Ocasta

Apprentice
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  1. Ocasta

    Worst Mobs Ever.

    On my mastermind, scrapyarders (demolitionists) and malta stand out the most. Demolitionists are somewhat manageable, but malta are a nightmare. Zeus titan missiles that can one shot my pets, teleporting gunslingers that can also aoe one shot my pets. Pretty much any time I have to fight malta on my MM I just want to quit ever playing a MM again. Malta are also the reason why over 50% of my inspiration tray is just break frees (well that and the fact that the inspiration system for pets is useless).

    Most melee chars: Carnies. They die easily, but mask of vitality + endurance drain on death means I'll be wondering where all my blues went 2 groups in.

    PPD at low levels. Equalizers and ghosts. You get resist debuffed to hell my acid mortars, get -fly -jump and -speed from the web crap on the ground, and then you get hit by -10 billion accuracy and defense (yes that's the actual number as far as I'm concerned :P).

    Vazhilok. Don't see them much on red side, but when playing blue I pretty much completely avoid them. Back before newspapers/etc, I would actually pick my origins to ensure that they were not an origin that faces Vazhilok in the lower levels (I think natural does, but it's been too long I forgot).

    Longbow: Decent at low level, crappy at high level. Nullifiers debuff your resistances like crazy at high level (maybe defense too, I don't remember), wardens that spawn with Radiation Emission are insanely obnoxious (lingering radiation makes your attack chain so pathetic even level 4's would laugh at you).

    Council wolves on my MM: Scatter from burn, essentially immune to slow and requires stacked immob. They scatter all over the map, only to come back and one shot pets. I swear in the time it takes me to chase down all the warwolves that ran off I could have killed 5 entire groups of a different villain type.

    Defense heavy sets without good defense resistance: Earth Thorn Casters. Granted I don't think they spawn at level 50, it's rather annoying. Defense sets are already fairly weak (compared to most sets) while leveling, since they tend to require weave and/or IO investments to really shine. Then when you finally feel like your defense character is getting somewhere, you face earth thorn casters who can make the fight go from fine to dead in the span of 2 seconds.
  2. Yes this is a purely PvE build, PvP in cox does not really appeal to me.

    I've changed the build around a bunch based on suggestions. Incorporated a lot of the changes Jax made and tweaked it around a little more. My endurance is looking a whole lot better (gained another 0.3/s or so and endurance reduction in my aoe's).

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  3. Thanks for the reply, and yeah I looked at that build, but it makes heavy use of purples, which is something I want to avoid. Even luck of the gambler, which is fairly pricey, is dirt cheap compared to making purple sets (at least the purple damage sets).
  4. Actually messing around with it some more I could change the reactive armor set in tough to aegis and have enough aoe without the travel bonus. Slightly less above the def cap for melee/ranged then, but still 1.6% above.
  5. Looking for an all-round good build. Obviously soft capped positional defenses, beyond that I focused on recharge. I'm trying to keep the build somewhat affordable so no purples (and the luck of the gambler recharges can be collected slowly, they won't make or break the build, only improve it). The thing I dislike most is the -knockback from blessing of the zephyr, since it is rather expensive and entirely wasted because practiced brawler has kb protection, but I could not find another way to get that last bit of aoe defense.

    Any opinions? My biggest concern is endurance. The obliteration set is not very good for endurance cost reduction, and this does run quite a few toggles. The mako's in strike and slash could easily be moved since they're not terribly critical there. I just added them for added end cost reduction on the single target attack chain.

    Don't mind the order of powers too much, I just clicked through all the powers I wanted, I can figure out the order as I level.

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  6. Ocasta

    Fort, aid self?

    So I finally made my widow, soon to be fort (and I'll probably mess around with night widow some too with secondary build), and I've been trying to come up with a good build. So far from experimenting, I can get soft capped defenses with mind link up (lowest is aoe with ~47), but I can't perma mind link and hasten with the amount of money currently available (no money for luck of the gambler).

    My question is, since I could easily find room for 2 powers to grab aid self, would you recommend it for just a general all-purpose PvE build? Or is it really overkill and totally not needed?
  7. I have to say, from a concept point of view, I love the idea behind the MM archetype. If that was all there is to it, I'd always be playing MM's. The issue is, the MM archetype seems to have really big ups, but also really big downs.

    I've been playing a bots/dark (made when cov first came out, just never finished the char). I think most people would rank that as one of the more powerful MM combo's. In most cases, I agree. As long as things go right, it can be downright ridiculous. In the ideal situation, I DN/tar patch/root a group, my assault bot fires his incendiary missiles, none of my bots use any knockbacks for the next ~2-3 seconds, and the entire spawn is wiped out. All that's left is picking off a few stragglers. At times like that, I feel entirely too powerful.

    Of course, if my assault bot shoots his fire missiles at that one guy that ran off, or keeps cycling through attacks skipping fire missiles for a while, it's easily possible for me to be 45 seconds into the fight and still have killed virtually nothing. As much as I love that attack, I'm not a big fan of how it almost defines my aoe damage output.

    Another thing I absolutely hate is when a spawn pull didn't go as planned, my bots pull agro, scatter to every corner of the map and die off while I desperately try to spam goto to get them back into a tight group so I can heal. I swear they're programmed to ignore me at times like that because they always have some more important things to do before they'll consider following that command.

    Then there's certain enemies that really suck. Longbow will wreak havoc on the bots if I can't keep agro off them, if a malta zeus titan or gunslinger even looks funny at my bots they'll all drop over dead from one attack. Council werewolves happily ignore the tar patch slow and need crazy immob stacking to stay put, meaning as soon as the fire appears on the ground, they scatter to every corner of the map, only to come back and start 2 shotting bots (I swear a council map with werewolves takes 3 times longer than normal to clear). Now granted every AT has villain types they struggle with, they can typically deal with it by popping some pills, MM for the most part can't since the inspiration system is pretty crappy for them.

    Of course I could cherry pick the villain types I want to fight, which the architect certainly made easier. Especially some of the enemies that are popular farm missions on hero side are stupid easy to wipe out all day as MM. The only issue is, this gets rather boring and it feels like I'm just "grinding" my way up then instead of actually playing the game.

    Anyway, my point is. MM's are very powerful, I realize that. We can do some insane stuff. However, of any AT I've played, MM's can also be by far the most frustrating AT to play. I really wish something could be done about that, because I love the concept, but every time I play an MM for an extended period of time, I just remember why I prefer classes that don't depend on 6 pets that have the attention span of a 5 year old on LSD.
  8. Ocasta

    MM & healing

    Quote:
    Originally Posted by Kyoske View Post
    wonderful information everyone. From what I'm seeing I'm more then likly going to give pain dom a Go. but I will have dark to fall back if need be. I like having another pet from the dark tree. But having the extra heals/buffs seems like its a bit more "party" oriented. Ether way more info the better. ^__^

    On a side note I was reading last night something about fire/kin - illusion/rad controllers being good at solo ? Is there any truth tot this and if so do the villians have a good version of this ?
    Fire/kin is one of the (in)famous farmers hero side. In general, a lot of controllers can be rather powerful (many would say overpowered). The downside is, it takes a while to get there. Before pets (level 32), controllers don't solo very well. If you have veteran respecs or the likes, you can deal with this by picking up powers that you normally wouldn't get, and then respeccing out of them later (air superiority, etc). If you don't, well it's gonna be a slow ride at first. Once at 50 though, it's pretty crazy. My fire/kin who is just using generic IO's can solo +2/x8 without even a second thought.

    That's not to say MM's aren't strong though. Mine is only 36 atm, but I can do +2/x8, I just prefer to do +0/x8 because stuff dies way faster and I don't have to constantly resummon pets that died.

    Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Oh, and against a single opponent you can debuff enough enemy damage on a single target to make AVs hit for Minion-value damage.
    How do you figure that? Even for a hyperbole that's quite the overstatement. AV's are fairly resistant to dark debuffs (or really debuffs in general), and they certainly still hurt plenty. Even when debuffed by a /dark MM, the typical AV will still hit much harder than a standard boss mob that isn't debuffed.
  9. I started playing around with a claws/elec brute, but I'm really stuck figuring out which powers to skip. Both claws and elec have a lot of good powers, and I'm really struggling trying to fit it all in there. I grabbed stamina and was hoping to grab tough as well, but that really limits the options I have (either grab little to no patrons or I'll have to skip a bunch in my primary/secondary).