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I'd like opinions and conjecture on which is the best MM for AV/GM solo'ing and how competative it would be compared to your Ill/Rad troller.[/QUOTE]
well, my opinion is that: my lvl 42 thugs/poison got deleted after i compared him with all other MMs i already had.
1) AVs do AoEs, but you can only weak single target heal.
2) your own mean of effective protection and AV killing is noxious gas, which crippled by recharge. while all other sets can have their debuff or protections nearly 100% time your gas will be only 1/2 to 2/3 of the time active.
3) ordinary debuffs are less efective. by example "weaken" by attributes is comparable with "darkest night", but still the last one is AoE while first is single target. aaaaand you need to hit with "weaken" while "darkest night" is an autohit.
fully agree with the first part. for the second - demons are all meele, they will run out of the bubble and ignore your caltrops safe area. -
Quote:sorry to say it, but please go to school and study some math.Well we would fill the threads will discussions of whether tohit debuff is better than heal, but I would point out some relevant facts: for a spawn to be 40' wide and cover 5025 sq ft, it would have to be 126 ft long. That's a hell of a spawn.
surface area of a circle is S=pi * R^2
so 40 ^2 = 1600, 1600*3.14 = 5024
further discussion is pointless with a person who didn' learned to count well in the school.
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BUT! it look closer to it, it can only affect 10 targets. 11th mob will do a full DPS, and ALL of them, even dubuffed, still doing the SAME damage per skill amount.
pets WILL be eating spike damage.
Quote:Hard to ignore, but you wouldn't need the heal so much if he was doing a better job debuffing tohit.
The heal on the Servant is a bonus. He is best slotted for tohit debuff.
if a mob unleash a foot stomp or something even if you have a brute in team your meele pets WILL get hit. but where a brute can hold it your pets definitely can not. and this hit will be at full strength leaving the pets an "near to die" state (if not killing them with 1 shot).
regardless how much you will slot for debuff this damage spike WILL occur. and what can you do about it? only heal.
again, to emphasize all said:
1) -tohit reduce Damage per Second, but do not reduce Damage per Hit. -tohit only gives you _some_ time to heal back received damage. if you didn't healed your pets back to 100% life they will NOT survive the next hit.
this is 100% true for any tier 1 pets, with exception of may be demons with their around 50% innate resistance. but even with my demons/term toon i have sometimes problems to keep tier 1 alive, regardless their huge total resistance they still get strong spike damage.
and it also 80% true for any tier 2 pet. if you are a zombie/dark like mine toon you will be screwed of nearly all of your pets with one shot. zombies, knights and fluffy himself going in to meele and eating meele nukes. thats 6 pets you will need to heal back once they got hit, which lead us to next problem.
2) to heal you have two options, you own twilight grasp, which sucks like it is, with 10 feet reach you probably heal 2 meele pets or twilight grasp from fluffy, which is wider and most probably will cover your whole group. and last but not least with 2 healslots it heal _MORE_ then your own with 2 healslots. since i don't use sets i can tell correct numbers, its 384 for MM own and 438 for fluffy.
3) MM has enough skills to debuff, what MM can NOT is properly heal because of radius. because he ain't corrupter or defender. devs clearly crippled /dark proliferation.
/dark corrupter or dark/ defender are both healer and debuffer and their fluffy's too.
/dark MM is debuffer with crippled heal and his fluffy is crippled by recharge.
proliferation for MM clearly separated the roles of the player and his fluffy. while fluffy can heal player can not and while player can debuff fluffy need 2 slot for recharge to get perma. -
Quote:you can _probably_ reach that softcap on a single target or 2 of them. what will you do about 20 other mobs around? only heal.I do indeed intend to cover more of the spawn with soft-capped tohit debuff by increasing the debuff of the dark servant.
face the facts:
chill of the night is only a 10 feet wide, basically meele range.
darkest night also a 10 feet.
thats 628 square feets. in total.
twilight grasp is a 20 feet power and heals around 500 if slotted.
thats 1256 square feets.
a typical spawn is up to 40 feets wide, thats 5024 square feets.
your debuff will cover only, lets hammer it down, 8-12% of the total spawn width. basically every tenth of them will get one of the debuffs and _may be_ every twentieth get both.
of which -hit cap of the spawn you talking about?
thats a decision, either debuff _a bit_ more few of them or heal _way_ more all of friendlies.
Quote:I also remember that it takes greater accuracy to land twilight grasp on an EB or AV, so the heal is resisted in its own way.
Quote:If my pet is damaged to with 10% of its hitpoints, I certainly CANNOT rely on the backup heal of Dark Servant to go off when I want it to. I better have a plan to heal the pet myself, debuff the spawn or prepare to resummon it.
thats 75% of their life being healed with a single strike. (and half of the life of the average player btw.)
fluffy IS the strongest AE healer you can have on red side. period.
no, it is not. -
traps was always a solid choice. term is simple annoying to play. constantly rebuff all ppl around isn't that fun. really.
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Quote:mm's own powers have enough -tohit, really.I do not agree that the primary function of the Dark Servant is to heal. It is a very nice function but not the primary function.
Dark Servant > Darkest Night 30% tohit debuff
Dark Servant > Tenebrous Tentacles 5% tohit debuff
Dark Servant > Twilight Grasp 5% tohit debuff (10% dmg debuff Nice!)
Dark Servant > Chill of the Night 30% PbAoE tohit debuff centered on Dark Servant
-3,75 from twilight which stack, up to -16 from darkest night, -11 from fearsome stare.
and even unenhanced -tohit on fluffy is more then enough to do the job.
keep in min -tohit doesn't reduce damage, only probability to get hurt. so when the pets actually DO get hurt u need them back on 100% life as fast as possible, otherwise they are toast.
fluffy IS for healing, he has bigger heal radius then mm himself, he use it well and often. and most important is the fact that he use it while mm got stunned/mezzed. he is a backup healer.
also you can not count on the fact, that you can cover whole spawn with complete -tohit cap you can reach and even if a single mob, say on +3 difficulty hit tier 1 pet it will crumble on about 5-10% remaining life, which give you about 1-2 second to heal him back on 100% otherwise next attack WILL kill it.
you just cant rely on debuffing to keep stuff alive, that what for healing is.
Quote:6 slots of inexpensive dampened spirits puts my level 50 MM at 56% tohitdebuff.
point is - fluffy is WAY BETTER healer then you. just -tohit will not save your pets from dieing if you can not heal them fast enough.
btw, my /dark mm has zombies, which send a mob in to -tohit cap all by themselfs. do you think it makes them nearly invincible? man, in the heat of the battle they die like flies, they get "onehitted" if they are not at 100% life.
also keep in mind that its well known about AVs and elite bosses resistance to debuffs, but no one ever heard about pets or teammates being resistant to heals. lol. -
if u want to do a /dark then take thugs/dark.
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i had 1 thugs/poison up to lvl 42 and deleted it. its by far the least useful secondary IMO.
the reasons:
1. NO protection means.
your pets will get hurt regardless what you do and there always a scissors between damage eaten and damage healed. the only "protection" is noxious gas, which has very long recharge and very short duration.
2. NO useful healing means. slow weak single target heal.
3. NO useful AE controls aka alpha canceler. fearsome stare or seeker drones are the skills that allow you always to have initiative over a fight from the very beginning. that's not only the single baddies that can cause problems, a spawn of 10-15 minions with some leuts or a secondary group can be a reason for wipe too if you can't control them.
/dark will definitely outperform in almost any situation except 1on1 pvp, where poison might be better (i don't play pvp).
and btw, i've tested nearly all my of my mms in AE against some custom AVs and the poison felt like the weakest of all mms i had by that time. even after the nerv /traps still eat them for breakfast. with /dark is also never was a problem to debuff AV in to oblivion. and /storm allow you to laugh violently at any AV you encounter. -
well dark servant need 2 recharge to be perma, that's mandatory.
he also need 2 heal because that's his primary function.
for remaining 2 would be the best 2 accuracy, because missed midnight grasp sometimes can be a reason for a wipe. i would even slot 3 accuracy if there would be possible to 7 slot this power.
about -tohitdebuf. its not like u don't have already darkest night, which is more then sufficient for its job. most likely the target will land on the tohitdebuff cap pretty fast anyway.
about hold enh. fluffy has only one single target hold, which isn't that impressive on recharge/duration ratio. even with 2 holds it will not be perma and not that much of use during boss/AV fights.
IMHO the only useful set is the "touch of the nictus", which covers all the needful aspects, recharge/accuracy/heal. and makes fluffy somewhat a damage maker with the proc. -
Quote:quite opposite, bot/storm IMHO is the greatest combination of all in terms of damage and fun. that the best possible synergy for both sets. storm produce knockbacks, droids produce them as well. and droids don't have to run after the mobs, they just nail them down because they are ranged. assault bot cause them flee in terror? guess what will cause the tornado? the combination is a wrecking havoc among all enemies you encounter. its likely they never ever got a chance to do any harm to you. its look like this: 1. you are stealth'ed with steamy mist, that allows you to take advantage and always be of initiative and fire the first. 2. you nearly always walk with hurricane. 3. your opener is of course a snow rain, its main purpose of debuffing still work even AFTER the mob leaved the area and main purpose of canceling alpha is always applied because of the 1 you be able to place it where ever you want, it cancels up to 95% of incoming alpha damage. 4. you toss a tornado, and push with hurricane all the mobs flying your way back where they belong. by now not a single mob will be able to do anything meaningful, they all will just smacking the walls and kissing the floor. 5. lighting storm will produce even more wrecking havoc and damage. no meele pets will ever be able to engage those flying around mobs, only ranged ones and since mercs sucks anyway the only choice are the robots. every meele teamcomrade will have you for this. hehe. basically you don't even need a tank/brute in your team if you manage to do it right.Disagree... Bots/Storm does not synergize well at all, because the assault bot causes the enemies to flee in terror in all directions which storm only has one tool to counteract (Freezing Rain) and the slow from that isn't really that strong. Storm relies heavily on being able to keep the enemy contained where you want them, taking a primary that screws that to hell is sort of counterproductive.