EvilRyu

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  1. Done this on my ninjas it only works on the pet that proced. The others get no benefit. I have it slotted on my jounin. Since masterminds get horrible set bonuses that do almost nothing for you I just went without inventions. I did 3 Acc/Dam HO in genin with defense and resists procs, Jounin is also 3 Acc/Dam HO with chance for build up, lady grey proc, and achiles heel proc. Oni 2 Acc/Dam HO with 1 Dam/End soul bound alliegence and that only because he runs dry. Once I get my alpha slot finished I might change it to damage mez HO or something else.
  2. I sent a PM to Black Scorpion, tried to send it to Synapse too but pms seem to be turned off on his account. But in either case I wanted to see if a dev can come to this thread and give an official response as to what Dual Pistols is supposed to be doing compared to the other sets. I have always felt this set lagged behind the others due to its incredibly short beta period that was rushed due to the reactivation weekend to promote GR with the flair of DP. This set is long over due for a buffing.
  3. Lets hope that the new powers team will have a chance to look at DP to make some much needed changes that castle was afraid to make. DP is a good set but it fails for quite a few reasons. 1 is the swap ammo gimmick, back when this was in beta many players begged that we got build up instead and have swap ammo come with it as something you get inherrently later on but the devs werent having that. Maybe build up can be added and swap ammo giving inherrently. Second is the pathetic damage for the long *** animations, points finger at executioner's shoot. Seriously for how long these powers go off there is no reason for it to not rivial fire blast in damage. Above all else my biggest gripe is the chance to hit mechanic on the tier 9 power. Its recharge is double that of rain of arrows and full auto and it hits way less targets for way less damage. Right now I have the set paired with psi so I get 2 aoes in that brief time build up is going. At least then I have a chance of taking out most of the minions instead of just pissing them off. If they half the recharge of that power and give it regular tohit mechanics I can see DP working out as a great set. As it stands now the only way to get the most out of DP is to go with a ton of recharge sets or pair it with kinetics on a corrupter to maximize the possible damage potential by leveraging scourge.
  4. Quote:
    Originally Posted by Nethergoat View Post
    Broadly speaking the point of 'rewards' is to allow the player to face more potent challenges, not to let them walk over existing ones.

    So, uh, welcome to every game ever made, ever.

    casting an eye back to my pen and paper roots, we didn't earn glowing plate mail and magic swords so we could wale on Kobolds more efficiently, but so we could go after dragons.
    Yeah I get that but in the end its going to come back and hurt the other players who are doing existing end game content who arent incarnates or even level 50 yet. They will end up doing something to negate what power we earned. It might not be a level shift but they will do something, but that something will negatively impact the non-incarnates.
  5. Quote:
    Originally Posted by Panzerwaffen View Post
    LMAO.... Use a bit of tactics, and LOOK down over the edge of the building before exiting through the door to see if it is safe to exit. It ain't exactly rocket science here.
    That doesnt always work. Been there done that. The patch kills you as soon as you come out the door. And where are yall getting this 8 second warning thing from, its way less than that from what I can tell. Maybe 4 seconds at most before the patches start doing damage. Given that the door roots you for 3 seconds you wont always have time to get away.
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    I guess our definitions of "ludicrous amounts of power" really are vastly different.




    I'm thinking it has a fixed recharge of 15-20 minutes, isn't buffed by Rage or Build Up and has a sizable endurance footprint.



    Knowing me, do you really think I'll be getting Lore?




    I think you mean Interface and Judgment.




    Because the devs pull crap like forcing level 54 mooks on us just because, using GM code on Lady Winter to negate Level Shifts and adding arbitrary downward Level Shifts on TFs (because as is the having an Alpha is pretty meaningless to the Apex otherwise). I fully expect content like the STF to get 'retouched' to use GM code on the AVs and other "fixes" to largely negate any real gains players make.

    In short, I don't trust the devs to allow there to be standard content anymore, or even to allow the new content to demonstrate we're supposed to be growing in power beyond heavy handed novelty missions like the first mission of the Ramiel arc.


    .
    Normally I dont agree with you but you have a good point. I too believe that the incarnate system is just going to end up being fluff before its over with because they will put things in place to negate what we earned. I cant see them allowing us to be lvl 60 and still do things like the ITF without some kind of penalty in place. We will never be on the same level or even remotely close to the incarnates. Being super kind of went out of the window back in issue 2 so I am not expecting much from this system at all.
  7. Quote:
    Originally Posted by Benchpresser View Post
    To quote some of the more.... rabble-rousing posts on this thread- "And so it begins". What begins ils that people ***** and moan about virtually everything released in this game but offering NOTHING to counter it with. I've run Apex just once.. on a melee toon (elec/elec/energy Brute). The Blue Zones killed me a few times till I figured out the "warningo" signs.. then all I did was keep Superspeed on and.. move. (shocking tactic I know) Same EXACT tactic I would do on an ITF to get out of LoS of Romy's Nictii buddies when they rez him. In other words.. I learned how to adapt to a tactic using an already established (BY THE GAME) action.

    The thing that has me shaking my head is.. people have been screaming for endgame content (rightly so...). Now.. shouldn't endgame content be tougher then anything else in the game???? People complained that the Reichsman SF/TF (again, rightly so) was nothing mobre then beating on a HUGE bag.'o Hit Points for a long time. That shouldn't be under anyone's definit.ion of fun! So what does the Dev team do? Create a challenge within .the existing framework of the game tahat doesn't require just standing there and hitting it over and over and over. (OK, all MMO's requi re that.. but you get my point.)

    Apex is challenging just enough. you need to change from the way you've playned the game, as (without sounding cheesy) this IS a whole new level. Wue have all heard the same old whining at every "high-end" TF- oh its not fun it's too hard. Then less then 2 months later there are speed runs. The same will happen here, only slower due to the special requirements needed for the TFs.

    Oh.. something else about Apex. BECAUSE of the requirements of the TF.. is it any wonder that its barely getting run 2 weeks out compared to a LGTF that's been out for what.. 3 years now? The idea the the 'jury' is in on Apex and no one plays it because of that observation is a nonsensical conclusion and argument.

    (one last thing.. I'm not a fanboi/apologist.. I do think Trapdoor was handled extremely poorly even if he is still VERY soloable. Personally I would have liked to see him able to be dragged out but divide his regen in half, so even out of LoS he would still benefit from the clones, just not as much)
    But people arent asking for an easy time, just something thats not a 2nd job to them. Trap Door and the new tfs are just frustrating. Thats what folks are complaining about. My biggest gripe about the Apex TF is that when you come out of the building in the 2nd mission you are insta-killed by the patches because opening the door roots you for 3 seconds. So unless you have someone already on the other side watching the door its pretty much a death trap. Its why I refuse to do the tf again once I have that badge. Its simply not worth my time to die over and over again.
  8. Quote:
    Originally Posted by Arcanaville View Post
    Its really not humanly possible to make an MMO that doesn't frustrate you.
    Alot of the existing content we have isnt frustrating its just a select few factions and missions that are. The devs could go a long way to fixing just a few things to make it more bearable and less frustrating. For instance why is it that the CoT gives like way less xp overall than say the freak show or rikti when they are obviously more of a threat due to their ability to debuff a teams tohit into the floor. Its crap like that I never understood why we have it in this game. The other issue that gets on my last nerve is the knives of artemis. They arent a serious threat but I hate being slowed into next week with all the damn caltrops. Seriously who here has ever died from caltrops? No one here I bet. So why go over board with all the caltrops? Just making minor tweaks to factions and get rid of or alter all the powers in the game that cheat due to suck *** AI we would easily have a game thats has almost zero frustration.
  9. Quote:
    Originally Posted by Arcanaville View Post
    The difficulty level of the end game is no more a "new development direction" than Praetorian Clockwork are. The end game content is being simultaneously designed for escalating difficulty to be commensurate with the Incarnate system and more complex content introducing new mission technology: the Incarnate intro arc is just a hint of that new difficulty level. If you don't like it, don't play it. There will be other standard content developed with the conventional difficulty and complexity downstream.

    I would expect, still this soon after the Alpha slot was introduced, that people would still be farming shards. If the ratio of ITF to Apex was less than 100 to 1, I would be surprised. I don't consider that to be a reasonable metric of the success of the end game this early in evolution.

    In any case, we'll eventually know if the playerbase actually wants an end game progression system that is fundamentally different than the current content. If they do, this is it. If they don't, we're not likely to be getting a progression system that is the same as the standard content, we're just not going to get a progression system at all. A progression system without actual progress is what is known in the game industry as "retarded." And if all the playerbase wanted was more of the same, there would not only be no need for the Incarnate system, there would also be no possible balance-proper way to *add* the Incarnate system as it is remotely envisioned. Its a ludicrous amount of net power to be solely used to stomp on level 50 tip missions.

    I'm confident that over time the playerbase as a whole will adjust to the new difficulty, it will just take time. They've done so in the past on smaller scales, vis-a-vis LRSF. Its just a question of culture. The current player culture is heavily influenced by quick Katies and broken AE missions. Future players will grow up in a game with a constellation of content with Trapdoors and Tin Mages, plus ten levels of Incarnate power, and will not consider either of them quite so out of the ordinary.


    In any event, the same masses that think Apex is not worth playing as much as ITF also think your tanker theories are tapioca, based on my informal count of players actually playing tankers and thus validating the tanker "direction." Don't get cozy with the mob, the mob is notoriously fickle.
    But here is where you are wrong. There is nothing difficult about any of this new stuff. Its just extremely frustrating when it doesnt have to be. Many of us who work have 8 to 5 jobs and dont want to come home to another form of work. Essentially thats what the incarnate arc, and the 2 new tfs are. Thats what I am saying. They can do this without making it frustrating.
  10. Quote:
    Originally Posted by Rikis View Post
    I'm well aware of speed runs doing LGTF or ITF in 20-30 minutes, but I've never been on them. My average for both is 50 minutes to an hour and change. My average for both Apex and Tin Mage is an hour and change. So timewise, they take the same. But here comes the rewards, for the LGTF or ITF I get a choice of a common incarnate component or 36/26 merits respectively, while for Apex and Tin Mage, it's true, I don't get a choice, but I get both 40 Merits AND 2 Incarnate Shards. With a toon that already has stockpiled common, uncommon components, and shards, I know which one I'll be choosing reward wise, and it isn't a pre-i19 TF.
    You will get way more shards doing a kill all or most ITF/LGTF compared to those other TFs and still finish in a better time. So I dont see those new tfs as rewarding enough for the frustration.
  11. Quote:
    Originally Posted by Heraclea View Post
    This has always been the game I come home to.

    And the reason why I always come back to this game is that other games too often feature gimmicky fights that have to be failed over and over again until you get the precise choreography down to defeat them. With practice you can master the steps; then it becomes largely a test of the latency of your connection.

    I dislike gimmick fights for many reasons. I don't play games to experience frustration, which is what I hear when people start talking about "challenge". I want a relaxing experience where you get to roll over stuff at a fast pace. This has always been this game's chief attraction for me, and I hesitate to lose it.

    More importantly, gimmick fights increase tension in the player base. If you can wipe the raid by being out of place or doing the wrong thing at the wrong time, the more experienced player will look at the "noob" player with elitism and condescending intolerance. They're likely to do the wrong thing and cause a failure. If they had our experience and skills we would have won. Our community is more sweetness and light than most games' because our game is easy. I say we should keep it easy.

    The problem with Trapdoor is that it is either trivial or tedious. If you can keep Trapdoor held, it's trivial. If you have to chase down each clone it is tedious, even if you have the DPS to eventually succeed. It's particularly tedious on melee sets without holds. The only way to make it not tiresome to all power sets, including melee sets without controls and low damage ATs without holds, is to re-enable the "break LOS" strategy.

    When was the last time anyone went recruiting for a Cathedral of Pain trial on your server's global channels?
    Thank you at last someone who get's it finally. This post cant be quoted enough!!!!
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    Just for fun I went around to several servers last night during "prime time"; Freedom, Triumph, Virtue and Infinity.

    Apex and Tin Mage sat alone while Lady Grey and Imperious had plenty of company with people lined up to do their TFs.

    I think that speaks volumes on what the average player thinks about Apex and Tin Mage, as opposed to the vocal minority of Muchkin power gamers on these forums who've propped up these two disasters.

    May the i19 TFs and the devs "new development direction" be swiftly ignored, fall into obscurity and forgotten like the Shard TFs and other wastes of development resources.



    .
    Part of why its not run much is because its way too short. I was expecting the Tf to be at least 5 or 6 missions. Second is fighting 54s is a huge waste of time in terms of rewards over time. Why go thru that when you can easily do an easier TF thats longer and has better rewards for the time spent. I get that they are using the 54s and the debuff to make things harder but to me thats not how they should have done it. It just slows down things more than they should.
  13. Quote:
    Originally Posted by AmazingMOO View Post
    Since the most recent patch, I've been hearing one thing over and over again:

    "Trapdoor is impossible now."

    Of course he isn't. He's not even hard as an elite boss goes, but he highlights in very specific terms what's possibly a new development direction, or perhaps even a new encounter theme for City of Heroes.

    Out of curiosity, I took some, shall we say, very specifically optimized characters to fight him solo. These are characters that are slotted to the extreme end for teaming, including a sonic/sonic defender, an ice/ice blaster, and a dark/ss tank. In each case I was able to defeat Trapdoor with no temporary powers.

    The difference between being able to fight him successfully and not being able to defeat him boiled down to two things: I was willing to think about how the encounter worked and was then willing to do what was necessary to beat him. It doesn't sound hard. The mission gives you all kinds of hints and clues as to what's needed, so it wasn't very hard to actually do, either.


    The wonderful Apex Taskforce is another example of this new theme. In the second mission, players are given some broad visual clues as to what's needed to survive and then defeat the arch-villain at the end.

    The reactions of players to those clues has ranged the gamut. Some people outright ignore them and are then frustrated that they can't win by the tired old rotes they're used to.

    Some people misinterpret them dramatically. For example, I've seen more than one taskforce leader demand that players not fly during the encounter. Why? Because, 'it makes the death patches appear in the air where you can't see them to avoid them when they kill everything below them'.

    AOE spheres be damned. Battle Maiden's death patches have become 'columns of death' that can reach from floor to ceiling.

    Of course not only is misinformation spreading faster than a bootless truth, but the encounter is singling out those who lack an understanding of how certain parts of the game works.

    Those who understand or are willing to learn about how the game works, however, and are also willing to take a look at the encounter as something that requires thought and action they may not be used to are quickly finding themselves with the 'Already Dead' badge and some other fun shinies.


    "You are NOT gonna win this fight by standing still and clicking your power buttons over and over again. You're gonna THINK and you're gonna MOVE, or you're going to lose."


    Good job, Devs. I appreciate the fun new content. And kudos to the players who get it!
    Sorry but I disagree, this new direction the devs are taking is awful I hate it. Its nothing more than a way to frustrate the players. The whole trap door thing is just flatout wrong by forcing us to beat him their way when almost all the other encounters in the game are nothing like this. The Apex TF is just a TF that I will do only for the badge and after that never run it again. Its just not fun to me getting insta-killed by the patches that kill you as soon as you step off the roof. The whole move and tank thing is stupid because they are using this because they cant change the AI. I dont see why they just dont hire someone who does AI so that we can have smarter critters instead of them using cheats all the time like Battle Maiden patches of doom™, Statesman/Hero-1/M.Bison's perma unstoppable, trap door's insane regen rate. All I am asking for is consistentcy across the board. No more critters doing stuff with identical powers that we cant do, no more insta-kill stuff that gives players no chance to react when they load into a zone.
  14. Has anyone ever got this power to work? Anytime I claim it I get absolutely nothing.
  15. Quote:
    Originally Posted by Deus_Otiosus View Post
    While I'm no fan of damage you can neither resist nor mitigate against through proper build choices, or titanic debuffs that reduce your recharge to the negative cap (Shout out to Famine), etc. - let's look at it from a developer perspective.

    How else are they to make encounters more difficult?

    Enemy AI in this game is what it is, it might be tweaked a touch or improved a little, or particular mobs could be given a particular script - but due to the number of enemies we encounter on a single map we will most likely never see any huge leaps in AI tactical capabilities.


    If I have a choice, I prefer enemies like Arachnos, Vanguard, Longbow, etc. - They are varied and usually have a decent mix of capabilities per pack you encounter.

    As opposed to say Cimerorans who have one main debuff that is spammed at a ridiculous level.
    But of the ones you mention they cheat the worst. Archnos resists control, vanguard are just plain overpowered, and longbow with their broken sonic grenades is just insane. I would rather not have more mobs like this.
  16. I just think over all the cheating due to suck *** AI has to stop. All it does is cause frustration. I just hope with future content the devs actually listen to us on this one thing. STOP WITH THE CHEATING ALREADY!!! Its getting really old.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    We all know that buffs and debuffs are extremely powerful in this game. The only problem is, the enemies don't seem to notice. Clearly, smart enemies would attack the force field defender first, most notably because he has the least defense. Think about an ITF - we all know to hit the surgeons to make it easier to take out the Elite Bosses. The problem is, the way aggro is calculated, there's no way for the enemy to figure that out.

    So here's my question: what if player targeted or PBAoE buffs also had a taunt component?

    First, I realize it's way too radical of a change to ever get implemented. This is all rhetorical and pretendy fun time games.

    Just think about it for a moment. What would it actually do? The empathy defender uses Heal Other on a player, which creates a gauntlet like taunt to five enemies within a radius of that player. PBAoE buffs, like Accelerate Metabolism or Mind Link taunt any enemy in radius of the heal. Toggle powers like Dispersion Bubble, even the one FFG produces, become slight taunt auras.

    I think this would produce an effect of seemingly smarter enemies. Suddenly the real threats become easier to see. "Hey, I'm not going to kill anyone while that FFG is giving the team softcapped defenses." It may force us to play smarter, or make good tanks more valuable.

    What do you think?
    Alot of other MMOs have way better AI than our mobs. Namely one is for buffs/heals/debuffs. If mobs were programmed to come after the healers first this would make folks stop rocking the aura the whole mission and only heal as needed. Second it would force tankers to take taunt, something I am very much for. Too many times I had to explain to tanks that aggro aura's and guantlet is not enough for AVs, taunt is the only thing that works 100% of the time. Tanker with and without taunt is a huge difference as for as avs are concerned. Second this would finally put debuffs on the same level as buffs in terms of how it helps the team. Debuffs have to deal with level scaling while buffs dont, but if buffs caused aggro too then you would not see favortism towards buffers anymore. I am all for smarter mobs. Its really over due at this point since now the devs are running out of ideas to make fights harder. We get stuck with mobs that cheat since we have crappy AI. If there was better AI we would not have to deal with annoyances like Hero-1/Statesman/M.Bison's perma unstoppable, Battle Maiden's cheat patches of doom™, Trapdoor being buffed to the point where you pretty much have to cheat to beat him.
  18. I havent seen SGU yet, still working on watching all of sg1 on netflix. It just amazes me though how tv networks always cancel great shows but leave the most crappiest stuff on tv all due to nelson ratings and such. Too many great shows were cut short in their prime. I really wish they could rework the rating system to account for viewers who dvdr stuff or get the episodes via other legal digital means. I think overall the problem is commercials. 99% of the time I fast forward thru comercials or wait till the season comes out on dvd or netflix so I dont have to deal with commercials or I watch it on a network that doesnt have any commercial interuptions. I think if advertisement companies get it thru their thick skulls that they are wasting tons of money on commercials things might be different. Commercials have for upcoming movies have now gotten so bad that they force movie previews on you with some dvd rentals.
  19. Quote:
    Originally Posted by Hyperstrike View Post
    IIRC, this mission is un-auto-completable and undroppable. I could be wrong (but I don't think I am).
    Please be wrong on this because I have so many toons that will never complete this arc now because of the devs bull **** to make this harder than it needs to be.
  20. Quote:
    Originally Posted by Hyperstrike View Post
    Wouldn't help you anyhow. His regen's been buffed to the point that he can stand in the lava all day.
    Now before someone starts ******** up a storm about "hard content" and "get a team".

    Great, fine and wonderful. For an arc that's supposed to be about an INDIVIDUAL seeking to heighten their own PERSONAL power.

    They may as well just turn it into a ****ing taskforce at this point if that's the case.[/QUOTE]

    ^This x 100000000

    I been saying this since day 1.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I think they must have been, recall that pre-AE there was quite a bit of variation in T3 rare salvage prices. Some (such as Diamonds and Rikti Alloy) went for <100K while the more useful ones were going for 5-10million. The AE stabilized the prices by introducing a steadier supply of the more useful rares (such as Magical Conspiracy). With level 50s leaving the AE to farm incarnate shards we seem to be seeing rares returning to their pre-AE prices variations.
    I dont know about that, been seeing tons of folks doing kill all ITFs and LGTFs for shards. So if anything the market should have crashed but it didnt. Its weird.
  22. For me the question isnt if I am making every 50 an incarnate but more so if its possible to do so. I have alot of squishie toons and that arc gave me alot of trouble, for the most part the missions with the EBs were dropped because I dont have time to deal with the frustration of having to play the devs want me to play. As for as wanting all to be incarnates definately. I think anyone who doesnt is selling themselves short. We are lacking on slots in this game for alot of powers and the alpha slot helps this to some degree.
  23. Quote:
    Originally Posted by Dispari View Post
    Still, though. I've soloed him with 6 characters ranging from Corr to MM (necro, low damage output) to Brute to Blaster to Dom to Widow, who have everything from a complete IOed out build to a regular SO build. I popped a few inspirations and had no issues taking him down.

    I even ran the entire arc, including the captain and Honoree, with an Elec/Nothing Blaster. I rolled up an auto-50 Blaster and gave her nothing but accuracy and damage SOs, and didn't even slot a secondary or pool powers. I defeated all of them using just 4 stock attacks and inspirations.
    But have you done it after the change? Because as it stands now if this mission isnt droppable I wont be getting alot of incarnates. I dont think this one mob needed to be changed in the first place the arc is hard enough as it is with the 2 mobs in the other mission. I know everyone keeps saying just invite people for help, well if we have to do this then why not make it a tf then because that is what I consider group content.
  24. Quote:
    Originally Posted by Kiwi View Post
    I'm fairly aware of that, most of my characters are Masterminds, I've tried all primaries (Except Mercs, I can't get a concept or combo I like)



    Ahh, another "MM's should meatshield not Tankermind" person... Sometimes it is more efficient for the Mastermind to be the one to get attacked because it's easier to keep the pets and yourself alive when everyone is taking small amounts of damage due to bodyguard rather than having pets take large chunks, especially with ninja's when 3 of them can and will get one shotted.



    That's implying that Tough/Weave and bodyguard mode are mutually exlusive... I would be better to use both to keep myself and my pets alive.
    FYI using body guard with all 6 pets means you have 75% resistance cap already. Thats how it works like psuedo resistance. Your not going to see much gains with tough and weave. Solo tankerminding will work but on teams your just going to get killed. Trust me, been there done that not worth it on ninjas. Mostly because they are melee and have no resistance. There is no way for you to take all the aggro, especially beyond the initial alpha strike. Most critters are going to have aoe so you will get hit, the pets take the damage from body guard and the splash damage from the aoe. This means you die 5 seconds later. Other primaries like mercs or thugs this works out better since they are range and wont be so close to get hit by aoes. Now if you were just killing an av this might be different but I dont see it working that way for the other 99% of all situations. Also I forgot to mention the resistance from tough gets applied after your pets take the damage, you are getting resistance after the fact, which is why you wont see much difference.
  25. Quote:
    Originally Posted by Come Undone View Post
    [sarcasm]You're so right, posion debuffs are compleatly worthless. That's why on LGTF my nin/posion can drop 2 1/2 riders in the time it takes the rest of the team to drop one, and why I've had AVs drop in TFs before the rest of the team noticed they were in the group pulled [/sarcasm]
    It's true that nin/posion is squishy (after all, you can only heal one at a time, and your heal is one of the worst available to any AT). It's also true that you lack alot of AoE goodness (ninjas only get a couple AoE attacks, and aside from neurotoxic breath and your t9 all debuffs are single target), but posion, and especialy nin/posion tears through single hard targets like tissue paper, especialy if you can get someone else to take the hits so the ninjas all stay alive.


    Now kiwi, looking at your build, /posions posion trap is useless, even as a mule. I'd recomend picking up a personal attack and slotting it with thunderstrike instead. Also, I think you'll be getting more recovery sticking that extra slot in health and going with numina and miricle uniques. You're pets would be more effective frankenslotted, and achilies heel would be better off in joinin, although that would have the negitive side effect of dropping you from energy softcap, so guess it's your call if you think it's worth it. Not exactly a build wizard so nothing else really jumps out at me.
    I agree with you on the taking out hard targets part, its just keeping the ninjas alive thats the problem. Your also right on franken slotting pets. But what I do is get 3 acc/dam HO in the tier 1 and tier 2 pets, for the tier 3 pet 2 acc/dam HO and 1 damage/end Pet purple cuz the oni tends to run dry. Then for the remaining slots do procs and uniques. Put the defense resists uniques in the genin, the lady grey proc in the jounin with the achiles heal. Then just move all the remaining slots to other powers.