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I see two problems here. The first is shivans - they do all energy damage AND they have a ton of def debuff which means that they will be hitting you a lot. Since you don't have Heightened senses yet the only real defense you have against their attacks is your regen - and which won't be high enough at this low level to deal with the much larger number of attacks than normal that will be hitting due to the def debuff.
The second problem is your attacks and a bit your slotting - you have way to many pool attacks that, while ok for brutes, are far inferior to the claws attacks and you have far to many attacks overall, which waters down your slotting. I don't know if you can respec or not but you might be able to use your alternate build to redo things, if so I would recommend a build like the following:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 19 Mutation Brute
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Flight
Villain Profile:
Level 1: Strike -- Acc(A), Acc(3), EndRdx(5), EndRdx(13), RechRdx(15)
Level 1: High Pain Tolerance -- Heal(A)
Level 2: Slash -- Acc(A), Acc(3), EndRdx(5), EndRdx(13), RechRdx(17)
Level 4: Fast Healing -- Heal(A)
Level 6: Spin -- Acc(A), Acc(7), EndRdx(7), EndRdx(11), RechRdx(15)
Level 8: Air Superiority -- Acc(A), Acc(9), EndRdx(9), EndRdx(11)
Level 10: Indomitable Will -- EndRdx(A)
Level 12: Mind Over Body -- EndRdx(A)
Level 14: Fly -- Flight(A)
Level 16: Rise to the Challenge -- EndRdx(A), EndRdx(17)
Level 18: Focus -- Acc(A), Acc(19), EndRdx(19)
Level 20: Quick Recovery -- Empty(A)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
This is very similar to the build I used to level my claws/wp brute. While this build skips followup thats because, like most brutes, it relies on fury for damage - a high fury will dwarf the damage bonus from followup and while the to hit bonus is nice you can take follow up after L20 when you are more likely to be fighting high level opponents. In these early levels the goal is to get a decent single target attack chain to build fury, then leverage your fury to get maximum damage from spin. The problem with folloup is that is has a long recharge so it doesn't fit will into an attack chain without a lot of recharge reduction, plus it costs a lot of end as well. With the above slotting you should have a good attack chain in Strike+Slash+AS which you can fill in with brawl as needed. End use should be fairly low.
You will also note that I only slotted end reduction into defenses. DO's give you such a small boost and end is such an issue prior to getting quick recovery that I find it is more usefull to slot end reduction until L22 and you can get SO's in the powers.
Against anything but shivans you will generally find your defenses to be pretty good - especially against anything that does lethal/smashing as MoB will reduce the damage enough to let your regen keep up. Once you get HS you will still have good protection even against enemies that do all exotic damage (energy, NE, fire, cold). Against shivans prior to HS your best defense is a good offense - kill them fast. -
Quote:If you want to be rude go somewhere else - lrn2play is NOT a valid counter arguement and just makes you look like an ***. Also, brush up on your reading skills. I specifically said I didn't expect to be as safe as a scrapper and I am willing to put in a reasonable amount of work to deal with mezzers - however as it stands now even if I do everything PERFECTLY there is still a chance that a single hit from a minion will cause my death on many corruptors and defenders. Added to the already slower soloing ability of these archetypes this bottoms out thier playability in my bookSo you die from A) Not paying attention, or B) a 5% chance to miss and because you dont have a backup plan for either situation?
Lessons here are:
1 - Pay attention and actually see the mezzers! Hell you can make binds so you should never miss one.
2 - Have a plan of 'run away' or 'get round a corner' in case you do miss one or you miss with your hold.
3 - Pop a break free because that is what they are designed for: when you miss the occasional mezzer.
You want mez protection so you can play your squishies like a scrapper and not even have to look what is in the spawn ahead - that isn't going to happen. Squishes get diffent tools to defend against mez and you need to adapt to the rare situations when those tools fail.
In fact if you did your pre-emptive mezzing for range properly if you miss you should have plenty of time to avoid the return mez. I levelled my Warshade up almost entirely in Nova form and hit 50 well before getting even the first mez duration badge (And well before Dwarf = Breakfree) that is like a blaster without defiance!
I DO know how to play the game. I have scanned through an entire spawn to look for mezzers, not found any and then discovered that there was one just around the corner that I had no chance to see. I have locked down an entire spawn of freaks and then had a rezzed one sneak up on me and sleep me (damn rez takes to long). I have debuffed a group the point where there to hit is bottomed out and been taken out by a golden BB (natural 20 rolls suck in PnP or in MMORPG's).
It really doesn't matter to me what you or anyone else in this game has managed to do with a certain character. I know a guy who managed to get a grav/ff controller to 50 in pre-ED, pre-fast levelling days - I both admire his drive and am appalled at the amount of masochistic grind he was able to stand. That doesn't mean I am going to put up with it.
Lets do this as an exercise - if I take your point to it's ultimate aim we that means we should remove all KB protection from the game as well. After all, if only the melee classes should have hold, sleep and stun protection then they should be the only ones to have KB protection as well - obviously if you need KB protection and you aren't a melee character you lack the skill to play properly.
So far all the arguments against my specific proposals, which really ARE fairly minor, appear to boil down to lrn2play and 'I am happy without these things so you should suck it up and live with it'. If you don't need mez protection then why are you argueing that I don't either. Having a little mez protection is NOT going to make me group any more - I am an anti-social ******* who solo's 99% of the time anyways. I serously doubt that adding it would even impact most folks playstyles - those who like to group are going to group anyways, those who prefer to solo are currently avoiding the AT's and powerset combo's that solo for crap. However, it WILL allow me to play some concept characters that I would like to play but haven't been able to stand playing due to a combination of factors, one of which is lack of mez protection of any kind. Removing that 1 factor will reduce the frustration level in certain builds to the point I can stand playing them.
I am not suggesting much and there are ALREADY similar abilities in the game (-KB io's and the small amount of hold protection in acrobatics), so there is even precedence for squishies getting some protection to controls - I am just suggesting they expand that to cover all all mez types in a very minor way, so that one minion you miss or that one attack that rolls a natural 20 doesn't drop all your toggles and kill you. -
MutantX is correct that this is an effect of the new SSK system. You may not have noticed it but if you switch between different character misions you will also change level frequently as every time a mission is selected the group is side kicked/exemplared to match the mission holder and when no mission is selected they match the group leader. Probably the best way to deal with it these days is to stick with one character picking the missions and give them the star - that will cut down on frequently order changes in the group AND on frequent level changes as the group leader/mission holder will always be the same.
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Best soloers, in a rough order and mostly IMO and not including VEAT's and HEAT's:
Masterminds
Scrappers/Brutes/stalkers (about equal)
Dominators
Controllers (certain sets and all post 32)
Blasters
Corruptors
Tanks
Defenders
Controllers (other sets, generally pre-32)
Others will argue the exact order but I suspect most folks will agree that the best soloers are the damage focused melee classes (which DOES include some tanks) and masterminds, who are a group unto themselves.
If you want to solo a controller I would recommend mind, illusion or plant - any other controller will have trouble either doing enough single target damage or won't have AE control's up often enough and early enough to solo well, however every controller solo's fairly well after 32 and pets.
What you can solo a depends a lot on the style of play to which you can adapt. For example, I find blaster solo really well up until the mid 20's - after that I either have to play a very defensive blaster (/device or /ice) or stay at heroic level or I die a LOT, which pisses me off so much I tend to give up on characters. I just can't adapt to the kill or be killed nature of most blasters. But prior to that point blasters are one of the easiest AT's to solo - they just do SO much damage and are one of the most end efficient classes. If you want a ranged class but don't want to dance on the ege of death all the time a dominator is now a nice alternative - not as much AE as blasters but a lot more control.
Masterminds are insane soloers IF you are content with debuffing mobs and/or buffing, healing and directing your pets instead of actually attacking the mobs yourself. A well played mastermind will always be busy but generally not attacking the enemy directly.
If you want something that is easy to solo go brute or scrapper - you really can't miss with these two AT's. You can even farm well with some builds. Which one will depend on playstyle again. If you want to constantly fight non-stop, dashing from group to group without a break you probably want a brute. A scrapper CAN play that way but it isn't a requirement where a brute needs to keep fury up. However a brute with fury up is pretty awesome. The flipside if that is a scrapper - better damage out of the box but can't hit quite as much of a high as a brute. -
Looking at it from a pure melee attack perspective an Ice/Electric or Ice/Energy dominator would work well also - possibly better than fire or psi as electric and energy both have better melee attacks. Fire really has no good melee and psi assaults is ok but not great.
EDIT: keep in mind that ALL dom's come with an end replenishment tool - it's called domination. Fire and Psi effectively get two end tools - domination and consume/drain psyche. Now that you don't need domination up to do decent damage you can save it for either end recovery, mez resistance, extra mez magnitude or you can still go for perma-dom and get full end recovery every 90 seconds. -
Quote:And what happens when the melees fail at their "job" of keeping aggro? Who dies first?
Scrappers, brutes, tankers, MM's, controllers all have the tools to be completely self-sufficient. They can control a solo fight and/or have the survivability to take a few hits. Blasters, defenders, and corruptors don't have the tools to deal with mez whatsoever, with ice blast being the obvious outlier.
So how, really, is it different in melee or ranged? There are still plenty of ranged mez attacks from enemies, and they still completely take a character out of the fight. It isn't a one-shot kill, but for however long the mez lasts, that character is not contributing to a team. If solo, they can't defend themselves or fight back. (blasters get their tier 1 and tier 2 attacks- better than nothing, but not enough when you're already being overpowered.)
Squishies want mez protection for the exact same reasons its invaluable to melee characters. Solo, the "job" of both is exactly the same: defeat the enemies before they defeat you. Melee characters can do this easily. Squishies have the deck stacked against them with significantly less survivability to begin with. Lack of mez protection was always a bad idea considering the frequency and power of mez effects in this game, especially at 30+.Quote:have you not read any of this thread? squishies have ways of dealing with mezzers before they become a problem. go back and read the thread all the way through. please.
Now, I don't feel that every single one of my non-melee characters need the full level of mez protection that my scrappers and brutes get, in fact I am quite happy with most of my blasters and controllers (most, not all), however I WOULD like to be able to play, say, a rad defender or corruptor without having to worry that all those stupid crey who do half second sleeps will cause me to drop RI and die because all my defenses just went away.
I almost gave up on my archery/devices blaster in her 30's because during crey arcs the mobs kept dropping cloaking device and I had to wait 20 seconds after every fight to bring it back up. Now, the dev's fixed that by making defensive toggles no longer drop, which is one of the reasons I am happy with blasters these days. I have a fire/rad corruptor sitting at 26 because mezzing enemies are numerous enough that I kept dieing when RI dropped - and break free's won't prevent that from happening unless you use them BEFORE being mezzed. I would love to continue playing her but won't without some way to deal with sleeps, stuns and holds like I already have for KB.
I think the best suggestions I have seen is adding a point or two (or 3) of protection to various types of mez either to IO sets or even to individual IO's like the -KB ones. I don't think it should be EASY to get mez protection but I think it should be possible. Its fine and dandy that many of you are happy with the status quo but that doens't mean that chaging it is going to ruin the game - the fact that they changed the way toggles work is a good example of that. Currently I can get pretty good KB protection, I can even get a bit of ghetto hold protection (acrobatics gives 2 points of hold protection - its not much but I know my blasters with acro have succesfully resisted the first hold stuck on them) - I think the game would be all the better if there where more options, not less. -
Thanks, I will do that
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I am trying to make the final push to 50 for my DM/SR scrapper. She will make my first hero side 50. I can probably PUG or just solo paper missions the rest of the way (she is partway through 49) but I would love to do an ITF as I have never done one.
So if anyone is going to be putting together an ITF team on this DXP weekend and can use a scrapper you could post here or send me a tell in game to either Midnight Mystique (character) or one of my two globals: @Cold Fuzion or @Magik13.
Thanks -
Quote:I have to agree with frosticus - I tested both an archery/TA and archery/traps corruptor during the open beta and found that while /TA was fun and felt comfortable combined with archery the combo was really only good vs enemies that did primarily melee damage. Glue Arrow combined with carefull use of entangling arrow allowed me to keep enemies at bay fairly well but anything that did significant range damage just shredded my character. Council, range heavy arachnos (fortunatas where killer) and anything that was resistant to movement slows or entangles (Tsoo ancestor spirits) where deadly. If you have the patience to grind all the way to OSL you will probably rock at that point but it will be a long hard grind to 38.I'd probably never skip glue arrow. TA is a very fun set (or at least for trollers it is as I've enjoyed my earth/ta and my ill/ta a fair amount), but lets be honest, the mitigation it offers is trivial. Things running slowly shoot at you less than things that are rooted, especially once you add in oilslick with high avoidance they barely attack at all. But if you root them they just pew pew you right to death through that crappy -15% damage or w/e PGA offers heh.
Not to be discouraging, but I don't see a lot of reason to play arch/ta corr over ta/arch def and I'm usually of the opinion that the corr version is always better.
Ya we know TA is fine, but it is seriously so weak for non-defenders that unless you have a controller primary or an army of MM pets it is just kinda sad. Don't get me wrong it is a fun set as mentioned earlier, but weak. That and the fact that corr Rain of Arrows is like 3 damage more than the defender version (so does less damage once debuffs and aim are factored in) is just...lame.
For me at least, RoA is the set and you can get more damage out of the defender version (quite a bit more in fact).
I dunno, sorry if I'm raining on your parade, I was looking forward to both arch and TA for corrs and it is almost as disappointing as /earth assault for doms.
That's why I am playing an archery/traps corruptor currently on live. As much as I love /TA with controllers (and its my favorite controller secondary) it is just does not provide enough pure damage mitigation to solo and really doesn't add enough to groups until you at least get to disruption arrow (L28). -
Blazing Arrow vs Fistfull: Take both
Targeting Drone vs Aim: Take both
Seriously though - you NEED blazing arrow if you want to have a decent chance of finishing off hard targets (LT's or higher). Snap shot and aimed shot are nice and build fury decently, but don't hit that hard. If you skip any attack early on I would skip explosive arrow - it costs a lot of end and has a huge recharge for about the same damage as fistfull. Yes, it is easier to use but pre-stamina end is a big issue. Snap Shot+Aimed Shot+Blazing+fistfull will give you a solid attack chain early on and ok AE damage. You need to keep in mind that Archery's AE damage isn't really mature until you have Rain of Arrows slotted up fully - prior to that you need to rely on your single target chain. So take those 4 attacks right off, slot them up, then fit in explosive arrow when you can afford to slot it (usually mid 20's).
As for TD vs Aim, I like having both on my archery/dev blaster and depending on your level you will get more use out of one or the other. Prior to SO's the fact that TD is on all the time AND the fact that it's +to hit bonus combined with archery's high base accuracy means you don't need to slot ANY accuracy if you are just dealing with normal level mobs (+0 and +1's) and a single DO will let you deal with +2's fairly safely. This means you can focus on just slotting damage in your attacks. If you have access to Mr. Yin's store in faultline and you go with natural origin (not unusual for a archery/dev) you can slot damage SO's starting at level 10 - which means you can easily cap the damage with just 3 slots in each attack.
TD will serve you well until you get RoA up often - while RoA does inherit your current buffs it only gets them for the duration they have remaining when you activate the power. Because the to hit buff from TD doesn't last long enough to cover all 3 rains from RoA you are better off at this point with Aim as its 10 second duration will cover the entire rain, plus you get the damage boost. By the 30's or so you will probably be slotting IO sets in your attacks and most of those have a ton of accuracy anyway, so TD really is overkill at that point. While I DO like the way it allows you to laugh at CoT to hit debuffs, the worst ones are the chill of the night fields that the spectral daemon lords put out and those guys rarely close with you as long as you sit on a caltrop field.
So, if you can I would recommend taking TD initially then respec'ing out of it in the mid 20's/late 30's. Personally, I like to have both and my archery/dev blaster does have both but I could see giving up TD for hasten or something like that, which I don't have.
Timebomb: I have never used it, can't say if it will be usefull however as other posters have noted I suspect you will never get to use it in a group. While you might get to use it solo I have found that as cool as it may be to plant a huge minefield and lure mobs into them it is actually SLOWER than just unloading your mobile AE into them. I do use tripmine on my character but more for the defiance bonus (a whopping 25% defiance bonus) and as a melee deterent - plant it at your feet, throw out caltrops then open up on the mobs with aim+RoA+Fistfull+Explosive and if anything survives that it will slowly close with you only to get blown away by the trip mine. -
Why would you want it? Traps IS essentially devices done for corruptors, anything else closer to devices would not have enough buffs/debuffs in it to work for a corruptor.
Now, I wouldn't object to seeing time bomb be replaced by gun drone or something similar - I think a corruptor would get a lot more use out of that power than time bomb and probably even more use than a blaster gets as combining gun drone with acid mortar would be quite effective, but I can't see porting anything else over from traps without seriously weakening the set. -
Quote:I would certainly hope its up reasonably high on the list - its not like this is a cosmetic bug, its actual real broken functionality that prevents gameplay. Its not a crashing bug but it should be at the next highest priority to that.Yes, unfortunately the devs listed a receptionist at the AE bldg as a "door" on their list of mission doors for Founders. You can click on the receptionist as much as you like, but she doesn't let you enter the mission.
I was with a team doing an arc in Founders a day or two ago, and we ran into the bug. We had to petition a GM to fix it, which involved sitting around for about half an hour (we were doing an arc in ouro).
It sucks, and they should fix it, but I don't know if or when they will get around to it. It's probably not real high on their list of things to do. -
Ok - my previous reply was a bit harsher than it should have been so if you feel offended, my apologies - however the reason I brought algebra into the issue is that the operations you where describing are basic algebra. Removing any 'business' practices from the example, look at the following two problems:
1) Joe and I both have some money. I have 25% more money than joe. If I have 125$, how much does joe have.
2) Joe and I both have some money, joe has 25% less money than I do. If I have 125$, how much does joe have.
The correct answer to 1 is 100$, the correct answer to 2 is 93.75$. The reason the answers are different depends on WHICH value to which we apply the 25% modifier. In the first problem I am applying the 25% modifier to the amount JOE has (X), in the second problem I am appying the 25% modifier to the value I have (Y). In the original, incorrect example you calculated Y using the first method, then tried to go back to X using the second which is incorrect.
As I noted above if anyone asked me to figure out 25% profit on value X I would pretty much always assume that you multiplied X by 1.25 and if someone asked me to reverse the process I would do exactly that and divide the result by 1.25. I seriously doubt even the weirdest business math assumes that a 25% profit means that the cost to the seller should be 75% of the retail price - I would amost always decribe this as a 33% profit. If you can produce some authoritative source (like a business math reference) that works differently, I will stand corrected on how a seller describes their profit margin - but not on how the math works.
EDIT: Corrected typo -
Quote:Wow - just a little defensive? Your math was wrong - whatever the language you want to use to describe it. If I increase a value by 25% I don't get BACK to the original value by multiplying the result by 0.75 - its that simple. You can pretend you understand what you are doing all you want but you screwed up the math.Yes, let's bring in algebra to solve basic math.
While we're at it, how about a little calculus? We need to know just how fast that percentage is increasing.
Basic percentage is not the same thing as true percentage. As for the business example, how I just showed you is how it's done every day across the business world despite your disagreement.
Go have a chat with a math teacher.
125 is 25% larger than 100, 133 is 33% larger than 100. 100 is 75% of 133 and if that is the way a sales person calculates profit then fine - but your original arguement worked from an invalid premise. If I originally calculated my "25% profit" by multiplying my costs by 1.25 I would be an idiot to reverse the process by the method you desribed. I will remind you of the section that I specifically found to be incorrect:
Quote:You're selling a toaster that costs you $100. You increase the price by 25%.
1.00 *1.25 = 1.25 or $125
Using your math, you would sell it for $125. Now let's say it's four years later, that toaster is still sitting there and you forgot how much it cost you. You know you sell everything at 25% more so you should be able to find your cost. You want to mark it down to your cost to hopefully break even and off your shelf. If we increased it by 25% then 75% of the price tag should get us back to our cost. $125 * .75 = $93.75
I certainly wont' claim to be an expert in business - my degree is in physics, math and computer science, but no math I have ever studied suggested that a 25% increase in X meant that X = 0.75 * Y. -
Quote:I want a bit a jack of all trades, a good aoe for when the opportunity arises and solid single target in both melee and ranged. In what way is powerboost bad according to you? It seems you cant go wrong with a doubling of your mag when you need it. Also, would mind go well with a meleebased secondary like the new earth assault?(considering i already got some good st ranged attacks from my primary.)
If you want both good melee and ranged you will probably have to give up a bit of AE as the best sets for a mix of ranged/melee are electric and energy. Electric has 2 really good ranged attacks (charged bolts + lightning bolt), 2 really good melee attacks (charged brawl + havok punch) plus a third OK one and build up to push up the damage. Energy probably has the best single target ranged chain (power bolt, power push, power blast and power burst) and has 2 really good Melee attacks (bone smasher + total focus). I believe that as far as burst damage the sets are roughly equivalent - electric doesn't do as much damage in its big attacks but build up brings it up and might even allow it to surpass energy with the right attack chain. Both sets sacrifice one of the traditional AE attacks though - electric only has a cone and energy only has a PBAE.
If you want a better mix of AE and single target I would suggest fire - flares + fire blast + blaze makes for a great single target attack chain and while combustion isn't that great, fire breath is the best cone in the AT - plus you get fiery embrace which is better than build up for boosting damage as it lasts longer and with reasonable recharge will have more overall up time.
I wouldn't write off psi assault despite the earlier post putting it down - before the i15 changes it was a set that basically sucked until 38 and then was horribly overpowered after you got PSW - now it is a decent set through all levels but is not the unbelieveably overpowered farming set it used to be after 38. I think someone (starsman maybe?) ran the damage numbers during the i15 beta and psi assault came in second to fire for AE damage and right in the middle for single target damage - so when you factor in the nice utility you get in drain psyche, which is probably the only healing power in the entire AT, its still a nice set. -
I map my costume changes to shift+numpad keys. I have several files that hold all the binds and I can load up the one i want for a given character - here is an example of one of the bind files I use:
Code:If you save the above text in a file, call it ccspin.txt then you can use the following command to load it (my example assumes you saved ccspin.txt on the root of your c drive):shift+numpad0 "cc_e 0 ccspin" shift+numpad1 "cc_e 1 ccspin" shift+numpad2 "cc_e 2 ccspin" shift+numpad3 "cc_e 3 ccspin" shift+numpad4 "cc_e 4 ccspin"
/bindloadfile C:\ccspin.txt
Then hold down shift and press numpad 0 to change to the characters first costume, shift and numpad 1 to change to the second and so on. To change the emote simply replace ccspin with another remote name - I have files for all the emotes so I can pick and choose. If you wanted to get complicated you could map alternate chord keys to other emotes so you can do multiple emotes on the same character - say replacing shift with alt or ctrl. -
I think the problem here is the fact that NO mastermind combo is gimped in the sense that they are not playable or even in the sense that they are not better soloers than just about any other AT. However there are some primaries that take more WORK to use effectively than others and there are some primary/secondary combinations that do not synergize as well.
Because of the way the AI works the two melee primaries (ninja's and necromancy) are harder to work with than the ranged primaries (thugs, robots, mercs). The melee pets do have ranged attacks and the AI frequently can't decide whether it wants to stand back and spam the ranged attacks or attack at range, then close up and use melee attacks - worse, you will frequently have some pets close up and melee and others hang back and blast which means for those sets that need pets in close proximity for heals it may be harder to manage them. However if you CAN control the melee pets reasonably well they tend to be VERY hard hitting.
Also, within the group of ranged pets some are better than others. For example, while mostly sharing a damage type (lethal) thugs tend to do at least as good single target damage as mercs but have better AE and do some fire damage. Merc's get slightly better damage mitigation at low levels (good smashing/lethal resists) but by high levels the +def from thugs enforcers beats this out. So overall, thugs tend to be a little better than mercs. However, mercs are still a completely viable primary.
Then there are some secondaries that are very powerfull - dark for example with its nice mix of debuff, control and heal tends to make any primary easy to manage - the only problem dark faces is the small radius on its heal. Trick Arrow on the other hand has very little damage mitigation and so plays best with a primary that is highly defensive, like thugs or robots.
So while pretty much any mastermind will be at least 'powerfull' as other AT's within the MM AT some combinations don't compare as well as others or require more management. As folks have mentioned - mercs/traps or merc/dark is a nice combo that should be fun to play even if it doesn't have the pure damage output of thugs. If you want to go melee Ninja/dark will do well although you will have to work hard to group your ninja's together for the heal. Ninja/thermal might also work well - the wider area on the AE heal + the single target heal, combined with the res shields might work as well as dark but I haven't tried a thermal MM yet so I am not sure how well the combo will work. -
Quote:You are the one who must have failed algebra in school - if you multiplied all costs by 25% (i.e. multiplied by 1.25) you don't get back to the base by multiplying by 0.75 - you get back by dividing by 1.25.That's a calculation for 109% of 125.
Go get an 8th grade math book and look up percentage increase or more commonly known as "percent markup" in business. It's not the same thing.
Let me explain it another way because a lot of people are confused by this.
Let's say you run a store and you sell everything at 25% more than your cost.
You're selling a toaster that costs you $100. You increase the price by 25%.
1.00 *1.25 = 1.25 or $125
Using your math, you would sell it for $125. Now let's say it's four years later, that toaster is still sitting there and you forgot how much it cost you. You know you sell everything at 25% more so you should be able to find your cost. You want to mark it down to your cost to hopefully break even and off your shelf. If we increased it by 25% then 75% of the price tag should get us back to our cost. $125 * .75 = $93.75
What happened? You didn't increase the price by a true 25% to begin with.
Let's do it again with a true 25% increase.
$100 / .75 = $133.33
Get back to your cost:
$133.33 * .75 = $99.9975
In other words if 1.25 * X = Y, then X = Y / 1.25, pretty basic algebra. In this case X != 0.75 * Y because increasing something by 25% does NOT mean that the original number is 75% of the new value.
I think you are confusing percentages and how they relate to multiplication/division. How a retailer figures a price increase and the language they use to describe that is inconsequential - the math stays the same. In your second case I would describe the retail markup as a 33% increase (i.e multiplying the wholesale cost by 1.33) which means to find the wholesale value you would once again divide by 1.33. Since 1/1.33 = 0.75 this means that the wholesale cost is 75% of the retail cost - not that the retail cost is 25% larger than the wholesale.
EDIT: Dont' get sidetracked by my use of retail vs wholesale - I am using the term retail to specify the final sale value to the customer and the term wholesale to specify the cost to the retailer - it is possible these terms may mean something different but for the purpose of understanding my above post, use them this way. -
Quote:I have to respecfully disagree with points mentioned above - early on in an MM's career a heal is VERY nice for keeping your henchmen alive and aid other is one of the better heals in the game. Its only real drawback is the interrupt - it heals more than many of the single target heals offered in MM secondaries (specifically O2 boost and alkaloid which are fairly crappy heals) and has a very low end cost compared to MM secondary heals. I would almost always take aid other with the FF, TA or traps secondaries since the first two don't offer a heal and the third only has a stationary regen. I frequently take aid other even with storm summoning and then respec out of it later when I can slot up 02 boost enough to offset the low heal and high end cost.A) I'm not sure about Concealment specifically, but your henchman should be able to follow you through stealth without difficulty.
B) First Aid is up to you - most secondaries have a heal, or other forms of high-defence (like FFs) that make the need to heal your henchman directly with a pool power less pronounced, but with some secondaries it can be handy (and it can be a nice bonus on teams too.)
Leadership is generally considered a "must have" for MMs. Redside, they have one of the higher buff modifiers for it in the first place, and the fact that the "effective" bonus you get out of Leadership is multiplied by six thanks to your henchman makes it even more worthwhile. Assault and Tactics are particularly enjoyed for increased damage output, while Manoeuvres can often be the 3-4% more defence you need to soft-cap your pets.
As for leadership - MM's do NOT get the highest leadership mods redside - corruptors and VEAT's are the ones with the highest mods. MM's are second rank. Now, that doesn't mean that leadership is no good on an MM since you automatically get 6 times the benefit another AT would get. On an /FF mastermind I would definitely recommend assault since you don't have any other way to increase your pets damage on other secondaries it depends on what you can fit in - tactics is frequently nice but with a thugs primary you wouldn't really need it since the enforcers have their own tactics. I take leadership when I can fit it in but don't consider it a must have. -
Quote:When I ran a A/TA corruptor on test during the beta I had the same problems. Against mobs with no significant ranged damage I did ok. Against mobs with significant ranged damage, such as council or the harder arachnos (fortunatas or mu LT's) the character got shredded. I stopped at 21 on test since I knew that things probably wouldn't get better until I got Oil slick arrow (oh, disruption arrow added in to acid arrow might have tipped the balance to allow me to kill the ranged mobs quickly enough but I wasn't about to push on any farther on a test character). This is why I am playing an archery/traps corruptor currently on live - I have a bad habit of getting bored with characters by the mid to late 30's so a character that would only take off at 35 just doesn't cut it for me.Corruptor TA's end costs are bugged, and are 25% too high. That was a huge problem for mine before I got Stamina and a Miracle: +Recovery. That combined with SOs made the end costs much more manageable.
But still, I'm at 29 now and feel really meh about the set. I like to solo, but bosses and the EBs heavily sprinkled throughout the villain arcs (something I usually enjoy) make it rough, so I'm running a lot more SFs that I ever have before to get past some crappy levels I feel like I'm stuck at.
I'm sure by the late levels, it will feel as awesome as my TA/A Defender, but right now its a real uphill struggle. -
I can't comment on AR, never done it as my /traps is an archery but a note on tripmine - I find the best use for tripmine is to plant one at your feet to open each fight. This buys you the following:
1) You get a 26% defiance boost to damage from it - about the best you can get short of time bomb.
2) Melee deterence - any enemy that closes with you will be blown back when the trip mine goes off. If you are doing things right you should have shredded them with your other AoE attacks and the tripmine should finish them off.
My archery/dev's standard tactic is to stealth into cone range, drop a trip mine, throw out caltrop's then unload the AE's on the mobs. Anthing left alive will either not make it to me through the caltrops while I finish them off with single target attacks or get blown up by the trip mine.
I also can't over emphasize the defiance boost you get from trip mine. I love it on my archery blaster and she at least has aim - on a AR blaster it is going to be a huge benefit. Even if you can't afford to slot up trip mine, see if you can fit it in just for the defiance boost and the KB. Just laying one at your feet takes very little time and is well worth it. -
Quote:The problem with using the original recharge/damage values for the first two attacks is that once you get higher level and have a full attack chain the recharge of an individual attack is not as important as its DPA, especially for a blaster who will have little to no mitigation beyond the damage they dish out. Where a corruptor or defender can plink away after debuffing the enemy a blaster needs to take them out a lot faster - this is why the lower recharge and damage attacks in sets like rad blast, psi blast and even archery keep getting bumped up when they are ported to blasters. I do think they could have put the first two attacks on 3/6 second recharges like sonic blast but I can see why other folks would prefer the higher damage you get from 4/8 second recharges.*sigh* I guess I'll get used to it...but I always liked the thought of a very fast, low damage power as the staple of Rad blast. Guess I play my corruptor too much.
Still not sure if the small defense debuff should equate to that mauch of a recharge increase though.
Keep in mind that the activation times on a blasters tier 1 and 2 blasts will ALWAYS be 1 sec and 1.67 seconds due to defiance so the higher your base damage on those attacks the better off you are once the recharge is no longer an issue - off course, the flipside of that is that it takes longer to build a decent attack chain when the recharge is so long. -
Having lost track of exactly what point Jade and Frost are argueing I think I will go back to the OP's original question and attempt to answer it by taking an overall look at the changes made to all dominators, then the specific changes to psi assault.
First, the dev's made 3 general changes to dominators in general and the dominator secondaries:
1) They removed the damage buff from domination and raised the dominator AT mods to .95 ranged and 1.05 melee. The net result of this is that dominators now do the same or slightly better damage than they did in domination all the time. A side effect if this is that a dominators overall max damage is now higher because your maximum damage is your base damage * your damage cap (400% for dom's). The damage buff in domination counted against your damage cap but a higher AT mod does not, which means the effective max damage is now higher.
2) In addition to the damage change it appears that the dev's noticed the popularity of electric assault and based on that decided that dom's would be better off with slower recharging, higher damage attacks, although it also appears they decided that electric assault was to good. As a result, they increased the recharge and damage of many of the asault set powers which also required an increase in end cost (the exception was electric assault where they reduced the recharge, damage and end cost of the melee powers a little). As a result the DPE of most sets stayed the same but the DPA, overall DPS and EPS went up.
3) Finally, the dev's decided to finally fix some of the clearly broken powers/sets in dominators secondaries. While this involved nerfing the clearly overpowered psychic shockwave it also involved fixing the rest of psi assault so that the path to L32 was not as ugly. In addition they fixed energy assault so that it is now the premier single target damage set, primarily by changing power push from an almost no damage control power into a full attack with normal damage for an 8 second recharge attack. For some odd reason they also slightly nerfed flares and combustion in fiery assault by increasing the recharge/end cost but NOT increasing the damage as much as they did for other powers.
Net result: If you where a perma-dom you won't notice much change except for the fact that you now do higher DPS at the cost of more end and even those attacks that didn't change now do slightly higher damage than you did in domination. If you where not a perma-dom you will now see higher damage all the time and may or may not notice the extra end costs (depends on the set). The exception to this is two powers in fiery assault and psi assault users who had built to rely on Psi Shockwave - this power was clearly broken as it had the end costs and recharge of a single target attack but was an AE with a higher than usual area. Even after the changes it is still one of the better PBAE attacks in the dominator sets - with a cast time of 1.97 seconds, which is better than ANY other AE attack, it still has a higher DPA than pretty much any other AE. Overall you will find that Psi assault costs more end to use but that's because it was relying on a broken tier 9 power. ON the other hand, I am working up a mind/psi dominator right now and I don't find it any more end hungry in the teens than any other dominators I have played since i15, so for new players to psi assault I expect the change was an overall win.
As for domination - yes, many people are using it as an end filler power but I don't think that is everyone - it certainly doesn't include me. Prior to getting stamina and SO's (which means I can frankenslot my attacks to include a reasonable amount of end reduction) I DO use it that way but after 22 I pretty much save it for the status effect protection and boost to control powers. What the change to domination means is that you don't HAVE to use it as soon as it's up in order to do decent damage, you can save it for a specific purpose. As far as I am concerned anything that makes you more flexible is good and NOT having to build a perma-dom in order to make a playable character is full of win.
Most of the complaints I have seen about high end use don't make any sense to me - every brute, scrapper, controller and corruptor I have played has about the same end use as my dominators. Heck, most defenders are actually WORSE on end due to having the lowest damage mod of all AT's and relying on a fairly end expensive secondary to overcome that. Only blasters, who are very end efficient due to having the highest AT damage mod in the game plus defiance, and masterminds are more end efficient than all other AT's, which means they are the exception to the rule. Add in the fact that EVERY dominator has a potential end recovery power (domination) and many of the assault sets also have end recovery powers and I find most of the complaints about end use to be petty whining. I would kill for a power like domination on any of the defenders I have played (which isn't many - I can barely stand defenders). Note I do understand the shock of coming back to a build that worked well prior to changes and now doesn't work the way you liked but in many cases all this requires is a slight rebuild to slot a bit more end reduction in attacks, maybe take stamina if you didn't before and you will find in most cases you now kill faster and more efficiently.
About the only folks who have some justification in labelling the changes an overall nerf are those who had domination double and triple stacked regularly. In this case they did get there damage nerfed overall - but the fact that thier damage base is now higher combined with the fact that double and triple stacking domination meant that you got little to no benefit from external buffs means that even in these dominators have more damage POTENTIAL than before the changes. In fact, from what I have heard it takes a pocket kin to regularly get triple stacked domination, which means that those with triple domination can probably use the kin to cap their damage mod now via siphon power and fulcrum shift and do even more damage than they did with triple stacked domination. -
Quote:Oddly enough, Mutants and Masterminds is dungeons and dragons for superhero's - its an adapation of the d20 system. So yea, technically it isn't (A)D&D but it is DnD 3.5, sorta.Well, the solution is simple: Don't use (A)D&D rules for superhero games. That's like trying to use motor oil for cooking instead of olive oil. Don't be surprised at getting inedible results.
There are plenty of fine Superhero tabletop RPGs (Champions, Mutants & Masterminds, Capes, With Great Power) or you can adapt existing rulesets that are suitable for superpowered characters (Amber Diceless, HeroQuest, Everway). -
Quote:By the way, Spectral Terror does NOT make the enemies run away, it simply makes them cower in fear. I also agree that Deceive is a fantastic power and one of the staples of your control repertoire; a no-aggro hard control that can take a mob completely out of the fight. I tend to use it on a boss (it takes two applications) and then toss RI and EF on him.
While I agree that the tank was just being stupid, I think I should point out that spectral terror DOES indeed cause mobs to flee. The spectral terror pet has 2 powers - Cloak of Fear and terrify.
Cloak of fear is a 20 foot radius, mag 3, 7.35 second terrorize(which is the fear power that causes mobs to cower in place) and -15% to hit, this power pulses every 5 seconds
Terrify is a single target power that does a 3 second afraid (flee) and a 22 second terrorize after a 2 second delay (and an additional -15% to hit), this power fires every 6 seconds.
So what the pet does is immediately fear everything in a 20' radius then it starts hitting individual targets with terrify - which causes them to flee for 2 seconds then stop and cower for another 20 seconds.
So, depending on the speed of a mob they may be able to cover a considerable distance during the flee portion of the terrify power - but not ALL of them will do this, only 1 every 6 seconds, and they will stop after 2 seconds and cower for quite a while.
As a side note - the to hit debuff is not enhanceable and cloak of fears to hit debuff will not stack with itself but you still get up to -30% to hit on multiple targets over time, which is another reason spectral terror is so nice.