Dechs Kaison

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  1. Yes, villains will be getting a new patron: Wretch.

    The powers are only rumored so far as mostly heavy hitting attacks, but the one pre-requisite power is confirmed.

    It's a power called "Wretch Think" and inflicts a self mag 4 stun.
  2. Holy crap that was fast!

    Thank you!

    Yay I have a space now!
  3. Quote:
    Originally Posted by Myrmydon View Post
    Also, don't forget how easy it is to fill out your salvage quota with AE. You can run story arcs and get enough tickets to avoid the gouging that goes on in the market everyday.
    Meh. It's debatable that you'd be better off rolling for bronze recipes and selling them and dealing with the gouging because you're wealthy enough.
  4. Ok, so a crashing nuke on a weapon set is pretty silly, especially considering both of the other weapon sets don't crash.

    Maybe it could "grey out" the other powers in the set for a few seconds to let the rifle cool down? What other interesting/new drawbacks can we come up with to balance out a nuke damage cone attack, all in one tick of damage?

    Making it interruptable would be ... thematic ... but would almost completely negate it's usefulness.
  5. Quote:
    Originally Posted by HK008 View Post
    I'm no expert, but I have some thoughts. I'd consider dropping Static discharge/Detonator for Hasten. Recharge is your friend for more poison trap and acid mortar love. It's good for trip mine too! You don't need it to be perma, but it can be awesome for big fights.

    Your protector is a bit light on accuracy for my tastes, but that is just my opinion. I'd probably skip the heal IO in favor of some more accuracy, but I'm a huge fan of making my pets accurate. Pets like the protector benefit from exploring potential of Hami-O's. You may not have the cash now, but I find them more valuable to MM's than peicemeal use of the purple set. Overall the build looks pretty solid to me. Good luck!
    First, I'm a moron. I'm dropping static discharge for charged armor so I can slot a steadfast protection +3% defense. SD doesn't do enough damage to be worthwhile anyway, and charged armor won't require any slots and will be useful without even being on. That will bring me to 43% ranged/AoE defense, which is close enough to the softcap for an MM with effective 75% damage resist across the board.

    That gives me a few extra slots to throw around, and I'm not sure what to do with them.

    I'm going to give hasten a shot in place of detonator. I don't know how I overlooked including hasten in my initial build. I can throw two extra slots in it to ED cap the recharge.

    As for the protectors... that's how I have them slotted currently, with the exception that I have a common damage IO in place of the purple. I don't notice them having any trouble hitting things, especially once tactics is up. The purple serves to ED cap their damage, and I'd rather do that than add more seemingly unnecessary accuracy. I like the heal being potent, as it seems that if my bots get hit, they're hurting. The defense IO's are critical. I also need some endurance reduction in them or they bottom out very quickly. As it stands now, they don't seem to run out of endurance.
  6. I had a few costumes that were "broken" by patches, but the reset button works to set them back the way they were. Try that.
  7. Quote:
    Originally Posted by Shadowblaze View Post
    If the nuke was a cone like full auto, it'd have to have this small charging period, then one big blast that actually does knockback on -your- character from the recoil. It'd be hilarious.
    We have a winner! It so should be like this.

    Two second interrupt, 30 degree cone, nuke damage, endurance crash, and self knockback!
  8. The build is for a bots/traps. My travel power of choice is teleport so I can get three sets of BoTZ defense bonuses, and I'm not taking stamina. I just couldn't spare the three power choices. To offset that, I've built the set bonuses around recovery.

    Mid's does not account for the protector bot shield, which adds just over 11% defense. Considering that, with everything running, this build is over 40%, which I can live with. I'd like it to be a little higher, but I'll be happy if I can't get any more out of it.

    Note that the triage beacon is perma, and it has to be, since it's what gives me a large portion of my recovery.

    Powers I would consider changing: Assault, Detonator, and Static Discharge. I need the electric fences, though, so it's hard to drop Static Discharge. It seems useful for grabbing some extra aggro off of my bots, but I can't really slot anything to give me decent bonuses.

    I've just recently hit 50 (first one redside) and I've already sunk a bit of influence into it. I can currently steamroll content and play the market well enough that infamy is not an object when it comes to suggesting fixes here.

    So here it is:

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Soulbound Allegiance - Chance for Build Up
    • (3) Soulbound Allegiance - Accuracy/Recharge
    • (3) Blood Mandate - Damage
    • (5) Blood Mandate - Accuracy/Damage
    • (5) Blood Mandate - Accuracy
    • (7) Blood Mandate - Accuracy/Damage/Endurance
    Level 1: Web Grenade
    • (A) Gravitational Anchor - Chance for Hold
    • (13) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (13) Gravitational Anchor - Immobilize/Endurance
    • (15) Gravitational Anchor - Accuracy/Recharge
    Level 2: Caltrops
    • (A) Ragnarok - Damage/Recharge
    • (7) Eradication - Chance for Energy Damage
    • (9) Obliteration - Chance for Smashing Damage
    • (9) Armageddon - Chance for Fire Damage
    • (11) Positron's Blast - Chance of Damage(Energy)
    • (11) Ragnarok - Chance for Knockdown
    Level 4: Triage Beacon
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Numina's Convalescence - Heal/Endurance/Recharge
    • (17) Miracle - +Recovery
    • (17) Miracle - Heal/Endurance/Recharge
    • (19) Harmonized Healing - Heal/Endurance/Recharge
    • (19) Harmonized Healing - Heal/Recharge
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    Level 8: Recall Friend
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (21) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 10: Acid Mortar
    • (A) Achilles' Heel - Chance for Res Debuff
    • (27) Touch of Lady Grey - Defense Debuff/Recharge
    • (29) Touch of Lady Grey - Recharge/Endurance
    • (29) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
    • (37) Shield Breaker - Accuracy/Endurance/Recharge
    • (37) Shield Breaker - Accuracy/Recharge
    Level 12: Protector Bots
    • (A) Soulbound Allegiance - Damage
    • (23) Blood Mandate - Accuracy/Endurance
    • (23) Blood Mandate - Accuracy/Damage
    • (25) Healing IO
    • (25) Defense Buff IO
    • (27) Defense Buff IO
    Level 14: Teleport
    • (A) Jaunt - Endurance/Range
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 16: Force Field Generator
    • (A) Gift of the Ancients - Defense
    • (40) Gift of the Ancients - Defense/Endurance
    • (42) Luck of the Gambler - Recharge Speed
    Level 18: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense
    Level 20: Poison Trap
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 22: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 24: Provoke
    • (A) Mocking Beratement - Accuracy/Recharge
    • (34) Mocking Beratement - Taunt/Recharge
    • (36) Mocking Beratement - Taunt
    • (37) Accuracy IO
    Level 26: Assault Bot
    • (A) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (31) Soulbound Allegiance - Damage/Recharge
    • (31) Sovereign Right - Resistance Bonus
    • (31) Sovereign Right - Accuracy/Damage
    • (33) Edict of the Master - Defense Bonus
    • (33) Edict of the Master - Accuracy/Damage
    Level 28: Seeker Drones
    • (A) Cloud Senses - Chance for Negative Energy Damage
    • (33) Cloud Senses - Accuracy/Recharge
    • (34) Cloud Senses - Accuracy/Endurance/Recharge
    • (34) Dark Watcher's Despair - Recharge/Endurance
    • (39) Dark Watcher's Despair - To Hit Debuff
    • (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    Level 30: Team Teleport
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (43) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    Level 35: Trip Mine
    • (A) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Damage/Endurance
    • (45) Positron's Blast - Accuracy/Damage
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 38: Repair
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 41: Static Discharge
    • (A) Energy Manipulator - EndMod
    • (45) Energy Manipulator - Chance to Stun
    • (46) Performance Shifter - Accuracy/Recharge
    • (48) Performance Shifter - EndMod/Accuracy
    Level 44: Assault
    • (A) Endurance Reduction IO
    Level 47: Detonator
    • (A) Ragnarok - Accuracy/Recharge
    • (48) Ragnarok - Damage
    Level 49: Electrifying Fences
    • (A) Gravitational Anchor - Immobilize
    • (50) Gravitational Anchor - Immobilize/Recharge
    • (50) Performance Shifter - Accuracy/Recharge
    • (50) Performance Shifter - EndMod/Accuracy
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy



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    |-------------------------------------------------------------------|
    And most importantly: Thanks for your help.
  9. Dechs Kaison

    Team Teleport

    Quote:
    Originally Posted by Derangedpolygot View Post
    To Clarify: Do you mean Team Teleport from the Power Pool, or the Vet Power Assemble the Team?


    Assemble the Team quite helpful, so long as all have the Teleport prompt up to prevent involuntary tp.

    Team Teleport is rather useless. It has a range of 25 feet versus Teleport's 200. Everyone must be nearby (30 radius) or they don't go anywhere.
    The range is not 25 feet. I have teleported over 100 yards with team port enhanced. The range listed by the power is the range for people to come with you.
  10. Also, it's listed as a back option, not a cape option.
  11. Quote:
    Originally Posted by Chaos Creator View Post
    no, no, no, Wing Zero's Buster rifle should be the sniper shot.

    Would a snipe aoe be overpowered?

    Who cares!?
    Ok, I have come up with a new idea for this Pulse Rifle powerset.

    1: Shoot Something Quick
    2: Shoot Something Hard
    3: Shoot Several Things
    4: Who cares?
    5: Who cares?
    6: Buildup
    7: Aim
    8: Another Buildup
    9: Wing Zero Beam (30 degree Cone Nuke Snipe. 3 sec interrupt, better than nuke damage because it's a snipe, standard nuke crash. Only usable after both buildups and aim.)
  12. Quote:
    Originally Posted by Lord Mayhem View Post
    Yeah sorry about that - came here by link from my subscriber list and it jumped to Dispari's post as last unread.

    I didn't realise TP was faster unslotted - never felt it to me, but then I do get a lot of latency. Admittedly I had to keep stopping to recoup end, even with 1 endrdx in base slot both on my mastermind (before he slotted up TP) and on my stalker (who went with it single-slotted for most of his life befroe I respecced him), so I'm not convinced on that score. Maybe toggles were to blame, but any travel power that makes you turn off toggles to become useable isn't going to be popular with me. I need to be able to cross Nerva without stopping halfway to Rest.
    Personally, I love using teleport. I try to slot it with at least one range and one end and I do fine. I've never needed to stop and rest.

    Crossing Nerva could be an exception, but whenever I've had to travel very very far, I use the two seconds of hover to recoup. I click my next teleport just before I start to fall for one or two jumps. Slows me down a tiny bit, but that time is more than enough to keep from running out of endurance.

    Also, my mastermind has the three leadership toggles, and I often forget to turn them off when I exit a mission and start teleporting around. I don't ever remember having to stop and turn them off to keep moving.

    EDIT: I guess the disparity here is the fact that I'm comparing with a teleport that's been slotted with a level 50 IO end redux, so it's slightly more effective than one SO. Even so, I'm sure with one SO, you shouldn't have endurance problems with normal travel.
  13. Quote:
    Originally Posted by Lord Mayhem View Post
    Ok lets compromise. What if Teleport with a single slot, with a range/end set IO in it, never ran out your endurance (with no toggles on but also no stamina, as a base) but also was the same speed as Super Speed when crossing a zone, allowing for zero latency and a player with good reaction-time for clicking to the next TP hop? Then Super Speed still has clear advantages when both powers have no extra slots (SS is better indoors, gives stealth, usually requires less clicking/key-inputs while moving, faster if terrain is flat or you get bad latency or your reaction times aren't so good), but Teleport still has the potential to be fastest travel power by adding extra slots if you can spare them (something SS & SJ can't do, as they hit the cap with base slot), plus has the vertical component that SS lacks for those zones that can be a pain to cross with SS (like GV and TV).
    You missed my first reply to you.

    Teleport is already the fastest travel power without being enhanced.

    Faster than fly. Faster than superjump.

    It's faster than capped superspeed.

    Without being enhanced.

    If you only put one end redux in it, you can teleport endlessly, and travel faster than someone at the speed cap for superspeed. And you have vertical movement.

    I'll say it again: Without range enhancements, teleport is faster than any travel power, even at their caps.
  14. Quote:
    Originally Posted by Prof_Backfire View Post
    9: Heavy Beam Cannon (Somewhere between the standard nuke and a Full Auto-style mininuke; fires a massive beam of energy in a long cone that does lots of damage, knockback and/or stun, costs maybe half your end bar)
    For some reason, I read this and imagined Wing Zero. BWAAAAA!

    I'd like it to be a semi-wide cone attack, single tick of standard nuke damage, with a bright and flashy FX, and the standard nuke crash. Some kind of "overpower" to the gun.

    I'd so play it.
  15. Dechs Kaison

    Team Teleport

    Quote:
    Originally Posted by Deacon_NA View Post
    Unless everyone, and I mean everyone, on the team is ready and prepared for it, don't use it. It's disorienting to a lot of players (myself included if I'm not expecting it). For others, it will lessen their effectiveness, such as cone users.

    I'm going to guess you've heard a number of complaints TTPing around. I strongly suggest you stop using it in teams.
    No, I hadn't gotten complains yet. I haven't used it in teams unless I was away from everyone. My solo technique has been to use it all the time, and I don't want to start using it on teams unless I'm pretty sure it'll be tolerated.

    Well, there was one case I did use it with people nearby: At the bridge during an ITF, right before lagtastic valley, the leader wanted everyone on the riverbank on the other side. I ran up and brought three people back with me.
  16. Quote:
    Originally Posted by Lord Mayhem View Post
    ^This. If Teleport could be faster than the other travel powers with just a single Range SO/IO in it and able to be continually used without running you out of End in that situation, then I would choose it a lot more often. As it is I only have Teleport on my mastermind now, because that was the only build with so many spare slots that I could justify throwing 4 slots into teleport so that I could cap it for range and endrdx (which makes it about twice as fast as Super Speed running the 3miles end-to-end in Nerva).

    I would also like to see Fly get a boost in speed so that slotting a single Fly speed SO/IO and having Swift was enough to hit the flight speed cap - just like Super Speed and Super Jump can reach their caps with just the base slot and Swift/Hurdle.
    Um... not to burst your bubble, but unenhanced teleport is already faster than even hard capped superspeed.

    http://wiki.cohtitan.com/wiki/Travel_Powers
  17. Dechs Kaison

    Team Teleport

    What kind of uses, if any, have you found for it?

    Let's say someone on your team has it and likes to use it for almost every spawn. If he really likes the tactic and it makes him a better player, is it acceptable for him to do this on a team? Would you mind at all? Do you ask him to stop or just stay out of his range?

    The reason I ask is because, as a bots/traps mastermind, I find it quite useful. Solo, it's incredible because my bots never leave bodyguard range and my FFG never lags behind. Pet control also becomes much easier. I haven't really teamed much with it, so I'm not sure how teammates will take it if I start bouncing from spawn to spawn with it.
  18. Ok, so my first try using this on a team was actually successful. I did an ITF and later a LGTF that were both successful and fun.

    During the ITF

    Leader: "Pull to this side of the bridge."
    Everyone stays on the other side as accidental spawns start to get aggro'd.
    Leader: "Back here please."
    *TEAMPORT*
    Leader: "That ... worked."
  19. Dechs Kaison

    Pvp mm

    Quote:
    Originally Posted by Solun_the_Hunter View Post
    That's not a bad idea. How would I make that?

    Like, can you give me a macro that has just tier 2 and 3 pets attacking?
    /macro [name] "petcompow [tier 3] attack$$petcompow [tier 2] attack"

    Specifically,

    /macro Bots "petcompow assault attack$$petcompow prot attack"

    All that should do is send the assault bot and the protector bots into attack my target. As long as the others were in bodyguard to begin with, this won't change it. Test it in PvE before hand.
  20. Dechs Kaison

    Pvp mm

    Quote:
    Originally Posted by Solun_the_Hunter View Post
    I tried to go out of BG to just have all pets focus on the troller but then I was dead meat if I got held even once, as a powerboosted troller hold gives plenty of time for him to kill me if I was out of BG, and I have over a thousand health. He could avoid some of the pet damage just by jumping around a lot. At least avoid enough of it to kill me.
    Try this: Create a macro that orders your tier 3 and 2 pets to attack while leaving the tier 1's in BG mode. Maybe just your tier 3 attack, but that might not be enough damage.
  21. Quote:
    Originally Posted by biff10426 View Post
    You don't need to make it so every time you kill something you get a purple, that's not what people are asking so stop being duurrrrrr and read between the lines. Most people, the "casual" ones I'm willing to bet, are generally miffed because they never get to see them. Now, whether this is because they truly NEVAR see one, or it's because they sit in AE all the time, who can say. The problem I've always had, though slight, in games where theres a chance for something to happen - like loot drops - is statistically, though extremely unlikely, you could literally play this game every day through it's lifespan and never get a 'rare' (whatever game/rare applies you decide). Ever, that's how chance works. On the flipside, yes, you could literally get a purple every kill. The thing that got me was with the defense mechanic. You can boost your defense to levels where everything always gets a 5% hit rate on you, but eventually and inevitably, you will get hit due to their streak breaker system. I just flat out wonder why they even have a system, but really, why can't mmo's or even this game incorporate that into their loot system?

    Point is, when you log on, you should accomplish something or work your way to something. The 'casual' kids who don't spend a lot of time feel like they're not really getting towards anything aside from day job badges. With my patented Purplebreaker (copyright me), everyone can work towards something no matter how much time they have to devote, instead of whining and ******** when they don't get what's "coming to them".
    You do know that the streak breaker is skewed so that if you have 30% or more defense, a target has to miss 100 times in a row before the code activates? Even at 45% defense (best case), you will be hit 5% of the time, which means that you are likely to get hit by the 14th swing. The code won't take effect for another 76 swings, and if your target lasts that long, you're not doing something right.

    The code is there so that if you have a realistic chance to hit something, you will. If you don't have a realistic chance (20% or less) then the code won't really do anything unless you take the time to swing 100 times.

    http://wiki.cohtitan.com/wiki/Attack_Mechanics

    EDIT: The point I'm trying to make is that the streak breaker doesn't effect people with defense. If you hit 30% defense, the code does nothing.

    Not that I am against said "Purplebreaker." It would be nice that everyone have that inevitability of getting a purple, but it would still be ridiculously long time. Think grinding for Carnie Illusionist badge three times long. Would it really help? Probably not.

    EDIT EDIT: But really, it's arguably inevitable that you will get a purple anyway. Even if it were a .01% chance to drop, given time, it will happen. Think about casinos and the lottery. Odds are 100 million to one to win the lottery and around 30 million to one for most slot machine jackpots. They still happen.
  22. Dechs Kaison

    Pets Zoning

    Quote:
    Originally Posted by The_Doppleganger View Post
    there was something about group fly?

    whats happening to it? ? dont get my hopes up
    No, group fly doesn't change, it just becomes useful because your pets will always be with you.
  23. Quote:
    Originally Posted by Harvey Milk View Post
    What would be the best spec if I partner with a mind/psi dominator? I'm guessing thugs or robots, but what do you more expert players recommend?
    Well, necro would add more control, which is unnecessary, but their damage is pretty good.

    Thugs would be good damage to add, but ninjas have superior single target damage. They aren't exactly lacking in AoE either. The main ninja problem is survivability, which will be solved by having a dominator.

    I would suggest /poison as a secondary since it has some really great debuffs, however they are mostly single target. /TA has a lot of control which is unnecessary, and the oil slick bug makes it terrible to pair with ninjas and, to a lesser extent, thugs because of bruiser. Bots or mercs would pair well with /TA because they are all ranged. I would lean towards bots.

    Traps is also very good, and a personal favorite.

    Honestly, it doesn't matter; any combination will work. Personally, I would go for a thematic match over a "powerful" match.
  24. Quote:
    Originally Posted by Steelclaw View Post
    Anyone who wants to make this one has my permission.. I've maxed out my story slots to 8 but already have ideas for stories that will max them out.
    That's all I needed to hear. Alright, I'm doing it. I'll get on this as soon as I get home.

    I'll post the arc ID when it's done.

    Sidenote: Steelclaw, I'm sorry. It seems I can't give you any more rep today.

    EDIT: Nevermind. The MA is too limited to be able to pull this off properly. I already rescind my offer to do it.
  25. I've been playing around with my new 50 bots/traps MM and my multitude of vetspecs. I recently tried team teleport to see how it works with henchmen.

    So far, it seems to be AWESOME. Seriously, just try it. If you have a freespec, treespec, vetspec it's worth trying. Or use your second build, though it could be hard to slot back up to the level of your first. People love recall friend, it's handy for getting pets unstuck, and teleport self is the fastest travel power. Furthermore, it will give you the chance to slot three -KB BotZ's. Not that you need them, but the defense bonuses from three sets wouldn't be bad either. It's hard to explain how much easier pet management becomes when you move them all at the same time.

    What I typically do is have the boss/LT targeted, activate team teleport, and while the power animates I queue up provoke. After that I drop my proctrops to incite panic and knockdown. Before long, the group is mopped up.

    I'd imagine teamport would be even more useful with melee henchmen.

    DISCLAIMER: I haven't actually had the chance to use this on a team yet, so I'm not sure how it works with the bonus pets you get in a team. You know, the ones that don't follow orders all the time and talk without the use of /petsay. There is some potential for problems.