LIinfinity

Apprentice
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  1. Ok, I think I'm with you on this one.

    Your thinking:
    Power Boost + Weaken = -ToHit to Target(-23.6%?)
    +MM Ranged Defense(48.8%)

    Result: You don't get hit with Ranged attacks

    And this does not even account for the -ToHit element of Noxious Gas. But this debuff only lasts for what - 30 sec.s at a time. Its still a nice supplement to the -ToHit, among the other affects it has on the target(s).

    Your probably also thinking, to make sure the target uses only ranged attacks, you'll spam Neurotoxic Breath(Slow) & Webs. On top of this tactic, you'll use Hurdle + Combat Jumping to stay at range.

    This is all fine and dandy, but how ya going to keep the agro on your MM and NOT the Henchmen?
  2. Quote:
    Originally Posted by macskull View Post
    Could just bring along a bunch of oranges or team with a Kin and solve the TP problem right away.
    You can also have the powers Hurdle+Combat Jumping, and when TP'ed you jump back. Doesn't sound like it would work, but more times than not - it does. Also, be conscientious of your surroundings. Wide open areas are NOT where someone wants to TP Foe.

    Pop in & out of Phase, jump around while still maintaining BMode, TP yourself in place - all these things make it harder to get a successful TP Foe off on ya.

    Oh, and one more, jump on your Stalker and grief the dude till he leaves the zone.
  3. I took a look at your latest build and I think it looks 100% better than the 1st build you posted.

    I think there is still some tweaking that needs to be done in the powers Envenom, Weaken, and Gang War. In my opinion, your correct with 6-slotting these powers. Envenom & Weaken are your main debuffs and Gang War is a nice tactical power.

    You should give some thought to the Achilles' Heel: Chance for Res Debuff, that you have slotted in Envenom. The power is already doing -50% Res to your target for a duration of 30 sec.s. Do you need another -20% Res stripped from the target for 10 sec.s? Perhaps a Damage Proc in that power would be more useful. Maybe something else.

    Anyway, I went in-game and did some research on the Equip Thugs vs. Upgrade Equipment powers debate. I set out to answer the questions: Could I get by without taking one of the Equip powers in Thugs? And if yes, which power DO I take?

    I looked at the "Detailed Info" section listed for each power and did some simple math.

    ---------- Equip Thugs ----------
    Provided single-target attacks: 5
    Provided AoE attacks: 3
    Total Damage Per Cast Cycle: 27.94
    Enforcer Buff: Tactics(+2.5% * 2 ToHit)

    ---------- Upgrade Equipment ----------
    Provided single-target attacks: 5
    Provided AoE attacks: 5
    Total Damage Per Cast Cycle: 37.37
    Enforcer Buff: Assault(+5% * 2 Dam)

    The simple answer to the above questions is Yes, and Upgrade Equipment.
  4. Could you please include the data chunk(phpBB/Zetaboards). It makes it much easier to view on my side.

    I'll take another look at it tomorrow when I'm fresh.

    In addition, you'll be toying with this build for days to come. I know I can't leave mine alone - I'm referring to my Thugs/Therm build.
  5. I'm not sure if I'm posting this correctly. But this is an example of how I would slot one of your debuffs/attacks. On a side note, Slows are not what they use to be in PvP, so don't go crazy with slotting NB for +Slow.

    This will give you a much needed +9% Acc. I think with Tactics running, this set bonus will put you in the ball park as far as Accuracy needed. This is assuming you slot your debuffs/attacks with Acc. %s in the 80/90s. With Tactics, I don't think more than a +9% set bonus is warranted


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  6. First, I'm commenting on this build with the assumption that this is a final L50 setup that your respecing into. I'm also looking at this MM build from a PvP dueling point of view.

    I like to commend you TwigDeath for posting a quasi-PvP MM build. PvP builds are a rare thing to find on these forums. I have literally seen 2 PvP builds besides yours, and I think because of the lack of these builds - MMs suffer in PvP. I totally get your confusion, or should I say, effort to seek opinions on a MM PvP build.

    My first impression of this build was this: k, he has 3 debuffs, 3 personal attacks, & TP Foe. His henchmen are there purely to provide HPs while he places his attacks. Secondly, he is leaving out Equip Thugs, his henchmen are definitely there to provide HPs & nothing more.

    Then, I gave the idea of skipping the Equip Thugs power some more consideration. would this force the henchmen to use their more lethal attacks found in Upgrade Equipment? In other words, would this force the henchmen to skip over their more basic attacks and just use the "heavy hitters"? I am definitely going to test this idea out on my own Thugs/ MM!

    A major thing I noticed throughout your build was the lack of Accuracy. In PvP, just about everyone has some degree of Defense. You need to adjust your powers to reflect this fact. I don't think you need to go the route of totally upending your build and getting Tactics, but I would definitely have some +ToHit via set bonus(es).

    If your going to be dueling, you should drop Bile Spray. Its a cone, you want single-target attacks. Plus this power has a long recharge & does **** for damage. Also, drop that Deflated Ego proc you have slotted in Weaken. None of your debuffs do -Recover, this proc will have 0 affect on your fights.

    TP Foe, at least back when I used it, was all about Accuracy & Range. You need to redo the slotting on this power for +ACC & +Range. I would get both these %s in the high 90s. That's right, this is for dueling, uummm... I would still go high 90s for Range.

    There are other parts of your build that could use improvement, but I think I covered the major items. If this thread was posted over in the PvP Forum, they would say go for +HPs, +Rech, then +Rec from your set bonuses. I think with a build that is as complex as a MM, you aim for set bonuses that suit your play style. I can see you have put +HP as your primary set bonus, this is smart because you don't have a self-heal. Also the extra HPs give you more time to successfully get into Phase.

    On a positive note, I really like the -Rech procs in Weaken & Neurotoxic Breath. I love the idea of TP Foe & KO Blow. Oh, and once again, big props for posting your build to be judged.
  7. Quote:
    Originally Posted by Musey View Post
    Everyone has it for some reason.
    For the purpose of following up on my post.

    It appears that everyone who enters Siren's Call has this 16.2% enhancement buff to non-enhanced traits. It doesn't matter if your affected by the new Protective Phase near the bases, or in the open zone.

    Does this 16.2% actually affect our powers or is it just a bug in the Power Enhancement screen? Any links to old threads would be appreciated all.
  8. Hello all,

    Last night I was on my L50 MM in Sirens. While there, I took a look at my Power Enhancement screen - you know, the screen where the slots & enhancements are shown. I noticed that throughout my powers, that the number 16.2% kept showing up next to a power's enhanceable traits. In other words, many traits of powers are enhanced 16.2% even though I have no IOs enhancing such traits.

    :::: For example ::::
    Upgrade Equipment: Power Range: 16.2%, Recharge Time: 16.2%, Endurance Cost: 45.1%

    All I have slotted in this power is one L50 Reduce End Invention IO, which provides a value of 42.4%.

    Is this some sort of PvP buff for MMs while in PvP Mode? Or is it yet another bug?
  9. LIinfinity

    Louie

    Quote:
    Originally Posted by PowerFlame View Post
    just now in RV...

    [Broadcast] Louie.Kaboom: FACT: Heroes last UNDER 2mins EVERTIME they come near Vill Base , ---- Vills last OVER 2 hrs when theyre Near Hero base


    rofl what a tool
    I think you all are talking about the AR/Dark Corruptor named Louie.Kaboom. I saw him in Cap last weekend at the BM, I sent him a /tell telling him how much I enjoyed the thread about him on the Forums.

    In short, Louie wanted to know what the thread was about. He seemed genuinely interested and without idea to the existence of this thread. Also, his Corruptor had a PvP Rep of 400.00.

    The purpose of my post is to relay to you all my brief conversation with him.
  10. Quote:
    Originally Posted by Deathseed View Post
    Im currently looking for some assitance with my level 50 DS/PD build. Currently I have no travel power nor do I see the need for it since I have Ninja Run. Beyond that, im very open to whatever help the community can provide me in this endeavor, thank you.
    I wish you the best of luck in your "endeavor" to find help with your MM build. The Forum info on PvP MM builds is next to none, and the builds you do find are God Aweful.

    Having said this, you might want to tell everyone how ya plan to play this /Pain. Where & How ya play your MM will determine some of the powers you take.
  11. Quote:
    Originally Posted by Zombie Man View Post
    This is a great help for MMs who, after Resting to refill, then re-drained their END having to re-summon... and they couldn't Rest again since it was recharging!

    Now, if we can only get one-click full-respawning for PvP...
    This is a good point about MMs & their ordeal with getting back into the fight.

    On another note, is this the 1st time that the Devs have changed something in PvP back to the way it was originally?

    You just know that this change had to be signed-off on by Posi. I wonder how that tasted.
  12. I have also noticed that on Monday Freedom was lagging. I was getting regular rubberbanding.
  13. LIinfinity

    Bots/Therm PvE

    Hi GhoulSlayer,

    I think if ya posted the build data at the bottom of your selected powers you might get more responses. The title of your post is misleading. Also, what type of PvP were ya aiming for?

    I will tell you this much, it takes patience & skill to play a MM in PvP. I know that your Bot/Therm build will be a tough sucker to defeat, but that is 1vs1. I don't want to comment further on your build without knowing the type of PvP & your play style.

    Also, if you scour the forums you will NOT find much info on this topic. I don't see many MMs in zone PvP, and I doubt that many folks have any idea of how to play the AT in such chaos.
  14. April 12th.

    That's tomorrow if your bad with a calendar.
  15. Hello all. I was hoping to get an update to this old thread about an all-MM LRSF.

    This thread was posted about the time I took a long break from the game. I know back then that the team failed to complete the last mission - the one with all the Heroes. If I remember correctly this thread lead to another thread in which the team discussed strategy and so on.

    Back in 2007, MMs did NOT have access to /Storm, /Pain, or the /Thermal secondaries. Also, MMs were the most played AT in the game at the time. Beside this fact, they were rarely invited to LRSF teams because of the AoE attacks used by the SF's Heroes.

    Any insight into all-MM teams & the LRSF would be appreciated.
  16. Hold on !!!

    This was a very good read until page 6. Now its turned into a flame war.

    BTW, I'm one of those PvPers that left the game due to mismanagement of PvP by NCSoft's "crew". I'm able to post again due to this Anniversary event going on & old accounts being activated again.

    I read about the whole DR fiasco a couple months ago. Good Lord, you folks must have been red with anger over that BS !!!

    I was hoping with a couple new Issues being released, that the PvP would be improved from where it was in I12, but so much for wishful thinking. And so much for me bringing back my 2 accounts. Well, at least we have CO to look forward to.
  17. [ QUOTE ]
    On a side note, another location that can be used for pulling to is on top of the Atlas globe. This location maintains very good line-of-sight protection and works well with seeing who has been pulled.

    [/ QUOTE ]

    I like to update this part of my post.

    When I was by myself in the 5th mission, pulling to the top of the Atlas Globe worked really nice. But, last night when I was on a team, this pull location did not work at all. During this particluar SF, I did TP everyone to the Pull location from the mission door.

    I think the fact that the top of the Globe is an elevated plane had something to do with it. I know I've read somewhere that the puller should never jump when pulling a Hero. I am lead to believe that breaking this map "Elevation Plane" will aggro all 8 Heroes. This would apply to the team members also.
  18. [ QUOTE ]
    When using this method, it is possible to single pull each of the Freedom Phalanx. However, it is also possible to get them in groups. Pulling Numina will sometimes bring Synapse, Synapse and Positron, or Synapse, Positron, and Citadel. Sister Psyche, Back Alley Brawler, and Manticore are similarly linked and sniping one may bring some or all of them. However, it is better to fight three or four Heroes at a time than all eight at once. If you do pull more than one Hero, it is helpful to have more than one Brute on the team so one of them can distract the other Heroes while the team focusses on defeating one Hero at a time.

    [/ QUOTE ]

    I have had the same random results on my pulls.

    Do you think that the team's line-of-sight before they arrive at the pull location has anything to do with the random grouping of heroes? In other words, if any team member gets too close to the Hero platform while in route to the pull location, aggro of multiple Heroes can happen.

    I say this because of my experience soloing the 5th mission. When I made my pulls with my Snipe, every pull was successful in that it only brought 1 or 2 Heroes. I logged, relogged and had perfect pulls every time. But once the team was introduced to the scenerio, pulls became unpredictable. In one SF, I could only pull the entire 8 Heroes. This was done 3 consecutive times after the team relogged.

    The next time I use the Pull Method on the last mission, I plan on taking the following steps at the very beginning of the mission. 1) Entire team stays next to mission door while puller goes to Pull location. 2) Puller TPs entire team to Pull location. 3) Team maintains line-of-sight discipline while summoning pets and buffing. Etc, etc.

    On a side note, another location that can be used for pulling to is on top of the Atlas globe. This location maintains very good line-of-sight protection and works well with seeing who has been pulled.
  19. [ QUOTE ]
    I use the knockback one all the time...

    [/ QUOTE ]

    I also. I take the knockback protection Empowerment buff and use it for the Katie Hannon TF. It works fantastic.
  20. [ QUOTE ]
    Why would anyone want to move to Freedom for PvP? It is already over crowded to the point where it lags horribly, and if and when there is another double XP weekend good luck with that. To top it off the arena is always so dead there. They had no one show for their SMP while the other servers (except Virtue who failed to get more than a single group) had at least 3 and Infinity got 7 full teams to come out for it.

    - TGIA_

    [/ QUOTE ]

    I agree strongly with this comment.

    When it comes to PVE, I think no server can beat FREEDOM or VIRTUE. Hands down. But, it would be nice to have a PvP server with a modest population that is already established in the PvP world. A server that could handle a major PvP zone event and not lag even more so because of the PVE load being placed on it already.

    My vote is for Infinity .