Dechs Kaison

Renowned
  • Posts

    6223
  • Joined

  1. Quote:
    Originally Posted by Reppu View Post
    Is the +HP/Real really worth more than the huge resistances? Hum...
    I look at it this way: I've already got 75% resist from bodyguard. At this point, I need a larger HP pool to get more use out of the regen.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Hey now, theres plenty of counter points I could level at a number of other ATs and sets

    And anyway, do you realise how often MM pets, especially Tier 1s, die? It ain't as easy as 'point and shoot' I tell ya...
    I believe we've had this conversation before, or one close to it. As a point of reference, my Bots/traps was the team's tank against a Vengeance buffed Bobcat.

    Yes, the henchmen can die easily. But in a situation where you can control the aggro, this is irrelevant.
  3. Another thing, webnade keeping enemies out of melee range (where they tend to do the most damage) is worth noting as well.

    For A/PPPs, actually, I went with Chill Mastery. It made softcapping to S/L trival (so I could focus set bonuses to other positions), gave me room for another LotG +recharge, and opened up the most broken power available to Masterminds: Hoarfrost. Big heal and +HP when you have a +regen power is ridiculous.
  4. Quote:
    Originally Posted by Reppu View Post
    I see! And what does Web Grenade bring to the kit that makes it that noteworthy? Sorry for the questions, but each comment makes me curious!
    Big targets like AVs and GMs run away pretty often. Web Grenade can be stacked very easily. /Dark Miasma would have to rely on A/PPPs for that kind of immobilization.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    And then there's Bots/Traps, going it solo like a boss
    I don't know how you can call that solo, but yeah, bots/traps is stupid powerful.

    My bots/traps "solo'd" Countess Crey on a Kahn TF by accident.
  6. Quote:
    Originally Posted by Reppu View Post
    That's great, Dechs! What aspects of Traps allowed that?
    When a Mastermind decides to tank, he's relying on bodyguard mode. I'm sure you're familiar with it, but I'll do a quick rehash anyway. In BG mode, when you take damage, instead, you take 1/4 of that damage and the rest is spread out amongst your henchmen.

    BG mode fails when there's AoE to hit the pets, because now they take the full damage from the AoE as well as a full share of damage from the AoE attack itself. This is avoidable, by telling your henchmen to "Goto" an area nearby (still in BG range, but outside of AoE range).

    The problem here is that the henchmen will need healed occasionally, as their HP pool is pretty small. A /dark miasma MM can dive into the group, fire his heal, and get back out, but it is a little risky. Traps allows you to drop a Triage Beacon between your henchmen and yourself. Both will benefit from the +regen, but the safe distance is maintained.

    Also, traps is easier to softcap with +defense. Dark has ungodly amounts of -tohit, but that gets resisted by 85% for an AV. Bots/Dark is obscenely strong; I have no doubts. I feel, though, that /traps is a bit stronger, especially against hard targets like AVs. Also, Web Grenade.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    I don't see a downside here.
    Only that the dev time required to make a "slight UI tweak" is not insignificant.

    None of us can speak as to how difficult a task that "slight UI tweak" really is.

    I'm all for the idea, it's just a matter of convincing devs that it's worth the time to enact.
  8. I'm sure you could glean some useful tactics off my MFing Warshade guide, as it is designed for tri-form doom slinging.

    To address Carnies in particular: They're a bit of warshade kryptonite to be sure. They drain endurance, something we have no protection against, and the psi damage comes with -recharge.

    The best thing to do, I think, you're already doing. Open up with Gravitic Emanation to stun the whole crowd. Get up close and Eclipse/Mire, then Gravity Well a minion and Unchain Essence on the corpse. Now get the hell out in Nova and you should be able to blast safely before they ever get out of the stun. As a bonus, you'll be out of range for the endurance drain.

    If they're mezzing you, then I'll refer you to my guide (again) for a bunch of tactics for dealing with mezzing enemies.
  9. Dechs Kaison

    Is it just me...

    Quote:
    Originally Posted by dave_p View Post
    Also, to add, if blasters are getting aggro ahead of you and surviving, that means you're likely not pushing the pace enough. Don't dawdle on the last boss; grab the alpha and if your team is able to survive on its own, just jump into the next spawn and set them up for your teammates' AoEs. If your blasters are able to survive fights w/o you, your job switches from keeping them alive, to maximizing their AoE potential. Adapt how you tank based on team makeup.
    ^ I could not have said this any better myself. ^

    The signature of a good player is the ability to adapt.
  10. My bots/traps tanked the Vengeance buffed Bobcat on Tin Mage.

    Just sayin'.
  11. Dechs Kaison

    Is it just me...

    Quote:
    Originally Posted by Acemace View Post
    It's just you.
    This.

    If the softcapped blasters are running amok, that means your difficulty isn't turned up high enough yet.
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    Bonus coolness points if you swing your camera around and toggle on Walk so you can see the explosion behind you while walking away like a badass
    And your signature holds true yet again. This time, though, I'm inspired.

    I've got a DP/traps defender, but he can get Mass Hypnosis. The character's name is "Just That Good," so the action of walking away to some heavy metal with a spawn eradicating blast in the background fits all too well.
  13. Quote:
    Originally Posted by Aett_Thorn View Post
    ...and Wash a Peacebringer, returned from the dead.
    He deserves so much more than this.
  14. Quote:
    Originally Posted by Silas View Post
    Traps is an very powerful set, but its certainly not better than all the other support sets. I would disagree with any assertion that a given support set is better than all the others because they all have their advantages and disadvantages.
    Ok, sarcasm aparently doesn't come across well in text. I should have included more [GoldenGirl]text[/GoldenGirl].

    I agree that no support set is hands down best. There are "best for X" or "best for Y" and even "best as long as not Z." Traps is easily my favorite, and I responded with a bit of hyperbole to the omission of Traps in a tiered list.

    Chances are, whatever your team needs, traps can give it to you. It's not going to be as fast paced as Kinetics and Radiation, nor will it be as mobile as Cold Domination and FF for protection.
  15. I'm not going to lie, that's pretty damn impressive.

    And I don't discount the added mobs. Scrappers pull in Rikti to help them saturate AAO and Soul Drain for pylon tests.
  16. At the high end (level 50 and sets included), the blaster will deal more damage. As he should. That's just the way the game is balanced. A warshade can do a lot of things that a blaster can't, but deal more damage is not one of those things. You should never ever create a warshade because you want a blaster. Or a tank for that matter. Any warshade can tank and can blast, but if what you want is a tank or a blaster, roll one of those.

    You roll a warshade because want something that can flit about throwing AoE damage as he pleases because he's got 85% resist to everything and can get mez protection and more HP on top of that. You roll a warshade because you want to be able to lock an entire spawn down in stuns and holds while dealing damage and summoning up to four pets at a time. You roll a warshade because you want The MFing Warshade.
  17. Quote:
    Originally Posted by dave_p View Post
    Did you read the part about "what I currently play" and have played? I have zero direct experience w/Traps; by all means feel free to share yours.
    Ah! My apologies. The list was almost exhaustive, so I assumed you simply forgot about traps.

    In my experience, traps has everything.

    Web Grenade: Single Target -recharge, -fly, immobilize
    Caltrops: AoE -speed, -jump, DoT, crowd control patch
    Triage Beacon: Team +regen
    Acid Mortar: AoE repeating -def, -resist, DoT
    Force Field Generator: Team +def and +status protection
    Poison Gas Trap: Huge -regen, hold
    Seeker Drones: AoE -tohit, -dmg, stun, damage
    Trip Mine: Placeable AoE mini-nuke with knockback
    Time Bomb: Well, at least you can pick an extra pool power.
  18. Quote:
    Originally Posted by AlienOne View Post
    I've been converted to being a believer in Gravimetric Snare, but I'm not a big fan of Quasar if you're a human-former that has any amount of shields up--the inconvenience of consistently having to re-activate 7-10 shields is not worth seeing the "big numbers" Quasar puts out.
    Two reactions to this post.

    1) Ah yes, that makes a lot of sense. Human formers use more toggles and thus have less use of a power that drops said toggles. I knew that I didn't know what I didn't know, so I prefaced my advice with "I'm not that good with human formers" in anticipation of this kind of revelation.

    2) HOLY SQUID, HE'S BACK!!!!!
  19. Quote:
    Originally Posted by dave_p View Post
    Just from what I currently play, and according to the OP's description (i.e. controls & damage aren't "support"):

    First tier: Cold, Rad

    Second tier: Son, Dark, Kin, TA

    Third tier: Therm, Storm

    What I actually think *contributes* the most:

    First tier: Cold, Rad, Kin, Storm, Dark, Son, TA

    Second tier: Therm

    Don't currently play Emp or FF, but from my experiences w/them, I'd put them in the 2nd tier for both lists. Yeah, I don't much like Therm.
    I don't see traps on your list. I guess it's so awesome you didn't need to mention that it's better than all those other things.
  20. Quote:
    Originally Posted by Clave_Dark_5 View Post
    I hate to toss in another story so close to my last...
    Totally alright, I love hearing that kind of story. In my last story of the Ice Mistral, a teammate /tell'd me to ask if I was going to hosp out. To his surprise, I replied "I'm still alive and fighting."

    You know what? I have another story. I took my level shifted Bots/Traps on my very first Tin Mage last night. We were prepared to nuke/shivan/snowbeast/warwolf/Amy Director 11 in 30 seconds for the Midnight Dodger badge. That went surprisingly well, but we soon thereafter realized that the only person on the team with any form of taunt was my mastermind.

    We decided to try for the other two badges. The scrappers put out enough damage to hold his attention most of the time, but he was debuffed enough that we didn't really worry about it anyway. My job was to hold the attention of the War Walker Goliaths as best I could. That was going amazingly well until something totally bizarre happened.

    One of the Goliaths turned away, walked to my Assbot and footstomped. I watched, horror struck, as all six bots were reduced to cogs and bolts. The next thing I saw were the bold red numbers -1214 on my screen and a tiny glimmer of hope that was my last health point, pulsing alone and afraid. Thank the one shot code, I was alive, but not safe yet.

    I already had a triage beacon down, so I mashed the [Hoarfrost] button (which, on a mastermind, is totally broken if you ask me), my Demonic Aura, and started resummoning bots. I didn't use any inspirations because all I had in my tray were huge purple, orange and green ones, and I only use those if the situation really warrants it. Somehow, I survived the ordeal and only lost the aggro of one of the Goliaths, who was promptly picked up by an awesome trapfender. We got our badge, Neuron died, the Goliaths died, Bobcat activated her vengeance, and we went after her.

    I managed to even keep her aggro for about half that fight, but it went too quickly to really even notice.
  21. Any variety of traps is probably my favorite, but dark, rad, and cold are all close contenders. When it comes to the blast sets of defenders/corruptors, nothing beats sonic blast.

    Give me a team of traps/sonic or rad/sonic or dark/sonic or cold/sonic and we'll melt anything.
  22. Love those MFing Cysts. Keeps us on our toes.

    What else is a challenge when you've got a MFing warshade on the team?
  23. Quote:
    Originally Posted by The_Spad_EU View Post
    As for Quasar, I never used to like it, which is why I didn't take it, but that was back when I didn't enjoy playing my WS much at all, so it's something that I'm considering but I'm not sure where to fit it in as I like SS for the stealth component, Stygian Return is pretty handy and Acrobatics is nice for the extra mez protection.
    Yeah, I don't think I'd drop Stygian Return (I absolutely love that power) or Acrobatics (mostly because you're a human only). Superspeed is a taste thing. If you like the stealth, by all means, keep it.

    Might I suggest dropping Twilight Shield? I think that's the fire/cold one. It's the least common of the three types, and you can always cap up with Eclipse anyway. You could move some things around to fit Quasar and the slots here.

    Quasar is different from any other nuke. It only gives you a -100% endurance recovery penalty, not -1000% like the blaster nukes. This means stamina will be giving you endurance back, as well as any set bonuses or teammate buffs. You also have Stygian Circle which, after using a Quasar, ought to have some fuel to fill your endurance bar. It's very easy to do if you use even a small blue inspiration right after Quasar.
  24. Quote:
    Originally Posted by Rajani Isa View Post
    That sounds like a bug to me. As far as I know, FE isn't supposed to add damage to anything that didn't already do damage.
    When Fiery Embrace was changed, all those damage numbers were added to powers. It wasn't just FE that changed, every power it could effect had to be modified. I'd suspect this was done manually, so I'd conclude that this is intentional, not a bug.
  25. I'll have to give this a try.

    If my tank can't do it, then it'll be up to my mastermind.