lareit the evil

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  1. Primarily how does it stack up in a dps rotation to dark or stone, particuarly for AV soloing.

    And is it like Kinetic Melee where it's dramatically stronger for the Scrapper over the brute?

    Thanks, a forum search didn't net a definitive answer(or I'm blind) so apologies in advanced.
  2. lareit the evil

    Resist vs Def

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Your numbers make me lol. You are comparing someone who has a 5% chance to hit vs defence with a resistance set that dies in 4 hits? What kind of crappy resistance set is that?

    Why don't you make a real example where it takes 50, 100 or 500 hits to take down the resistance set, like is the actual reality of the game.
    Elite Bosses and AV's say hi.

    They also almost always have secondary effects or do a metric ton of damage(typically both)

    This isn't a question of how is the best way to build to survive. It's obvious a bit of resistance, regen, heal and defense is the way to go. The question was Defense versus Resistance
    Defense in this game is VASTLY superior.

    For the record, my only 50 Brute is ELA. So I do know the merits of resistance.
  3. lareit the evil

    Stone armor?

    stone armor has no place in a Brute.
  4. lareit the evil

    Resist vs Def

    Quote:
    Originally Posted by Rockblood View Post
    Purples and priority targetting can solve most of these problems. Also, debuff resistances.

    Besides, RNG can always hate you and no amount of defense can help.
    All your points apply even to resistances sets.

    Point being, Defense is still vastly superior to resistance.
  5. lareit the evil

    Dom vs GM

    Quote:
    Originally Posted by Angelic_EU View Post
    I have seen dom beaten up an AV. But how about a GM? Is it possible?
    Can you apply sufficient -regen for the full duration of the fight?

    There is your answer.
  6. lareit the evil

    Resist vs Def

    Quote:
    Originally Posted by FourSpeed View Post
    Only if it causes the attack to miss... Otherwise, no - you get the debuff too.

    Also, unless the debuff is -res, it won't matter to a high resist set (from a
    pure survivability standpoint).

    So, I disagree with "vastly superior".


    Regards,
    4
    Fighting psi cops with no defense and only resistance. Say bye to Recharge.
    Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit.
    Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed.
    Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities.

    Vastly superior. There is a reason everyone D caps.
  7. Quote:
    Originally Posted by TheCaitiff View Post
    So I am dead set on creating a Petless Mastermind. The Secondary is to be determined. I am attempting to determine what Non-Pet Mastermind Attack power is the best and worst when combining the factors of animation time and damage. They all feel and seem very similar to me. (Then again I am playing at a low level when everything seems good).

    The question and it is a silly one: How would you rate the Petless Mastermind Primary attack powers based off DPS and Animation?

    1. Demons (Whip)
    2. Necromancers (Dark Blast)
    3. Thugs (Pistols)
    4. Robots (Pulse Rifle)
    5. Ninja (Archery)
    6. Mercenaries (Assault Rifle)

    That is my last, thoughts? Input?

    Thanks!
    Open Client. Load into game. Make new chr. Select Villain. Select MM. Click "Show detailed information" Check the DPA/DPC Average damage and Recharge time.

    Do the math yourself.
  8. lareit the evil

    Resist vs Def

    Defense is vastly superior to resistance because defense will also negate any secondary debuff the attack has.
  9. Quote:
    Originally Posted by Von Krieger View Post
    Is anyone else experiencing a bit of an oddity with ED and damage in Summon Demons? I was slotting up my Demons/Pain MM the other night, and for some reason ED is kicking in one IO early. I have 3 Level 25 Damage IO's (the common ones) in the power, and they're only getting +61.4% damage. I don't really know how to see if this is just some sort of visual glitch, or if ED is kicking in early for some odd reason.

    Could some other Demon MM's check and see if they're having this oddity happening as well, or if it's just me?

    EDIT: Okay, this is weird, I also have a +61.4% boost to RESIST DAMAGE, when I don't have anything of the sort slotted in Summon Demons.

    Here's an image of the oddity:
    http://img.photobucket.com/albums/v4...CoX/Demons.png
    Known beta display bug. Has no actual variance in gameplay. Does not boost damage resist. Does not damage cap at 61%. Damage boost is on par with the other two pet slot options. 3 Damage SO will give an actual damage boost of 97%.
  10. lareit the evil

    Hell on Earth..

    it as a buff is pretty mundane.

    It as a Resist/defense mule is exceptional.

    Go with the smart choice and just use it during emergencies as a buff otherwise.
  11. Quote:
    Originally Posted by RAWSIDE View Post
    Does ninja/dark work for defeating AVs solo?

    has anyone ever tried with a solid build?

    the single target damage seems to be pretty good (thats why i ask), only issue could be the survivabilty of the lower tier henchman i guess...

    Ninja/Dark can defeat AV's solo
    It's one of the weaker AV killer of the MM primaries.

    That said I managed to solo Swan as Ninja/Dark. She does a PBAOE damage drain that allows her to 1 shot you through full bodyguard mode. This was before IO's even existed. It was interesting soloing her actually. I'd save howling twilight for when she used that ability, then I'd just kite her and let the -regen keep her from healing too much untill it wore off and hope she didn't kill too many of my pets while I had to flee and couldn't taunt spam her.

    Point is it can solo most AV's.

    But not as easily as the other primaries(cept Zombies)
  12. Quote:
    Originally Posted by Psylenz View Post
    Short and sweet:

    Mastermind primaries: necromancy or demon summoning

    Secondaries: Thermal or dark

    Mix and match as desired.
    Don't dismiss Ninja and Pain.
  13. lareit the evil

    Dark or Poison?

    Dark is easier, more fun and more powerful in most situations.

    It even has more utilities, pet/stealth.
  14. for a mm you need 3 things to solo av's easierly

    D cap
    Taunt
    -regen

    Traps offers the first and the last easily. You'll need minimal recharge to keep the -regen of poison trap up full time.

    Bots are a full range who will even buff your shields even further meaning you don't need to slop for more defense but can instead focus entirely on recharge or worry about them getting hit by a pbaoe.

    Bots traps can probably solo more varieties of AV's then any other Arch in the game.
  15. Quote:
    Originally Posted by M_Silvia View Post
    Seems everyone is doing Demons now, I don't see much on the Robots anymore...

    Is Bots/Dark still a good set? Anyone have any builds for a good PVE build? Is AV soloing possible with this set?
    Demons are both new
    Look good(in a fancy higher quality way, their actual aesthic appeal is up to the viewer)
    Are effective against single target and aoe
    Are very easy to play of the MM's(Resist aura, heal, good base resists, -recharge, hold)


    Anything /Dark is a good set
    Bots are still a good set, though recently nerfed in the incendiary missle department.
  16. Quote:
    Originally Posted by JoeKent View Post
    I pmed castle. He said the missiles will be fixed.

    I hope they get fixed sooner than the GOTO bug. Quite frankly I'm getting sick of them tinkering with other sets and it screwing up my main toon.
    Is this before or after they up Necromancer Damage
    Ninja durability
    or merc everything?
  17. lareit the evil

    Mercs/Traps Help

    Quote:
    Originally Posted by Pseudonym1 View Post
    Alright, here's one more crack at it.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Medicine
    Power Pool: Leaping
    Power Pool: Presence
    Power Pool: Leadership
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Burst
    • (A) Achilles' Heel - Chance for Res Debuff
    Level 1: Web Grenade
    • (A) Immobilisation Duration IO
    Level 2: Soldiers
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Accuracy/Damage/Endurance
    • (3) Sovereign Right - Accuracy/Damage
    • (5) Sovereign Right - Accuracy/Damage/Endurance
    • (5) Edict of the Master - Accuracy/Damage
    • (7) Achilles' Heel - Chance for Res Debuff
    Level 4: Triage Beacon
    • (A) Panacea - Heal
    • (37) Panacea - Hea/Recharge
    • (37) Panacea - Heal/Endurance/Recharge
    • (39) Miracle - Endurance/Recharge
    • (39) Miracle - Heal/Recharge
    • (40) Miracle - Heal/Endurance/Recharge
    Level 6: Equip Mercenary
    • (A) Endurance Reduction IO
    • (7) Endurance Reduction IO
    Level 8: Aid Other
    • (A) Miracle - +Recovery
    • (9) Miracle - Heal
    • (9) Miracle - Heal/Recharge
    Level 10: Acid Mortar
    • (A) Javelin Volley - Accuracy/Damage
    • (11) Javelin Volley - Accuracy/Endurance/Recharge
    • (11) Achilles' Heel - Chance for Res Debuff
    • (34) Shield Breaker - Accuracy/Defense Debuff
    • (34) Shield Breaker - Accuracy/Recharge
    • (36) Recharge Reduction IO
    Level 12: Spec Ops
    • (A) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Accuracy/Damage/Endurance
    • (13) Sovereign Right - Accuracy/Damage
    • (15) Sovereign Right - Accuracy/Damage/Endurance
    • (15) Edict of the Master - Accuracy/Damage
    • (17) Achilles' Heel - Chance for Res Debuff
    Level 14: Combat Jumping
    • (A) Defense Buff IO
    • (19) Defense Buff IO
    • (31) Defense Buff IO
    Level 16: Force Field Generator
    • (A) Defense Buff IO
    • (17) Defense Buff IO
    • (19) Defense Buff IO
    Level 18: Super Jump
    • (A) Jumping IO
    Level 20: Poison Trap
    • (A) Unbreakable Constraint - Hold/Recharge
    • (21) Unbreakable Constraint - Accuracy/Recharge
    • (21) Ghost Widow's Embrace - Accuracy/Recharge
    • (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge
    • (33) Ghost Widow's Embrace - Hold/Range
    • (34) Ghost Widow's Embrace - Accuracy/Endurance
    Level 22: Provoke
    • (A) Mocking Beratement - Taunt/Recharge
    • (23) Mocking Beratement - Accuracy/Recharge
    • (23) Mocking Beratement - Taunt
    • (43) Accuracy IO
    • (50) Accuracy IO
    Level 24: Aid Self
    • (A) Panacea - Heal
    • (25) Panacea - Hea/Recharge
    • (25) Panacea - Heal/Endurance/Recharge
    Level 26: Commando
    • (A) Blood Mandate - Accuracy/Damage/Endurance
    • (27) Blood Mandate - Accuracy/Damage
    • (27) Soulbound Allegiance - Damage/Recharge
    • (29) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (29) Soulbound Allegiance - Accuracy/Recharge
    • (31) Achilles' Heel - Chance for Res Debuff
    Level 28: Seeker Drones
    • (A) Javelin Volley - Damage/Recharge
    • (40) Javelin Volley - Accuracy/Endurance/Recharge
    • (42) Stupefy - Accuracy/Stun/Recharge
    • (45) Stupefy - Stun/Range
    • (45) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Recharge
    Level 30: Assault
    • (A) Endurance Reduction IO
    • (31) Endurance Reduction IO
    Level 32: Tactical Upgrade
    • (A) Endurance Reduction IO
    • (33) Endurance Reduction IO
    Level 35: Trip Mine
    • (A) Armageddon - Damage/Recharge
    • (36) Armageddon - Damage/Endurance
    • (36) Multi Strike - Damage/Endurance
    • (37) Multi Strike - Accuracy/Damage/Endurance
    • (46) Force Feedback - Recharge/Endurance
    • (46) Force Feedback - Recharge/Knockback
    Level 38: Detonator
    • (A) Javelin Volley - Accuracy/Damage
    • (39) Javelin Volley - Damage/Recharge
    • (40) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Accuracy/Damage
    • (46) Ragnarok - Accuracy/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    Level 41: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    Level 44: Flash Freeze
    • (A) Recharge Reduction IO
    Level 47: Hoarfrost
    • (A) Gladiator's Armor - Recharge/Endurance
    • (48) Gladiator's Armor - Recharge/Resist
    • (48) Recharge Reduction IO
    Level 49: Frozen Armor
    • (A) Defense Buff IO
    • (50) Defense Buff IO
    • (50) Defense Buff IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    Level 2: Ninja Run
    This build seems really ineffecient and has some dramatic gaps. MM's don't need Smashing/Lethal in the same way a brute/scrapper or tank does. We don't need or want to melee. The complete disregard to other defenses means fire, toxic, energy, psi, negative, etc will shred you. There are LOTS of Psi AV's.

    Also alot of your pet slotting doesn't seem to make too much sense either, you're slotting for End recharge which all added up is about the equivilent of Stamina. I know you're trying to avoid fitness and I'm probably a bit traditional that everyone should take stamina(except /ELA). All you're doing though is wasting potential set bonuses just to avoid an extreamly useful power in the first place.

    You also don't need Aid other as a end game build. While leveling it's extreamly useful for a traps build since it lacks direct heals but at the end you'll be controlling the fight by tanking or with your variety of abilities(Seeker/Caltrops) limiting the damage your minions take.

    As for your desire to run with leadership. You don't need tactics for a mercs build. All of your guys have -defense. You also have acid more for more -defense. Even against Mako and a few others you'll be stacking more then enough -defense to hit the 95% hit rate.

    I also don't think Assault is worth it, but thats just me haha.

    Some of your pet slotting doesn't make much sense either. 5/6 Blood Mandate+achilles is both effective and affordable. I don't understand the 2 and 3 slotting for the mundane effects.


    Also add Gamblers Recharge to all Defense powers that you can. Such as Ice Armor, Combat Jumping, etc. You'll still keep your defense inc cap and get a free 7.5 recharge.

    If you're going to add Gladiators, an expensive set, definitely add the +3% defense.

    I'm sure there's more but you get the idea.
  18. lareit the evil

    Mercs/Traps Help

    Quote:
    Originally Posted by The_Coming_Storm View Post
    Unenhanced trip mine is useless ish.
    The last 2 powers were just gimmicks. I couldn't figure what to take.
  19. Quote:
    Originally Posted by brophog02 View Post
    They require a single goto command. If that's consideriing micromanaging, then so is everything else in the game.

    Yeah, you can't walk around with them on defend/follow and just do everything on autopilot.......welcome to playing CoX. Somehow every other AT manages to walk around and press buttons. I'm sure you'll one day get a handle on it, too.
    If the genin kick something out of melee range, they just stand there. You have to command them to run to it to start attacking or they wait untill it stands up.

    All ninja scatter like the 4 winds if hit by a fire patch. With their absurd speed they almost ALWAYS run into another pack.

    Ninja's are by far the most focus fire and target selecting required of the MM primaries.

    There are other quirks.

    It's not a huge amount of effort, but compared to the other MM's it is a big step up.
  20. Quote:
    Originally Posted by Berzerker_NA View Post
    Hmm.. that is interesting. My experience is that the Longbow guys totally ignore my pets and fire directly at me. I can jump up on a rooftop or something like that, and that usually works, or maybe get a car down to a sliver of health, and try to lure them over near it.

    But otherwise it's hard to survive, especially if my teammates expect me to tank for them.
    Ambushes ignore pets and focus on you. USE THIS. Don't tanker mind initially. Drop snares and then park your pets on it and hide out of LOS.

    They'll ignore your pets, trying to attack you but between collision detection with your pets and whatever snare you have(If you have one) and you running around walls and corners they'll never actually threaten you.

    If you lack a snare, just pop purples while in tankermind for the duration of the ambushes.
  21. lareit the evil

    Mercs/Traps Help

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Presence
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Soldiers
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Damage/Endurance
    • (3) Blood Mandate - Accuracy/Endurance
    • (5) Blood Mandate - Accuracy/Damage/Endurance
    • (5) Blood Mandate - Damage
    • (7) Achilles' Heel - Chance for Res Debuff
    Level 1: Web Grenade
    • (A) Accuracy IO
    Level 2: Caltrops
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (9) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 4: Triage Beacon
    • (A) Doctored Wounds - Heal/Endurance
    • (7) Doctored Wounds - Endurance/Recharge
    • (25) Doctored Wounds - Heal/Recharge
    • (31) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal
    • (33) Doctored Wounds - Recharge
    Level 6: Equip Mercenary
    • (A) Endurance Reduction IO
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Acid Mortar
    • (A) Achilles' Heel - Chance for Res Debuff
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 12: Spec Ops
    • (A) Achilles' Heel - Chance for Res Debuff
    • (13) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Damage
    • (15) Blood Mandate - Damage/Endurance
    • (15) Blood Mandate - Accuracy/Endurance
    • (17) Blood Mandate - Accuracy/Damage/Endurance
    Level 14: Health
    • (A) Miracle - +Recovery
    Level 16: Force Field Generator
    • (A) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense/Recharge
    • (19) Red Fortune - Endurance/Recharge
    • (19) Red Fortune - Defense/Endurance/Recharge
    • (33) Red Fortune - Defense
    • (33) Luck of the Gambler - Recharge Speed
    Level 18: Hover
    • (A) Red Fortune - Defense/Endurance
    • (37) Red Fortune - Defense/Recharge
    • (37) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense/Endurance/Recharge
    • (40) Red Fortune - Defense
    • (48) Luck of the Gambler - Recharge Speed
    Level 20: Poison Trap
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 22: Stamina
    • (A) Performance Shifter - EndMod
    • (23) Performance Shifter - Chance for +End
    • (23) Endurance Modification IO
    Level 24: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (36) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 26: Commando
    • (A) Blood Mandate - Accuracy/Damage
    • (27) Blood Mandate - Damage/Endurance
    • (27) Blood Mandate - Accuracy/Endurance
    • (29) Blood Mandate - Accuracy/Damage/Endurance
    • (29) Blood Mandate - Accuracy
    • (31) Blood Mandate - Damage
    Level 28: Seeker Drones
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 30: Kick
    • (A) Accuracy IO
    Level 32: Tactical Upgrade
    • (A) Endurance Reduction IO
    Level 35: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (36) Aegis - Resistance/Endurance
    • (36) Aegis - Resistance/Recharge
    • (37) Aegis - Resistance
    • (46) Aegis - Resistance/Endurance/Recharge
    Level 38: Weave
    • (A) Red Fortune - Defense/Endurance
    • (39) Red Fortune - Defense/Recharge
    • (39) Red Fortune - Endurance/Recharge
    • (39) Red Fortune - Defense/Endurance/Recharge
    • (40) Red Fortune - Defense
    • (43) Luck of the Gambler - Recharge Speed
    Level 41: Dark Embrace
    • (A) Gladiator's Armor - Resistance
    • (42) Gladiator's Armor - Resistance/Rech/End
    • (42) Gladiator's Armor - End/Resist
    • (42) Gladiator's Armor - Recharge/Endurance
    • (43) Gladiator's Armor - TP Protection +3% Def (All)
    • (43) Gladiator's Armor - Recharge/Resist
    Level 44: Provoke
    • (A) Mocking Beratement - Taunt
    • (45) Mocking Beratement - Taunt/Recharge
    • (45) Mocking Beratement - Taunt/Recharge/Range
    • (45) Mocking Beratement - Accuracy/Recharge
    • (46) Mocking Beratement - Taunt/Range
    • (46) Mocking Beratement - Recharge
    Level 47: Burst
    • (A) Achilles' Heel - Chance for Res Debuff
    • (48) Decimation - Accuracy/Damage
    • (48) Decimation - Accuracy/Endurance/Recharge
    • (50) Decimation - Damage/Endurance
    • (50) Decimation - Damage/Recharge
    • (50) Decimation - Accuracy/Damage/Recharge
    Level 49: Trip Mine
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Supremacy
    Level 2: Ninja Run


    First crack at both mercs and traps. Taunt skill is vital for any amount of AV soloing.
  22. Ninja's are fun. They put out absurd single target damage. They're fast(a boon and a curse) so they never leave your side.
    They're rare.

    They level through the hell levels the quickest(5,11,23,31) due to their higher rate of ST damage. Though they fall behind after 32 due to a severe lack of AOE compared to the others like Demon/Bots.

    I also recommend Dark for them. They're all melee and single target so it's easy to be in the thick of it healing them and you'll need all the to hit debuffs to keep them alive.

    I've solo'd many AV's with my old Ninja/Dark before IO's even existed.


    Zombies are boring and slow. I hated my Zombie MM.

    Never done mercs, but everything on paper screams inferior. Though bear in mind inferior for a MM still means you can pull off amazing feats of soloing before IO's. I think people hark on the inferiority of Mercs and not enough on the fact it's still a MM.
  23. Quote:
    Originally Posted by _Deth_ View Post
    really?

    come on now, I thought we were having an intelligent discussion, but then you go and make a snide remark.

    For once I thought things could stay civil.
    I apologize about the remark, but the logic behind it still stands.

    SD offers better damage by far then any other secondary. If you're willing to throw away a noticeable difference from 10% to 20% heal for what is a very marginal decrease in rotational dps then I can't see how you'd justify playing anything but SD for AAO and Shield Charge.

    I agree as a brute it's better to out kill than to outlast, but outlasting is part of the brute mentality as well. We have the hp and tanking secondaries for that very reason. Most of our primaries help our survival with -to hit, knockdown, disorient, etc.
  24. Quote:
    Originally Posted by _Deth_ View Post
    More damage is more damage. If it lives long enough that energize isn't enough of a heal, then SL isn't going to save you either.

    If you are going to bring in nasty conditions, then I am gonna start popping inspirations, which means that SL is going to hit a lot harder if it is enhanced for damage. There is nothing you can do to boost the heal in SL after you enhance it.

    You are never going to convince me slotting for heal on a brute is better, for one reason, and one reason alone. As a brute, I want to kill it before it kills me, not outlive it. If I wanted to outlive it, I would be a tank.

    Better not roll anything but SD then.
  25. Quote:
    Originally Posted by Frosticus View Post
    traps and storm.

    acid mortar and freezing rain can both be stacked. Freezing rain is considerably more powerful and hits more targets much more easily.

    Freezing rain is currently bugged where it rarely stacks though...PM castle about it if you want, I can't even get a read receipt on the PM's I've been sending him lately so....hopefully not an indication of how (un)well GR beta is going.

    Traps brings more aoe damage, that with a solid build is very easy to use every spawn.
    Storm brings more single target damage than you need to dip into the elec patron to fully utilize.
    Traps has insane -regen for using against things that will live long enough where such damage differences really start to matter.
    Storm has the ability to make things flee clear across the map thanks to the way mobs are responding to afraid mechanics over the last while.

    IMO Traps>Storm, but if the freezing rain bug ever gets sorted out and mob ai is ever fixed my opinion might change. But for now storm is problematic and since the nerf a few issues ago to Lightning Storm is in need of some attention to give it a proper role.
    Really? I thought Freezing Rain and Tar pit couldn't stack if used by the same source, IE the MM. If thats true, I might have to rework some haste into my dark build.