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Posts
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Joined
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Quote:Perhaps I'm not the best EU Community member to answer this as I moved to the US (permanently) in Oct 2010. That said, I'm mainly around from 1200hrs - 1700hrs EST (5pm to 10pm GMT) weekdays as at other times my new wife has this crazy idea I should be spending time with her
- What time of day do you find yourself positing/reading the forums the most?
Quote:- What's more important to you? Having someone able to engage you and watch the forums during what would be considered "peak" posting hours or having someone who may be several hours behind, but has greater access to the development team?
Indeed, I don't feel that there should be someone "assigned" to the EN-EU forum posters any more - we post/have access to all the same areas as other subscribers, it's simply a matter of making sure someone reads the past history of each forum daily (so EU ideas are not swamped by US threads).
Instead, what I feel the EU servers need is parity in access to events, special offers and testing. If the US Servers are getting special access to something, give the EU the same access (albeit more appropriately timed). If devs can't be present (although, why can't the devs schedule a little timeslot between midday and 3pm on a weekday to join us in our evenings?) I'm sure we would all understand why that might be and instead a Community Coordinator could fill in - a Paragon Studios employee who can take our concerns back to the same level as the US Servers could by directly interacting with the devs.
Give us parity of access, perhaps not by the same means and certainly not at the same times, and you'll see a happier segregated community.
More importantly - merge the server lists (not the servers themselves, just the lists) and you'll create a very happy community, with no segregation. -
Quote:From my MM Play Guide (link on my signature)...for the pets to gain the def auras etc, do the uniques have to be in a summoned pet? or does it work like other global uniques, ie slot them in gang war, and works regardless?
Slotting: Invention Enhancement Sets
When slotting a Mastermind with Invention Sets, the key sets you will be focussing on are the Pet Damage Sets. Some henchmen will also take other sets, should you require to boost some ancillary purpose of your henches.
However, there are two issues to be aware of with Set Slotting into Henchmen Summons. The first is that the type of set slotted denotes the type of powers that the enhancement set will be applied to. For example, a Pet Damage Set will not be applied to the Protector Bot's Repair power or the Ember Demon's Abyssal Mending (this includes the Endurance Reduction portion of a set). Affected henchman powers can be checked for on City of Data (click on the henches power, and check the enhancement icons, top right)
The second is that set bonuses, unless explicitly stated have zero effect on your henchmen. This makes set bonuses like +Damage of limited utility to Masterminds, who use very few personal attacks and should be beared in mind when picking sets.
There are a few unique Enhancements of note as well, as follows...
Edict of the Master: Defence Bonus
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 5% defence to all damage. The slotted henchman/pet does not need to even be active for this to function.
Sovereign Right: Resistance Bonus
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 10% resistance to all damage. The slotted henchman/pet does not need to even be active for this to function.
Soulbound Allegiance: Chance for Buildup
With every attack the slotted henchman makes, they will have a 17% chance to be affected by a Damage (64%) and ToHit (32%) boost that will last for 5 seconds. This affects only the slotted henchman and only procs on that henchman's attacks.
Three of the Mastermind primaries are also able to slot the Recharge Intensive Pet Sets (Demons via Hell on Earth, Necromancy via Soul Extraction and Thugs via Gang War) plus any with the Storm Summoning secondary via Tornado. These sets also have two aura Enhancements
Call to Arms: Defence Bonus Aura
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 5% defence to all damage. The slotted henchman/pet does not need to even be active for this to function.
Expedient Reinforcement: Resist Bonus Aura
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 10% resistance to all damage. The slotted henchman/pet does not need to even be active for this to function.
If you can slot all these uniques into your build, your henchmen will be at 10% defence and 20% resistance to all damage, even before any additional buffs or their own defences. This can lead to more survivable henches in tougher fights. -
As MZ I have both Ally Shields, because I reckon if someone has a */FF anything on their team, they're expecting those to be in the mix when needed.
For me, when needed is the key - I won't bother buffing anyone on the team individually until I see their HP bar falling (i.e. they're being hit and more defence could help)
This stops me from constantly buffing players, and gives me more time to position/command my bots (who I routinely don't buff either, except in the same circumstances). -
Can't speak for IP, but on the I20 Sneak Peek, the Black Helicopter now has Nerva North (just south of the Longbow Base) and Nerva South (existing place) as well as Grandville North (South Side of the Fab) and South (existing place).
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Many thanks for all who could and did turn out - we had a good couple of runs at the trial, and we almost had it
Not bad for a PuG!
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As Bots/FF I found I couldn't kill the bifurcations quick enough (because you had to drag the Bots around to find one before stomping it, then drag them back to Trapdoor).
In the end, I punted Trappers into the lava with Force Bolt and beat on him in there. -
I'd vote for Assault Bot (that's where I have my Chance for Buildup slotted).
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Quote:Read Me And Sign Up HereThis lack of players... Uber fail. We need to organise something for tomorrow to ensure this gets a bit of testing from us euros! Tomorrows the last day of the sneak peek, so if your willing... sign up with a team or sign up a character and i'll assign you a team. Leave a post with your character name, Sets and AT (or the members of your teams respective information). If you can get there around 6:45 to give a few minutes for rearranging and organisation (:
We need 12 players, minimum to trigger the event. Plus, if we don't try and test and help the devs out then we only have ourselves to (partially) blame if there's something not playing ball when it goes live. -
Quote:Looks good to 4-slot with the LOTG set. Will be making that update as and when I can afford (by whatever means).You may want to consider doing vill tips (or hero) every now and then and getting LOTG +7.5 Recharge IOs for your 2 ally bubbles. The +Def values will be virtually unchanged and it's a freebie 15% rch. You can also get a Numina unique for health using the same method. All this for doing tip missions for less than 2 weeks.
Quote:Check out the recharge difference in 2 slots vs 3 for Repair. I have a feeling the difference won't be all that great, especially given how often you'd use that power considering you have Aid Other.
Quote:I never go more than 5 slots for Doctored Wounds. The 6 slot bonus is "meh" and 5 slots is enough to ED cap Heal and Recharge.
Quote:In Detention Field, check out Hami Acc/Mez. I think they're cheap (don't remember, to be honest) but they do enhance the magnitude (yes magnitude) of the cage effect.
Quote:I'd want to figure out a way to squeeze in at least one Def IO into Prot Bots. I'm guessing with Power Boost you can soft-cap your bots, but you could get another 4+ percent for yourself.
Quote:Because I don't have Mids, I can't tell what your total Ranged Def is, I do see 2 opportunities to add 5%, via a 6th Thunderstrike and a 6th Red Fortune.
Quote:To-Hit IOs aren't terribly expensive and are nifty for either increasing recharge (Adjusted Targetting) or all positional def (Gaussians). Even just keeping the same # of slots in Tactics (4), Gaussian adds nice bonuses.
Quote:In Web Cocoon, GWs are dirt cheap and 4 slots of those provide some decent bonuses. Basilisk Gaze would be even better, but more expensive.
Quote:Likewise, 2 slotting Force Feedback in Force Bolt does something (+speed) for cheap.
Quote:Well, that turned out to be a lot of feedback for not being able to actually see the build in Mids.
Anyone else care to weigh in? -
Quote:You so weren't here for ED and the GDN thenEvery single incarnate thread since BS announced how notices would work has been really bad. I don't recall a time since I started playing that had this much vitirol and hate in posts. You'd think people were insulting their dead mothers.
Now that was vitriol! -
Quote:Please, take the advice that others are giving you - /releasepets is not the same command as the one on the GUI (which issues the command /petcomall dismiss )Right and next you're going to tell me there's a difference between manually changing a pet to aggressive and typing out /petcom_all Aggressive. It's the same command one way is just faster than the other depending on your key binds. I happen to have all the slash commands binded to my numpad so I don't have to manually or otherwise type out the commands every time I use them or even use the 3 commands MMs come with that fill up power slots. It doesn't make one bit of difference what version of the command you use, they all do the same thing.
This /bug is very annoying, has been reported multiple times but the above workaround is correct. -
Quote:Ah, well since you're still citing patrolling for GM's during a Hami raid I suspect you've not seen the new version. As per Pwiki, "Once a certain number (the exact number is random and varies each time) of monsters are defeated, the remaining monsters will despawn, and Hamidon will spawn in the center of the zone, along with its initial bloom, six of each of the three mitochondria types."I can offer single target holds roughly on par with a controller once buffed (even though I'm a blaster), although in times gone by the Swords generally provided two patrol teams to keep the GMs out of the jelly during mito phases. I'd be happy with this, although with the new drops I'd have questions about rewards for the patrollers. I'm sure that the coalition could muster a few teams for whatever is needed...
Have a look at the Pwiki article which details the raid and the new process(es): http://paragonwiki.com/wiki/Hamidon_Raid
You may well like what's been done with it, but Defiant Villain Hami Raids are a thing I've only (unfortunately) seen once and with Hami-O's available via the LRSF (http://paragonwiki.com/wiki/Lord_Recluse_Strike_Force) or STF (http://paragonwiki.com/wiki/Statesman_Task_Force) with only an 8-man team I feel this raid has gone the way of the dodo. -
Take Repair, unless you need a mule. An uninterruptible heal, with endurance boost for your Bots is not to be sniffed at.
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Very close. Given it one more pass and I'm liking the following changes...
- Unless you really want Psi defence, then drop all but the Soulbound Allegiance Proc from call Thugs and substitute in Blood Mandate for a better range of defences
- Enforcers looked still a bit shaky, so I'm recommending 3x Blood Mandate, 1x Acc/Dam Hami, Def IO and the Proc
- If you can find one/afford one, the Panacea +HP/End in Triage Beacon is a fun option (if you want to sacrifice a little recharge for utility)
- And I recommend my silly option for Brawl - add a chance for knockdown proc
Here's a chunk for the changes above. You end up with softcapped S/L, 4% short of softcap for Energy, and mid-to-late 20's on all other Def Positions while having a good chunk of utility (a good number of procs)...
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Quote:I suspect not. It's described as a "team of teams" so I suspect team buffs (like Khelds) will only work within the individual teams and not across the entire League.What rather interests me is... what will happen to the Kheldian inherent powers on a 48-player team?!? I'd imagine the buffs we could get from that would likely cap ALL attributes (res, damage, mez protection AND recharge debuffs). Am I wrong in thinking this?
Aside from the focussed targetting, etc. discussed I wouldn't suspect anything better than what you'd see in the average Mothership Raid. -
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(Yet Another Build Post)
Well, I've looked over my build for now and I'm very happy with what I'm packing now on a moderate budget (had a few lucky drops recently and have been able to buy some previous enhancements that were out of my reach).
That said, I'd like to do better. So, over to my favourite AT community!
A few likes/dislikes though...
- If I take it, I slot it - no point picking a power if it doesn't contribute.
- I consider Tactics, Assault, Aid Other and Repair as requirements for the build - I must be able to assist others/my bots.
- At least one direct attack power - need to be able to finish off runners.
- I'd like to stay with my existing power picks, they've served me well - but if someone has a great build idea...
- My funds are modest as a long-term but casual player. I have less than 500mil in liquid assets currently.
So, here's the build as it stands today...
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Master Zaprobo: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Force Bolt -- Acc-I(A), Acc-I(7)
Level 2: Pulse Rifle Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Dev'n-Hold%(13)
Level 4: Deflection Shield -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(15), DefBuff-I(15)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Insulation Shield -- EndRdx-I(A), DefBuff-I(17), DefBuff-I(17), DefBuff-I(19)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-ResKB(19), Winter-ResSlow(21)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(21), BldM'dt-Acc/EndRdx(23), BldM'dt-Acc/Dmg/EndRdx(23), BldM'dt-Acc(25), BldM'dt-Dmg(25)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(27), Frbd-Stlth(27)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(29)
Level 18: Repair -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33)
Level 22: Tactics -- EndRdx-I(A), ToHit-I(33), ToHit-I(34), ToHit-I(34)
Level 24: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 26: Assault Bot -- HO:Nucle(A), HO:Nucle(37), HO:Nucle(37), S'bndAl-Build%(39), EdctM'r-PetDef(39), SvgnRt-PetResDam(39)
Level 28: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 30: Personal Force Field -- RechRdx-I(A), RechRdx-I(42)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Detention Field -- Acc-I(A), Acc-I(43)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(43), EndRdx-I(43)
Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(45), DefBuff-I(45), DefBuff-I(45)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Acc/Immob/Rchg(46), GravAnch-Hold%(46)
Level 47: Web Cocoon -- Acc-I(A), Acc-I(48), RechRdx-I(48), RechRdx-I(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Nerve Partial Radial Revamp
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Level 1: Brawl -- KntkC'bat-Knock%(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 5% Defense
- 7.5% Defense(Fire)
- 7.5% Defense(Cold)
- 6.875% Defense(Energy)
- 6.875% Defense(Negative)
- 10% Defense(Ranged)
- 9.375% Defense(AoE)
- 15% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 7% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 4% FlySpeed
- 12.05 HP (1.5%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 2.2%
- MezResist(Stun) 3.3%
- MezResist(Terrorized) 4.4%
- 5% (0.084 End/sec) Recovery
- 8% (0.268 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 13.78% Resistance(Fire)
- 13.78% Resistance(Cold)
- 10% Resistance(Energy)
- 11.88% Resistance(Negative)
- 12.52% Resistance(Toxic)
- 12.52% Resistance(Psionic)
- 4% RunSpeed
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Quote:As per Pwiki... "Characters can switch between Alpha Abilities by simply equipping a new ability. The old ability is not lost, but simply switched out. There is a 5 minute cool down between equips. Also, equipping an ability is prohibited by being in combat and may require additional cool down time or leaving the mission to equip."Is it intentional that you not be able to slot an alpha slot in Ouroboros? The game telling me that it was unable to equip the slot because I had "used a power or been attacked too recently." It also appears you can't change slotting during a Task Force.
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Couple of immediate thoughts...
- Soulbound Allegiance in Gang War seems like a waste to me - swap it over to Call Thugs
- Gang War without the Recharge Intensive Pet Procs is a missed opportunity. - get a second set of Def/Res auras for your henches
- Enforcers look a little low on accuracy - remember they con a lower level than you
- Beef the Bruiser up a bit - maybe throw a couple of Dam/Acc Hami's at him (since you're dropping inf for the Purples)
- Don't slot Seeker Drones for damage, it's not their forte - throw in some ToHit Debuff instead
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I'm running the Nerve Partial Radial Revamp on my Mastermind for two reasons. Firstly, because I'm */FF so I wanted the extra 20% defence - it's what makes me soft-capped on S/L/E without having to really stress about IO's and power selection.
Secondly is because I'm a Mastermind - over half my henchmen are behind the curve in accuracy because they're one or two levels below me. When I'm fighting a L54 minion (+3 to me, when level shifted), they're fighting +4/+5's. Every little bit of accuracy (and to a certain extent, damage) that I can extend to the Bots is important.
Slotting global accuracy doesn't work for Mastermind henches, but the Nerve Alpha does -
Looking a lot slicker now, endurance use well under control - only got a couple of little suggestions now...
- Consider replacing the last slot on Electrifying Fences with "Gravitational Anchor: Chance to Hold"
- I've never felt the need for Provoke (and instead have Aid Self) - both are good choices, however. Perhaps drop one of the single-target blasts in favour of Aid Self
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On my namesake Bots/FF Mastermind I usually roll with...
Target Middle of Pack -> Web Envelope -> Order Bots to Attack -> Profit
... since the Assault Bot/Battle Drones will melt the spawn and the Protector Bots stun them while they're still standing.
Alas, the moment I'm on a team I invariably find a Elec/Shield combo wiping the spawn before my Web Envelope has even landed! -
Expensive looking build. Not really sure about a few things you've gone for/slotted though.
- Your endurance use is through the roof with all those toggles. I'd try dropping another slot into Stamina and getting a Chance for +End IO plus pop a Rech/Recov Numina in Health (since you're dropping cash on this one)
- As others have said, drop the Chance for +Recharge from the Bots - it'll affect the bots (which doesn't work) and not you. Maybe replace the one on the Assault Bot for the Sovereign Right +Res then pop a set of Blood Mandate in the Drones.
- On that point, why are you slotting so heavily for recharge? The bulk of your damage is via your Bots, you only have four powers that you'll personally be using to attack, the /FF powers recharge in good order on their own. I say save the Inf/slots or try targeting Recovery for your End Use
- Combat Jumping seems a waste. Why not take Aid Self and drop some saved slots into it or at least drop some slots from Combat Jumping - maybe just use it for the +Recharge IO
Ignore or take this advice as you like -
As a pure-redside player these days (no L50 Hero, either) I have never seen the STF so can't pass comment on it, however I've been on a few LRSF's (all successful, often with faceplants galore on the last mish).
It's the one bit of content in the game I don't care for at all. I've done two or three as it's the WST but otherwise I wouldn't touch it. When tactics come down to "stack inspirations, use temp powers" or "you must use mass hypnosis" then I reckon something has gone wrong in the design stages.
At least it appears it was semi-fixed in the STF - at least LR doesn't spawn until after the Patrons are defeated.
I feel that the last mission of the LRSF could do with a little redesign - have the Phalanx split into two clear aggro groups so you can take on two groups of four (a la the STF).