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Posts
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One thing that immediately strikes me, as a Rob/Dark myself, is the fact you're running a potential 5 toggles: Hover, Assault, Tactics, Shadow Fall, Darkest Night. More importantly, you're running them without Stamina, and Darkest Night is a real endurance-hog. It's probably not impossible to run them all without Stamina, but if you're going to do that then you're going to need more end reductions in your toggles.
Part of what I consider my success in MMing is in being able to be combat-ready as swiftly as possible at a moment's notice. With that in mind, Upgrade Robot has a hellishly long recharge; I have mine 3-slotted with RecReds (and Hasten) and it's still too slow for my tastes. With your lack of Stamina you might consider popping an EndRed in it as well, as it uses a big chunk of blue every time you apply it. It's an extravagance, and you can manage without the extra slots, if you play conservatively... but where's the fun in that?
Unless you really need to move around that quickly, I'd pull some slots from Teleport. There's no real need to six-slot it, 2 EndRecs will be fine for a non-Stamina build. I'd put the spare slots into Darkest Night (EndRed), 1 in Tactics (EndRed) and Shadow Fall (1 EndRed, 1 DamRes). I'd also consider taking Shadow Fall earlier, not only is the Stealth component extremely useful, but it will provide your 'bots with the Energy Resistance they so direly need.
Out of personal preference, I slapped a RecRed in Howling Twilight, just to have it up more frequently - it's a great AoE mez, very useful against AVs/Heros when they're sitting in a pile of minions. -
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I personally wouldn't go for Fire as it focuses on AoEs which may end up with you being a bit of an aggro magnet.
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Fire can quite be turned into a high-damage single-target set when paired with Kinetics. It takes a little work, but it's more than possible, and as a Fire/Kin you're pretty much your own best friend. -
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I've done that, but the problem with it is there's aggro close by on the other side of the portal and it's only a short hop. If your minions don't follow you in that situation, you're most likely screwed. Especially in a team situation.
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Agreed - if you don't have some kind of stealth power, you're up the creek. Of course, you can always clear the entirity of the map, avoiding teleportals until they're the only place left to go; a decent section of the time, there's usually another route around. That doesn't help for the rest of the time, obviously, but it's a good rule of thumb.
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OK, so the rest of the team could probably manage, but if that's the case, why am I there at all?
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To churn out the exp that much faster when you're not getting stuck in portals?Seriously, I wouldn't expect a half-decent team to fall apart for the temporary lack of one member. People 'plant, such is the nature of the game - this doesn't lead to teamwipes every single time.
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Only took them six months to get around to it.
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I'm guessing it took six months for someone to petition your SG - changes tend not to be made without a complaint coming in, from what I've seen. -
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Unbeknown to you, your minions advanced pathfinding routines have realised that there is a route to your new position which dosen't involve going through a portal. instead it involves taking a long, meandering, scenic route through various tunnels that *you* don't know about because you've not been that way yet...[snip]
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On the same theme: on certain Oranbega maps with 'random' portals, your pets will end up in a different TP area (because sometimes they do decide to follow you through the portals), and then they aggro the [censored] out of the map and come back to you with a good few corridors' worth of friends in tow.
What's worse is when you're on an escort mission where the temporary 'pet' (which must live to successfully complete the mission)functions on the same AI, ends up in a different, uncovered area, and charges full pelt into a mass of demons and other assorted CoT, leaving you sat jumping through teleporters trying to end up in the same place as your (literally) misguided pets. I guess that in some respects this is better for MMs than other ATs, as our main pets can generally act as a deterrent allowing the temp pet to survive - it's still screwy though, and I still /bug it whenever it happens.
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If this happens, and you have recall friend, then you need to spend 5 minutes regrouping your bots by putting htem all in stay mode, targeting one, starting RF, and then, while in mid TP, putting the target into follow mode. Otherwise, the idiot damn bot will run back to where you told him to stay through all the aforementioned aggro...
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As a non TPer, I find that what works best for me is to retreat some distance with my bots, set them on Stay, and then charge forward through the portal as far as it takes for them to "respawn" next to me. At that point I set them to Follow Me as a group, and all is fine and dandy, with no micromanaging involved. -
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While */Dark has best roleplay synergy with Necromancy, it works perhaps best with Mercs and Robotics as they both stay at range - making Twilight Grasp easier to use, Dark Fall in use without you getting into melee range and Tar Patch creating a handy barrier between the mobs and your fire team.
[/ QUOTE ]...But why would you not want to be in melee range...?
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Cause bots and mercs work best at range, hence you want to not be in melee.
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I think you missed MaX's point - given all the tricks in the /Dark set, especially the acc debuffs, it makes it relatively safe for the MM to move into close-range, and Dark is therefore a good pairing with Necromancy. (And it's Shadow Fall or Darkest Night, not "Dark Fall".) You'd have to be careful for heavy AoE groups (Nemesis, etc.), but other than that you shouldn't encounter any severe issues. Indeed, if you plan on taking Dark Servant at 38 or later you'll find yourself moving more into melee range, as that's where Fluffy is most effective.
FWIW, I would never use Tar Patch as a barrier between myself and the mobs - its -Res debuff is best used on the mobs themselves, serving the dual purpose of keeping the mobs grouped as tightly as possible for any AoEs. As a Rob/Dark MM, I tend drop Tar Patch slightly behind the mobs to compensate for the knockback in the Robotics attacks. Each to their own, though. -
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Got to say I have found darkest night not that good in PvP with my master it just dont seem to do any thing to peoples acc and I have S.O.s in it 4 slots one end red and 3 acc debuffs.
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MM Darkest Night is less potent than the Corruptor version - on its own it's not enough to beat PvP slotting of 2/3 Acc, you have to keep stacking your other -Acc debuffs on top (Twilight Grasp, Fearsome Stare) to make full use of it. Against players with only 1 Acc in their attacks though, I've found it pretty effective. -
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Ice patch=AoE lockdown, and around the size of ignite, so the 2 form a very sweet combo of AoE burninating.
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... but it's still not significantly larger than the area covered by an ST immob. AR has many ways to deal with grouped mobs that don't involve running into the middle of them to put down an Ice Patch - it's significantly easier to line up Flamethrower/Full Auto then use Burst and Slug to finish off minions, than it is to hope everything stays in a short-lived Ice Patch.
In any event, it still doesn't make Ignite "useless" for the previously mentioned scenarios I listed - it just makes it more of a "must-take" power for an AR/Ice. -
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But ignite really isn't that useful for just one guy
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Firstly: the burn radius for Ignite is slightly larger than that of a single-target - if you're going to use it, you need a hold/immob. If you want Ignite to do any real damage, you'll need at least an immob... which 4/5 secondaries have as standard, thankfully. Having Chilling Embrace/Ice Patch won't serve you any better than having Web Grenade or Ring of Fire - hence my, which remains
Secondly: If the 'guy' in question is an Lt or a Boss, you bet your [censored] it's useful - cycling Ignite gives AR/ its highest DPS attack chain, without taking secondaries into account. It's also extremely useful against AVs, or blocking up a door/narrow hallway during a retreat as it screws up NPC AI like nothing else, as any Mastermind knows.
Ignite is an underused and misunderstood tool in the AR set - don't write it off so easily. -
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(Ignite isn't useful really unless your secondary is ice or you team a lot with AoE immbbing people).
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Both /Devices, /Elec and /Fire have ST immobs, though - Web Grenade, Electric Fence, Ring of Fire respectively. /Energy is the only secondary without an immob, in fact.
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IMO drop flamethrower aswell
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I have to hear the reasoning on this. -
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Ok, Syn, the set you listed in your first post were ones for a balster like corruptor, as much as possible, right. Well a high damage one I mean. This may sound stupid, but is that the only way to play a corruptor in PvP?
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You can go completely the other way, and make a fully-team oriented build, or a build designed to counter a specific AT, or a build designed to make entire sets useless - all possible within the scope of the Corruptor.
Personally, I feel that you'd be ignoring your main function if you didn't focus on at least dishing out some damage - as that is your primary. Rad/, Sonic/, and Dark/ both have great direct debuffs in their attacks - -Def, -Res, -Acc - even if Rad/ and Dark/ tend to be eclipsed in outright overall damage by Fire, Ice, and Energy. In the secondaries, /Sonic has the 'best' (or at worst, most far-reaching) anti-mez in the entire scope of the Corruptor AT, solid debuffs (Sonic Siphon and Disruption Field), and great team buffs; Dark and Rad are similarly great for teams, if a little better than /Sonic for soloing. /Cold is odd, in that you can probably use it for a great team build and a great solo build - the debuffs in the set are at least as good, if not better than the 'shields' in the set; /Thermal, although obviously team oriented, I think is possibly less useful in PvP until the mid-late 30s, when its big debuffs come in. Heals are always welcome, of course, but villains are better at dishing out damage than they are at taking it - as such, it's my belief that most debuffs are critical to PvPing as a villain, as they boost 'our' advantage in a PvP setting, followed by buffs that do the same... shields and heals aren't nearly so useful, for my $.02. That's not to say that I've not come across some good PvPers who were /Thermal, but they're still somewhat restricted by their build. -
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i think if you read back i never said i have no problem with endurance with fire/thermal ..i think you've just jumped to conclusions .. go on take a look at my posts .. none of the say anything about endurance.
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Go on, take a look.
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Fireball and breath are perfectly fine with an end red in them and my fire/thermal has had a nice long life up to 39 and i say this so people know i have experiance of fire/thermal and don't just look on a hero planner !
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Well hot diggity damn, I guess you'd better go back to your opticians and demand a refund. -
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I like my women like I like my coffee. Covered in bees!
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I like my women like I like my whiskey...
/pedobear
And FWIW, I'd go with Sonic/Dark above Dark/Sonic every time. -
Yeah, but we're talking about Fire/Dark. /Thermal doesn't have half as many expensive toggles as Dark - it doesn't have any toggles, in fact. What works for one build will not necessarily work for another, you have to assess all the components - not just one - if you're trying to give useful advice. /Dark is an end-hog - having a low-damage, quick-firing attack may work out better than a cone that you might not have the endurance to use, necessarily.
FYI, I have a Fire/ Corruptor, I'm not basing anything off Hero Planner. -
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Every SG enlists 1-3 teams of 2 players each. teams are devided into 3 classes to remove the enhancement factor
lvl 1-11, 12-21 and 22-40 both members in team must be in the same class.
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Out of curiosity, what level will the top bracket (22-40) be exemped to - somewhere in the 30s? -
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7. There is a single lvl 43 Behemoth (cons Red to lvl 40 players). He spawns at the Northern summoning circle and wanders around the isle.
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I've been following the US thread myself, it was confirmed by Cuppa (I think) that the Behemoth is unrelated to spawning Caleb. -
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Do you click the melee attacks on the Tray to use them or do you have any other key with a bind?
I've seen the tactics, I just need to know how to get them out faster than clicking them on the tray and in a reliable and fast way xD
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1,2,3,4,5,6,7,8,9,0
alt+1,alt+2,alt+3,alt+4,alt+5,alt+6,alt+7,alt+8,al t+9,alt+0
Profit. -
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First of all, keep Brawl in that attack chain. Auto'd if necessary, it's a nice solid piece of damage with minimal drain.
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Brawl sucks no point in using it after lvl 6 or so. Use ranged attacks to fill in the gaps.
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The only time I'd remotely advocate using Brawl in a Blapper attack chain is against enemies with toggles in PvP - other than that, it's a chronic waste of time. Even then, I'd not use it except against someone with a huge number of toggles - it's easier just to plough through their toggles, 9 times out of 10, although it is sometimes handy to keep plinking the status protection off in protracted battles. -
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thats incorrect .. its quite long range and has quite a large cone.
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Out of all the cones in the game, Fire Breath is one of the narrowest, and it's a melee cone. I might be slightly off on distances, but you still have to be up close and personal to use it, and its not very forgiving if you line it up wrongly.
That doesn't mean it's not a good attack, it's just not my personal preference. It's also worth noting that a Fire/Dark using Fire Ball and Fire Breath in a consistent attack chain is going to be a Corruptor gasping for endurance in a long fight. In end-heavy builds, I might be tempted to take Flares as an ST attack to take off the last chunk of HP... but to each their own. -
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And to the others which decided to insult rather than point me out as wrong, go to hell, i didnt come here to be insulted by 'people' with nothing better to do than [censored] and moan?
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No-one's insulted you in the slightest - lightly mocked, sure, but you should expect that for posting something that's so obviously not correct. If you're going to make a definitive statement like that, you should try to be right if you're going to be so defensive about being told you're wrong. -
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I'm afaid I Googled...Not quite that big a geek
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*pets his Transformers comics*
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A valid question. I suspect not many. But of course, from my viewpoint, Cryptic obviously wanted base-raiding to be enjoyable only by the priviledged few.
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Or, more reasonably and slightly more logically than that, they wanted base raids to be a long-term goal, enjoyed by long-term subscribers. I can certainly see where they're coming from - having instantly accessible base-raids with easily replaceable base items, would make the whole experience feel a lot "cheaper". Everyone would have the bigger complexes, raids would become commonplace, within the space of a year everyone would be left with a general sense of ennui.
We're only a couple of months in, and already the larger SGs are starting to buy up the bigger plots and the more expensive base items. Within the space of a year, maybe two, its forseeable that certain SGs will reach a point where they cannot expand any further, and any excess prestige will merely accumulate. At this point, bases will be able to participate in raids and replace any lost items with much less difficulty than they could at this point in time; the cost of replacing these items however, will place an artificial cap on the frequency of raids.
I have my own reservations about base raids, but cost isn't one of the major ones. -
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No idea then
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I would also have accepted this answer - now, did you know, or did you Google? -
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Depends. If you want to be uber and damaging, I'd take Fire (like I did). If you want to be more like a defender, then I'd take Sonic (good Dmg res debuff) or Ice (fantastic debuffing and holds etc).
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Ice has comparable ST damage to Fire, FYI, and is equally less resisted.
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If you can keep your opponent in CotN range, even better.
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Heavy emphasis on "if".
My musings were based on the fact that Corruptors aren't well-suited to staying in one place for extended periods, which jars with Fluffies - in PvP zones at least, Arenas are a different kettle of fish.
/Dark MMs, however, will tend to get more of the full benefit of a Fluffy, given the playstyle differences.