Madam_Enigma

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  1. While all MM teams are a sight to behold... they have their own problems. Especially in cave maps.
  2. Ok, I've got a DM/DA that I solo with exclusivly. Been working on it now and then since issue 4, and the powers up until level 40 are pretty much set in stone. I'm planning/have the following powers.

    DM
    Shadow Punch
    Smite
    Shadow Maul
    Siphen Life
    Dark Consumption
    Soul Drain
    Midnight Grasp

    DA
    Dark Embrace
    Death Shroud
    Murky Cloud
    Obsidian Shield
    Dark Regen
    Cloak of Darkness
    Opressive Gloom
    Soul Transfer

    Fitness
    Swift
    Health
    Stamina

    Super Jump
    Jump Kick
    Super Jump

    Now, so far (level 26) the character's working out well. However I'm getting close to where I start looking for IO sets. I noticed that endurance is usually a bit of an issue in protracted fights, so +recovery would be nice to get. But then so would +recharge, since that would allow me to use dark consumption more often.

    My question is this: With those two goals in mind, which sets would you guys and gals recommend? Please, no full builds. I'd rather like to hear advice on which sets to go for, and why. Mind you, Slimy Sam doesn't have endless amounts of money.
  3. Madam_Enigma

    WS and pvp?

    Quote:
    Originally Posted by macskull View Post
    I did retarded things in 8v8s against bad people with my Warshade pre-I13 (TP around in Dwarf randomly taunting Blasters; find someone without CM or mez protection and hit them with Gravitic Emanation; so on and so on), but that was then. Among the 14 ATs available, Warshades are hands down the worst for PvP.
    I don't know, I hear dominators do pretty bad in PvP too.
  4. I'm getting visions of massive lag and graphic card death.
  5. Quote:
    Originally Posted by Substrate View Post
    all MM Hemi raid?
    /shudder
  6. Me, team mates who know how to work as a team. AT doesn't matter, as long as they aren't all "RAWR I'm a villain, I can solo this entire map without you guys".
  7. Quote:
    Originally Posted by Energizing_Ion View Post
    You have way more patience/endurance than I do that's for sure....hehe..

    If I got the Aid Other/Self powers...and just standing back and healing my pets as fast as possible with those powers...I couldn't do that....I'd roll something with an AoE heal like Dark or Thermal or Pain.

    Ninjas and Zombies are two primaries I would 'have' to pair with one of the above sets...Demons don't seem to be all that bad...sure they go to melee but they are reasonable and stay at range a good amount of the time. Edit: *from my limited 16-17 levels of experience with Demons*


    I will make a DS/Poison when i17 goes live though....we'll see how long it lasts
    Well, it helps to spread the debuff love around, and take out the big threats first. Such as anything that creates burn patches. Between a slotted up alkaloid and slotted up aid other, it's not so bad. It's only things that love their aoe damage that cause problems. Even then I can normally save 2 of the 3 genin. And Jounin are sturdy enough to survive a bit while I recover the genin.

    Mind you, I dipped into the medicine pool because the /psn heal wasn't enough alone.
  8. Madam_Enigma

    /Traps

    With Ninja/Poison you can do fine without stamina too I know. I took it eventually on a respec however. Don't regret that choice. Without stamina the combo required a good 12 to 16 catch breaths for EB fights. With stamina don't really need any.
  9. Quote:
    Originally Posted by Energizing_Ion View Post
    The thing I don't like is re-summoning pets. Poison does have a heal but...not much of one. I have a mercs/traps MM at 50 and I didn't have to re-summon the mercs too much mainly because at the mid-to-high lvls I had FFG and Poison Trap....so...*shrugs*

    I think I'll do a DS/Poison....kind of been wanting one for a while (or to use the poison secondary that is; had one in CoV beta but...didn't want a ninja/poison ).
    With aid other and aid self, my nin/psn did a fairly good job of keeping pets alive. Unless it was an AV/EB fight. In which case my goal was to keep them alive long enough that the pet summon recharged. Still preformed that well... usually.
  10. Madam_Enigma

    Arsonist

    Biggest tip, is also the most dangerous. Try to always keep him close enough to the enforcers to get the +def. That for me (usually) gives me enough time to save his worthless hide. Then again, that also protects the bruiser. That sucker also loves to leave the protective area of your enforcer's maneuvers.
  11. Madam_Enigma

    Arsonist

    I'm not too sure if it is possible to stop him. Even using Goto I've found he would run into melee. Part of the problem is that he has some fairly close range attacks. Another part is he does a lot of aoe, so enemies charge him too. I swear, he thinks he's a prize fighter or something. I guess the real trick is to kill enemies fast, and never let him pick his own target. He's more likely to brawl if you don't order an attack. I think anyway.
  12. Madam_Enigma

    VEAT costumes

    Yeah, at level 36 I'm usually using the arachnos soldier costume too. I mostly swap out for RP reasons. Namely Arachnid Huntress clocking out, and thus no longer being on active duty for the day.
  13. Update:

    He finally updated his graphics drivers and Windows. And then today he called me up to say the game stopped crashing. I figured that was the cause after eliminating other possible reasons. Still, thanks for the advice.
  14. Madam_Enigma

    Commando ?

    Quote:
    Originally Posted by starphoenix View Post
    Pet customization is not in game yet so it is very unlikely that it has been changed. Haven't played Mercs or payed attention to much to when I was with a Merc/ MM to notice any change to the gun. Although, there has been no change to my Jounin's sword, but Genins have lost the bow for more shuriken attacks.
    I *think* genin lost the bow in favor of an upgrade to their shuriken attack. I could be wrong mind you. But I've not noticed them throwing stars that do varying amounts of damage. Which they would if they got multiple seperate attacks instead of an upgrade to the one throwing star attack.
  15. Quote:
    Originally Posted by Aura_Familia View Post
    Run newspapers and get the temp super jump power.
    I'm also past the level range for the super jump temp. Now I get a +run speed auto one I think.
  16. Quote:
    Originally Posted by Deacon_NA View Post
    Are any of the Demon pets prone to melee? I might do a /Poison if the boss pet goes into melee without being directed to.
    So far? They all are. THey also use ranged attacks, frequently in melee range so they can claw the enemy.
  17. Quote:
    Originally Posted by PrincessDarkstar View Post
    Sorry are you saying Robots are bad farmers? Where Mercs and Ninja's are good?

    Thats the wrong way round and then some.

    Bots are by far the fastest MM farmers, and can farm with the best of them.

    My Bots/Traps jumps into a mob, casts Electric Fences and then drops an Acid Mortar, then I wish I never bothered with the Acid Mortar because the mob is dead before it even fires. Using Electric Fences to keep stuff in the Assault Bots burn patches is AWESOME.

    Also since you only really need to worry about the Assault Bot you don't have to even bother summoning the Battle Drones, and only need the Protector Bots if you need the defence boost.
    /facepalm

    You missed the joke I think. He was referring to the henchmen farming... a plot of land. As in trying to grow crops.
  18. Madam_Enigma

    Are we hated?

    Since it seems that the heal is based on the same principle as Dark Regen, more pets wouldn't matter much. And uhm, the team I was on DID kill the healing nictus. We did so because Rom was being stubborn about going down.

    For those not aware, Dark Regen consistently over heals. One enemy=1/3 your health back. 3 enemies means you recovered to full from 1 HP. Anything more then 3 and it's just green numbers. And that's without slotting heal enhancements in it.

    If the nictus's heal is on the same principle, then it doesn't matter if there's 8 targets, or 38 targets for it to hit. Either way it's a massive over heal. It's the same reason Ghost Widow is such a pain. Well, that and her mag 100 or so hold.

    So if the complaint is "mastermind pets fuel the heal", then you should complain about anyone on the team being in melee range. Even the tanker thus would be providing a 1/4 to 1/3 heal. The kinetics defender who is using fulcrom shift? Their also providing a large heal. The scrappers and brutes too. And if you have 3 people in melee, wouldn't that indicate you have to kill him BEFORE the heal goes off... or you can't kill him anyway?

    But of course people are pulling him away from the healing nictus first to prevent that. Thus, what is the problem with melee based henchmen again?

    Mind you, I can't say for sure how big the nictus heal was. The team was all in melee. Yes, including the /kin corrupter. And transfusion was being spammed, as was Warmth. As such it was impossible to tell which green numbers were ours and which were enemy heals.
  19. Just a random and minor off topic question. Why have perma (and always active) Serum? Wouldn't it be more useful as a 'when needed' heal then it is as a perma HP boost?
  20. Keep in mind though that for most spawns, you wont need nox gas. You mainly want to save it for the really tough fights. AV's, EB's, and when your massively out numbered due to too much aggro. Think of it like a tier 9 defensive set power. Their nice to have for when the excrement hits the fan, but not needed most of the time.
  21. Madam_Enigma

    Known bug?

    I don't think it's a bug. I think it's just henchmen deaggroing on enemies which pose no threat. Solution: actively tell them who to attack or put them on aggressive stance. It only happens in defensive stance.

    It happens because Defensive stance only has them attack things which are threatening the party. Enemies that don't hit or are held... aren't generating aggro.
  22. Madam_Enigma

    Are we hated?

    Me, I can and do buff players if I have them. Here's the thing. Let's say I'm running a /ff mastermind. I'm level 26 and have all six pets. And I'm on a full team. Putting both bubbles on all my pets and all the players can and will drain my endurance fast. And in the middle of combat, my main focus wont be watching your health bar and buff icons. It'll be watching my pets.

    However, I always start with my pets when buffing. Thus when they start blinking I know your buff will go down soon too. Here is the thing though, I may not have the time or endurance to refresh your buffs too. Heck, I may not even be able to keep the buffs on my own pets sometimes. And when the team's doing well, I may not buff you anyway. Don't feel bad, I'm not buffing the pets in that situation either.
  23. Madam_Enigma

    Known bug?

    For me, it happens when I hold an enemy, and have the pets dealing with non-held things. Then when the hold wears off (assuming everything else is dead or almost dead) the pets just don't want to attack it. I see the same thing happen on th thug/ff I have on test. Enemies attack, thugs start fighting. But after nothing hits for a while I have to start ordering attacks.
  24. Not sure if it'll help, but here's what I did. I copied everything in the CoH folder except the updater, .exe, and checksum. I then pasted those copies into the CoH Test folder, overwriting anything there. It still took several hours to update, but it did happen within six hours. It also meant I didn't have to download every patch from launch till current on live for Test either. Just have it update the files that need updating (and install the updater).
  25. Quote:
    Originally Posted by Roze_Sama View Post
    as i tp i don't have that problem but you should have the jet pack at least unless they were camping the hospital or the mish door...
    Heh, sorry but no. used up the jet pack already. And have no travel power yet. Heck, didn't get the prelim travel pool power till 14.