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Trip Mines I didn't bother with. To go down that route, I'd reccomend TP Foe
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*sigh* I wish people would drop the idea that you need TP Foe to use Trip MinesI have never, even in PvP, said to myself "I could really use TP Foe right now." so it baffles me whenever someone says it's a must!
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Other MMs, and Heros in a "Hero Huddle" (especially Dev Blasters sitting on tripmines and 'Trops).
The idea is to 'Port them to your waiting traps, with Caltrops laid down and Web Grenade queued. Fliers/Superjumpers will die fairly instantly, Superspeeders will be snared if you choose to setup your traps in a "dip" just below a ledge since they can't jump out and *should* be affected by Poison Trap's unresistable vomit animation after a second or two. Teleporters are the only ones that will get away.
Basically, as a Mastermind your own movement is very limited since you rely on your henchmen to survive (BG mode). In order to catch a smart foe, you need to either be very good with Webnade, or use TP Foe. TP Foe also unlocks TP Self, which is one of the main counters MMs have against being TP Foed themselves.
In PVE, as long as you have decent defense or +Stealth, you can just "toebomb" a tripmine on a group of mobs fairly easilly. Or drop poison trap first if it's a tough group. Trip mines themselves become kind of superfluous after level 32 when you get the assault bot though, and certainly after level 41 when you get the AoE ranged patron immobilise. At higher levels I only use trip mines to 'toebomb' tough bosses for a little extra burst damage.
Finally, I have a level 50 Bot/Traps/Mace MM... and if I had the option I'd respec to Mu Mastery in a heartbeat. It's quite possible to get soft-capped defence with just the FFG, a Protector Bot Bubble, Maneuvers and IO Set bonuses. The +Resist from the Mu Shield is VERY handy in PVP, and the Mu AoE immobilise is the only one that prevents knockback, which is very effective when combined with the Assault Bot's missiles. -
First thing I'd do is lower your RAM timings a bit. If it's locking up at random then it's more likely to be RAM related than video card related. If in the past you weren't able to run the game for long periods due to the aforementioned fan issue, the RAM probably wouldn't have had time to error out and cause problems.
Failing that, run it in windowed mode until the next driver release. -
Interesting. I'd assumed the Rikti ones were identical to the others, although I'm aware of their "cloaking" effect on nearby friendly mobs. ParagonWiki even lists them as having some form of +Perception.
I usually will attack Rikti Drones last out of any given mob because the damage they inflict is reasonably small. By the time they'd start hitting my Stalker, hide is usually already broken.
Actually I haven't noticed any form of Drones attacking me from further away. Probably due to the fact that I mainly play on CoH, where PPD and Arachnos drones are fairly rare. On CoV I tend to play Stalkers or MMs (where I'm either permastealthed, or my henchmen are virtually always aggro magnets regardless of distance). Rularuu eyeballs are an exception, but they're not exactly drones.
I'd be surprised if Rikti Drones weren't tweaked after +perc/-perc powers were introduced to the game. The idea of ignoring stealth has perked my interest enough to test it out in the game later on though. Cheers! -
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Failing that, just go with Spike damage. Recall Friend takes a few seconds to kick in, and it's another second or two before the Empath can land a heal after TP'ing. Just don't give them that second.
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Its not always that easy when the scrapper hes talking about is super buffed and is tp'd away when half health looms
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Half a tray of yellows, half a tray of Reds. Or Forge and slotted Build Up.
Even Power Boosted Fortitude isn't that difficult to hit through, and with a few reds it'll fall to a double-AS (or an AS-ET combo or well timed multiple-stalker "impale"/"focus" hits) just like any other toon.
I don't care how well buffed a Scrapper is; providing you can buff your accuracy up high enough to hit it, an EM Stalker will two-shot it after chugging a few reds. All you need is a teammate playing "bait". With a few Spines or Claw Stalkers you don't even need the "bait", just good timing.
Bonus points for a Rad Corr casting "Fallout" on the corpse just as the Empath recalls it... -
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HAHAHAHAHAHA @ Maelwys
Classic ... good thinking there! So ... anyone around willing to confuse me the next this this happens so I can "make a difference" to our great little pvp'ing community?
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Err... actually, since issue 12 changed the way confuse works in PvP slightly that'll only work now if the renegade hero is teamed with the empath in question. Can only attack teammates when confused now.
But if one can weasel your way onto their team, either confuse or Team Teleport would sort out that Empath.
Failing that, just go with Spike damage. Recall Friend takes a few seconds to kick in, and it's another second or two before the Empath can land a heal after TP'ing. Just don't give them that second. -
You sure about that? I've just finished taking a Stalker to 50 and I haven't noticed any difference between Rikti/Arachnos/PPD drones and Nemesis Snipers. I could swear I've sneaked up on drones before...
I'm interested to test that out with Arachnos Disruptors now. Would be handy if either the VEAT or Villain Patron versions could see through "Hide"... Either way, the answer to the OP is pretty much "Hide by itself is fine for 99% of PvE, and stacking extra Stealth won't help you much with the other 1%". -
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Wish I was that easyThe specific person I have in mind parks his (or his brother's, not sure, a BS'er of note) empath in a good spot and he never comes out of the base, and in effect just re-buffing himself on the whole time (with his brother or his own second account, not sure)
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TP Foe the Empath out into the open, or confuse a "sympathetic" hero and get them to Kill the Empath in the base. Caging can work too.
Or just go for BIG ranged spike damage, with a bit of Damage Over time to kill them while they're TP'ing. -
Super Speed doesn't have Stealth in PvP, so no.
The "PvE Stealth Cap" works a bit differently. If Hide on its own doesn't completely hide you from foes (Rikti Drones, and Snipers plus some others), those foes will be able to see you regardless of how much stealth you stack. The only difference will be that more stealth reduces the distance they'll start shooting at you.
Super Speed + Stealth (or Stealth IO) = Hidden in PvE.
Hide on its own = Hidden in PvE. -
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If I beat something which didn't use inspirations I feel pride in my build, if I get beaten by something which didn't use inspirations I feel that he deserved it. If I kill something which did use inspirations I also have get a sense of pride, and if I loose to something which used inspirations I will get back up and try to kill it again even if I might loose again
My own personal view on PvP'ing ...
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You can have your own personal opinion about PvP as much as you want, but the truth is inspirations BALANCE out PvP.
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Except when they go and pop a breakfree just as you're about to finish them off.
Dirty Poppers!!
*Shakes Fist*
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And if a large group of people were to tell you that you ARE a brute and if you jump of a 80 story building you will only take 80 damage and not die you would believe it?
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It's a well known fact that you'll still have 1HP left however far you fall. Even if you fall from space. How do you think they landed that probe safely on Mars the other day? They just dropped it from orbit.
...
Funnies aside, the fact is that most combinations and styles of play have been tried already. Dozens upon dozens upon hundreds of times. AT this point the only real "unknowns" are the new VEATs.
Certain Powerset choices simply don't perform well in PvP. You can roll them and "have fun", but you'll be playing at a big disadvantage. If you like the challenge, fair enough. But don't pretend the powerset handicaps don't exist, because they are quite easy to prove on paper and demonstrate in the arena. -
On Fiji? Because they had a volcanic eruption and now most of the planet is three feet below sea level...
Nice plan. Excellent plan! Brilliant plan! What about the sheep? What are you going to do, buy them water-wings? Fit them with stilts? Better still, you could cross-breed them with dolphins and have leaping mutton.
(Love the 'Dwarf!) -
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Do you really want to put your ma/wp scrapper up against something with like a ice/kin, ice/rad or fire/em?
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Firstly (and this is not a dig at you) I wouldn't roll a Willpower for PvP in the first place. Especially the Scrapper version, which lacks both an uninterruptable self heal and decent levels of mitigation against ranged attacks.
In fact, I'd have a hard time rolling a scrapper for any PvP duels. I'd happily pit a /Regen against the Fire/EM or a /SR against the Ice/Rad, but I'd prefer to bring an Ice Tanker, a Stalker, a Perma-Dom, another Rad or a Blaster with Phase for both.
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Fight fire, with fire ...
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More like "fight Rock with Paper or Rock (but not scissors)". There are some builds that simply can't be made workable, or at least put you at a huge disadvantage in duels. Dark Armor, for example. Or a Warshade.
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I've seen my mate on his kin/elec draining a lieut of most of his endurance in 1 or two shots, even if you have all a full tray of blues you would be in a world of trouble if he hits you and drop your toggles.
So why bring something to the fight which can be easily hit, or which does not have a high recovery rate? Wouldn't you rather bring something like a SR scrapper?
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Because Defense is largely irrelevant in PvP versus most hero-side ATs, even positional defence. As a Kin/Elec defender, (#1) He'd have access to Aim. (#2) He'd have access to Power Boost (#3) His recharge/speed debuffs are irresistable. That's pretty much "Game Over" as far as SR is concerned. I'd rather bring something with either Radiation debuffs, Stealth, Phase Shift, decent ranged damage and/or a ranged Mez. Even a Mastermind would fair better than a Scrapper there (Kins can't keep multiple henchmen debuffed or sapped as easily as a single target).
But I'd still pop a blue when he drained me. "Counters" and all that.
Inspirations are just another form of counter, just like Phase Shift or Defense Debuffs.
You don't need to run an "AT Killer" cycle, there are plenty of combinations that are fairly evenly matched. "Stone versus Stone" is more fun than "Stone versus Scissors" or "Stone versus Paper". "Apple versus Orange" (wierd builds fighting each other, neither designed specifically to kill the other) is the most fun IMO.
I enjoy fighting against challenging opponents too, but not allowing inspirations rules out an awful lot of possible fight combinations. -
Peacebringers are fairly well known for being survivable. They're very hard to kill in PvP.
Unfortunately, (unless we're talking about a Kheldian in Nova form versus a poorly-played travelpowerless Mastermind) they're also about as dangerous as a wet teabag.
Their most damaging attack chain (Build Up + Radiant Strike + Incandescent Strike + Gleaming Blast) has a long activation and isn't powerful enough to kill a squishy. And they have no mez worth speaking about (IS's hold doesn't break Acrobatics, Pulsar is inaccurate and has a looooong animation).
It's only really possible for a PB to kill stuff toe-to-toe, or possibly on a defender-heavy team due to the +Damage buff from Cosmic balance. Solo and toe-to-toe my own Human/Dwarf PB has killed a Granite Brute. But it took nearly four full minutes of pounding on him, and that was with a fully IO'ed build. -
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I thought the goal of this exercise was to see how Crystal's build would fare against another build(s) (sorry, no luckies, enraged of breaking free there, just pure planning.)
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By that logic, any toon without mez protection will never win a "duel" against anyone with two seperate mezzes. When one mez suppresses, the other is inflicted. Breakfrees are insprations, after all. Similarly, most melee toons would automatically lose to anyone with telekinesis.
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In my opinion anyone can pop 4 x luckies, 4 x bf and 4 x enrage, kill something and then spend the whole time running away after his inspiration are done, waiting for the clock to run out.
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Just because you pop a few skittles doesn't mean you're any more likely to be able to kill something. Particularly if you are playing a melee toon. They can just run away, Phase Shift or Cage you until your candies wear off.
The whole point of inspirations in PvP is to balance one-sided fights. Reds to counter -damage debuffs, Yellows to counter +Defense and Stealth, Breakfrees to counter mez, Blues to counter end drain, Greens, Purples and Oranges for Survivability (and TP Foe Resistance). If you know your opponent is bringing a 'sapper', bring blues. For a Controller, bring Breakfrees. The tactics are just common sense.
(Apologies for beating the already-mutilated Pony carcass here, just trying to clarify things...) -
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Peacebringer / Luminous Blast / Photon Seekers: Increased Radius on Peacebringer Photon Seekers explosion from 7 to 10, but reduced their damage slightly from Damage Scale 2 to 1.64.
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Source here
43% Increase in Radius, 18% Decrease in Damage.
In-game this translates to 333.7 Damage --> 273.6 Damage
Frankly I usually use them as a Mini-Nuke anyway. The Damage decrease sucks, but it's not TOO bad... and the radius increase will mean that they're a nice little 1-2 combo with Dawn Strike. Maybe this is the start of Kheldians actually being re-examined. They could sure use a damage scalar increase in Human form. -
The damage increase is a fairly big deal. It'll be a MAJOR buff on teams, which is the main "weakness" of Stalkers. But it'll be noticable solo, and the damage modifier buff will naturally also carry over to PvP.
My current EM/Regen Stalker has +34% Damage from Assault + Set bonuses. +32% of that is available in Sirens Call. In Sirens it currently takes about the equivilant of one red insp to let me two-shot a HP-Capped Scrapper [with AS + Energy Transfer]. This change will mean I'll be able to do that inspless.
A little payback for the "Debuff Patch" height change... All those Spine/Regens better either learn to jump or scrunch up next to the Stormy in the Caltrops patch! ;-)
I still want a higher HP cap though. 1600 is just too darn low. I'm not asking for the Scrapper 2400-odd cap, but even bumping it up to 1800 would let me get some use out of Dull Pain. In fact, why not just double the Max HP cap across all ATs?!? It's not like solo Regen Scrappers are able to buff up much higher than the current cap anyway, and WillPower Tankers could use a little extra help in the endgame. Also, it'd make all the Colds better appreciated if their +HP Power actually did squat for once... -
It's a nice buff, but the Stalker HP Cap REALLY needs raised now. It was fairly easy to cap their HP before on a Willpower or Regen Stalker (even without accolades for the Regen). Now it's laughably simple. Dull Pain is now going to be essentially useless other than as a long-activation Heal.
The HP cap is currently 1606 HP. New Stalker Base HP is going to be 1204 HP, 1445 with accolades. Dull Pain can boost your HP by about 60% base HP... but there's only 161 HP to go until you hit the HP cap on an accoladed Stalker WITHOUT +HP IO Set Bonuses. That's at least 561 HP (35% of their capped HP) wasted. -
The Recharge Cap is 400% - see http://cityofheroes.wikia.com/wiki/Limits
+ 100% Base
+ 100% ish from raw enhancement
+ 70% From Hasten
+ 130% From Set Bonuses, other powers and outside buffs.
The FF +Recharge Proc is a nice boost, but it only works at best 50% of the time since it suppresses itself. In practice with a fast recharging AoE attack you'll have it up about a quarter of the time. It also doesn't work when exemplared as the +Recharge doesn't get applied (haven't tested this since i12 went live). -
I think most of any build advice I could give has already been summed up in this post. My build has been tweaked slightly since then to drop Conserve Power for Resist Energies and stick a Force Feedback Proc into Footstomp, 27.6% Energy/Negative Resists now but the rest of the mitigation numbers are unchanged.
My own INV/SS went for the "Tough + Perma Dull Pain" route rather than Aid Self. INV's Non S/L resists really don't help that much (I went for Resist Energies only because I never used Conserve Power). Dull Pain + Invincibility is where most of your mitigation will come from when you're actually fighting non-S/L-damage foes.
"Womble" without Invincibility: 17.7% Defence
"Womble" with Invincibility (1 mob in range): 28.1% Defence
"Womble" with Invincibility (8 mobs in range): 44.9% Defence
"Womble" with Invincibility (10 mobs in range): 49.6% Defence
That's Defence to all save Psi. And Psi mobs aren't too bad either when you can spam Footstomp to keep them mostly knocked down... Womble tanks the Psionic +4/+5 Rikti Bosses unaided in RWZ raids fairly often. -
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Mace Mastery
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Unfortunately the Crab Spider (unlike the Bane) will still have redraw issues with Mace Mastery. I'd advise Mu instead, you get a decent blast, another AoE (choice of two actually) and a Ranged Pet. Or go Mako if you want to stack cones (Bile Spray rocks, as Praf's already stated) and don't mind a melee pet.
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Hurdle (or Swift, not sure)
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Given three slot choices I'd go with Hurdle, CJ and SJ and feel completely ungimped.
Given two slot choices I'd either go with Hurdle + CJ or Swift + SS (assuming I'm taking Hasten).
Given one slot choice I'd go with Swift, slot a RunSpeed into Sprint and live with my gimpiness.
In my build above I went for Leadership Pool Assault rather than CJ, but I was thinking of dropping Aim for it. Then I thought: "heck, it's Redside... there's always Infinite Sky Raider Packs from Ouroboros". And if worst comes to the worst, I can always roll that Kinetic Corruptor on my second account... SB, Fulcrum, IR and ID are almost custom-made for Crab Spiders, to say nothing of Transfusion/Transference. -
Just treat it like a blapper with mez protection and semi-decent Defence.
Wide Area Webnade is alright too. I wouldn't rely that much on Stealth except for Crits TBH. -
I haven't seen anyone post any numbers that factor in IOs yet... so I thought I'd give it a shot.
I've been looking at a "proper" crab build... and it's beginning to look like a great farming toon.
My "completed" Crab build has about +80% Global Recharge from IOs and MT, plus Hasten.
In terms of survability, I'm looking at:
[u]Defensive Stats[u]
46.3% Fire/Cold Resists,
39.1% Energy/Negative/Toxic Resists
26.4% S/L Resists.
30.4% Ranged Defence,
18.6% Defence to all others.
250% Regeneration, 3.40 End/Sec Recovery
Permanently at the HP cap (Serum recharges in 104 secs)
Hasten downtime of 8 secs.
Mez protection to everything except End Drain.
Over a 10 second period you personally can deal out this kind of punishment:
[u] Ranged AoE Chain[u]
[Venom Grenade fired to apply pre-emptive -resistance]
Aim --> Elec Fences, Frag Grenade, Ball Lightning, Venom Grenade, Elec Fences, Frag Grenade.
[Buff from Aim expires]
Total Raw Damage within Aim Cycle (Excluding Procs) - 933.4 Damage
Total Damage within Aim cycle including -20% resist - 1120.1 Damage
Total Damage, including -20% resist + average Procs - 1200.5 Damage
"Maximum Possible Damage", assumes all Procs 'Fire' - 1522.1 Damage
So the average AoE damage works out at 1200.5 for a ten second long chain. (Note that without "Aim", the same chain would deal 1002.2 damage, so you are not as dependant on Aim for damage as it might appear).
Plus any damage from Pets (buffed by your 2x Assault auras) and the "Omega Maneuver" nuke.
Same deal for a ST chain, using Longfang and Channelgun + filling-in with AoEs when needed:
[u] Ranged ST Chain[u]
[Venom Grenade fired to apply pre-emptive -resistance]
Aim --> Longfang, Channelgun, Frag Grenade, Longfang, Channelgun, Ball Lightning, Longfang.
[Buff from Aim expires]
Total Raw Damage within Aim Cycle (Excluding Procs) - 1434.2 Damage
Total Damage within Aim cycle including -20% resist - 1721.0 Damage
Total Damage, including -20% resist + average Procs - 1807.2 Damage
"Maximum Possible Damage", assumes all Procs 'Fire' - 2151.8 Damage
Power list - (Haven't attempted an IO build export since Mids is very heavily tweaked at present)
Villain Profile:
Level 1: Channelgun
Level 1: Crab Spider Armor Upgrade
Level 2: Longfang
Level 4: Combat Training: Defensive
Level 6: Swift
Level 8: Aim
Level 10: Tactical Training: Maneuvers
Level 12: Venom Grenade
Level 14: Health
Level 16: Tactical Training: Assault
Level 18: Frag Grenade
Level 20: Stamina
Level 22: Mental Training
Level 24: Fortification
Level 26: Assault
Level 28: Serum
Level 30: Tactical Training: Leadership
Level 32: Omega Maneuver
Level 35: Summon Spiderlings
Level 38: Call ReinForcements
Level 41: Electrifying Fences
Level 44: Ball Lightning
Level 47: Summon Striker
Level 49: Hasten -
I'm still looking at the below for a Ranged Crab build:
1) Channelgun
1) Crab Spider Armor
2) Longfang
4) Combat Training: Defensive
6) Hurdle
8) Combat Jumping
10) Tactical Training: Maneuvers
12) Venom Grenade
14) Aim
16) Health
18) Frag Grenade
20) Stamina
22) Mental Training
24) Fortification
26) Tactical Training: Assault
28) Serum
30) Tactical Training: Leadership
32) Omega Maneuver
35) Summon Spiderlings
38) Call ReinForcements
41) Electrifying Fences
44) Ball Lightning
47) Summon Striker
49) Hasten
Hasten is great to get the pets up sooner. And although I can do without a real travel power, I can't do without having at least Combat Jumping + Hurdle.
I've tried a Cone heavy build before (with Spines toons) but find myself preferring actual AoEs given the choice... therefore I'm not dead keen on Suppression. Less damage and shorter range than Frag Grenade with a much longer cast time. And it's a cone versus Frag's AoE. Admittedly, it's Energy damage rather than Smashing/Lethal damage, but I'd say the advantages of Frag makes up for it. Particularly with Venom Grenade's -resist.
There are loads of AoEs in the above build, and all save Electrifying Fences have a range of 80 feet. Frag Grenade, Venom Grenade and Ball Lightning all do decent damage. Electrifying Fences frankenslotted doesn't do badly either. I went Mu for the immobilise, since it's the only ranged one that prevents knockback (From Frag Grenade and the Spiderlings) and the fact that the pet flies and deals ranged damage. I'd looked at Mako, but theres only one cone and it doesn't animate as quickly as Mu's two AoEs... and Mu's pet is much better for a ranged build. -
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It's true - us PvP'ers all got together, put some money towards a plane ticket and sent someone over to NCNC to personally voice our disaproval of Poison Gas Trap.
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You FIENDS.
(Anyone else notice that They're fixing Corruptor /traps endurance consumption values? With one hand the Devs giveth, with the other they taketh away...)
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At present I'm looking at rolling a Crab Spider. Fortunas and Widows don't interest me much; although that's probably more to do with me already having a Spines/DA, a "Sapper", and a Stalker.
I'd had my eye on Banes since hearing about the VEATs, but in my opinion they're simply too squishy now ever since their Placate's recharge time was tripled. They are mostly single-target melee damage, but they now lack the mitigation necessary to go toe-to-toe with (or in many cases even kite) Bosses or EBs.
At the moment an EM/Regen /WP or /Ninjitsu Stalker with the Mace patron is better in virtually every respect than a Bane Spider: far higher ST damage, more survivable, and just as much mob "lockdown". The only real thing they have going for them is the allied buffs, which Crabs can do just as well if not better (better because Crabs can stay in one spot near their teammates whilst fighting whereas Banes need to be more mobile to rehide and inflict their melee damage).
Crabs on the other hand I quite like the look of. They are much better suited to AoE damage and Ranged damage than Banes, and with both a Dull Pain clone and a Resistance toggle they're considerably more survivable. They also get access to exactly the same pet "layout" as Masterminds: three -2s (Spiderlings), 2 -1s (Disruptors) and an even-level (Patron Pet), and their Leadership powers will boost the pets' survivability as well as that of their teammates. The fact that most of their damage is of a fairly unresisted type and they have a regular "Nuke" is a bonus.
Right now I'm planning to roll a Crab Spider specced for AoE damage and Pet control. An AoE attack chain of Aim + Venom Grenade + Elec Fences + Frag Grenade + Ball Lightning inflicts about 585 Damage straight-up and 760 Damage after factoring in the 40% -resistance debuff. Pet damage and ST damage blasts are icing.
Fully IO'ed up with Hasten running (8 Second Downtime) there is around a 20 Second downtime on Patron Pet/Disruptors, 60 second overlap on Spiderlings, 16 second overlap on Serum. "Blastermind"...
Level 1: Channelgun
Level 1: Crab Spider Armor
Level 2: Longfang
Level 4: Combat Training: Defensive
Level 6: Hurdle
Level 8: Combat Jumping
Level 10: Tactical Training: Maneuvers
Level 12: Venom Grenade
Level 14: Aim
Level 16: Health
Level 18: Frag Grenade
Level 20: Stamina
Level 22: Mental Training
Level 24: Fortification
Level 26: Tactical Training: Assault
Level 28: Serum
Level 30: Tactical Training: Leadership
Level 32: Omega Maneuver
Level 35: Summon Spiderlings
Level 38: Call ReinForcements
Level 41: Electrifying Fences
Level 44: Ball Lightning
Level 47: Summon Striker
Level 49: Hasten -
You may want to rethink part of the now traditional /Devices builds in i12.
BaB has said that Castle is making the Turret pet mobile (it flies and presumably follows you).
Source is here