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Posts
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Quote:Well, the idea is that you have to think about slotting and where you would get the most benefit for a slot.4. More slots! WE don't even get HALF of the total amount of possible slots we could potentially use. If it were changed to simply getting 3 slots at ALL slot levels, that would be a very welcome increase, and not game breaking either. (I believe this would only result in 15 extra slots) Or maybe give us a way to EARN more slots? That would help the game in more ways than one. (It would get people out of AE, which would also result in more drops/more items on the market)
This would be nice, but I think the problem is to do with Trenchcoats taking up the "Back" slot.
Quote:9. The ability to log in and STAY logged in while browsing the forums with Firefox.
You don't have to buy boosters if you don't want what is in them...
Quote:11. Give us a reason to go to Boomtown, Dark Astoria, Terra Volta and Eden! Other than GM's and the Eden/Respec Trials. Personally, I think boomtown could use the Faultline treatment.
Do you think that they should be Praetorian EAT's? and how different would they be from SoA's Huntsman Build?
Quote:18. PLEASE stop packing so much new content into the 20-29 and 40-50 level ranges! Give 30-39 some more lovin, please???
This won't be added as it would allow people to toggle on 2-3 attacks and go afk while their characters kill things. -
So how would attacks work?
Would this set have its own values and just uses the enemies animation?
Would you use the enemies attack how it hit you (I.e. sucky damage and long recharge)?
Would you use the enemies attacks secondary effect?
Example: I have Jab, I hit a hellion for 12 damage. I'm then hit by Brawl will my melee attack recharge at a different time and deal less damage? -
As far as I know one of the best tankermind builds is a Bots/Traps one with Provoke and soft-capped (Or near enough) defences.
Bots gives ~11 defence to you and the protector bots and ~22 defence the others add in ~15 defence from the Force Field Generator and all the debuffs (Including Photon Seekers to take the Alpha) aswell as Trip Mines and whatnot causing aggro from Traps and your a few IO's away from being able to take out AV's without too much effort.
To take out AV's the number 1 rule is to position your pets so that they are in range of Supremecy (And therefore Bodyguard mode) but out of the range of any AoE's you take. Keep in mind that Ninja's and Necromancers cannot tankermind AV's well as they need their pets in PBAoE range to deal damage. -
Hmm... Perhaps an APP power would be best for you to take at 47?
As with Archery things should ideally not be close to you...
But if the only options are HF or Burn, I'd go for HF if you can afford the endurance usage, Burn if you can't. -
Well...
Quick Strike is a really fast recharging attack, It's not going to deal heaps of damage.
Body Blow is also fairly fast, it does similar damage to other attacks at this level (In my experience)
Smashing Blow seems like any other T3 melee move.
Repulsing Torrent is known to be terrible damage and is often skipped.
You haven't got Power Siphon, which is the unique part of the set that gives you lots of +damage... -
I haven't played my Ninja/Dark for a while, but as I recall it was really effective (Well, as a MM it's hard not to be... even some petless MM's can do okay (Not me personally but others that are good with things like that))
I played my Ninja/Dark back when it was melee pets that where screwed over by dodgy AI (They would often stand back and use only their 1-2 ranged attacks) and clearly remember using Team Teleport to good effect (Teleport into melee range, debuff and watch everything drop)
But I'm not too knowledgable about Ninja's as I only have one Ninja MM that I don't play often (I'm not fond of them)
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Gah... Why do MM's have to all be so awesome... Really hard to decide what to make...
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I'm playing other games more...
Desperatly hoping I can get a respec for my Warshade soon...
Getting annoyed at all my other characters having freespecs I have no use for...
I do seem to be playing my staminaless characters over the ones I've planned out inherent stamina builds for. -
The whip attacks are quite nice. If you can, get Crack Whip as it is a cone -Res debuff, if you can afford it the other 2 attacks arn't too bad as they will do single target -Res and look awesome...
Also the short range shouldn't be too much of an issue with Bodyguard mode and alot of -tohit debuffs from /Dark. -
Ok, so I'm a bit bored and want to make another MM to last until I can respec my Warshade (Either my next Vet reward or I19)
After looking through my MM's that I currently have:
DS/Therm
Thugs/Traps x2
Necro/Poison
Bots/Trick Arrow
Ninja/Dark
Necro/Therm
I can't decide on a nice combo to roll up next... I'd prefer a Necro (Because of current ranged pet AI making me rage every now and then and not being a fan of Ninja) but I don't mind as long as I can have a bit of fun for a few weeks.
What fun combo do you think I should try? -
Quote:Perhaps a clones Mastermind would have to break the mould, by having only one summon pet power (That still acts similarly to the levels it is possible to get new minions at (1 at level 1, 2 at level 6, 3 at level 12, 4 at level 18, 5 at level 24 and the sixth at level 26) with the rest of the powers being attacks (That the clones will use)If they're all identical copies, it's odd that some can be stronger than others.
The selecting of power types mentioned in the OP could be interesting, allowing for interesting concepts, especially if power customisation done to your character would affect the clones.
Perhaps the tier 7 power could be to summon a couple more clones, which is also given to your original 6 clones with the 2nd upgrade?
The major issue I see is the coding that this would need... -
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My guess is that since EATs are unlocked at 20 now people are getting to level 20 and making "Epic" SoA and not realising that their TT's are actually usefull (Well, Maneuvers is... Leadership not so much since people should slot for enough accuracy anyway)
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/signed
Also I'm jealous of the Syndicate... -
Ahh /Regen... One of my first characters was a Dual Blades/Regeneration Scrapper made about 400 days ago, back when I read alot of threads about how /Regen was awesome and all the shenanigans Katana/Regen Scrappers had with AV's.
But having played /WP I can't help but think that /Regen is needing a little something, perhaps my build isn't quite as good as it needs to be? Perhaps I just forgot how to play /Regen... But it does seem inferior to /WP...
So a little comparison:
Regeneration:
Constant high amout of +regeneration.
Heal with a 1 minute base recharge.
+Max HP and moderate heal with a 6 minute base recharge and 2 minute duration.
Huge +regeneration power with a 10.8 minute base recharge and 1.5 minute duration.
Godmode +defence and + resist power with a 4 minute recharge and 15 second duration.
Trivial +resistance auto power.
Willpower:
Auto +max health and trivial resistance power.
Moderate S/L and Psionics resistance toggle power.
Minor Psionics defence.
Moderate to high regen based off number of surrounding enemies which also reduces the tohit of nearby enemies.
Moderate +Elemental and Energy Defence and minor S/L defence.
Moderate +S/L resist and minor all other damage +Resist 5 minute base recharge 2 minute duration "Godmode" with a crash.
So it looks pretty fair, /Regen gets bursts of godmode ontop of high regen with a clicky heal to mitigate large hits, but Willpower has nice resists to the main damage types and not bad defence to other damage types and can get similar regen to /Regen in large groups of enemies with the resists making up the difference when down to lower numbers.
But my /Willpower character survives alot better than my /Regen character, even if my /regen uses hasten and has recharge slotted in all the clickies, it seems to be all down to the constant +Health in WP along with resists and -tohit limiting the damage taken to allow to regen to work its magic.
I can't help but think that /Regen needs either I bit more regen (So that it will be higher than Willpower stood in 10 guys without needing to use a long recharge clicky) or perhaps making Resilience a decent power but I'm not sure what could be done to it with the Cottage Rule.
So what does everyone else think about the Regen vs Willpower situation? -
This is the build my Widow had getting to 24:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 23 Natural Arachnos Widow
Primary Power Set: Widow Training
Secondary Power Set: Teamwork
Power Pool: Leaping
Power Pool: Fitness
Villain Profile:
Level 1: Swipe -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(13)
Level 1: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(11)
Level 2: Strike -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(13)
Level 4: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), EndRdx-I(15)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Follow Up -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(15)
Level 10: Indomitable Will -- EndRdx-I(A), S'fstPrt-ResDam/Def+(21)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Lunge -- Acc-I(A), Acc-I(17), Dmg-I(17), Dmg-I(21)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(19)
Level 20: Stamina -- EndMod-I(A)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
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Maneuvers is a priority power, and end cost will be fairly high (Need to pop blues every now and then) after 22 defence becomes pretty nice.
Also purples > greens after a bit of defence. -
Alot of my higher level characters had their name thought of first.
I usually get a name in my head and think my way through the creator and come out with characters I'm happy with and enjoy.
Unfortunatly nowadays most of the good names I think of are already taken -
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(7), RechRdx-I(9)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Smite -- Acc-I(A), Dmg-I(9), Dmg-I(11), Dmg-I(11), EndRdx-I(13), RechRdx-I(13)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), ResDam-I(5), EndRdx-I(15)
Level 6: Shadow Maul -- Acc-I(A), Dmg-I(15), Dmg-I(17), Dmg-I(17), EndRdx-I(19), RechRdx-I(19)
Level 8: Siphon Life -- Acc-I(A), Dmg-I(21), Dmg-I(21), Dmg-I(23), EndRdx-I(23), RechRdx-I(25)
Level 10: Dull Pain -- Numna-Heal/Rchg(A), H'zdH-Heal/Rchg(25), Dct'dW-Heal/Rchg(27)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(27), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
Level 22: Unyielding -- ResDam-I(A), ResDam-I(31), ResDam-I(31), EndRdx-I(33)
Level 24: Dark Consumption -- Acc-I(A), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34)
Level 26: Soul Drain -- Acc-I(A), RechRdx-I(34), RechRdx-I(34), RechRdx-I(36)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), EndRdx-I(37)
Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37), EndRdx-I(39)
Level 32: Midnight Grasp -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(40), EndRdx-I(40), RechRdx-I(40)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- ResDam-I(A), ResDam-I(42), ResDam-I(43), EndRdx-I(43)
Level 44: Weave -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45), EndRdx-I(45)
Level 47: Gloom -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Darkest Night -- EndRdx-I(A), EndRdx-I(50), ToHitDeb-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Essentially soft capped with Darkest Night and 5 things in range of invincibility, should help you figure out what to do. -
MM's really arn't too complicated when you get down to things.
All you really should need is basic pet slotting (Usually very similar across all primaries) and a bit of description about the secondary powers in which you can look at any guide with that power in and be able to slot how you think it should (As guides are to guide rather than say exactly how you should slot/play)
If you are really lost and have no clue how to slot or which primaries go with which secondaries you can always look at/make a thread with what you think you'd like and get help patching up any slotting issues. -
I have a SS/WP Brute who will be picking up both Quick Recovery and Stamina and will eventually have a Perfomance Shifter chance for +End in both.
I was just wondering how the procs worked, would it be that every 10 seconds it rolls for the procs or is it staggered?
As personally I would like them to be staggered by 5 seconds (So that every 5 seconds there would be a chance to proc) for a more stable end supply rather than a bursty supply. -
1) Me on my DB/Regen Scrapper
2) SS/WP Brute
3) SD/Fire Tanker
4) Elec/Elec Dominator
5) Elec/Earth Dominator
6) Elec/Kin Controller
7) Ill/Rad Controller
8) Emp/Sonic Defender
I had a similar team to that at one point... It was a breeze... but if there were no rules I'd take my favorite team composition again:
1) My Warshade
2-8) Blasters
That was hectic... -
Quote:End Cost of Combat Jumping = End Cost of Hover
then
Hover > Combat Jumping?
Base end cost for Combat Jumping = 0.07/s
Base end cost for Hover = 0.2/s
Base end cost for Sprint = 0.29/s
Combat Jumping has a barely noticable end cost, where Hover has an almost Sprint matching end cost.
All because the versitility of Hover and the mitigation it causes from melee enemies... -
It's due to min/maxing taking Hasten and having Combat Jumping for the defence (Hover gives the same defence but it has a higher end cost) and then taking Super Speed and/or Super Jump as a travel power is easier than taking Hover/Air Superiority + Fly for a slightly slower but easier to manuever travel power.
Ingame I see an even spread of travel powers myself. With a slight lead from the Teleport to mission and teleport team to self using a booster pack people. -
I'm currently leveling a Super Strength/Willpower Brute.
I'm loving it