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Posts
2007 -
Joined
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Quote:Very good explanation. I feel the same way about it as well. I notice it more on a team when someone else kills off the mobs before my attack goes off.
My 'problem' with Beam, and I have said this in a few different threads, is that it seems to play..laggy. Or delayed perhaps. Not sure how else to explain it..but the damage seems to land right at teh very very veeeeery end of the attack. I semi-compare it to my DP blaster, who has longer animations on some attacks..but 'feels' faster.. Of course..it could totally just be my perceptions.
They should have made that spread ability just an inherit part of the powers and not linked to Disintegrate. If anything Disintegrate should have made it auto spread or the next attack after it 100% spread for X amount of seconds.
Its a power set that seemed to come on strong and then just fizzle out. -
This will cover the suppression issues.
I moved the Num unique over to health as it will benefit tons more over there instead of the heal.
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Quote:Robot TrapsWhat I've not gotten is why you'd do that. Unless you want whip attacks from Demon Summoning, it would always be better to play it on a def/cor. Better numbers, less end cost, they have more than three attacks, ect. I guess Photon Grenade is unique, but in no way worth it. Could have just made a BR/Traps cor or Traps/BR def
DS Traps - Last pet only, but can solo 4/8 as I mentioned.
AR Traps Defender
Sonic Traps Corruptor
DP Traps Corruptor
I think that is all my lvl 50 T4 Incarnate Traps. Which is not including the other 12 or 15 other lvl 50 T4 Incarnate slotted toons I have.
End result I'm bored. I can farm anything I need to, Tickets, Salvage, Money. I even play the market a bit and have a nitch. Who would ever think I would have a nitch, It's honestly so retarded.
As I have mentioned in the past its really not hard with Traps. Honestly its a cheat. Traps just has so much going on with it and is just a solid set that it is very hard to fail with Traps.
And yes being able to use all 3 whip attacks is fun and they honestly are not bad. I can kill mobs with it with the mix of debuffs and such I have going on from Traps.
Honestly think about it, how many people in this game can solo 4/8 ? Not many really. Most are just not into this whole min and max building. At most players will frankenslot.
People don't bother reading about defenses or resistances or what cascade failure is or how bad or not so bad it is. People will slot purples because other games like WoW tell them purple is the best, but they have honestly no clue how it might affect their build.
Even here on the forums people will parrot what others say without having an honest clue. EG people read petless MM and instantly think weak, sucks, won't last a minute in a real mission. Even when I say I can solo 4/8. Even when I am challenged and I offer people to see it in action. People just back off, don't take me up on the offer because they really think I am just BSing and think that I will buckle if they give me the slightest of challenges. But I don't talk about stuff I have no clue about. I don't need to toot my own horn. I'm just an average player that took the time to read the stuff my signature has. That is the reason why I have that stuff there. Because I thought it was more important then some witty saying or quoting something another player posted. Mind you I didn't write that stuff someone smarter then me wrote that stuff and explained it. I just the time to read it until I actually understood it. If anything you can credit me with being a good reader, that is about it. Even with market stuff I am still broke and not near any billions that other speak of. I just build up money to make a build that is about it.
I hope that gives you some insight on why Petless DS Traps MM. -
I just want to remind you that there is something and hurricane in PvP. I just can't recall it. Something gets suppressed. If it is the KB then it sort of ruins the idea of tossing his pets around. It just kills me I can't remember what exactly it is.. I would not commit to storm until someone can clearly say the KB is good to go.
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Oddly enough I have been looking around and have only seen maybe 2 or 3 beam rifles at incarnate trials. I just don't see many on anymore. Personally I have one myself ( Beam Energy ) at 50 with incarnates and its decent. I have had more success with him in PvP then I have had with other toons. I think as some mentioned once you get to a key point you notice that the single target DPS is nice but not the best. You pretty much notice at some point that the AOEs either work or don't as it is related to the spread.
To be honest I have him at 50 and fully T4 Incarnates but he is pretty much just sitting around. I take him out once and a while for a spin. -
@Jeremia_Bane
I actually tried what you said with my TA Arch defender against a MM in PvP. Unfortunately my PvE build I guess did not have enough range that it forced me to get in close that the MM could TP into the mix. He could of course TP out. So though he was still slowed OSA was no issue or not big enough. Like anything the first few attacks when zoning work out but then players become obvious of the tactics.
Going off topic though I will say my Earth rad troller was hated and killed quickly because of the spamming holds. -
Quote:Your correct about the AOE, but regardless it is more the what I had previously and I was still soloing 4/8 and AVs.Uhh I looked at your build and you don't have either of the pet procs. So I don't know how your pets can be at 40% def, unless you mean only AOE? I also don't see the value of building for regen with probably the lowest base HP in the game which is one of the beef I have with triage beacon, wouldn't building for max hp be better?
But using soul is kind of cool, I might try that out one day. So far I've shelved bot/traps and went back to my thugs/dark and the performance is just night and day to me.
The Regen that Triage Beacon offers is very noticeable and it is even more noticeable with 2 out. The Panacea proc is very noticeable as well. Again something I didn't have before.
As for the rest I don't know what to tell you. As I mentioned I am doing 4/8 WITHOUT pets. Bots just make it faster.
Maybe your best bet would be to do Traps without the pets on another AT and get a feel for Traps alone and then come back to Robot Traps. -
I will make sure I posted the right build when I get home. But I am gonna have to agree with Lobster. I dig traps, I have a traps toon of all sorts. As I have mentioned in the past I have a petless DS Traps that can solo 4/8 setting. But as much as I get traps, I cannot wrap my head around regeneration or Kheldians. It is just one AT and power set that escapes me. The same for Time which I am slowly leveling and trying to figure out.
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Its your build slotting.
Best I can explain it is from Robots you should have the 3 pets and 2 upgrades and that is it. From Traps have everything but Time Bomb.
Get Provoke.
Work your build to get as much Recharge and Regeneration as you can.
Basically you starting a fight with you laying down all your traps. Triage Beacon is usually behind you. Your pets are behind the Triage Beacon, but in range to benefit from it. The last thing you should put out is acid mortar as it will auto attack anything in range. So its usually Provoke drop acid mortar or the opposite. Once the mobs start coming your pets will respond but will start moving forward you will have to spam all pets stay. You should be using the number keypad binds for this.
Your intention is have mobs run towards you blow up from trip mine and then run off from caltrops. Then drop another trip mine or whatever is available to you and provoke them back. While your doing all of this you need to spam all pets stay or even get out of BG mode to have them attack if needed. This is something you need to feel out. Basically the pets are like gun turrets and you try to keep them away from the mobs by provoking mobs onto you and building aggro with Trip mine and your other powers. You want to keep YOU between the Mobs and your pets.. You DO NOT want to have your pets mix it up with the mobs.
Personally I use Oppressive Gloom to stun all the minions so all I have to deal with is the bosses. But you could take the same build and just pick anything from the patron pools as it has not effect on the build.Eventually you will have out 2 Triage Beacons that will pump out about 800% regeneration for you and 600% regen for anyone else, which is nothing to complain about.
Here is my new build. I am capped without the pets as you will notice and eating one purple inspiration just about caps me for incarnate stuff. So I can run around without the pets if needed. If you do the math the pets are around 40% defenses which means they are almost capped as well now. Again nothing to complain about.
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Okay here is the deal if its a straight and "Fair fight" meaning you just meet up and slug it out with no temp powers but inspirations are okay then Thug Time might be good.
The good thing about Time is it has that AOE bubble chance to hold. So if you hold his pets they don't fight. If you hold him he can't command his pets. Time has several other holds as well. Range cap and Farsight will cap you out for Melee and AOE. Time also has some heals.
I am thinking Thugs because like Demon it has the extra pet which you can slot those Pet Procs into.
If it is a standard PvP zone fight where anything goes. Then I would say Teleport foe with Oppressive gloom as well. This way if you can TP him into your bubble if the pets come with him they might be held or stunned from OG and then just spam holds on him until he runs out of BF or uses up his phase powers. Again assuming he just does not run off to recharge his powers if things go bad. Because then you will never get a chance if he is just gonna wait out his phase recharge and replenish his BFs.
TP self is also a good get away power as well.
If you can add in Burn out and get double Gang war ( don't know if this has been changed as well ) that might be great also.
The other thing is Robot Storm. Again I don't know what hurricane does now in PvP. I know it used to be big. But I don't know what exactly is suppressed in PvP with hurricane now. I know something is though.
But TPing in with storm and knocking his pets all over the place on top of tagging them with a hit debuff is good. Again Snow storm on his T3 to slow him and any pets near him up. Again putting Snow Storm on him might cause him to Phase shift to drop the snow storm, but putting it on his big demon will make him decide to dismiss his pet and resummon. One less pet is big. Thunder clap to stun his pets.. Tornado knocking pets all over. Again its disrupting his pets. Sometimes you hit them just right and they just don't get back up.
If your just looking to fight him even Force Field with Detention field on his main pet is helpful. Since there not much his pet can do to get out. It gives you 30 seconds of no T3 pet. Again using force bubble to knock his pets all over the place.
Again.. TP his T3 and hit detention field on it. Its out for 30 seconds now. Then go after him TPing in and having Force bubble just knock everyone around. As long as your on auto follow just keep slugging away at him. His pets will eventually get scattered from the bubble. His T3 will end up having to run to get into the fight once out of detention. I think you will cause enough scatter that it will hurt his bodyguard mode. Use repulsion bomb on his other pets. Just to scatter them even more. Things he cannot control with Dark.
TP also will get you out of Tar Patch and break Darkest Night once you TP out of range. So if you see Darkest Night on you TP away and then back in. Just detention his T3 when you can if he comes back.
Again if your going MM against MM you need to mess up his pets. Pet AI sucks. They TP sometimes and then run a mile for some strange reason. So TP him, TP yourself. If his pets are running it means they are not fighting. Demons are a mix of range and melee.
Time is good just because of the holds and slows and debuffs. You can hold some of his pets and then TP him away out of supremacy mode.
Mu Mastery also has an aoe hold.
End result you need to screw up his pets, not kill them just find ways to keep them separated.
Make sure you use the number key pad for commanding pets as well. -
DP Traps is doable, I have one of those at 50 with incarnates.
The issue with Traps is it is very endurance heavy for Corruptors. You need something like Power Sink, which is what I have in my build for endurance recovery issues. It works out well and all you need is 2 mobs.
I have a DP Kin and a Rad Kin. The biggest issue I find with them is your pretty much relegated to using all your Kin powers on iTrials and big fights in TF / SF. You can squeeze a few attacks in but you will notice if you linger too long fighting that something drops off. I know with me I notice it with endurance. Once I get the audio warning for endurance I jump back to using my Kinetic powers. That is my warning, that I am having too much fun and need to get back to buffing.
The advantage of Traps is your defense capped and your powers are helping you pretty much stay alive and produce more DPS through debuffs, it also helps others on your team as well. So even if your being selfish and looking out for yourself, to everyone else your being helpful.
Its a safe build as is every Traps build. -
Traps for Corruptors is very endurance heavy, so you either need a better endurance ratio or some sort of power to give you endurance. I posted my build for my DP Traps for you too look at and compare. The first build is my current build and the 2nd build is a build I would like to get into. Number wise not much of a difference except that I shave a few seconds off a few powers and Hail of Bullets is 7 seconds quicker. Of course ignore the damage bonus as the Gaussian proc shows always active.
A glance and you will notice that though our endurance use is almost the same my build, my build incorporates Power Sink to get endurance back. All I need is 2 mobs to get a full bar back.
FFG should be slotted the same you have your other defense powers to give you some set bonuses. Same for Caltrops if your gonna slot it. EDIT - I noticed that working in set bonuses drops your defense cap.
I don't think you need Scorpion Shield regardless of what your using it for.
You will have to pick up Cardiac, which is not bad but I think if you put your build into my build and then slot in Musculature you will be a bit more happy with your numbers. I get that you might be using Scorpion shield as a set mule bonus for a LoTG +Recharge. But as you can see both builds have the same number of LoTG +Recharge bonuses.
If you really wanted another LoTG +Recharge just remove the shield from my build and put in vengeance and slot another in that.
The one thing I will say is for me with DP getting Hail of Bullets up 7 seconds faster matters. Though nothing much else changes I do get a good return on Hail of Bullets. Triage Beacon comes up 2 seconds faster as well.
The other thing is deciding with Musculature or Agility. I decided on Musculature because I get more DPS out of my big powers like Hail of Bullets. Yes, with Agility I get a full 10 seconds faster, 3 seconds when compared to Musculature but when you start doing some simple napkin math you see that the extra DPS beats out the recharge.
I slotted a Panacea in my Robot Traps and I notice the difference.
End result the Traps end with secondary powers is pretty set up, you need to work your Primary powers into the builds to see what is doable.
First build - Original / Current build
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Just wanted to say this has nothing to do with iTrials and has been affecting Empaths more then any other Defender for some time.
You really have to understand that when the game first came out Empath was a MUST HAVE on a team. Everything else was secondary. As a matter of fact if you where the Empath you pretty much had your choice of starting a team and everyone asking you to join your team. That is how much power they commanded back then. Empath=Automatic invite. After the Empath was a Stone Tank. Stone Tank was the only powers set that was able to cap out or close to cap on defenses. So eating a few purple inspirations kept you going. Back then the main thing a tank did was taunt. That was it, taunt. After that then a Kinetic or a Force Field player. Then after that was some sort of Blaster and a Scrapper. Then mix the rest up.
What happen next over time, between complaints and overall equalization of powers (back then not all AOEs were the same, some effected 10 targets some 15 targets). was that other heals where bumped up to make them more reliable. Debuffs where also fixed or modified.
What came next was invention sets.
Invention Sets truly crushed Empathy and at the same time opened the doors to many being able to tank. What happen now is that dark or kinetic heal became reliable. The debuffs now from these became more noticeable. The empath just had heals. Dark was healing more then an Empath AOE heal and almost as much as his single target heal and recharged fast. Back in the days of Single Origin enhancers a dark player had only a few choices. Add more recharge but lessen the heal or more accuracy but less recharge, where as a empath already had the heal he just needed to add recharge and more heals. So the empath always won out in that race.
But inventions "Fixed" that. On top you really needed to understand how to create a build. Not all players really understand that, so even in the same sets you had one Dark healer that was better then another because he understood invention sets much better then the other guy.
Invention sets now allowed that stone tank to take a heal from aid self. Invention sets now allowed many to pick up aid self as a heal. You mix in 2 players with Aid self in a group, it might not be empath grade heals but without a doubt it works on topping off players when needed and it can save players at times. But now mix in Aid other with O2 lets say from storm. Now you have a decent heal combination. Again not empath grade but it is workable. Remember everyone else is benefiting from Invention sets as well. So more players are capped, which means less people getting hit and taking damage. More debuffs, which pretty much means the same and the debuffs are more powerful now.
That is when I noticed that my lvl 38 empath started taking a back seat, 6 years and counting.
The incarnate heal was just the last nail on the coffin for empaths because of what Invention sets already laid out on the table for everyone.
Yes certain incarnate powers hurt others as well, E.G. Blasters. But on my AR Device Range Defense Hover blaster that incarnate heal I have makes the toon really, really solid. I use it in a pinch and last long enough and recharges fast enough that I can solo 4/8 with it. Of course I can just get a tray of Greens but this allows me to mix up the tray now. -
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Trip Mine will never be changed because there are too many players that use it that like it as is. The only way it will be modified is if they allow for a 2nd power choice or have a way of making it 2 power different powers by having some series of clicks or something.
Personally If Trip mine was more of a grenade it would be better. I would take the less damage for more uses maybe give it some sort of stun.
The reason why Gun Turret was changed to Gun Drone is because at the time everyone pretty much had no issue with having the gun being able to move around.
Unfortunately Trip mine is not afforded that sort of luck. So unless the Devs actually decide to be kind or have some sort of sympathy to Device players Trip mine has little chance of being changed. The only way I see this being changed is as I stated above, either by having 2 actual power choices at that level or some sort of way to make Trip mine do 2 different things with some sort of clicks.
They should figure out a way to reintroduce the critical hit bonus to cloaking device. I can't imagine that years later that there isn't a person on the Dev team that just can't figure that stuff out.
For those that don't know years ago they were looking to introduce critical hit for the first shot while cloaking device was on. Unfortunately in certain instances it really gave some sort of crazy critical hit numbers and was scrapped at the last moment. The wording still was in the description of Cloaking Device for about a year or more before that was eventually removed. -
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Quote:I have MANY lvl 50 toons with no energy resistance that can solo 4/8 and are incarnated. So whats the point ??I think end game wise if 10% is such an issue then your doing something wrong.
You have not toxic resistance and there is no toxic defense. So against toxic attacks Soul is better off.
But what does it matter if OG is stunning everything but a boss. How much damage does a stunned mob do ? Zero.. Which is what is big about Soul not the shield. Though the shield helps either way.
So what do other masterminds that don't have Mu ? Are they doomed ? No.. If you have the bases covered end game wise missing one thing or another is not going to be an issue when it comes to resistances. This game really isn't that hard or complex..
You should think. -
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I wouldn't go with Storm unless you specifically have a stormer and understand how it works or are willing to learn. Hurricane can be as sharp as a surgical knife or a broad as a shotgun. In team play Hurricane can get you kicked from a team if you do not take the time to understand how far you can push a mob against a wall before he spins off.
Thunderstorm as well can be an issue. I usually hover with TS so it ends up high enough that TS becomes a knockdown and not a knockback.
I'm thinking Time might be good choice because of the defenses it offers to you and the pets and has a heal. Your pets already have some decent numbers resistance wise.
Thermal might be good as the shields will cap out your pets early resistance wise but it I am thinking it might be an over kill numbers wise for the pets. Basically getting more then needed. It of course has a heal as well which is nice.
The good thing is that Time and Storm are a boon during several incarnate trials because of the knockback of hurricane and the slow powers of Time -
What exactly are you looking to do with the build ?
Some issues I see
I believe or am getting the impression that either you think Vengeance will be used all the time or that you can stack all those stealth / Invis powers for defenses which will not happen or cannot happen due to game mechanics.
I also notice your going for recharge on many powers. I don't know why you would feel you need so much. At level 50 your pet recharge pretty darn fast as will your other powers without the need of all of that.
Game play example.
You turn on Invisibility and you cannot do anything and Shadow Fall power that might have benefited your pets and others is now useless because Invisibility cancels out Shadow Fall. Even turning it on does not put you at defense cap so I don't see the point. You could pick up the old combo of Super Speed with Shadow Fall on and gain pretty much the same hidden benefits if you just wanted to zip around not being seen. You could also turn on Hover if you didn't like the fast speed issue in caves for example.
I would get rid of Stealth and Invisibility as they are useless to you. I would personally also get rid of Vengeance unless you had room to slot it later. I would pick up Oppressive Gloom instead of Soul Tentacles. I think with a new build you could probably have all 3 powers from dark. The shield, OP and tentacles.
I would get rid of fly as well and just slot those IOs in hover if you needed to.
What I would look to do is get range cap to 45% and then get AOE and Melee to at least around 30%, but nothing more. I might consider Provoke as well. Now this way you will be at range defense cap which will allow you to start off an attack at range thus giving you a better chance of not getting hit. Then I would target the boss of course and drop darkest night on him. This will aggro everyone. You then move into melee range where Darkest night hit debuff will cap you out to melee and aoe. So in a sense your defense capped. The pain / issue / problem is when darkest night drops. Once you do Incarnates and pick up barrier this problem though will be solved.
The good thing is your will have Oppressive Gloom running that will pretty much neuter all the minions. -
I don't see this WAI and expect it to be fixed as the ATO says chance to.
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Quote:Thank you for honesty. I really didn't think it was possible to cap all the defenses with poison. I'm in the same boat as you then.I'm at work right now, but when I get home I'll send you the Mids data chunk for it. I should note that this build has NO attacks at all, generally because I let my demons do all my damage for me, and if I'm in a situation where I don't have my demons out then I'm on a team and I let my teammates do the damage while I focus on debuffs.
Edit: oops, I was mistaken about my build, it's only softcapped to smashing/lethal and is close to the rest.
After getting to level 34 I am still not feeling this build to be honest. I think its gonna be one of those builds that really only works well at level 50 and fully IOed. I was gonna delete but I am just gonna stick it out and see how it rolls. Regardless once barrier is picked up its a done deal as they will be capped out for most fights. -
Traps is a very endurance heavy set for corruptors. Your best bet is picking up a endurance recovery power from the epic or patron power pools. If your go villain you might want to pick up MU Mastery as power sink is the first power choice.
Also I would suggest slotting 1 end redux in all your heavy used powers when you can. So full auto should be 1 end redux, 2 accuracy, 3 damage.
If you can get away with that for example then I would go mace mastery to get close to capping something out defense wise via scorpion shield. Though doing it as a defender you would be capped in just about everything. You would just need 1 purple inspiration to cap out with a defender. But at least this way your capped out to S/L and have something going while you try to make a purple or wait for one to drop during the fights. -
Quote:What is a good team build for a corruptor? I would like it to be at least one part radiation. I know nothing of corruptors so I am asking for a lot of info and a full build. Thanks for help.
There is no best. There are only good players. Best is very subjective. I can disagree that certain Defender sets would out do their Corruptor counterpart, especially if we are talking about "Best team build".
Your last post you discussed Sonic Rad. I disagree and say a defense capped Sonic Traps Corruptor would be better on several reasons beyond just debuffs. Simply non defense capped dead Sonic Rads can't debuff as much as a live defense capped Sonic Traps player. -
Quote:I would like to see your softcapped IO demon/poison. I have a working build with Necro poison and I am close but requires a purple inspiration to cap out. Honestly I have tried to rework the build for weeks with no luck.In my experience the most important thing for a mastermind is knowing how to control the pets. Once you get that down you *almost* can't go wrong with a mastermind. Bots/Forcefield or Bots/Time are both very survivable combos.
My favorite MM for incarnate trials is my Demon/Poison, but that's just because I managed to get him softcapped to everything with IOs, that way I could kill off my pets and just focus on debuffing and still be survivable. The fact that he can be mobile when he needs to makes him more flexible than any of my other MMs.