Kurugi

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  1. Personally, I agree with Phire. I understand that getting recognition for doing something good is nice and when other people on your team are getting praise but you aren't it can get you down a little, but it seems to me like you have this need to show off and act like you're the sole reason the team you're on is doing so well, which might be true, but it's still a pretty crummy attitude to have. There's no I in TEAM after all

    And ceasing to do anything just to show the team how vital you are not only seems petty to me, but downright immature. My point is, if YOU know you're doing a good job then that's all that should really matter, right? Don't put so much value into the opinions of people you don't know over the internet. All that does is get you worked up and telling people to "go F themselves"
  2. I'll tell you exactly why some people find Empathy to be a lackluster set: because they only see it as a healing set, and the only reason it is seen as a healing set by many people is because it just happens to have the greatest amount of heals. And the reason why they are declared useless by some people is because those people realized that Co* is an MMO that doesn't require healing.

    Thus, their train of logic is basically as simple as, healing isn't necessary + Empathy is a healing set = Empathy is a useless set.

    I use to have a 45 Empathy/Dark Blast defender, and I'll tell you right now that anyone and everyone who views Empathy as a healing set is WRONG. Valuing Empathy only for it's heals is like valuing your computer because you can play Solitaire on it. They can do SO MUCH MORE. In fact, I'd go so far to say that the less amount of healing you have to do when playing Empathy the more useful you are to your team, because your spending less time restoring arbitrary hit points and more time blasting, buffing, and doing whatever else you can to benefit the team.

    On my Empathy defender I spent the least amount of time healing and probably the most amount of time blasting, not because I was a blaster at heart who accidentally rolled a defender, but because it was better than sitting around doing absolutely nothing waiting for someone to need a heal. And to be honest I valued my blasts much more for their secondary effects than their actual damage. As /Dark Blast -ACC leads to less attacks actually hitting my teammates which actually means I need to heal even less.

    The key to playing Empathy effectively isn't knowing only how to best use your heals, but how to also incorporate every other aspect of your character as efficiently as possible. I.e. utilizing your blasts for damage as well as debuffing purposes, who best to put Fortitude onto, and who to keep buffed with Clear Mind and who to use it reactively on.

    An Empathy defender only utilizing their heals is only playing a small fraction of a complete character, and to me the only value that holds for any team is dead weight...
  3. Kurugi

    Thugs/TA

    Grrr, I keep changing things

    I make a build and then I'm like "hmmm, maybe this would be better" so I go back and change it, but then I need to change this and this too, then when I get done and look at it again I see something else that might be better if I change it and it's like it turns into a never ending circle of change. Maybe I should just wait till 50 cuz until then I'm just winging it anyway, not going to actually respec until 50 and at least then I'd have some actual experience playing with some of the powers and I'd actually know from experience which powers I want to skip instead of just basing it on secondhand opinion and numbers.

    That's probably the only thing I hate about TA. Every power looks good so deciding what to skip is very difficult, and you can't really rely on someone else's opinion because I've yet to really see two people that have the same opinion on what's good and what's bad in TA. One person will tell you to skip this power, but someone else will come out and say "no that's a good power, skip this one instead", and then the other person comes back "no, that power isn't so good, skip the other one"

    So, nobody has any advice for me?
  4. Kurugi

    Thugs/TA

    About to get to 32 and get my second upgrade on my Thugs/TA MM, but I've been changing my build so much I think it might be wise to stop and get some other opinions.

    Basically for me it's coming down to power pools, and it gets pretty tight. I definitely want Leadership and Medicine. The buffs will stack nicely with my pet's and Medicine helps make up for the lack of having a pet heal. I'm also taking Leaping as my travel power and Fitness for Stamina, although I'm questioning it's necessity. The main reason I'm keeping it is because I don't have any other auto-powers besides Health that I could slot the Healing set uniques to.

    I don't, however, seem to have room for a Patron pool. I was going to at least take Scorpion Shield from mace mastery but I wasn't really sure if it was worth it to only take one power from the pool. I was thinking the AoE hold would be nice to stack with EMP Arrow but I don't really have the available slots to get it.

    So really my build just feels...funny to me. It feels like towards the end (40+) I'm just kinda taking powers willy-nilly to fill the slots. Personally I kinda wish I could drop the fitness pool. Then I could take Leadership earlier and fit in a Patron pool at the end, but I'm afraid my endurance bar would suffer too much...

    Btw here's my build:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Trick Arrow
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leadership

    Villain Profile:
    Level 1: Call Thugs -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg(5), ExStrk-Dam%(5), EdctM'r-PetDef(34)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(43), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(50)
    Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), ImpSwft-Dam%(9), P'ngTtl--Rchg%(9)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Ice Arrow -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(11), G'Wdw-Acc/EndRdx(11), G'Wdw-Hold/Rng(15), G'Wdw-Acc/Hold/Rchg(17)
    Level 12: Call Enforcer -- BriL'shp-Acc/Dmg(A), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg(13), Achilles-ResDeb%(15), DefBuff-I(17), DefBuff-I(34)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Gang War -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), C'Arms-+Def(Pets)(46), ExRmnt-+Res(Pets)(46)
    Level 20: Acid Arrow -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(21), LdyGrey-DefDeb/Rchg/EndRdx(21), LdyGrey-DefDeb/EndRdx(23), Achilles-ResDeb%(23), Acc-I(34)
    Level 22: Health -- Numna-Heal(A), Mrcl-Rcvry+(50)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-End%(25)
    Level 26: Call Bruiser -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(27), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg(29), ExStrk-Dam%(29), SvgnRt-PetResDam(33)
    Level 28: Disruption Arrow -- EndRdx-I(A), RechRdx-I(37), RechRdx-I(40)
    Level 30: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(33), IntRdx-I(33)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Oil Slick Arrow -- Dmg-I(A), Dmg-I(36), Dmg-I(36), RechRdx-I(36), RechRdx-I(37), RechRdx-I(37)
    Level 38: EMP Arrow -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(39), G'Wdw-Acc/EndRdx(39), G'Wdw-Hold/Rng(39), G'Wdw-Acc/Hold/Rchg(40), RechRdx-I(40)
    Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(43), IntRdx-I(43)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy

    Thanks.
  5. Well, I think I've pretty well convinced myself to skip out on Ice Arrow. I like it, but the recharge just kills it for me. Even after it gets slotted and you get some good global recharge bonuses going you still have to be pretty proactive with it in order to get efficient use out of it. About the only really cool (no pun intended there) way to use it I can think of would be to stack it with EMP Arrow to hold a spawn + a boss, but that wouldn't be available every fight as I think at best EMP Arrow can be up every other fight.

    *shrug*

    I'm starting to think that either TA is a half-done set or it's one of the best designed sets, because as someone else mentioned a lot of the powers feel like half-powers when compared to similar powers in other sets, but at the same time deciding on which power to drop if you need to drop one is very difficult because pretty much every single power is useful to have.
  6. Quote:
    Originally Posted by Carnifax View Post
    Depends on your AT. Personally on my Controller I skipped Flash Arrow. The -ToHit is pretty small and the -perception is only occasionally useful. Poison Gas Arrow isn't the greatest either. It's alright, but not that great. Disruption is more useful than either of them IMO. For a MM I'd drop Flash Arrow myself.

    Trick Arrow is good fun, but suffers from having a lot of powers which just seem to be half-powers compared to other debuff sets. It does make up for it somewhat with its top 2 powers though, EMP and Oil Slick are superb powers, but could probably do with some tweaks still.
    I like Flash Arrow. It's nice for using on a closeby spawn in a crowded room to give you a bit more breathing room, and my friends like it for that too.

    I might give Ice Arrow the boot tbh. It's nice for taking an LT out of the fight periodically but compared to other ST holds the recharge and duration are horrible until you can get some decent slotting and global recharge into it, and even then it still pales in comparison to other holds.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    A TA skipping Disruption Arrow is on par with a Melee toon skipping their mez protection.
    While I think you're overxagerrating a bit here (if my tanker didn't have his mez protection he'd be nearly worthless, I doubt it's as severe for a TA that skips Disruption Arrow, not to mention as I've said TA has other means of -Res), since my TA experience is only as far as lvl 30 I'll just go ahead and ask: If you had to skip one power in TA which would it be then if not Disruption Arrow?

    I've read Luminara's TA guide and the jist I got about Disruption Arrow from that was that it was "a good power but don't feel bad if you choose to skip it", and he/she seems to be one of the biggest authorities on TA around here so....

    Originally I was going to skip EMP Arrow because my friend said it was the most skippable power, but after talking to a higher lvl Thugs/* MM and asking him about how to improve pet survivability (my Arsonist has a 24/7 death wish) he suggested an AoE hold, so after that I opted to take EMP Arrow and dump Disruption since I already had a -Res power in Acid Arrow.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    The only time more -res is unwanted is when the target is sitting at -300%

    (Which, AFAIK, is also impossible to achieve while solo)
    I didn't say more wouldn't be useful, I said I shouldn't be hurting
  9. Quote:
    Originally Posted by Fleeting Whisper View Post
    If you don't tak Disruption Arrow, the other TA players will laugh at you
    Guess I'm going to get laughed at cause I'm not planning to take it in my build

    To the OP:
    -Res is pretty much always a good thing, however, IMO compared to some other powers in TA it seems to be kind of a one-trick pony. It debuffs resistance, and that's all it does. Is that a bad thing? Not at all, but some things to keep in mind about Disruption is that the resistance debuff cannot be enhanced, and it doesn't take any IO sets. This can be seen as a boon or a bummer. On one hand because you can't slot IO sets you won't get any valuable set bonuses out of it, but on the other hand the power doesn't really need a lot of slots so if you're build is tight in that department that might be something to think about.

    Of course, one benefit it has over the other -Res debuff in TA (Acid Arrow) is it's much wider radius. You'll have an easier time hitting most of a spawn with Disruption Arrow than you will with Acid Arrow. Also, I believe Disruption Arrow's effect is auto-hit whereas Acid Arrow requires an accuracy check.

    Personally I'm not planning to take it myself for a few reasons. I already have another power that debuffs resistance and would rather have more versatility rather than multiple powers with similar effects, and I'm planning to slot a couple Achilles' Heel procs elsewhere in my build so I shouldn't be hurting on -Res anyway. For me I needed to skip one power in TA and it came down to either Disruption Arrow or EMP Arrow, and like I said for me versatility was more important so I chose EMP Arrow rather than having two powers that do virtually the same thing.

    I'm not telling you whether or not you should take it though, as that's really up to you, your personal preferences and the overall goal of your build.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    That actually sounds like the mechanic behind the old TFs, which would always scale to the cap of their level range regardless of who was on the team. Then again, I would have expected that to SSK everyone up to the level of the mission, anyway. Understandably, hunt missions don't scale, but I can't imagine why the indoor mission would have spawned so high level.
    The hunt mission is actually what ticked me off more than the indoor mission, because we at least managed to get through the indoor mission. For the hunt you have to specifically kill the Longbow at Agincourt in Nerva, but all of these Longbow are level 33, which even if you are at the cap for the SF is still +3 that you can't adjust, not that +3 would be impossible or even that difficult but I think it's still a stupid way to design the TF, to force you to have to hunt higher level mobs that are at a fixed level, which also manages to almost force you to make sure you have someone in your team at the cap for the SF.
  11. Not sure how related this is to your situation Sam, but last night me and my friends tried to run the Operative Renault SF but had to give it up due to very lame reasons.

    Our leader was set to +0/x0, but for some reason the first mission we entered everything decided to be lvl 31 (+4, our highest lvl in the team was 27). We left to see if changing the difficulty to -1 would help, it changed the mobs to 29-30 and we managed to get through the mission, but we had to quit because the next mission had us kill 20 longbow in Nerva (at Agincourt) which were lvl 33 (+6 to us). We pulled a single minion but it felt like we were fighting an AV...

    I don't run TFs/SFs that often so maybe I just still don't understand the mechanics behind them. Were they just balanced around being at the cap for them or something, or is it just something with this particular SF? Pissed off me and my friends a bit that we couldn't seem to do it that's for sure
  12. Quote:
    Originally Posted by Nethergoat View Post
    Generic MA runs or sewer teams are lot more fun than the 'real' thing. Encouraging new players to have fun seems entirely reasonable.
    Fun is a subjective term. What you find to be fun other people might find boring and vice versa, so it is unreasonable to suggest to people what is and isn't fun since that factor is entirely up to them.

    The problem I keep finding in a lot of your posts is that you seem to relay certain things as if they were fact when really they're just your own personal preferences and opinions. Opinions aren't facts.
  13. Quote:
    Originally Posted by Carnifax View Post
    Acid Arrow has never been auto-hit. It's always needed an Accuracy. In terms of PROCs, if you're talking about the Achilles Heel PROC it's worth slotting. A damage proc probably isn't worth it though.
    Was gonna slot the Achilles' Heel and the Positron chance for energy damage. Someone said with that proc you could light OSA, though with the radius of the arrow that's probably not an efficient use for the power itself, not to mention my Arsonist could just light it on fire...

    P.S. Did they ever fix that bug that made your pets run out of OSA's fire?
  14. In all my years playing MMOs, PLing has always been a pretty negative thing. Why? Because it breeds idiots to put frankly. The reason this is true is because in most PLing situations you aren't directly playing your character. You're either paying a third party real money (which is a very stupid thing all on its own), or in the sense of CoX you're paying someone else inf to let you sit in their farms.

    Why does it breed idiots? Because you don't gain any experience with your class/AT during this process and after it's done you're left with a max level character dumped in your lap that you have no idea how to play effectively. You may say "nobody new to the game would get their first few characters PLed", but you'd be underestimating people's laziness and impatience. You might also say "well CoX is an easy game", which is true. Compared to other MMOs it's pretty lax in difficulty, but there's still certain things a player can do that lets you know they have no idea what they're doing. I.e. a stormy who likes to jump into the middle of every single spawn with Hurricane toggled...

    Now, if you know this game inside and out and have it imprinted on the inside of your skull you can probably PL your characters no problem, but generally speaking PLing has always been a bad thing in my eyes.
  15. Quote:
    Originally Posted by Space_Ace View Post
    You probably got Flash Arrow and Acid Arrow mixed up. Flash arrow is unresistable.
    Nope.

    Found where I saw it...

    Quote:
    Level 20: ACID ARROW. 3.33 second animation. Applies a 20 second unenhanceable 15% damage resistance debuff and 15% defense debuff, ]auto-hit in PvE
    Was from InfamousBrad's TA guide, though I think he said he wrote it in lie I9 so it's probably a bit outdated now.

    *shrug*
  16. Quote:
    Originally Posted by Muon_Neutrino View Post
    Simple answer - the info that you read is wrong, no portion of acid arrow is autohit. Thus, you'll need acc to give that damage proc a chance to go off.

    (At least, unless city of data is wrong, which I haven't seen yet)
    Actually now that I think about it, I can't exactly remember where I read that the debuff was auto-hit. I thought it was Luminara's guide but I just reread the section on Acid Arrow and didn't see mention of it. Must have been a different guide...

    Either way, I probably will slot at least 1 Acc enhancement in it just to be sure.
  17. Quote:
    Originally Posted by Nethergoat View Post
    If they didn't want people farming MA they should have designed it differently. They didn't so it got farmed mercilessly.
    Once again, I don't believe the problem was the act of farming itself, but the scale at which it was being done. Sure, lots of farming went on in PI prior to MA even being introduced to the game, but farming in PI took a bit more effort and preparation than farming in MA, and it was a much more dangerous venture if a lowbie wanted to get PL'ed before MA was introduced.

    When the majority of the server is compacted into a single zone, something needed to be done, and something was done. End of story.
  18. I read that Acid Arrow's debuff components are auto-hit but the damage portion requires an accuracy check. I was planning to slot a damage proc into Acid Arrow and was wondering how it would work, if the chance to proc would be based on the auto-hit debuff portion or the DoT portion.

    Thanks.
  19. Hey Dechs, I could bodyguard for you and you could give me 1/8th of the billion
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    You said you have stamina. That should be plenty.
    I have it now. However, after what you had to say I took it out of my eventual build on mids'. By removing it I can gain a couple other handy powers and also take a couple other powers earlier.

    I'm just not entirely sure if 2.17 end/s is going to offset my 1.06/s enddrain as well as the end cost of my powers, even though the more end intensive ones aren't used that often.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    My bots/traps runs all three leadership toggles without stamina, but I made up for that with a miracle unique in perma triage beacon and other set bonuses.



    This is the last thing I can really say: BG mode is effective 75% resist; your other resists are icing on top. Couple that with flash arrow's -tohit and you are very durable.



    You just made my day. Thanks!
    Wow, I didn't know BG was that much

    I think I've got a pretty good build now. Although I don't have a place to slot the recovery uniques, I do snag quite a lot of recovery bonuses so hopefully that'll be enough.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    There are four unique IOs, two are from "recharge intensive pet" sets, which is why I say they have to go in gang war. Gang war is the only power you have which will accept "recharge intensive pet" sets.
    Yeah I see now. It seems my observational skills are a bit lacking today


    Quote:
    You don't need provoke. I'm going to say you don't need fitness either, though. So as usual, your mileage may vary. My bots/traps runs with teleport, presence, leadership, and hasten. I don't use provoke unless things get really ugly (say, aggroing an extra spawn of malta).
    I've heard you don't need fitness, but I tend to pick it up on every toon out of habit. I don't really use a lot of endurance. I don't have any buffs and the majority of TA's attacks are only used like once a fight, and the ones used more often aren't that endurance heavy. On the other hand I'm taking at least 3 toggles with my build so my end drain is going to be anyway from about 0.7/s to 1/s. If I drop Fitness completely my recovery won't even be 2/s.

    Not to mention I don't even think I'd have the personal durable to really utilize provoke. I've got 30% S/L defense, 25% Energy defense, 11% Negative defense, 17% toxic resistance (woohoo), and everything else is too low to really rely on, though with BG mode maybe it's not such a big deal...

    Or maybe the medicine pool would be a smarter choice since TA has no way to heal your pets and my Arsonist tends to have...suicidal tendencies, although most of the time when he does die it's pretty abrupt and I don't think I'd really have the time to get off a near 4 second heal.


    Quote:
    First, I'm not saying to slot defense debuff, I'm saying slot defense buff. Combining that with the unique IOs will almost soft cap your pets to everything. Invaluable protection, which is why I suggest taking maneuvers to push it to the soft cap. That last 5% will be incredible. Read the guide in my sig for an explanation of why.

    Personally, I would replace at least two of the acc/dmg/end with just acc/dmg. Your pets don't need that much end reduction. My protector bots have two common defense buff IOs and one healing IO. The rest is blood mandate sets, and I don't miss the damage output from them. I feel it's worth it to be unhittable.

    It would be nice to keep the achilles heel resistance debuff though.
    Well, I plan to have a couple more -res debuffs elsewhere so dropping the one out of Enforcers probably isn't a big deal (plus TA can debuff resist on it's own as well), so I could just cap out their damage as well as slotting a couple defense buff IOs.


    Quote:
    +Rech does nothing for pets. They are completely unaffected by any recharge modification, plus or minus. I'd go with the uniques, ED cap his damage, throw in one acc common and call it a day. Thugs in particular don't need much acc because of enforcers, especially if you take tactics too.
    Well that's good to know. I feel kinda bad though because I told some guy the other day that anything you slot into your pets increases their abilities (even recharge), but I guess I won't do that again from now on xD


    Quote:
    Totally OK. I'm glad I could help. If, in fact, I did.
    You did. I feel I know a lot more about MMs now. Thanks
  23. Quote:
    Originally Posted by Clouded View Post
    I'm not praising farming nor am I bashing it. You are so quick to defend farming of any sort it blinds your ability to read a post without an automatic bias.

    An objective reader can determine the difference in MA farming and sewers, etc. One was intended, and allowed, the other has been detered, warned against, threatened from using and all but removed. I'll let you figure out which is which. That's my point.
    The main difference is the sewers aren't really used for monetary (influence) gain, many farms in MA and PI are, in fact over the course of my time playing MMOs the term "farming" has been more related to the goal of making in-game currency and not so much gaining XP.

    It's more accurate to call the sewers a grind than a farm.
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    You don't need to focus on anything so long as you tank for your pets. Just leave them in BG mode and take the alpha. Nothing will survive long enough once you've put the -resist arrows down. Thugs are especially resilient with all the leadership buffs from enforcers, and if you take those powers too, the stacking is great. If you have all four unique pet IO's, you'll be practically invincible.
    I do plan to take the leadership toggles (assault and tactics at least). I only count 2 unique pet IOs, unless there's 2 more in the other pet set, which for some reason mids' won't let me select. Oh, and does tanking for my pets mean I need to take provoke, or just open the fight myself with them in BG mode? Kinda hard for me to take any new pool powers as I already have 4 (Leaping, Fitness, Speed, and Leadership).


    Quote:
    Universal. If you put all four in gang war, even if you never used it, your pets would have +20% resist all and +10% defense to all, as long as they were in range of the aura. I think it's the same range as BG mode (somebody verify this).

    You'd be better off spreading those IO's around though, so that gang war can still be powerful. Two of them have to go in gang war, the others are best put in thugs and bruiser. You need all six slots of enforcers for acc, damage, defense buff, and maybe one +tohit buff.
    That's pretty cool then, I forgot you could slot gang war with pet IOs, I just have it slotted with 3 recharge.

    I currently have my pets planned to have 4 acc/dam/end IOs and two procs. That's how a friend suggested I slot them, but the only thing is doing it this way the damage isn't ED capped (it's at 79.9%, assuming I use max level enhancements). Could just swap one out for a pure damage one which would put me at the cap. Still doesn't leave any room in Enforcers for a defense debuff enhancement, unless I replace one of the procs (Achilles' Heel -res and LG neg damage) with one, of course that might not be necessary since with TA I can debuff defense myself (-24.7% with Acid Arrow and -25% with OSA).

    One last thing, my Thugs/Bruiser only take KB enhancements aside from the pet sets, so my options for procs in them is limited. Right now I was planning on a chance for smashing damage proc and the +rech proc, but how effective is the +rech for pets? I probably will opt to slot the other 2 uniques instead of one of the procs, just wanna know which is more effective.

    P.S. Sorry for sorta hijacking your thread
  25. I've actually got a question about this. To be able to be a soloing force on a MM do you really have to focus on personal/pet defenses? I'm sure that's important no matter what but I'm not sure to what extent. I've got a Thugs/TA MM at 27 atm, and while I do have a planned build for him it's mostly focused on procs and recharge (I'm a recharge junkie and like to have as much recharge on just about any toon I make, plus TA has quite a few longish to long recharging powers).

    I'm mostly a team player but being able to solo effectively and efficiently I think would add an extra layer of fun and challenge to my MM, so I was thinking of using my 2nd build for this purpose if I needed an entirely different build for this.

    Also, on the defense/resistance unique pet IOs, are these bonuses specific to the pet you slot them to or are they universal for all your pets?