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Posts
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How about posting a build from something like [/b]CoH_CoV Character Builder?
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I'm really impressed with your writeup. And the fact that you suggest what to slot based on TO/DO/SO enhancements are great!
I also agree that you suggest slotting nothing but Acc at lower levels since you need to hit and the 50% miss rate sucks. However, you didn't seem to follow your own advice. So I changed it so nothing but Acc until you have those filled in. Here it is;
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Dark Scrapper
Level: 12
Archetype: Scrapper
Primary: Dark Melee
Secondary: Dark Armor
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01 -> Shadow Punch => Acc(1)Acc(3)Acc(3)Dmg(11)
01 -> Dark Embrace => EndRdx(1)
02 -> Smite => Acc(2)Acc(5)Acc(5)Dmg(11)
04 -> Shadow Maul => Acc(4)Acc(9)Acc(9)
06 -> Air Superiority => Acc(6)Acc(7)Acc(7)
08 -> Swift => Run(8)
10 -> Obsidian Shield => EndRdx(10)
12 -> Touch of Fear => Acc(12)
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01 -> Power Slide => EndRdx(1)
01 -> Sprint => Run(1)
01 -> Brawl => Acc(1)
01 -> Critical Hit => Empty(Can't slot it)
02 -> Rest => Rechg(2)
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I also noticed that you didn't slot Brawl. Prior to level 6 (getting Air Superiority), I use Brawl occasionally when my other powers are recharging. No sense leaving it empty. After level 6, you can leave it alone (I haven't used it after that).
Yes, I have Power Slide. I really like it. When Endurance is a problem (right after fighting a group), I can use Power Slide with it's reduced End cost or I can use Sprint when my Endurance is full and get a slight speed boost.
I also slotted Air Superiority with Acc as soon as I got it. Keeping those mobs on their back is great way to prevent them from getting hits on you. However, this means waiting until level 9 get two more Acc into Shadow Maul.
So, what do you think? -
The problem with Regen as a Stalker is that you get hit a lot more, which makes it harder to rehide (I think it's about 15 seconds of not attacking and not getting hit). You get a defensive bonus when hidden (even if they know you're there) and you can use your Assassin's Strike again.
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I was wondering if anyone has a Fire/Kin build guide (levels, slotting, etc.). One would be greatly appreciated.
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I don't know if it's CoV only. I've been playing an assortment of alts and I've seen it in both (I've practically had to tell them "Wait right here and I'll lure them to you." so it would work properly).
I've told Scrappers and Tankers "I'm going to pull - wait around the corner." Instead they seemed intent on watching what I'm doing (standing right next to me). Then charge the enemy I shot when it starts shooting them (I ducked around the corner so it would chase me and now that it can't see me and it can see them). This totally negates the whole purpose of the pull and has gotten us into trouble. -
I don't know if it's just me, but lately it seems to me that a lot of other players just don't seem to understand the purpose of pulling or how to use it properly.
[*]The purpose of pulling is to get just one enemy to come after you while his friends just sit back and wonder where he's going. It's also very helpful when you have several spawns close together and don't think you can handle them all at once.
[*]HOW TO PULL!<ul type="square">[*]Have everyone in the team except the person attacking stand back around a corner where they can't see you. 2 corners are better since that way the enemies that don't come can't see you attacking their friend or wander into viewing range. And corners force them to get closer for the Melee characters to attack rather than the Melees running into the enemies.[*]The person shooting picks one target (preferably a minion that's away from the main group - a Lt will probably pull the whole group, and a Boss+ will get everyone). After attacking, run back behind the other players and wait.[*]Rinse and repeat as necessary.[/list]Simple and effective. -
I don't know if someone else mentioned this or not (too many pages). There seem to be some problems with the descriptions;
Some seem to be like Power pools - you get 2, then you have to have at least 1 of the first two to get the third, and then you need 2 of the first 3 to get the fourth (like Soul Mastery - Master Mind subset). However, some sets say that two of them only need one other to get them (Mace Mastery - Master Mind subset). While others say that only one of the 4 needs one other power from the set (Mu Mastery - Master Mind subset). -
I7 Update - Here what information is currently available on what new stuff will be available in I7 for Master Minds.
[*]Thugs Primary Power: Now that the information on the New Power Sets is available, I thought I'd post the Master Mind information and my opinions of them.<ul type="square">[*]Call Thugs - Calls forth one to three Thugs (depending on your level) to do your bidding. The third Thug you gain will be an Arsonist. Thugs use Dual Pistols and can be taught additional pistol attacks. You may only have 3 Thugs under your control at any given time. If you attempt to call more Thugs, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long
This will be your 1st Tier Pet(s) available at level 1. It appears that they will do Lethal damage, and better damage at range.[*]Call Enforcer - Calls forth one to two Thug Enforcers (depending on your level) to do your bidding. Thug Enforcers carry a Sub-machine Gun, and possess good leadership skills. Their weapon of choice is an UZI, and can be equipped to carry up to 2 at once. You may only have 2 Thug Enforcers under your control at any given time. If you attempt to call more Enforcers, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: Very Long
This will be your 2nd Tier pets and become available at level 12. Like the 1st tier pets, they will probably be doing mostly lethal damage and better at range. What leadership skills they'll have and their bonuses is still unknown.[*]Call Bruiser - Calls one massive Bruiser. He is strong, tough and has a mean temper. As a Brute, he will generate Fury and deal more damage the longer the combat lasts. His Super Strength powers means he favors hand-to-hand combat. He has resistance to Lethal and Smashing Damage and some resistance to Fire and Cold Damage. You may only have 1 Bruiser under your control at any given time. If you attempt to summon another Bruiser, the power will fail. Recharge: Very Long
This will be your 3rd Tier Pet and becomes available at level 26. Using the information about Super Strength Brutes, he'll probably be doing only Smashing damage at melee range.[*]Equip Thugs & Upgrade Equipment - These will be your First and Second Pet Upgrades (levels 6 and 32) respectively. Nothing about what they do to your Pets.[*]Gang War - Calls a gang of 10 or so Thug Posse to come to your aid for a brief while. Posse are not like your true Henchman. They cannot be given direct commands, nor will they appear in your pet window. You must select an enemy target to attack first before calling these Thugs. Posse are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will only stick around for a few minutes before taking off. Recharge: Very Long
This power will become available at level 18 and looks very interesting. A Posse of 10+ Thugs. However, you probably won't be able to keep this up continously even with Haste and you won't be able to upgrade them. That and the fact that you can't control them means they're running around in Aggressive mode and having the same problems as leaving your pets in Aggressive mode. And with that many of them, lag may become a problem. :[*]Pistols, Dual Wield, and Empty Clips - Three new pistol (probably Lethal damage) attacks available at levels 1, 2, and 8 respectively.[/list]
To be honest, I don't know how to rate this. There will be advantages and disadvantages. Lethal damage is highly resisted in the higher levels, and Smashing Damage (from your Bruiser) is the most resisted in the game. Having your pets in two parts - Bruiser in Melee, everyone else at range - may be good or bad. With the Bruiser in Melee your other pets (especially the 1st Tier Pets) will last a lot longer since they're not together so AoEs will only affect the Bruiser or the everyone else. However, with Dark Miasma - due to it's PBAoE heal - you won't be able to heal both the Bruiser and your other pets at the same time.
[*]Secondary Power Sets:<ul type="square">[*]Nothing New - Unfortunately, no new Secondary Power Sets will become available for the Master Mind.However, I reciently read another post where someone stated that their first MM was a Necro/Dark and he thought that Necromancy was overpowered. Much later he played several other combinations of MMs and found out that it wasn't Necromancy that was overpowered, it was Dark Miasma's power (compared to the other Secondaries). I agree with this, Dark Miasma is the best secondary by far.[/list][*]Patron Power Pools: (you can read about them here)<ul type="square">[*]Leviathan Mastery - Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.
Three Lethal Damage attacks (one includes a hold) and one shield (Shark Skin - This improves your Damage Resistance to Lethal, Smashing and Cold damage).[*]Mace Mastery - Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.
An interesting set. Two webs (one AoE, one more powerful but single target, no damage holds), a shield (Scorpion Shield - This shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage), and an attack (cone - Kinetic - probably Smashing - damage). This set might be nice if you want a couple of webs.[*]Mu Mastery - Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.
Three Electrical (Energy) based attacks that also drain endurance (one holds can also give you some of that drained endurance) and one shield (Charged Armor - Toggle - Makes you highly resistant to Smashing, Lethal, and Energy damage).[*]Soul Mastery - Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.
To me, this looks like the best set and will fit nicely with Dark Miasma secondary. It has another power like Shadow Fall (Dark Embrace - although it is probably self only - not your pets) and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage. You can also get three negative-energy based attacks; two cones - one of which holds, and a single target hold.[/list]Just by reading the descriptions, I think Soul Mastery is going to be the best. Time will tell. -
This post goes into great detail about Master Minds and their power sets. The MM Archtype is primarily designed around getting your Henchment (Pets) to do the dirty work for you. Master Minds make great solo players and team players, however, they don't do very well in PvP since the MM has low health and other players will ignore your pets since when you go down, so do your pets.
[*]Common Master Mind Powers:<ul type="square">[*]Supremacy - This is your Archtype power. It's always on and drains no endurance. It give close-by pets that can see you (about 65 feet range with direct Line Of Sight - LOS) a 15% bonus to accuracy and damage. Too bad you can't slot it.[*]Summon 1st Tier Pet(s) - You can choose this power at level one as the second choice on the list. This is always a better choice than the single target attack as the other choice. This pet is at your level from 1-5. At level 6 you get your second one of these and both become -1 to your level (example - you're level 8 so when you use this power, you will summon two 1st tier pets at level 7). You get your third and final 1st Tier Pet at level 18 and all three are at -2 to your level. Fortunatly, you only have to use this power once to get all of them since it has a 90 second recharge. Slotting this power affects the summoned pets so Accuracy and Damage enhancements are always a good choice.[*]First Pet Upgrade - This choice is available at level 6. It gives one pet more attacks so they can attack more often and thus they'll do more damage (you have to do this to each pet so they can use the additional attacks). This power also lasts until the pet has been defeated, so you don't have to keep putting this on the pets. This will also upgrade your 2nd and 3rd Tier Pets so they have additional attacks also. Do yourself a favor and get this as soon as possible. I normally don't put extra slots in this and just put in one Endurance Reducer or one Recharge Reducer (it normally takes six seconds to recharge).[*]Summon 2nd Tier Pet(s) - This tends to be a more powerful pet than the first tier and is available at level 12. Remember this pet also needs the First Upgrade to be effective. You get your second one of these at level 24 (and like the First Tier pets, it's at your level when you can summon only one, and -1 to your level when you can have two at levels 24+). Slotting affects the summoned pet, so again slotting for accuracy and damage is a good choice.[*]Summon 3rd Tier Pet - This is your "Ultimate" pet. You only get one of these, so it is always at your level when you summon it. It will have the best attacks and other effects. It will be available at level 26.[*]Second Pet Upgrade - This is your last Primary power choice available at level 32 and it stacks with your First pet upgrade (you need both upgrades on you pets to give them all the attacks/abilities). However, it has a high endurance cost and long recharge (60 seconds). I recommend that you upgrade your 3rd tier pet first due to this.[/list]Other than Supremacy, all of these powers are from your Primary Power set. Summoning Pet(s) will replace fallen pets, but will fail if you already have your maximum number of them. Since these are all great powers, and every MM should get them as soon as possible.
[*]Primary Power Sets:<ul type="square">[*]Mercenaries - This set is primarily designed around fighting with guns at range. They do mostly lethal damage, which becomes highly resisted at the higher levels (they can also do Fire and Toxic damage depending on the pet and upgrades). Although they do have a melee attack, it's better to have them attacking at range since they have better ranged attacks. Your third 1st tier pet is a Medic (at level 18 who can heal you and your team-mates in addition to your pets), although his attacks aren't as good as the other two 1st tier pets. Mercs are highly resistant to Confuse and Placate, and are somewhat resistant to Smashing and Lethal damages. Personally, I believe that Robotics are a better choice for ranged based attacks.[*]Necromancy - This set is primarily designed around Melee attacks. Although they do have ranged attacks, it's better to have them beating on your enemies. They can do Lethal, Toxic and Negative Energy damage - depending on the upgrades on them. They can also self-heal (3rd tier pet with the first upgrade, 1st and 2nd tier pets with the second upgrade). You can also have another pet with "Soul Extraction" (available at level 18 - use this power on a defeated pet) then summon a replacement.They are highly resistant to Disorient, Fear, Sleep, and Slow. They are also fairly resistant to Psionic damage and somewhat resistant to Cold, Negative Energy, and Toxic damage. However, they seem to take extra damage from fire.[*]Ninjas - The power of your Ninjas are primarily designed around attacking at melee range, although they do get ranged attacks. They can do Lethal and Fire damage. They are highly resistant to Confuse and Taunt effects, and they're slighlty resistant to all attacks. They are also slightly faster than the other pets choices. Personally, I believe that Undead are a better choice for melee based pets.[*]Robotics - The robots attacks are primarily designed for ranged attacks that are energy and fire based (depending on the pet and upgrades). Your 2nd tier pets (Protector Bots) can heal your other bots with the first upgrade. With the final upgrade on your 3rd tier pet (Assault Bot), it has nice AoE attacks. Bots are very resistant to Disorient, Fear, and Sleep. They are also fairly resistant to Cold, Lethal and Psionic damage. Bots seem to take extra damage from Energy (and maybe Negative Energy), although I have no proof of this.[*]Thugs - To be released in I7. Very little information is currently available about them and I'm not going to speculate on what powers they're going to have.[/list]Although you could get by with any of these choices, Necromancy and Robotics are the better ones (with the higher resists). And Necromancy with it's extra pet is a nice bonus. The real choice is between Melee and Ranged attacks. Melee attacks do more damage, however, your pets will also be taking more damage (and thus be going down faster).
[*]Secondary Power Sets:<ul type="square">[*]Dark Miasma - You use the power of the Netherworld to debuff your opponents. This is my personal favorite. At level 1 you get a PBAoE heal (Twilight Grasp) that will heal you and nearby friends/pets while debuffing the targeted enemy (however, you have to hit that enemy to get it to work so missing really sucks - and you'll miss a lot until you get at least 2 accuracy DOs). At level 10 you can get an AoE revive for team-mates (Howling Twilight - again, you need an enemy, however, it's an auto-hit power and it doesn't revive your fallen pets). At level 16 you can get a PBAoE stealth field (Shadow Fall). There are also a bunch of great debuffs available. And at level 38 you can get another pet with Dark Servant.[*]Force Field - You put up force fields to proctect yourself and your team-mates/pets. I've found this to be a lot more difficult than most of the other secondaries. At level 1 you get Force Bolt (tiny damage - mainly used for it's knockback). The knockback effect can be a pain since now your pets have to chase the target, you frequently knockback into another spawn of enemies, and you can knockback into the wall (making it impossible to hit - a real pain). At level 16 you can get Personal Force Field - however, it doesn't stop every attack and it blocks the effects of Supremacy and the Leadership power pools, and you can't summon/upgrade pets while it's active (although it's pretty good "oh-my-god" power to get you out of trouble, to/from missions, and for ambushes). It's not until level 20 - when you can get Dispersion Bubble - that this set really beings to shine. And once you get SOs, it really helps reduce the damage taken.[*]Poison - You use poisons to help your friends and hurt your enemies. This is a pretty good choice. At level 1 you get a single-target heal (for your team-mates/pets, not yourself). It's not as good as the Dark Miasma one, but you'll never miss. At level 16 you can get Elixir of Life - single target revive - to use on fallen team-mates (it doesn't work on pets). When you revive someone, they are more powerful (+Acc, +Dam, +End recovery, and +Recharge). After 90 seconds, they become weak and can do nothing but puke for a while.
You also get some nice debuffs throughout the secondary.[*]Traps - You use devices to help your team-mates/pets and hurt your enemies. At level 1 you get Web Grenade (Immobilize, -Fly, -Recharge). At level 4 you can get Triage Beacon (immobile object that gives +Healing Rate to anyone within 20 feet). Overall, it's pretty good secondary, but the Triage Beacon doesn't really heal well, has no revive ability, and can draw aggro as they go after the person doing damage.[*]Trick Arrow - You shoot your bow to hurt your enemies and reduce their effectiveness. What can I say about this except that it sucks? No healing or revive, no buff team-mates/pets, just hurt/debuff your enemies. As a MM, hurting enemies is a problem since you'll get attacked instead of your pets.[/list]Personally, I like the ability to heal my pets that way I don't have to re-summon and re-upgrade them. Debuffing enemies while doing little or no damage is also important. Reviving fallen team-mates is pretty good bonus. Overall, I'd rank the secondaries as: #1 - Dark Miasma (who can say no to yet another pet at level 38?), #2 - Poison, #3/#4 - Traps/Force Field (it's a tough choice), and #5 Trick Arrow (I'd put it even lower if I could).
[*]Power Pools:<ul type="square">[*]Concealment - A nice Power Pool if you plan on PvP and it can come in handy in PvE. Although Stealth slows you, it's a nice power. Grant Invisibility for your team-mates/pets (although it only lasts 2 minutes). Invisibility will break Line of Sight (LoS) for your pets, meaning that they lose the bonus from Supremacy and the Leadership power pools. A pretty good set, although there are probably better choices for PvE.[*]Fighting - Probably a Skip set. You really don't need the attacks. Tough & Weave only protect you from Smashing & Lethal damage.[*]Fitness - I like this set. Swift & Hurdle give you extra maneuverability/escape during combat. Health means less downtime between fights. Stamina helps since most of your secondary click/toggle powers hurt your Endurance.[*]Flight - Although I really enjoy flying, it's the slowest movement power. Hover is a nice added defense and will help you get over walls and add defense, however, it's even slower than walking.Group Fly just sucks since your team-mates/pets fly slower than you and you/they get a massive -Acc. Team-mates also complain since that can't choose not to have it affect them.[*]Leadership - +Dam (Assault: +12%), +Def (Maneuvers: +2.75% or better), and +Acc (Tactics: +10% or better, Resist Fear, and help you see those invisible/hidden enemies). Just what the MM needs, even more improvements on his/her team-mates/pets, although Vengance doesn't work on fallen pets (skip this one). I highly recommend this power pool![*]Leaping - Super Jump is a pretty good movement power. Most walls in CoV are designed so that 3 SO Jump Enhancements will get you over them. Combat Jumping adds a nice defense boost and increases your jump height. Too bad you can't have both active at the same time to really increase your jump height.
Don't take Jump Kick. Acrobatics might be nice to get the minor resistance to knockback and hold.[*]Medicine - Probably a skip set unless you have Force Fields, Trick Arrow, or maybe even Traps as your secondary. Aid Other/Aid Self would be nice to decrease your down-time between combats. I don't know if Stimulant works on your pets, although I do know that Resuscitate (revive) doesn't work on the pets.[*]Presence - Yet another skip set. You don't need to taunt your foes since this will give you a lot of aggro that you'd rather have on your pets. Getting Intimidate and Invoke Panic might be nice, but your slots are probably better used elsewhere.[*]Speed - Although Hasten has really taken a hit since you can really only 3-slot it with Recharge Reducers (thus not have perma-haste), I still like it. The Second Pet Upgrade has a long recharge and this reduces the time it takes. Some of your better secondary abilities have a long recharge and this helps them too. Super Speed isn't a very good movement power in CoV where vertical movement is almost a must. However, in PvP it could really help you escape (although the +Stealth bonus doesn't works against other players).[*]Teleportation - This is the fastest movement power in the game. Super Speed and Teleport in PvP are probably the best combination of powers to get you into combat and out of trouble fast. Recall Friend is great to get team-mates/pets out of trouble (or walls if they get stuck) or to the to the mission faster. Teleport Foe also comes in handy during PvP and PvE, however it takes practice to understand it's full potential. The only problem with this set is that you don't get one with a +DEF like Combat Jumping or Hover.[/list]These are a matter of choice and personal preferance. I've just given my opinions of them, although it's hard to find a MM without Leadership.
[*]Master Mind Problems:<ul type="square">[*]Your Pets are stupid! - In theory, you could use your pets as a "fire and forget" type weapon. However, it's far better to keep a tight leash on them. Having all your pets attacking the same target is a good way to get rid of it. If someone is foolish enough to attack you, unleashing the power of your hoard upon them is a quick way to get them to forget about you. When they're in melee range, they won't use their ranged attacks (and vice-versus). If they're better at range, stop them from running in. If they're better at melee, force them to run in. Don't let them chase most runners since they will quickly leave your Supremacy/Leadership range and they will frequently run into even more enemies (and this can be painful). The only exception to this is when you have to stop that boss from leaving. Setting them to Defensive mode is far better than Aggressive since they will only attack anything that attacks them. I've had frequent problems with my pets running off to attack another group of enemies that are ignoring us while leaving some of those still attacking behind[*]Pets don't level when you do! - When you level, your pets stay at the level they were when summoned. Normally, it's best to dismiss then resummon your pets to up their level. Especially at the lower levels. There are a few exceptions;
* Level 6 - I really like the first upgrade, and if the mission door is close to a trainer, I'll exit and train. As a minimum, you just need to use the summon pet power to get the second one (the first pet is level 5, now you can have 2 at level 5 so you don't need to resummon the first one).
* Levels 12 and 26 - Now you can learn to summon a new pet. Again, if your mission is close to a trainer, go get it!
* Level 18 - Now you get your third 1st tier pet. Although you still have to resummon your 2nd tier pet to up it's level, the 1st tier pet doesn't need upgrading since you'll get three at level 16 and the two you have are at level 16. Just summon to get the third.
* Level 24 - Now you get your second 2nd tier pet. Just like level 6, you just need to summon and upgrade it since both will be level 23.[*]When you are defeated! - All your pets instantly fall. That's why it's so important to keep the aggro on your pets instead of you. Everyone in PvP knows this, so they'll go straight to you ignoring your pets. As a solo MM (PvE or PvP), it's better to go to the hospital then use an inspiration unless those that defeated you are no longer around. On a team, wait for someone to revive you or finish off the enemies before using the inspiration.[*]Take care of your pets - and they will take care of you. That's why I like DM so much. Heaing them in combat means that you don't have to resummon them and then re-upgrade them. When your pets can Self-heal, it makes your life a lot easier (Robotics and Necromany do, Mercenaries maybe (the Medic isn't very reliable), and Ninjas don't - Thugs unknown)! Also, debuffing your enemies so your pets take less damage is another "Wow - this is great!"[*]"Zoning" SUCKS! - Whenever you change map zones or enter/exit a mission, all your pets go away! This really sucks since you have resummon/upgrade them and sometimes there are enemies waiting for you.[*]Recall Friend will greatly help your Team and Pets! - Sometimes your pets become stuck, and this is a great way to get them unstuck. Just be careful that if you've told them to "Stay" or "Go To" they'll try to run back there. Getting everyone to a mission door means faster mission.[*]Wait to upgrade all your pets! - It's a time/endurance hog summoning and upgrading all your pets! While it's better to do it solo, waiting to upgrade is better than having everyone else stand around waiting for you on a team.[*]Be careful of your slotting! - Any slots you put into the pets affect the pets, not the summoning (putting recharge reducers in it will make the pets attack faster, not how fast you summon them). And you can slot your pets for abilities they won't get until upgraded. Example: Necromancy - you can slot your 1st tier pets for Healing at level 1, but it will have NO EFFECT until they get the second upgrade (level 32) that gives them the ability to self-heal.[/list]Remember - you solo well since you're a mini-team. Although teaming really won't hurt you, you really don't need to team unless you're doing a Strike Force.
[*]Master Mind Strategy and Tactics for PvE:<ul type="square">[*]Best Missions;
* Defeat ______ and crew - These are great. Just run through the mission and find your objective. Defeat him/her/it and everyone in the room to get the mission completed.
* Steal {item(s)} from _____ - These are good, and at higher levels you get extra Infamy and/or Prestige just for clicking on the item(s) in agent missions (I don't think you get the extra infamy/prestige from newspaper missions). You just run through the mission while laying waste to anyone blocking your path and find the item(s). Sometimes there will be an ambush that runs to your location (when there are "false items" that you have to search through to find the right one - watch Global chat for the ambushers talking about you). You usually only have to clear out the last room as a minimum to finish the mission, not the ambushers. Sometimes, not even that.
* Rescue/Kidnap - These missions tend to be ok. Most of the time you have have to escort a non-combatant NPC out of the mission WITHOUT stealth (Concealment Power Pool and Dark Miasma's Shadow Fall - they can't see you so they can't follow you) thus the ambushers can see you. Sometimes these missions act the same as "Defeat _____" (you defeat the person and his/her/its spawn and mission completed). And sometimes you get yet another pet that will fight with you. I have successfully gotten far enough away and watched the ambushers run by, then I've had a "free run" back to the entrance. I've also seen people say they use a bunch of +DEF inspirations and just run past all the ambushers. Combatant NPCs are tough too. Although they can follow you while hiding, they'll fight anything in their aggro range (sometimes getting themselves killed). Also some "Ambushes" are just a group or two that spawn between you and the exit. Before you defeat the people guarding the NPC you have to rescue/kidnap, defeat everyone between you and the exit that way you don't have to fight them in addition to the ambushers.[*]Worst Mission Types;
* Heists - These missions are the just plain tough. Frequently there are some guards that spawn close to the door, attacking you before you get a chance to summon any pets (the "Zoning" SUCKS! bug). After you've gotten the objective, there's usually 3 ambushes you have to defeat to get the mission completed. Bank jobs are even harder since the ambushers aggro on you and tend to ignore your pets and team-mates - this makes teaming your bank jobs even tougher. Bank jobs also spawn 3 ambushes when you get to the vault door (best to take out these ambushes before you take out the vault door) in addition to the three that spawn once you get the objective. With non-bank jobs, the ambushers will usually run to where you were and then de-agro (allowing you to regoup and get the aggro on your pets where it belongs). With Bank jobs (since the Ambushers know exactly where you are), I've found the best way is to clear out the entire map. Then put your pets in the doorway in aggressive mode (tell them to stay), then run up to the vault door to start the ambushes. Run to one side of a doorway and (this sometimes gets the aggro on your pets since they'll attack before you are in the Line of Sight of the guards). Once all the ambushes are defeated, take out the Vault door. Grab the loot and sometimes you get Mission Completed (even though this starts more ambushes, just hit the Exit button when it appears). Otherwise, use the same strategy for the other ambushes.
* Defeat All ______ - I just don't like these since they're tedious and ususally there is no big Lt+ at the end. Although it's not too difficult. If think you've cleared out the map and still not getting mission completed (I've had one stuck inbetween some crates making that one hard to find), just run through the mission with your pets in aggressive mode. Eventually they'll find it.[*]Run Away - You're not a fighter, you're a Master Mind. You use others to do the dirty work for you. When your pets are going down fast, get out (hopefully you'll be out of aggro range when the last of your pets fall). Make sure you turn off any enemy toggles so they can't follow it back to you. Elevators and mission doors (to get out) are a great way to lose your foe (some ambushers will follow you through the elevator). You have low heath and scrapping it out really isn't an option.[*]Who to attack first? - This actually depends on how well your pets stand up and what you're fighting. It's usually best to focus all your pets on the toughest enemy first (usually the Lt+ or the minions with AoEs - Longbow Flamethrowers come to mind). If your pets fall too fast, run, resummon/upgrade, then start taking out the minions first (you'll have to repeat this until just the Lt+ is standing).[*]Levels 1-5 - This is before you get your second 1st tier minion and the first upgrade. Send the pets in to get aggro before you use one of your powers. If there's a LT or better present, then you need to "clear out" the other spawns before you take on the Lt's spawn. Then have your pets attack the LT. If your pet falls before the Lt does, try to resummon your pet real fast to get the aggro off you. Then have your pet finish off his/her minions. If there is a Boss+ present, use the above strategy to take out their minions before taking on the Boss+.[*]Levels 6-11 - Now you have two 1st tier pets and the first upgrade. While it's true that they're now -1 to your level when you summon them, having a second pet really helps. Add in the first upgrade and your pets are a lot more effective.[*]Levels 12-17 - Now you get your first 2nd tier pet. Life gets a lot easier. Remember to use the first upgrade on this pet.[*]Levels 18-23 - Now you have three 1st tier pets and all of them are -2 to your level. They seem to go down a lot faster due to this and you'll be spending more time resumming/upgrading them. Make sure that you have them at least 3-slotted with Accuracy enhancements.[*]Levels 24-25 - Now you get your second 2nd tier pet and both are -1 to your level. Don't worry, it doesn't last long.[*]Levels 26-31 - Now you have your 3rd tier pet and life is a lot easier. 6 pets running around - ALL with the first upgrade - defeating anything in your path.[*]Levels 32+ - The second pet upgrade! This is what you've been waiting for! Your hoard becomes practically unstoppable![*]Difficulty Settings - Villainous is the default setting (with 2-3 enemies per spawn at your level or +1), and I'd leave it here until you're at least level 6 (with the first upgrade). Vicious (+1 or +2 to enemy level, 2-3 enemies per spawn) and Relentless (+2 or +3 to enemy level and 2-3 enemies per spawn) are a lot better than Malicious (with 4-6 enemies per spawn at your level or +1) or Ruthless (+1 or +2 to enemy level AND 4-6 enemies per spawn) since larger spawns are a lot tougher than higher level spawns. However, those larger spawns are worth a lot more XP/Infamy than the higher level spawns.[/list]These have worked well for me, I hope they help you.
[*]Master Mind Strategy and Tactics for PvP:<ul type="square">[*]You Suck! - You suck at PvP, get used to it. If you really want to be good at PvP, go play another class. Solo PvP is even harder - it's easy for a team of heros to come along and put you in the dirt (not very heroic in my opinion). You think your hoard will protect you. However, players will ignore your pets to go straight to you.[*]Team Up! - Your best defense in PvP is having other players around you. The more targets they have to choose from, the better.[*]Hide! - There are several ways to hide. Besides the Concealment power pool and Shadowfall from Dark Miasma, make a costume just for PvP. If you can look like one of your pets, you'll be a lot harder to "pick out" in the crowd. Having a bright orange costume and flaming red hair is an easy way to get targeted. Reduce your character's height (adjust the "leg" and Physique and you'll seem less threatening. Use this to your advantage![/list]I really don't like PvP, so there is probably more information available out there.
[*]Final Note:
There's a LOT of information above. Hopefully it will help you make the Master Mind of your dreams and someone else's nightmare! -
Thanks for the info about imageshack. Now I can finally upload my favorite forum avatar! Check it out!
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"Kuji-In Rin" (available at level 16 - click) not only protects you from DHIS - it also protects your from Confusion and Fear (no knockback protection so you'll probably need the Leaping power pool to get Acrobatics). However, this power has such a long recharge that even with 3 Recharge Reducers you'll need Haste to keep it on.
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I have 2 Recharge SOs in mine without hasten and it's perma (just)
I also use Hover as my knockback protection (it also works well with TP)
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Thanks for the information - I forgot that Hover has knockback protection. I'm using CoH/CoV Character Builder for my skill specifications. It seems there was an update with in the past couple of days - changing the duration of Kuji-In Rin from 90 seconds to 120 seconds (matching the recharge and duration of Practiced Brawler from Super Reflexes). With it having a 200 second recharge and only a 90 second duration, 3 even-level recharge reducer SOs = 102.6 seconds leaving you unprotected for 12.6 seconds (this is how I reached my conclusion). With a 120 second duration and 2 even-level SOs you get a recharge of 120.05 seconds. I'd still set this as "auto" power so that it automatically reactivates as soon as it can. And I'd put 3 Recharge SOs in it so I've got 17.4 seconds of overlap.
I've edited the first post to update this information. Good thing the edit timer hadn't expired (I don't know how long this timer is, I just know that it exists). -
This post goes into general details about Stalkers and their power sets. Stalkers make great solo players, however, they don't do very well in a team. Even knowing this, I still get a lot of blind invites with my Stalker.
[*]Primary Power Sets:<ul type="square">[*]Claws - Currently this set is under-powered. It's supposed to be getting "fixed" in I7 (estimated April 2006) with faster animations and more damage. It does Lethal damage, which is highly resisted at higher levels. It has a close-range AoE and cone. I'd wait until I7 to get this set.[*]Dark Melee - This set is highly anticipated set currently scheduled for release in I7, so you can't choose it yet. It will probably do mostly Dark Energy with some Smashing damage. It will also probably have at least one attack that does extra damage while healing you. However, this is just the current discussion.[*]Energy Melee - This set is considered by most people to be the best of the current primary power sets. It does mostly Energy with some Smashing damage and Energy isn't resisted much. It is also focused into all single-target (no Ranged, AoE, or Cone attacks) thus it's single-target attacks do more damage. It currently has the longest animations of all the sets also (to slow down your attacks to compensate for the higher damage). This set's nickname is "the Pink Pom-Poms of Death" due to your hands glowing redish-pink when you attack. However, I've heard NPCs talk about me using "a strange purple power" so hopefully this will be changed in the future. Most people think this set is over-powered. However, since it focuses on a single target (no AoE) and has slower animations, it IS balanced![*]Martial Arts - Currently this is probably the worst choice for a Stalker. It does only Smashing damage, which is the most resisted in the game. It is also all single-target attacks, however, the damage isn't as good as Energy Melee.[*]Ninja Blade - Another set that does all Lethal damage. Currently it's better than Claws and has one cone attack, the rest are single-target attacks.[*]Spines - This is an interesting set for a Stalker. It does mostly Lethal with some Toxic (mostly DoT) damage. It has two Cone attacks and one AoE (around you). This is a good way to get to those "Stormies" in PvP without getting repelled by their storm.[/list]Overall, the best set here is currently Energy Melee. We'll just have to wait and see what happens in I7.
[*]Secondary Power Sets:<ul type="square">[*]Dark Aura - Another anticipated set supposed to be released with I7. We'll just have to wait.[*]Energy Aura - This is a pretty good set for a Stalker. You can get protection from all damage types except Psychic (you have to wait until 38 to get Toxic protection with Overload) with great protection from Energy and Negative Energy. Entropy Shield (available at level 10, everyone else gets something similar at level 16 - I think this gives EA an advantage since I first started getting stunned at level 10 and waiting until level 16 will be a rougher - Toggle) not only protects you from Disorient, Hold, Immobilization and Sleep (DHIS) - it also protects your from Knockback, Repel ("Stormies" come to mind), and Enemy Teleport. Although you can walk right up to a "Stormie", you can't use your "Assassin's Strike" on them since the repel is constantly hitting you - which will interupt your attack but won't break your hide. And Overload at level 38 looks impressive.[*]Ninjitsu - Another good choice for a Stalker. You get defenses based on style of attack (melee or ranged), not type of damage. "Kuji-In Rin" (available at level 16 - click) not only protects you from DHIS - it also protects your from Confusion and Fear (no knockback protection so you'll probably need the Leaping power pool to get Acrobatics or Hover). However, this power has such a long recharge that you'll need at least 2 even-level recharge reducer SOs to practically keep this on all the time - I'd still slot it with 3 to be safe. You can also get a self-healing power ("Kuji-In Sha" at level 20) which also gives you extra Toxic protection.[*]Regeneration - This is probably the worst choice for a Stalker. Although you can heal faster, I prefer not to be hit (and you'll get hit a lot with Regen). "Integration" (available at level 16 - toggle) not only gives you protection from DHIS you also heal faster and it gives you Knockback protection.[*]Super Reflexes - Yet another good choice for a Stalker. You can resist all damage types and the resistance is level-based (the higher your level, the better it is). Although you can get a higher protection than any other secondary, you'll need most of the powers to get it limiting the number of Power Pools you can choose from. "Practiced Brawler" (available at level 16 -click) not only protects you from DHIS, it also protects you from Knockback. Like Ninjitsu, with 2 Recharge Reducer SOs you can almost keep this on all the time and I'd put 3 Recharge Reducer SOs you could have this on continously (with some overlap).[/list]There is no clear "best" choice here. Although Regeneration is a bad choice, the other choices will depend on your playing style. If you want to heal yourself without Aid Self (Medicine) or Health (Fitness) Power Pools, then Ninjitsu may be the way to go. If you want to PvP, then Energy Aura or Super Reflexes are for you.
[*]Common Stalker Powers:<ul type="square">[*]Assassination - This is the default power every stalker starts with. It is always on and drains no endurance. It also allows you to get massive criticals when you attack from hiding with most of the Primary Power sets. You can also get those criticals on Held or Sleeping opponents. Who can say no to 3X damage on your first attack?[*]Hide (Toggle) - This is your only choice from your Secondary Power set at level 1. Even with that said, it's still your Stalker defining power. How can you stalk someone if they know you're there? You can walk right up to un-aggroed opponents and they won't react. Once they are aggroed, they can see through it, although you do get a defensive bonus. You know when it's working by the Hidden underneath your health/endurance bars. If you successfully hit while hiding, you get those criticals. It also allows you to bypass a lot of fighting in missions to get to the objective (making Defeat & Steal missions a lot faster). The only problems come when either someone else aggros them (example: running from agent to mission you run through a group of enemies and some chump runs close by, they aggro and attack both you and that chump) or they're aggroed by design (most ambushes in missions are aggroed). Then you better hope that they don't do too much damage before you can get away and re-hide (it takes about 10 seconds of not attacking or getting successfully attacked). Also, you have to turn it off to escort non-combatants (mission NPCs that can't fight) out of a mission, making those ambushes even tougher. Bank jobs are just plain tough solo since the ambushers always know where you're at. Turn this on as soon as you log in and keep an eye out for Hidden before you move onto the next group of enemies.[*]Level 1 Attack - You should ALWAYS choose the Primary Power that does more damage but takes more time to recharge. This way, you get even more damage when you attack someone while hiding.[*]"Assassin's" Attack - Every Stalker can get this at level 6 (Primary Power set). It's practically a must have, and should be taken at level 6. Although it doesn't do much damage while you're not hiding (probably less than your level 1 attack power, and it's interruptable), it gets even more criticals while you are hiding. As soon as you get this, add at least 4 more slots to it (two at level 7 & two more at level 9) so you can have 2 +ACC and 3 +DAM Enhancements. The 6th slot you coud put in another +ACC or a -END enhancement. With just 3 TO damage enhancements you can put most even-level minions on the floor. With 3 SO damage enhancements, you can put most +1 to +2 minions on the floor. LTs are going to be hurting after this.
Also, 90% of the damage done is un-resistable!
[*]Build Up - (Focused Chi for those who take Martial Arts) is available at level 8 (Primary) and is practically another must have power (take it at level 8). +80% damage (including criticals) and +50% accuracy for 10 seconds, who can say no? This followed by your Assassin's attack will put most even-level LTs on the floor. Slot this up with 3 Recharge Reducers as soon as you can (your Assassin's attack takes priority). +ToHit Buffs will also be nice when you can get them.[*]Placate - Available at level 12 (Primary). Yet another must-have power. Who can say no to the "Jedi Mind Trick" power that forces them to ignore you for 10 seconds unless you attack? It also doesn't count as an attack (allowing you to rehide before this wears off). AND it gives you hiding status (without actually being Hidden) so your next attack will get criticals if you're not successfully attacked. NOTE when this wears off, you need to be far away or out of their Line of Sight (LoS - like on the other side of stairs/crates/etc.) since they will agro for a few seconds when it wears off. Example: you take on a group of 3 minions. You assassinate the first minion, scrap with the second one till it's on the floor (by which time your Assassin's attack has recharged) so you Placate the third and then you immediately use your Assassin's attack on him/her/it. Then move on to the next group.
[*]DHIS Protection - Available at level 10 for Energy Aura, 16 for all other Secondary Power sets. Who likes it when they're hit by Disorient, Hold, Immobilization or Sleep and then just stand there after losing your toggles letting the enemy get in free attacks? Again, pick this up as soon as possible. Don't go into combat without it![/list]These are all great powers, and every stalker should get them.
[*]Power Pools:<ul type="square">[*]Concealment - A nice Power Pool if you plan on PvP. Stealth stacks with Hide. Grant Invisibility also stacks with Hide although you have to have someone else cast it on you and it only lasts 2 minutes. If you don't plan on PvP, you should skip this set.[*]Fighting - Probably a Skip set. You really don't need the extra attacks. Tough & Weave only protect you from Smashing & Lethal damage.[*]Fitness - I like this set. Swift & Hurdle give you extra maneuverability/escape during combat. Health means less downtime between fights. Stamina helps since most of your secondary click/toggle powers hurt your Endurance.[*]Flight - Although I really enjoy flying, it's the slowest movement power. Hover is a nice added defense and will help you get over walls and add defense, however, it's even slower than walking.However, you'll probably need at least Hover to get to fliers in PvP.[*]Leadership - Probably another skip set. Since you're best solo, the team buffs aren't needed. However, Assault with it's +10.5% damage might be worth a power slot. Tactics will give you +Perception, +7% accuracy, and resistance fear (nice for all secondaries except Ninjitsu).[*]Leaping - Super Jump is a pretty good movement power. Most walls in CoV are designed so that 3 SO Jump Enhancements will get you over them. Combat Jumping adds a nice defense boost and increases your jump height. Too bad you can't have both active at the same time to really increase your jump height.
[*]Medicine - Probably another skip set. Aid Self would be nice to decrease your down-time between combats, however, you have to waste another slot with Aid Other or Stimulant to get to it.[*]Presence - Yet another skip set. You don't need to taunt your foes since this will break your hide and prevent you from using your Assassin's attack. You'll also get a lot of aggro when you use your Assassin's attack due to the ammount of damage you've done.[*]Speed - Although Hasten has really taken a hit since you can really only 3-slot it with Recharge Reducers (thus not have perma-haste), I still like it. Buildup has a long recharge and this reduces the time it takes. Some of your better attacks after Assassin's attack have a long recharge and this helps them too. Super Speed isn't a very good movement power in CoV where vertical movement is almost a must. However, in PvP it could really help you escape (although the +Stealth bonus doesn't works against other players).[*]Teleportation - This is the fastest movement power in the game. Super Speed and Teleport in PvP are probably the best combination of powers to get you into combat and out of trouble fast. Teleport Foe also comes in handy during PvP and PvE, however it takes practice to understand it's full potential.[/list]These are a matter of choice and personal preferance. I've just given my opinions of them.
[*]Stalker Strategies and Tactics for Solo PvE:<ul type="square">[*]Best Missions;
* Steal {item(s)} from _____ - These are great, and at higher levels you get extra Infamy & Prestige just for clicking on the item(s). You just run through the mission while hiding and find the item(s). Sometimes there will be an ambush that runs to your location (when there are "false items" that you have to search through to find the right one - watch Global chat for the ambushers talking about you). You usually only have to clear out the last room as a minimum to finish the mission, not the ambushers. Sometimes, not even that.
* Defeat ______ and crew - The second best mission type. Just run through the mission while hiding and find your objective. Defeat him/her/it and everyone in the room to get the mission completed.[*]Worst Mission Types;
* Rescue/Kidnap - These missions tend to be the worst, since most of the time you have have to escort a non-combatant NPC out of the mission WITHOUT hiding (they can't see you so they can't follow you) thus the ambushers can see you. I have successfully gotten behind some crates and watched the ambushers run by, then I've had a "free run" back to the entrance. I've also seen people say they use a bunch of +DEF inspirations and just run past all the ambushers. Combatant NPCs are tough too. Although they can follow you while hiding, they'll fight anything in their aggro range (sometimes getting themselves killed). Also some "Ambushes" are just a group or two that spawn between you and the exit. Before you defeat the people guarding the NPC you have to rescue/kidnap, defeat everyone between you and the exit that way you don't have to fight them in addition to the ambushers.
* Heists - These missions are the just plain tough, since after you've gotten the objective, there's usually 3 ambushes you have to defeat to get the mission completed. With non-bank jobs, the ambushers will usually run to where you were and then de-agro (allowing you to hide then start off with an assassinate attack). With Bank jobs (since the Ambushers know exactly where you are), I've found the best way is to clear out the entire map except one guard at the vault door. Then run up to the vault door while hiding to start the ambushes. Move away from the vault guard (outside his agro range), stand just inside a doorway and get ready to assassinate the first thing that pokes it's head around the corner. Once all the ambushes are defeated, take out the last guard and the Vault door. Grab the loot and Mission Completed (even though this starts more ambushes, just hit the Exit button).
* Defeat All ______ - I just don't like these since they're tedious and don't fit into what a Stalker should be doing (you have Hide, why bother defeating people that don't even know you're there?).[*]Hit And Run - You're not a Scrapper, you're a Stalker. Elevators and mission doors (to get out) are a great way to lose your foe (some ambushers will follow you through the elevator). You have low heath and scrapping it out doesn't work very well. I've found that defeating one foe and running away, then coming back after they've de-agroed seems faster than waiting for your heath to come back up.[*]Levels 1-5 - This is before you get your Assassin's attack. If there's a LT or better present, then you need to "clear out" some running space (far enough for you to get your Hidden status) before you take them on. Then hit the LT with your best attack and run. When they stop following you, come back and do it again until the LT is out. Then finish off his/her minions. If there is a Boss+ present, use the above strategy to take out their minions before taking on the Boss+. If there are just minions present, you should use your best attack to take out one minion and at least scrap it out until that one is down, then you can continue to scrap the others or run (depending on how you want to play and your health).[*]Levels 6-7 - Now you have your Assassin's attack. Use this to take out minions with one shot, and then running from LTs+. Once the LT+ is all alone, lead off with this attack then decide when you run or scrap it out.[*]Levels 8-11 - Now you have BU, you can attack the LT first (BU+Assassinate) and scrap it out if you have to. Then worry about the minions. Still, with a Boss+, you need to take out the minions first (without BU), then BU+Assassinate the Boss+. You maybe able to scrap it out, however, be ready to run before your health gets too low.[*]Levels 12+ - now that you have Placate, this makes a Boss+ so much easier. Assassinate a minion and then Placate the Boss+ and break his/her LoS. Wait till Placate has recharged, then BU+Assassinate+Placate and break LoS - rinse and repeat until he/she/it is on the floor.[*]Levels 25+ Missions - Now you'll find that you're running out of missions from all your contacts before you out-level them. Just run Newspaper missions or get into a Pick-Up Group until you get your next contacts.[*]Difficulty Settings - Villainous is the default setting (with 2-3 enemies per spawn at your level or +1), and I'd leave it here until you're at least level 8 (with BU). Vicious (+1 or +2 to enemy level, 2-3 enemies per spawn) and Relentless (+2 or +3 to enemy level and 2-3 enemies per spawn) are a lot better than Malicious (with 4-6 enemies per spawn at your level or +1) or Ruthless (+1 or +2 to enemy level AND 4-6 enemies per spawn) since larger spawns are a lot tougher than higher level spawns.[/list]Hopefully, this information will help a lot.
[*]Stalker Strategies and Tactics for Team PvE:<ul type="square">[*]You DON'T Team Well - get used to it. Since you'll probably end up on the floor if you try and scrap it out and most people don't like it when you hit and run. Get used to it. If you find yourself in the hospital several times, quit the team. You don't need them.[*]Scout Ahead - The enemies can't see you, and you can save the team a lot of time by hiding and running through the mission to find the objectives. This will save a lot of time by not going the wrong way and ending up at a dead end, and then having to backtrack. TELL YOUR TEAM BEFORE YOU DO THIS so they don't think you're getting ready to attack. I like doing this while waiting for the entire team to get on the mission map. It will also give your team warning of where the enemies are (like finding them just around a corner). Then the team can prepare before the attack starts.[*]Recall Friend will greatly help your Team - If you take Recall Friend (Teleportation Power Pool), you can run hidden through the mission, get to the final room, and then teleport your team to you from a safe spot. This works great on the final mission in the Respec Strike Force.[*]Wait for your team to attack first! - This actually works well, and if someone is attacking with AoEs, they'll get the aggro. Just target the toughest enemy, run past them (out of their aggro range), and wait for someone to start the fun. Then run in (activating BU) and Assassinate. Most others will ignore you since you've done no damage to them while someone else has.[*]The "Old Stalker Pull" - This is a tough one, but it does work once you have DHIS protection. Run in to the middle of them, find the toughest one, BU+Assassinate, then run way past your team (your team is waiting to ambush the enemy when the enemy is following you). I'll frequently run out the mission door with little health left then rest before coming back in.[*]Don't Do Your Heist missions on a Team of 4+ - Since the ambushers know exactly where you are (and will agro on you until someone else hurts them). This can be a quick trip to the hospital.
[/list]Remember, you solo well, so you don't need the team unless you're doing a Strike Force.
[*]Stalker Strategies and Tactics for PvP: - I don't like PvP, so I have no personal experience here.
[*]Final Words - I realize that there's a LOT of information here. It's all useful info (except for the final PvP section) and more info you have, the better off you will be. Enjoy your Stalker as much as I have! -
Two things I don't understand
You are taking both Combat Jumping and Superjump (at levels 10 and 14). So why are you taking Hurdle at 24 to unlock Stamina? I think it make more sense to take Health instead so you get the bonus to your healing rate (since EA doesn't have any healing ability) since you don't need more jump height.
You go into great detail about how you feel about the EM Primary. However, you mention nothing about the EA secondary. I know you love some aspects of it, but it would be nice if you discussed it also. -
I'm trying the force field set now. Currently level 6. So far, it's a lot easier with Dark Miasma (as long as I put at least 3 accuracy in Twilight Grasp so I rairly miss) so I can stand by my bots and heal them. I wonder if you can use Aid Other (Medicine Power Pool) on your pets. If so, then that may be an alternative. I'll have to wait till level 8 to see if it works.
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Actually, this list is how I wished I had set up my character. I actually took Maneuvers at 8, Assault at 10, Tactics at 14 and Recall Friend at 16. So my current travel power is the holiday jet pack and I'm wishing I had gotten RF earlier so I could have teleport now. By using Maneuvers, Assault, and Tactics on all the time my endurance goes up real slow. By using TG I go down slowly in endurance. Throw in Darkest Night (toggle) on a boss and then I start having problems.
Now my current dilema is either start all over or wait until level 24 and burn my first respec in fixing my problem (I don't know if you can do the same respec mission twice). Either way it sucks.I wish that the holiday mission included a free respec like I heard they did last year.
P.S. I'm using all training enhancemets currently. I'm going to wait until 17 to get DOs. If you start buying DOs at 12 (the lowest level DOs are 15 so you can start slotting them at 12) then you quickly run out of infamy. I'd rather have everything slotted with training enhancements than only a few with DOs. When I reach 17, I should have enough infamy saved to instantly slot everything with level 20 DOs. I'll probably do the same with SOs (wait until 27 instead of 22) for the same reason. -
I just created a post on Mageman's Mastermind Guide & Opinions (specifically R/DM since I've tried several combinations and I think this is the best combination).
I think it's a good post. However, I'm sure it's not perfect and my MM is only level 16. Any additional information will be welcome. -
Since I'm currently only level 16, what I do after this depends on how things are going as I advance.
At level 8 I took Maneuvers since it adds to my defense as well, maybe giving me a little better chance of escaping when my bots fall (I don't attack directly so adding +damage to me is useless). I've tried Assault but it uses a lot more endurance and you can't put damage enhancements in it.
At level 10 I took Recall Friend to get my bots unstuck (I've had them knocked into a wall, I hate dismissing/resummoning them, and it works great getting team members together). I haven't used Teleport Foe and most teams are too impatiant to use the finess of it.
Here are my thoughts as they currently stand on what I'll take as I advance:<ul type="square">[*]1. At 18 I want to get Shadowfall to give me increased defense and some stealth. I may take Repair instead depending on how well my Twilight Grasp is working.[*]2. Howling Twilight is a nice power as it auto-hits and has a short disorient (breaking concentration on any active powers even in PvP). And being able to raise fallen team members will be a good thing.[*]3. I want to get Assault Bot as soon as possible (level 24) and I'll need to get Repair before this so I can quickly heal the Assault Bot since it's going to take a LOT of agro (thus setting Repair at level 22).[*]4. I want to get Upgrade Robot as soon as possible so that's at level 32.[*]5. I want to get Dark Servant as soon as possible and that's at level 38.[/list]This leaves me with 4 extra powers I can pick up (the ?? Power in my list at levels 22, 28, 30, and 35). Here are my current thoughts on this (subject to change without notice):<ul type="square">[*]I will have all the Robotics powers I want.[*]There are 3 more Dark Miasma powers that look interesting (Fearsome Stare at 20, Petrifying Gaze at 28, and Black Hole at 35). Petrifying Gaze and Black Hole both are a single target only, and Petrifying Gaze is only about 50% effective.[*]I'm having some endurance problems currently from the toggles so I'd like to get Stamina. However, I'll have to eat two more slots getting Swift (or Hurdle, probably Swift) and Health first.[*]I'd like to get Hover so I get the added defense and it helps when teleporting across a zone. It also keeps you off the ground when someone uses an AoE affecting everyone on the ground (like Earthquake).[*]Team Teleport looks interesting however I probably won't get it.[/list]
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I've played a little bit with several Masterminds. Masterminds make the best solo players (since your pets can keep most of the agro leaving you alone) and pretty good team players, however they suck in PvP since the other players will ignore your pets to take you out and when you fall so do your pets. So far I've tried all four primary powers and three of the secondary powers. The combination I like the best is Robotics/Dark Miasma (I have one at level 16). Here's my thoughts on each type;
Primary Powers:
Undead (Necromancy) & Ninjas - prefer close range combat so they're more likely to run up to an enemy for combat. Personally, I like to stay close to my minions to heal them and I'd prefer to stay at a longer range.
Mercenaries & Robots - prefer long range combat so they're more likely to stand in place and shoot rather than run to the enemy (although they will occasionally do so). With Robots, you get can your first Protector at level 12 (which can heal other robots) and the second at level 24 and at level 18 you can pick up the "Repair" power to heal one robot to full health. With Mercenaries you only get one medic at level 18 (the third of your "Soldiers" - I don't know if the Medic can heal you or other members of your team) and no other power to heal your mercenaries. So all in all, I believe Robotics is the better choice here.
Secondary Powers:
Forcefield & Trick Arrow - I haven't tried these, but just from the descriptions I'm not sure if they fit my style of play.
Traps - You have to wait until level 4 to pick up the Triage Becon to heal yourself/others. It doesn't heal very fast and has a long recharge time. Also, this set doesn't buff/debuff very well and you have no way to raise fallen team mates.
Poisons - You get an ok heal at level 1 (Alkaloid) to heal someone on your team or one of your pets (including robots) but not yourself. It's a bit of an endurance drain and doesn't heal as well as the DM power Twilight Grasp, however, it works every time and you can use it at range. At level 16 you can get "Elixir of Life" to raise fallen team mates. There are also several nice debuff skills in this set.
Dark Miasma - You get a good heal at level 1 (Twilight Grasp) for yourself and others near you (including your pets) and this also debuffs your target, however, you have to hit an enemy and you have to be close to those you want to heal (which can be dangerous with AoE enemies). At level 10 you can get a power to raise fallen team mates (Howling Twilight) however you need to be close to them and have an enemy nearby so having Teleport Foe will be a nice power pool to have with this power. At level 38 you can summon yet another pet (Dark Servant), I haven't gotten this yet but may be a nice pet to have. There are also several nice debuffs in this set.
Power Pools for the Mastermind:
Leadership - great as long as you stay near your pets to increase their defence, damage, and accuracy. Vengance will not work if one of your pets fall, so it may not be a good power to have if you solo a lot.
Fitness - Stamina at level 20 is a great power to have. Health at level 14 is also very nice.
Teleport - Teleport Friend is a good power to get stuck pets to you and nice when teaming (including getting a fallen team mate out from under some enemies). If a pet gets stuck in a wall and you don't have this the only to fix this is to dismiss and then resummon/upgrade it. Teleport Foe is a nice power to have however, it takes some finess and a lot of practice to use it properly. Teleport is the fastest means of travel.
Flight - Hover is real nice when teleporting around and adds to your defense however you move real slow. Air Superiority is nice to knock those flyers out of the air. Fly is pretty good movement power, however you can't take your pets and you lose a lot of accuracy. Group Fly doesn't work well with pets since they'll move slower than you.
Pet notes: The more pets you can summon of the same type, the lower in level from you they are. If you can only summon one, then it is at your level. If you can summon 2, then they are at one level below you, and if you summon 3 then they are at two levels below you. If you level (like in the middle of a mission), any pets you have already summoned will remain at their old level until you resummon them. Once you have both upgrades to your pets, you have to use both of them on all your pets to get them fully upgraded (the level 32 upgrade doesn't include the level 6 upgrade). Thus at level 32 you can summon 6 pets with 3 powers and you will have to use both upgrade powers on each pet giving you a total of 12 times you have to use your upgrades on your pets.
Mastermind Problems:
Whenever you change zones all your pets go away (including entering/exiting a Mission map although changing maps within a mission doesn't). On some missions, there are enemies waiting to ambush you when you enter and since you have no pets it can be very painful.
With all this in mind I've decided for my character I want to get Teleportion and Leadership fast. Since my highest MM is level 16, there's 4 "?? Power" (meaning I haven't decided what I want to put there yet). Therefore, I've come up with the following training order for a Robotics/Dark Miasma character (it can be adapted to other combinations with very little work);
Level 1: Robotics -> Battle Drones & Dark Miasma -> Twilight Grasp. 3 Inspiration slots.
Level 2: Dark Miasma -> Tar Patch. +1 Inspiration slot (4).
Level 3: +2 Slots (one in Battle Drones & one in Twilight Grasp). +4 Inspiration Slots (8).
Level 4: Dark Miasma -> Darkest Night
Level 5: +2 Slots (both in Battle Drones)
Level 6: Robotics -> Equip Robot (you also get your second Battle Drone now).
Level 7: +2 Slots (Both in Twilight Grasp)
Level 8: Power Pool - Leadership -> Assault (+damage) or Maneuvers (+defense)
Level 9: +2 Slots (Both in your leadership pool)
Level 10: Power Pool - Teleportation -> Recall Friend or Teleport Foe. +2 Inspiration Slots (10)
Level 11: +2 Slots (both in Twilight Grasp - I use this a lot)
Level 12: Robotics -> Protector Bots
Level 13: +2 Slots (one in Protector Bots, one in Darkest night)
Level 14: Power Pool - Teleportation -> Teleport
Level 15: +2 Slots (both in Teleport). You also get your first title.
Level 16: Power Pool - Leadership -> Tactics (+ accuracy)
Level 17: +2 Slots (both in Tactics)
Level 18: Dark Miasma -> Shadowfall (you also get your third Battle Drone)
Level 19: +2 Slots
Level 20: Dark Miasma -> Howling Twilight. You also can get a cape and another costume slot.
Level 21: +2 Slots
Level 22: ?? Power
Level 23: +2 Slots
Level 24: Robotics -> Repair (you also get your second Protector Bot)
Level 25: +2 Slots. +5 Inspiration Slots (15). You also get your second title.
Level 26: Robotics -> Assault Bot
Level 27: +2 Slots
Level 28: ?? Power
Level 29: +2 Slots
Level 30: ?? Power. You also can get aura(s) and another costume slot.
Level 31: +3 Slots
Level 32: Robotics -> Upgrade Robot
Level 33: +3 Slots
Level 34: +3 Slots
Level 35: ?? Power
Level 36: +3 Slots
Level 37: +3 Slots
Level 38: Dark Miasma -> Dark Servant
Level 39: +3 Slots
Level 40: +3 Slots. +5 Inspiration Slots (20). You also can get another costume slot.
I hope this helps you set up your R/DM MM!