Draeth Darkstar

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  1. Hello Dominators.
    Looking for some feedback on an Earth/Fire/Fire build. The plan is to stay at range unless I need to use Consume, and the build reflects that in a couple ways, namely:
    No Incinerate, no Combustion
    Ranged/E/N softcap, 57% S/L Resist

    I'm wondering if I'll regret not having those attacks, any thoughts?

    Build is also permahasten/dom'd but uses Agility to do it. I couldn't figure out how to hit the ranged def. cap with permas while keeping Musculature, which I would like to do if possible.

    Thanks.

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (3) Basilisk's Gaze - Recharge/Hold
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 1: Flares
    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Damage/Endurance
    • (31) Thunderstrike - Damage/Recharge
    • (31) Thunderstrike - Accuracy/Damage/Recharge
    • (31) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 2: Stone Cages
    • (A) Gravitational Anchor - Chance for Hold
    • (19) Gravitational Anchor - Immobilize/Recharge
    • (19) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (23) Gravitational Anchor - Accuracy/Recharge
    • (23) Gravitational Anchor - Immobilize/Endurance
    Level 4: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (5) Positron's Blast - Chance of Damage(Energy)
    • (7) Positron's Blast - Damage/Recharge
    • (9) Positron's Blast - Damage/Range
    • (9) Positron's Blast - Accuracy/Damage/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Boxing
    • (A) Empty
    Level 10: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (11) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 12: Stalagmites
    • (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
    • (13) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
    • (13) Superior Ascendency of the Dominator - Endurance/Recharge
    • (15) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
    • (15) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
    • (50) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
    Level 14: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (33) Reactive Armor - Resistance/Recharge
    • (34) Reactive Armor - Endurance
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Reactive Armor - Resistance
    • (37) Gladiator's Armor - TP Protection +3% Def (All)
    Level 16: Embrace of Fire
    • (A) Recharge Reduction IO
    Level 18: Earthquake
    • (A) Recharge Reduction IO
    Level 20: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Luck of the Gambler - Defense
    • (21) Luck of the Gambler - Defense/Endurance
    Level 22: Super Speed
    • (A) Celerity - +Stealth
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    Level 26: Volcanic Gasses
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (27) Basilisk's Gaze - Recharge/Hold
    • (29) Basilisk's Gaze - Endurance/Recharge/Hold
    • (48) Lockdown - Chance for +2 Mag Hold
    Level 28: Consume
    • (A) Eradication - Accuracy/Recharge
    • (50) Eradication - Accuracy/Damage/Recharge
    • (50) Eradication - Damage/Recharge
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Animate Stone
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (37) Expedient Reinforcement - Accuracy/Damage
    • (40) Expedient Reinforcement - Damage/Endurance
    • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (43) Expedient Reinforcement - Endurance/Damage/Recharge
    • (43) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 35: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Damage/Endurance
    • (36) Positron's Blast - Damage/Recharge
    • (36) Positron's Blast - Chance of Damage(Energy)
    • (37) Positron's Blast - Accuracy/Damage/Endurance
    Level 38: Blaze
    • (A) Thunderstrike - Accuracy/Damage
    • (39) Thunderstrike - Damage/Endurance
    • (39) Thunderstrike - Damage/Recharge
    • (39) Thunderstrike - Accuracy/Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance/Recharge
    Level 41: Fire Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    • (42) Reactive Armor - Resistance
    • (42) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Steadfast Protection - Resistance/+Def 3%
    Level 44: Rain of Fire
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Chance of Damage(Energy)
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    Level 47: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 1: Brawl
    • (A) Empty
    Level 1: Domination
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 4: Swift
    • (A) Empty
    Level 4: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (33) Miracle - +Recovery
    Level 4: Hurdle
    • (A) Empty
    Level 4: Stamina
    • (A) Performance Shifter - EndMod
    • (33) Performance Shifter - Chance for +End
    Level 50: Agility Core Paragon
    Level 0: Invader
    Level 0: Born In Battle
    Level 0: Marshal
    Level 0: High Pain Threshold
    ------------



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  2. Quote:
    Originally Posted by Gemini_2099 View Post
    Are you insinuating Storm is not powerful? Huh?
    If you've read my previous posts you already know the answer to this question. If you haven't, I'm not terribly inclined to repeat myself.
  3. Quote:
    Originally Posted by Gemini_2099 View Post
    Storm existed before Cold Domination. Yes, Storm is the big brother of little Cold.
    The context of your post implied a comparison of power, not age, especially considering the bit about it being "up there with Dark and Rad," so this is more of a cop out justification than anything.
  4. Quote:
    Originally Posted by Arnabas View Post
    I actually liked the White Wolf system. It was one of my favourites. It was logical to me and I liked how a character with sufficient skill could kill someone with, say, a knife. I never liked D+D's rules that allowed a high-level character to be stabbed 50 or 60 times and still be in perfect fighting condition until the last single hit point, which would finally kill them.
    My friends and I play nWoD (with supernatural variants) fairly regularly for exactly this reason. Its got a much more realistic feeling than most PnPs, where you're actually afraid for your life in a bad situation unlike most D&D encounters, but superheroes are kinda supposed to go twenty rounds and come up swinging. The problem with its combat is that it just doesn't adapt that well to that kind of prolonged fighting unless you start borrowing rules from their other games, like Exalted, which takes the simple elegance of the system and throws it right out the window, then pours gasoline on it and drops a pack of lit matches afterwards.
  5. Quote:
    Originally Posted by Gemini_2099 View Post
    Storm is the big brother of Cold Domination. Storm is right up there with Dark and Rad, so yeah...
    Okay, don't get me wrong, Storm is a great set, but calling it the 'big brother of Cold Domination' is nuts. Cold is probably the strongest debuffing set on a high-end build.
  6. Between the two of them, I'd be inclined to say 1, but... really, can we have Less of Penny please? I'm kinda tired of everything being about or tied to her.
  7. I would like to see updates to the way the categories are separated in the costume creator.

    My thoughts on the matter as well as some discussion are here: http://boards.cityofheroes.com/showthread.php?t=288921

    This primarily boils down to wanting costume parts to be proliferated more widely by category, and desiring some unnecessary categories to be collapsed together.

    I would also love to see all the lists in the costume creator reordered by part type, alphabetically (eg, in head Detail 1, all eyewear in alphabetical order, then all headwear in alphabetical order, then all facepieces in alphabetical order, etc.). The more these lists grow the less and less easy it becomes to FIND anything. It's especially bad in parts that have no apparent logic to their order, like Shoulders, Gloves, Belts, and Boots.

    For a specific request I'd like to see copies of the Gunslinger female costume belt and corset without stripes.
  8. BESM d20 can do basically anything you can imagine with a little creativity.

    Mutants and Masterminds is very, very good too.

    Edit: I will argue against Storyteller for a superhero themed game. The mechanics are great when you're supposed to be concerned that any one hit might kill you outright (realistic for humans), but it suffers for that by having extremely binary combat between high-powered beings.
  9. Quote:
    Originally Posted by HardRider View Post
    ..So they're gonna change states to ms lib..but doesnt she die in LRSF ;p
    No, she gets "defeated." Supervillains are surprisingly nonlethal.
  10. FFG's limitations as a pet are an intentional part of the power. It would be unilaterally better than Dispersion Bubble for no reason at all if it didn't have SOME kind of drawback.

    Regarding set bonuses being transferred to FFG... the Mastermind community would throw a lynching if a Trap pseudopet got to have set bonus scaling and Henchmen didn't.
  11. Quote:
    Originally Posted by Cheetatron View Post
    Ah then I take back what I said, as I was going by mids but I thought pseudo pets had the standard 400% cap for all ats
    400% cap is the same thing as +300%.

    100% of the damage you do is base. +300% damage is base + 3xdamage, 400% is 4xdamage. It's just a different way of writing the same thing.

    To the OP:

    Scrapper > Tanker > Brute for Shield IMO. I would never make a Brute over a Scrapper for Shield, it's just so much better on them.

    Shield Scrappers aren't lacking in durability, either, but if what you're really after is the playstyle of Very Tanky + Damage Dealer, I would suggest a Brute with one of the sets that work better with their mechanics: Dark, Electric, Fire, Invuln being the one that you can see a sizable top-end difference on a Brute over a Scrapper. EA and SR are about the same. Regen is actually pretty significantly better on a Brute as well, but is a worse set overall and requires a heavy IO investment to make feel sturdy.
  12. Quote:
    Originally Posted by Father Xmas View Post
    Hats don't have optional doohickeys, helmets do. Nice simple rule.
    Nice simple rule which isn't reflected at all by the costume creator?
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Clipping is one thing. Having costume items hovering in mid air attached to nothing is just unprofessional. You may not see it immediately, but the Half Helmet is CONSIDERABLY larger than a regular head, thus all of its details would float on a lot of the hats. One horribly misplaced detail (and the Celestial face plate is HORRID) is not a justification for making it worse.

    What, really, do you gain from being able to use those pieces on hats when they match pretty much not a single hat?
    Mostly? From being able to use them with all the hats-that-are-actually-helmets.

    Quote:
    Multiple sleeves with bare arms do exist, but those are a grievous problem for one simple fact - these aren't your real arms. Specifically, the short shirt sleeves on Jackets use a replica of a bare skin arm regardless of what you have under it. If you're robot wearing a shirt, then tough - you get human skin arms. If you're a lizard wearing a shirt, then tough - you get human skin arms. It was actually hilarious when women got the male arms with the bulging muscles and the veins and everything with those sleeves.

    This is a problem we DO NOT WANT to replicate, and I cannot emphasise this enough. Forcing human arms on torsos that aren't human is a big mistake. I mean, I don't mind it as an option, maybe in Robotic Arms, but if that's your vision of how sleeveless jackets would work, you're going to break a lot of costumes.
    This is definitely not true of Robes; Jackets I will take your word for as I'm not at my home computer right now.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    I can see combining hats with helmets since they're essentially the same thing, but I CANNOT see combining them with Half-Helmets. Half-helmets all have pretty much the same shape because of the two categories specific to them, which is Helmet Detail 1 and Helmet Detail 2. Those are simply incompatible with hats and really don't work with most anything which isn't half-helmet-shaped. Even the ridiculous conical helmet fails to work with a good few of those. The basic reason we got Half-Helmets in the first place was to give us a generic, customizable helmet framework so we wouldn't have to make do with either a whole head swap or a generic helmet.
    This was true once upon a time, but is no longer. I addressed it specifically in in my OP.

    Quote:
    Originally Posted by Draeth Darkstar View Post
    The Celestial Armor Half Helmet broke the design pattern for Half Helmets and clips atrociously with most of the old designs. This removes any argument for other helmets that don't fit the original approximate "bubble dome" shape from being added to the category, and many of the options from Hats, Hemets, and Special Helmets could look really cool combined with some of the Half Helmet features.
    If you need a screenshot of it to understand exactly how badly it does break the pattern, I'll see what I can do when I get back from class tonight, but for now I just don't have time. Basically, the Celestial Armor Half Helmet is a fully-covering faceplate with no top or back to it at all.

    Quote:
    Originally Posted by Samuel_Tow View Post
    The problem with Jackets and Sleeveless Jackets is similar. Regular jackets don't have any arm geometry under the sleeves, which was done partly for performance concerns, but mostly to avoid the HORRID clipping issues sleeves had for a long time. Combining the two would bring those clipping issues back. That said, I see no reason why all gloves can't be made available even with Sleeved jackets. Some would clip with the sleeves, yes, but some would simply draw over them, exactly like the Interrogators from Praetoria. In fact, I'd REALLY love to see this done with Trenchcoats, since those don't HAVE a sleeveless option that's usable with bulkier gloves. More trenchcoats would be nice, too, but that's besides the point.
    This might be true for Jackets, I again don't have time to verify right now, but it is assuredly not true for Robes, which have sleeve options that leave basically the entire upper arm exposed.
  15. Quote:
    Originally Posted by Zyphoid View Post
    Yeah, I agree. The new Mech Set on beta makes it even more apparent.
    The Mecha helmet details are the "straw that broke the camel's back" for me - the reason that I decided to write this out. They would look amazing attached to Half Helmets but we currently can't have them that way and there's been on word on if that will be changing.
  16. Quote:
    Originally Posted by MajorDecoy View Post
    That'd become a massive scroll list.
    True, but no more massive than the list of Tights options is already, and significantly smaller than the Chest Details options list.

    Quote:
    Also, not all detail options are available on all those headgear categories. Where would a beard go on a full helmet?
    I didn't say Full Helmets, which use totally different heads instead of items placed on the normal heads and can't use beards already.

    If you mean on the proposed "Headgear" category - in the normal detail 2 where they are now.
  17. More and more often I'm finding these days that the one thing I really hate about the costume creator in this game, which is otherwise probably its best feature, is the way that parts are segregated across categories. Some of this segregation exists to "prevent clipping," and some of it is clearly accidental (Jackets can have the Bow Tie shoulder detail, but Sleeveless Jackets can't, for example).

    At one point in time the organizational choices made some modicum of sense, but over the years the rules have gone by the wayside and now there are exceptions everywhere that make no sense.

    I would, personally, really like to see two major changes to the Costume Creator that would take no options away, but give us many more, and put creative control over what looks good together in the hands of the players, where it should be.
    1. Hats, Helmets, Half Helmets, and Special Helmets merged into a single "Headgear" category, retaining all detail options from all legacy categories, combined. Reasoning:
      • At one point in time the distinctions between Hats and Helmets sorta-kinda made sense from a conceptual standpoint, but there are now half-a-dozen Helmets in the Hats category.
      • Distinction between Helmets and Special Helmets never made sense.
      • The Celestial Armor Half Helmet broke the design pattern for Half Helmets and clips atrociously with most of the old designs. This removes any argument for other helmets that don't fit the original approximate "bubble dome" shape from being added to the category, and many of the options from Hats, Hemets, and Special Helmets could look really cool combined with some of the Half Helmet features.
    2. Robes and Sleeveless Robes combined, Jackets and Sleeveless Jackets combined (technically speaking these are two different changes, but they're so similar as to be indistinguishable), and both given all glove and shoulder options. Reasoning:
      • Long ago, these categories were split this way to prevent certain sleeve options from clipping with certain glove and shoulder options. Today, however, there are a number of Sleeves in both Robes and Jackets that could be used with most/all gloves without clipping, and there have been many gloves and shoulder items added to the With-Sleeves categories that clip with most of the options present (in some cases, like Warrior, the only options they DON'T clip with are ones they were made with). These facts make the distinction totally obsolete.

    This would be GREAT from a player-choice perspective, but it would also be beneficial to the Costume Artists. EVERY TIME a new costume set goes into beta testing, there are dozens of responses about how many of the options are missing from categories they would work fine in without alteration. Reducing the number of categories reduces the amount of time these Artists have to spend on proliferating pieces through them.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    I've often suggested that Force Bolt should cause a collision of forces that locks enemies out of intangibility for a period of time (e.g. Carnies). Another option is for Force Bolt and a couple of other powers to apply a Dizzied status effect that prevents the use of certain abilities.
    I really don't think what Force Fields needs are more esoteric and highly situational power gimmicks. It needs utility that is useful against all content types so that people will value the set for more than Deflection Shield, Insulation Shield, and Dispersion Bubble outside of a couple extremely limited cases like caging the buff beams on the Recluse STF fight or Force Bubbling the paths in BAF.
  19. More often than not, Corruptors are an overall better character when built with the same sets as a Defender.

    The only really outstanding exception to the above is Sonic Attacks.
  20. Quote:
    Originally Posted by Forbin_Project View Post
    It's perfectly clear that both you and I were talking about other people in general and not you or anyone else as a specific individual.
    Sorry, your intent missed me. It's been a long couple weeks.

    Quote:
    Originally Posted by Hyperstrike View Post
    Brilliant? MOI? COOL!
    While being able to trade them to any and all would be nice. It would be a MONSTROUS can of worms (and exploitable as ****). This is also the same reason why they're deathly afraid of allowing gifting of things like Paragon Points. The book keeping for a system like that would be nightmarish.

    And what happens if someone gives someone thousands of points, changes their mind, then says "My account was raided! I want my points back!"

    And, what do they do when someone's account IS "legitimately" raided for this?

    This is SPECIFICALLY why I said "between two game accounts on the same master account". Because, that way, they KNOW that the same party is paying for all the stuff. There's no possibility that they're going to be abused. And Paragon has gotten their money, one way or another.
    While I agree that trading between a master account only is inherently easier on the bookkeeping staff, this also introduces undesirable aberrant behaviors to the system, like groups of friends/spouses/families/etc all wanting to put their game accounts on the same Master account, which is bad (and probably against the EULA/TOS).
    While it would probably cause problems less frequently, the problems it would cause would be much more convoluted to deal with (such as when someone inevitably wants out of the "group" account).

    I don't think transaction reversals would be that difficult in case someone really got hacked (in That Other Game with Millions More Subscribers Than We Have, they've practically made a science out of it due to the vast numbers of phishing scams directed at That Game), and I also feel that restricting it to T9 VIPs would be a pretty effective limitation on the exploitability of such a system.
  21. I'm curious what percentage of superpacks bought was through the Paragon Reward Tokens repeatable. I have personally spent quite a bit of money on Paragon Points, but I didn't buy any of my superpacks through the Market.
  22. Quote:
    Originally Posted by VKhaun View Post
    Think of car paint rather than metal itself.
    You know, that's a really accurate comparison, and I wouldn't be surprised if it's what the artists specifically had in mind, considering the subject matter.

    Kind of reminds me of the bit about painting the suit hotrod red in the first Iron Man movie.
  23. One of the big things I feel that Ninjas should have that they currently lack is some support ability in the pets. The reason they're so much squishier than all the other sets is, in a big way, because of this.
    Thugs (the Tier 1 pet) have NO defenses or resistances, but Enforcers give them a base of 16% Def(All) which can be enhanced to 25% (the discrepancy in Pet IOs favoring Thugs and Demons plays a role too, but that's another issue entirely).
    Robotics get 15% Def(All) on the Tier 1 and 3 pets and 7.5% on the Lieutenants, plus healers.
    Demons get 10ish% to common resistances, an AoE heal, and a single target heal from their lieutenant.
    Necromancy gets tons of -tohit (admittedly less useful than the above, but better than ninjas' nonexistant support powers).
    Even Mercs get the lolmedic.

    What I think would be cool would be if, whenever a Ninja dies, it fires off a huge radius (like, 100+, so that it will basically guarantee that it never misses any of your pets) Vengeance-type power on itself that only affects your ninja pets. This would play into the old meme of "the fewer ninjas there are, the more dangerous they become" and the age-old plot of "YOU KILLED MY NINJA CLAN. I KILL YOU ALL NOW," that is so common in Ninja stories.

    Of course, they still do deserve better personal defenses than they get. Genin being so squishy has never made any sense to me.
  24. Quote:
    Originally Posted by JayboH View Post
    If so, I would assume it would be better in Thugs vs Bruiser, since the Bruiser is a brute and wouldn't get much out of build up.
    While the Bruiser has some "Brutesque" powers, he is not, mechanically speaking, actually a Brute AT.

    You can see the damage scales for Mastermind pets here: http://wiki.cohtitan.com/wiki/Damage_Scale#Damage_Scale

    SBA is procced by pet attacks. It has a chance to fire once per target attacked by every ability of the pet it's slotted in, but can't stack with itself. It is usually strongest in Tier 3 pets because they have higher damage scales, are equivalent to you in level rather than -1 or -2, and usually have the most and largest AoE powers, giving them more chances for the proc to fire.

    Edit: Sorry I hadn't answered your first question yet from your thread in the MM forum - I don't check the AT forums as frequently as this one. Agge got you taken care of, though

    Edit2: The MM ATO Aura works the same way as the other 4, for reference.