Nalrok_AthZim

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  1. Quote:
    Originally Posted by Windenergy21 View Post
    Well I am liking the idea of demons/dark and thugs/pain now XD lol. But with the defense I'm also thinking thugs/ff would be good maybe better? Not sure just kinda thinking cause my demons/pain is level 27 now lol. Maybe i'd do both who knows.
    I'm running a Thug/FF now. At level 14 all of his minions have 21% Defense to all with one Enforcer. Can't wait for the next one and my Dispersion Bubble.
  2. Quote:
    Originally Posted by Ironik View Post
    And this is why PC mice will always be superior to Apple mice. "Smart mouse" indeed. I use a Mac at work that's beautiful and powerful and I want a freakin' robot cat to eat that stupid mouse.
    Logitech.

    The LX6 is old, and I still use it.

    (Mighty Mouse my ***-- and that's coming from a die-hard mac user.)
  3. Nalrok_AthZim

    Apex SF sucks!

    Quote:
    Originally Posted by Samuel_Tow View Post
    I just have one thing to say: I am getting REALLY sick and tired of heroes and villains banding together to fight off a greater threat. Ponder that for a minute.
    Man, you must REALLY hate Norman Osborne.
  4. Claws/SR. It's like playing a rotary saw in a force field.
  5. Quote:
    Originally Posted by je_saist View Post
    W.orking A.s I.ntended.

    Seriously. Be grateful the developers even added the ability to do a breakdown. Remember the old adage: Don't look a gift horse in the mouth!
    I'd look a gift horse in the mouth if it was only one quarter of an entire horse.
  6. If you edit a post within a certain time of posting it the Edited By field won't show up at the bottom.

    DEBUNK'D
  7. Quote:
    Originally Posted by Windenergy21 View Post
    I'm still kinda new to non-Demon MMs. What does the bruiser do, describe the enforcers +defense and how it works. And what is the arsonist? tier 1, 2, or 3(assuming bruiser) pets? If its a small minnion of the tier 1 level 1 variety It seems to me they die a little fast.

    the to hit i'm not worried about, slotting + supremecy + tactics make that a non-issue for me. I only play blueside.
    The Bruiser is essentially a Super Strength Brute. He generates Fury and is a melee combatant. When fully upgraded, he has KO Blow, Foot Stomp, Jab, Punch, Haymaker, Hand Clap and Hurl.

    The Enforcers have their own Leadership pool, and it's incredibly effective. Slotted with one +Defense IO each Enforcer will bring about 10% defense to all, making for 20% defense when you have both. They also have Tactics and Assault.

    The Arsonist is your level 18 Tier 1 pet. He's essentially a Fire Corruptor. His abilities can Scourge, and he also has Fire Patches (like Burn) that will rip enemies to pieces. Because he is almost completely AoE, he dies ALL THE TIME. Pain Domination has lots of healing, so it helps to keep the Arsonist alive when he inadvertently takes an alpha strike.

    I mention ToHit because World of Pain has a +ToHit component, which will stack with Supremacy, Tactics and the Enforcer's tactics. The Bruiser has a great chunk of inherent resistance, so WoP will also aid him.
  8. Quote:
    Originally Posted by Windenergy21 View Post
    What makes thugs/pain a good combo?
    Lots and lots of ToHit, the ability to heal allies that have a good chunk of inherent defense (Enforcers), stacked +Damage, putting Painbringer on the Bruiser, Anguishing Cry coupled with the gobs of AoE, the ability to use Share Pain on an enemy and reap the damage bonus with your Patron/inherent attacks, actually being able to keep the damn Arsonist alive(!).

    It's incredibly synergistic.
  9. Nalrok_AthZim

    Apex SF sucks!

    Quote:
    Originally Posted by KayJMM View Post
    Black Coffee only spawn on the Master runs.

    All you get on non-Master is Decaf Coffee. With Aspartame.
    H.P. Baxxter disapproves of your Decaf.
  10. Thugs/Pain is a great combo. I have a 36 Demon/Dark, and he's able to pull 3-4 x5 mobs at once (tested on accident) with minimal casualties.
  11. I did that because it softcapped me to S/L. Not my pets, but the mastermind himself. I suppose I could dink with it a little and see if I could drop Maneuvers in favor of taking Provoke/Aid Other sooner, or perhaps even Detention Field. Right now he's at level 10; taking Detention would be some good mitigation.
  12. Quote:
    Originally Posted by AzureSkyCiel View Post
    Omega slot will give us the 'I Win Button'.
    Just kidding.
    But maybe Omega slot will do something completely weird to us, like give us Reaction commands, or give us something like fighting game super attacks/finishers
    I'd expect that from Interface.
  13. Quote:
    Originally Posted by gameboy1234 View Post
    Therefore, back to the original topic... is there any good reason to skip the small bubbles? Is there anyone (outside of Larker, who's said his piece), who it's this is really a viable power selection strategy to skip the individual shields?
    No. It would be like taking Sonic/Thermal/Cold and skipping the two shields they offer.

    Take them and use them, regardless of what magicj says, because quite frankly his reasoning is unquestionably flawed.
  14. Quote:
    Originally Posted by galadiman View Post
    The accidental heal aura that Rads have is like putting a band aid on a severed limb, compared to the Phenomenal Cosmic Power of the Debuffery.
    "I'm a radiation emission user. I have an X-Ray machine, an MRI, a defibrillator, adrenalin shots, two devices that can cripple your enemies, a giant dampening field, choking radiation gas, and this band-aid right here."
  15. Quote:
    Originally Posted by Deacon_NA View Post
    You took the ally bubbles? Lame, just spam heals with Aid Other.

    I keed, I keed.


    Quote:
    Originally Posted by Deacon_NA View Post
    As for power selection, it's quite similar to my Thugs/FF. I think our only difference is I took the Mace immob and you took veng. I'm definitely not suggesting you switch those, veng is plenty good and gives you an lotg mule to boot. Oh yeah, I took the cage instead of Force Bubble. Again, I have no real preference of one over the other. In other words, yours looks solid.
    Looks good; I took Vengeance because, quite honestly, I'm going to team. Usually it'll be a Duo.

    Quote:
    Originally Posted by Psylenz View Post
    The powers look good. Taking all leaderships is a solid choice to maximize pets and team potential. There are a number of good pool powers. It's hard not to take PFF and aid self, which are the only two powers I MIGHT sub out in an alternate build. Recall friend can be tasty for pets that get stuck, which does appear to be occurring less and less these days. There is one mastermind power from robots I am tempted to take - again let me emphasis, current powers presented look great - as I love to stack me some stuns with the photon grenades.

    edit: oops I am on cold meds. You did say thugs not robots
    Cold meds ftw! Breathe, my brother, breathe! I had a level 41 Thug/Traps, but he became conceptually boring (that and everyone I played him with decided to stop playing with him). Since this was a time before the Rename tokens (and the online store) I deleted him. Mistake, I know. My fiancee has a 35 Thug/FF and the character is just unstoppable.

    Quote:
    Originally Posted by Psylenz View Post
    That's a good call, too. If you take your redeemed thug to blue side, the cage has renewed usage in the Statesman TF to cage the pylons around Lord Recluse that the team is not currently dismantling.
    I didn't know that. Hm. I'll have to look at what to swap out. Can I ask you all something? What makes Repulsion Bomb a good choice over Detention Field? I feel like, if I were to drop anything for Detention, it'd be the Bomb.
  16. Quote:
    Originally Posted by Exxar View Post
    I'd call him chef. Because he cooks the mobs so nicely with their behinds constantly on the Burn patch. Also makes pancakes with Clobber.
    You have won one (1) internet.
  17. I'm going to throw up my list of preferred powers and post my build at a later time, as I'm at work (and also bored due to a service outage).

    Basically, the character is a gang leader who witnessed a dirty cop kill someone. The cop saw his face, had him arrested, and because of his rap sheet no one believed that he was innocent. He was put on Death Row in the Zig, where the lethal injection was botched (or was it?), altering his body chemistry granting him the ability to emit a non-Newtonian liquid that forms bubbles and hardens significantly on impact. He used this liquid to literally walk out of the Zig, and is now linked back up with his old gang. He wants to prove his innocence but may have to get his hands dirty.

    And now, the powers I have set up.
    *Law & Order doink doink noise*

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rap Sheet: Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Force Field
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs
    • (A) Blood Mandate - Accuracy/Damage: Level 50
    • (3) Blood Mandate - Accuracy: Level 50
    • (9) Blood Mandate - Accuracy/Endurance: Level 50
    • (23) Blood Mandate - Damage: Level 50
    • (34) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    Level 1: Force Bolt
    • (A) Kinetic Crash - Accuracy/Knockback: Level 50
    • (11) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
    Level 2: Deflection Shield
    • (A) Red Fortune - Defense: Level 50
    • (3) Red Fortune - Endurance: Level 50
    • (37) Red Fortune - Defense/Endurance: Level 50
    • (39) Red Fortune - Defense/Recharge: Level 50
    • (43) Red Fortune - Defense/Endurance/Recharge: Level 50
    Level 4: Insulation Shield
    • (A) Red Fortune - Defense: Level 50
    • (5) Red Fortune - Endurance: Level 50
    • (37) Red Fortune - Defense/Endurance: Level 50
    • (39) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (43) Red Fortune - Defense/Recharge: Level 50
    Level 6: Equip Thugs
    • (A) Endurance Reduction IO: Level 50
    • (7) Endurance Reduction IO: Level 50
    Level 8: Assault
    • (A) Endurance Reduction IO: Level 50
    • (9) Endurance Reduction IO: Level 50
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (11) Luck of the Gambler - Defense: Level 50
    • (34) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (45) Luck of the Gambler - Endurance/Recharge: Level 50
    • (46) Luck of the Gambler - Recharge Speed: Level 50
    Level 12: Call Enforcer
    • (A) Blood Mandate - Accuracy: Level 50
    • (13) Blood Mandate - Accuracy/Damage: Level 50
    • (13) Blood Mandate - Damage/Endurance: Level 50
    • (23) Blood Mandate - Accuracy/Endurance: Level 50
    • (33) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (40) HamiO:Membrane Exposure
    Level 14: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    Level 16: Personal Force Field
    • (A) Luck of the Gambler - Defense: Level 50
    • (17) Luck of the Gambler - Defense/Endurance: Level 50
    • (17) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (50) Luck of the Gambler - Recharge Speed: Level 50
    Level 18: Gang War
    • (A) Sovereign Right - Resistance Bonus: Level 50
    • (19) Edict of the Master - Defense Bonus: Level 40
    • (19) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
    • (34) Call to Arms - Defense Bonus Aura for Pets: Level 30
    Level 20: Dispersion Bubble
    • (A) Red Fortune - Defense: Level 50
    • (21) Red Fortune - Endurance: Level 50
    • (21) Red Fortune - Defense/Endurance: Level 50
    • (25) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (40) Red Fortune - Defense/Recharge: Level 50
    Level 22: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (45) Defense Buff IO: Level 50
    Level 24: Super Jump
    • (A) Jumping IO: Level 50
    • (25) Jumping IO: Level 50
    Level 26: Call Bruiser
    • (A) Blood Mandate - Accuracy: Level 50
    • (27) Blood Mandate - Damage: Level 50
    • (27) Blood Mandate - Accuracy/Damage: Level 50
    • (31) Blood Mandate - Damage/Endurance: Level 50
    • (33) Blood Mandate - Accuracy/Endurance: Level 50
    Level 28: Aid Other
    • (A) Doctored Wounds - Heal: Level 50
    • (29) Doctored Wounds - Recharge: Level 50
    • (29) Doctored Wounds - Heal/Recharge: Level 50
    • (40) Doctored Wounds - Heal/Endurance: Level 50
    Level 30: Aid Self
    • (A) Doctored Wounds - Heal: Level 50
    • (31) Doctored Wounds - Recharge: Level 50
    • (31) Doctored Wounds - Heal/Recharge: Level 50
    • (46) Doctored Wounds - Heal/Endurance: Level 50
    Level 32: Upgrade Equipment
    • (A) Endurance Reduction IO: Level 50
    • (33) Endurance Reduction IO: Level 50
    Level 35: Repulsion Bomb
    • (A) Razzle Dazzle - Accuracy/Recharge: Level 30
    • (36) Razzle Dazzle - Endurance/Stun: Level 30
    • (36) Razzle Dazzle - Accuracy/Endurance: Level 30
    • (36) Razzle Dazzle - Stun/Range: Level 30
    • (37) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
    Level 38: Force Bubble
    • (A) Endurance Reduction IO: Level 50
    • (39) Endurance Reduction IO: Level 50
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (42) Luck of the Gambler - Defense: Level 50
    • (42) Luck of the Gambler - Defense/Recharge: Level 50
    • (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (43) Luck of the Gambler - Recharge Speed: Level 50
    Level 44: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 47: Provoke
    • (A) Perfect Zinger - Taunt: Level 50
    • (48) Perfect Zinger - Taunt/Recharge: Level 50
    • (48) Perfect Zinger - Taunt/Recharge/Range: Level 50
    • (48) Perfect Zinger - Accuracy/Recharge: Level 50
    • (50) Perfect Zinger - Taunt/Range: Level 50
    • (50) Perfect Zinger - Chance for Psi Damage: Level 50
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Endurance Reduction IO: Level 50
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 40
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (5) Endurance Modification IO: Level 50
    • (7) Performance Shifter - Chance for +End: Level 50
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 10% Defense
    • 4.375% Defense(Smashing)
    • 4.375% Defense(Lethal)
    • 11.25% Defense(Fire)
    • 11.25% Defense(Cold)
    • 4.063% Defense(Melee)
    • 14.06% Defense(AoE)
    • 2% Enhancement(Stun)
    • 8% Enhancement(Heal)
    • 27% Enhancement(Accuracy)
    • 57.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 54.21 HP (6.751%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.95%
    • MezResist(Terrorized) 7.15%
    • 9% (0.15 End/sec) Recovery
    • 40% (1.341 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 26.3% Resistance(Fire)
    • 26.3% Resistance(Cold)
    • 20% Resistance(Energy)
    • 20% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)
    • 8% RunSpeed





    Anything I should change?
  18. Nalrok_AthZim

    Apex SF sucks!

    Quote:
    Originally Posted by DumpleBerry View Post
    I just want to know why the blue death patches don't draw on my computer. I can't avoid what I can't see.
  19. To echo the Ninja Blade votes, don't forget that there's also Broadsword. It's very similar, with slower recharge time. It's not numerically superior but MAN, it feels SO MUCH angrier than Ninja Blade. Broad/Nin ftw.
  20. Honestly, just about anything can be amazing on a Brute with the exception of Energy Melee and Energy Aura.

    Here are some great soloers I've seen:

    Fire/Fire (Burn it!)
    Elec/Invul (Unstoppably shocking)
    SS/Elec (Hits like a train, siphons endurance, never dies)
    SS/Fire (Orange numbers everywhere)
    Elec/Fire (It burns in two ways!)
    Dark/Invul (Murky and iron solid)
    Dark/Will (Regenerate, eliminate!)
    Dark/Dark (Late bloomer, but a GOD of power; read my guide in my sig!)
    DB/Will (Slash slash heal)
    Mace/Fire (I call him the welder)
    Claws/SR (the force fielded rotary saw)
  21. Quote:
    Originally Posted by magicj View Post
    Since you seem starved for my attention, I'll throw a bone your way and give you a gratz for leeching off your team to get the MSTF.

    Gratz.
    I'm sorry man, but if you're going to call people on making insults, don't turn around and throw them back.

    My Bots/FF friend and I are sitting on a MoLRSF badge. I firmly believe that were it not for his added defense the Phalanx would have shredded us regardless of what healers are capable of.

    Hell, man, why do you think people prefer to pop a cluster of purple insps rather than green ones?
  22. Quote:
    Originally Posted by magicj View Post
    Just try to cut back on the insults a bit please and stick to the discussion. It's about the pros and cons of FF's little bubbles.
    I'll admit I get a little mouthy. If I do it I usually take it back later, provided I don't encounter a work emergency.

    I would still recommend Insulation/Deflection for MM's simply for the benefit it provides just the pets.
  23. Quote:
    Originally Posted by magicj View Post
    You most certainly can.

    Contoller's Power Boost: DEF(All Types, Defense, Melee, Ranged, AOE) +122.925% for 15s
    Defender's Power Build Up: DEF(All Types, Defense, Melee, Ranged, AOE) +98.34% for 12.5s
    MM's Power Boost: DEF(All Types, Defense, Melee, Ranged, AOE) +65.56% for 15s
    I've never seen that done in raw numbers due to Insulation and Deflection having Toxic Resistance and End Drain resistance respectively, two things which aren't affected by Power Boost. Last I checked (and I remember an old thread complaining about it) if your power has an aspect that can't be boosted, the entire power can't be boosted.

    Edit: Well I'll be damned.

    My mistake aside, that still doesn't account for a Granite Tank's utter lack of Psi Resist, and the fact that you can't heal a dead ally.