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Grav/Earth, is actually a very good soloer. I have one at 38. You are combining a strong ST Hold set, with a strong ST melee set.
Also, you can stack holds between your pet, your ST hold, power boost, and Seismic Smash. You'll be holding bosses and slowing down some EB/AV's.
I'm sure others have thoughts as well. Overall Grav/Earth is a surprisingly solid combo. -
Necro/Pain is a good combo. With all the to-hit and defense debuffs from the Zombies, and all the + regen and healing from the secondary, you'll be really hard to kill. AAnguishing Cry, stacks very well with the Zombies debuffs too.
I also like the control the Lich, lays down. Another rare, but fun teaming build in Necro/Force Fields. The -to hit and the +defense are very beneficial for a team.
My vote is Necro for a heavily team oriented build and Bots if you're going to solo a lot. -
I've had a concept character for a long time...that I never made because her powers are "Tarot" based. The new magic aura will be perfect for here. I will be buying this.
Thanks DEVS!!! -
Quote:I would LOVE to get the quickly recharging placate back.
If I remember right during beta they had a crazyfast recharging placate which set them apart from stalkers. You could basically crit on demand and it was the talk of the town. They were touted as being the Arachnos "shocktroopers" and with this feature they were undeniably so. Then they went live and their placate gem had been re-adjusted to match the stalker's recharge time of sixty seconds... -
Hide being made an Inherent, would alone make a big difference. I think a modest HP increase would also be helpful. It should be below a Scrappers HP still though IMHO
Other than that, I still find Stalkers effective soloists (probably one of the fastest soloers around). It's team-play where it seems most people complain about them. I'm not sure what to change about them that wouldn't completely change what the Stalker is as an AT. -
There really isn't a ton to critique here. Plant/Fire is a solid combo for a Dominator. Heck, we used to call this the "Brute" of Dominators and I think that's still true.
I'd consider swapping to Ice Mastery for the following reasons:
Hibernate: Helps deal with the aggro and you could conceivably deal with Alpha Strikes. Also the +Defense in Frozen Armor would be helpful for you.
Sleet + Ice Storm are fantastic for both debuff and damage.
I would imagine an IO'd Plant/Fire/Ice Dominator would be a damage dealing, de-buffing machine. But if you're happy with what you have, theres no real compelling reason to change power pools. This build is just fine as is. -
I have a mercs/ta. I find that Serum is useful on the Commando, when you have an EB to take down. If only the recharge wasn't so horrible, the duration was longer, and they would remove the end crash.
Also try this upgrade order:
Special Ops >Tactical Upgrade > Soldiers > Commando >Equip Mercenary
This actually seems to improve the damage output. It gives the Special Ops their damage mitigation/control powers. While the Soldiers and Commando get a shorter attack chain, so they spam burst attacks.
That, serum, and the procs you have should help. I wasn't a believer in the upgrade order, until I actually tried it...and it really seemed to help. Let us know if it helped you out too..
Bon Chance!!! -
Funny I wandered in on this. I was actually looking at Charge Mastery and EMP pulse. It does -regen and might be useful on a Bots/FF. But I could see why a Bots/Traps wouldn't bother with it.
The AOE Immobilize is far more useful for a trapper. You want to keep things solidly in your debuff patches. -
I ageree..why Thugs have leadership and Merc's don't has always puzzled me. I realize Thugs were a later addition to the game. But it just seems obvious that a team of trained soldiers would have some type of "leadership" ability on the team.
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Carrion Creepers...I just love em. They are a hidden gem..sure you have to resummon em' but if you slot right they can be almost perma.
Of the traditional pets. Stoney and Singey are just too cool for words. The both can off-tank for you. Are generally reliable and don't usually run off into mobs. Love em both. -
Sets like this have been proposed before...I like the idea personally. I think there should be more natural options across the board for all AT's. Right now if you want to be a gadgetry, tech, or science type your options are limited.
I would also argue you could go Solider of Arachnos for a "gadgetry type" controller. -
Quote:Well the good news is that the horse is now a skeleton so it doesn't stink anymore. *puts the skull on his head*
With the swap ammo thing going on now, howzabout making the medic a DP/ user and he can swap ammo, that way he can help the boys by debuffing as well as healin'. Or maybe give him the blinding smoke bomb
that night widows have?
This isn't a bad a idea. The Medic should be a debuffer/healer..a mini defender. Maybe even giving him the full medicine pool (including Resuscitate) and giving him a minor debuff or two (smoke bomb, webnade, or caltrops). Heck, even if he would just spam his aid other..anything other than him running into to melee and smacking the baddies with a feather....would be an improvement.
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Quote:It sounds like you may want to try Ice Mastery. It has frostwork, Ice Shield, Hibernate. Fire Mastery may work for you to. But Ice gives you extra control and some hefty resistance debuffs.I currently have 198.75% rech down to at least level 33 on my Mind/Elec And with stamina becoming inherent i´m able to switch things around and pop in some lower level lotg´s so i can get higher rech at lower levels when exemping.
However i´m currently not liking scorpion mastery as my patron, poison ray and pff are nice tools but i prefer high hp and a resistance shield. Also i feel like filling out the gap in my aoes which are only static discharge and terrify.
Currently lookng at mu but open to other suggestions as well. -
I think Touch of Death slots pretty well into the Dwarf attacks. I don't use mids, but might bet tempted to. I have a Warshade that's just languishing these days as well.
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Quote:My money's on you not getting as much debt as you think, unless u guys start soloing. TA, Poison, and Traps together, even with MMvalues, will be efficiently debuffing -to hit, resistance, perception, regeneration, recovery, damage output, recharge, and movement. And with temp powers your teams damage probably won't be half bad.For the fun of it a couple of my friends and myself rolled petless MM's on Triumph last night. we started out in pretoria. So far we have a DS/Traps, Bots/Trick, & a Ninja/poison (still 2 more are going to join us tonight as well ). All of our toons have "Debt" somewhere in the name LittleBitofDebt, Debt's pet, WholeLot'ODebt, lol.
So far we are just lvl 6 and through Preator Whites arc and a couple mission in our next couple contacts with no deaths though 1 really close call but I lvl'd in the nick of time hehe.
This sounds like a cool concept and kind of fun. -
Hmm....
Im thinking Necro + Traps + Heat Mastery might be the way to go here...and end up being an effective late game soloing build.
+ To Hit from the primary, and Seeker Drons, stacking with the defense from FF-Generator
+ Additional Damage from your secondary (Caltrops, Acid Mortar, Trip Mine).
+ Taking Fire Ball, Bonfire, and Fire Blast from Heat Mastery.
+ Summoning the Lich, leading him into melee, blowing him up with Detonator. You could also then use "Soul Extraction" and pull the wraith from his corpse. (not 100% petless..but summoning a pet just to blow him up sounds fun. I think I'll name mine "Sacrificial Lamb").
I might actually try this..this could be a fun experiment. -
I'm wondering if this is tied to certain maps. On my Mercs MM the pets were fine on all missions until I got tips mission vs. Arachnos.
The map was one of the Abandoned Rikti ship maps. The pets simply stayed docile no matter how much damage I took..goto, stay, it didn't matter they just stood there not attacking.
Frustrated, I left that mission. After running a couple more I decided to try the troublesome mission again, same thing happened, pets went docile on that map, whenver I tried to use BG-Mode.
I gave up and quit the tip-mission and joined a Citadel Task Force. During the entire TF not a single problem with BG-Mode. I'm convinced something about that particular tip-mission was the source of the problem. -
In the meantime you can always switch to Villain, run the Patron Arc, and then get your hands on Mace Mastery.
Looking at what MM's have now I just don't see anything the fits my Merc/TA MM other than access to a 2nd EM PULSE! -
I have Serum on my Mercs/TA. I really expected it to be craptastic. It's only kind of meh, in my opinion. Serum can be a nice "Oh Crap" power to toss on a top tier pet. But other than that...it's a little lacking. For what it does, the end crash could be removed and it could have a much shorter recharge. So you could cast it on multiple pets.
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So I tried a "master of fear" mind dom build awhile ago. Yes domination effects the mags of the fears (but not the provoke).
So it makes both Intimidate and Invoke Panic a little more useful. I found the cons of losing a power pick to Provoke and their relative weakness outside of Domination not worth it. Of course my mind energy wasn't Perma at the time.
I think Intimidate is a Mag 2 (with a chance for extra bit of mag..i forget how much) as well.
If your bored and want to give this a try as a perma dom build..I say go for it. But other than for novelty I wouldn't recommend it. -
Quote:Bots/Traps or Thugs/Traps are pretty synergistic. Bot/Traps is a classic and the added defense from the bots (they force field you) and the FF Generator is nice. Go with Black Scorpion (or Ice Mastery) and you can easily have close to 30% to def to everything but Psi.Hi, was wandering what goes best with traps and i wonder if it is and ok set. TY.
That's just the defense end of things. Add on all the Debuffs the bots eventually get with the traps Debuffs and you have a pretty nice combination. -
Kheldians don't get any Epics at all. So before the spiders get some love, I'd rather see Khelds get access to Epics (and I love my Fortunata and Huntsman).
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I respeced my old Mind/Energy into Force Mastery to check it out. I also had an old "Snap Tooth" mission from DJ Zero so I figured WTH. Energy Transfer helped me wittle down Snappies HP to nearly half before he killed me. Now my caveat is, the build I was using sucks and had little to no set bonuses.
However, I later moved on to help a team take on the "Ghost of the Scrapyard", and that went much better. ET worked out really well. The aoe heals made using ET pretty safe though..(I believe we had a kin, dark, and pain with us).
So IMHO solo using ET was not so safe, however on a team, it was almost perfectly safe to use. Not only that it was effective. -