Master Zaprobo

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  1. Corrupters lack defense, and mez protection inherently so that needs to be addressed. Personally I think */Thermal Rad would fit the bill as a secondary as it can do a bit of everything - heal, shield and mez defense. Plus a few debuffs at the high end.

    Primary-wise I reckon a mix of Sonic and Radiation for the minor debuffs would be a good showing.
  2. Master Zaprobo

    My first MM

    [ QUOTE ]
    Ahoy! Since CoV's release I've allways said to myself I would never play a MM. It seems far too easy and uber boring to buff them everytime they die.

    [/ QUOTE ]

    In which case, I don't recommend FF to you as a secondary - it's more buffing

    I'd go for a Robotics/Dark Miasma combo - exceedingly powerful toolset. Slows, debuffs, heals, and an extra pet. Robotics does energy and fire damage which are not as resisted as the Mercs lethal and fire damage.

    I wouldn't recommend the Necro set though as it gets you into melee far too often for my liking. Some enjoy it though (and you may, coming from two melee AT's).
  3. I think the key here is Lethal damage. Claws and Ninja Blade both do lethal - the one type of damage that is most resisted by players and mobs alike.

    Spines has Lethal/Toxic, EM has Smash/Energy. Toxic is a killer as there is so few resists/defences for it, and energy while commonly resisted is never to the same level as Smash/Lethal.

    Still, I've seen Blade/* Stalkers getting kills in Sirens, so it isn't a lost cause
  4. I'm still using AP, but that's because my build is still pre-ED spec'd. I'll probably still keep it as it's another powerful heal - Aid Other even 6-slotted can't get a Tanker back up to full from Red/Yellow.

    Will probably slot it less though - don't want to be tempted by overuse of it and killing myself (two times and counting!)
  5. I've hit work now so don't have access to my old builds (there are a few!) but I've tried...

    - Blapper (US Test Server Build, with Tough, all melee, etc.)
    - Dual-travel Power Ranged Build (SS and Flight)
    - Hybrid Build (Ranged and Melee attacks)
    - Non-stamina, hybrid build with Medicine Pool

    Probably just my playstyle but when I used a blapper build I ran it very close to the line of dying. When I had a hybrid build I just forgot to use the melee attacks. The dual-travel power was entertaining (and no doubt Hasten helped my attack chains) but I kinda felt I was sacrificing some fun powers. Medicine, again I forgot to use!

    Since I didn't want to fire up Master Zaprobo last night, I logged in and respec'd Zap Robotnik and the build was very playable in Sirens Call.

    The End Mods are probably superfluous but were left over from my previous concept build version (seeing if slotting for End Mod with the Elec Blasters chance to regain End allowed for dropping Stamina, and filling up on Medicine Pool) and I haven't had the chance to reslot. I'll either swap for Rchg Rdx or End Rdx in the end.

    Advice was very useful - I know Zap Robotnik will never be the most powerful or effective Elec Blaster but at least I'm back to a build that can hold its own!

    Now to work on my Defenders (FF/Rad and Emp/Psy), Tank (Stone/Fire) and Scrapper (Spines/Regen)!
  6. Well, I respec'd into this on Zap Robotnik (a few hancies were different as I couldn't afford to reslot, since I'm a US Transferee) and had a roaring time in Siren's Call

    Seems to be much more playable, and will be easier to handle once I have some End Rdx in my toggles.
  7. That's why he's a pet from your secondary and not the primary - think of him as a personal bodyguard incase any of the plebs get too close!
  8. He's a pet and not a henchman - you can't command him and he'll only stay near you. Get into the thick of things to see him actually do something
  9. Currently sitting a bit folorn at L38/39 my poor Elec/Elec Blaster needs a bit of a rejig. See what you think of the following...

    Archetype: Blaster
    Primary Powers - Ranged : Electrical Blast
    Secondary Powers - Support : Electricity Manipulation

    01 : Electric Fence acc(01) acc(5)
    01 : Lightning Bolt acc(01) acc(3) dam(7) dam(17) dam(25) endmod(40)
    02 : Ball Lightning acc(02) acc(3) dam(11) dam(23) dam(29) endmod(40)
    04 : Charged Bolts acc(04) acc(5) dam(7) dam(17) dam(25) enddrn(40)
    06 : Hover fltspd(06) fltspd(9) fltspd(34)
    08 : Aim recred(08) recred(9) recred(39)
    10 : Stealth endred(10) endred(11)
    12 : Zapp acc(12) dam(13) dam(13) dam(15) endmod(21) endmod(23)
    14 : Fly endred(14) endred(15)
    16 : Swift runspd(16)
    18 : Tesla Cage acc(18) acc(19) hlddur(19) hlddur(36)
    20 : Build Up recred(20) recred(21) recred(37)
    22 : Health hel(22)
    24 : Recall Friend recred(24)
    26 : Stamina endrec(26) endrec(27) endrec(27)
    28 : Voltaic Sentinel acc(28) acc(29) dam(31) dam(34)
    30 : Short Circuit acc(30) acc(31) endmod(31) endmod(37)
    32 : Thunderous Blast acc(32) dam(33) dam(33) dam(33) endmod(34)
    35 : Power Sink endmod(35) endmod(36) recred(36) recred(37)
    38 : Shocking Grasp acc(38) acc(39) hlddur(39)

    Few conceptual notes... I stay out of melee, period. I've tried using the Elec Melee attacks but just can't get on with them. Flight is a given for Travel Power. Post-L40 I shall be heading for the Elec APP for a nice themed feel, but has anyone suggestions on that front? The build is meant to be at least viable for some light PvP.

    Thoughts?
  10. Larger rooms usually allow more Primary and Auxillary items. So long as you can still fit in the functional items you need there's no need for a size upgrade.
  11. Had a first proper session fighting alongside a MM-heavy team (3 Masterminds) while I was a Brute and found strategies that worked - running on to the next group along was a good one.

    It allowed me to build Fury, and the MM's soon caught up to me to deal with any excess aggro I'd gathered. Soon as the henchmen started, I moved on to the next group along.

    It's workable, even if you are with Masterminds who exhibit less than optimal henchmen control.
  12. [ QUOTE ]
    Is that a decision, or another suggestion? (I don't mind it being a decision, just as long as others are fine with it too.)

    [/ QUOTE ]

    Passing suggestion
  13. Mercy Island, Courtyard near the Fortunata. Where Mongoose used to be during early beta.

    Good and open, and some passing trade. Easy for new characters to get to without too much peril.
  14. Quite sure - and it's that lack in the description that keeps making people think that they can
  15. You can't rez any henchmen. At all. Not even Mercs.
  16. Master Zaprobo

    Random musings.

    You'd be fine with the Mastermind. Assuming you're in a one-man SG, you'll have a bit of a slog ahead of you (rooms weigh in at 100,000 Prestige or so) but you'll be fine.

    If you can make do with one room, just use the freebie entrace room and use your prestige to decorate it

    Remember that base rent is judged on the amount of Prestige in your bank, the number of functional items and the size of your base. So spend all your Prestige and rent should be good and low.
  17. The ARAD Forums have undergone a bit of an image overhaul. All current scientists and experiments need to make themselves known so they can get access to the private forums

    Hit us up at http://arad.bbfun.com/
  18. [ QUOTE ]
    *mutters* Me as well.

    [/ QUOTE ]

    I went for that, then to Hammi-O's, and then to hosptials
  19. Looks good - though I'd double-slot Force Bolt for Accuracy, and ignore the KB Dist.
  20. A few comments from a */Forcefield Mastermind here...

    - Drop an EndRdx from Dispersion and move it to Tactics as a ToHit Buff
    - Convert one of the PFF EndRdx to a Def as you won't be doing anything that burns endurance while in your shell anyway
    - Consider slotting some secondary effects in your summons, as things like disorient can be useful.
    - Resuscitate and Vengeance do not work on henchmen so unless you will not be soloing heavily I would switch these for two other powers. I'd recommend Serum and Repulsion Bomb.

    Otherwise, I'd say it looks fairly solid.
  21. A functional base will weigh in at around 1mil Influence. As a personal recommendation, go for Teleporters instead of Hospitals, as except for Base Raids, a hospital does nothing more than what a zone hospital does anyway.
  22. Hidden and Stealth are two seperate modes - I can crit from Hidden mode on my Stalker without being Stealthed (mobs are aggro'd on me, but don't hit due to being +Def base with Energy Aura)

    So the two states are completely different. The confusion happens becuase the Stalker skill Hide has a Hidden and Stealth component.
  23. - Stealth isn't really essential so choose as you prefer (Stealth and Grant Invis might be a nice concept build for a Ninja Master). The small amount of +Def will stack on your Ninjas.
    - Smoke Bomb is well worth it as it grants the "Hidden" status that Stalkers use so your Ninjas can crit. Set a ninja to passive, Smoke Bomb, Send him next to a mob, and then tell him to attack. Instant pet Stalker!