausibility police; I've got E K Nachtmusic, myself. Awesome orchestral-conductor-in-armor look.]
http://www.youtube.com/watch?v=EPmTGFg06zA -
I think I'll approach this by going down the list. I'll save the damage ones for last.
* Decent crowd control (hard or soft)
That means any Controller or Dominator or Fortunata. Also some specific Corruptor, Defender or MM
* Something in the Pri/Sec powers that buffs/helps the team like an aura, or a debuff, or a buff
Corruptor, Defender, Controller, MM, VEATs do this. An odd Dom may too (Plant or Elec).
I'd say at this point the intersection of these 2 takes us to Controller, Fort, Defs/Corrs/MMs with Dark Miasma, Storm, Cold, TA, Traps. I'll leave off Sonic and Rad due to their controls being on a long timer.
Narrowing down...
*Good Single target damage
*Good Area of Effect damage
The easy answer to both happens to be "Fire Blast", which only exists for the Corruptors listed above.
*A combo that makes concept "sense", ie not something hard to get your head around concept wise like bots/dark, or plants/fire.
This seems to be a matter of personal choice. I believe it's up to the author to "sell" the combo, if that's important to have primary/secondary thematically mesh. Maybe Fire isn't intuitive with TA and Traps.
That leaves Fire/Dark, Fire/Storm, Fire/Cold. All 3 fine choices. Of those, I have a Fire/Cold and I have to say, even though I haven't IOd her out, is exceptional. Fire/Dark matures faster and will have a smoother leveling ride, but for incarnate level power, man, Fire/Cold sure fits the bill.
*A feeling of being relatively tough and super-hero-y(not necessarily tanker/brute, but not squishy)
You can build a Fire/Cold to have capped s/l/e and perhaps ranged with Scorp Shield. -
Your understanding is spot-on for how it should work. Just not how it works in practice.
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To Soulwind - That's not what I observed with the Power Analyzer. I dropped Sleet, the mob stayed in the patch, the debuffs went away after 15 seconds. Specifically, I saw a 30% resistance debuff applied for 15 seconds. At 15.1 seconds, the debuff went from -30 to 0.
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It's been documented on the forums that Freezing and Sleet are currently bugged. The "rain" powers last for 15 seconds and, according to the in-game description, the debuffs last for 30 seconds. Players have tested to find that the debuff does indeed last 30 seconds if the enemy escapes the rain before it goes away.
It was disheartening enough to read this, but even worse to see it in action the other day when used my power analyzer to see the debuff stop after 15 seconds.
My question, for the "Player Questions" forum, is - did these powers ever work as advertised? If yes, does anyone know about when it was broken, was it a specific issue release or patch?
Another question, does anyone happen to know if this is on a priority list to be fixed?
I view this as such a key, signature power of the Storm and Cold Dom sets that it's frustrating to realize these key powers are operating at basically 1/2 of their effectiveness.