kalashnikow

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  1. Quote:
    Originally Posted by plainguy View Post
    Darkest night which is your big -ToHit debuff can be resisted, which is the weakness in darkest night that -ToHit can be resisted.
    wrong way to start a fight. fearsome stare + soul tentacles is better. its a simply fake AoE hold every 15-20 sec.
    Quote:
    Originally Posted by plainguy View Post
    With Traps depending on the amount of mobs, if too many I see them going after my FFG. You basically end up resummoning FFG a lot.
    caltrops at your feet might change this.....
    Quote:
    Originally Posted by plainguy View Post
    FFG is nice for carnie mobs. I might go to sleep for a sec or two and then wake back up. I'm assuming it's the FFG that is doing that at least.
    according to red tomax its a "Held, Stun, Immobilize" which FFG protect against.
    Quote:
    Originally Posted by plainguy View Post
    I can tell you my Robot Traps MM with Tier 3 incarnate slotted for damage can handle 4/8 with no issues set for bosses no AV
    can confirm it, even with AVs. but only some of them, because some stupid AV tend to wander around too much or too fast, which is annoying because trap is a "base builder".
    Quote:
    Originally Posted by plainguy View Post
    Overall I would say its doable of course depending on the mobs. Cots, Freakshows and their ilk would be easy it seems. But Malta and Longbow I don't see it running that smooth. I think it would be pretty darn ugly against mobs of those types.
    baaahhh, who cares.. they all die violently and in vain.
    that's the proper spirit of a villain. mwahahaha
  2. Quote:
    Originally Posted by Scientist View Post
    Just as a note, personal attacks can be a significant fraction of your damage until the Tier 3 bot comes along, so its not a terrible idea to take one (assuming you don't have vet attacks) and respec out of it later when you have the slots to slot up Triage properly.
    compared to what you can achieve with secondary skills personal attacks are waste of slots and respecs. i haven't seen a single mm that didn't won a mission because of the lacking of personal attacks. BUT i've seen a lot mms dead because they drew agro by personal attacks and were killed with one-two shots. AND i've seen a lot of mms, that dumped their endurance in to firing pitiful shots and have let half of the team die.
    personal attacks are a NO GO!!! never ever, under no circumstances they are or will be useful.
    mm is a commander/supporter archetype. to learn to be a superior buffer/debuffer is much more then to learn to be a bad gimped shadow of a blaster.
    Quote:
    Originally Posted by Scientist View Post
    The idea behind Provoke is to focus damage from EBs and especially AVs on you, since you can be well shielded, thus keeping your pets alive.
    and this is WRONG. mm have NOT to focus fire on himself and endure it, but MITIGATE/CANCEL fire from the bad guys. if you do it right NEITHER you NOR your drones should be scratched.
    Quote:
    Originally Posted by Scientist View Post
    Its more something to take for soloing AVs or GMs, which is interesting as a build test but not terribly worthwhile XP-wise.
    i've killed bunch of AV and even tanked 3 super robots on first mission of apex tf. without provoke. is it surprising you?
    Quote:
    Originally Posted by Scientist View Post
    If you spam "Stay" it can help keep the pets from running in, or at least they don't run in very far before you halt them. If they are still in stay/defensive, they still provide Bodyguard mode.
    sure, i do, though they still die anyway. they have about 40% defense, but a single hit that came through might kill them with one shot, even the ranged one or an AoE. this is it.
    so either preventing the mob from doing damage or gambling with luck who will be longer enduring the damage.
    first is the "true-traps-way", second is for force fields.

    to state it clearly, if the bots die than that should be only because caltrops, poison gas trap and seeker drones are still on cooldown from previous fight.
  3. Quote:
    Originally Posted by _Krom_ View Post
    I'd add to this that pretty much ANYTHING combined with traps will solo well. I took an electric blast corruptor, solo, into the low 40's with traps and if I can do that with electric, it'll work with any set. Traps is just THAT good.
    i agree with it fully, traps is by far my favorite for corruptors and masterminds.
    the main idea was - as a trapper you are a base builder, you need that most of your attacks are ranged/cones. but short circuit is a pbaoe... not the best combination regarding min/maxing of the playstyle.
    still voltaic sentinel is something valuable, good damage for no endurance and overall less resisted damage type + endurance drain are something that let it shine in total.
    however i think that ignite+flamethrower will do far more damage then some other skills. but its rather a feeling.
    Quote:
    Originally Posted by Asha'man View Post
    Traps can be, and in my opinion, should be, played much more aggresively. I am literally the 2nd person to jump into a spawn, right behind the tank. And I mean RIGHT behind him. As he rushes in and takes the alpha I'm under his armpit laying down a PGT/Acid Mortar. Some tanks need a good deodorant...ugh.
    Once I pick up Seeker Drones, the tank is optional in my book. I can easily take on the role of tank on most teams.
    absolutely. traps shines both offense and defense.
    apex tf, both tanks dead, my bot/traps mm holding agro of 3 super bots. riiiight...... 50% of defense... squishy mm... riiiiight.....
    tanks are overrated anyway. mwahahaha.
  4. no worries, some day i'll be killing AV alone.

    some of my comments:
    personal attacks, provoke and so on. worthless. seriously. traps is all about mitigation of agro, not building it. toss 2 patches of caltrops and watch them running in wain. and btw, check the numbers of damage a caltrop patch can do, especially with damage procs, thats a nuke quantity. way more your personal attacks can do. so tackle/slow them with web grenades/web envelope, toss caltrop patch after. thats the proper way to prevent your bots from being smashed in to smithereens. thats the way of traps.
    full tactics buff line is strongly recommended.
    scorpion shield with +def, web envelope and web cocoon are MUST HAVE powers. my bot/traps mm has about 50% defense on smashing/lethal WITHOUT tough/weave, only with tactics.
    tripmine - is meeehhh. stand your ground and repel of anything incoming is WAY better then running after enemy and hoping for being NOT interrupted. 3/4 of time you will loose your bet. only exception of the rule is poison gas trap, -reg is the best in game available AV killer, no kidding.

    normal rotation is: start all the tactics, seeker drones from maximum distance, web envelope+web grenade on boss, caltrop patch. spawn is dead. may be you need to refresh the web grenade on boss, depends on how tough he is. big groups, elite bosses or AVs - acid mortar + poison trap to kill them faster.

    P.S. your drones will die anyway, regardless of what you do. stupid AI cause them to run in to melee range, so get used to it. at least they die less then arsonist from thugs or medic from mercs.
  5. my 5 cents.
    i am mostly mm addicted, had about 20 of different combination, all have been brought above lvl 40.
    i had two mercs/, both were DELETED, no concerns, no pity. never look back.

    zombie/dark for being very hard to play still have HUGE advantages in some abilities or synergies. even thugs for being annoying like no other still be good in certain aspects.
    mercs are just horrible for no advantages.
    1. lethal is most resisted damage.
    2. medic is more like walking useless corpse. toss a grenade, annoy all nukers for scattering the spawn with knockback, draw the agro, one hit death. and healing like crazy something at full health while you've been dieing is his normal behavior. that IF you've managed him to survive somehow.
    3. spec ops snipe, their strongest attack, tier 2 upgrade, likely never will be used in combat.
    4. recharge of serum is HORRIBLE.
    5. commando use A LOT of endurance, he will be empty in every fight that is longer then 30 sek. his strongest skill, the long range missile has a cooldown of 5 minutes or something alike. i don't remember exactly, its been years since i touched them.

    all this has been known to devs for YEARS, no changes has been made.
  6. i would recommend ds/therm. and there some reasons why>

    1. both sets are healers, but the thermal can also actively prevent incoming damage, so you have to heal waaaay less.
    2. the only useful debuff on pain is a pointblank seminuke. yeah, walk in to melee range of reichsman or some other AVs would be quite suicidal...... melt armor is ranged and can be fired from safe distance.
    3. world of pain is not bad, but it is not a fulcrum shift in the quality and quantity. "forge" can be constantly buffed on at least 2 players, and 30% damage on a super strength brute is kinda uber, he alone would be able to kill spawn by himself and his knockout blows could hit 1k limit and more. forged demonprince in solo is a killing machine.
    4. heat exhaustion has -reg component, which can be from time to time highly in need to kill some nasty AVs or elite bosses and with couple of sets you can have it nearly permanent.

    my ds/thermal is around lvl 42 atm, the only concerns are, like always on support characters, the heave endurance demand for healing and fragile nature for the mm itself. but both are common for all healer sets, full numina and miracle and end proc from performance shifter is a MUST. full set of defense pulls powers like tough and weave and combat jumping also a MUST. so it will cost you a bit to develop, but is is very rewarding IMHO for later game, the team will definitely love your buffs and debuffs.
  7. there is a guide about:
    http://boards.cityofheroes.com/showt...70#post1154870
    i've made mine just about of 99% of his final build. and even not fully slotted yet, softcaped i am only in team. i'd never regret it.
  8. well, to be honest, ive soloed some AVs and GMs on my bot/traps without a single set in my powers, only usual IO.
    i even soloed group of mobs that were 12 levels above me while i leveled him and my boss got quit the map (pre super-sidekick time).
    the key is just the proper use of the trap skills.
    caltrops is the cornerstone, lure in to corner, toss 2 caltrops fields and let him run in vain.
    very few skills can set kind of a containment on a AV with a single application. caltrops does. magnitude 50 fear is nothing to mock about.
  9. Quote:
    Originally Posted by Signpost View Post
    The problem is that Shield Charge and Lightning rod offers very little benefit to a brute because of the 400% damage cap. An IOed Elec Shield brute would hit the damage cap on those two attacks without buildup.
    that is totally not a problem. that's an advantage.
    you deliver huge chunk of AoE burst damage, while your /kin friend help you with the recharge of them. AND both are great damage mitigation tools while leveling and not soft caped.
  10. Quote:
    Originally Posted by Kepaaaaaaaaaaaaa View Post
    SS/Shields/Fireball - My current main character, and also my favorite character so far, after playing this game off and on from the start.
    well, i am partially agree with it.
    however, rage + shield charge + ball lightning + foot stomp works better. whole agro will be yours forever. squishy can relax and enjoy the slaughter. that IF something on the spawn has survived your strike chain.
    but electric/shield is also excellent agro magnet. even more AEs, even less resistance on mobs. and no rage drawbacks.
    i would recommend either of this combinations.
  11. my 5 cents:

    corruptor isn't a blaster, its not about pure damage, its about to survive.
    seriously, you are a squishy and never will be neither tank nor controller.
    you help to survive yourself at first, and your team at second as the team profit from your abilities more then you do. so secondary skillsets are the cornerstones, not the primaries.

    the best surviving set is and probably will be forever - "traps". there is nothing comparable in the game like force field generator. also the best melee damage mitigation are caltrops. and also all of the traps skills are reliable "fire and forget" abilities.

    dark is also my favorite, it is very very nice. no mezzing protection though.

    a rad/rad corruptor i have myself, play it very very rarely and i am not too fond of both radiations. -def isn't that good, either the mob has defense level that can be penetrated by every debuffing secondary or its a so hard to hit elite mob that you never be able to him properly anyway. like some super reflexes elite bosses. both radiation are very endurance heavy, expect to eat dozens of "blues" every fight until u have heavy slotted yourself. and the chocking cloud isn't that good.

    kinetics is.... uhm... kinetics. probably the best team buffs, but no protection means whatever. you will be very welcome to team, not realy a solo specialist.

    storm is very very funny. huge chunk of damage, very good debuffs. but no selfheals, no mezz protection and very endurance heavy. still very funny, since if you know how to use them properly most likely you will not need neither healing no mezz protections, but its a life on the edge, you still can loose. keep in mind your team will hate you if you deliver too much unneeded knockbacks, what most likely will force you to not use some of the skills, especially the tornado.

    all other secondaries are mostly team oriented. ether pure buffer or healer or debuffer with severe holes in solo play.

    primary skillsets is mostly a personal taste of animations or play styles.
    however here some noticeable exceptions,

    sonic is the most valuable as you reach lvl 50 since the resistance debuff is more important on AV fights. you and your team will be doing much more damage the less the AV has resistance.

    crashless nukes. weapon based skillsets offer the greatest advantage to use your nuke, your strongest attack, free at will. this means you will be shredding the masses of minions nearly every fight or delivering big chunks of damage during AV fights.
    seriously, a rad/rad just can't allow himself to fire up the nuke and be forced to drop off all of the toggles for protection and debuffing. you fight statesman and loose anything, next what you will see is the nice floor texture.

    so my opinion best solo survivers are assault rifle/traps, archery/traps or dual pistols/traps.
    sonic/dark is also probably the best overall combination for later game, especially AV fights with controller like crowd control.
  12. Quote:
    Originally Posted by JD_Gumby View Post
    Best option would be to accept that you have holes in your build that may not be possible to cover and use inspirations to cover those holes (Break Frees, in this case). There is no shame in using inspirations - that's what they're there for.
    this.

    my experience with the game is that it is intended that every skillset/build has weakness holes, that should be compensated through other means, inspiration or support of teammates.
    example traps gives probably the best possible defense, but weakest healing, which force the player to use respites. kinetics force to use "break free"s, same for dark, rad forces to use "catch a breath" and so on.
  13. ok, i've tested it on mobs, crash followed as it should. however i don't remember that such is normal. was it always so?

    as i can see on
    http://tomax.cohtitan.com/data/power..._Buff.Kinetics
    transference actually summons pseudo-pet, so it might be somehow connected to the actual pet problem.
    well that's the strange about it. sometimes it works, sometimes not. i cannot tell when it happens and when not. because of "hot feet" fire/kin is always in melee range of the mobs. i've played this toon intensive on DXP weekend from 1 to 46, it was either i did hit or not. no hit - no endurance, hit - endurance.
    may be its just me, i don't know, i am new to /kin.
    most visible the problem was on mothership raid. may be some one on map had the rare-alpha. but that's just a guess from me.
  14. well, that's true, it rather better to have crashless nuke.
    but small glitches are always just a symptoms of bigger problems.

    btw both problems have started with the "alpha-rare" update. prior i didn't encountered such behaviors. before everything was "working as intended".
  15. 2 of my character experience ver odd problem regarding endurance.
    first, my corruptor after using the crash nuke DO NOT looses the endurance at all.
    second, my fire/kin controller using "transference" can successful hit and drain endurance of enemy, but it will not be transmitted to the controller. kinda like drain with no gain.

    afaik, both behaviors are not correct.
  16. Quote:
    Originally Posted by Delta_Strider View Post
    I find this part of the story outrageous. So one event that probably couldn't occur again in the game where you used geometry and/or critter "Avoidance" to solo an enemy 10 levels over your own over the course of 5-10 minutes is proof that Traps isn't about the aggro being on you?
    one event can be a good example of how some one can use his tools to overcome hardness. and a good example of game mechanics.
    Quote:
    Originally Posted by Delta_Strider View Post
    You know what I can because the Aggro's focused on me?
    • 1) Kill an AV/Hero(s) (in probably less time than your story quoted taking an enemy on through 10 levels of Purple Patch; unless it was like, three Posi's)
    • 2) Halt an ambush
    • 5- I mean, 3) Take an alpha strike
    1) all AVs i've killed myself died without me taking agro. is it odd for you? i guess so.
    2) i don care bout them, they never reach me in first place, because of caltrops, you know.
    3) ... and die violently due to own ....(put yourself appropriate word you like). for alpha strike are seeker drones, they meant to be alpha soaker.

    looks like you didn't understand playstyle of /traps.
    Quote:
    Originally Posted by Delta_Strider View Post
    One is solid. The AV typically targets one of the Henchmen(they deal more DPS than you typically and have higher threat generation) and fires one or more AoEs, which is typically a solid 1/3 shot at killing a henchmen.
    wrong. AV typically want to go in to melee, steps in to caltrops and run away. if not AV will be severely slowed by them and/or tackled by web grenade.
    besides if you draw agro for yourself you probably will die with the same AoE blast along with your minions, traps are not about holding damage, but about preventing/avoiding damage.
    if you want hold agro use /forcefields. period.
    Quote:
    Originally Posted by Delta_Strider View Post
    Two is half-and-half. While you can control Ambushes to a certain extent with Caltrops and a doorway, if they're in a position where caltrops can't work and/or some other condition, nothing can get their attention quite like Provoke. This is also something more suited to a group's benefit, such as the ITF.
    wrong. with 2 recharge and haste you should be able to have 2 caltrops patches nearly permanent.
    getting attention of the mobs results in premature own death.
    Quote:
    Originally Posted by Delta_Strider View Post
    Three is solid. Most people are quick to jump to the conclusion that Traps doesn't need to take an alpha because it has Seeker Drones, and I'm here to give a resounding "Wrong".
    man, you seems like in wrong world. seeker drones ARE alpha eater. no offense, but learn to play. really.
    Quote:
    Originally Posted by Delta_Strider View Post
    Also: Tankermind isn't an, "extreme" build. Any Mastermind can take Provoke and do a much better job taking hits than any one Henchmen,
    who cares about 1 dead minion? i can resummon them.
    but who will resummon me if i am dead?
    the only reason of provoke on mm is PvP because everyone knows that without his minions mm is teeth-less.
    Quote:
    Originally Posted by Deacon_NA View Post
    And you don't understand the mechanics of bodyguard mode. No really, you don't.
    ha - ha. bodyguard mode is just a insurance, not a workhorse. mm is not a brute to hold out the damage, especially regeneration of the beacon is not quite the same like regeneration of willpower skillset.

    Quote:
    Originally Posted by Tangler View Post
    Except the level 40+ game is going to be very far away, especially for someone who is still just starting out.
    so what? the faster newbie learns to play mm the better it will be.
    there absolutely no reason to take personal attack powers.
    Quote:
    Originally Posted by Tangler View Post
    Eh, that's not the only reason you should take stam. Even when I go without MM attacks on a build I still take stam as it's damn convenient. Anyway I thought everyone has learned from DS that those "weak useless attacks" aren't so bad when you're a damage multiplier, which is what traps is.
    i think i pointed out clearly that stamina is a "must" anyway, didn't i?
    of course they are weak and useless in comparison to tactics for example. more damage for all and more hit for all are much better investment for the endurance.
    Quote:
    Originally Posted by Tangler View Post
    You'll be hard-pressed to justify 5 slots just to frankenslot caltrops.
    what a wonder, mine caltrops are 6 slotted. how did i found free slots..... oh wait, i didn't wasted them on trash like personal attacks, did i?
    Quote:
    Originally Posted by Tangler View Post
    If the difference of what... the less than 6 seconds of additional hold time 3 hold SOs is going to give you is a matter or life or death for you and your team, then something has gone terribly wrong.
    of course its a difference, never done mothership raid? every second there can and will be counted toward your team.
    besides complete IO set is also a reason enough.

    [/QUOTE]
    Quote:
    Originally Posted by plainguy View Post
    I will just address those 2 quotes
    1. Tankermind is not an extreme build. My build is cheap and doable. Petless I am working on so I will let you know. But I will be honest, I might level to 50 regular way and use the secondary build as pet-less type build. That is cheating as I didn't level the hard way. I do have a petless toon to see how it works. I will probably keep at it to see where the issues are and to keep it fair.
    let me put it that way, i've played so far around 10 different MMs. not a single moment i felt a need for provoke or tankerminding. and none of them has used anything more valuable then standard IO.
    if you want to be petless - play corruptor, if you want to be a tank play a brute.
    just the fact you can make some odd skill combination due to allowed game rules means that you will be good with it. if the people give you recommendations it means they taking their time in intention to spare your time on pointless errors.
    Quote:
    Originally Posted by plainguy View Post
    2. I have a bit of an issue with this story. What level where you ? Did you have IO's ? The DPS output of a mob 10 to 13 levels higher then you can pretty much one shot your minions. All mobs have a Ranged attack or a way to get into Melee combat. Even Rikti that have no range combat can TP in and out of Melee Range.
    i don't remember exactly the levels. i use mostly standard IO, no sets what ever. i don't like to farm for weeks. DPS output of such mob would have killed me, not only my minions. most ranged attacks of the mobs are pretty weak, for that you have FFG and beacon, caltrops are for mitigation of melee damage. if they teleport - they will flee from caltrops. only werewolves ignore caltrops afaik.
    Quote:
    Originally Posted by plainguy View Post
    Caltrops will make mobs run but they do turn around and fight even if at range.
    on, they turn around and try to run to you, step in to caltrops, run away and so on.
    Quote:
    Originally Posted by plainguy View Post
    What level where you..
    What level was your Team Lead.
    Did you have IOs , SOs , DOs slotted ?
    What level is your Merc Traps now ?
    man, you arn't police officer investigating a murder? how do i suppose to remember such details?
    merc/traps got deleted, as mercs sucks, ive rolled bot/traps instead, who living mostly in RWZ on top of the mothership. hehe.
    Quote:
    Originally Posted by plainguy View Post
    The normal game mechanics just make this impossible. Otherwise you would be doing this all the time and so would everyone else.
    lol? game mechanics makes that pretty possible as it is already happened.
    Quote:
    Originally Posted by plainguy View Post
    As Delta_Strider mentioned unless it was some odd moment in time in which the mob got stuck or something crazy which I have seen happen with AVs as well. Then it wasn't really Merc Trap skill or Player skill. It was a Glitch which makes your point moot really.
    have you ever read what i wrote? i've lured him in a junction and trapped him with caltrops. isn't it clear by now?
    o well, if you don't want to listen i don't want to explain. i spare my time writing a reason and you spare your time reading it. fine with me.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    This may be the worst rule #1 for a MM possible. It's so bad, I'm not even going to bother countering it...
    If the OP, or anyone else, is interested in the "why", then search for "tankermind" in the forums.
    http://wiki.cohtitan.com/wiki/Tankermind
    who cares, tankermind is an extreme build along with petless MM. they are not really worth it, especially for newbie player.
    why do i have to tank if i don't need to tank at all? that's what /traps set is for, mitigating threat, not withstand it. for that are /force fields, which are not a subject of this discussion.
    Quote:
    Originally Posted by Weatherby Goode View Post
    Yeah, I was going to say. As a Bots/Traps you want all the aggro on yourself.
    no, you don't. what you want is to prevent agro, to prevent damage.
    i remember me playing winter event 1 year ago with my merc/traps mm, we were in team, i was sidekicked 10 levels above me, we were fighting some snow bosses. during the fight some ppl leaved/dropped include my boss, therefore most ppl died due to overlevel, i was the last one who stands alive. the next 5-10 minutes i was pounding a boss that was 10-13 levels ABOVE me and killed him. how? caltrops spam, ive blocked junction with it and let my minions slowly tear him apart. 5 ppl were staying dead and didn't went to medics just to see that action of me.
    so if you want agro for yourself you just didn't understand the mechanics of /traps.

    Quote:
    Originally Posted by SlashDancer View Post
    etc leave the bots step in a little pop something and back it into the 'ambush'.
    the problem is - 7 other ppl will not wait for you. see yourself like a combat engineer, who deploy stuff "on the fly", that will be more appropriate team-wise.
    Quote:
    Originally Posted by SlashDancer View Post
    If I retain to much agro you'll find me running and gunning in a tight pattern around a designated position. Pop off a shot, strafe to a new location, pop off a new shot....rinse and repeat. Will this work at levels beyond the teens? Beats me.
    FFG will not follow you as fast as you think, you HAVE to remain stationary as long as you can and defend position or you will be dead.
    Quote:
    Originally Posted by SlashDancer View Post
    The current build tossed Triage Beacon for Repair, at this moment I'm hoping its not a mistake. A few of you have posted builds with TB.
    that's correct, beacon helps all toon's around you include yourself. repair only to your bots. believe, beacon works wonder in heavy mezzing fights.
    Quote:
    Originally Posted by Tangler View Post
    MM personal attacks: some people despise them, but I find that they do give me something to do after laying all my traps or while waiting for other powers to recycle.
    for that are patron powers, at least they are either AEs or do some mitigation and worth of sloting too.
    Quote:
    Originally Posted by Tangler View Post
    they consume a lot of endurance, so you'll pretty much want to get stamina as well as slotting the attacks with endurance reducers if you can spare it.
    ..... which will cripple the build in total. why bother with weak useless attacks that just eat your endurance?
    Quote:
    Originally Posted by Tangler View Post
    You don't need 5 slots in Caltrops unless you are slotting for recipe set bonuses. At best maybe 1 slow SO to hit the slow cap and 1 recharge SO.
    VERY bad decision. that they most versatile skill of all traps. they mitigate damage, block doorway, deliver huge amount of damage over time, especially to hard targets cose they autohit. they basically godly. and which wonders they do if there 2 patches of them laying down nearly permanent....
    Quote:
    Originally Posted by Tangler View Post
    You can probably get away with just slotting poison trap with 3 recharge SOs, as its main benefits are the -regen debuff and the "puking" animation it causes (which importantly to note is separate from the hold component of the power).
    duration need an enlargement, you will be happy for every second of free breathing you gain, your team too. and it also the only defense you have should the mobs break through your shield in to melee. complete hold set is also something very handy.
  18. since i've got bot/traps myself i'd like to add my two cents:

    1. rule number 1 - never take personal attacks. reason is simple, if you draw agro you'll probably die. besides you will be busy enough with setting all the devices you have at your disposal.

    2. rule number 2 - never go without stamina. all MM proliferated skillsets are crippled by high endurance usage. i had stamina-less build myself, your endurance will last only for about 30-40 sec, then you will be empty, which isn't nice, especially during AV fights.

    3. for traps you can skip trip mine and detonator. both skills are useless. detonator release his full strength only on tier 3 pet, sacrificing the assault bot involves in dps lost by roughly the half and high end demand for re-summoning it. also you highly need his burning patches for reducing incoming threats. trip mine is interruptable and even if you manage to put it herding will be severely destroyed, for that brutes in your team will be very unhappy. also you going in to risk of melee nukes and probably die with a single blast.

    4. FFG is good enough with 3 slots. you have 2 other powers suitable for sets, personal shield and maneuvers.


    That's my current build:

    Villain Plan by Mids' Villain Designer 1,707
    http://www.cohplanner.com/

    DrDroid: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    ------------
    Level 1: Battle Drones
    (A) Sovereign Right - Resistance Bonus
    (3) Sovereign Right - Accuracy
    (3) Sovereign Right - Accuracy/Damage/Endurance
    (5) Sovereign Right - Accuracy/Endurance
    (5) Sovereign Right - Damage/Endurance
    (7) Sovereign Right - Accuracy/Damage

    Level 1: Web Grenade
    (A) Accuracy IO
    (50) Immobilisation Duration IO

    1 accuracy is need to ensure that you always hit stron enemies in order to tackle them and keep avay from bots. enlargement of duration is need to overcome their resistance.

    Level 2: Caltrops
    (A) Recharge Reduction IO
    (7) Recharge Reduction IO
    (11) Slow IO
    (11) Slow IO
    (37) Damage Increase IO
    (43) Damage Increase IO

    even if procs are nerved by now 2 dam enh is a serious push of your dps agains AVs ad GMs.

    Level 4: Triage Beacon
    (A) Recharge Reduction IO
    (19) Recharge Reduction IO
    (21) Recharge Reduction IO
    (21) Healing IO
    (37) Healing IO
    (39) Healing IO

    6 slots are placeholder for numina set.

    Level 6: Equip Robot
    (A) Endurance Reduction IO

    Level 8: Hasten
    (A) Recharge Reduction IO
    (9) Recharge Reduction IO
    (9) Recharge Reduction IO

    Level 10: Acid Mortar
    (A) Recharge Reduction IO
    (39) Recharge Reduction IO
    (39) Accuracy IO
    (40) Accuracy IO
    (40) Damage Increase IO
    (40) Damage Increase IO

    the same like with caltrops, mobs rarly have toxic resistance, which improves your dps. i think damage procs still be valid too.

    Level 12: Protector Bots
    (A) Accuracy IO
    (13) Accuracy IO
    (13) Defense Buff IO
    (15) Defense Buff IO
    (15) Damage Increase IO
    (17) Damage Increase IO

    2 def enh is indeed a big difference, highy recommended.

    Level 14: Super Speed
    (A) Run Speed IO

    Level 16: Force Field Generator
    (A) Defense Buff IO
    (17) Defense Buff IO
    (19) Defense Buff IO

    Level 18: Hurdle
    (A) Jumping IO

    Level 20: Health
    (A) Healing IO

    Level 22: Stamina
    (A) Endurance Modification IO
    (23) Endurance Modification IO
    (23) Endurance Modification IO

    Level 24: Poison Trap
    (A) Recharge Reduction IO
    (25) Recharge Reduction IO
    (25) Recharge Reduction IO
    (34) Hold Duration IO
    (34) Hold Duration IO
    (34) Hold Duration IO

    key skill, placeholder for a set.

    Level 26: Assault Bot
    (A) Accuracy IO
    (27) Accuracy IO
    (27) Accuracy IO
    (29) Damage Increase IO
    (29) Damage Increase IO
    (31) Damage Increase IO

    Level 28: Seeker Drones
    (A) Recharge Reduction IO
    (31) Recharge Reduction IO
    (31) Accuracy IO
    (33) Accuracy IO
    (33) To Hit Debuff IO
    (33) To Hit Debuff IO

    also a key skill of the set and also a placeholder for set.

    Level 30: Maneuvers
    (A) Endurance Reduction IO
    (36) Endurance Reduction IO
    (36) Defense Buff IO
    (36) Defense Buff IO

    very good skill and also a placeholder for set.

    Level 32: Upgrade Robot
    (A) Endurance Reduction IO

    Level 35: Assault
    (A) Endurance Reduction IO
    (37) Endurance Reduction IO

    Level 38: Tactics
    (A) Endurance Reduction IO
    (43) Endurance Reduction IO
    (43) To Hit Buff IO
    (46) To Hit Buff IO

    probably you can go without, but i still recommend it since your minions are underlevel and have problem to hit.

    Level 41: Charged Armor
    (A) Endurance Reduction IO
    (42) Endurance Reduction IO
    (42) Resist Damage IO
    (42) Resist Damage IO

    very good skill and also a placeholder for set.

    Level 44: Electrifying Fences
    (A) Recharge Reduction IO
    (45) Recharge Reduction IO
    (45) Accuracy IO
    (45) Accuracy IO
    (46) Immobilisation Duration IO
    (46) Immobilisation Duration IO

    essential if you want preveny unneeded knockbacks.

    Level 47: Electric Shackles
    (A) Recharge Reduction IO
    (48) Recharge Reduction IO
    (48) Accuracy IO
    (48) Accuracy IO
    (50) Hold Duration IO
    (50) Hold Duration IO

    essential to stack with poison trap to hold bosses.

    Level 49: Vengeance
    (A) Defense Buff IO

    totaly skipable, but since i like to do mothership raids it is highly usefull.
    you can take teleport friend or something else, its your choice.
  19. Quote:
    Originally Posted by maxtsorm View Post
    Ive been debating for the last couple weeks not....
    DS/Traps
    DS/Dark
    now thinking
    DS/Poison
    I want to solo AVs...not sure if you can farm on a MM. Still learning the Class. Always used Brutes (who hasnt)
    most combination are capable of killing av, its more about your skill with a toon that you know what to do and when to do.

    ds/dark is a safe choice.
    ds/traps have some drawbacks but still can be used very well if you learn to position yourself.
    if you want to be some real badass try ds/storm.

    /poison is a crap for pve, best synergy however only with thugs. overall i had very unpleasant experience with this combo, have deleted it after lvl 40.
  20. you can not compare acid mortar and freezing rain, they are too different.
    in fact freezing rain replace 2 skills from traps, both mortar and seekers.
    primary role for freezing rain is alpha canceler, not resistance debuff.
    of course its great that mortars can stack, but still they will be not stacked 100% of time, may be 1/3 of the overall time.
    you have to take in to account complete set strategy, while traps have limited controls and several drawbacks they have better protection, storm is just opposite many controls, better initiative, more damage, but you are somewhat like glass cannon. you can say traps is more like playing empath, storm is more like playing a controller/dominator.
    still both storm and traps are my all time favorites, blue and red side.
  21. maximum damage you will get from /storm secondary. because of tornado and lighting storm. trip mine and detonator from traps are far less useful for damage, half the time trip mine will be interrupted or you going in to suicide with it and detonator has ridiculous cooldown and drawback of killing own pet.
    because of the ranged nature of /storm there are only 2 suitable minions, bots and thugs.
    mercs have too much bugs and too low damage.
    bots/traps can be good too, but skip trip mine and detonator for tactics skill line, that will help you way more.
  22. necro is purely fun/roleplay set.
    against AV nearly whole team of zombies die in one single blow, 5 pets from 6 are meele and eating some serious damage. tier 1 or tier 2 pet against AV, you've got be be kidding.
    ninja suffer the same issue.

    i would recommend bot/traps, thug/traps, bot/dark, thug/dark combinations.
    if you wanna be a real kickass then bot/storm or thug/storm.
    all other primaries or secondaries have several "unhandy issues".
  23. i would say so - demons are meele and therefore you forced to run after them in case of /traps FFG, otherwise they will have no protection.
    /dark is better choice IMO.
  24. kalashnikow

    Softcapped Pets?

    Quote:
    Originally Posted by Donna_ View Post
    Level 1: Web Grenade
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (23) Trap of the Hunter - Immobilize/Accuracy
    slight overkill, in most cases 1 acc is enough, especially if you gonna take all tactics powers. btw, you don't get "assault", that's bad, 11% of additional damage is really really nice.
    Quote:
    Originally Posted by Donna_ View Post
    Level 2: Caltrops
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    big mistake. 2 slots for slow is more then recommended, they basically mandatory. as long as mobs running away they don't hurt you. you really want them running reeeeaaaally long time.
    2 slots additional for damage was a long time placeholder for damage procs. not sure if they still work, mine are definitely slotted with 2 normal dam enh. even if those small damage portions looks like weak at first glance they do considerable damage over time, 250 damage in total. why not use it? especially GMs or AV are known for ignoring fear component and therefore taking full damage from caltrops.
    Quote:
    Originally Posted by Donna_ View Post
    Level 8: Equip Robot
    • (A) Endurance Reduction IO
    • (11) Endurance Reduction IO
    2 slots is a waste, 1 is enough
    Quote:
    Originally Posted by Donna_ View Post
    Level 18: Repair
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    traps mitigate damage by that grade where build-in heal from protector bots should be enough. otherwise you don't manage well the agro with all the traps you have.
    any other skill will help you more. skip it.
    Quote:
    Originally Posted by Donna_ View Post
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (25) Endurance Modification IO
    • (25) Endurance Modification IO
    4 slots should be better for shifter proc.
    Quote:
    Originally Posted by Donna_ View Post
    Level 35: Upgrade Robot
    • (A) Endurance Reduction IO
    • (42) Endurance Reduction IO
    again a waste of 1 slot.
    Quote:
    Originally Posted by Donna_ View Post
    Level 41: Trip Mine
    • (A) HamiO:Nucleolus Exposure
    • (45) HamiO:Nucleolus Exposure
    • (45) HamiO:Nucleolus Exposure
    • (46) Recharge Reduction IO
    • (46) Recharge Reduction IO
    some people like it, i don't. i explain why - if you run into meele range 4 things happen. 1. backyard with casters will loose protection from FFG, that might kill them. 2. you going in to meele range and becoming subject of meele nukes, which you can't hold like a brute. besides, in 90% of the time you will be interrupted by some splash damage anyway. 3. despite the solid protection from FFG you have, it will not respond just in time you run into mobs, that will cause you to eat considerable damage. that suicide mission sometimes. 4. you will scatter the mobs around, which all and i mean ALL other team members will NOT like.
    Quote:
    Originally Posted by Donna_ View Post
    Level 44: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    more slots for some sets would be better choice.
    Quote:
    Originally Posted by Donna_ View Post
    Level 49: Scorpion Shield
    • (A) Red Fortune - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance
    i would not recommend to it. explanation is plain simple, defense even softcaped will not prevent you from getting nuked. so once you get hit damage will be at full strength. is the things going bad you might get hit twice in a row, which most likely will kill you. a resistance shield will reduce the damage by the grade that will allow you to heal yourself or get healed by others.
    again 4-6 slot for a resistance set might get you some nice bonuses as well.

    BTW: "hasten" is mandatory skill for any /traps user. take it asap.
    seeker drones IMO are also mandatory skill for /traps, they are alphanuke eaters besides of their role as debuffer. mine are 6 slotted.
  25. Quote:
    Originally Posted by Silas View Post
    Protip: Surface area is for 3-dimensional objects. A circle has area (πr2). A sphere has surface area. While our combat is in three dimensions, mobs are almost always on the same level, with stuff like fliers being an exception.
    unless you fighting mobs while flying it isn't a sphere we are talking about, its a circle. all other word are plain demagogic.
    Quote:
    Originally Posted by Silas View Post
    Momentarily setting aside the fact that Darkest Night also does damage debuff which will reduce the per-hit damage, reducing a mobs tohit does reduce the DPS they will do, because they will hit less often.
    you just will not read what i wrote, isn't it?
    WE TALKING ABOUT -HIT, YOU CANT ENHANCE -DAMAGE, WE DONT TALK ABOUT -DAMAGE.
    again pure demagogic discussion.
    less hit DOESN'T mean weaker hits.
    Quote:
    Originally Posted by Silas View Post
    No, regardless of how much you slot for debuff this damage spike CAN occur. The more you slot for tohit debuff the less it WILL occur.
    but IT STILL OCCUR, THATS THE WHOLE POINT, gooood damn it.
    Quote:
    Originally Posted by Silas View Post
    I'd much rather my pets or I get hit far fewer times for full damage, (again, not even strictly accurate because both TG and DN debuff damage), than get hit every time and spend all my time spamming heals like a bad Empath.
    again:
    WE TALKING ABOUT -HIT, YOU CANT ENHANCE -DAMAGE, WE DON'T TALK ABOUT -DAMAGE.
    Quote:
    Originally Posted by Silas View Post
    Healing is reactive protection, tohit debuffing is proactive. The more and better proactive protection you have, the less reactive protection you need.
    "the better navigation you have the less mind you need to drive a car."
    that's the way you think.
    you CAN'T "proactive protect" the whole mob spawn, you CAN'T cap debuff the whole spawn, neither -tohit nor -damage.
    that why /dark has fearsome stare, which IS indeed "proactive protection".
    Quote:
    Originally Posted by Silas View Post
    Add into this the fact that the Fluffy doesn't know when the best time to heal is and just spams all of his powers as they recharge. Everything he does bar PG does tohit debuff.
    so what? its 10 sec recharge for heal while most nukes have at least 15, foot stomp for example 20 sec. fluffy always heal faster then they nuke.
    and it looks like you never played with fluffy, he INDEED know when and where his heals are at the best.
    Quote:
    Originally Posted by Silas View Post
    Slotting him for heals is like slotting Broadsword and Katana melee attacks for defense debuff. His heal is a bonus, not his primary benefit.
    no, it is not. primary benefit is heal, which is STRONGER and BETTER then mm himself can have.

    oh well, i give up, its impossible to discuss with mindless selfloved demagogues.