Dechs Kaison

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  1. Quote:
    Originally Posted by all_hell View Post
    Or we could all switch to an ITrial build.
    Something I have been actively contemplating.
    Done.

    Build 1: Standard Bots/Traps, built to survive WW4 and destroy small continents like Asia.

    Build 2: Petless/Trapless man build that primarily uses whirlwind, patron powers, and pulse rifle blasts to affect as many enemies as possible.
  2. I'd never drop Provoke. It's not about the stupid pets, it's about the smart enemies. I want them hitting me, not my pets.

    I don't have the fighting pool, but for what it's worth, I'm considering dropping teleport entirely to pick up hasten, superspeed, and aid self (already have aid other (it's way better than Repair)).
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    They all said I was mad when I took 2 of the Pulse Rifle attack and an aoe immobilize but I showed them!

    Muhahahahaha.
    I like to think that your mastermind is the offensive version mine wishes he could be without losing the metric crap-ton of survivability I built in.

    I bet you even have hasten. I wish I could fit hasten. But Leadership, Provoke, Teleport, and Aid Other are all more important...

    I guess I could do without the three Teleport powers. Swap recall friend for Hasten, Teleport for Super Speed, and Team Teleport for Aid Self.

    Wow, that could give me more offense and survivability. But sweet Teleport! Teamport! Vertical movement without using a jetpack! Maybe it's worth it. Aid Self? Hmmmm. I already have huge regen and +max HP. Maybe Aid Self is overkill.

    Damnit, Adeon! I'll spend hours contemplating this and sitting in mids! Then hours again doing the actual respec! Then hours again buying the new IOs I deem necessary!
  4. Quote:
    Originally Posted by Comicsluvr View Post
    I've seen posts from Beta where 7 Incarnates did a MS Raid and 3 did the ITF.
    For what it's worth, I know a duo of corruptors that did an entire mothership raid, pre-i19. Pylons, bombs, giant monster, no incarnate stuffs. All done by two people.
  5. Quote:
    Originally Posted by Atago View Post
    I'm very interested to hear what tactics you use if you fight large spawns. Maybe there are some tricks to make it all less chaotic, to keep the Mobs and the Pets closer together.
    Sounds like you do what I do, except I add one more chaotic step in. Because I actually like chaos.

    Team Teleport.

    That's how I keep my cats herded.
  6. Quote:
    Originally Posted by rsclark View Post
    Well, except for those half of your powers that do nothing except take time and energy for no reward.
    Half? HALF?

    What, as a bots/traps can I do that gets recorded as "participation?"

    Provoke. Aid Other. Webnade. Ice Blast.
  7. Ninjas/Poison plays like a stalker, in that it scales vertically. You will do well to increase the level of your enemies as you progress, and keep the number per spawn at x3 or less. Add bosses as well when you feel comfortable. Your single target debuffs and damage mean that one boss is not a problem. Thirteen minions, however, is.

    This is the opposite of most Brutes, for example, that scale horizontally. Brutes do well to actually increase the spawn size of their enemies at the cost of decreasing their level by one. As the brute gains power, the spawn size increases further. The only time a brute should increase the level of their enemies is if they're already at x8 foes.
  8. Quote:
    Originally Posted by Deus_Otiosus View Post
    1) You can't see the entire league on your map, only your own team.
    Actually, you can see your leaguemates. There's an option on the minimap to toggle the display of non-team league members.
  9. Well, this all explains why my bots/traps can't seem to get anything more than uncommons on the trials. The apparent problem, then, is that anything I do "for" my team, in the end, will be working against them. The bots are doing damage and stealing team rewards for that. My traps are doing the debuffs and buffs and robbing me of my participation rewards.

    At least spamming provoke and aid other seem to have netted me a few uncommons.
  10. Quote:
    Originally Posted by Syntax42 View Post
    Its my last day for CoH?!?!? /em heartattack


    Seriously, though, why? Both builds have a lot of flaws in slotting and could be improved upon greatly.
    Sounds like an excellent excuse for evolutionary engineering (alliteration aside). Tell him which one of the two is the least bad (I don't have mids while I'm at work to do this), and he can make another two builds which make changes to that. Then we pick the best one again and he makes changes and comes up with another two builds. Et cetera, ad nauseam.
  11. Quote:
    Originally Posted by Adelie View Post
    And you did that while this was shiny and new. Try going that again a year from now when this has gone the way of AE and PvP.
    Yeah, it's a right shame that nobody ever runs the ITF anymore since it's a year old.
  12. Quote:
    Originally Posted by Desmodos View Post
    I was aware some Tanker primaries had longer taunt auras then others.
    Not just longer, but faster tick rates, debuffs, and auto hit. Dark Armor has a damage aura. What we pay for that offense is in taunt duration and requiring a to-hit check. It also makes sense to pulse less often.

    Invincibility and Against All Odds in particular are strong because they include debuffs. Chilling Embrace adds several layers of debuff. The threat formula takes these debuffs into account.

    That's one of the reasons I run Oppressive Gloom. I'm not sure whether it ticks faster, but it gives me a chance to have an offset tick at the very least. One second: Death Shroud. Next Second: Oppressive Gloom. It also layers a stun into my threat formula as well.

    Quote:
    Originally Posted by Desmodos View Post
    I'm gonna dismiss this is as a level shift issue and move on.
    This is another good point I hadn't thought of. If the other tank was level shifted and you were not, he could be as much as three levels higher than you. That would make all of his taunt components roughly 50% stronger than all of yours.

    There's a lot more to the threat formula that even our devs don't know. It's apparently that complex and buried.
  13. My idea was this:

    Allow the TFs to be soloable, but the AVs will not downgrade, and the old minimum team size becomes the new minimum spawn size.

    Want to solo a Posi 1? Fine, you still fight three peoples' worth of enemies.

    Want to solo a Lady Grey? You better be able to handle x8 Rikti and all the AVs.
  14. Quote:
    Originally Posted by Agent View Post
    Except they really do.
    The fact that Bots/FF is such a great class selection is like saying that a Fire/Fire tank is too good in AE Fire farms.
    1. I said bots/traps. Pay attention.
    2. I didn't say bots/traps was OP in a specific situation. I said it's OP everywhere, so your comparison is invalid. Pay attention.

    Quote:
    Originally Posted by Agent View Post
    Selectively, if you look at MM with ONLY THAT CLASS, you could assume that MM might just be a bit OP, sure.
    I didn't say that MMs are overpowered. Pay attention.

    I said that bots/traps is OP. Pretty much all variations of bots, thugs, traps, and dark are a bit over the top. The rest of masterminds sit about where I'd expect in the balance of the game.

    Quote:
    Originally Posted by Agent View Post
    But look at Ninjas, or Mercs, even as you mentioned - you're assuming that the devs are idiots and going to just nerf Bots and Thugs because they arn't underpowered and leave Ninjas and Mercs as they are.
    Except that I said Ninjas and Mercs are only underperforming when compared to Bots and Thugs. Pay attention.

    The problem here is that ninjas and mercs are not underpowered. They're pretty well balanced. Ninjas and mercs are not the outliers here, bots and thugs are.

    Quote:
    Originally Posted by Agent View Post
    The fact that two whole primaries with MMs are almost entirely useless is extraordinarily derp.
    As Silas said, the only thing "extraordinarily derp" here is the claim that two primaries are useless.

    Quote:
    Originally Posted by Agent View Post
    I stood there in the middle of this nice team of well-rounded people, with auto-heal on, and I was being out-healed by a controller, out-damaged by a defender, and a blaster had more survivability than I did at that time.
    Blatant hyperbole is bad for your argument.

    Yes, your heals are less than a controller's, but your PBAoE heal hits seven targets as opposed to just one if you're solo. And your single target heal can be used solo. How else could you balance that?

    Your damage is not less than a defender's. If it is, that's most certainly a build problem and not the fault of your powers.

    You certainly have no less survivability than a blaster. Not only do you have the ability to heal yourself, you have 75% resistance to everything if you leverage bodyguard mode. Even more while your buffs are active.
  15. Quote:
    Originally Posted by EvilRyu View Post
    Seriously though until you run Ninja/Poison to lvl 50, no one can say that masterminds dont need buffing
    Just pointing out the fallacy here: Ninjas may be underperforming, but that doesn't mean Masterminds as a whole need a buff.
  16. Quote:
    Originally Posted by Haemophage View Post
    any chance of seeing that build? I've been trying to put together a non-sucking tank for a while and... well... I epicly fail at mids.
    The build from my video's been posted before. Here's the link.

    It's pre-i19, so it'll take a bit of work to make it useful again, but the framework is certainly there for you.
  17. Wow, I don't know how you're doing THAT well Breog, but I'm still not far behind. I have a Dark Armor/Fire Melee tank, though, so I throw AoE like no one's business.

    I've gotten one very rare, a bunch of rares, some uncommons and around zero commons. S'weird, I tell you.
  18. For what it's worth, the tank in my (sarcastically named) video is Dark Armor/Fire Melee (you could make it even tougher with elec or stone melee), and it only cost 300 million to make.
  19. Quote:
    Originally Posted by dave_p View Post
    IIRC, Taunt is not auto-hit on AVs & GMs. Have they changed that recently? If so, why do they still allow Acc slotting?
    Taunt is auto hit on AVs, otherwise my tank would have no means of holding Lord Recluse's attention.

    It is not auto hit against players.
  20. Quote:
    Originally Posted by Lewisite View Post
    1) Is there a non-technical reason IO set bonus's don't effect pets? ie balance?
    Not that I'm aware of. I was here for the introduction of MMs, but I missed the introduction of IOs and any history as to why they work with MMs the way they do.

    I will venture a guess that there is one hell of a technical reason they can't. The code and time to code required to make this happen could be daunting.

    Quote:
    Originally Posted by Lewisite View Post
    2) Would these bonuses help with the problems a lot of MM's report regarding incarnate content difficulty?
    Allowing these bonuses to propagate through would certainly shore up a lot of weaknesses in the other pet sets. Softcapped demons and ninjas? Who wouldn't want that?

    I would love to see my bots inherit all the +HP bonuses I've built for as well.

    You're starting to get into the way way OP side of things, though.

    Quote:
    Originally Posted by Lewisite View Post
    I would carefully posit that IO set's should effect pets like they do their MM's because it would, in my mind, allow an MM to perhaps run one of the less-uber (ie, not bots-thugs/traps) sets more successfully. Right now, especially with Incarnate content, pets without soft-cap defense tend to die pretty fast, and their damage output isn't as thrilling as it used to be.
    Let me just finish with: Yes, I would like to see the invention system benefit MMs more than it does right now, but I do think there are much larger balance issues here that this would create.
  21. Dechs Kaison

    Taunt Question

    Quote:
    Originally Posted by Dromio View Post
    Sometimes I go after the minions just to clear them off of the list of potential aggro cap occupants.
    Actually, you don't need to bother. Your aggro list will be sorted by rank so that the higher ranked opponents get priority when it comes to attacking you.

    Example: If you walk into a room with 17 minions, 17 LTs, 17 bosses, and 17 AVs, then proceed to hit everything with an attack to aggro them all at once, only the AVs will be hitting back. The others will stand there until one of the AVs dies.

    Or if you're on a team, they will attack the teammates.
  22. Quote:
    Originally Posted by Rodion View Post
    If you're not capable of drawing aggro at range you can't effectively do your primary job.

    Plus, Taunt is useful for tankers even when they solo. Ranged attackers will come closer when taunted, which sometimes gets them close enough to engage in melee rather than just standing back and taking potshots at you.
    Even more than this: Taunt is auto hit. Raider Engineers triple stack FFGs? no problem. Death Mage floors your accuracy? No problem. Lord Recluse has eleventy billion defense? No tankin' problem!
  23. Quote:
    Originally Posted by Reppu View Post
    Masterminds need to be looked at. Stop saying they don't.
    Except they really don't.

    Any "looking at" MMs get as a whole would more than likely end up in nerfs.

    Yes, my bots/traps can solo GMs. No, that doesn't make him OP. He can also solo +4/x8 missions. That wouldn't make him OP by itself either. The fact that he can do both? Yes, I think it does.

    What you people want is for the devs to look at the underperforming MM sets. Specifically ninjas and mercs. Problem is, they're underperforming when compared to things like bots, demons, and thugs. So it's still not going to end with ninjas getting pulled up to the level of bots. It'll end with bots being pulled down.

    So, again, no they really don't need "looking at."
  24. Quote:
    Originally Posted by Granite Agent View Post
    Does a warshade have mez protect outside of lobster form?
    No. But that's not to say you need it. Do controllers have full time mez protection?

    Another quote from the guide:

    Quote:
    The MFing Tactics

    No, this is not where I tell you how to lay waste to large numbers of easy foes until purple recipes rain from the sky. If you followed the first half of the guide, then you can do this already. This is where I go over tactics for dealing with things that are sometimes difficult.

    Mezzers

    If you read that and thought "Easy, just go dwarf," then shame on you. You're bad and you should feel bad. Remember what you learned in Phase Three: you are all forms at all times. Thinking any other way limits your options; options are power. There are a hundred ways to deal with mezzing enemies, and dwarf only covers about six of them.

    Mez them first. You have Gravity Well, a heavy hitting hold, and the means to single out that mezzer through stealth or TP foe if you took those powers. You also have Gravitic Emanation, one hell of a ranged stun for when there are multiple mezzing enemies. You may also have inky aspect if most or all of the minions are mezzers. If it's a mezzing boss, a healthy stack of stuns from aspect and emanation will do the trick. Unchain Essence can stun too.

    Sacrifice Fluffy. You have pets that follow you. Either stealth or teleport past the enemy group and let fluffy take the mez. You might hurt his feelings, but that's fine because he's already a tortured ball of angst you ripped from a whimpering, delectable soul. How much worse can he really feel?

    Phase in. I mentioned it has a punitively long activation time, so it doesn't work as an escape, but if you took the power, you can use Nebulous Form before you jump into the group. Toggle it up, run in and let the first volley of attacks on you do nothing. Wait for the mezzer to waste that crippling shot, then toggle off and wreck his day with your own hold or stun combo.

    Kill them first. You have some very heavy hitting attacks from nova, especially if you carry a mire from the last mob. In fact, I've even run ahead to the next mob to saturate a mire, only to run back in nova and feed the mezzer his teeth. Yet another option is to open up with a (mired) Quasar.

    Get inspired. Seriously, you have inspirations. You should be killing so many enemies that you will have trouble keeping an empty tray. Either a break free or a few purples should keep you mez free long enough to kill two full groups of enemies. Please look here for some handy methods to making the inspirations you want.

    Wait it out. Generally, this is a bad idea, but you can always just wait for the mez to wear off. Maybe you don't want to waste time shifting into dwarf and then back into nova. Maybe you simply want to cackle madly while the enemies feebly attack your stunned yet impervious body, all the while getting pelted by your three floating furious fluffy friends. Eclipse is not a toggle, so the resistance it grants will not suppress while you are mezzed.

    Die. Ha, you probably think I'm kidding. Little hint: Mez and debuffs go away when you die, and Stygian Return gives you ten full seconds of glorious, unhindered retribution.
  25. Dechs Kaison

    Most DPS?

    Quote:
    Originally Posted by Arbegla View Post
    The thing with dominators, is that you have to actually do A LOT to make them high damaging.
    I agree, but I wouldn't count this as a point against dominators in this discussion. If we're talking about the most DPS and pylon soloing, we're already including high end builds with a lot of influence thrown at them.