JupiterMoon

Legend
  • Posts

    463
  • Joined

  1. JupiterMoon

    Mastermind Duo

    my only pet casualty as a soft capped thugs/traps is the arsonist.

    whatever they did to make the bruiser go into melee more has made the arsonist ai even more suicidal. he runs into melee range - to toss fire bomb. /facepalm

    but once you hit 50, 5 million is not much. maybe an hour on a farm mission or even soloing ae missions for tickets can net you that pretty quick (getting bronze/silver rolls and selling the recipes. i can do nearly 30m an hour right now unless the rng spits on me and gives me nothing but confuse sets). but until 50 2 acc 2 dam 2 defense ftw. the third really doesnt add enough to their manuevers to be worth it imo. or 2 acc 1 dam 1 end 2 defense. enforcers have end problems if you are fighting nonstop.
  2. i try to not go rouge. my girlfriend wouldnt appreciate it if i used her makeup
  3. i'd have to second the motions on making a thugs/ff mastermind.

    you really dont need to do anything except refresh your bubbles every 4 minutes and occaisonally MAYBE use aid other - and you give up no team viability.

    should you end up enjoying the AT and want something a tiny bit more active - but not required to be that active - then graduate up to thugs/traps which is my personal favorite.
  4. JupiterMoon

    Mastermind Duo

    [ QUOTE ]
    If you're set on playing mercs, play mercs. They aren't very good, but if you're into BUDA BUDA BUDA I mean there's no other set.

    JM, I think you've forgotten how to play a mastermind with SOs. I have like half a billion inf in the bank too, but I don't expect most people to have that kind of change. Thugs aren't squishy, even without uniques. 2-3 SOs worth of defense in enforcers pretty much makes thugs unstoppable even without auras, heh.

    Anyway, mercs/pain is pretty rockin. The advice of one pain, one dark is pretty good, although you could replace the pain with a traps or a FF or storm and it would be just fine too. I recommend your friend pick out a primary they like though, as pretty much all the primaries are superior to mercs.

    [/ QUOTE ]

    nah i hvaent forgotten. but my posts on the subject are two years old.

    when i first rolled the thugs/traps in summer 07 i kept reading here how bots were better and hardier. but...bots bored me. so imade a thugs.

    the second i had that second enforcer i knew - i KNEW - they were full of it. 22% defense right there with just so's. aid other took care of the rest. me being traps pushed that up to 37% before i slotted a single IO or pet unique. a thugs/ff can cap them without a single IO

    but the gangwar uniques also add resist, add another slotting option for the enforcers and quite frankly are absurdly cheap red side since not everyone and their mother is after the pet recharge io's here - we arent all fire/kin controllers
  5. JupiterMoon

    SS/FA or ELE/SD

    depends entirely on what you are fighting, whether or not you are teamed and if you are using io sets.

    SOME people around here claim to be able to farm 100k+ influence per minute with only SO's on an ss/fa brute.
  6. arcanaville you are exactly right.
  7. well ih ave no personal experience with claws, so i couldnt even begin to broach this in mids with a claws.

    but i did just make a softcapped dm/sr in mids without evenputting all the slots in, only 4 total io sets and one unique io. this is prob a sub 200 million build (admittedly i have no idea how much the steadfast unique or zephyr sets cost blue side though)

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1127;530;1060;HEX;|
    |78DAA592DF6E124114C6CFC2D22DB040292D145B4A8269ACA 9D9F4C20BFF5C98289|
    |A987415A1F142DB92954E29912CEB2E8D70E703F80A3E88F1 4DD47759CF9F61E3C6|
    |4B27F0FB76BE39E79BD9CDB88BAE0DF0E50918E567532F8A8 68351E805810A73AE3|
    |79E8CC00280E6CA1BBA6AAA94D3F5C28FF2D84E56BAEA4AF9 9172063734EBABABA9|
    |5AA8A8FAD2BF56A1F2E7CEEAC1EECD6653E74479C1C41FCBE 4C564EEAB282AE9C9F|
    |87A8E4B059E0D02A52EABCF83C9C8793ABB5C0E5D2F9AAB70 B98387BA8BFF904EC7|
    |23CEC13B943BB0FE5EE48CA570CE625F880C595CEA32B82B0 3FB28F72193924F965|
    |EC75843623725765362B724764B62EB12FB1ABBB23A362B41 664AEA5890D305B99F|
    |19B2D67E89FC66B9C10279A318AC1807F4709A17C7C8B3536 0AEA15F942828B2D34|
    |0A724959992849725BC2CE16FB0A0A277AFC8813652F2190B AAFCDE315439B38F4E|
    |4DEF5263C742675B3BDBECACA3D3D0B10D7676FEE202579B3 AB3C9CE009D5D5DBF2|
    |B1BEFA5E41516B474414BACFD942CB1A0ADBF529B334FD1E9 E8968E14DD4E898105|
    |07BAE5805BB2E81CEA1739A4F3B7C044EB48A71C49DFBD940 CB2008E4E7138A5832|
    |DC7DA396667CF4C6E24FEC839F9C7E999C9F502839DB699DC C8FF1ADFEDD55EF97E|
    |01794AE811DE12CE08E7840B8247F8401811E21F4977E5011 DE821E111E131E12B1|
    |55945449160134A8432A142D820D40875C22DC23742FC0709 0C0B83|
    |-------------------------------------------------------------------|</pre><hr />

    49% melee, 48% ranged, 48% aoe. and it gives up nothing in terms of offense.

    doesnt seem all that hard nor expensive. you can make 20-30m an hour just selling recipes you got from farming tickets. sometimes.
  8. [ QUOTE ]
    [ QUOTE ]
    if the devs didnt intend brutes to tank, why do they have:

    tanker taunt (but with only single target -range)
    taunt auras - including a taunt aura in SR

    [/ QUOTE ]

    The point was to make at's that could fill multiple roles and be less static than blue side.

    The brute was 'intended' to be the melee damage dealer/aggro manager, basically something between a tank and a scrapper. And they came very close to nailing it, but in the end we have an at that overall does similar damage to a scrapper with better survivability and aggro control, so they missed the parity mark. The brute is in between a scrapper and a tank in terms of survivability (and some would argue that they're too close to tanks in terms of aggro control - but thats for the tanker/brute forums), but standing right next to scrappers in terms of damage dealing overall. That's not parity.

    [/ QUOTE ]

    the real problem is you are blowing a non-existent problem completely out of proportion.

    what was the difference stated several pages back? 12%?

    is 12% worth the whining? i dont think so.

    the ONLY Legitimate complaint i can see thrown at brutes is them having burn AND an aoe immob. an ss/fire is an issue 1 burn tanker with taunt for all intents and purposes.

    if you give scrappers anymore survivability than they already have, there will be absolutely no reason to even roll a tanker.
  9. if the devs didnt intend brutes to tank, why do they have:

    tanker taunt (but with only single target -range)
    taunt auras - including a taunt aura in SR
  10. JupiterMoon

    Regeneration

    [ QUOTE ]
    SR gets a metric butt-ton of defense debuff resistance. It's only fair that regen (and to a lesser degree, Willpower) get regen debuff resistance.

    I like the idea of spreading it out between Fast Healing, Integration, and Resilience. That way the Fast Healing one would carry over to Willpower, which should be enough because WP has defense and resistance as well. While Regen gets the bulk of it in the other two powers. I'd say a flat 10-15% resistance in Fast Healing and Integration, and enhanceable resistance in Resilience. To make it worthwhile I would double or even triple the amount of regen resistance in relation to damage resistance in Resilience.

    So, if you have Resilience slotted to 7% damage resistance that would translate to 21% regen debuff resistance.

    Would that be acceptable to you guys?

    [/ QUOTE ]

    i agree with this entirely - but the 23% regen debuff resistance in wp is hardly noticeable. any mob that will debuff your regen will simply shut it off completely.

    regen and wp scrappers are lucky. they dont have to fight long bow spec ops in nearly every mission 40+. long bow spec ops shut down regen. (-4.6%) or arachnoids who all spit out the /poison mm version of envenom.
  11. [ QUOTE ]
    Ok Powerforge, after watching your amazing videos, Hella Congo Ratz BTW on all those AV's, I have a couple of questions for you;

    Claws/Regen

    Claws/Sr

    Dm/Sd

    Obviously, the Claws/Sr and Claws/Regen would be cheaper to soft cap correct? Is Dm/Sd realy that costly to soft cap to do what you were doing in the videos with October? Or if I decided to go with Dm/Sd would I be better off on Red side where I have the resources to pay fr the IO's for it?
    If it would be cheaper for me in the long run to stay as a Brute because of current resources that I have red side, shold I just make the Dm/Sd Brute then?
    Would my Dm/Sr Brute who is currently 25 work decently to the point that I should just stick with him and just farm more Inf for the cost of IO's?

    Heh, sory with all the questions, as I just woke up and the servers are down for Maintenance and I am still working on my first cup of coffee trolling all the boards.

    If you think it would be more cost effective to just stay Red Side with a Dm/Sd Brute or my Dm/Sr I will....Then I will have to make my Fire/Rad Troller to bring over for Rogue (Obviously there is no hurry in lvling it just yet hehe, thats why all the questions and trial and error on my part...I got some time to play with yet)

    [/ QUOTE ]

    softcapping the /sd wouldnt exactly be cheap on red side and would prob take longer as there generally are far fewer of the rarer io's for sale at any given time.

    /sr is pretty easy to soft cap if you take the fighting pool and has higher defense debuff resistance than /sd unless you slot a couple expensive hammi-o's and can keep active defense double stacked. /sr is also a tighter build as you want pretty much everything from the secondary as soon as you can. elude is optional but most people take it for the end recovery. something not needed as dm.
  12. wp can be an av killer with the right slotting. yo ucan get awfully close to the soft cap to smash/lethal, and high 30's to everything else defense wise. you have minimal resistance to debuff resistance though so anything that debuffs defense would be a problem in large quantities or as an av.

    my sm/wp is pretty tough thanks mostly to fault. if she starts taking a lot of dmg from a huge spawn (and the spawn isnt immune to the stun or the knock down) then i just hit fault and they are all staggering about while i'm regenerating up to 141 hp/s. it's usually enough time for me to pop one or two mobs on my brute before they've recovered and to regen a healthy amount of hp.

    sarrate has a wp/fire tanker. she'd be the one to talk to about a fire/wp scrapper imo.
  13. even a granite brute doesn thit the smashing/lethal resistance cap without tough. brutes do need tough and weave - unless you're one of those that doesnt really care that you faceplant a ton.

    on my sm/wp she took a lot of dmg until she picked up tough at 35 and weave at 38. after that - and combined with fault (on mobs that arent immune to it and the stun..man sure are a lot of those nowadays) she's nearly unkillable.
  14. [ QUOTE ]
    [ QUOTE ]
    brutes must play non stop. there is no waiting for people to res. no waiting for people to catch up. no waiting for fulcrum to recharge. no waiting for a fresh sb/fort/forge. no waiting.

    not all brute secondaries can even play like that. MOST have serious end issues especially playing in a team like this. multiple brutes in a team means one has fury, the rest do not.

    [/ QUOTE ]

    FALSE. Brutes 'must' play 'non-stop'? No, brutes CAN play non-stop, build high fury, and out-damage scrappers AND out survive them AND out aggro manage them, which means they can outclass scrappers in everything. OR they CAN take their time, at which point they do less damage than scrappers, but still retain advantages in survivability and aggro management.

    So in those two play-styles, the brute is better at everything in one, while trading dmg for survivability in the other. And as has been mentioned by other posters, the playstyle where brutes are universally superior is a playstyle shared by both at's and the majority of those who play them. If you still consider that parity, then I guess we'll just have to respectfully disagree.

    [/ QUOTE ]

    there is parity.


    the dmg advantage brutes gets requires you to PLAY NON STOP. if they dont, the advantage is gone. just having to mess around in a multi-layered cave map or those arachnos base maps with the huge room with multple levels means fury generation is annoying and usually at 30% or lower whiley ou try to find the last handful of guys so you can finish the damned thing.

    the extra hp? big deal. apparantly the hp disparity is such a huge issue that it kept powerforge from soloing lord recluse as a +2 av....oh wait!

    extra hp? are you expected to tank? brutes are (especially since competent masterminds are a rare breed and their threat is unreliable unless they are the even rarer tankermind builds with provoke). if the designers dont EXPECT you to tank, you wont have that extra layer of survivability.

    really, if you think brutes are so much better then go play one. the only thing that keeps me red side is i prefer the zone layouts over those blue side. far easier to get where you wanna go - and much faster. but all my scrappers play just fine. i've got a 50 dm/regen that plays and solo's and teams just fine. no io's. just so's. she's got 55 free tailor sessions i should probably use at some point.
  15. [ QUOTE ]
    [ QUOTE ]
    how many times did you wipe on the freedom phalanx as you attempted to split the spawn?

    i do NOT consider wiping-on-purpose to split the spawns and get numina and positron down first a valid strategy. yes it works. it's also stupid as all hell.

    [/ QUOTE ]

    You need to find people who know how to play better.

    [/ QUOTE ]

    not really. i only care about doing it successfully once on any character i care to get the badge for. farming merits isnt as important to me as it is to many others.

    i will say though that outside of that one non-nuke rushing lrsf, i havent had a single lrsf team where there wasnt at least one person with a retarded concept build. you know the kind - masterminds with all of their attacks but dont know how bodyguard works at 50.

    having 4 'regulars' greatly decreases the odds of you picking up even just one of these unfortunately-normal retarded builds.

    as for nihil..i have no use for you. you didnt specify how your group was made up or what tactics you used so i made a fair assumption based on how the lrsf is usually done in a PuG. if you didnt do the normal PuG tactic you should have stated it. you should consider yourself lucky the lrsf have been nerfed as many times as it has in the last year and a half, newbie.
  16. [ QUOTE ]
    *dashes off to see how much Inf he has on his Thugs toon*

    [/ QUOTE ]

    with all 4 uniques in gang war, ffg and one defense buff io in my enforcers all of my pets are at 46% defense to range/melee/aoe

    if your secondary doesnt ahve ffg or disperson bubble, put a second defense buff in enforcers. this would effectively give your pets 25% defense
  17. JupiterMoon

    Mastermind Duo

    [ QUOTE ]
    Eek. Yall are scaring me away from mercs... sad. I really can not stand how the other sets pets look (especially teh ridiculous looking and thematically ridiculous thugs) aside from zombies (and I am jsut not a zombie kinda fella)

    [/ QUOTE ]

    thugs is the highest dmg primary we have, and it's not squishy at all with 4 uniques in gang war. with an achille's resistance debuff in enforcer their dmg really skyrockets especially ify ou ahve a secondary that can further reduce resistances.

    necro is fine - and although you can put a resistance debuff unique in the grave knights their attack chain is so slow and full of gaps it's not nearly perma as it is on enforcers. but it works and can be handy when combined with tar patch.
  18. how can you have missed biff and widdershins?

    they are arachnoid eb's with regen that puts regen scrappers to shame. my bots/traps couldnt kill either without using poison trap for it's -5000% regen for 40 seconds.

    poison trap is also great for preventing runners in huge spawns. run in and drop it and things are choking/held for long enough for you to get everything rooted. it's also a damned fine place to hold a basilisk's gaze set for recharge and more recovery.

    below is my thugs/traps. it's a beast. not a single av - even those with massive tohit buffs and defense debuffs - have been any issue. i even solo'd lord recluse as a +2 AV.

    yo uarent stuck with black scorpion. i did the black scorpion arc last year. i'm mu now. you can pick ANY patron pool you want now and can respec out of your current one if you dont like it. i couldnt imagine playing my bots/traps without electric fences now. nothing more annoying than hitting an entire 8 man spawn with web envelope, onlyi to have the assbot knock them around and spread them out immediately after - and then only hit two or three with incendiary missile burn patches. that is a HUGE waste of potential dmg and just prolongs fights that dont need to be..prolonged..

    anyway..my thugs/traps on live now. rather inexpensive to build.

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1399;712;1424;HEX;|
    |78DAA593C76F135110C6DFBAE0C45EDBE9C5899D42623BCD4 9240E9403124D0A642|
    |128A1081091956C124BC9DA7291082D01AE1CA847FE0A9A44 3920842867DA8903E2|
    |0212121220713333F3BDC49138B272BE5F767676E67BF3F65 967F6984AADEE5446C|
    |DEEC574A1306DA50B453BBF947166BD567A3E33A37C4AA9E6 4A747AB2B4B4947552|
    |530BA5F942E386F8AED2DC5C6A2A9FCE156AC79C053B6F3BC 5D4DA3FC1896C76316|
    |5D9B399998C63D7C9DD94BD68E7B2F962BA98C93AA684F665 8A8E5D28F8E5663267|
    |DBB391BDB9CC4C6A4317ABA41D2EB790AF3EFA7BEE55FA2A7 BD50FC216E5FA067C2|
    |12494E713F05D829B7E0A963DEB6F79D435439E5C1754DD00 6E0BFCB7046729DDD0|
    |E9C65DA9E0BF2730EF030F04A187827394EED6E9EE0352213 42EA8B1808382BA438|
    |217B404ACA26C78BB08A3AA0E88D2F47DBA900F851A50A801 859A50A80985CE53DF|
    |6A9D5E0D9B2DB0D9029B11D88CC0E64B6A1AD0A30B6074ED1 85D3B4617C3B062CF5|
    |C4AD5AB584C3CC5C950106FA960444217A86FD840A1B05FAC 74060013F843CFA2AA|
    |2B28775D21C12B6A5F8B42EEDACF2E49F82A7D877E4BDFE15 F2EC6450F77C7AAEAD|
    |F4ADEE677C047E083A0E7BDA097FC356A7F8D6D6EAE90A450 33FCB99B8352B4270C|
    |84047153F09A1CB5EA81B46220710C248E8124F02D25F02D2 5309E15F2D7A6FDB5A|
    |DC8D2FA56814BC06541FF158197CC4461464587647E6FA86F 87FE003AB0F3FDC02A|
    |D5EED6B5BBB1A3FDD8D141ECE8207674103BEAA3DABDA8EDE A3D2AED86F61B32D23|
    |1C1139A47520F279994D0530A0DE81603380AC3380AC3380A A337011C856E6A9142|
    |0B2335202647812A7A32A21736D229A1F6CA31A31F5D6AFC9 FC844E56C294322562|
    |5E7BFAE47E65A9DEAC37ED24996232CC7588EB39C6039C972 8AE534CB344BF9F1FA|
    |DBE1AD6C681BCB76961D2C5739C9C7C727C062B20459422C6 1961A967A96269608C|
    |B1D96F25F7C3A0BC2|
    |-------------------------------------------------------------------|</pre><hr />

    all of my pets are softcapped defense. the bruiser has like 40% resistance to most things. bug..thugs is hax cause of gang war.

    below is my bots/traps on live right now. also rather inexpensive to slot. it's a tiny bit squisher overall than my thugs/traps becaues it cant slot the extra 5% defense io unique and oftentimes when the bubbles wear off on the assault bot (my tank), they are a little slow to refresh them. this much recharge allows me to overlap triage beacon. and like you - i'm right there right next to the av or eb's i'm fighting. i move entirely with team teleport on both characters to ensure that none of my pets (and myself) are ever out of range of the ffg. i despise having to replace pets often. if i can build a toon to not have to replace them often - that's what i'll do.

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1402;709;1418;HEX;|
    |78DAA593C94F13511CC7DF74B1D0765A5AF6028596B556A69 060E27230714B5047A|
    |BE01235925A069D04669A4E49C40D8C1E3DB8C693678D7A43 C0206E7F84CBC99317|
    |4D4C4C8C89B7FA5B1E14E3D1C9F4FBE9FCDEEFFDB679A35FD 81D14626E87506A764|
    |DE61C674CCF3925A338655AE35E3D77CECC0B9F102256B18E 8D4C4F4DD99676C43E|
    |6B97CCBC53BF6E69E7F4C484365ACC159CC8B075DE281A564 95BFDA3666D7B52D38|
    |D71336F5A46909EF69A25CB709C283D8C1A9346C12E967225 D3B6FC641A2918C678|
    |6C4FC1CC6BEBB2E8D3B2C89926282D05BF65AF9057D92BBE0 18684EB27E33BC1F31|
    |9D02B3C5F08F11F649CF1ACEDF2885B0A9A36DC67DC2354DD 66DC255C047745BA2B|
    |CFC8E47FCA7842083E663C225C0277B77477EF2753E810432 7D41C6464092BD0027|
    |75116DE046050B4C1E47D32828F2344394294F7D471A03A0E 741912564BF7EA79EA|
    |B0E1396381E2352D329608AF215B40E199057858311E5D8CA 7D4CA336B8D93311EA|
    |75D5E2848E55D42ED27D315C81B9681C2212A251E2074F819 2A234C48FD06CF36E1|
    |834011DEE58A1CA395C4B0820953FB0857216C2DB7E3AE7DE FC23D894F8C0F84CE8|
    |F842A08542F03D57750459D120F5C886E706894936D6C7163 A6B7D07BB33C2FCD7C|
    |18BAB8F72EEEBD8B7BEFF945C69EAFF4340B15B5C801B7CC5 2C93D3708BDD719738|
    |C6BBCE6C3F2386F5B8C2A7A0779DBA5A99D5FF21C044DCA52 92FCD652FCD6362E30|
    |16194B844D2F087D10BB9B9B7677075DB4A2324284FE30610 5DAED93C3E91BA0B2F|
    |A87189B09AFC0212D7B4AF3E1CFF0E1CFF01791E1C33F7887 9084BC1ABBBBB43435|
    |30F817DE408703B2C38134D5DA5AF9CCE0864B1CF8C792AD7 C5B42218B5EF1F9AF6|
    |B39B81AA7FAB01F7404E528CA7194132827514EA19C463983 3286527EB9B63BBC05|
    |0BDA8AB20D653BCA4D74F20540022841141525841246A941A 945694089A13C4429F|
    |F014C50099C|
    |-------------------------------------------------------------------|</pre><hr />


    if i were to make another bots, it would have to be a /ff. tought fights would be longer due to no poison trap but really - poison trap doesnt suck at all. if a mob is in the cloud and taking no dmg..they just sit there and puke. and i still get av's to puke constantly.
  19. the bruiser on my thugs/traps is softcapped to all three positions. i generally have him tank an av on the edge of the ffg bubble. he rarely gets hit - even when fighting positron - and he holds threat like a champ.

    1 defense buff in enforcers, both pet io unique defense aura in gang war and ffg = soft capped pets. pretty hot. only other way to soft cap your pets would be to take /ff, one unique io +defense and keep it bubbled
  20. [ QUOTE ]
    Hello Masterminds!

    My roommate and I will be playing again shortly, and he's going to use his Mastermind character (Necromancy/ Dark, I think).

    We'll primarily duo with each other, and I think I'll be using a new character. I was just wondering what archtype any of you may have had the most fun/ success in duoing with? (I'm feeling very undecided!) Any input as to power types would be appreciated as well! (The only thing I'll say is I don't like the 'gun/ artillery' powers.)

    Thanks for any input!


    [/ QUOTE ]

    a dom with an aoe root would be your best friend. keeps everything in your tar patch and gives your minions less of a reason to be running all over the place.
  21. [ QUOTE ]
    damagewise its not.

    [/ QUOTE ]

    when an ss/sd is spamming 400 dmg foostomps every 7-10 seconds...

    saw this in action when i was on my kin corruptor. after a fulcrum, the brute went on to two shot several spawns as fast as we could move to them.
  22. [ QUOTE ]
    Ok I wasn't going to say anything about the LRSF but here it goes

    I run a MoLRSF every weekend. We do not use a Granite brute anymore, he switch to his /WP brute. We do split the freedom phalanx and pull them behinde the building. Sometime we get 1 sometime we get 3 sometimes we get them all it happens. We don't use a Mind Dom either. We can do this with about any team make up.

    Our last run was with only a /SR brute and we did just fine(we passed too ) So saying that you need to nuke rush or mind dom or anything is worng. You just need to know how to play the game and learn the SF.

    BTW this is a Master Run so no Temps and No dying

    [/ QUOTE ]

    running with the same group regardless of what at they use makes a huge impact on your success. ie...that's NOT a PuG

    and yes SR brutes can do just fine too although there is some luck involved since the freedom phalanx has quite a lot of tohit buffs going on.
  23. what wer you planning to do with this build?

    couple problems

    1) no poison trap - it's -regen you can keep up permanently. remember biff and widdershins? the assault bot alone isnt enough for them unless you drop your mission down to level 1 or 2. and you shouldnt, you're an mm.

    2) web envelope has no -kb. get mu for electric fences

    3) leadership is meh.

    4) when solo, having hasten is pretty important for locking down bosses and for taking out eb's/av's. and with hasten, you dont need to setup so many global recharge sets.

    5) frankenslot the pets. your current slotting doesnt have enough defense to be worth the effort - nor should it actually matter. you yourself dont need to be softcapped, and the defense from 5 bits of blood mandate do nothing for your pets. frankenslot the pets with acc/dam from all 4 sets, then acc/dam/end from two others. in probots slot 3 acc/dam, 1 acc/dam/end and 2 defense buff io's. in the assault bot, lose the resist io unique and replace with the defense io unique - it goes farther on a set that already relies a lot on defense.

    6) in all the time i've had my thugs/traps, i've never needed aid self. not once. that's soloing every av including positron in the 40's AS +2 av's and when i farm nasty crap like huge spawns of super arachnoid bosses.
  24. JupiterMoon

    DMG?

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    So I'm new to the game and I just got a bots/ff to lvl 10. I like it as I'm more of a buffer/healer. Before I choose to keep lvling this I want to compare it to a mm that is more active/offensive just to make sure the greater defense makes up for the lack of offense. So what is the most offensive dmg output mm combination?

    [/ QUOTE ]

    Bots/ff is a great combination post-32. Nice damage and virtually indestructible.....but honestly your damage isn't gonna be much better than the two drones you have now for like another 22 levels. I would recommend teaming alot to avoid getting frustrated by the amount of time it takes to kill something higher than a minion with a couple of drones. Oh, and in answer to your question depending on the enemy post-32 bots or thugs paired with /dark, /traps, or /storm is going be great damage.

    Edit: forgot storm :P

    [/ QUOTE ]
    You forgot Poison too.

    [/ QUOTE ]

    if you ONLY solo, poison and storm are just fine

    they are piss-poor on a team. you don thave the survivability in poison, and the knockbacks in storm will irritate the brute if you have one, and make managing your pets on huge spawns extremely annoying. anytime there's a storm mm with me - whether i'm tanking huge spawns on my brut or my thugs/traps - i insist they leave hurricane off and use NO RAINS unless everything is immobolized. those that cant or wont are booted. i hate micro-managing while also having to tank for 8 mans. when i'm alone? no big deal.

    i dont mind chaos, as long as it's moderately controlled. and quite frankly thugs and bots dmg takes a nose dive when you cant keep a spawn clustered. solo where spawns are 3 minions, 1 minion 1 lt, 1 lt or 1 boss - poison and storm are just fine.