Kalgoras

Apprentice
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  1. Well I think we are both adult enough to understand and accept the fact that different people have different viewpoints and ways of enjoying the game

    Wha!! no leadership powers for a mm.. j00 n00b!! bwahahahahahaaaaaaa!!!









    [That was a joke by the way....isn't it a crazy world where I feel compelled to put this at the bottom of the post ]
  2. Kalgoras

    Pets Upgrading

    The Upgrade power is available at level 6, and as stated before, just target a henchman and use it once on each

    You get another upgrade power at lvl 32.

    I highly recommend NOT adding any slots to the level 6 power, it recharges pretty fast for a power you only have to use 2 or 3 times a mission (unless your pets keep dying) , so just stick 1 Recharge enhancement in there and you are good to go

    [The lvl 32 power takes aaages to recharge, so if you get spare slots later on, you can put another couple in there to speed it up ]
  3. I'm heading that route myself, however I was going to get the leadership powers instead of maybe your second travel option

    It looks as though the Thugs tier 2 Henchies have leadership, so I hope to just stack mine on top!

    Still not sure I can fit personal attacks in there until post 40...I wan't one just for the 'dual pistol' look
  4. Nice 1 mate! Now don't desert the villans for the puny heroes!
  5. OK off the top of my head I see this will make /dark even more useful than before, as this spreads damage among everyone...then /darks' heal can heal everyone...

    However as posted already, it favours mercs/robots more as the melee pets need a bit more management with GoTo and attack to get them doing what you want.

    With careful macroing it will certainly help survivability, but it looks like /dark for the win!
  6. Kalgoras

    Elec/Elec

    the immob/knockback isn't an issue as already posted...leaping pool!

    However the lack of a heal could be its only weakness...

    OK the numbers for the attacks/shields aren't out yet, but the main bases are covered
  7. Kalgoras

    Elec/Elec

    Am I the only person who thinks the elec/elec combo could make the perfect brute?

    I cannot find a weakness in all honesty....if you look through the powersets.

    1) Your attacks drain endurance and give it to you...

    2) Your attacks have decent secondary effects to mitigate damage...disorient and knockback...

    3) Armour has resistance to virtually everything including teleport and psionics...

    4) Armour has a 'quickness power' that hastens your attack rate (passive!)

    4) Armour has a conserve power to lower end usage...

    5) Armour has an endurance recharge power to refill your bar....

    6) Armour has an 'Oh [censored]' power at the end when it all goes Pete Tong..

    Ok if I was writing a wish list of everything I could want in a Brute set, Elec/elec has it all. What is the issue or weakness with them to offset the fact they have made what looks like the perfect brute set?

    All I can think of is the resists must be lower...or the damage slightly subpar...

    In honesty it worries me a lot!

    (However I still want one! :P)
  8. Your choice of A/T does play a big role in the group situation for invites in my opinion

    It shouldn't, as all A/T's were created equal (tm), however some A/T's are more equal than others! Team wise, stalkers and Masterminds tend to be at the bottom of the list with Brutes and Corruptors at the top and Dom's in the middle. A well played Dom should be right up there with Brutes and Corruptors, but people don't seem to see it that way unfortunately.

    If you want a team, your brute is probably the best bet out of your characters, however Brutes can solo pretty well too .

    In the long term it's best to pick the character you really want to play and stick with it, patience will be rewarded hehe. I suggest taking up a few PuG offers and friending the decent players you meet in them...that way you can see who's on next time and get invites to better teams or start your own with a core of players you know
  9. Kalgoras

    Patron Pets :)

    Ha Ha.



    (If that was absurdly unlikely it would be funny...however I've seen worse things happen! )
  10. Kalgoras

    Patron pets

    Finally a post that raises an issue I was asking about!

    Was wondering how pets measured up between the AT's, I was worried that all the Brute pets had minion names!

    A minion level pet is going to last 2 seconds running into a spawn of +2/3/4/5's

    I'm guessing they will all be 'Pet' status with similar HP/Power levels etc...The names and looks will be cosmetic...

    (Here's hoping hehe...corruptors seem to get nearly all Boss pets, while Brutes/Stalkers are minions and Doms are a mix )
  11. Kalgoras

    Patron Pets :)

    I hope so If the pets are all at the same power that would be fine, I was just worried by the fact Brute pet names are all the weakest tier of enemies, have you seen how quick a +2 Lt can kill a white minion....
  12. Kalgoras

    Patron Pets :)

    Yeh I know there are hundreds of threads on PP's but I posted on a topic that looked relevant however I'm 5 pages back hehe, so I thought I would chuck the main point on here too!

    I was wondering if all the pets are at the same relative power level for the different AT's? If you look at the pet names, Brutes get minion names, Stalkers have minion/underlings, Corruptors have Bosses, and Doms have Lt's/Bosses...

    I hope it's just a name and look issue, because a 'minion level' pet to a Brute past lvl 40 is going to be 1 shotted by anything in the first spawn of +2/3's they run into!

    Thoughts? Am I unduly worried?.....

    - Kal
  13. For slotting attacks, I suggest recharge and Endurance Reduction (especially endurance reduction!!).

    With hasten running, your endurance bar will go down in seconds
  14. My Trick Arrow toon is only low level, but he is by far the hardest of my MM's to play. Trick arrow has horrible recharge on the powers, and it's tough going.

    However the thing in its favour is it is unlikely to be nerfed any time soon! (famous last words...)

    Potentially it could be very useful with 2 powers that give -Res for about a 40% damage boost...handy!
  15. Hmm nobody has mentioned /Stone as a possible PvE set yet?

    Admittedly it's pretty squishy compared to most until Granite armour, so I suppose it depends if you can grit your teeth and bear it until lvl 38/39!

    Once there, the world is your oyster vs. everything except psionic...just a thought

    (P.S. I'm with Cynic on this one, Fire is a great primary, but has no secondary damage mitigation like stun/Knockback so it can be tough levelling up )
  16. Kalgoras

    Taunt

    I fully intend to get taunt when I respec at 39(ish) with Granite to settle on a 'Tanky' build. I just wanted a Brute who can hold agro and tank for a team.

    [Disclaimer: Yes I know Brutes aren't tanks, but I want to play Villans and I wanted to play a tanky type Brute, just before all the folks post: 'Brutes are not Tanks!' ]

    I went Fire/Stone, for 2 AoE's a damage aura in mudpots and survivability in Granite.

    The only issues I am having is that it's hard getting to 38 as the Fire primary has no form of damage mitigation at all lol! Therefore no taunt yet, and light on the AoE's as /Stone is a bit squishy before granite.

    However once past Granite, it fits my needs better than the others so I'm just trying to get up there...
  17. No travel power here

    I took Combat jumping/SJ (it's my fave travel power ) then respecced out at 28 for IR.

    No Complaints, I just took Hover for the KB protection and it's great, Once siphon speed is running 2 or 3 stacked you are faster than fly with excellent precision control
  18. Doh!....Changed

    Cheers Max! I was getting too hooked up thinking about the word Defence
  19. True Max

    Dark is still the most versatile secondary for me, and the 'nerf' only brings To-Hit Debuffs into line with Defense buffs, which are already schedule B i believe?

    Anyway, it's still Thugs/Dark for me when i7 hits...unless they give us a new secondary set!
  20. I would definately recommend /Dark as a secondary for a Necro. I would actually avoid Force Fields with any set involving Melee troops, as the last power and the one I find most useful is Force Bubble. I personally like fighting near my troops so I can keep an eye on them and stay within heal range for Aid Other (with forcefield) and force bubble will cause all your pets to fight a long way away

    Dark also synergises extremely well with the necros as the effects stack up with the Ghost and Lich casting Holds and Fear.

    One final point is that Force field and dark are both getting a mini-nerf soon, in that Accuracy Debuff enhancements are changing to schedule B (meaning an SO will provide about 20% boost, not 33%) which is a small nerf.
    Force Field is having Personal Force Field recharge timer increased to 2 minutes, so it won't be soo useful in PvP any more.

    - Kal
  21. I have to confess it would be one power i'd be willing to respec out of....except there is nothing else in /FF I really need for my mastermind

    I probably used it to save my life about twice in 40 levels PvE, but I use it constantly when travelling outside missions, especially if you are lk'd in a higher zone or have just moved to a new zone with higher level mobs.

    Ah well...Alas poor /FF I knew him well!
  22. I confess to being slightly underwhelmed

    I can see why the devs didn't give us another pet, but ultimately some MM's are going to get more use from the patron powers than others
  23. I can understand the theory behind the upgrades, but I have a few concerns and personal choices that may or may not have been answered

    1) Dodgy Point: I wondered if not using the second upgrade would actually leave gaps in the attack chain, so instead of using the flamethrower, the AB would just stand a bit longer before firing another attack. HOWEVER, the fact that the corruptor died faster in the test suggests that the gap in the attack chain was not an issue.

    2) Sake of completeness! I like watching all the different animations and attacks, even if some may be slightly sub-optimal

    3) I do like having another fire attack in there (Anyone who took TA secondary and had oil slick may want to keep it too!)

    Overall, I think the animation time could be looked at, however with the other AT's/Powersets out there that need a look (Like the aforementioned Trick Arrow, which seems to use Geological Time as a basis for it's recharge...or even the conjuction of the major planets..) I think that the animation on the AB is a minor issue
  24. The best thing for summoning is to turn 90 degrees when you go in so the door isn't behind your character. When you can see the door from another angle, you are less likely to click it. When you can't see the door as it's behind you...virtually any area of the screen can be seen as 'door'

    Zap has it right too, use the pet window, which is great, the only problem with that, is you do all your upgrading using the pet window...then have a mind burp and click on the most threatening npc to attack! Oh dear...forgot the bloody door!

    ...my tip, take a few steps forward and turn 90+ degrees sideways, then summon and buff!
  25. Grats mate!

    All shall fear the might of the MM's!