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Posts
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Joined
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I'm with Lobster. One time Siege and Nightstar were down to 3% or so and we proceeded to spike the two. All of the sudden, Siege went to 9% or so (can't remember exactly, but the two died anyway). I think that was a heal, because I and some others should have been keeping his regeneration floored the whole time.
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Defensive/Stay, Defensive/Goto, and Defensive/Follow all provide bodyguard mode protection. Only Defensive/Attack breaks it. If you happen to be out of BG mode, and you need to reengage it while keeping your henchmen attacking, issue a Defensive/Goto command and they will continue to attack unlike a */Follow command will.
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I thought I was the only one suffering with bad reward tables! I'm glad to see I'm not. I am not willing to say that the table AREN'T random just yet, but my friend got 3 very rare tables in a row last night and he was on a brute. Where as, I was providing a healing blanket (Bots/Dark - God I love the increased radius on Twilight Grasp!), and major Res/Dam/Regen for everything while also dissing out a good amount of damage from my pets. My reward for the like 40+ runs? Two or Three rares and a a 3 to 1 ratio on uncommon to commons.
Not only that, my brute friend has gotten about at least 4 of each rare. He complains to me about the shortage of commons he has. I want to reach through the Internet and slap him.
What Master Zaprobo has me thinking though. I noticed my friend (the brute) spent more time with two sequestration rings from the AV on him than anyone else in the trials. So I'd say he had the AV's attention several times, keeping it off of the squishier classes. I would also bet he also pumped out one of the highest DPS during the trial. So I'd say he was doing a Brute's Job pretty well. I'll try to abandon my own logic and assume it's not random by issuing a variety of commands to by pets and see if that makes a difference. Maybe being a more active Mastermind, as far as pets go, will grant me extra karma for the reward tables.
At this point I'll go buy a rabbit's foot. if that helps...
-Simon -
Did I miss something, or were Stalkers completely forgotten about.
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Quote:I'm pretty sure it's an auto power on the Tier 4 lore pets that grant them a 25% damage bonus. I'm stopping at tier 3 for this reason because I have it my tier 3 lore pets on a Mastermind, and if I want them to do more damage in that 5 minute spawn window, I'll just feed them the useless red inspirations I always get.I believe the damage bonus comes the Lore Power ability that those pets have. Unfortunately, Detailed Info doesn't show what Lore Power does, so you'd have to ask someone who actually has it. I would assume it's a buff that shows up under combat attributes, but don't know for sure.
That brings up a question though. Seeing as how every At can control these pets with the Mastermind controls, will these pets accept inspirations from their master like a Mastermind and their henchmen?
-Simon -
Quote:I tested this in PvP some months back, and it worked. In PvE, though, I really don't see the point of slotting them with Centriole Hamo-Os seeing as how all the pets like to run into melee range for no reason anyway.
Also - unrelated question - would I achieve anything by slotting Dam/Range Hami-o's in my pets? Would it simply enhance the cast range of the ability, or would it extend to increase the range & radius of their cone attacks? -
Quote:Here's the thread that talked about it:I'm not a MM player at all but I believe I've seen on team that the Ignite patch/burn patch that bots lay down after their 32 upgrade no longer causes fear correct? I know the Thugs one does but I'm not so sure about bots.
http://boards.cityofheroes.com/showthread.php?t=234691
Also, the fear effect is gone and it does less damage than before primarily because it seems to be using the new scrapper's burn patch pet. -
Focused Accruacy still has its uses. For Example, having it on makes it really hard to be To-Hit Debuffed to the floor. This is also a useful power in PvP situations when you're facing dark attacks or a rad of some kind, or if you simply don't want to take tactics.
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Quote:Depending on the AV, Dark>Poison IMO.I had a 50 thugs/poison mastermind and had a lot of diffuculty soloing AVs when I don't have much with my ninja/dark.
Dark has so much utility between you and fluffy. Also, most of the time you simply don't need the special debuff that weaken provides, so poison is wasted. For example, you hit Statesman with Weaken. He has no defense buffs/debufs, no tohit buffs/debuff, 1 or 2 Mez attacks that won't last long anyway, and no heal (RSF version). So the special debuff of weakon doesn't help at all with the type of AVs that just do a lot of friggin damage. So Why have that when you can have a another pet healing and debuffing for you (and sometimes immobing the AV!).
With Twilight Grasp spam and Darkest Night from you AND fluffy, and then a tar patch to debuff the resistance of the AV, it's just all kinds of win. I will, however, say that poison might be able to kill AVs faster for the simple reason of all the stacking -resistance. However, poison really can't stack as much regen debuff as dark can.
Also, Traps wreck AVs easily. -
Ah that bug. It's been in the game for months already. Not surprised they haven't fixed it yet. Usually is you just do a /release_pets command, the game will kill of your pets and you can try to resummon them.
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Funny thing is, I built something similar last year on my Mind/Energy. It actually did become more fun once I was 50 and I had more recharge because I was able to chain together high damage attacks, pump out Mez attacks fast enough to perma confuse/hold AVs, and more damaage via double stacked domination.
I think when these people told you this info, it was generally true before the dom changes when domination became a break free + endurance recovery power. Nowadays, You really don't even need domination if you play smart. Heck, you didn't need it before the changes either. These people that told you this must have been the typical fire/psi farmers of old that got their builds from other people. -
If you have so much control in the first place, why stay in BG mode the whole fight unless you are expecting ambushes. In which case, put half in BG mode and half in Aggressive. I find Half and half to be useful on /dark and /storm MMs.
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The docile effect you guys are talking about only happens when you issue the Follow command. It can be Aggressive/Follow or Defensive/Follow; it doesn't matter. I actually like this effect. Let me give you a scenario:
You're in a big open area, and mobs start ambushing you from all angles. But wait! There's a small corridor you can pull them to if only you can tell your pets to stop attacking AND stay in BG mode at the same time. Then you remember, you can keep issuing the follow command to stop them from attacking for a bit AND walk to the corridor with your pets in tow without having them attack everything and stay back in that room or lose BG mode by going Passive.
I use this quite a bit in PvP along with Defensive/Goto and Defensive/Stay, as those two commands also offer BG mode protection. Here's another scenario for PvP instances:
Oh no, my idiot pets just aggroed a big mob of Longbow while I was attacking a Scrapper. How will I move out of range of the Longbow mob and keep BG mode on without my pets attacking those NPCs while the scrapper is still on me? I know! I can either use the Defense/Goto command and send them somewhere else, all the while staying close to them so I maintain BG mode, and once they reach that point, they will continue to attack the closer threat (scrapper hopefully) WITHOUT a delay. OR, I can keep issuing the Defensive/Follow command and escort my pets out of the Longbow's range, while also maintaining BG mode, AND THEN, if the scrapper is still attacking me, issue the Defensive/Stay command to let them beginning attacking again IMMEDIATELY, while still maintaining BG mode.
I sometimes also like to "hot-swap" BG mode in PvP situations. If some enemy wants me to make the first move, I either send in half my pets or all of them first. Once I notice them making their move on me, I command my pets to Def/Stay, immediately placing me back into BG mode without making my pets go docile. I can also do the same thing with GoTo to place them near one of two people attacking me to to somewhat control who they will attack first. This is risky in PvP if the enemy has a quick firing Mez attack, but PvP is all about risk.
There are lots of ways to use BG mode. Don't be tethered to Def/Follow all the time.
-Simon -
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Right now, my Plant/Psi dom is stupidly good. Softcapped S/l, Proc'ed out Creepers, and Sleet is perma on my high recharge build. I drop sleet, Creepers, and ice storm on top of two mobs and I can pretty much walk away and come back to a bunch of dead bodies, and then do it again. Even when sleet gets its recharge double, my high recharge will ensure sleet will be up 50% of the time, just like ice storm. The combo is great. Of course, I would drop it in an instant for the old Domination/PSW.
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I would prefer capping s/l over ranged simply because it's too hard to balance both and have what you want. For capping s/l I went with ice shield. Once I rebuilt it, I would still have around 90% rech and close to if not over 45% to s/l defense. Sleet and ice storm aren't too bad either.
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Quote:On my Plant/Psi Dom, I have it slotted with 3 procs and 3 "other" pieces to bring it to where I want it to be. You also have to be careful when frankenslotting this power because of the way it passes down IOs to the sub powers of the Carrion Creeper Patch (the powers of the pet that the Carrion Creepers power spawns). Here's a link to the pet the power spawns: Carrion Creeper PatchIt does need about 2 SO's worth of ACC if you're gonna be playing on big teams or cranking up the difficulty when solo. It also really need 3ish slots of Recharge to be up often enough. The damage is already quite good (especially against large numbers of targets) so you don't really need much there so going with a Frankenslotting approach seems to be the best answer.
Here's my slotting for it:
Enfeebled Operation: Acc/Rech, Trap of the Hunter: Acc/Rech and the proc, Kinetic Crash: Rech/End, Positron's Blast proc, Explosive Strike proc.
It's a beautiful sight, especially when those three procs really start going off. >Grins<
So for example, if I were to slot an Explosive Strike proc into the power, it would only fire off on one of the attacks of the vines. If I slotted a Trap of the Hunter Proc, it would only fire off when the immobilize effect of the patch triggerd. However, the Impeded Swiftness proc would fire off in all of the vine attacks plus the bramble patch (auto slow patch around the pet). Targeted AoE Procs would fire off in the immobilize and in all the vine attacks. That is why I chose the Positron's Blast proc, the Javelin Volley Proc, and the Impeded Swiftness Proc. I then put three pieces of the Ragnarok set in it to bring it to around 79% damage, 59% acc, and 59% rech.
The same goes for non-procs. If you slotted a Acc/Rech from Trap of the Hunter set, it would not help the vines' Accuracy at all, but it would help the immobilize portion of the power. It's best to stick with a common accepted IO set, which happens to be Targeted AoE sets (Unless you don't care about the vines' accuracy or damage that is).
Since my dom is perma, I can get away with 59% recharge and still have it up before it expires. That with sleet means the vines never miss and the procs are just beautiful. I can sit around a corner and throw out Creepers, Sleet, and Ice storm and kill a +2 x8 mob of guys without using any of my other powers.
For a non-expensive route, I would go with a combination of Targeted AoE Acc/Dam, Dam/Rech, and Acc/Dam/Rech pieces, and maybe just two procs (Posi Blast and Impeded Swiftness). Try and bring the recharge up first, then the accuracy, and last the damage. You might even be able to just go 2 Rech IOs and 2 Nucleolus HOs at lvl 50 and call it a day.
-Simon -
And I'm sure when he said he'll update the power, he will probably look at it more carefully from the powerset as a whole and assign it a new pseudo-pet that would fit the Assault Bot the best.
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Quote:I'm sure he meant it had no target cap BEFORE they went ahead and assigned target caps to all the powers in the game that didn't already have one. Before that update, his Fire bomb power would hit an unlimited number of foes. I would load him with reds and purples and tell him to do this thing. 30 seconds later, a room full of at least 250 enemies would be lying on the floor burning. Fun times.That's funny, I could have sworn Fire Bomb had a max targets of 16. That's what's listed in City of Data, anyway, if it's wrong then it's wrong. (And Molotov Cocktail is also listed as a max targets of 16, although it's not the one that drops the Burn patch)
Assuming the Assault Bot had the same max targets, and hit the same number of targets, it should have been doing more damage. Not that the Arsonist's damage wasn't impressive under the same circumstances.
That update is also why they had to go back and assign a higher target cap to some buffing powers (they had overlooked/forgot about some of the powers). That update also affected most if not all of the NPC based AoE powers, like Wardens and Statesman. Statesman will no longer hit EVERYTHING on an all MM RSF, only up to 16. -
The /release_pets command usually works for me.
This happened to me way back when i17 was released. I would tell them to follow me or attack and they did nothing. Then I told them to dismiss, but seeing as how that is also a pet command, I figured it wouldn't work either and it didn't. /release_pets simply kills all the pets under your control; it doesn't just tell them to go away, it tells them to take a cyanide pill and drop dead. After that just re-summon and you're good to go.
Also, if you notice your pets don't come out when you summon them, give the /release_pets command a go before trying again. It will kill the pets that aren't in the pet window, but still under your command somewhere in the zone. -
I just tested this, and it does seem as though it is using a different pseudo pet for the burn patches now. Enemies no longer run out of them because the afraid effect is gone from it. It also doesn't last very long at all, and the damage is laughable compared to what it once was.
Heck, I think Mercs can give bots a run for their money (as far as AoE goes) with the way ISM are right now. I still need to test arsonist, but I am thinking that is untouched since it used a different pet that does lower damage. -
Dominators generally do not make good sappers. Usually by the time you get them to the point where they won't attack because they have no endurance, they are dead/held forever.
If you're talking about PvP, No. -
Quote:Actually, the runspeed and flyspeed portion of power boost would help Entangling Arrow, ICe Arrow, and Glue Arrow.
- Stun, Sleep, Confused, Terrorized, Immobilize, Held +65.56% for 15s
Effect does not stack from same caster
Ice Arrow (Hold)
Poison Gas Arrow (Sleep)
EMP Arrow (Hold)- RunSpeed, FlySpeed, Heal, ToHit, Endurance +65.56% for 15s
Effect does not stack from same caster
- DEF(All Types, Defense, Melee, Ranged, AOE) +65.56% for 15s
Effect does not stack from same caster
The tohit portion would help Flash Arrow's -tohit debuff. The endurance portion would help EMP Arrow's -End on enemies. Also, the part where it says "DEF(All Types, Defense, Melee, Ranged, AOE) +65.56% for 15s" would affect any defense buff AND debuffs, for example Acid Arrow and Oil Slick Arrow.
When used in conjunction with pseudo pets (patches on the ground), the extra buff/debuff will only last for the duration of power boost even if the pet is still there after 15 seconds. - Stun, Sleep, Confused, Terrorized, Immobilize, Held +65.56% for 15s
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I've tested with different primaries on test months ago. I never go by in-game numbers because often times it's just a display error.
Do this:
Go to the Black Market and buy 3 cheap SHO Centrioles. Second build one of your Masterminds and slot your Tier 1 pets with at least three slots. Go out and observe the range at which they attack from while fully upgraded. You can use landmarks in Cap Au Diable as measuring guides or have someone help you with it in a private arena match).
Next, dismiss your pets, slot them Centrioles into them, and then summon them again so that the enhancements start taking effect. Do the same range test that you did before and observe what has happened.
Also, if you play on Freedom, I can just show you since I still have a bunch of Dam/Range SHOs in one of my masterminds. -
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I've tried this before with Centrioles. It works beautifully. Bots and Mercs having sniper ranges on all their attacks is great in PvP. It also helps the Thug/Enforcer's cone attacks a bit.
I'm sure someone will say this is an exploit, and to those people I say, "I don't care."