MisterD

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  1. MisterD

    WTB: vanity pet

    WTB...Ravager vanity pet please. Just a widdle small one. How about it?

    (ravager is a boss type in the new DD trial)
  2. Way to pay attention green. I admitted KM, and CS were broken. Did you not see that? My problem is that it took SO long to fix what was such an obvious issue. And saying that people are crying about their cheat code being fixed is just idiotic. KM was the flavour of the month, repeatedly, because it was GOOD. You are basically saying it is the players fault for using the set, for 2 years, because it was obviously busted and a nerf was coming.

    Pretty much everyone agrees that Psy blast is OP, and especially with the placate proc. If that set got nerfed, fixed, update now, would you make the SAME argument? Everyone who made a psy blaster just needed a cheat code to win. How about everyone with a sharks stalker? A mind/fire dom? A ss tank with earth epics? People play the best because they want to win.

    And..you expect them to NOT be a lil ticked off when their favourite set is gutted, just because it took the devs TWO years to work out that, hey, yes, CS was doing a tad too much damage?

    Also..good to hear that CS is apparently still a good power. Just sad it took two years too get there.
  3. To quote the patch notes:

    Scrapper/Kinetic Melee


    This power set was unintentionally receiving the Tanker damage bonus in PVP. This has been corrected, and all of the powers should now be doing their proper damage.
    Fixed an issue where Concentrated Strike would deal double its intended damage in PvP.



    How long has KM been out? A year at the least, 18 months. 2 Years? I am not sure..but it has been awhile. Since it came out, it has been regarded as one of, if not the, best melee set in pvp. Anyone with half a brain KNEW the set was overpowered. How could you not, when you hit squishies for 800+ easily? We knew a nerf, a fix, a balance was coming.

    Which begs the question..if WE, the players, could tell KM, and particularly CS, was out of whack, thereby conforming to HAVING at least half a brain...WHY has it taken so long?

    The fact the entire set somehow had 'tank' damage mods, clearly SUCH an easy mistake to make (if it was so easy to put a tick in the wrong box, a bit of code referencing the wrong other bit of code, why wasnt it just as easy to fix?) is fair enough. I can understand that. I mean..it was only a new set that supposedly went through vigorous beta testing..we cant expect the devs to..you know..LOOK at in game performance, say, a month after release and think..Wow, whats up here?

    If the rest of the set had slightly increased damage, ok, maybe that is a bit harder to spot. But..CS does DOUBLE damage. Rocket science to see it was hitting too hard, really. Could not a single dev, tester, gm, mod, you name it, have seen or heard about it, in two years??

    And..sadly is why pvp in this game we love is lolpvp. Two years too fix a blatantly broken power. If the fix came in a month, people would have been a bit upset, but understanding. As things are now..two years is just a pathetic wait to gut a set. Much as I did hate getting hit by CS..I used it myself, and it was NICE to actually have a melee attack that seemed to redress some of the range vs melee imbalance (another issue of course).

    Guess this leaves the only decent melee options as...stalkers with sharks (cause that is so melee) or ss with rage and earth epics (again, so melee). I am just glad my KM scrapper was made for pve anyway.

    (Please note, I have not actually tried KM in i22 pvp yet, due to the genius cox team NOT preloading another 500+ mb patch. If someone can make a case for KM still being good, I am happy to go back on my words.)
  4. Well with the demons playing at range (I made my own demon mm after so I dont know what it was like) I can only assume that it got fixed because a lot of the demon attacks are melee. Or did they in fact have ONLY ranged?

    If anything..think of it for a theme/lore/background theme. This person, this mastermind, can summon and force things to do his will..force them to dive into battle with huge robots, super villains, even leap off cliffs. But..then one thing he CANT do..is tell the ones with guns to STAY at range and use said guns?
  5. Mmm not sure I agree with that. Although I DO see your point..in that a bots mm + webnade could go to sleep and solo an AV..but the pants on head behavior of pets some/a lot of the time cannot just be passed off as 'wonky'. And if the devs, on purpose, made pets dumb, just because of balance....well, that is as stupid as our pets can be.
  6. What I really love about the pet controls..is how setting it to Advanced gives us..LESS buttons. Genius that is.

    Seriously..we need a command to be able to tell pets to attack at range or melee, and HOLD that stance.
  7. Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) HamiO:Nucleolus Exposure
    • (3) HamiO:Nucleolus Exposure
    • (3) HamiO:Nucleolus Exposure
    • (5) Edict of the Master - Defense Bonus
    • (29) Sovereign Right - Resistance Bonus
    Level 1: Web Grenade
    • (A) HamiO:Endoplasm Exposure
    • (39) HamiO:Endoplasm Exposure
    Level 2: Caltrops
    • (A) Damage Increase IO
    Level 4: Combat Jumping
    • (A) Karma - Knockback Protection
    • (5) Kismet - Accuracy +6%
    • (39) Luck of the Gambler - Recharge Speed
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    Level 8: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Red Fortune - Defense/Endurance
    Level 10: Acid Mortar
    • (A) Achilles' Heel - Chance for Res Debuff
    • (11) Touch of Lady Grey - Defense Debuff/Recharge
    • (11) Touch of Lady Grey - Recharge/Endurance
    • (19) HamiO:Lysosome Exposure
    • (50) HamiO:Lysosome Exposure
    Level 12: Protector Bots
    • (A) HamiO:Nucleolus Exposure
    • (13) HamiO:Nucleolus Exposure
    • (13) HamiO:Nucleolus Exposure
    • (15) HamiO:Cytoskeleton Exposure
    • (15) HamiO:Cytoskeleton Exposure
    • (29) HamiO:Golgi Exposure
    Level 14: Super Speed
    • (A) Endurance Reduction IO
    • (31) Endurance Reduction IO
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense/Endurance
    • (17) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Red Fortune - Defense/Endurance
    Level 18: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 20: Poison Trap
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (21) Basilisk's Gaze - Recharge/Hold
    • (25) Basilisk's Gaze - Endurance/Recharge/Hold
    • (50) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (50) Lockdown - Chance for +2 Mag Hold
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 24: Assault
    • (A) Endurance Reduction IO
    • (25) Endurance Reduction IO
    Level 26: Assault Bot
    • (A) Empty
    • (27) Empty
    • (27) Empty
    • (31) Empty
    • (31) HamiO:Nucleolus Exposure
    Level 28: Seeker Drones
    • (A) Cloud Senses - ToHit Debuff
    • (33) Cloud Senses - Accuracy/ToHitDebuff
    • (33) Cloud Senses - Accuracy/Recharge
    • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (40) Cloud Senses - Accuracy/Endurance/Recharge
    • (40) Cloud Senses - Chance for Negative Energy Damage
    Level 30: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    • (48) Red Fortune - Defense
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    Level 35: Trip Mine
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Ice Blast
    • (A) Decimation - Accuracy/Damage
    • (43) Decimation - Damage/Endurance
    • (43) Decimation - Damage/Recharge
    • (46) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    Level 41: Frozen Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (42) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge
    • (43) Red Fortune - Defense/Endurance
    Level 44: Hoarfrost
    • (A) Doctored Wounds - Recharge
    • (45) Doctored Wounds - Heal/Recharge
    • (45) Doctored Wounds - Heal/Endurance/Recharge
    • (45) Doctored Wounds - Heal/Endurance
    • (46) Doctored Wounds - Endurance/Recharge
    Level 47: Hibernate
    • (A) Recharge Reduction IO
    Level 49: Triage Beacon
    • (A) Doctored Wounds - Heal/Recharge
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod/Recharge
    • (7) Performance Shifter - EndMod
    • (7) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run


    Oh, yay, it worked. I think. Just was having a play around in mids. A lot of hamis in the above. The 4 empty slots in AssBot are for 4 of the ATO mm set..which will get you to perma hasten. With Spiritual Alpha..helps all your rech, heals in probots and triage. Depends if you like the ugly Ice armour..but you also get a personal attack..pew pew. Incarnate capped to s/l. Probotties bubble with get you capped to melee and ranged.
    Just some ideas.
  8. Just had a quick look at it...

    I am not sure what the general opinion on Caltrops is now (I know it was awesome when reactive was busted) but does it really need 5 slots and procs now? Your bots with be killing stuff so fast that the tiny dot will only add up on Avs and such.

    I'd also say much better to but the pet uniques in tier 1 pets, and lift the healing on protector bots a bit more.

    Poison Trap...this WAS crazy good when proc'd out. I know the proc rate was lowered awhile back..might be better off loading this up instead of caltrops. Also..the lockdown hold proc is wtfawesome in there..you want that at least.

    It is going t be very hard to get all your defences around 40%...maybe focus on a few? Smash/Lethal and perhaps melee..since you will be in there a lot. Aoe could work also.

    Pretty sure that the numi proc in Triage will not buff (with the +regen/rec) others...I'd really try getting it in health.

    Also dont forget that your def will be..10? 12? higher than what mids is showing, with the ProBot bubbles. Throw on 5% more from minimum barrier, and your getting close to teh cap.
  9. MisterD

    Hoverbrute

    There is a reason you dont see many melees with Hover..and elec armour especially. Grounded only functions..you know..on the ground. Meaning you will need to slot a few -kb IOs.
    Some of the TW attacks look cool when used midair though.
  10. lol, no! I didn't see that! It, the thread, popped up when I searched for new posts..I just assumed it was mostly up to date. Apparently not! lol
  11. Quote:
    Originally Posted by PsiJung View Post
    These are not the glory days for MMs any more. I used to be able to roll over damned near anything with my Thugs/Traps. I havent played him in a while, but he is 50, fully slotted with IOs and accolades. The other day in Warburg I went after a Zeus Titan and lost. Twice. We got hit pretty hard with the nerf hammer. The only AVs I ever had trouble with were the Radio and the Vampyr-looking Council leader. I would bet most would be trouble now.
    Um..what. If you had of looked at any of the other posts here, you would have seen therw is plenty of MMs builds that can solo almost anything.
    Did you consider pvp and diminished returns as the reason you failed to kill a single boss in Warburg, as well as not being 50?

    In regards to the easiest MM for AV soloing...I have 3 mms, that all can.

    My necro/poison/mace can, barely. I find poisons debuffs (especially the -to hit) as too low to keep the necros alive. Maybe they do have one of the best ST damages..but when they also get looked at and faceplant..nevermind how utterly stupid Noxious Gas's recharge is.

    My demons dark can do it easy. Dark is such a great mm set, and excellent for keeping pets alive. I do find the -regen on this build to be not perfect, maybe cause I dont have howling twilight slotted for max rech. The trouble, if you can call it that, with this combo, is that you need to be in melee range to heal your pets, which can lead to being slapped around.

    Third MM is my bots storm. I would say that Bots are simply the best MM set for AV soloing, because they combine crazy amounts of -regen with almost all ranged attacks..not counting the stupid AI. My bots have 42% def to all, more to aoe, but the secret weapon of the AV solo'r...Webnade. Immob the av, stand close enough to get them in the huge range of hurricane, tell bots to fire..Game Over. Even before Incarnates, I solo'd about every av/hero around like this..if I could immob them, they were dead. And a lot of them had no ranged mez powers, making it even easier. If we are defining 'ease' as the fewest actions required to win..I think this combo would be one of the best (maybe bots/ff would be less clicks..but take MUCH longer). Storm is win.
  12. MisterD

    Barb Swipe

    *puts up hand*
    My spines/regen HAS Barb Swipe. It is one of my favourite looking attacks in the game. Note, I said looking. Looks, not for what it actually does. If I had to pick an animation that just says 'Scrapper', I would nominate barb swipe. It looks awesome. Of course..as it pointing out, the damage is utter crap for the amount of time it takes, as well as being a DoT.

    I would suggest (and have before) that the animation get ported to Ripper..because to me, it looks way more rippy than Ripper actually does. Then give swipe an alternating single hand slash (in the way dual wield in DP changes hands). Of course..some people love the ripper animation, and fair enough. Can't please everyone.
  13. Those escorts in the RWZ arcs (drummer, dark watcher etc) are really awful.

    The nemesis ones in particular. I have seen them fail on EVERY single large or pugish team. People just dont expect a hostage to run into a mob of 8 fake nems, at random. It would make more sense if he HAD to die in the story line, and he gets blown up by a warhulk guarding him. Whenever I do that mission, I solo it or have a small team, and clearly explain to people...NOT to free him till the end. Even dumber, he is often the first hostage in the map.

    The other mission from Drummer, also Nems, in the warehouse, is just as terrible. You free the hostage, who quite often gets killed by the old veng'd up exploding warhulk to teh face trick, and then lead him out (assuming he isnt dead) and round a corner, only to see 3+ fakes..which he will charge.

    These missions aren't real fun.
  14. Energy, earth or ice (even if I think ice sucks) are all good compliments to Elec Control and sapping. They all have power boost, which super charges your drains and can flatline a boss in seconds.

    Earth might work best, since it is mostly melee, with an immob toggle also, to keep them in conductive aura range. Also, the recovery would help offset the heavy end cost of earth. Depends if you like, or want a lot of melee...you did say you have a lot of scrappers..

    Energy gets some great melee attacks, the very useful Power Thrust and decent blasts. The kb, which always seems to happen just when you dont want it, can get annoying though.

    Ice..as I said..I wouldnt recommend to anyone at all.

    Also..the new Dark Assault set looks quite nifty..you might want to wait till next week when i22 hits?
  15. I really do understand that there are 'maths' behind this thread. I do. I get that some people are super fixated on dps and dpa and whatever else.

    But..the notion that placate does not provide much of a damage boost? Ok, again, maybe the maths does support it, but, to me, I use placate..the attack does DOUBLE damage. Simple. That is..twice the damage. You know..a big deal.
    Forget the dpa crap, you use placate to set up an as, avoid something nasty, get a certain crit on your next hit. That is why you have it. If people are so focused on dpa's and animation times, they are more interested in playing the numbers behind the game, than the game itself.

    I think it is more of an issue that placate is still bugged, as was reported forever ago in the stalker forums.
  16. Oh..I forgot the Apex question.

    I still think some of the iTrials are rather unfair on MMs. Granted, is is quite a bit better since the pets got shifted and free aoe def..but it is still annoying as hell when you are moving past a mob to go heal whatever the league is up to, a boss sees your pets and proceeds to kill them all with an aoe.

    The first time I did Apex (before the changes to pets) I was on my bots/storm MM and the entire last mission was just using my secondary, due to pets being wiped out instantly. It wasn't very fun.

    The collection phase of Lam is similar. Unless the team is SUPER buffy, you have the choice of either staying with the team (or parts of it), losing pets and aggroing extra mobs as you go, flat out ignoring your pets as using your secondary alone, or going off by yourself and trying to solo crates/acids.

    I usually go the -pet option. It saves a lot of time constantly resummoning.
  17. MisterD

    Obligatory

    Totally agree. I think the tier 9 attack could be based on some of the Star Wars kid's moves? Maybe give us a hockey stick (or whatever he had) weapon option.
  18. Question 2.

    Short answer.
    Demons/Time does not have a huge deal of synergy. BUT it does make a very good combo. How you ask? Well..

    Long Answer.
    As I said, the two sets do not have much synergy. As in the way bots (or thugs) will go with FF or traps, the +def powers stacking up to crazy heights. Or the way Demons +resists would go with thermal/sonic +res shields.

    However, considering the actual powers in the sets, as a package..show they really compliment each other.
    Demons are all resistance (I think one has a lil def), some healing (aoe and st) and some decent slows. Also, they usually end up in melee range.
    Time has that great aoe heal, that cant miss (like the dark can) and will easily cover all the pets. Aoe slow and debuff aura, also -damage. Effectively giving the demons more resist, as well as def, to go with Farsight (power boost it for the best results). Also has chrono shift as a panic button to mass heal pets for a lot.

    Again, Demons/Time will never have the defence that two +def synergistic sets can give, or two +resist ones. But what it does have is very very strong layered powers, leaving you with an option in just about all situations.
  19. Just cause it will be fixed in less than a week, does not make the fact it WENT live, while broken, any less pathetic. And the sad part, it doesn't shock me. Heaven forbid they make sure things like special procs are working correctly, especially working full stop.
  20. Wait..the superior proc is currently bugged? On Live? Excellent! Guess it serves me right for assuming that they could manage to get some new, shiny, well advertised and EXPENSIVE (also rare) enhancements to actually WORK. Silly me.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    I disagree quite a bit.

    If he has Energy Mastery, the End Mod will buff Stamina, Physical Perfection, AND Superior Conditioning. In a Mids' build I put together for a DA brute I had it sitting at almost 130 max endurance using Agility and 4.54 end recovery per second. That's enough recovery and endurance to fuel any Dark Armor build.

    Agility's defense also buffs things like: Combat Jumping, Maneuvers, and Weave. In my Mid's build I managed to soft-cap S/L/E/N. Without Agility it would have fallen a little short.

    Depending on build goals, Agility can be VERY useful for a Dark Armor. There's more than one way to build a character, and just because you like to build them one way does not mean that is the one and only way to build one. Do you actually HAVE a DA brute? If you don't you don't really have much room to be telling people they are building theirs wrong.
    Oh here come the experts. Do I HAVE a dark armour brute. Good job making the comment like a snide implication that somehow you know I don't have one. What's the point, really?

    IF he has energy mastery. IF. Since he doesnt mention it, or building for def..your whole disagreement post just falls flat. I was saying why Agility would NOT be as good as those other 3, assuming a 'basic' build. Which I think is a fair assumption since he is ASKING for help in the first place. But hey, maybe he is a super toon building wizard and has PP and is building for def.

    Or..you know..MAYBE he is just looking for some simple ideas, that arent full of misleading comments (like how agility is MASSIVELY good for his end..yeah, with energy mastery, not out of the box). I listed the 3 that give the most all round benefit to the sets, with an average build.

    And just to make you happy..in MY opinion, agility is a silly alpha for dark. Happy now?
  22. Agility? On a claws/da?? Um..no?

    Since the OP is asking what to take, safe to assume it isnt yet a super powered build? Including being built for soft capped def. There..WHAT is the point of agility? Dark has all of a single defence power in the set, maybe buffable from 6ish to..8,9ish % with agility. Unless he is pushing for def, thats pretty useless.

    End mod? Stamina, slotted with 4 per shifters, and 47% +recovery...with the addition of Agility core (45% end mod) goes up to a 'whopping' 56%. Sounds great huh? Too bad that is only 0.16 end per sec. Hardly an amazing amount. Oh unless he has physical perfection..then it will be work a little more, but given that PP and a +end proc can 'fix' recovery issues alone..what's the point?

    The recharge..ok, yeah, that would help. But mostly help with dark regen, since claws is so good for rech as is.

    So..from Agility you get..pitiful def that he doesnt need (useless its a def setted build) end mod that will help, a little. And rech..that will kill his end even more! Excellent. Not.

    Cardiac, Spiritual or Vigor would be loads better.

    Cardiac..end red, exactly what Dark Armour needs..all those toggles are spendy. Also, +resists, really helpful for dark, especially combined with Tough. And +range for focus and shockwave.

    Spiritual...+rech for the same reasons as agility, only even more, allowing slotting of procs and end red in Dark regen and toggles. Heal for obvious reasons, can slot more acc in dark regen. +stun and +to hit..opressive gloom, rez and follow up would all love these.

    Vigor. Heal..45+, for dark regen? Yes please. One target should do close to 1000. End red, for all those toggles. And ACC, since dark has a ton of powers that NEED this in spades, as well as meaning you can proc out claws.

    That's my picks. Take Agility if you want that orange color..otherwise, it wont do anything like what these three will for you.
  23. Surely your 3 (at least) blaster threads could have been rolled into one..since, you know..they are ALL about Blasters. Not too mention, there were other threads answering these very questions just recently..
  24. Of the top of my head, it is about 3% per for, up to 10, with the first giving more. So A full sized mob gets you at least 30-40.

    Energy Aura is a great set, now. I am even one of teh few people who think it was pretty (or any) good way back when. One of the first friends I made playing the game (started redside) used to play a SS/Ea brute and he was and still is, the best melee I have ever seen.

    I saw him, and the set, do simply amazing things, back when we still had SO's. Then sets came along, and it was seriously good. This was a time when elec armour was far and away the most popular brute secondary, and EA was laughed at. He even used to pvp with the toon, during a time where any defence set was 'lol', especially with scrappers and tanks having Foc Acc.

    In regards to it's bad rep..I think the main problem with EA, especially before IOs and sets, was the huge imbalance of psy and toxic damage, redside to blue. Arachnos show up all the way 1-50 there, and as an EA played knows..once psy comes in, you go splat. I'd say this tainted the perception of EA, and gave it the label of an under
    performing set.

    My question is...what would have happened if EA had of been a scrapper set, from the start (before the energize and drain changes). Given the rarity of psy blueside, the lack of arachnos arcs, only a few carnie contacts...I think it would have been well liked.

    I have two EA's now..an Stj/EA scrapper and Tw/Ea brute, made one after the other, and I love the set to bits.

    The one problem I see is that the colored GFX from the toggles are very minimal, apart from one shield, which overpowers the rest. I want to be prettty! And Strong.