MaelwysAlts

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  1. MaelwysAlts

    ss is weak!

    It gets better.

    Rage!
    Footstomp!

    At level 50 my INV/SS's Haymaker does 143 Damage normally, and 202/260 with Rage buffing once/twice.
  2. Quote:
    Originally Posted by Beelzy View Post
    The reason I was guessing rad was because Lingering is a toggle, thus does not decrease DPS, AccMet increases damage and recharge (for you and your pets) and the secondary as a whole improves your survivability as compared to cold.

    Sorry, I know it's a little FotMy, but that's because it is such a great combo...
    What Claws said.

    Also:

    (i) Rad's main resistance debuff can't stack with itself like Cold's can. Sleet is a Psuedopet, and each instance of it is treated as a seperate caster.

    (ii) Pets aren't affected by recharge buffs/debuffs anymore. AM would buff their damage, but not their power recharge times.

    (iii) Rad is really only a FoTM because of its utility on the "FRad" teams. These can hit a lot of caps simultaneously (such as the foe -ToHit/-Resist/-Damage/-Recharge caps and the ally +Damage/+Recharge caps) due to all the stacking of different types of buff/debuff powers Rad has, combined with the stacked combo of Hotfeet/Choking Cloud.
  3. Quote:
    Originally Posted by Mazdryk View Post
    After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage? I wont even get into INSP use also not affecting pets.
    MMs get to do other things while pets are beating on their foes.
    That can include laying down debuffs/buffs, healing, or even using attacks.

    Most MM combinations are amongst the best soloists in the game. Many can take on GMs. Set bonuses not affecting pets is irrelevant since it means you can slot for other things than accuracy and damage set bonuses - MaxHP and Recharge in particular tend to be very helpful for most MMs (The Primary Sets all have at least one power that is helped by +recharge, most secondaries have multiple powers. Even Forcefield).

    Aside from this, there are many Proc IOs that are helpful to pets - Three Standard Pet Procs, Two Recharge Intensive Procs, a Purple Pet Proc, plus any extra "Chance for Damage" Procs that pets can take such as those in the Slow, Defence Debuff, ToHit Debuff or Knockback sets.
  4. Quote:
    Originally Posted by warden_de_dios View Post
    Surveillance is a toggle so its not going to effect DPS. It can also be slotted with the Achilles proc.
    Did they change this?

    I'll admit to not owning a Bane, but last I checked surveillance was a single-target click debuff which had a 20 second duration. It does indeed take the Achilles proc, but if it is a non-damaging click - rather than a toggle - you'd not want to spam it regularly.
  5. Quote:
    Originally Posted by Vel_Overload View Post
    Mace Mastery hands down. Never Ever say that 'oh I already have some defense, I don't need anymore' More Defense is more Defense. The Shield is absolutely perfect and the AoE Immob seems to be made specifically for Robots.

    Go Mace Mastery and never look back. Don't get Tough and Weave, those have lower priority than your epic shield.
    (i) You don't need more Typed defence when you're already over the Positional softcap. You can build such a Bot/Traps without taking Weave or Hover (you don't even need 'Tough' when you can put a Steadfast +3% Defence IO into 'Charged Armor'). The key is to slot your Protector Bots for some +Defence and take and slot up Maneuvers... both of which a Bots MM should be doing anyway... then put a Gaussian's Set in Tactics. You can then make up the difference with intelligent slotting for set bonuses in your standard primary/secondary powers.

    (ii) Masterminds get Defender/Controller buff values for their resistance shields. You really don't want to miss out on getting an easy >43% Resistance to S/L/E damage. Especially whenever you've already got softcapped defence, and bodyguard to stack with it.

    (iii) As already mentioned, Electric Fences beats Web Envelope by miles (it does damage and it inflicts knockback protection on your foes) except for the hardly-ever-useful-outside-of-pvp component -fly/-jump... which you already have available in Web Grenade anyway. The ability to keep Multiple foes inside your Burn Patches is amazing on a Bots MM.
  6. I'll jump on the Mastermind bandwagon.

    And I can definitely recommend /Traps for general all-round soloing.

    A well played /Traps MM can solo a GM, let alone a standard high-difficulty mission... plus when paired with a low-maintenance Pet set such as Bots, Demons or Thugs you get to be as active as you want with your own powers while your pets do their thing. Loads of optional clicks such as Web Grenade, Caltrops, Trip Mine, Triage Beacon, Poison Trap, Acid Mortar, Seeker Drones... and if you take the Medicine pool and Maneuvers you're even more resilient.

    Dark's essentially just as powerful as traps, but you tend to need to be more alert due to the lack of the "fire and forget" nature of Force Field Generator versus Dark's Foe-Targeted Heal + Darkest Night/Fearsome Stare.

    Another option might be a /Dev Blaster with both Cloaking Device and Superspeed or a Stealth IO. Completely different playstyle to a normal Blaster, but loads of fun and able to do some really crazy stuff solo (albeit with long setup times).
  7. With Burn's new behaviour it's not a situational power any more.
    It's a regularly-firing PBAoE Nuke (maximum # of targets = 5, that's the ONLY downer)

    Granted, with Archery/ you'll probably be able to kill nearly anything already with just Rain of Arrows. But for other sets without regular heavy AoE, and particularly on Tankers, it's pretty amazing damage potential. It stacks brilliantly with Fire Sword Circle too, so for most /Fire Blasters it's a very good power pick.

    As an Archery/ though, you probably don't want to be in Melee range very often, and you'll likely also want to minimize weapon redraw... With both Rain of Arrows and Fire Sword Circle (with its similar AoE radius but higher target cap compared to Burn), Burn will be kind of superfluous and unhelpful. If this is the case, Hot Feet might be better as it'll do a passable job of keeping foes out of melee range of you (20 foot radius and it does the "run away" type of fear not the "stand still and shudder" type), although it's fairly endurance intensive.

    Usually Hot Feet isn't a great Idea for a Fire Blaster as it moves foes out of range of Fire Sword Circle and Burn. It's alright as "extra" tick damage though... and since it also covers a fairly wide area it tends to be a Fire/Kins main source of damage output.
  8. There was a new verison of Mids out on the 2nd October 2010 - v1.810.
    Amongst other things they've added in Arcanatime and fixed the auto-update feature.

    http://www.cohtitan.com/forum/index....ic,3375.0.html
  9. Quote:
    Originally Posted by Psycho_Sarah View Post
    I wish they would just take away the melee attacks from Mercs/Robots/Thugs.
    They did for the Merc's Medic and the Robotic's Protector Bots.
    Doesn't stop them from running into Melee Range though.

    Or rather, it DID... but then the recent AI change has broke it again. Currently they'll both quite happily run in and stand there like idiots until they finally figure out that they don't actually possess any melee attacks.
  10. Step #1: Get an Empathy Defender to Level 50
    Step #2: Slot 97.7% Healing Enhancement into 'Absorb Pain'
    Step #3: Declare to all your potential teammates that you've got "1337 Healz"

    Hurrah!!
  11. [ QUOTE ]
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    We've now to grounds to say to angry leaders who shout "need emp!" on STF runs, that *we* did it w/o an emp or shivs...and then look very smug

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    I take back anything i said in my previous post, twas my evil twin momentarily took over my computer and posted that, not me, really, honest....



    [/ QUOTE ]

    Evil twins can be such a nuisance

    [/ QUOTE ]

    LIES!!!