Mad Grim

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  1. Quote:
    Originally Posted by OneWhoBinds View Post
    Quick question - is Mercurial Blow (I think that's the name?) worth taking on a non-Tanker?
    It has a higher damage per cast cycle than Precise Strike, and therefore is useful early on. You can also use it to fill out attack chains and get the form bonuses faster.
  2. Mad Grim

    A new archetype

    Personally I'd prefer Melee/Support so I could have Staff/Storm or Kin/Storm.
  3. Quote:
    Originally Posted by Kathari View Post
    I am hesitant to play Demons/ because I've seen the Exorcist way too many times. I am also afraid of zombies, but at least I don't believe in them. Demons on the other hand....

    I think I'm going to roll a Necro/Dark/Soul on red side, and a Bots/Traps on blue side. On blue side, I'm really struggling narrowing down the APP. My instinct tells me to go for a +DEF toggle (i.e. Chill Mastery). But thematically Fields Mastery makes more sense with Bots/Traps. I know I don't want Heat Mastery because I just finished leveling an SS/Fire brute and just took */*/Fire on another alt.

    My past experience with MM was mostly with a Mercs/FF, which I guess explains why I didn't really take to it if Mercs is that terrible. When I was playing MMs it was also before Going Rogue and I just never went that high on red side because I found it difficult to get attached to the characters. I'm not against playing villains, but Level 50 required alot of time back then and I just couldn't do it on red side. Now that it doesn't matter, I'm deciding that I like the villain archetypes better than the heroes ones.

    Anyway, with an MM, what should my slotting goals be? I know that with most toons its softcapped S/L or ranged. Or recharge. But I'm not sure how pets fit into that.
    I'd actually recommend going redside for Mace Mastery or Mu Master and then going back to hero. Mace gives a defensive shield, Power Boost (though I can't think of any Trap powers that benefit too much... Triage Beacon?) and a wide area Immob. Mu has a bit smaller Immob that has -KB, which is a godsend with bots. It'll keep the big guy from blasting the enemy out of the flaming deathtrap he just made.

    If you are adamant at staying Blueside (curse ye heroes!) I'd say Charge Master. It has EMP, which is one of the three best holds in the game (though I recall this version being a disorientate). The other two are EMP Arrow and Volcanic Gasses. The shield is resist based, but with Bot/Trap you should be able to soft cap without a APP/PPP shield.

    As for the pets, when they have defense it is almost universally Positional or both positional and typed. Ninjas and Beasts both have inherent positional defense. Bots and Zombies don't have any base defense, but the defense the protector provides is positional. FFG provides positional, as well as Maneuvers. If I recall you can slot RIP IOs in /Traps (could be wrong, haven't tried yet). All the pet unique aura procs (Which total 5 and wind up giving: 10% def all, another 15% to AoE, 20% res all) actually affect BASE def which is extremely rare and the only case I can think of where it is so. This means it helps against everything, even attacks with no type or position. Say, Hamidon.

    So yes, with an MM it will always be Positional defense for the pets. With Bot/Trap you can cap all the pets fairly easily. For yourself... the two softcapped MMs I have are through S/L/E. Both use Mace Mastery, though one is /Time so that is as much for Power Boost as anything. With IOs you can build Bot/Trap to positional soft cap without the pool shields. I'd recommend consulting someone else on that bit.

    EDIT: To the guy who thinks Triage Beacon is horrible- it is better than nothing, which is what FF has. Also, Power Pools exist for a reason, pick up Heal Other and slap some interrupt reduction in it.
  4. The traditional three best primaries are Bots/Thugs/Demons, with Demons edging out just ahead of the rest. Those three are fairly self sufficient, though it seems to me that Bots and Demons moreso due to having heals. I'd rate them as such (recommended secondaries in order):

    Demons: High resist, extremely durable boss, high ST and AoE damage, all of which has exotic typing. The Hellfires and the whip attacks have -res which ups the damage even further. One of the lieutenants has a ST heal, AoE heal, and a resist buffing shield that works like maneuvers. The T7 allows for slotting of the Recharge Intensive Pet Uniques All around very sturdy set. Goes well with anything, but the best: Time, Thermal, Dark

    Robots: Some good resistance, but the main focus here is defense. The Protector Bots provide strong shielding to everything, two for the boss and minions, one for themselves and you. Most of them do extremely mediocre damage, except the Assault Bot, who's incendiary missiles melt entire spawns. He has two single target attacks that each provide -500% regen, allowing for easy AV/GM soloing. The Protectors also each have a strong single target heal. Good secondaries: Traps, Time, Dark, FF

    Thugs: Enforcers have all of the Leadership pool minus Vengeance. The Maneuvers is especially helpful. The Arsonist does ludicrous damage but is a minion, and therefore dies constantly. The Bruiser is very sturdy. I've not much experience with this set. T7 allows for slotting of RIPs. Good secondaries: Dark, Time, Traps, FF, Storm

    Necromancy: Zombies do almost entirely toxic damage, which is nearly never resisted. After the second upgrade everyone has a self heal. The Lich is almost unique in the fact that he doesn't run into melee. The Knights do insane damage. T7 allows for slotting of RIPs. Good secondaries: Dark, Time, Storm

    Beasts: Great survivability (high def and res), Medium damage, little AoE, extremely limited range. Have loads of self buffs that they use whenever they recharge, and not necessarily when they need them. All but the two normal Howler Wolves have a self heal. The Lieutenants are probably the sturdiest out of all the primaries. Their ST is high with the full 10 stacks of pack mentality. The attacks are actually useful. Good secondaries: Time, Dark, Traps, Thermal, Pain, FF, Sonic

    Ninjas: High octane damage dealers made out of paper. Without the proper secondary there is barely a point in summoning the Genin, they fall over with a nudge. The Oni sucks at prioritizing. However, they do ludicrous amounts of damage if you can keep them alive. Good secondaries: Time, FF, Dark.

    Mercenaries: This set has almost no synergy with itself at all, rather like Ice Control. Most of their damage comes from cones, yet they WILL scatter mobs. The Medic sounds useful but he just gets himself killed. Clearly the enemy took 'shoot the medic' to heart. The spec ops... They have genuinely useful support powers and SCAR Snipe does heavy damage, but said support powers are on such a ridiculous recharge that you can't count on them. You can salvage some damage with the Achilles' Heel proc, since nearly all of their attacks include -def. Good Secondaries: Time, Dark.... maybe Traps.

    Yes, I did recommend Time and Dark on all of them. Those two are just that good.
  5. I can honestly not remember when my subscription started and therefore have no idea whether or not I will be receiving this.
  6. Mad Grim

    Psionic Armor

    Quote:
    Originally Posted by Sailboat View Post
    Thinking small. If *I* take Gravity Armor, I want everything that approaches me to be flung into space!
    Fine, this then- Everything within fifteen feet is constantly hit by Lift. So they are all propelled up and slammed into the ground. If you want them to really fly you can slot KB enhancements.
  7. Quote:
    Originally Posted by Xiang Shao View Post
    I dont think it's a bug, I think thats just normal.

    And Im fine with that.
    I believe he is talking about the bug that makes them run after ambushes, even if they are on the other side of the map, and even if they are set to passive. This certainly is a bug.
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    The Tanker damage modifier is already higher than a Brute.
    Ah, good to know. Are these things listed anywhere?
  9. Quote:
    Originally Posted by Tater Todd View Post
    That's what I was thinking as well...but for me it would change nothing...even if Tankers were the highest Damaging AT in the game. I personally hate most melee toons and I hate Tanking...that's why I like playing a Brute, Scrapper or Stalker...yes it's still melee but less responsibility/accountability if the *Ahem* hits the fan.

    I think the up in damage would appeal to a lot of others though.
    Yea, personally I've never been a big fan of tanking myself. I've never gotten a tanker or defender past level 30, which can be explained by me just not caring about other players enough. There is probably nothing that could make me like either of those ATs.

    That said, I know there are plenty of people who don't feel that way, and for them increased damage would be a godsend.
  10. Quote:
    Originally Posted by Obscure Blade View Post
    Since you'd have something that does as much damage as a brute but is more survivable than either brutes or scrappers, people would pretty much only roll tanks if you did that.
    If their damage modifier was raised to that of a brute, they would still have nowhere near brute damage due to lacking Fury, which makes up more than half their damage a good deal of the time.
  11. Not being able to slot RIP IOs as a balance point was kinda thrown out when some of the T7s can slot them anyways. All it does is give a disadvantage to the ones that don't have it. Ninjas, Mercs, Beasts would all benefit greats from the extra 5% def and 10% res, as well as the extra slots. Bots are already very powerful and don't much need it.

    The suggestions weren't just that, either, they were around making all of them about the power level of Bots/Thugs/Demons.

    As for just making the pets able to slot them, that would mean that the sets without the pet T7s would be lower on slots due to have 5 (soon 6) aura procs to slot in their main pets.
  12. Quote:
    Originally Posted by Tater Todd View Post
    Ah! Thanks! to what was the old Tanker Cap? I can't remember was it 24? I thought I remember hearing that they lowered it a few years back. I think that the new cap should be either 24 or 27 and slap some absorb on that baby. Boom! Half of the Tanker's problem is fixed.
    At one point there was no aggro cap, I am unaware of any other caps between that point and the current number. Entirely possible that I'm wrong, wasn't around then.

    And yes, that sounds nice. Will definitely give them some advantage over brutes. Might have to take some reworking though, as far as I'm aware the cap is currently static across all ATs. May have to do more than change some numbers.
  13. Quote:
    Originally Posted by Tater Todd View Post
    They should Raise the Aggro Cap ONLY for tankers and once the Tanker passes the old Aggro Cap he should have a high chance to generate Absorb for every extra mob that is pass the old cap...I think this can be achieved by having the New Gauntlet power grant absorb only after 12-16 baddies are surrounding the tank (sorry, I forgot what how high the agrro cap is). Also make it so that Gauntlet works with a few more powers but I think if you raise the aggro cap for tanks and add absorb this will help Tanks be more...well Tanky.
    Current aggro cap is 17, I believe.
  14. Fighting entirely at range for a blaster forces them to ignore much of their secondary much of the time. Besides this, ALL enemies have ranged attacks now, so it doesn't help much anyhow. Many mobs have plenty of both melee and range, including most end-game mobs. Malta, Council, Carnies, CoT, all those have very powerful ranged capabilities. Having mitigation that doesn't work on most of the game is not mitigation- it is and occasional bonus that lasts as long as it takes the enemy to run in.
  15. Quote:
    Originally Posted by B_L_Angel View Post
    Masterminds.

    Ever since demons they have desperately needed an AI fix.
    Before demons they were broken, just differently broken. Before demons they all preferred range, which meant that melee pets with a few range attacks (Grave Knights, Jounin, etc) stayed at range forever. When demons were introduced it reversed this, causing all pets to prefer melee.

    I prefer the newer broken version, since at least with it all pets use all their attacks, rather than cycling only their ranged ones.
  16. Quote:
    Originally Posted by Tater Todd View Post
    I don't think that the MM pets Ai is a hard fix to be honest Mercs suffer from small issues the same for Ninjas.

    Give Ninjas the Jack Frost/Animate Stone Treatment.

    Mercs...whew boy lmao!

    They use the old AR attacks and animations. Give them the updated AR animations. Make the medic ranged ONLY he needs a Pbaoe heal...God...

    Ok, I need to go to bed because I could be here all night talking about the horrors of playing a Merc MM.
    I'll do it for you :] Bonus: Ninjas, beasts, necro.


    One of the main problems with a lot of sets is the lack of a place to put RIP IOs. So many of my suggestions incorporate this.

    With Ninjas I think that, as well as giving a tad more survivability, their T7 power should be changed. Perhaps it is just because I always pair nins with an active secondary, but I stop using Smoke Flash in the mid 20's. It costs too much endurance. You could conceivably give them something like Gang War instead, with a few alterations. For instance- ninjas strike from the shadows, yes? Then make the ninjas that appear have Hidden on, and give them only melee attacks. This way, they all strike out with a critical at the same time. Have them stick around about 2/3 the time of the Gang War thugs. Give them higher damage but lower health. In this way, not only do Ninjas gain a place to put more of those pet uniques, but they further cement their place as the MM damage kings.

    Well that's my first idea for them, my second is this: Giving each ninja the inherent Conservation of Ninjitsu, which works thusly: In any martial arts fight, each side has only a finite amount of ninjitsu in a given encounter. Therefore, one ninja is death incarnate, while an army is nothing but cannon fodder. So give all the ninjas a weakened Vengeance ability that goes off when they die, much like Nemesis lieutenants. The fewer the ninjas remaining, the harder they are to kill and the harder they hit. This effectively turns their squishiness into a weapon.

    Installing one or both of these suggestions would make Ninjas an actual force to be reckoned with, as they should be. If both, then of course the extra T7 ninjas should NOT have the vengeance power. Also, make the Oni better at prioritizing, either take away his sword or teach him to use it with one hand and throw fire with the other.

    For Mercenaries, Serum is almost universally regarded as suckish. I've personally never tried Mercs so can't comment. However, here be an idea to replace it: Air Strike. You hear a plane fly overhead and bombs drop on parachutes. Each bomb acts like a pseudo-pet so you can slot RIP IOs in it. The bombs do high damage and knockdown, so provides some mitigation too. They would take a bit of time reaching the ground, and would probably be used like Seeker Drones- and alpha absorber. Make the Soldier's Full Auto a wider cone. Shorten the recharge on all of Spec Ops' support abilities by a ton. Take Flash Bang down to 35 seconds and increase the stun. Change Rifle Butt to the ranged stun in Assault Rifle so they run in less. Tear Gas should have a recharge of ~60 seconds and the damage debuff should last the same. Increase the damage on SCAR Snipe. Increase the Immob on Web Grenade so it can be perma without enhancements. If these guys are supposed to be the support then make them actually be support! Also, you should probably change all of the knockback to knockdown, the scatter really hurts damage. Most of their AoE is cones.

    Necro is mostly fine, though conceivably you could lower the recharge on Soul Extraction and increase the time they stick around, giving you the oppurtunity to have, say, two at all times. This would give the set even more control and damage, as well as more to-hit debuffs and survivability. Give the zombies Lethal resistance.

    Beast's T7 you really couldn't change without changing the basis for the entire set, unless instead of replacing it you are just adding something in. Perhaps change the Hawk in Call Hawk to a pseudo-pet so you could slot in that. Give all but the Dire Wolf a Flashing Steel clone on a very shot recharge (Reppu's idea, one that I like), and give the Dire Wolf's PBAoE a much shorter recharge (10 or 15 seconds) and more damage. This is really the only good AoE Beasts have, make it good enough to make up for it.
  17. For Demon Summoning, yes I'd get why you'd make a petless DM/Traps instead of a cor/def, if only for the whip attacks. However, anything else and it is rather pointless. Not doubting that you can do 4x8, just saying that, unless you are specifically wanting whip attacks, a cor/def will always be better.
  18. Quote:
    Originally Posted by Issen View Post
    I can't argue with the math. That'd be silly.

    But I feel there's a serious disconnect. The math tells me that I underperform comparatively.

    But not once have I ever felt that. Sure, I've wished I wasn't so easily mezzed. But I've never gone "Man, if only I was doing more damage." or "Man, if only I wasn't faceplanting twice every mission." And my first character (a Blaster!) was a DP/Dev, so not even an optimal combination.

    Maybe I just play differently than most Blasters do or something, but the math and my personal experience don't connect, at all, whatsoever.

    Is this normal?
    Completely! Blasters are fun enough that you don't notice how bad they are a lot of the time. One of the reasons there are so many of them.
  19. Mad Grim

    Mm dps

    Quote:
    Originally Posted by VKhaun View Post
    I'm having a lot of fun with the set (Ninja/Thermal). I just did the Tsoo attacking the Museum arc for Deadly Combatant the other night as -1x2 with bosses on for big even-level ninja vs ninja brawls. More enemies seemed to give more inspirations too, so Genin tend not to go down if I'm vigilant with heals and greens, unless they get knocked down by an ancestor spirit while both heals are unavailable.

    I honestly did not know about the recharge intensive pet category and that makes me sadface. Not only are Ninjas weak, but they can't actually go get the defense buffs others can? Yikes... Hopefully the devs will take that into account if they buff the set, and give them decent extra defenses or resistances.



    I'm going to push on though. The concept remains as not a solo MM like most seem to think of them, but as a dedicated healer. Obviously with MM HP I will be the weakest healer possible with /thermal, so as long as my MM pets chop of enough damage to beat a defender/corruptor and balance that out I'll be okay with it. Again, not saying I've accomplished that yet, but so far at low levels I definitely feel way more offensive than any defender or corruptor I've played.

    I also notice my pets have fantastic alpha. If I do GoTo Passive then Attack Passive on a yellow con Tsoo Sorcerer, that guy is dead like disco on Teusday morning. Not only is it great damage, but they animate faster than the enemy NPC's. The enemies all sort of turn and look at my ninja, think about it for a second, and then get around to attacking. Response time is even better if I do Goto Aggressive.

    Yes, Ninjas are incredibly aggressive, which is both a gift and a curse. Especially the Genin.

    As for the lack of a place to put RIP IOs, I think that, as well as giving a tad more survivability, their T7 power should be changed. Perhaps it is just because I always pair nins with an active secondary, but I stop using Smoke Flash in the mid 20's. It costs too much endurance. You could conceivably give them something like Gang War instead, with a few alterations. For instance- ninjas strike from the shadows, yes? Then make the ninjas that appear have Hidden on, and give them only melee attacks. This way, they all strike out with a critical at the same time. Have them stick around about 2/3 the time of the Gang War thugs. Give them higher damage but lower health. In this way, not only do Ninjas gain a place to put more of those pet uniques, but they further cement their place as the MM damage kings.

    Well that's my first idea for them, my second is this: Giving each ninja the inherent Conservation of Ninjitsu, which works thusly: In any martial arts fight, each side has only a finite amount of ninjitsu in a given encounter. Therefore, one ninja is death incarnate, while an army is nothing but cannon fodder. So give all the ninjas a weakened Vengeance ability that goes off when they die, much like Nemesis lieutenants. The fewer the ninjas remaining, the harder they are to kill and the harder they hit. This effectively turns their squishiness into a weapon.

    Installing one or both of these suggestions would make Ninjas an actual force to be reckoned with, as they should be. If both, then of course the extra T7 ninjas should NOT have the vengeance power. Also, make the Oni better at prioritizing, either take away his sword or teach him to use it with one hand and throw fire with the other.

    For Mercenaries, Serum is almost universally regarded as suckish. I've personally never tried Mercs so can't comment. However, here be an idea to replace it: Air Strike. You hear a plane fly overhead and bombs drop on parachutes. Each bomb acts like a pseudo-pet so you can slot RIP IOs in it. The bombs do high damage and knockdown, so provides some mitigation too. They would take a bit of time reaching the ground, and would probably be used like Seeker Drones- and alpha absorber. Make the Soldier's Full Auto a wider cone. Shorten the recharge on all of Spec Ops' support abilities by a ton. Take Flash Bang down to 35 seconds and increase the stun. Change Rifle Butt to the ranged stun in Assault Rifle so they run in less. Tear Gas should have a recharge of ~60 seconds and the damage debuff should last the same. Increase the damage on SCAR Snipe. Increase the Immob on Web Grenade so it can be perma without enhancements. If these guys are supposed to be the support then make them actually be support! Also, you should probably change all of the knockback to knockdown, the scatter really hurts damage. Most of their AoE is cones.

    Necro is mostly fine, though conceivably you could lower the recharge on Soul Extraction and increase the time they stick around, giving you the oppurtunity to have, say, two at all times. This would give the set even more control and damage, as well as more to-hit debuffs and survivability. Give the zombies Lethal resistance.

    Beast's T7 you really couldn't change without changing the basis for the entire set, unless instead of replacing it you are just adding something in. Perhaps change the Hawk in Call Hawk to a pseudo-pet so you could slot in that. Give all but the Dire Wolf a Flashing Steel clone on a very shot recharge (Reppu's idea, one that I like), and give the Dire Wolf's PBAoE a much shorter recharge (10 or 15 seconds) and more damage. This is really the only good AoE Beasts have, make it good enough to make up for it.

    I also have an idea for bots which works like Hell On Earth only with gears, but they don't need it. Demons and Thugs of course also don't need improvements.

    Anyhow, these are my ideas. And damn, this is the longest post I've made and the first time I've ever consulted City of Data.

    If my nonexistent calculations are correct, this should put them all about the same level, or close enough that there is no longer a huge discrepancy.

    EDIT: The reason I am suggesting new T7s instead of sumply making it possible to slot pets with the RIP IOs, is... well, that woul be two more slots that you would have to give up in your pets, who need all the slots they can get for acc, end, and damage. There are already three, with a fourth coming out. Sets with that can slot RIP IOs in their T7 would still have the advantage due to saving 5 (soon 6) slots in their main pets. Not only does this mean overall less powerful pets, but that you can't even benefit from set bonuses as well due to not having room to slot a full set.
  20. Quote:
    Originally Posted by plainguy View Post
    Your correct about the AOE, but regardless it is more the what I had previously and I was still soloing 4/8 and AVs.

    The Regen that Triage Beacon offers is very noticeable and it is even more noticeable with 2 out. The Panacea proc is very noticeable as well. Again something I didn't have before.

    As for the rest I don't know what to tell you. As I mentioned I am doing 4/8 WITHOUT pets. Bots just make it faster.

    Maybe your best bet would be to do Traps without the pets on another AT and get a feel for Traps alone and then come back to Robot Traps.
    What I've not gotten is why you'd do that. Unless you want whip attacks from Demon Summoning, it would always be better to play it on a def/cor. Better numbers, less end cost, they have more than three attacks, ect. I guess Photon Grenade is unique, but in no way worth it. Could have just made a BR/Traps cor or Traps/BR def
  21. That is interesting, tomorrow I shall craft an analyzer and test it myself.
  22. Quote:
    Originally Posted by DrGamma View Post
    Yeah... Well, I guess depending on build and if you want to get the max out of your Kheld it takes some playing skill, so I can see how some players might feel Khelds got some issues but... DA?

    Defenses plus resistance to every damage type in the game plus control plus status protection even versus terrorize (seriously, if someone complains about the lack of kb protection they should get shot) plus a ridiculously large and pretty fast heal, plus extra damage... It's got like all mitgation layers! Edit: not to mention stealth...

    And the only skills you gotta have are: push whatever key you assigned to your heal when your HP gets red and know how to slot for end reduction or more recovery or get conserve power or something similar... Not that tough.

    I played a DA scrapper (not as tough as a tanker or brute) before IOs and I always thought it was silly good... It just got better with IOs, so I never could figure out where this "DA Sucks" thing came from (aside from its use in jest, of course), so whenever I see someone come out with that opinion, I ask why they have it with honest curiosity... I really can't see it. If anyone knows, tell me!

    Then again, I recently heard that some people are of the opinion that Electric Armor sucks. lol
    Yea, it is rather odd. I think mostly it came about due to people seeing the end drain, and thinking that therefore it must suck.

    Or it's a conspiracy. Yea, probably that.
  23. Quote:
    Originally Posted by oreso View Post
    Khelds. Seriously.

    The rest are fine, outside of a couple of dodgy power sets (Energy Melee? Dark Armour? Elec Blast?)
    Hahahahah.

    Hah.

    Khelds are awesome, Dark Armor is epic.
  24. Quote:
    Originally Posted by MajorDecoy View Post
    Yes, but there's a lot of incarnate stuff that directly bypasses a tank's ability to take a hit.
    As I understand, you shouldn't balance around Incarnate stuff. I-Trials are meant to be hard, that is their entire point, that is why it takes 16-24 people to start one. Try as he might, with that many people a Tank won't have all the aggro, and probably won't be the only tank.
  25. Tankers do exactly what they are designed to do, which is to take a hit very well and keep everyone else from taking a hit. They are not meant to be prominent damage dealers.

    Blasters I will again just say they need help, for more information go to any of the many threads about it.