Psylenz

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  1. Psylenz

    No to Taunt

    Quote:
    Originally Posted by Zyal View Post
    ...

    One thing I love about taunt on that toon is when I'm taking on a Hero or AV, I put my bots at distance where they won't get hit by AoEs and have the Hero face me with the bots behind him. I taunt the Hero while they shoot em down.
    Classic tactic here. I did the same thing from my first mastermind on, except I don't take taunt. A nice nemesis staff blast to the chops (or even a miss) gets the AV firmly on me to take his alpha strike, then the bots kick in. I had one tell-tale premise I adhered to, if the Bots knocked down the AV, he was toast. More than 90% of the time he couldn't recover. Also, my first MM kept a quick rotation of the two veteran staffs (staves?) envenom, weaken, and neurotoxic breath with a heavier emphasis on envenom on the AV.
  2. I prefer combat teleport on my defenders that have to have mobility. Stormies and trappers both fit this bill. If you really need to tp out of the foes' AoEs, tp to a safer place. TP gets around various statuses.

    In my humble opinion, because of the secondary effects of the dual pistols with swap ammo, I like dual pistols even better on a defenders. Spot a big behemoth? Swap ammo to cryo and blast away with greater effect. Trouble with heavy hitters? Swap ammo to toxic and dull their aggression. Lighting up the zombies with fire ammo is always a good time.

    I have seen in the sewer runs what a pack of empty clips does to a tight tunnel with overlapping AoEs. It could be another case where you just need more defenders .
  3. Kadabra Kill has some other hax powers besides his Grav/kin that make it tough. I think Kadabra Kill is tougher than Calystix.

    I would point out that there is a Ballista in a level 25 capped story arc you get from Lt. Chalmers in Sharkhead. What makes him so hard is the flowing groups of flying longbow patrols that get sucked into the battle with the Ballista. It is my favorite red-side mission with the flying action at the skyraider base. It's a unique experience.

    The family Consigliere do indeed wipe the floor with your bots that have no resistance to smashing damage from the gravity AoEs. These guys are found in missions in St. Martial.
  4. Psylenz

    No to Taunt

    I have not been unsatisfied without provoke, but then again, I have 2 veteran staffs, twilight grasp slotted with a bit of range, or envenom with a bit of range, or neurotoxic poison with range. On my stormies, I don't even try to hide. I teleport into position, gale them to a corner and hold them there with hurricane and freezing rain. My Thugs/dark I built to pounce on groups: fearsome stare and/or howling twilight, sending in my bruiser on attack/aggressive followed by multiple thug blasts. On bosses I throw in a gang war after the fearsome.
  5. Adaptation to Forrest Gump:

    "Evil is as Evil does"
  6. There are two things I remind new users of dark miasma: Howling Twilight needs no defeated teammate to use. And, Chill of the Night is one of the most powerful debuffs which your dark servant has: a 10' radius sphere on fluffy of -30% tohit debuff goodness. When the slag heaps are rambling around or the warwolves are running through your tarpatch, hug that dark servant for melee damage debuffage.
  7. I get the photon grenades on my bots-masterminds sometimes for the AoE stun. It gets their attention, too.
  8. Watch which sprint you put your unbounded leap: stealth in. It does make a difference
  9. Quote:
    Originally Posted by UnicyclePeon View Post
    Psylenz,

    Having multiple builds won't really help me. Even if I had 2 builds, I'd have the exact same dilemma.

    Silver,

    There is no way I'm dropping the fitness line, and I don't really care about Snow Storm at the low levels.

    Anyway, I'll work something out. I may just move Recall Friend to 22 and move Steamy into the 1-20 range and shuffle some slots.

    Thanks to everyone for the replies!

    Lewis
    I swap between builds between separate missions of Positron on my controller. You could get a stealth proc for sprint to stack with SS, too.
  10. Ok, what you might want to do is what I did with a controller I built specifically to run the old Positron TF. I have two builds, one for stealth missions, one for the kill-alls at the end of positrons. I flip two powers, Arctic Air and Recall Friend. Perhaps you could have a build with early steamy for kill-alls and a build for stealth, where you want recall friend early. Stealth missions in general require less resistance.
  11. No snow, no steamy available for exemp? *shivers*
  12. Speed Boost-+recovery +recharge +speed. Simple and elegant.
  13. Quote:
    Originally Posted by Negate View Post
    BAH! No Offense but why would one not take EMP? It's the best Hold in the entire game *_*.
    I agree very much with you Negate. It also has a huge burst of regeneration debuff.
  14. When is the updated start time? I am lonely in Striga.
  15. Thanks for the trap numbers and the updates on non-defender -regen as well.
  16. In an effort to clear up some of the discussion of regeneration debuff in the Howling Twilight. I am trying to get all the information in one post where we can maybe sticky the information or at least necro post if from time to time to reminisce.


    Traps > Poson Trap BAD SEARCH FU, can't find numbers
    Rad > EM Pulse: Regeneration -10 for 15s; Recharge 300 seconds
    Rad > Lingering Radiation: -5 for 30s; Recharge 90 seconds
    TA > EMP Arrow: Regeneration -10 for 15s; Recharge 300 seconds
    Dark > Howling Twilight: Regeneration -5 for 30s; Recharge 180 seconds
    Dark > Twilight Grasp: Regeneration -0.5 for 20s; Recharge 8 seconds
    Cold > Benumb: Regeneration -5 for 30s; Recharge 120 sec
    Kinetics > Transfusion: Regeneration -0.5 for 20s; Recharge 8 seconds

    Additionally if I recall correctly twilight grasp and transfusion are able to self-stack since different 'pets' are created to cast the heal/buff/debuff effect.

    Can someone help with the trap numbers?
  17. So far two testimonials about how certain DP combinations don't work for certain players, these don't mean it won't work for anybody. Alt, alt, alt until you find a set that works for you. During test, I found a syngery with DP/traps, DP/dark, and DP/kin. I was frustrated that storm seemed clumsy with DP at first. I have a defender at level 30 now, maybe as a secondary the set would flow better.

    I have a Kin/DP defender and so far no animation crunch, but I can see that as an area of concern, Amy.
  18. Quote:
    Originally Posted by Tangler View Post
    Could you elaborate a bit more on that please?
    Look at how the devs coded the AI of the spectral demons. It seems that one of the pack usually tries to flank you so that your team doesn't concentrate your attacks and AoEs on the main group. In a thread I cannot seem to necropost on the mastermind board, a player with purported military experience said this is a known tactic.
  19. Regeneration -5 for 30s PvE only [Ignores Enhancements & Buffs]


    This is from Red Tomax City of Data, do debate that if you want,: 500% regen debuff for 30 seconds!

    Dark, Rad, and Traps are your big regen debuffers!
  20. Quote:
    Originally Posted by The_Larker View Post
    My problem is that usually one of my bots for no reason at all will goto melee range to engage the mob.
    It doesn't matter how far away that I am,usually it's the protector bot it will either engage in melee or turn and start bubbling the other bots while it gets killed.

    I chalk it up to the same thing with the merc medic running to engage in melee also.
    I look at bots as a primarily ranged with some melee attacks,but,running into melee for no reason is...irritating to say the least.
    I don't mind if the little buggers get shot up while bubbling their brothers. Running into melee is a tactic that is programmed into the AI according to some previous mastermind threads because it breaks up the enemy position. The only time I like it is when the tier one runs in and then squeezes off his snipe shot right in the face of some CoT defender or other helpless minion.
  21. Quote:
    Originally Posted by Street_Wolf View Post
    That's what seeker drones are for.
    I agree very much about the seeker's abilities with alpha strikes. They are hard to control sometimes. Some masterminds get in a hurry, too.
  22. Fulcrum shift does NOT break FEAR, nor SLEEP
  23. I have a green clad controller that like taskforces. Galileo Stone is Earth/Kinetic.

    You said 8 EST, surely you have adjusted your clock for Daylight Saving Time? I would hate to be an hour late.
  24. Quote:
    Originally Posted by Santorican View Post
    Two powers that are skippable IMO on Pistols is Executioner's Shot and Suppresive Fire. From Kinetics I'd say Inertial Reduction and Increase Density. I'm working on a Pistols/Kin build at home, I'll have to post it up once I'm done.
    I agree with the blasts somewhat, but taking out a sapper with Suppressive Fire is appealing. On the kinetic side, I usually don't take a travel power with siphon speed and inertial reduction; slotted up, it's as good as super jump!

    Increase Density is a red-headed stepchild. Nobody wants to keep it up all the time on a team because its duration is so short, BUT it can be a deal maker when a teammate is dealing with perma-hold or perma-stun (see CoT mages and Malta tec-ops.) You can also put your KB resistance proc in the slot, too if you want.
  25. I have played fewer corruptors than defenders soooo I usually fill the team buffer role, esp on my Ice/Cold -- but who can resist ice shields and heat loss? It sounds like a number are trying for good solo builds,and I am sure corruptor DP damage is superior to defenders. That said, teammates red-side will follow you like a long lost dog for your speed boost, transfusion, transference, and fulcrum shift. These are definitely TEAM powers. Kinetics build steamroller teams.

    So again, I would suggest using the multiple build option for either team vs. solo, or even pre-transference vs. post-transference.

    My kinetics have to answer the following aspects:

    Accuracy (DP has no Aim)
    Recharge (do I need Hasten?)
    Recovery (how do I handle juggling levelling, stamina, and transference?)
    Alpha strikes (how do I get in fulcrum shift range and survive that first volley?)
    Bonus team powers (Leadership is what I look for usually, but there is the four Pool limit!)