Jorlain

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  1. [ QUOTE ]
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    How about not. This is a TA discussion, so take your Poison eslewhere.

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    I hit you with Weaken. You are now 74.5% less Special.

    Poison foevah!

    [/ QUOTE ]

    Bookkeeper has special -special resist.
  2. I'd rather have fire melee than shields. The balancing that would allow shields would probably make it a loss less desirable than on other AT's, but and AoE focused fire melee set would be nice. Giving stalkers another AoE focused damage type to choose from.

    Thematically it wouldn't be too wrong. The attacks only light when used, like elec and EM. Also what isn't stealthy about running around in the shadows with napalm strapped to your back. Guerilla Pyrotechnics.
  3. Jorlain

    Ill/Sonic pve

    This isn't a bubbler, but bubbles don't sync up with illusions as well. They are also far more popular so you will get bonus points for having a very powerful secondary and get groups from just Disruption field alone. That one power is the SB of this set and will get you all the action you want.
  4. Jorlain

    Ill/Sonic pve

    You must have all three pets, all of the shields, the -res toggle and liquefy. I would also strongly reccomend taking Flash, group invis, sonic cage and sonic repulsion.

    Sonic repulsion can be placed on your phantasm to make him sturdier. Sonic cage properly slotted can put AV's out of the fight. Suffice to say it will take anything smaller with the same slotting.

    Greater Invis can be a useful power but it's a must have.

    This combo is very complementary. Sonic buffs all of your pets, even the ones that cannot be buffed and adds some hard and soft control options to supplement Illusions lack of control.

    I have mine to 34 now and find that I only die when I tab out to watch a show and forget to tab back in for a couple of minutes...on an AV fight.
  5. Jorlain

    Ninjas

    Ninja's FF Are beasts. Mix the highest ST MM primary with the highest defensive secondary and you have ninja's who will charge around slicing everything to ribbons without pause. It's a very easy build to slot out as well. Nothing really requires large amounts of global recharge and there are no must have pools. You can build this character however you wish with whatever pools you wish and as long as you have all of your single target bubbles and your big bubble, it will be tough as nails.
  6. Thanks peoples. though instead of my previous dilemna, now I'm torn on earth, fire and illusion. Guess it's time to make some graphs.

    I tall comes down to the math now. All of the primaries fit my concept so numbers numbers numbers.
  7. I have a flexible concept for a /sonic troller and I'm looking for a primary with a buffable pet(s) to make into a little orange god(s). I will be teaming for the most part, but I play odd hours and am sure that a good chunk of my time will be solo so I'm looking for the pet and works best with the /sonic playstyle.

    Basically I'm torn pretty evenly between fire, earth and ice. Earth seems to have the most mitigation and the hardiest pet. Ice seems to be the second most mitigation with a less durable pet that I haven't played with so don't know how it compares to the earth pet damage. Then there are the imps. They're squishy but the buffs would have a greater effect on three targets taking damage as opposed to one, also the multiplier on those pets with the -res effects would be hot (bu dum bum). Pure damage numbers on fire are better as well, but I want to make sure I'm not missing some magical convergence with the other two sets that I'm considering.
  8. When I fall asleep this night I will non-suppressable double hurricane.
  9. [ QUOTE ]
    What I'd do with Rage:

    Nerf the ToHit down to 5% + 20% Accuracy (both enhance with ToHit slotting).

    Give a reduced, but unenhanceable recharge (perma but non-stacking).

    Nerf the damage to somewhere between 65% and 75%

    Remove the crash so it has 100% uptime.

    [/ QUOTE ]

    So...umm you'd just add 65-75% bonus damage to SS outright and scrap rage. Oh and give the set a free accuracy and tohit bonus on all of it's powers plus add a permanent damage boost to any damage abilities and taunt aura's in the secondary and any ancillary powers with no downside at all. Basically it'd be taking SS would equal gaining a huge damage buff without taking any powers at all. With no downside at all.

    That's so so not happening.
  10. AT scalers. For melee toons the scaler is lower because they have so many other ways to get defensive buffs. The 3% is the max the proc provides, but this only applies to squishy AT's.
  11. Jorlain

    Dark Melee/*

    This thread actually made me roll a DM/Invuln brute. It's just super amazing so far at 22. So far it feels more resilient than my DM/Ela. We'll see though. My DM/Ela can run darkest night to cover large spawns without running out of end. This toon won't be able to afford that, but I'm hoping having a scaling survivability power will help compensate for that.
  12. I have seen ninja/TA perform great feats of damage. Only when paired with good healing or defensive support. The TA boosts the damage and helps the ninja's pick their targets more effectively, but doesn't do a lot for their survivability.

    I have seen some amazing things done with /FF and /Traps with ninjas and Ninja/Storms is just scary. Pairing the most damaging secondary with the most damaging primary is always going to be a good idea. TA is a better grouping secondary than storms though, so if you're a fan of having greater team utility then stick with it. Otherwise you may want to reconsider.

    Personally I would suggest /Traps if you want a good mix of team and solo play, /poison is you are concerned mainly with solo play and /TA is you focus mainly on teaming.

    I don't think of MM's as healers. I use mine as tanking debuffers who happen to also deal pissloads of damage. If I have a heal I'll use it, but it's not a priority. If you picked TA I'm assuming this might be your idea as well.
  13. It is a very popular tactic.

    It is for solo and group play. Your survivabilty in both scenarios dramatically increases thus making you more effective, even if you are focusing on your secondary. Provoking while on teams helps to keep the threat prioritized to you in case a pet pulls aggro.

    The fear powers are pretty terrible. Get them if you want another control option, but there are far far better ways to get control powers. The aoe taunt is the gem of the set. It's pretty much the only power anyone takes from that set.
  14. Beyond being a non-resistable aoe debuff to hit, which puts it above dark. Flash Arrow costs less time and endurance over time to keep that debuff up and you can apply it to several groups at once, further mitigating damage overall for yourself or the team. Dark debuffs also don't allow you to avoid combat. It has another End draining toggle for that.

    TA has more debuff options. All of the abilities animate quickly. There are no toggles to eat end and most TA players don't even need stamina. I take it on my Bots/TA so that I can run leadership toggles. Try running all of your dark buffs and debuffs without stamina. It doesn't even have the variety and potential for debuffing and control, but has healing and buffing. This would be balanced but dark has to pay a massive end cost for it's benefits.

    So I'm confused. Why isn't your arguement "Fix dark, TA gimps it in every way".
  15. Defensive much?

    For the record you both basically said the same things, just in different words and Nick expressed a preference for standing in one place as opposed to cone dancing.
  16. I also like putting procs in acid arrow...all of them. I have it six slotted on my bots/TA with a posi proc and posi Acc/Dam, Shield breaker proc and Acc/Defdebuff, Achilles and lady grey. Since the base damage on it is so low and it doesn't really debuff a very large area I like to maximize it's effect. You drop that Acid arrow on a group and you'll notice it. They'll notice it. People on the moon will notice it...as they slowly run out of air.

    Slotting the Ragnarok KB proc in oil slick multiplies the chance of KB per check by 5. It's a very good investment for that ability.

    Cloud Senses is the right set for flash arrow. Just don't slot the proc.

    Entangling arrow doesn't need any slots and will serve you well. It's not just nice for AV's to root them. It's also good for knocking down annoying fliers. My setup has a lot of global accuracy and web grenade has a very high base accuracy so I slotted mine with an enfeebled operations range/immob

    You don't need stamina unless you want to run some leadership toggles. Your armor won't drain you as long as you get some end redux in it.

    If it comes down to a choice between siren's song and poison gas arrow I'd take siren's song. Poison gas arrow has a nice debuff but the sleep component isn't guaranteed. You can flash arrow, siren's song and stack debuffs. I have a friend who does this. He has two rotations of arrows. He'll throw downt he first rotation on one mob, then while the team is killing it he'll run over and sleep/debuff the next group, then come back and help the team finish mopping up the first group.
  17. Tankerminding saved All of my MM's from languishing in the 30's forever and made me roll many more to test out different combinations for tankerminding.
  18. right, good point. Those silly folks who still haven't realized that there isn't any such thing as a healer in this game.
  19. [ QUOTE ]
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    as long as we're comparing these two. I'd like to point out the innequalities between /TA and /FF for MM's. /TA deals way more damage and has infinitely more useful debuffs. While /FF only has bubbles, bubbles and more bubbles. What if the mob has deadly pin attack? You'll be missing your acid arrow beats deadly pin attack then won't you?

    In the rock paper scissors of secondaries /FF only ever throws paper while /TA throws them all and volcanoe.

    Back to the matter at hand. I like the way that /poison helps me deal with strong single targets by reducing the effects of end drain, slows, debuffs, mez and all other forms of nasty nasty that bosses and up toss at you like candy out of the worlds largest pinata. It's totally great for solo play with all of it's -special, -speed, -recharge and -regen and the hold it has is second to none. With all of those things in the poison set I almost never need to furiously spam heals on my pets.

    Owait. I forgot, the set that has a more varied toolbox for damage mitigation has less healing, while he set that has one debuff on a long cooldown and a mixed bag of buffs has a lot of healing.

    Funny how that all works out. It's almost like these things have some kind of mass or density or weight and they're sitting on some kind of seesaw or scale or something and they do that thing that weights on a scale do when they stack up against each other in equal proportions. What is that thing? I just can't remember.

    [/ QUOTE ]

    Fixed that for you

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    I'll make my sarcasm more obvious next time.
  20. as long as we're comparing these two. I'd like to point out the innequalities between /TA and /FF for MM's. /TA deals way more damage and has infinitely more useful debuffs. While /FF only has bubbles, bubbles and more bubbles. What if the mob has deadly pin attack? You'll be missing your acid arrow beats deadly pin attack then won't you?

    In the rock paper scissors of secondaries /FF only ever throws paper while /TA throws them all and volcanoe.

    Back to the matter at hand. I like the way that /pain helps me deal with strong single targets by reducing the effects of end drain, slows, debuffs, mez and all other forms of nasty nasty that bosses and up toss at you like candy out of the worlds largest pinata. It's totally great for solo play with all of it's -special, -speed, -recharge and -regen and the hold it has is second to none. With all of those things in the pain set I almost never need to furiously spam heals on my pets.

    Owait. I forgot, the set that has a more varied toolbox for damage mitigation has less healing, while he set that has one debuff on a long cooldown and a mixed bag of buffs has a lot of healing.

    Funny how that all works out. It's almost like these things have some kind of mass or density or weight and they're sitting on some kind of seesaw or scale or something and they do that thing that weights on a scale do when they stack up against each other in equal proportions. What is that thing? I just can't remember.
  21. -res debuffs and +damage buffs work on the same scaler. Both add damage to the natural cap of the AT. Both basically serve the same function. Since PA can't be buffed -res will damage cap them as effectively as FS would in a perfect world.
  22. It'd be nice if the AT scalers for resistance were balanced by AT's with resistance sets getting some kind of -res debuff resistance. That's the real reason that resistance sets frustrate me. I mead I get my T9 going on a /Elec brute and get two longbow in the mix making my bonus zero. AV's get equivalent -defdebuff resistance to most defense sets. Why can't we get even half of that for resistance?
  23. [ QUOTE ]
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    Keep in mind that in most cases, the Tankermind strategy is not the best thing for many Power Set combos, or even most of them.

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    Could you drop us a little info about which are? I have... hm, three MMs right now, Bots/Storm, Bots/Dark and Mercs/Traps. The /Dark is still low level and the /Storm is the only one I've tried/done extensive tankerminding with (Hurricane ftw!), so I'm no expert on the use of BG. I've used it to avoid getting two-shotted, yes; to actually tankermind (including taking Provoke), no, except for my experimentation with the Storm, which went amazingly well.

    [/ QUOTE ]

    Your merc/Trap is good for tankerminding if you use the pet goto to place them on the defensive somewhere to the side of you. At least 15 yards away to avoid most aoe's but within 25 yards to keep them in BG range. The Bots/Dark will also do decently well from all the -tohit, but lacks mez protection, makind the -tohit and mez's in the set your main forms of mitigation.

    I like anything with bots for tanking since it adds bonus defense. My best tankermind though is my necro/storm. High ST with -tohit debuffs all over the place and many emergency buttons make it very flexible in any bad situation.
  24. aww, wish I hadn't read that apology. It was really good too. I'm all sauced up and raring for some sarcasm slingins.


    Poop. Your humility is ill timed.

    Now I gotta go find another thread where people are screaming about SS nerfs that haven't been announced anywhere or people who are crying about the Dom buffs.