Everfree_Fire

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  1. Hover/flight isn't for defense or anything, it's because I want it. Just because I'm trying for a near-perfect build doesn't mean I won't let my strangeness affect it. Really, hover is probably the worst choice because most of the traps you need to be grounded for anyways.

    I was mostly joking about the psionic defense. I'm 3 points away from the softcap, and I can probably count the number of times that will come into effect on one hand.

    Hasten's always been an 'ew' choice for me that I only take on builds that need that recharge. This build doesn't, it has more than enough to work with.

    My protector bot endurance never even crossed my mind. Thank you for the warning on that one. COnsidering the fact I'll be provoking them to me, and the 30-40% defense they would mostly have already, dropping the Edict +def wouldn't be that bad.

    Serious question, would the generic Endred IO be better than the +def/+to-hit/+endred Hami-o?
  2. My only real regrets for this build is the lack of Aid Self and the fact that the PvP +Def IO is so bloody expensive. If I could snag that one, I'd softcap Psionic, too, and then not have to worry about much at all.

    I like switching the six-slot Immob to Electric Fences, because now I can have fun proc'ing Web'nade.

    I'm not purposely ignoring it. I'm purposely pushing myself up beyond just the basic softcap so, even against some minor defense debuffs, I don't have to deal with them much. Also, you mention the lack of defense debuff yourself, then tell me I can/should lose some of my resistance?

    Also, I'd gladly get Aid Other/Self if I could, but it's not something that can easily be done. I'm purposely pushing myself overboard on defense, hence me keeping Tough/Weave.
  3. I've decided to embrace the idea that, as a MM, especially a bots/Traps, it is my duty to do everything I can to never die, regardless on what it attacking me. So I went to work, putting a build together that should (emphasis should) keep my alive.

    However, just because I think it will, doesn't mean it will, and I'm curious as to what others think about it. My only problem so far is that I don't have Aid Self (no more pool powers available) and I don't have Electric Fences slotted that well. Neither of which I know how to fix, hence asking.

    Edit- Would it be worth it to move all the slots from Web Grenade to Electric Fences, and just leave Web'nade with one or two slots? I'm pretty sure it's doable, but I'd have to figure out the slotting by level to do that.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Illera soft-cap: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Presence
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(46)
    Level 2: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(11), ImpSwft-Dam%(19), Posi-Dam%(21), ImpSwft-EndRdx/Rchg/Slow(21)
    Level 4: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Acid Mortar -- Achilles-ResDeb%(A), AnWeak-DefDeb/EndRdx/Rchg(37), AnWeak-Acc/Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg(39), UndDef-DefDeb/Rchg/EndRdx(40)
    Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(13), BldM'dt-Dmg(13), BldM'dt-Acc/Dmg(15), BldM'dt-Acc/Dmg/EndRdx(15), EdctM'r-PetDef(19)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), LkGmblr-Rchg+(17)
    Level 18: Boxing -- Mako-Acc/EndRdx/Rchg(A)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(48), RctvArm-ResDam/Rchg(48)
    Level 22: Provoke -- Zinger-Acc/Rchg(A)
    Level 24: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(29)
    Level 26: Assault Bot -- BldM'dt-Dmg(A), BldM'dt-Acc(29), BldM'dt-Acc/Dmg(31), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33)
    Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 38: Repair -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
    Level 41: Charged Armor -- ResDam-I(A), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx(42), S'fstPrt-ResDam/Def+(50)
    Level 44: Electrifying Fences -- Det'tn-Acc/Dmg/EndRdx(A), Enf'dOp-Acc/EndRdx(48)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 49: Tactics -- GSFC-ToHit/EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 1: Supremacy
    Level 4: Ninja Run



    Any tips would be nice, but as of now, this is how the build is going to go live come i19. The extra slots in Rest are for stamina.
  4. Not saying your play experience is wrong, but my demons run just fine without my help. Half the time I don't even bother doing much, just let them wreak havoc and sit back and watch.

    Now, for my problems...

    Not too many, actually. I've figured out the strengths of what I have, and play for it accordingly. Yes, it does bug me when my Genin kb the enemies out of Freezing Rain, and yes, while humorous, the suicidal Arsonist gets annoying, but there's not much you can do about it but learn to work with it. And that's why it's so much fun.
  5. Use inspirations on pets...They work that way.
  6. Whatever you are comfortable with.

    There's really no other answer, in my opinion.
  7. How is Mace's AoE immob 'made' for bots when it doesn't have -kb like Electric Chains?

    With my build right now, everything except for Psionic is at least in the upper 30s before adding in the Bubble from my bot, so more defenses start to get rather unnecessary when I can add resistances to lessen the hits that go through my defenses. Without resistances, every hit that goes through hits 'me' (Bg mode notwithstanding) for the full hit.

    Edit1: Gorram it, Fences, not chains.
  8. You know, this actually sounds really fun to test, maybe on a second build, just to see what would happen. If it turns out to be any use whatsoever, I may start slotting the thing in my Enforcers for the heck of it.
  9. Right now, this is my planned build, using the Field Mastery APP.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Illera soft-cap: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Field Mastery

    Villain Profile:
    Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(46)
    Level 2: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(11), ImpSwft-Dam%(19), Posi-Dam%(21), Ragnrk-Knock%(21)
    Level 4: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Acid Mortar -- Achilles-ResDeb%(A), AnWeak-DefDeb/EndRdx/Rchg(37), AnWeak-Acc/Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg(39), UndDef-DefDeb/Rchg/EndRdx(40)
    Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(13), BldM'dt-Dmg(13), BldM'dt-Acc/Dmg(15), BldM'dt-Acc/Dmg/EndRdx(15), EdctM'r-PetDef(19)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), LkGmblr-Rchg+(17)
    Level 18: Swift -- Empty(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A)
    Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(23)
    Level 24: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(29)
    Level 26: Assault Bot -- BldM'dt-Dmg(A), BldM'dt-Acc(29), BldM'dt-Acc/Dmg(31), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33)
    Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43), Stpfy-Acc/Stun/Rchg(43)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 38: Repair -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
    Level 41: Temp Invulnerability -- ResDam-I(A), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx(42), S'fstPrt-ResDam/Def+(50)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run



    Mostly considering this because I would have more than enough personal defense to take on just about anything, with a good amount of smashing/lethal resistance to handle anything that throws that (Cimerora should be fun.) I suppose I could use a different one (and take Taunt come i19, or whatever the pool power is) for slightly more varied resistance types, but I liked the idea.

    Edit: Looking at the numbers, I would only lose about 4% resistance S/L switching to Charged Armor with the same slotting and gain an additional 43.7% energy resistance...Worth the switch, I think.

    Edit2: And while a single-slot Electric Shackles probably wouldn't amount to much, it would still have it's uses once i19 comes out and I gain those three powers...Hmm.

    Edit3: Fences, not Shackles.

    Edit4: Ignore my Caltrops slotting. I was just having fun with it.
  10. Not too much to comment on yet, but if you're building for recharge, the Recharge-intensive pet sets give a 6.25% recharge bonus for four slots, and fit in your Soul Extraction.

    Also, the Decimation set in Gloom would be useful. Another simple 6.25% boost.
  11. This is actually why I monitor my damage bonus and keep the Sands of Mu power in my tray. The first to see when I crash, the second for when I do, since, as of last time I was on her, it still did full damage and takes up a decent amount of the rage crash time. I still toss out a few of the weaker attacks while I'm waiting (Have to keep fury up) but I've never really seen an absolute reason to change it.
  12. Do the globals. I'm not even sure why you'd want to try and increase the stun duration from Handclap. Keeping your henchmen alive a little longer with the defense Auras would be more useful. (In my opinion.)
  13. Quote:
    Originally Posted by Alkirin View Post
    Ouch. I'd have thrown the -Res in your Lich. He does all of your AoEing. The reason why it's popular in the Thugs Lt's is because of their AoE attacks.

    I don't recall Lich's doing any -def necessary to slot the -res proc.
  14. My only real problem with those changes is whether or not RttC is too powerful for a tier 1 pet. I would love the option for it, but would it cause problems power-wise?
  15. I've noticed it more on my Mercs and Thugs (Medic and Arsonist), and it's pretty annoying when you go chasing after who you think was your arsonist to heal them, just to see the fire bomb go off and have your poor Arsonist go splat again since you were nowhere near him to heal him (with /dark)
  16. Question 1: Only with the Science booster can you do this.

    Question 2: 40 for the fourth, or turn in all four Halloween salvage for it.

    Can't tell you the answer for question 3, though.
  17. Are you magic or tech origin? The starter temp powers on those can (I believe) Ignite the oil slick, so you don't have to plan around those.

    Not much else to add, never played much with TA.
  18. Quote:
    Originally Posted by Ryuuk View Post
    They have more interesting/complex mechanics, but they are weaker in any fight which they cannot initiate or control from the outset.
    I'm going to point out that every single one of my MMs laughs at ambushes, because I can easily turn things to my control very quickly with little effort. Villain ATs are not weaker in fights they can't initiate, and even if I don't gain control quickly, even if all hell breaks loose, I am, more likely than not, going to come out of it alive.
  19. I did like some of your slotting on Liquify and Earthquake, but I wonder how often the Achilles' Heel proc triggers. I honestly don't think I'd ever get my hands on one, but it'd be interesting to find out how that works.

    Good point on the defense, but I'm in the habit of trying for more damage out of my pets, so I'd have to see how well the stone works with the initial four slots.

    I don't exactly plan doing much +4 soloing, and on a team when it might happen, that -11% resist would still be stronger than a single-up-to-three people buffed for +40% damage, I would think. (I note on a high recharge build, that Forge would be up fast enough to almost constantly keep it up, but would also mean you'd have to stop every 20s to buff a new person on a team.)

    Also, I hate heal sets, really (not calling Thermal a heal set, just commenting on the fact it has Warmth/Cauterize). Dark Miasma and Kinetics are fine, since they have other uses, but pure heals drive me crazy. Maybe it's because I'm too used to dealing with rather odd AIs on MMs.
  20. Thank you for the heads up on Hover not allowing certain powers triggering. I should have known from my experience with Foot Stomp, but I didn't think about it.

    I didn't take nor plan for Hasten because, quite frankly, I don't like it, and I never really have. I know what it does is useful, that's unquestionable, but I just really don't like the power, and will avoid it if I can help it. It's probably why I never really end up with high-end builds. I might toss it in, but I don't know. I doubt I'll drop Salt Crystals for it.

    Looking at the build, is there any reason to not slot accuracy in Liquefy? And is Animate Stone's defense high enough to really justify the +def IOs?

    Thermal may have worked, but it's missing the one power, and the reason, I chose Sonic; Disruption Field. The rest don't matter as much, but I wanted to see how much fun I could have with the Stone running around, debuffing anything around him's resistance as he slowly smashes his way through them.
  21. On a whim, I decided to try a new powerset, and, at least in my mind, it should work well, but I have a few questions for it, since I'm not that great at building up controllers. I know, in general, recharge tops most anything else I can build for, so I sort of planned accordingly.

    My questions are:
    1) If I were to try for a travel power, what powers (besides Sonic Cage) would be worth dropping? I'm not a 60 month vet, so I can't just grab it (Granted, with hover/Fly and/or CJ/SJ, I can slot another LotG Recharge, so that'll be nice.)
    2) This may not matter once I get this high, since I don't expect to get past the 40s before GR, and I don't think controllers get the APPs redside, but assuming this does work out, would earth work well with Earth/Sonic, or would it be better to try something else?
    3) Yes, Stone Prison is unslotted. I don't really have any plans for that.

    (Edit for question 4) Is Clarity even worth it? I suppose for squishies, it is, but you get it so late I wondered about it.

    Really, any help would be appreciated. I like how these two seem to work well-ish together, so I'm going to run with it.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EarthHymn: Level 50 Mutation Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Sonic Resonance
    Power Pool: Fitness
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), Thundr-Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Sonic Siphon -- Acc-I(A), EndRdx-I(9)
    Level 2: Sonic Barrier -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
    Level 4: Sonic Haven -- ResDam-I(A), ResDam-I(5), ResDam-I(5)
    Level 6: Quicksand -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(11), ImpSwft-EndRdx/Rchg/Slow(11)
    Level 8: Swift -- Empty(A)
    Level 10: Stone Prison -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(42)
    Level 12: Stone Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(25), GravAnch-Acc/Immob/Rchg(27), GravAnch-Acc/Rchg(27), GravAnch-Immob/EndRdx(29), TotHntr-EndRdx/Immob(43)
    Level 14: Health -- Empty(A)
    Level 16: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(17), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(19), Empty(42)
    Level 18: Earthquake -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(29), LdyGrey-DefDeb(31), DarkWD-ToHitDeb(31), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitdeb/Rchg/EndRdx(42)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Sonic Dispersion -- ResDam-I(A), ResDam-I(23), ResDam-I(23)
    Level 24: Disruption Field -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
    Level 28: Salt Crystals -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(36), CSndmn-Acc/EndRdx(37), CSndmn-Sleep/Rng(37), CSndmn-Acc/Sleep/Rchg(37)
    Level 30: Sonic Cage -- Empty(A)
    Level 32: Animate Stone -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), BldM'dt-Dmg(34), BldM'dt-Acc/Dmg(34)
    Level 35: Clarity -- Empty(A)
    Level 38: Liquefy -- AnWeak-DefDeb/EndRdx/Rchg(A), AnWeak-Acc/Rchg/EndRdx(39), AnWeak-Acc/DefDeb(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/ToHitDeb(43)
    Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46)
    Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45)
    Level 47: Earth's Embrace -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48)
    Level 49: Seismic Smash -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dmg/Rchg(50), Mako-Dmg/EndRdx(50), Mako-Acc/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run



    Thanks in advance.
  22. Personally? I don't like the idea. I think Pain Dom works well enough and meshes well with MMs, which I don't think empathy can do as well.


    Also, you can create any number of reasons to make poison or Pain domination more heroic. One of my /poison rps it as alcohol she mixes herself.
  23. Henchmen can get boosted by reds and +damage, but they must be used on the henchmen themselves...So that red you took does nothing for them, but if you give it to one of them, it increases their damage.

    Same goes for every other inspiration. I've given my bruiser 3 purples and let him tank AVs for a while while I cleaned up the rest of the spawn. (Bloody Longbow. >>)
  24. Only two comments here, from me.

    1: How is taking something that increases survivability lowering your effectiveness? My highest Energy Aura is a 20 brute, so I don't have much practice (She's an energy/energy, and I have yet to feel weak on her). but to me this seems like a rather silly thing to say.

    2: Considering the game is, was, and to the best of my knowledge will always be balanced around SOs, how does complaining about an IO'd out scrapper being as survivable as a tanker help your argument in any way. I rolled a tanker because I wanted someone who could be a tanker; She can get aggro, (sort of, she's WP/) hold onto it, and she doesn't die unless I royally screw up with her. Sure, she solos slow, but that's why I only team with her, and I feel that there's no problem with that.

    Now maybe I don't have the same point of view you do. I don't know...But these two just seem strange to me.
  25. This is me personally, and I won't speak for anyone else here, but I just slotted mine like I do most of my henchmen...2 acc/3 dam/1 Endred, which will eventually turn into the Blood Mandate set once my DS/Dark gets to 50. The resists and heals are nice, but I personally don't see a need to boost them too much. Now if the Ember Demon's single-target heal affected me, maybe, but...

    I suppose if the Tier 2 were both the same (Both Ember Demons), I would slot in a resist or a heal, but since I don't have the numbers (nor do I honestly care that much...Let's let a number-cruncher look it up), I don't think the additional resistance or healing power is worth lowering the capabilities of the Hellfire Demon (which happens to be my personal favorite. >>)