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Posts
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It doesnt get bashed as much since it got buffed pretty recently.
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Interesting read-I'm currently at lvl30 on my huntswoman/bane dual build. I rebuilt my SoA instead of finishing off my crab. I decided I hated how the stupid crab backpack looks, and that it doesn't go away when I switch builds to a bane...and altitis kicked into gear!
So then-a few questions of my own came into mind:
1. Any reason to stack the 2 armors, the initial 1-24 one and the upgraded Bane one? Can you even DO that?
2. If I'm mainly soloing, is there much of a reason to take the Tactics toggle? I'm having a tough time fitting it in with the other powers I want for soloing (Frag grenade, Pummel, Bayonet...just for fun, really).
3. Do people bother with Wide-area Web Grenade? I took it, but rarely use it for much of anything, it seems. Thoughts?
4. So Web Cocoon is really that awesome? Based on the mag, looks like it can hold a boss on one hit, and the duration is enough to stack it with minimal recharge enhance (maybe even just Mental Training). Any comments on how to slot, why it's so great?
Thanks!
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1. The only reason is for more mez protection. I have it on my Bane, but I wouldn't take the wolf one unless you get everything else you want first. Edit: Or maybe for IO bonus purposes.
2. I like it because I can hit things more, but its not "must-have" like TT:Maneuvers.
3. On a Huntsman its good to take because it can keep the mobs from getting into melee and keep them from getting knocked away by Frag Grenade, and it also has decent slow. On a Bane it is very skippable (because of redraw mostly).
4. Im pretty sure its Mag 3, so only LTs will get held in one hit. But, it is up very often (every 8 seconds with 2 recharges and Mental Training) and it gives a pretty good slow bonus. I slot mine 2 each of Accuracy, Hold, and Recharge. If you are using IOs or don't think you need the extra Accuracy some slow wouldn't be too bad. -
I like my Bane better solo because the KB helps me stay alive since I'm running on SOs and generic IOs.
Whenever someone on my team tells me how much better Night Widows are I just laugh and run in and beat the [censored] out of everything. -
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I went Huntsman after getting annoyed with the legs still up on my Bane build. I really don't notice much of a difference between the rifle attacks, and the Crab blasts. I have the same attack chain (2 single target, 3 AoE) and instead of Omega/Spiderlings I have Web Grenade (which I really like). I'm not blind that the Crab having energy damage is better, but I just don't find it that big a gap in actual play. Plus, I just love the brat-tat-tat of the rifle, and looking at all the empty casings on the ground. It fills me with joy I guess. hehe
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This.
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That. Except I knew the legs would annoy me do I didn't even bother with Crab. -
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So, I've been playing my new Force Field / Dark Blast Defender for a little over a month now, and I ran into this the other day.
"Don't bubble me, please. And turn off your big bubble. I don't like the way they look on my toon. Nothing against you personally."
Now, I've been playing the game off and on for four years. I've heard of people asking not to be speed boosted, and asking Thermals not to buff them. This is the first time I can ever recall someone asking not to be bubbled, and for Dispersion Bubble to be turned off. WTF?
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At least they were nice about it instead of "stp bbling me u [censored] !!" -
Thats what I did. You get AoE like a Crab, but you arent stuck with those legs on your back.
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Why not focus on defense AND recharge?
I have Perma hasten and soft cap to all pos on my huntsman.
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Because I'm happy with my power choices and don't want to pick up Weave and Maneuvers. And, most importantly, I dont have 5 billion inf. -
I agree with the above, except Dark Blast is so much better than Moonbeam.
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To get around and kill things within the shard?
Well, that's rather vague honestly. Someone with Teleport or at the very least Fly (Fly may be better because of the ludicrous distances you have to cross, and a teleporter's Endurance might not be able to handle it despite it being faster, though Teleport has Recall which anyone else in the shard with you will love you for), not a defense-based character due to the Observers having ridiculously accurate attacks, some form of crowd control would help a lot... Fire or Cold damage is all that really bypasses their resistances... I'd have to say Fire/something scrapper. Fire/Something that isn't Shield, SR, or Invul.
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Hopping between islands isn't too hard... just shut off your travel powers (the vidiotmaps map overlays help too because they show you where all of those things go). It helps if you have the GVE jump pack just in case one of them doesn't quite get you there (which happens sometimes). -
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I'll agree with the Huntsman guru. The build looks fine. I never felt a need for any more attacks than what the rifle provides. How do you like adding the Mu attacks?
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Not sure, the toon is only 41 right now, so I'll tell you when I get them lol. I just saw a Crab Spider running around one day with a softcap build and all his AoEs destroyed everything, then I saw that he had Ball Lightning and I just thought "Hey, why didn't I think of that?" so I threw it in there.
If I decide I don't like it I will probably just replace it with Maneuvers and Assualt, I will have more slots to play around with that way.
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It's a very strange build (to my eyes), but it should be more than playable. The underslotting of Single Shot terrifies me with the upcoming (significant) buff to it in I15. Its activation is dropping to 0.9 seconds.
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Its not too badly underslotted, it still has +71% damage (roughly, mid's wont let me see the actual value), as well as pretty decent acc/rech/end values. It only does 14 less damage than it would do if I threw in a whole damage IO. I originally had another slot in there, but I took it out and put it in Venom Grenade as the Posi proc, because it does the same 14 damage (average per attack), but makes it AoE.
Oh, I think I forgot to mention this, but the empty spot in the armor upgrade is for Gladiator's +defense if you didn't already figure that out. -
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Maybe I'm just a noob (Decent probability of this!), but wouldn't adding the performance shifter end mod enhancement to your stamina be a nice QoL improvement? Not that it is a huge thing, but it will give you a 5% buff to all of your movespeeds.
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Oops, yea I changed that right when I posted my build and just didn't put it on there. -
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I'm always going to be group with a Kin. So i'm wondering if consume is every worth it with SB always on? I got hasten as well but not sure if I needed it with a duo kin.
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Hasten is always good, and Consume is good when your end suddenly drops dangerously low from Rage/Hasten crash. It also does decent damage with full Fury (especially if you have FS from the Kin).
Just make sure you watch your health and end bar all the time. I can't tell you how many times I've died because I wasn't watching my hp and got stuck in an animation when I wanted to be using Healing Flames instead, or because an attack got rid of all my end... lol... -
Wait a second... if you don't put in any rank is it zero starred? Because sometimes I join a team right as they finish an arc or something and since I didn't actually play the arc I just hit "finished" when it pops up, assuming that it just won't count my vote...
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Mandatory reading for all new Khelds:
http://boards.cityofheroes.com/showf...n=0&page=0
(Okay, not really but it should be)
Its kinda old (i8), but even with the recent Kheld changes 90% or more of it is still completely valid. To see exactly what was changed go here and scroll down to the part about Peacebringers and Warshades. -
I was wondering if anyone could take a look at my Huntsman build. Its meant to be as close to soft cap defense as possible (for ranged and AoE its there, melee isn't quite there but who cares, its easy enough to kite/immob things and I can pop a purple if I need to), while being able to do a bunch of AoE damage.
I don't think this will cost too too much (no purples at least). The most expensive part will be the LoTG's and I don't really need those anyway because I can easily softcap without them (probably even slightly easier). I experimented with taking Weave and/or Maneuvers but that would mean I would have to sacrifice some AoE damage or Bayonet, so I didn't. I could soft cap the two most important parts without them anyway.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3)
Level 1: Bane Spider Armor Upgrade -- Empty(A), S'fstPrt-ResDam/Def+(40)
Level 2: Burst -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(5), Ruin-Dmg/Rchg(5), Ruin-Acc/EndRdx/Rchg(7), Ruin-Acc/Dmg/Rchg(23)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), DefBuff-I(7)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 8: Heavy Burst -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(19), Achilles-ResDeb%(25)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(17), GftotA-Def/EndRdx(17), LkGmblr-Def/EndRdx(25)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(15), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(19), Posi-Dam%(23)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 18: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A)
Level 26: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/EndRdx/Rng(34), FrcFbk-Rechg%(43)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(29), ShldBrk-Acc/Rchg(33), ShldBrk-DefDeb/EndRdx/Rchg(33), ShldBrk-Acc/EndRdx/Rchg(34), ShldBrk-%Dam(34)
Level 30: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
Level 32: Build Up -- RechRdx-I(A), RechRdx-I(33)
Level 35: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(36), Enf'dOp-Acc/EndRdx(36), Enf'dOp-Immob/Rng(36), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(45)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 44: Electrifying Fences -- DblAc-Acc/Rchg(A), DblAc-Rchg/Immob(45), DblAc-Acc/EndRdx(46), DblAc-Acc/Immob/Rchg(50), DblAc-Immob/Rng(50)
Level 47: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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[u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]11.8% Defense(Smashing)[*]11.8% Defense(Lethal)[*]13% Defense(Fire)[*]13% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]3% Defense(Psionic)[*]16.8% Defense(Melee)[*]13% Defense(Ranged)[*]23% Defense(AoE)[*]11% Enhancement(Accuracy)[*]7% Enhancement(Immobilize)[*]32.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]48.2 HP (4.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 5%[*]MezResist(Held) 7.75%[*]MezResist(Immobilize) 7.75%[*]MezResist(Sleep) 11.6%[*]MezResist(Stun) 5%[*]MezResist(Terrorized) 6.65%[*]7% (0.12 End/sec) Recovery[*]20% (1.07 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]10% Resistance(Fire)[*]12.5% Resistance(Cold)[*]17.5% Resistance(Energy)[*]11.9% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[*]5% RunSpeed[*]7% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Thanks for the feedback. It really isn't about Tank v. Brute, but which would be more satisfying as a damage dealer. I have to tell you, I hate Fury. Forever to build up, instantly cools, but oh well.
I'll tell you what though, if the devs ever make SS a Scrapper set, they'll have me for life (Guys? You reading this?).
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Fury doesn't take that long to build up... all you have to do is jump into the spawn first and bam, instant 90 fury. -
Its more offensive than defensive, but you can kill everything fast enough to not need that much defense
In cases where you do need some more resist/defense (like if you are tanking on the ITF), hopefully at least one or two of your teammates have some kind of buffs. A good Sonic, bubbler, and/or Cold/Thermal can make you pretty much unkillable with little to no IO bonuses. You will have end issues unless you have a /Kin or /Cold on your team (Edit: or a lot of +Rec from IOs). -
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How about not. This is a TA discussion, so take your Poison eslewhere.
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I hit you with Weaken. You are now 74.5% less Special.
Poison foevah!
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Poison is a single-target set. So, you make one guy less special, the rest of us come at you and rip apart your minions faster than you can spam Alkaloid.
TA may have issues, but Poison is poop.
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Except you're a MM... so the boss is less special and all the minions and LTs are dead before they take 2 steps. -
Because if someone captures him and takes away his spider legs they could easily forget to take away his pistol.
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I'm always surprised when people put elec above spines for AoE damage output. Do jacob's ladder and thunderstrike's pbaoe really make up for the slow recharge on LR?
I just always figured that at perma-hasten levels, LR will recharge in about ~24.8 seconds, while throw spines is up in 3.25.
Does having the extra burst damage (and awesome animation) on a stalker really outweigh being able to use that ranged cone every few seconds? Because I just can't see how LR would do more damage over time than throw spines, especially when you can buildup+TS+placate<gap>TS.
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Its because it doesn't break hide, so you can do BU+LR and then while still in hide you can use TS, and any minions in the spawn are dead, and LTs are seriously hurt. Then if you want you can Placate and AS any bosses because LR and TS probably knocked most of the mobs down. -
You didn't offer to get it a sandwich, so it got mad and made you fail the mish.
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Back before the Hollows revamp when I would blow up Trolls in Red River with their bombs on my PB it would spawn a Cyst every once and a while (as well as in other places). It didnt matter though because it just made the explosion even bigger
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/TA is the only set I have not really tried. Every time I think about it, it just discourages me when I look at the numbers. /TA's debuff values are not that good. I've seen quite a few Ninja/TA that makes me not want to try it. Their Genins just die left and right.
(Dark's best power IMO is Fearsome Stare!)
I had a lvl 21 Merc/TA but he is on Freedom and my main server is now Virtue.
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Genin die all the time anyway. Every time I team with a Ninja MM (/Dark, /Storm, /FF, whatever), you could repopulate the map with all the genin that died.
I used to know a Thugs/TA that would plow through everything and made me consider making a /TA. -
I've decided that I want to make a DM/WP, but I can't decide between a Brute and a Stalker. I know from friends of mine that a DM/WP Brute is a monster, but how does a Stalker compare? I'm looking mostly for a ST PvE toon, but I'm thinking this toon would be pretty decent for some occasional zone PvP.
The only problem I really run into making a Stalker build for this is that I can never find a way to get quite all the powers I would like (I usually end up picking between Tough and Shadow Meld), and I get Stamina a bit late for my taste (at 35, I usually like to get it ASAP, even on Stalkers because I Scrap more than some). It's the opposite with slots; I end up with way more than I really need.
Here's the Stalker build I'm looking at (I made it in like 10 minutes, so don't mind the slotting too much, just the power picks). Feel free to point out a thing or two, but the question I am still looking to be answered the most is how a DM/WP Stalker and Brute compare.
And this is obviously what I would use for PvE, a zone PvP build would need a few key changes.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Villain Profile:
Level 1: Smite -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(13), RechRdx-I(37), ToHitDeb-I(40)
Level 1: Hide -- DefBuff-I(A)
Level 2: High Pain Tolerance -- Heal-I(A), Heal-I(31), ResDam-I(42), ResDam-I(43), Heal-I(43)
Level 4: Reconstruction -- RechRdx-I(A), RechRdx-I(5), Heal-I(5), Heal-I(17), RechRdx-I(39), Heal-I(42)
Level 6: Assassin's Eclipse -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(9), RechRdx-I(9), EndRdx-I(11)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(11)
Level 10: Shadow Punch -- Acc-I(A), Dmg-I(15), Dmg-I(17), Dmg-I(25), ToHitDeb-I(39), ToHitDeb-I(40)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
Level 14: Mind Over Body -- EndRdx-I(A), ResDam-I(15), ResDam-I(34), ResDam-I(46)
Level 16: Indomitable Will -- EndRdx-I(A), DefBuff-I(37), DefBuff-I(40), DefBuff-I(50)
Level 18: Siphon Life -- Acc-I(A), Dmg-I(19), Dmg-I(19), Heal-I(23), Heal-I(25), RechRdx-I(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Heightened Senses -- EndRdx-I(A), DefBuff-I(23), DefBuff-I(37), DefBuff-I(48)
Level 24: Super Speed -- Run-I(A), EndRdx-I(43)
Level 26: Touch of Fear -- Acc-I(A), Fear-I(27), Fear-I(27), ToHitDeb-I(29), ToHitDeb-I(29), RechRdx-I(31)
Level 28: Hurdle -- Jump-I(A)
Level 30: Health -- Heal-I(A), Heal-I(36)
Level 32: Midnight Grasp -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), EndRdx-I(34)
Level 35: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
Level 38: Strength of Will -- ResDam-I(A), ResDam-I(39)
Level 41: Fast Healing -- Heal-I(A), Heal-I(42), Heal-I(46)
Level 44: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(46)
Level 47: Tough -- EndRdx-I(A), ResDam-I(48), ResDam-I(48)
Level 49: Weave -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination -
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um..that already happened. you can pick any pool when you respec.
my thugs/traps did black scorpions patron, but currently used MU powers.
[/ QUOTE ] So, with that being said, what is probably the better Epic power for a Bots/Traps MM. Looking for the one that gives me the best defense, I am thinking Scorpion Shield?
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Really their about equal IMO. So go for the one you like thematicly. I went for Soul Mastery myself, and love it. If you already have defense getting a +def shield may be worth it, but it wasn't for me.
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I could be mistaken about this, but I believe Scorpion Shield is the only one of the four that provides Defense, the other three being Resistance based protection.
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Yes, but unless you have other defense to stack it with, it's not IMO any more useful then the resistances.
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Bots/Traps has FFG.
I would go BS for the Defense or Scirocco for the -KB immob.