Dr Cause

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    hoverblasting a enemy thats grounded from the snow storm makes things easier

    For some reason I never noticed or paid attention to the -1.6 fly component of Snow Storm!

    I'm leaning towards taking Snow Storm now.
  2. How useful is Snow Storm when fighting AVs or GMs?

    I don't currently have it in my build and am trying to decide if I should add it.


    I have one power slot that I could swap around while still keeping Range Soft Cap, my dps, stealth, and enough Rech for Perma PA, HL and 15s Sleet.

    Trying to decide between:

    • Snow Storm: Not thinking it will do much after the -Rech and Slows from all my other debuffs?
    • Fly: Fun but certainly not needed
    • Frostwork: Doesn't do much for well built toons with accolades and won't help me
    • Flash: With so much other soft control and mitigation I don't find that I use this power often and when I do the hold duration is short.
    • Assault: Doesn't enhance PA. Not adding much to my dps and in long tough fights Phantasm is running into melee and faceplanting enough that he is either out of range or dead so doesn't benefit much from it either.

    Wonder what other ill/cold players think?
  • I would say that Panacea is more useful for dealing with Endurance issues than health / regen.

    Assuming a normal base Endurance of 100. The proc should give you:

    .20 x 7.5end / 10s or about .15end/s on avg. Which is roughly equal to the Numina's proc. Of course this will be bursty and you can get the benefit even when your normal recovery is debuffed, for instance after using a Nuke.
  • In my opinion the +Regen proc is not worth the slot unless you have high enough base hit points for the Regen to actually amount to a decent HP/s increase.

    In other words its best on Tanks, Brutes and sometimes Scrappers / Stalkers. But in most cases a "squishy" can make better use of that slot elsewhere.
  • Quote:
    Originally Posted by _Dawun_ View Post
    I suggest you come equipped with an ill/rad next time.
    Against a single AV Illusion is amazing. An Ill/rad will easily solo Req and Romi in the 3rd mission. But my experiences using Illusion to solo multiple AVs at once is that it simply isnt that great. The pets haphazardly attack different AVs undercutting your dps. Without using tricks like untethering Romi from the Nictus, or ranged Nictus kill, and without temp powers an Ill/Rad will have a hard time focusing fire enough to have the dps to kill Romi with his Nictus around. Additionally, with 4 AVs, plus additional spawned nictus bosses and ambushes I found that my PA didnt even consistently hold Romi's aggro. Moving to the grass or rooftop avoids the ambushes. But basically this finally fight is not a cakewalk for an ill/rad. I love my ill/rad but in this final fight my mind/fire dom significantly outperforms him. Also note that he was trying this without his incarnate slotted.
  • I'm certain you can do this with mind/energy, it will just take more finesse and time than either the dps oriented mind/fire or -Regen mind/psi. But PowerBoost will make it easier for you to keep Romi perma confused.

    In that mission with Requiem its slow but if done properly 1 of the 2 EBs already on the platform next to Romi can be used to kill both AVs. The trick is confuse Romi just enough so he will attack stuff around him but not stay confused very long. You hope that he attacks but doesnt kill at least one of the two EBs. If he kills them both just exit and reset. Once the EB has been attacked by Romi when you confuse it, then it will aggro steadily on Romi instead of running around looking for other targets.

    Alternately, your strategy should work. Do whatever you have to keep Daedalus alive. If he gets into ambushes just mezz everything around him until he kills it all. Then fly him up high enough that nothing can aggro him and move away fast enough that he loses you and simply stays safely hovering in the air. Use 1 AV to kill the other. I prefer using Req to kill Rom because you are going to have to kill Rom on the next mission anyway so its good to get practice. Then go get Daedalus flying high enough to keep him from aggroing. Ditch him again right above Romi, then spend some time perma confusing Romi. Fly up and bring Daedalus into the fight. While getting Daedalus you missed several confuses, so spam it for a few rounds to make sure he doesnt aggro and kill Daedalus.

    Your attack chain will be something like Confuse>Bone Smasher>Power Blast>Confuse... Ideally you should have APP Ice Mastery for Sleet. Ice Storm will also improve your dps. When Powerboost is up stack your Mass Confuse ontop giving you some more wiggle space on keeping him perma mezzed. (PBed Mass Confuse is perma so thats another free mag6 confuse...) Use a Power analyzer to get an idea of how often you have to spam confuse to keep Romi perma confused through purples triangles.

    The final mission is going to be the challenge. In my experience none of the EBs anywhere near Romi are capable of killing him. They all simply miss too much. Save Imperious up in the air for the final fight. Confuse Romi and let him kill the Nictus. Then use the same strategy with Imperious that I described above using Daedalus. If you want to speed things up use a Shivan, backup radio, and evenomed dagger.

    But if you want a challenge I think a mind/energy with Ice Mastery APP and either hover or fly (to keep Daedalus / Impy safely in the air) should be able to complete a solo MoITF run. Bone Smasher and Power Burst are probably your best two attacks, but Power Bursts recharge is long so you may do better with Power Blast. Total Focus has too long of cast time, which would slow down your ability to stack confuse. Also you'll want dmg procs in your attacks.
  • Here's my 2 cents. And its not a cheap build.

    This build is intended to be played with either Cardiac or Spiritual Incarnates depending on team (or absence of).

    162.5% Global Rech. Perma Hasten with Spiritual. This much recharge makes endurance management key. I use in game macro buttons to automatically combine inspirations into the type I need...in this case blues. But it can also be automated with into your movement.

    See: http://boards.cityofheroes.com/showt...aker%27s+guide

    Another thing to note is that Grant Cover provides 30% status resistance to Recharge debuffs (not to mention Def debuff Res), so its worth having as an emergency option even if it's really used as a LOTG mule. Recharge debuffs can be pretty deadly to a Shield Defense toon, since they can stop Active Defense from coming up leaving you venerable to defense debuffs and in the worst case scenario even mezzes.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Build by Dr. Cause: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def:50(11), Aegis-ResDam:50(15), Aegis-ResDam/EndRdx/Rchg:50(15), Aegis-ResDam/EndRdx:50(29)
    Level 1: Jab -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:50(13), Mako-Dmg/EndRdx:50(13)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(17), RedFtn-Def/Rchg:50(17), RedFtn-EndRdx/Rchg:50(25), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx/Rchg:50(37)
    Level 4: True Grit -- Numna-Heal/Rchg:50(A), Numna-Heal:50(23), Numna-Heal/EndRdx:50(27), Aegis-ResDam/Rchg:50(29), Aegis-ResDam:50(31), Aegis-ResDam/EndRdx:50(43)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
    Level 8: Active Defense -- HO:Membr(A), HO:Membr(33)
    Level 10: Against All Odds -- EndRdx-I:50(A)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResPsi:40(19), ImpArm-ResDam:40(19), ImpArm-ResDam/EndRdx/Rchg:40(23)
    Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def:50(21)
    Level 22: Knockout Blow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(27), BasGaze-EndRdx/Rchg/Hold:30(31), Hectmb-Dmg:50(33), Dmg-I:50(42)
    Level 24: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
    Level 28: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(36), AdjTgt-ToHit/EndRdx/Rchg:50(37), AdjTgt-EndRdx/Rchg:50(37), AdjTgt-ToHit:50(50)
    Level 30: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(43)
    Level 38: Foot Stomp -- Armgdn-Dam%:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
    Level 41: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(46), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(48)
    Level 47: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-Rchg/EndRdx:50(48), DarkWD-ToHitDeb/EndRdx:50(50), DarkWD-ToHitdeb/Rchg/EndRdx:50(50)
    Level 49: Super Jump -- Winter-ResSlow:50(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(3), Mrcl-Heal:40(7), RgnTis-Regen+:30(9), Mrcl-Rcvry+:40(9), Numna-Regen/Rcvry+:50(33)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(5), P'Shift-EndMod/Acc:50(5)
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 4.875% Defense(Smashing)
    • 4.875% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 4.875% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 6.125% Defense(AoE)
    • 4.5% Max End
    • 49% Enhancement(Accuracy)
    • 92.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 245.97 HP (13.13%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 10.45%
    • MezResist(Stun) 2.2%
    • 18.5% (0.309 End/sec) Recovery
    • 54% (4.225 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.355% Resistance(Fire)
    • 5.355% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 15% RunSpeed




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  • Woot ThreadRomancy!!!

    Thx for the reply.

    Really didnt want to take incinerate, but it's clearly in the top 3 dps attacks for a mind/fire. Thanks for talking sense into me.

    I realize you didn't use them but as far as incarnates go I am guessing Musculature to push the dps up a bit higher since any Permadom without hasten build should already have enough recharge for the intended attack chain.

    I just need a few more purples and I'll have a go at this.
  • Cg! Some very impressive feats.

    You're inspiring me to try some of these solo TFs.

    Curious what powers from the primary and 2ndary you would consider skippable on a mind/fire dom built for this sort of stuff?
  • Quote:
    Originally Posted by Lewisite View Post
    by the time you get to the +54 AV's of the end-game TF's your debuffs are completely, utterly, worthless.
    So according to your view that debuffs are useless and dmg is king a blaster should be better at soloing AVs for instance than a /cold, or /rad?!

    And if debuffs are so useless against high lvl AVs perhaps you can explain why the steamrolling STFs and LRSF's are composed of mostly debuffing toons like /rad, /dark, /cold etc.?
  • This made me very sad to learn when I first hit 50 and respeced into a Powerboost build, but PB does not enhance either /Traps' FFG or /Cold's Ice Shields.

  • Quote:
    Originally Posted by Scrappy_NA View Post
    This is the build I plan on using on the dp/traps defender I am currently levelling. It will obviously need modifications for a corruptor but gives you another way of looking at things. My plan is to go accuracy/defense for my incarnate to finish off my soft capped defenses. Perma hasten with purples but could be made cheaper and not much less effective by swapping them out.
    Hey you're build was so close to soft cap, which made me curious what it would take to Positionally softcap it without having to use the ACC/DEF Incarnate.

    Here's your build with the same power but slightly different slotting.

    Giving you Positional Soft Cap
    18% more s/l Res
    More End Recovery
    .01 Less End use
    More HP

    All at the cost of going from 8 KB prot, down to 4 KB.
    Losing some Global Acc
    And 11.2% Global Rech

    This build would use the Radial Spiritual Incarnate which would more than make up for the lost Rech...

    I'm sure this can be improved but it gives an idea of another way to go incarnate wise...
    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Traps
    Secondary Power Set: Dual Pistols
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Web Grenade -- GravAnch-Hold%(A)
    Level 1: Pistols -- Decim-Acc/Dmg/Rchg(A), Decim-Build%(11), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21)
    Level 2: Triage Beacon -- Numna-EndRdx/Rchg(A), Numna-Heal(3), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(17)
    Level 4: Dual Wield -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(5), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7)
    Level 6: Acid Mortar -- AnWeak-Acc/Rchg(A), Achilles-ResDeb%(11), RechRdx-I(17)
    Level 8: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(9), DefBuff-I(9)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 12: Poison Trap -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(15), Lock-%Hold(34)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(19), Zephyr-Travel/EndRdx(33)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(23)
    Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(23), Cloud-Acc/Rchg(29), Cloud-%Dam(34), Cloud-Acc/ToHitDeb(46), Cloud-ToHitDeb/EndRdx/Rchg(46)
    Level 20: Empty Clips -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36)
    Level 22: Boxing -- Empty(A)
    Level 24: Bullet Rain -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx/Rchg(27), GftotA-Def/EndRdx(27)
    Level 28: Executioner's Shot -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(45)
    Level 32: Weave -- LkGmblr-Rchg+(A), GftotA-Def(33), GftotA-Def/EndRdx(33)
    Level 35: Piercing Rounds -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37)
    Level 38: Hail of Bullets -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Oppressive Gloom -- Acc-I(A)
    Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(50)
    Level 47: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Dmg(50), Oblit-%Dam(50)
    Level 49: Swap Ammo -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 49: Cryo Ammunition
    Level 49: Incendiary Ammunition
    Level 49: Chemical Ammunition
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(31)



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  • Dr Cause

    Traps' Time Bomb

    Quote:
    Originally Posted by Garent View Post
    Assault will not add its damage to trip mine. Pseudopets inherit your buffs, but they also inherit the duration of those buffs. Assault is a short lived buff that refreshes constantly, and it is sure to wear off before the trip mine actually goes off. Something like this would need to be programmed in to mids on a case by case basis, so it's just not going to happen because of powers like lightning storm which will get a damage buff to some of its attacks and not others.
    My understanding of Leadership buffs and psuedo pets was that if the pet is within the radius of the Leadership buff at the time the pet's power fires then that power will have the Leadership buff applied. So for instance if teammate A sets a Trip Mine and runs away, but teammate B running assault goes and stands near the Trip Mine when it blows up, then the Trip Mine would get the dmg buff. Is this not correct?

    It should be easy enough to test. I think I tested it some years ago, but the memory is foggy now.

    As for Time Bomb here's one justification for taking it on Positional Def builds:
    Eradication x 4

    (2) 1.8 max End
    (3) 1.5% Def (Ranged). 3% Def (Energy, Negative)
    (4) 2.25% HP

    And the slotting values themselves aren't terrible in case you ever feeling like toying with it:

    Acc 32%
    Dmg 87%
    EndR 15%
    Rech 54%
  • Quote:
    Originally Posted by The_Ringer View Post
    Failure to bid creep still baffles me far less than the behavior of those who buy generic recipes (from the market) for MORE than they cost from an invention table! I mean--you HAVE to go to an invention table to make the frickin enhancement so you gain absolutely nothing (not even time) by overpaying...*headpop*

    Well I may have answer to this: I have two accounts both which have different starting packs. Oddly enough one of the accounts can't buy generic recipes at the crafting table. Not sure if it's a bug or if being able to buy generics at the crafting table was at some point a perk included in something like 'The Good & Evil" pack. But in any case if you can't buy them at the crafting table then you will pay whatever you have to at the market, unless you want to wait for them to drop.
  • Quote:
    Originally Posted by Lewisite View Post
    Its not a myth, its a rock-solid fact. I don't like to get into potentially flamey arguments... but I'm going to anyway since it irks me when people give me the old L2P speech. Its nonsense buddy.

    ...if you want to go all the way and play everything in the game, you have 4 options.
    Thugs/Traps
    Thugs/FF
    Bots/Traps
    Bots/FF

    This is a misinformed and overly narrow view of which MMs are playable for endgame content.
    And to quote you "...it makes me wonder how much end-game content you've actually played with a MM."


    I only have one Demons so I am not going to say anything about them and I will agree that Bots & Thugs are noticeably stronger than Ninjas, Zombies or Mercs.

    But as far as 2ndaries go its ludicrous to claim that /Traps and /FF are the only viable sets for endgame content.


    You mentioned that Defense was King so let's take a look.

    Case in point: /Traps Vs. /Dark:

    Slotted FFG= +15.5% Def, Vs. Shadow Fall= +5.5% Def
    So /Traps is up 10% Def

    Seeker Drones= 15% -Tohit, Vs. Darkest Night= 17% -Tohit & Fearsome Stare=17% -Tohit.
    Leaving /Dark ahead by 19% -Tohit.

    So /Traps was ahead +10% Def but /Dark was ahead by 19% -Tohit
    Leaving the bottom line chance of not being hit 9% better for /Dark.

    To reiterate not even counting the -Tohit that Twilight Grasp and Dark Servant give, /Dark has a 9% better chance of not being hit than /Traps.

    In my experience because of /Dark's huge AOE heal and an additional pet that also has a great AOE Heal I often find it to be more survivable than /Traps. Where /Traps pulls ahead is in AV/GM soloing fights where its superior -Regen allows it kill things /Dark falters on.

    /Traps is very possibly the best MM 2ndary, but I would put /Dark and /Storm way ahead of /FF.

    /FF is very easy to play and very easy to Soft Cap so fairly tough, but it has no +Resistance, no heal, no +dmg, no +Regen, no -Dmg, no -Res, and no -Regen. Meaning against most Endgame AV's it has no chance compared to other sets. I personally wouldnt even put /FF in the top half of available MM 2ndaries, let alone anywhere in my list of top 4 MM combos.
  • One important difference to note is the Mezz Prot to Stun, Hold, Immob that /Traps gets from FFG. The sad thing is that /Dark needs the mezz protection more than /Traps. If /Dark is relying on their Darkest Night toggle for -Tohit then a single mezz drops the toggle thus dropping their psuedo softcap.
  • Some months ago I tested the FF proc in regular (non AE) missions for well over an hour on a mission spawn at +8.

    Unfortunately, I can't recall whether I tested in Lightning Rod or Shield Charge but my results were the same as Demon Hunter described the proc never once fired.

    Whereas in Thunderstrike both in and outside of AE the proc regularly fires.

    My understanding was that SC and LR are psuedo pets so the FF proc won't work....

    Are you sure you've gotten the proc to fire in SC? Do you possibly have the proc also slotted in another power....etc...

    Can anyone else confirm that they have ever gotten the proc to work in SC?
  • Great mini Guide! Wish I would have found this earlier.

    Just wanted to add another very good way to back and forth between hero <--> vill zones:

    Midnighters Club. Don't go to Crim just run straight through....

    And a question: To get the Villain Epics on a toon that was originally a Hero do I need to go full villain so I can get the mish from the Arbiter that introduces you to Ghost Widow, Scirocco etc... then do their Arc to unlock the epics?
  • Dr Cause

    Dual Box MM's

    I dualbox most of my toons. This includes a number of different MMs.

    As a primary. Thugs are by far the best for multiboxing, because as others have mentioned the leadership from the Enforcers stacks, so that at higher lvls your henchmen are easily Def soft capped. Triboxing at lower lvls would be beneficial since you would be Def Capped just from the Triple stacked Enforcer leadership buffs without needed anything other Def Buffs or Pet Def Procs.

    In terms of best 2ndaries I think it really depends on your style of multiboxing. If you use some sort of system to broadcast keystroke accross your toons then you have lots of options. If you instead are mousing to each toon then I would suggest the following or 2ndary toons use less active 2ndaries such as
    /pain. (FF on multiboxed thugs is somewhat of a waste since your henchmen will already be Def capped without the added Def from the Shield buffs. Although the stun and hold protection you get from /ff or /traps is amazing for a MM.)

    If you broadcast keystrokes then /dark or /storm will rock. I dualboxxed the ITF with two thug/dark's. Storm has amazing debuff and dmg. But any location based powers are annoying to dualboxx because you have to mouse over to execute/place them. Hence Dark's Tar Patch, and many of the Storm powers are a pain to use on the auxiliary following toons. However, in the storm set you have Thunderclap which is a dualbox gem.

    2 x Thunderclap = a perma mag4 aoe Stun.

    Once you unlock your epic pools consider taking Soul Mastery since 2 x Oppressive gloom = a mag4 radias 12' stun toggle! Plus for Tankermind Styles pulls aggro of anything that isn't stunned to the MM, consider it a PBaoe Taunt toggle.

    One of the problems you run into multiboxing MMs is that the target through teammate function only works 1 tier. Meaning that a following auxiliary MM can target through the primary MM, but that auxiliaries MM's pets will not be able to target through their MM owner and also through the primary MM (when you command your pets to attack your target they are already targeting through you...) There are numerous workarounds to this issue though. You can as others have suggest leave the Auxiliary's pets on Aggressive. I personally don't like doing that because it leaves your 2ndary MMs out of BG mode which can cause death. Much preferred to all aggressive is leaving only a couple of the 2ndary's pets on Aggressive like the Bruiser, this way when the Bruiser draws aggro and is attacked the other henchmen get into the fight but the MM gets to stay in BG mode.

    However, my favorite solution is actually to use Provoke on the Auxiliary MM targeted through the Primary. This causes critters to attack the Auxiliary MM getting his pets into the fight, while I am free to control the Primary pets the way I normally would on any regular team. Sometimes on the Primary I take Challenge. Then I hotkey the attacks to the same key. This way the critter that was targeted by my Primary MM attacks him, and all the critters around him are taunted by the 2ndary MM's provoke. But the real reason for Challenge is that it has a very fast recharge and I find that all the debuffs from 2 x /dark or 2 x /storm cause many AVs and GMs to run. So you either need to keep them taunted or have a good immobilize. Provoke is simply not enough Taunt to keep for instance Romulus from running away when he is fully debuffed and dying. And as any PVPer knows MMs don't chase well so a running AV is a MMs nightmare and dualboxxing MMs against a running target is even worse...

    2 x thugs/pain would be nearly indestructable but will struggle taking on AVs since pain doesn't have much in the way of debuffs, with no -Regen, and limited -Res, and not extra dmg.

    2 x thugs/storm will be much tougher to micromanage, require much more active mousing play on both toons, you will end up resummoning a lot of tier one pets on the Auxiliary toon in tough fights since you don't have an AOE heal, BUT you will do very well versus AVs.

    Thugs/ Pain Aux and Thugs / Storm will probably be the best if you decided on using different 2ndaries.

    Dark, Poison, Thermal, Traps and even Trick Arrow will all work well enough as Primaries when paired with Pain.
  • One of the best things about Suppress Pain is that it's a toggle that accepts +Recovery Procs from the the Miracle and Numina's sets. And if you are willing to spend the Inf even the Panacea Proc. With just a Miracle and Numina's Proc you can easily design a Staminaless MM build freeing up lots of power slots. With all the free powers slots I was able to s/l def soft cap and take an epic Resistance shield putting me close to Res Cap.


    With the /pain 2ndary a tankermind approach works very well. Any dmg you take is distributed amongst your pets and between suppress pain and hitting Nullify Pain every once and while all the dmg just melts away. Soul Mastery is a great Epic in tandem with /pain as the Oppressive Gloom stuns many critters and keeps aggro from the rest focused onto you instead of your pets. Normally, the self-inflicted dmg from oppressive gloom is an issue but between bodyguard mode and suppress pain you won't even take dmg. (one exception is around much lower lvl critters where their low level in relation to you causes a massive dmg increase...)

    But even the regen you get from Suppress Pain is very impressive. With HP bonuses and regen bonuses I was able to hit 20hp/sec Regen. Now to someone who has played brutes, tanks or stalkers that doesnt sound like much but you have to remember that in bodyguard mode with 5 pets you take 2/6ths of the dmg with your pets each taking 1/6th. So to get an idea of the relative effectiveness of Suppress Pain in BG mode that 20hp/s regen would be roughly equal to 60hp/s on a melee type toon...

    Pain is easily one of the most survivable MMs sets I've played. It's main weakness I would say comes out when trying to solo AVs or GMs, since /pain doesn't have impressive debuffs you often just dont have the dmg you need...
  • How much do you have to spend?


    Those ranged pvp dmg procs for instance are very expensive.
    Atm the history on the recipes redside is 1Bill to 1.5Bill

    Don't worry if you don't have that kind of Infamy you can still make a build that's fun to play and you can alway respec later...


    A few things regardless of cost:

    Levitate needs to be slotted for Knockback. This power is one of the reasons to pvp with the Mind Control set.

    You need the Placate Proc from the Fortuna Hypnosis set in Mesmerize.

    More KB protection is recommended.

    Consume will not be very useful in pvp. It just does minor dmg and only gives you Endurance.

    You should drop an attack and take Maneuvers instead to hold another KB protection proc and Lotg. The free slots can be used to put more KB protection procs in your other powers, i.e. travel powers slotted with Blessing Procs.

    You might also consider dropping a 2nd attack and taking acrobatics.

    Possible attacks to drop:

    The snipe. The dmg looks very nice but you will probably find yourself not using it very often due to the long activation.

    Incinerate -- Good dmg but you can do almost the same dmg with some of your ranged attacks without the danger of being next to your target.

    Blaze -- Good dmg but short range.


    For zone you may also want an aoe mezz like Mass Confusion. It's not totally wasted since it can get you set bonuses. And it can really help when a bunch of heroes are clustered together attacking a teammate. Also is very useful when fighting in a group of enemy NPCs.