Siolfir

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  1. Quote:
    Originally Posted by Slax View Post
    *add Siolfir as a bench coach*

    I still have no idea what a bench coach is except an excuse to give Don Zimmer a job.
    Yay! Sounds about right to me.

    *updates signature to indicate uselessness*
  2. *cries profusely for not being picked up to not even be there to warm the bench*
  3. In-game global: @Siolfir
    Characters on Freedom: 42 Spines/WP Stalker.
    Willing to respec into PvP build: yes
    Willing to roll new character: yes

    PvP experience: casual but interested - since i13 I've played in a casual 2v2 tournament (2nd place team on EM/ElA) and 1v1 tournament on Infinity.

    Schedule varies month-to-month, which is why I didn't sign up earlier.
  4. I won't try to talk you out of it because you should play what you want to play and not what everyone else tells you to, but I did have a couple of things to say about your perception of Energy Melee in case that's why you were wanting to play it...

    Quote:
    Originally Posted by Dechs Kaison View Post
    Energy Melee has a lot of good qualities. I don't want this to be a pre/post-nerf thread, so let's just think about what EM is now. The way I see it, Energy Melee is the undisputed king of single target damage. It has two damage types, so it's uncommon for both components to be resisted. Smashing is commonly resisted, but not as common as lethal (I think), and there is the energy to make up for it.
    Except that it's not the undisputed king of single target damage if you add in pretty much any level of recharge. It's kindof middle of the pack for sustained single target damage, and only near the top in single target burst damage.

    Quote:
    Energy Melee is quite lacking in the AoE department. This is more problematic than it may seem because less AoE means it is harder to obtain and keep aggro. This in turn generates less fury and thus reduced damage. This I cannot allow.
    Insert any set with a taunt aura <here>.

    Quote:
    Shield Defense is what I paired with it to fix both problems Energy Melee. Shield Charge adds a great deal of AoE damage. Perhaps more importantly, though, is SD's notoriously strong taunt aura. Against All Odds has the additional perk of making a single target damage king even stronger.
    Ehhh. It'll make a small difference that'll be barely noticeable with Fury. Brutes get the least benefit out of anything Shields has to offer. What it will do is offer you AoE burst to go with single target burst; and see my first set of comments about "single target damage king".

    Quote:
    Shield Defense is not without it's problems. It offers less protection than /SR. IOs can fix the problem, but I have to survive until then. Regardless, sometimes not even the softcap is enough. Energy Melee brings a lot of mitigation to the table in the form of stuns with every attack.
    Energy Melee? Mitigation? What?! Okay, yes, it has semi-reliable, single-target stuns. And no reliable AoE mitigation at all, plus a power that - as has been mentioned in the thread already - can kill you. Energy Melee is either tied with Fire Melee (which doesn't have any mitigation but at least doesn't actively hurt you) or else behind it in mitigation.

    And if you're going to say "well, I'll just not use Energy Transfer", then I'll politely suggest that you need to seriously rethink taking Energy Melee at all, if you're going to say that you'll simply skip the highest DPA attack in the set, and the only reason it's even remotely competitive in single target damage, because of the fact that it hurts you.

    I have an Energy Melee(/ElA) Brute at 50. I made another (EM/EA) that I got to 38 and deleted. I can't say that I've ever been happy with the mitigation that EM provides, and for Shields I deleted my SS/SD Brute at 44 because I didn't want to dump as much inf into the IOs as I'd need to just to make it as survivable as my SM/WP (who, admittedly, is as survivable or moreso than the FM/SA I deleted at 50).

    I haven't personally tried the pairing - I'm done making new EM Brutes (I did make 2 EM Stalkers since the changes) because the poor AoE in the set doesn't balance out the middling single target and poor mitigation. Shields definately would add in some AoE damage with Shield Charge, and if you want to go with the pairing then it can definately work, but I feel that you were heading into it with some assumptions that simply weren't true.
  5. Ah. I respecced out of it before Energize, so I used to pop a blue, hit Aid Self (if possible), redo toggles, then Power Sink. For a while I tried timing Power Sink so that the toggles didn't drop, but it became more of a hassle then it was worth with the hp crash.

    And considering that if I was going to need to either pop several Lucks or Demonic (to get the Aid Self off), and that either of those options will last for 1/3 of the time, provide better mitigation while active, won't make me have to keep a blue inspiration in my tray, and are available starting at level 1 (the EM/Elec I'm referencing had Demonic at level 13), I never saw the problem with getting rid of it.
  6. Hm... I routinely skip Power Surge after having tried it on my first Electric Armor Brute. I may consider taking it again if any or all of the following happened:
    • Reduce or eliminate the hit point crash - it was brought up earlier in the thread as taunting by using Power Sink with 50% of your hit points is a bad idea... except that you only have 10% of your hit points after the crash. And yes, I have killed myself when I misjudged how much time I had left and Energy Transfer was animating and hit right as the crash did.
    • Extend the range of the EMP. Give it the same AoE and target cap as the Radiation Emission portion, and it'll be more useful at what seems to be the intended goal of "keeping the toggle-dropped melee that had lots of aggro and only has 10% hp and no recovery from going squish in an instant"; as it is, it hits things within 12' of you and is target capped at 10.
    • Add a +hp component and swap it and Overload, so that Energy Aura can get some decent resistances against mobs with defense debuffs and/or tohit buffs, and Electric Armor gets some defense for those situations where being at the resistance cap just isn't enough.
    It'd still be a tough decision for me, since currently Power Surge is the only power I skip in /ElA... I'd have to find something else that's less useful in a general case. But right now, with how the power is? Not a hard decision at all... it's about as useful as Temperature Protection to me.
  7. Quote:
    Originally Posted by Microcosm View Post
    Must have been a lot of heals going his way, cause Rom's got that nasty pbaoe autohit attack; extremely annoying.
    Autohit it may be (and it's on one of the Nictus Essences, not Rommie), but Ninjitsu has a heal, and it's not hard to cap Stalker hit points. My DM/Nin didn't tank Rommie - at least in the last encounter, but that was because of the annoying Brute that kept getting his attention while I stayed in melee the whole time.

    I did tank Rommie and Requiem in the mission before that one, though, because the Brute decided that attempting to herd the entire platform they were standing on was more important than staying under the aggro cap and just getting parts of it, and Assassin's Eclipse tends to get a mob's attention. (See? Stalkers aren't the only AT that can mess up a team's plan!) While I'd like some more defense debuff resistance in Nin, having Caltrops and Blinding Powder will give you plenty of time for the debuffs to wear off.

    And to the sidenote on MMs... they're both the easiest AT to play and the hardest AT to play well. A poor MM can cause far more issues for a team than anyone else - think of how much extra aggro fire imps can cause when left unwatched, then double the number and give them AoE attacks. A good MM makes the rest of the team irrelevant.
  8. Quote:
    Originally Posted by Necrotech_Master View Post
    the highest i think ive ever seen my fury is maybe 90-95%, and that has happened very rarely, a little more common if im speeding through x8 spawns by myself when each mob is easy 16-25 enemies (depending on how many minions, LTs, and bosses per spawn)

    i dont know if its actually possible to even hit 100%
    It's possible to hit, but it will drop before you get a chance to actually do anything with it. There was a bug a while back with some patron powers (and some other powers as well, Power Sink being one of them) that pegged your Fury on one use. At the time, it was jokingly brought up as a PvP fix for Brutes (this is before the 5 point bonus was tacked onto their attacks).

    Generally speaking, I consider 80% to be "full Fury" and anything above that to just be a bonus, but some of the AE missions - with the multitude of ambushes, and staying at the aggro cap constantly - will let you average over 90% if you can stay alive that long. I generally assume 80% for the "fighting" average for things like calculating specific attack chains and 70% for a "mission" average for figuring out total amount of damage over time.

    Then I completely ignore anything I calculated and just mash buttons until the mission ends.
  9. Quote:
    Originally Posted by Blue_Fenix View Post
    So, messing around with a brute today, and I was wondering about fury and damage output compared to other AT's...

    Let me see if I've got this right (main source is Paragon wiki and various things I remember hearing on the forums):

    -Fury goes up when you attack, even if you miss (by how much?)
    -Fury goes up when you get attacked, even if the enemy misses (again, by how much?)
    -Fury goes down over time (at what rate?)
    -Fury provides a damage bonus scaling from 0% to 200%
    -Fury damage bonus applies to BASE damage, not enhanced damage
    To answer, in order:

    Fury gain varies based on your current level and what's around you, so there isn't a true answer for "how much". Minions provide an amount based on your current "Rage" (the internal word used to describe the Fury level - poking at City of Data, "Fury" is the amount gained), Lieutenants provide twice that level, and Bosses and above provide triple the amount. I'd list the formula, but I honestly never bothered memorizing it and now City of Data has it hidden for ease of readability. At above 80%, the rate of gain per attack (either yours or an incoming attack) decreases dramatically.

    With a minor exception, the amount you gain for each attack you make is twice that of the amount you gain from being attacked, so the answer to the second question is related to the answer to the first. So what's the exception? EB/AV/GM and/or PvP fights - each time you attack in those situations, there is a 5 point bonus added if you're at less than 70 Fury above and beyond the amount calculated. This was a pseudofix to help build Fury faster against hard enemies, since the theoretical growth rate isn't exactly reliable*.

    The rate of Fury decay is constant - 2 points per second.

    The damage bonus is exactly that - a +damage that's applied to your character for each available damage type. That's also why it works off of the base damage of the power - it, like any damage buff, acts as if it were a damage enhancement to each and every buffable damaging power you have (note that the vet reward attacks aren't buffable, which is also what makes them nice for Rage crashes).




    * - it checks once every 10 seconds to see what's around you in a 10' radius, making it nigh useless in PvP and slow to respond at other times. The check also alerts everything you're within 10' of that it's doing so, which causes mobs to be alerted to your presence even if you're stealthed. Note that if you're in an "Only Affecting Self" status, this check isn't able to go through, so Invisibility will work for standing in the middle of a spawn as long as nothing has a high enough perception to see through it, but then it would attack anything with that stealth radius.

    And there's my rendition of "Everything You (n)Ever Wanted to Know About Fury (But Were Too Busy SMASHing to Ask)".
  10. Quote:
    Originally Posted by Iannis View Post
    Maybe they'll use Intimidate and Invoke Panic while screaming SWALLOW YOUR SOUL SWALLOW YOUR SOUL!

    Or maybe the Boss is the Cyberdemon. The only way to beat it is to shoot at it until it dies.
    So basically, it'd be just like every other pet in the game?
  11. Quote:
    Originally Posted by Slax View Post
    Well I'm pretty darn annoyed about the hurry up and wait BS. Start the over/under line on how many times I ragequit this season.
    Hrm... I'll go with 3.
  12. Quote:
    Originally Posted by Blue Rabbit View Post
    How about 13 merits for all the people in the team vs. 14 merits for arc owner?

    I'm just sayin'.

    Try not to compare apples to oranges. And yes, I do think villains got the short end of the stick merit wise. But that's because there are far less SF than TF and the villain ones are, thankfully, streamlined.
    Positron's, Synapse's, Quarterfield's, Citadel's and Manticore's TF are horrid, horrid experiences that make me personally want to bang my head against a wall with the boredom they induce or go do something livelier like watch paint dry.
    Flashback, and everybody gets merits on either - with no diminished returns on the story arcs, only the task/strike forces. And several of the hero story arcs can be speedrun as well, for better than a one merit/minute rate.

    Just sayin'.

    And as for the experiences... Citadel and Manticore can be kindof fun if you try to see how fast you can complete them, since then it turns into a race. Posi and Synapse are still boring, but at roughly 2 hrs, give or take, not a complete waste of time for the merits, and the Dr Qs I've been on were actually kindof fun despite the number of missions - and they only took around 3-4 hrs, which puts them at a slightly better merit/time ratio than Posi or Synapse.

    If you run the Task Forces the same way people ran the Strike Forces - that got the rewards for them cut to roughly half of that of a Task Force of similar length (counting time, not number of missions) - then most of them are roughly an hour or less. That gives you much better than the expected merit per hour rate that the rewards were supposed to be set for.

    If you run the Tarikoss without speed running it, you're not going to finish in the "median" time that the reward is based on (which is 39 minutes). The second mission alone, with all the obnoxious CoT spectrals and Ruin Mages in overlapping spawns, will take care of that. The Longbow mission can, too, if the person who gets the tech doesn't listen and tries to fight off all of the ambush waves (what are there, 6? 8?) rather than just hitting a few Lucks and running straight to the computer. And I'm willing to bet that the "median" time that they based the reward off of was from people softloading the map for 1 person, before the changes that prevented you from being able to do so - which hasn't been accounted for in the reward, either. If I were setting a value for it, it'd probably be around that of the ITF - both are capable of being speedrun very quickly, and still capable of taking a while if you get stuck on a particular mission.

    Edit to add: yes, I'm also one of the people you can blame for the low reward due to speedrunning this - I know that it's possible to finish in under 30 mins (I would've soloed it in under 20 with the softloading if I wasn't waiting for people to log on a couple of times). But those aren't exactly your "typical" team, and shouldn't be viewed as such when determining the reward. The ITF has been finished in 20 minutes as well, but it's not worth 10 merits...
  13. Hm... well, since I already prepaid at ~$10/month and have game time until... November, I think... yeah, I'm not too worried about the game time. I may or may not care about the costume bits and emotes, and doubt I'll ever use the perma-temp power given the description of it in game.

    So, looks like little to no downside for my preordering... er, prepurchase, but I will say that I'm frivolous enough that if the Complete Collection was available for prepurchase I would've gone ahead and spent the extra right away rather than wait.

    In any case, it's all marketing's fault anyway.
  14. Siolfir

    Shields Question

    How does Shield Charge synergize with Fury? Well, it'll almost always be damage-capped due to the pet damage cap being +300% - but since Brutes get the absolute weakest version of it, they'll still tend to do less damage than anyone else. A Scrapper using Build Up with 2 even-level SOs slotted will do roughly the same damage as a Brute using Shield Charge at that version's damage cap.

    And if you want to compare to Tankers, my Shield/SS Tanker is regularly capped on damage (after slotting) when using Shield Charge (yay for 2x Rage + AAO).
  15. Quote:
    Originally Posted by Ben_Arizona View Post
    Stealth works just fine for brutes. After you go through an area, there's nobody left alive who saw you.
    fixed
  16. Quote:
    Originally Posted by Redoubtable View Post
    If anyone is able to some quick and dirty testing on other powers or IOs that grant stealth then that would be helpful, but my current assumption is that stealth is ineffective for Brutes once in melee range (possibly 10 ft, based on Ethric's quote from CoD).

    Also, does anyone know which dev would be best to PM in order to get this some attention? Stealth being broken for an entire archetype would probably qualify as a serious bug.
    I've PM'd Castle about it a few times already, but it's been months since the last time I did, and more people couldn't hurt.

    It's because that particular aspect of Fury is set to "Always" Notify Mobs - since it checks every 10.25 seconds in a 10' radius, you can probably get away with it for a little bit - as in, less than 10 seconds - and then things look at you and start swinging.
  17. Quote:
    Originally Posted by Neuronia View Post
    While the content redside is much better than blueside, pretty much all my villains are going blueside so I can dive deep into the Merit trough, accumulating hundreds of Merits which I will then turn into blueside goods.

    I will move a hero redside to get badges there, but that's about it.
    ^
    This.


    I may end up swapping my Ill/Rad over just to giggle maniacally on a LRSF, though. Something tells me that perma-Phantom Army will make the final encounter there just as much of a joke as it makes the last mission of the STF (or, for that matter, a perma-dom Mind/ with Mass Hypnosis makes it).
  18. WM/EA to pair with a Stalker. It's just too pretty and strong. Sure, /Dark Armor has Cloak of Darkness, but it's not pretty.

    ...

    /EA is the "heavy Stalker" Brute secondary anyway, and it'll be funny watching Hide suppress and Energy Cloak not suppress... which leaves the Stalker tanking for the Brute. Not that I've ever done that and then giggled wildly or anything. Much.
  19. The following are some details about Shield Charge for Scrappers, and are among the reasons that I assumed that the version of Lightning Rod that was created for Scrappers should've been ported over to everyone while leaving the Brute/original version of Shield Charge on the ATs that get it.
    • Shield Charge does more damage than Lightning Rod, solely due to AoE radius.
    • Shield Charge is a tier 8 in a defense powerset, Lightning Rod is a tier 9 in an offense powerset.
    • The Scrapper version of Lightning Rod does roughly as much base damage to the whole AoE as the Brute version of Shield Charge.
    • Scrapper Shield Charge does less damage than a Blaster nuke.
    • Base damage for the typical Corruptor nuke is 125.13, 75% chance of 62.56, 50% chance of extra 62.56. This makes the average damage 203.33 for nukes such as Blackstar, Atomic Blast, Dreadful Wail, or Nova. This is compared to the 200.2 for Shield Charge.
    • Shield Charge has no crash, an endurance cost of 13.52, can be done at a 60' range, and has a base recharge 1/4 of that of the nukes.
    Now, given that what I expected to happen didn't (ie, the devs didn't leave Shield Charge alone when I commented on how much crap it was that Scrappers and Tankers got a buffed LR when Stalkers didn't - instead the buffed the Stalker version and then Shield Charge), I'm assuming that means that the devs feel that Shield Charge, as it stands now for Scrappers, is "balanced". Which means that it shouldn't be nerfed, but instead that every power dealing comparable damage at higher cost and/or risk is too weak.


    So, to keep up with this form of "balance":
    • Have Lightning Rod deal its full damage to the entire AoE. There is no logical reason why a shield strapped to someone's arm can hit everything in a 20' AoE but a huge blast of lighting from the sky can't.
    • Remove the crash from each and every "nuke" power, and cut their recharge in half. This would still be twice that of Shield Charge, and they'd still cost more endurance and most would require being in the middle of the spawn.
    • Boost Corruptor damage modifier to 0.90 ranged and Defender damage modifier to 0.75 ranged. This means that a Defender using a secondary powerset will do as much damage as a Scrapper using a secondary powerset, and Corruptors will do slightly more - after all, they're using a primary powerset, so they're primarily damage dealers as well, right?
    *gets off soapbox*
  20. Quote:
    Originally Posted by Wyvernclaw View Post
    Bah I just read the stalker guides and read over and over...."Stalkers don't team well" Either those guides are way out of date and things have changed or I guess I will look elsewhere. Seems counter productive to create a character in a mmo that doesnt team well.


    I hope this is outdated or wrong.
    Stalkers team well; they - like Scrappers, honestly - just don't bring much to the team except damage.

    Like every AT, what they bring to the team is dependant on the player far more than the build. For example, Corruptors are considered great for teams, but is that /Rad who has Radiant Aura on auto and stands 50' behind everyone else in the group pretending to be a h34lz0r really doing anything to help? One of the reasons why people say they don't team well has to do with a "must stay hidden at all times" mentality that a lot of Stalker players settle into, and an insistence of some people that Assassin's Strike must be the first attack in every spawn and have to wait for the interrupt each and every time. Another reason is the aforementioned tradeoff in AoE damage (not that most of the sets don't have some form of AoE).

    There were also a lot of idiots who thought that playing a Stalker meant "hit Assassin's Strike, run away, come back when rehidden". Some still think that, sadly. You can kindof guess how that leads teams to feel about Stalkers.
  21. They're essentially Scrappers that trade an AoE attack*, some hit points, and a large chunk of the maxhp cap, for a bit of extra single target burst if you take the time to set up AS. They also trade one of the powers from their secondary for Hide - which provides a little bit of defense (1.875% to all outside of hidden status, add in another 3.75% to all and 37.5% to AoE while in hidden status) and just enough stealth (150') that you can stand next to snipers without aggroing them, at 0 endurance cost.

    The base damage modifier is lower, but they get a base of 10% chance to critical on any attack which can scale up with team size, since you get an extra 3% chance to critical for each teammate within 30' of you. That extra critical chance boosts your over-time damage up past Scrapper levels (assuming the same attack chain) on small/medium-sized teams provided your team doesn't scatter to the four winds every fight. That's also not factoring in the guaranteed criticals from hidden status.

    As to whether or not the trade is worthwhile... well, that's up to each person to decide for themselves. Personally I think that Stalkers still are on the short end of the melee stick overall - the lack of AoE in most sets and all secondaries hurts in PvE - but they can do some respectable damage (to a single target, they're potentially the highest damage melee AT in the game with the 31% critical rate on a full team) and can be very sturdy if built well.

    * - Electric Melee for Stalkers doesn't trade an AoE attack, it trades a damageless AoE stun to pick up Assassin's Shock. Essentially they get something for nothing there.
  22. Assassin's Shock isn't needed at all - the power it replaced was Lightning Clap, so you don't miss out on any of the attacks that other ATs get with Electric Melee. Due to Lightning Rod not breaking hidden status and Thunder Strike having at least a partial critical guaranteed, it's not often the best suggestion for leading off a fight unless there's just one hard target to deal with or you aren't going to kill everything with LR->TS and what survives has a good chance to kill you.

    Where it's very nice to have - beyond the added burst damage - is when you can leverage the Demoralize effect to help your secondary when dealing with large crowds. The tohit debuff and possible fear is a big help when you're hitting everything, and on my Elec/Nin I usually try to leave something almost dead, but with that little sliver that will get the debuff and then finish them off with one of the AoEs. Let's face it, Stalker hit points aren't all that great, so anything you can do to help keep things from hitting you is nice - whether that means picking off something that's going to cripple you before they get a chance to do anything, or just debuff a whole spawn so that they can't hit you.

    And if you happen to care, the DPA for Assassin's Shock, even if it's not a critical, is higher than Havoc Punch's DPA.
  23. Quote:
    Originally Posted by Necrotech_Master View Post
    it still doesnt help that much overall compared to say mud pots, or even RTTC. this +taunt does nothing more than help generate fury faster since it does not apply any effects to you or the enemies when they are within range of the taunt aura.

    other poeple i know that have sr brutes say to build them like scrappers because they are the worst at holding aggro.
    No, the worst Brute to hold aggro with is Energy Aura, which not only doesn't have an aura which constantly taunts everything around you, but also has stealth to reduce your threat multiplier and make it harder for other mobs to aggro on you at all.

    For sets that have taunt auras, Rise to the Challenge is worse for holding aggro than Evasion, for reasons mentioned earlier in the thread (lower magnitude, less than 10% of the duration). After Rise to the Challenge you have to check and see if you're hitting the mobs, because the damage auras - if they hit - will work better than anything else (damage + taunt > taunt alone), but if they don't hit then the autohit auras are better and Evasion becomes better than Blazing Aura, Death Shroud, and Lightning Field.

    Sure, Evasion doesn't have a debuff, but neither does Invincibility. Or are you saying that Invulnerability can't hold aggro?
  24. Quote:
    Originally Posted by Fire_Minded View Post
    Ok, now iv heard it all.

    Mind/ Controller Primary can out control a /Psi Blast Defender, but by no means can it out damage it, nore can it do the same amount of damage.Not even with containment, not ever.This is also not including the Nuke /Psi gets.

    I have no idea where you came up with this, or where anyone else would say that it can do what youv claimed.

    Id also like to address someone saying there are no pets in the Defenders sets.Again, just like the OPs statement about Psi Blasts doing less damage, or the same damage as a controllers Mind Primary, your wrong.

    Dark Servant, is in the Dark Miasma primary for a Defender, its also a "Pet", and can be accessed at level 32, just like a Controller Primary that gets a pet/s at level 32.

    But WAIT!Theres more!

    What about Traps?

    Force Field Generator is a pet.

    Acid Mortar is a pet.

    Seeker Drones, short lived, but are pets.

    Storm Primary for Defenders offers up Tornado, and even Lightning Storm as well.Both considered pets.

    "But Fire_Minded!Those cant be pets!They are short lived and are limited in there function!"

    "Ahhhhh, then what do you call Controller pets?They are pets that have limited functions, and are short lived as well."

    I think people get the Idea that a pet only counts as a pet if it follows you, and fights for you, instead of just assisting you for brief amounts of time.Which if you look at alot of Controller Pets, they have a specific function, and are as simple as a Defenders Pets.

    Even the Secondary for a Defender has a short lived pet in the Electrical Blasts secondaries.Blaster get it as a Primary, and Corrs do to.Lets not forget that Blasters even get 2 pets in Devices Secondary.

    Targeting Drone Classifies as a pet, the same way Voltiac Sentinal does, and lets not forget the Gun Drone.

    Controllers, Defenders, Corruptors, Blasters, and Dominators, all get a limited list of pets, in some way or another.

    Masterminds are the ones that can have the "Most" pets out of them all.

    Alot of people that say that its just this way, and that AT cant do this, or this is better then that, need to acctually know what the hell they are talking about.

    Theres soo many things, that I dont even want to continue any further, mainly because its taking way to freaking long to point out the things people know nothing about.

    Please, play what you slander before making a complete boob out of your self.
    And perhaps you could enlighten those of us that aren't complete idiots and already understand what we're talking about as to how one is supposed to have an Empathy Defender that also has Dark Servant? Or how the secondaries which are available - which is what was being discussed - provide your single-target buffs with any usefulness while solo simply because some of them provide (nontargettable, unbuffable) pseudopets. Sure, Traps and Dark Miasma offer buffable pets, but those aren't exactly available in Empathy now, are they?

    Or just take your own advice, read the discussion going on in the thread, and stop making a boob out of yourself.
  25. Quote:
    Originally Posted by Player99 View Post
    if you dont mind going redside, 2 of the most powerful builds possible would easily make the most powerful duo (duh)

    By this, i mean 2 robotics/traps/(insert choice here) MMs.

    these bad-boys can do anything in the game solo with just SO's, get two of em and you'll cry tears of boredom as nothing challenges you anymore...
    Ah, but then you get into the philosophical questions, such as "are you really playing a game if all you do is watch the screen and cackle maniacally, or is it merely an interactive cut scene?"

    That's why the only MMs I kept were the ones with ridiculous backgrounds and/or names... I had to find something to do with them other than watch pets clear maps for me.