-
Posts
69 -
Joined
-
Yeah, that'll be your region. I'm in Australia, which is also a pretty big blind spot for a lot of game developers. Guild Wars 2 I believe got a respectable showing over in the US, you know as much as AAA games that aren't big console headliners tend to get, but Blade and Soul, again, is only really out in Korea.
-
-
I've been with this game since Christmas of 2005. I don't even remember what else I got that Christmas, but I remember sitting down that night and making my very first character, a Bots/Traps Mastermind, Because Bots/Traps sounded awesome.
That character became my first 50, my namesake on these forums, and my main for several years until my Elec/Elec Brute Clerisy came along, and I love her.
...But for laughs, I recreated her very first costume, that I initially made that Christmas night in 2005 and later gave a cape and aura. And it's... well.
If I had to pick a word, it would be 'unsalvageable'. I honestly have no idea what I was thinking. I wasn't any good with her either, I specifically remember never using Inspirations and in fact going until level 20 until I even figured out enhancements. Frankly it's a miracle I wound up even borderline competent at the end of it.
Surely I'm not the only one with these kinds of bad ideas from back when we started. So go ahead, tell us your horrible stories, show us your abysmal costumes. -
I really like these new Skulls, actually. They look really good.
The male club hair is surprising, but not unpleasant. To me it either looks like unwashed, ratty hair or a young adult trying to look cool, I'm not sure which one. But both of them really fit Skulls anyway, since their members probably range between trying to look cool and actually not caring. Of any gang in Paragon or the Isles, the Skulls are definitely the ones that got the wannabe tough-guys and 'no one understands me' teenagers. -
Quote:You didn't read my argument, did you?Wait you have been around since 2005and your complaining about Citadel? Have you forgotten what Positron was like before the update? There were times teams used to break, go to bed, and meet back up the next day to complete it. And of course Doc Q in the Shadowshard can still be a nightmare. I did Citadel over the double xp weekend and I realize everything is relative depending on how much time someone has to spend on line but the team I was with managed to fonish in under 90 minutes. It has a number of stealthable missions and the three defeat alls toward the end have always been fairly small bases that didn't take too long to finish up.
I was saying nothing about how difficult the TFs are to do. I understand that Citadel's one of the easier Phalanx TFs, that Old Posi was probably moved from the game servers to a circle of Hell, and they're all in some way badly designed.
But I wasn't calling for any of them to be revamped 'first'.
I was making note of the fact that Citadel makes no sense from a game design standpoint, from any angle. There is no logical steps you can take to explain how Citadel exists as a thing that someone, at some point, consciously made. You can understand why every other original TF exists, why the designer thought 'yes, people will want to get a team together and play this', even if they ended up bad for things they didn't predict like mechanical evolution and player preference.
Citadel isn't the worst Phalanx TF. It just doesn't make sense. -
I should say, I never said that Citadel was the worst of the original TFs to play. Old Posi was pretty soul-sucking when I did it years back, and I've never done Synapse but as far as I know it's just Clockwork in warehouses except for around the middle here you fight Clockwork in other maps.
What I am saying is that of the old TFs, it's the one most inexplicable in terms of answering the question of 'why would people play this'.
Old Positron is long and tedious and has no payoff, but it's a decent enough small-scale story and it has a lot of variety in villain groups and map types. It's about on par with some of the better contact story arcs of the time, and the only issue was that it sucked to do it in one shot.
Synapse I again haven't played, and from what I can tell it has similar problems to Citadel, being very similar missions all throughout. But it does at least put some token effort in by sending Babbage at you, and at least trying some slightly different maps. It really only ends up 'worse' than Citadel because it's lower-level and people have less to use against it. Story-wise it's an appropriate ending to a villain group that's been a significant presence until then and had some good build-up to it, so that's cool.
Sister Psyche I don't really remember, but I recall it being a fairly nicely varied arc that had a number of different map types, that was mostly against Freakshow but not entirely. It wasn't the best, but as a story arc it doesn't sound too bad, and still holds up when Penelope Yin does it with higher production values.
Manticore I also haven't played, but from my gatherings it's like Synapse only against a more tolerable enemy group, at a level you can handle it better at. The story isn't all that influential in the greater Crey story arc, but it's big enough for you to feel big doing it.
Numina was basically the endgame of that era, and I guess the hunt mission had the intention of making it feel big and city-wide, and remember, they didn't know big tedious hunt missions were bad yet. It's probably aged the best of all the old TFs beside it, but that's not really saying much.
And then you have Citadel. I don't care what era you were designing in, ten missions of the same enemies in the same maps repeatedly doesn't work. And like others have said, as a story it makes terrible use of the resources at its disposal, telling a story that really would take about two missions if it were written anywhere after about I3.
The other TFs at least have enjoyable parts about them, when describing them they sound like fairly low-budget but decent ideas, with different kinds of appeal to them that still sound worth doing. No part of Citadel sounds fun on any level. Yes, the development team has changed, the MMO landscape has changed, the game engine has changed, all of that. None of that excuses all of Citadel being in the same maps against the same enemies, making miniscule progress until you stop the bad guy.
Then all the other original TFs falter, we can point at the developers not having a handle on the game yet (not knowing how vital Stamina would turn out/how painful end drain was, not having the grounding to know hunts weren't popular, not knowing people would prefer doing TFs in one sitting instead of multiple). Citadel looks bad by any standard. -
So I did a Citadel TF during double XP, because someone told me it was pretty good XP, I hadn't done it in a while, and let's be honest you're not too picky on stuff to do during double XP. It was good XP comparatively, but at about the ninth mission (I'm not certain, I stopped counting) I started wondering: How does this exist? How was this ever made?
I brought this up in a global channel, and it's really incomparable to all the 'dated' old content. Synapse isn't much better, but at least it's trying. The Shadow Shard is filled with nothing, but it looks cool, has cool enemies, and it doesn't hide the fact it's all repeatable missions which, as we've learned, have their place. Old Positron was long, not very interesting and just sort of ended without really changing in tone, but at least it was varied.
Citadel, completely without exaggerating, is the exact same mission, over and over again, until eventually it ends. There is no variety, no variation - it's all the exact same enemies, in the exact same maps. Sometimes they're defeat-alls, sometimes they have (identical) glowies, but otherwise these missions are exactly the same.
Surely, this can't be put down to bad design from back in the days when nobody knew better. Somebody laid this out. Somebody presumably wrote the entire Citadel TF, likely aware that every single mission was functionally identical, and said "yes, this will work. People will want to play this content, which I have deliberately laid out to be against the exact same enemies, in the exact same maps, without any difference or variation whatsoever, for ten missions". I say 'presumably' because the idea that Citadel himself actually procedurally generated this TF without input from any developers to me sounds more likely than somebody consciously making these decisions.
How did this happen? I'm aware that originally TFs were intended to be multi-day affairs, but that doesn't explain it. In fact it makes it worse, because now we have to assume that somebody thought that eight people would be perfectly willing to spend DAYS working through Groundhog Day: The TF. In whose mind, on what planet, was Citadel created, presumably with some level of pride, enough for somebody to be sure that what they're making is enjoyable?
Help me out here, I'm just completely lost. -
Quote:All-human, so you've already given up your best bit. In fairness I was also human only, but that was back when Light Form wasn't even able to be made perma, so it was more or less the best choice.I have no binds. I am all human. Really Its not hard to play one. It's really common sense. But if you're looking for a at that doesnt have a bunch of stuff to figure out (aka go all human or forms) dont do it.
But for the veteren player that know what to do, it is still the best AT and most well rounded. Ok not THE best. But it is top tier.
WS's do not compare to PB's at all. I can't even get into them.
At least tell me you've got perma Light Form. That would at least explain why you think youre useful. I honestly have no idea how you could possibly be good at... anything, otherwise. -
Quote:Okay this isn't the point of the thread, but I'm gonna just quickly use my Peacebringer experience to shoot you down.Yeah.. you haven't seen my Peacebringer.
I personally believe the PB's to be one of the best AT when you know how to play it.
2 heals.
2 great melee
1 res toggle
3 good chaining blasts
1 good aoe
1 good pbaoe
1 good cone
Inherit Flight
Photon seekers are beast
Yeah theres more. But, when it comes to pve, i will most likely out dps you.
When it comes to pvp, I will most likely decimate you.
Do not ever underestimate PB's.
-Since one heal is an ally heal and one is a self heal, it's more like one heal either way. Neither of them are good.
-You can't make an attack chain out of two 'great' melees. Trust me, I tried.
-You need more than a single res toggle to have any sort of staying power.
-Blasts actually aren't very good. They do chain, though.
-I tried them, the AoEs aren't very good either.
-Inherent flight's not that much of a bonus these days, since every build can spare a slot for a travel power and even the ones that don't can get Ninja Run.
-Photon Seekers are pretty good, but that's one good, unique power in twenty-seven.
-Actually there's two, and I can tell you aren't even very good as a Peacebringer because you didn't take it into account, Light Form is pretty great nowadays but doesn't really make up for the rest.
I steered clear of suggesting Peacebringers in my opening post, because technically speaking they aren't a powerset, but Peacebringers are pretty rubbish. You also didn't mention the tons of often hard to control knockback. Depending on your build they can play like a poorly built Blaster or an even worse Scrapper, and the only real way to salvage it is to turn into a Blaster with very few blasts and Overload.
Warshades are pretty good though if you get the build and timing right.
I will say for the most part I'm liking this thread, though, even if people's personal distastes are seeping through (Illusion's not a choice many would agree with, but I suppose you can technically argue it's a bad control set by virtue of having very little of it). Ice Control seems to have a consensus built up as the worst control set, which I'll admit I didn't consider largely because I forgot it existed. -
Quote:Yeah, I mean individual powersets, not combos. There's some value in talking about like, the worst combos, or a way to save a really terrible set from being actually detrimental, but I'm talking individual powersets.Mmm, don't think the OP's talking about powerset combos, just powersets in general. Dual Pistols isn't bad for solo play and neither is Force Fields and I've heard good things about Thugs.
Dual Pistols probably has a good case for being the worst blast set, although I've heard some people swear by it. Force Field is pretty good albeit pretty passive, and it and Empathy are just horrible chocies for soloers since they're ally buff sets. Thugs I've also heard good things about, and I can't in good conscience say any Mastermind set is worse than Beast. -
Last night, I kind of surprised myself in the Bio Armor feedback thread, in talking about Regen. I realized that, at least in my internal logic, Regeneration is the worst defensive set in the game.
That doesn't mean it's bad, and people told me in that thread that it's still capable of great things. I just cannot, for the life of me, think of a situation where Regeneration is the best choice for the job. Yes, it can regenerate better than anyone, but at this point I'm not certain that really manages to make it the best at any particular job.
But hey, I'm still thinking about it, so I might as well hear other opinions: What are the worst sets in the game? Ideally, I'm talking about like, 'worst ranged damage set' or 'worst Dominator secondary', not 'absolutely the worst thing you could possibly pick', by that point we're getting subjective.
I should note, this doesn't mean the set is bad. It's just that something has to come in last place. I'm sure this isn't too hard a call for the damage sets; with a goal of DPS, it's pretty clear-cut who ends up the lowest.
As for some other sets... Aside from Regen, I have some less arguable things to put forward. Which, I now, are obvious.
-Beast Mastery is the worst Mastermind primary, which makes it a bit worse that we had to pay for it. It's got the worst DPS, which honestly wouldn't be so bad since the damage isn't too terrible and like I said someone has to come last. The real problem is that they have no range, and super speed. Which means that unless you're responding really fast, you'll probably actually be a detriment to your team the moment a runner or worrying amounts of knockback become involved. And because of the low DPS, you won't have the raw killing power to cover up for that issue.
-And Trick Arrow is the worst support set. I know, that's like saying the sky is blue, but it's still true. It tries to do too many things, and to compensate for having that much at its disposal, it's terrible at all of it. Unfortunately, I don't know how you'd fix that without either changing it to the point it's unrecognizable, or making it too good at all of the things it does instead of too bad. All that said though, I've heard that surprisingly its amount of immobilizes, slows and stuns make it as good a partner for Beast Mastery as you can get.
So what does everyone else think the worst set in a particular category is? I'd love to hear someone's grounded opinion on the worst DPS sets, but at the same time subjective opinions on other sets are good too. -
I'm gonna say @ArchangelNuriko and her boyfriend (generally @PyroWulf but he changed his global a lot). I hang out with them on Champions Online, but I miss the CoX iterations of their characters (and playing a game with them that's actually enjoyable right off the bat).
-
Cross-posting this from the basically identical thread in the general discussion forum:
I've done a bit of thinking about the idea of how to 'fix' Tankers. The trick is realizing that they aren't broken in the first place, just boringly good at their job. Nothing can hold aggro better than a Tanker, but it's just dull doing so. Compared to a Brute, who's not as good at tanking, but his killing power makes up for it and the end package is more fun.
I actually think the solution lies in Masterminds. Specifically, alter the Tanker inherent to resemble a reverse Bodyguard; If a character is within a certain range of a Tanker (I'm thinking about the range of a Leadership buff), then the Tanker takes a portion of their damage for them. I'm not sure how much, maybe a quarter to a third? Someone with more of a head for what kind of numbers that would entail can figure that one out.
Perhaps alternatively tie it to particular key powers in a Tanker's primary, like Rise to the Challenge or Granite Armor, so a somewhat lackluster Tanker (or someone on a team that just frankly is not worth the effort of keeping up) can leave it off and not take that damage. Maybe also tie a taunt of some level into it, so that say, the Defender taking a heavy beating from an ambush can hide near the Tanker, who subsequently passively taunts the enemies off the Defender and gives them a little breathing room.
In my mind it'd bring the Tanker up in practicality and enjoyability to match a Brute in a different way. It's very hard to solve the actual issue of a tank in any game just not being phenomenally fun, but this might possibly do the trick. -
I've done a bit of thinking about the idea of how to 'fix' Tankers. The trick is realizing that they aren't broken in the first place, just boringly good at their job. Nothing can hold aggro better than a Tanker, but it's just dull doing so. Compared to a Brute, who's not as good at tanking, but his killing power makes up for it and the end package is more fun.
I actually think the solution lies in Masterminds. Specifically, alter the Tanker inherent to resemble a reverse Bodyguard; If a character is within a certain range of a Tanker (I'm thinking about the range of a Leadership buff), then the Tanker takes a portion of their damage for them. I'm not sure how much, maybe a quarter to a third? Someone with more of a head for what kind of numbers that would entail can figure that one out.
Perhaps alternatively tie it to particular key powers in a Tanker's primary, like Rise to the Challenge or Granite Armor, so a somewhat lackluster Tanker (or someone on a team that just frankly is not worth the effort of keeping up) can leave it off and not take that damage. Maybe also tie a taunt of some level into it, so that say, the Defender taking a heavy beating from an ambush can hide near the Tanker, who subsequently passively taunts the enemies off the Defender and gives them a little breathing room.
In my mind it'd bring the Tanker up in practicality and enjoyability to match a Brute in a different way. It's very hard to solve the actual issue of a tank in any game just not being phenomenally fun, but this might possibly do the trick. -
Damn. Well, you apparently went for quite a while without getting that black, wolf-shaped bullet, so feel happy you lasted that long.
I myself cut my losses after getting all the Elemental Order pieces. I didn't want to get stuck with that thing stinking up my Inherent list. -
Ohhh, yeah. Let me tell you, I've been on Virtue since 2005. And they deserve every single thing they get. There's some good people, but mostly you just see really horrible and stupid things. Eventually you learn to just enjoy it and laugh at them.
-
...You know, the dialog options aren't in unintuitive positions. It isn't like you have to 'hunt' for the right option. Just give the choices a read, even independent of the actual text if reading more than three sentences while playing a game causes you to, I dunno, break out in hives or something.
I remember talking to my dad about the idea of there being 'no wrong way to play a game'. I'm fairly sure he was wrong in that case given that he was playing Dark Souls in a way that he was half my endgame level in the first area, but the idea isn't intrinsically wrong. I could easily say to you, Tow, that you re playing the game in the wrong way. But that isn't, technically speaking, correct. You're playing the game in a perfectly acceptable way, but it's a way that has become increasingly outdated and nonviable. It's great that these developments have happened, because now the game has finally reached the point where NPCs are people, instead of text box distributors. This isn't actually a problem, in fact it's just about the polar opposite of one and you should stop treating it like one.
I really hate to resort to the argument that the opposing side is actually wrong, but... Well it isn't the game's writers that have to write to accommodate an outdated playstyle. It's you that has to update your gameplay style to accommodate the fact that there is now actual story and dialog in missions. -
First of all, I want to say that even though I'm not normally big on team stuff, I love the trials, and the Underground is in fact my favorite. I'll also put forward that I liked hearing that the Lambda and BAF were going to have their rewards nerfed, and am a bit upset that they won't be.
But I'll say that, of the four trials on the liver build right now, the Underground is the odd one out in terms of actually being good as constructed for a league.
Lambda is very neatly divided, and very obviously designed for two teams working together. That's good.
The BAF is pretty widespread, and you probably need the numbers it supplies you with just to cover all that ground.
I'm a bit split on Keyes. The extra hands are definitely useful in the reactors, but that many people running around does at times end up with a 'too many chefs' thing in actually fighting Anti-Matter, where everyone around just sort of detracts from the effectivenss instead of adding to it. It's fine as-is, but it probably doesn't need to be 24-man.
Underground, though, I firmly believe is a poor choice as a 24-man trial. It's essentially a big dungeon crawl with some big bosses, and that's all well and good. But 24 people in there at once ruins it. It destroys visibility, everyone gets in each other's way, and I'm in firm belief that it gains absolutely nothing from having that many people in return for what it loses by basically being one big mission map.
So my suggestion is pretty simple: Remove the EBs spawning in regular mobs, maybe shrink the length a bit, and make it an 8-man trial. Lowering it to just one team would, I feel, solve pretty much every issue with it.
Too cramped: Mission maps are designed for eight people, and the majority of the Underground is formed of Praetorian Underground mission rooms with varying levels of growth in them.
Too hard to coordinate: 24 people are hard to wrangle, especially in fights like the AVs in the Underground where positioning is vital and not doing so will get you killed. One third of that, on the other hand? Much easier.
Boss fights very hard: I personally don't think hard boss fights is an issue, but even I can tell that the Underground's AVs, the self-healing War Walker in particular, are very hard to handle with that many people. They'd need to be scaled down to more manageable levels if made for a smaller league, but I feel like this is necessary anyway, and cutting out the EBs will go a long way towards it.
No reason to actually run it: I feel like this has to be done if the developers want people to actually run the Underground, because as it stands, especially when the new trials come into play, it's stranded in a position where nobody has any real reason to play it. If you want fast to complete, you go for Lambda and BAF; for something more difficult, go take on TPN or MOM; Keyes is in a hectic little world of its own, that with the proposed changes in beta will have its own fans as an ordeal of teamwork more than anything else, that SGs and global channels will probably have fun with. But the Underground, as it stands, has no advantages. Rebuilding it for a single team will make it the trial that small groups of friends can band together and spend most of an hour doing and getting rewards for - since Tin Mage and Apex fell out of use when trials actually started happening, Incarnates are in need of that. -
Thanks for all this, guys. I should have mentioned that I already excluded Cimerorans and Storm Elementals, though - Cimerorans don't fit my character concept, and I don't need Storm Elementals to help with end drain because I've already got enough to wipe out an AV's end bar in a prolonged fight.
WarWorks has come up in my own readings, and they do make a top three I've decided on - Clockwork, Phantoms and WarWorks. With all three I'm likely to go Core, because my Brute's already pretty much set on support and doesn't really need any more. I already have a Clockwork t3 from before the rest of them came out, so I'm inclined to go that way, but would the bosses from either of the other two sets outclass the Dismantler enough to drop that too? -
My Elec/Elec Brute is at this point just in the 'topping up his build and basking in glory' phase of his character building, but there is a major flaw in it that I want to solve; I don't know what to do with his Lore slot.
I took Vanguard Radial for him, mainly for roleplay reasoning - he's a member of the Vanguard, so it makes sense they would back him up. But a fact slowly managed to pierce my denial: Vanguard is a pretty much universally terrible choice, because they are bad at everything. The boss doesn't really deal any notable amount of damage, the debuffs are too varied to be noteworthy, and I'm pretty sure the intangible pet's AI is unable to reliably use either of his powers.
So I'm looking for a real Lore to invest in, and I'm thinking that this time I'll be putting practicality ahead of roleplaying. What tree, and which Core or Radial, would complement his powers? His role has always been an AoE machine that mostly excels against Energy-wielding targets like Rikti, so I'm looking for something that either helps him achieve that or covers his weaknesses in fighting single foes or ones that use damage types he isn't particularly solid against. He's a technology-based villain, so I'll have to turn down choices that are completely adverse to that, like Cimerorans and Carnival.
If it's relevant, and it probably is, his other Incarnate powers are Musculature Radial, Ionic Radial, Barrier Core, and one of the Diamagnetics I can't remember off the top of my head.
Can someone suggest to me a better Lore? -
I did this three times so far, two redside and one blueside, and I'll get this out of the way first: I love it, it's really fun, has some really nice new maps and does a really good job of bringing an old villain group to relevancy (Personally I'd forgotten the Igneous even existed).
But, it does have several issues that I can tell, just in the presentation of the story.
1. Blueside is exactly the same as redside, only empirically worse. I'm gathering that this arc was designed with villains in mind, which I have absolutely no problem with. In fact, I love it - I mainly play villain, and my Brute would jump at the chance to mug Synapse and steal his powers (more on this later, though), so I like seeing that the villains for once get the good end of effort.
But it isn't shining well on this project as a whole that while one side gets the full end of effort, the other side gets the Chinese knock-off. The blueside version is exactly the same in terms of map, of structure, just with all the unique bits surgically removed. You can't side with the Circle to get an easier time of the final mission; hitting the three glowies doesn't completely remove the ambushes, thereby making it an arbitrary restriction; and of course you don't get to power up and fight tons of people at a run speed that means you will most assuredly fall into the lava at least once (I should note that I don't consider this a downside in any way, this is just what super speed is). I was massively underwhelmed playing the blueside variant, because it just isn't special. While I do hope the other arcs still lean more towards one side or the other, because it actually does make for a more compelling story, I really hope the other side doesn't just get a neutered version of the 'real' side.
Taking it as a redside-only arc and pretending the blueside version just plain doesn't exist is remarkably easy and effective, which I don't think is the intention. Regardless, if you do, one other issue still becomes prevalent...
2. The ending removes any real payoff, and relies entirely on everybody present being stupid. The ending, as it appears in the mission (redside, of course) is great, and does feel like a proper 'holy crap we actually had an effect on something' moment. I mean it didn't go as planned of course, but we still got to rock out with Synapse's powers, and we actually killed somebody!
Except we didn't! Because the story decides at the very last moment to unveil the fact that, in that whole fight at the obelisk over Synapse's body he wasn't dead, he was just unconscious. Thereby rendering the entirety of the arc a moot point because no progress was made. Now, strictly speaking, I don't have a real problem with the idea of sticking to the status quo. I honestly didn't expect to actually kill Synapse, although I did have my hope that the devs had developed a complex system by which his appearances in late-game stories are changed depending on whether or not we chose to kill him.
What I have a problem with, is that the specific way this panned out requires every single member of the Lost in the area, as well as the player character(s), to be either so busy, so slow or so stupid that they literally could not take the half a second to two seconds required to ensure that he's actually dead. Most people might not take particular issue with this, but I do simply because I was practically bouncing in my chair at the possibility that my Brute, a powersuited intellectual supremacist who considers unintelligent people literally not worth the air that they breathe, could actually get the chance to have an in-character swipe at likely the stupidest member of the Freedom Phalanx and likely the man that he's wished the most death on in his entire life. I don't really feel like I'm in the minority when I say that structuring a story so that the player has this type of implicit choice and is absolutely required not to take it is probably a bad idea.
I'm probably splitting hairs here, but I know this is going to nag at me until the end of days, my biggest problem with the redside version of the arc is that, if Synapse is required to survive, have him survive in a way that can't be argued this easily with.
So, yeah. Basically, my suggestions for the rest of these arcs:
1. Take sides with whether or not the story is written for heroes or villains, but don't cut corners with the other side.
2. If the devs intend for a character to not die like this, don't make it in a way we can easily argue with.
3. Let me kill Synapse, please. I don't take kindly to big moments being taken from me unceremoniously, please let me kill Synapse. -
I only know what one is certifiably the worst. As someone who took Vanguard and broguht it all the way up to tier 4, they are irredeemable. The boss is terrible at damage and debuff variety is too spread out to mean anything, and it'll take me a while to convince that the intangible pet's AI isn't broken.
-
Those aren't actually the levels where I took the powers and enhancements, I just slapped together the build in Mid's from how it looks as I have it at level 50.
Still, thanks for all the help, everyone. I'm probably going to combine Mephe's build into mine. -
I'm mostly looking for slotting help. Acrobatics and Pulse Rifle Burst are used, indeed, for not getting knocked around and actually having some way to defend myself that isn't Poison Trap-Trip Mine. Triage Beacon is very useful, though gets to be a bit of a hassle sometimes.
The APP has three reasons. One, it fits the character better than the other three. Two, Oppressive Gloom is very useful when setting up traps. Three, I just love the Soul Storm animation. -
I'm retooling my first character, a Robotics/Traps MM; I always liked the combo, but being a child of I6/I7 I can barely play her anymore. So, I'm trying to rebuild her, starting with a respec which I've already done. I intended to just throw it together haphazardly, but I recently figured that isn't the best idea. So, I'm asking here for help: Here's what I've got so far, heavily under construction.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Battle Drones- (A) Damage Increase IO
- (3) Accuracy IO
- (3) Damage Increase IO
- (5) Damage Increase IO
- (5) Empty
- (7) Empty
- (A) Empty
- (7) Empty
- (A) Pacing of the Turtle - Accuracy/Slow
- (9) Slow IO
- (9) Recharge Reduction IO
- (A) Healing IO
- (11) Numina's Convalescence - Heal/Endurance/Recharge
- (11) Numina's Convalescence - Heal/Endurance
- (13) Numina's Convalescence - Endurance/Recharge
- (13) Empty
- (15) Empty
- (A) Recharge Reduction IO
- (15) Endurance Reduction IO
- (A) Empty
- (17) Empty
- (A) Accuracy IO
- (17) Accuracy IO
- (19) Endurance Reduction IO
- (19) Endurance Reduction IO
- (21) Damage Increase IO
- (21) Damage Increase IO
- (A) Blood Mandate - Accuracy/Damage
- (23) Blood Mandate - Damage/Endurance
- (23) Blood Mandate - Accuracy/Damage/Endurance
- (25) Blood Mandate - Damage
- (25) Blood Mandate - Accuracy
- (27) Healing IO
- (A) Jumping IO
- (27) Jumping IO
- (A) Defense Buff IO
- (29) Defense Buff IO
- (29) Defense Buff IO
- (31) Red Fortune - Defense
- (31) Red Fortune - Defense/Recharge
- (31) Empty
- (A) Empty
- (33) Empty
- (A) Hold Duration IO
- (33) Hold Duration IO
- (33) Hold Duration IO
- (34) Hold Duration IO
- (34) Recharge Reduction IO
- (34) Endurance Reduction IO
- (A) Empty
- (36) Empty
- (A) Empty
- (36) Empty
- (A) Accuracy IO
- (36) Damage Increase IO
- (37) Knockback Distance IO
- (37) Damage Increase IO
- (37) Damage Increase IO
- (39) Endurance Reduction IO
- (A) Accuracy IO
- (39) To Hit Debuff IO
- (39) Siphon Insight - ToHit Debuff
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Damage Increase IO
- (A) Endurance Reduction IO
- (42) Empty
- (A) Endurance Reduction IO
- (42) Recharge Reduction IO
- (A) Accuracy IO
- (42) Damage Increase IO
- (43) Damage Increase IO
- (43) Recharge Reduction IO
- (43) Positron's Blast - Chance of Damage(Energy)
- (45) Endurance Reduction IO
- (A) Defense Buff IO
- (45) Defense Buff IO
- (45) Endurance Reduction IO
- (A) Endurance Reduction IO
- (46) Resist Damage IO
- (48) Endurance Reduction IO
- (A) Endurance Reduction IO
- (46) Endurance Reduction IO
- (46) Recharge Reduction IO
- (48) Empty
- (A) Recharge Reduction IO
- (48) Hold Duration IO
- (50) Endurance Reduction IO
- (A) Accuracy IO
- (50) Damage Increase IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Pretty much the only things I'm sure of are the Blood Mandate in the Protector Bots, and the Numina's Convalescence in Triage Beacon, since I'm absolutely sure they are good ideas.
Money is not an item; I'm intending this to be a long-term project, and my Brute has plenty of money I can transfer over. So HOs and purple sets are fair game, as are PvP sets I suppose if they benefit the build.