JuliusSeizure

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  1. Quote:
    Originally Posted by Nny_the_mad View Post
    not a lot of it's power benefit from powerboost.ok it benefit to the aura and the confuse but

    confuse+powerboost insn't necessary when you can PSW things to death quickly
    I'm sure Electric/Psy is a great set and it may be your cup of tea, but you might want to understand what [Power Boost] does before posting.

    How many powers in Electric have -endurance or -recovery? They all do. [Power Boost] increases this value by 98%. That skill [Conductive Aura] that is sapping for 20 points every 2 seconds is now at 30. What about Chain Fences? Yup, it's now -30% as well. And what about all that -recovery that's being tossed around? Add 98% to every value that you're layering.

    And just to add, [Ice Sword Circle] does the same damage as [Psychic Shock Wave] to the same 15' radius, but it is available at level 4 rather than 38...

    Quote:
    Originally Posted by Nny_the_mad View Post
    dp + aura > powerboost+aura (dp alone is better)
    For what? If it's for personal regneration, well then I agree. It's no where near close for sapping. And if you have enough recharge for perma[Drain Psyche], then [Power Boost] has a 50% uptime at similar recharge values and is being used on the alpha of every spawn. That is insane for Electric Control.
  2. Quote:
    Originally Posted by Jibikao View Post
    Shouldn't Merc or Ninja have -regen? I mean Tear Gas from Spec-Ops is a perfect power to have some -regen IMO.
    Jounin have -regen on [Poison Dart], but it's just -100% and upon entering melee they thankfully stick with their katanas.
  3. Quote:
    Originally Posted by Nny_the_mad View Post
    there something missing in there

    if the - rech is what would make /ice shine when paired with elec/, why is /psi assault not in your top three?

    seem to me equal to, if not better than, /ice no?
    Power Boost.
  4. Quote:
    Originally Posted by Lord_Thanatos View Post

    Your other two points are spot on and also FFG gives mez prot against the AVs that mez.
    Well, a double stack of Tar Patch is equal to a triple stack of Acid Mortar, both granting -60% resistance. The only difference would be Achille's Heel, which can never stack more than once because it is a pseudo-power granted to the opponent, correct?

    The sets are really close for -resist and -damage, particularly because -resist enhances -damage. For me, it comes down to having Twilight Grasp from the MM and the Fluffy-- there is no comparison between this and Triage Beacon. Meanwhile, the -regeneration gap certainly favors Traps but is no where near the healing disparity I just mentioned.

    Both secondaries are definitely top tier for this niche.
  5. Quote:
    Originally Posted by DarkMaster View Post
    Speaking of Power Boost and ElecControl....


    How would an Elec/Ice Dom be?
    Elec/Ice would probably be a great Dominator. The CE+CA combo is great, and Ice has some very good melee attacks that would synergize well with the up-close nature of these PBAoE auras. In fact, the -recharge from your attacks and CE will stack with the -recharge debuff in Static Field. The top three pairings for me would be /Earth, /Ice, and /Ele.


    As for the OP, Electric Control is a far easier set to use from my experience. The difference between a top-tier player on Electric and an average player really isn't that large. Mind, on the other hand, can be over-the-top powerful on an experienced player or underwhelming on an average player.
  6. Quote:
    Originally Posted by ketch View Post
    I can see it being handy if you haven't reached perma-dom levels of recharge. For a perma-dom, I think it's rather meh and I'd rather take Call to Justice. It's like carrying a few free inspirations.
    If you have ever died as a perma-Dom, you would know just how powerful this skill really is. A perma-Dom is just so much better with this skill because you are pretty much always perma, even on really high difficulty settings and in chaotic settings that might cause a faceplant here and there.
  7. Bots/Dark is one of the best, if not THE best AV soloers for Master Minds.
    • Howling Twilight has -500% regeneration.
    • The entire set has lots of -damage, which is extremely powerful against AVs. They don't resist this debuff at 80% like other debuffs.
    • Tar Patch can stack, and has large -ressitance values because it's a pseudo pet, but it's sometimes hard to keep an AV on it.
    • Twilight Grasp has -regeneration and -damage, both of which are great against AVs while providing a good AoE heal for the pets.
    • Repair is a great spot-heal in AV fights.
    • Assault Bot has up to -1000% regenration.
    • Fluffy has huge -ToHit and -Damage as well.
  8. They are both great sets, but very different.

    For me, Mind Control is a set that absolutely shines on Dominators because it becomes markedly superior compared to the Controller counterpart while Domination is up. Electric Control, on the other hand, is pretty much the same for Controllers and Dominators because Domination has such little impact on the set.

    I'm at a point in my gaming experience where I would rather play a set on an AT where it truly shines. For me, Electric is superior on Controllers while Mind Control is astoundingly good for Dominators. The big difference, however, is if you choose a secondary that grants access to Power Boost. Power Boost will enhance the endurance drain aspect of Electric Control to insane levels of sapping, but Domination is still underwhelming on Electric Control.
  9. Quote:
    Originally Posted by Brakner View Post
    Its mostly about the secondary when soloing AV's. Traps, Dark and Poisen are the 3 most taken because of the -regen, with poisen being a nasty AV killer.
    Secondary definitely plays a huge role, but the OP was asking what pet group (ie what Primary), was the best AV killer. That would be Robotics. If your primary is layering -1000% regeneration on an AV, which the Assault Bot can do, then everything the secondary grants is but icing on the cake.

    In fact, Robotics/FF will solo an AV faster than many primaries with the three secondaries you listed here. And we all know how great FF is at increasing damage output...
  10. Bots is the best, only because the tier 3 pet has huge amounts of -Regeneration in some of its plasma blasts. Damage type is mostly irrelevant when compared to -regeneration against an AV.
  11. Dual Blades is so much more effective on a Scrapper, and this is coming from a player that prefers Brutes.
  12. Super Strength has superior AoE damage.

    Stone Melee has superior single target damage, and AoE mitigation/mez.
  13. I don't see how SS can be re-imagined as Sonic Melee. There is nothing sonic about it.

    Kinetic Melee is just perfect for this concept and the -damage is quite potent-- particularly on Burst.
  14. Quote:
    Originally Posted by Forefinger_ View Post
    Please tell me what would be kick-butt enhancements that would make my Ninja do tons of damage. I have all three of the pet powers 6 slotted, so please help me out. I've done all IO sets, I've tried Frankenslotting, and still I'm not satisfied, but I don't really know what I'm doing with all the IO slotting. Please help with some suggestions of what sets or IOs would make the Ninjas be lawnmowers on maps. Thanks.
    Chance for Build Up works well with the Genin. Achilles Heel works wonders in Jounin. Perma-Smoke Flash the Oni.
  15. Quote:
    Originally Posted by Ironblade View Post
    Wrong metaphor. A flash in the pan is something that goes by very quickly. I believe you mean "a drop in the bucket".
    Hahaha-- that's the one!
  16. Quote:
    Originally Posted by graystar_blaster View Post
    I know somehave more than my 40 bill but i feel stupid rich not sure how much more i could ever use. But why destroy what you got?
    I think the fact that you are sitting on 40 billion and have nothing much to do with it pretty much sums up why others are destroying influence by converting it to prestige. There is too much influence in the ecosystem.

    Edit-- And honestly, all of our efforts are probably but a flash in the pan.
  17. Haha-- I love this! I have actually been doing the exact same thing for my SG of 3 players. We are about to crack the top 100 on Freedom actually. I might contribute to this once I burn a few more billion for my own cause.
  18. JuliusSeizure

    Enchant Demon

    Yup, it applies to all pets in range of its AoE. It's also the reason that I started playing MMs, because I quickly grew tired of setting up my pets before every mission.
  19. Quote:
    Originally Posted by Candlestick View Post
    The thing is, usually you can tell when the team is going to start having problems. I rarely see a team go from steamrolling, taking no damage, to all of a sudden, bam, teamwipe. There are indicators to this sort of thing. A Dominator goes AFK, or leaves the team, which causes incoming damage to skyrocket. That Thermal corrupter leaves, taking his buffs with you. You notice peoples health bars start yo-yoing. It's at this point you need to start buffing.
    I think that's reasonable, and it's a format that ANY buffer should follow.

    What I don't think is reasonable is the idea that Corruptors and Defenders should buff the team but a Mastermind should not. Let me pose these questions:
    • How much DPS does a Corruptor or Defender contribute to the team while buffing/healing mid combat?
    • How much DPS does a Mastermind lose while buffing/healing mid combat?
    There is a drastic drop in offense for Corruptors and Defenders while buffing-- it basically goes to 0 as long as they are animating a buff/heal. Meanwhile, a Mastermind loses very little by making even a remotely conserted effort to keep a team buffed because the pets provide most of this AT's DPS and agro. You can effectively be one of the highest damage dealers and draw significant agro while just standing in the middle of a spawn tossing around bubbles. No other AT can do this, so why limit yourself and your team?
  20. Quote:
    Originally Posted by Kazuo_Kiriyama View Post
    Quote:
    Originally Posted by Candlestick View Post
    When the team is steamrolling, and taking no damage, and everything is fine, do I bubble? No. Waste of time. They don't need it if nobody is taking damage.

    But when the **** hits the fan, teammates start dropping, and the team is having difficulty? You best be buffing.
    This is reasonable.
    This makes no sense to me as a Ninja/FF/Mace Tankermind myself. Bubbles are proactive, you want them on the team BEFORE **** hits the fan. When **** does hit the fan, you want to be spamming Force Bolt, Repulsion Bomb, and Provoke (as a Tankermind), not buffing. Particularly with the way that ambushes have been coming in GR, this mentality isn't reasonable to me at all.

    And as a highly active Nin/FF/Mace bubbler that uses Provoke, Force Bubble, Repulsion Bomb, bow attacks, command macros, and more during combat, the only way that you are not finding time to consistently buff all of your pets as well as buffing most of the team is that you are being lazy or flat out refusing to do such, which is what the OP basically stated.
  21. Quote:
    Originally Posted by Jade_Dragon View Post
    The problem is people who complain that it is NOT on every player 100% of the time.
    That's a problem, but so is a MM that basically refuses to buff team mates because they feel they have better things to do and that their allies really don't need it. Yes, there are often better things to do mid combat, but there is also a lot of opportunity to throw out buffs. You don't need to Force Bubble that one boss that is about to be spiked by 4 players because he's the last foe standing. *Buff*

    Your AoE powers are recharging mid combat. *Buff*

    That's my general pattern.

    Quote:
    Originally Posted by Jade_Dragon View Post
    Plus, as a bubbler you should know it is much easier to bubble in "groups". If you cannot bubble everyone, you would probably split it up into multiple "groups". If you miss someone, it can be hard to notice that you missed him, or that you need to renew him.
    As a bubbler with access to Power Boost, I split by pets into two groups that get power-boosted bubbles. Whenever powerboost is recharged, I also bubble up to 3 players with power-boosted bubbles. This action is ignored mid combat unless I have nothing better to do.

    It's also very easy to realize that if your character isn't animating an attack or commanding pets that you can simply look at the list of team buffs and throw a bubble or several on allies that lack them.
  22. I also run a Nin/FF Mastermind, and here's the deal: you are never doing something 100% of the time.

    There are times between fights where you can bubble. There are times during fights where you can bubble. You don't have to make all of your team buffing one gigantic block activity, and you don't even have to put both bubbles on players all of the time-- particularly if you are fighting an enemy group that is primarily Smashing/Lethal.

    It sounds to me like you are refusing to bubble team mates out of some misguided principle, because I doubt that you are so busy that you couldn't find the time to toss bubbles around. Sure, it might not be on every player 100% of the time, and it might just be on the Alpha sink full time, but you are actually making an effort not to bubble team mates which you deem as not needing more protection.

    Have you ever played a Blaster or any squishy that can ramp up their offense simply by having more protection? While you might feel that the Fire/Fire blaster is not needing more protection because he's not diening, the fact is that he can switch it to overdrive and jump into melee to use multiple PBAoEs and TAoEs if he had more protection. There are many ATs like this, and you are basically being short sited by not realizing that players can really turn it up a notch with defensive buffs.

    That's just my opinion. I know it's tough to provide constant buffs to a full team of 8 and your pets. However, I also know that if you have even just 2 seconds of downtime that it's pretty easy to throw a bubble on a team mate that currently lacks it.
  23. Quote:
    Originally Posted by Peacemoon View Post
    Correct, Gravity's Lift was nerfed in CoH beta because it was feared that the set would do too much damage with propel. The power has been left unchanged since, despite a damage boost for the Dominator version.
    Yeah, things are odd for Controllers. The skills do the same damage for Dominators, however, and offer up very solid DPA at 67-- given that they both have a 1.03 animation.
  24. Is it just me, or does [Levitate] from Mind Control seem to animate much faster than the listed time of 1.87? It seems to have the same animation as that of [Lift], which is listed at 1.03.
  25. JuliusSeizure

    Taunt?

    Actually, I suspect that more Tanks and Brutes will take Taunt after the switch to inerrant Fitness. It's a really useful skill even with just the base slotting.

    OP-- Taunt isn't required to be an effective Brute. It is, however, highly sought after in team settings and can basically ensure that your Brute stays peaked on Fury no matter what the team composition is. It's not required solo at all.