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Posts
2007 -
Joined
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I have a feeling I might have helped you get your pvp rep.
I have tried several times to fight one DS thermal in RV and it was brutal. I'm not speced for PvP at all but I would imagine neither is the DS Thermal. So if it was you hats off and I hate you..
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Melee pets which toss out self heals and attacks with debuffs. I would say Thermal for the added resistance buff and heals.
I have a Demon pain that is slotted at 48 which has a active regen of almost 700 for myself and about 500 for the pets / everyone else and I can tell you I survive but my pets just don't. I also do not have enough aggro to pull mobs off them.
Personally I really try to go for that 4/8 or 3/8 setting with toons I make. I don't know what your intentions are, but I notice your into tankish type toons by looking at your Sig. So with that as my gauge I'm think thermal would fit or if you can wait maybe sonic.
So you understand anything melee is going to die more often then range pets. I don't want to make it sound like your going to need to resummon every second. BUT, BUT, BUT there will be times where your pets will just keep getting wiped out on high end mission setting against certain groups because they are melee and getting hit with tons of AOEs mixed in with AV attacks. Since range ( robots ) are usually further away from the main fight they get hit with less AOE.
Again just some food for thought. But I do agree with what Anonymoose said if anything else I said might be useless to you. -
Quote:I am not sure if or how WOC has changed if anything. I tried it on my defender with the purple proc and was not so crazy about it. Meaning I really didn't it see do so much.Just a quick add on here...as im leveling one of these currently because ive heard good things about them. (and also witnessed with awe at what they're capable of)
is the main goal to achieve s/l cap or is the ranged cap instead also viable? it just seems you limit the damage potential of your attacks but trying to get to the s/l softcap...also too, WoC should cover anything within melee range right? provided good slotting for it ofcourse...
i mean to me...you wanna make the most out of HoB, BR, DP, PSW and WoC...all the while not gimping your other attacks. These are the tools you succeed with as this type of blaster...to me at least.
so is the ranged cap a viable and survivable way to go?
Now I do agree that personally I see a larger benefit from Ranged soft cap compared to S/L soft cap. To add I do have a Rad Kin Corrpt. that is S/L capped and 31% in Range defense. My first run out was a radio mission against Carnies set at 2/6. Again it might be the mobs I was up against, but I was pretty much disgusted with the outcome. I am going to give it another try against some other mobs and see how he fairs.
Recently in AE I seen a player hawking his farming skills. I took a look and noticed it was DP mental. The player listed their stats but it was based on a few buffs being activated one which was Vengeance. To me I just didn't feel that was an accurate gauge of how well a toon performed when you needed several buffs and required vengeance on top of it all to say how good you are. Personally you should be good out of the box and everything extra should make you better.
I'm a bit naive to how having high recharge and no defenses or resistances make this type of toon good. Numerically or mathematically I just don't see how Drain Psyche is going to keep you alive during a high end mission run when EVERY mobs has a very good chance to connect with a hit and some damage.
All I can say is I have a AR Device ( yes I said Ar Device ) and a Archery Energy Manipulation Blasters which are both Range Capped Hoverblasters and 6 slotted for numina in health. Both can farm the Crey fire mobs on 4/8 setting, but if for some reason I get into melee range I notice it right away.
I failed to look at the recharge of Drain Psyche and maybe its fast recharge that allows it to be up all the time. But without having any sort of defenses to keep you alive long enough to use it I just don't see the purpose. -
Just wanted to say I have a Traps Sonic and a Traps DP and both are soft capped for positional defense.
Traps and if not many sets that come across different Arch Types can be slotted pretty much exactly the same and then use the primary or secondary slotted up properly to shore up the defenses you will be lacking with the cross over. So basically you just bring over the core build and swap out what is needed.
So in this sense both my Sonic and DP are very much the same build Trap power wise which is everything but Trip mine. I then have kick, tough, weave, maneuvers and assault ( I think ). Then its just needed to slot 6 thunderstrike in a range power. Picking up power sink to and a resistance shield to slot in status buff IO ( forgot the name atm ) and stealth IO for super speed.
Can you consider them maybe a bit boring because they are pretty much the same ? I guess so, but I love traps its so cool and I can do anything those billion infl sets cost. Granted not as fast. I can't do a crey farm in 5 minutes, it takes me about 15 to 20 minutes depending the flow but I can do it. So I am getting those tickets and can farm those 4/8 missions for Purple drops. I picked up 14 purple IOs just farming radio/paper missions to pick up tip missions.
When I get home I will post up the data chunk for all my traps toons just so you can see how the sets moves across from Mastermind to Corruptor to Defender. My Traps AR Defender is really one of my favorites I think because Defenders have higher debuff numbers and solo I get a 30% damage bonus. Add in Ion from Incarnate and it is very devastating and safe build. -
Quote:You know I didn't think I posted this. I just thought I did a preview and then being determined to get it perma without purple sets I went back to playing with MIDs. I had to cheat and make it a huntsman but was able to get the pets and patron pets down to perma while being range defense capped hoverblasting.I've got 4 purple sets, 5 x 6.25% bonuses (3 Positron's and 2 Expedient Reinforcement) and 3 LotG 7.5%s. I only have two slots in Hasten but it's close enough to perma (120.1s recharge so it's technically down for 0.83s) which gives me a 235s recharge in Call Reinforcements and 232.8s in Summon Blaster (they have slightly different slotting since I used Soulbound Allegiance pieces to bring up the numbers).
That being said my definition of perma for those powers would be "likely to be recharged by the time I notice the pet has died" anyway so I'd consider 4 seconds off to be good enough.
Very expensive build Adeon on your part but with 5 pets from powers and getting 1 from patron powers and 2 other from incarnate not bad having 8 pets out and not being a mastermind. I might have to look around a bit more and see what I can do. -
Quote:How are you getting call reinforcements perma ? I was able to get close with 2 purple sets but I even had hasten 5 slotted. I was 4 seconds short but again 2 purple set.It depends a lot on your preferences and style. My Crab has all three pets and I've got enough recharge (plus Hasten) to keep them out permanently (unless they get killed). The combination of pet resistance/defense aura IOs and Rebirth Destiny helps me keep them alive in most non-Incarnate content. They do die more in Incarnate content but I still find them useful for drawing aggro and a bit of extra damage.
Now if your main concern is being as personally powerful as possible in Incarnate content I'd say drop the pets and take the Fighting pool.
Personally I would never drop them, having a small army of robot spiders (including Arachnos Lore) is what makes my Crab Spider fun to play. -
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I say go down the line of sets that seems to have similar consensus of having issues between player base and the Dev's and create alternate powers for those in question.
EG I will use Propel since it seems to be a common one that comes up with this. Have Propel old school and Propel new school to pick from at the appropriate level. This way both sides are happy. Decreased cast time for maybe less damage compared to maybe upping the damage on the original maybe for the amount of cast time it has currently.
Not only does it quell this Cottage rule debate but it also introduces new powers to older sets and older builds. It spices up everything for older and newer players.
Another example is players asking Trip mine to be grenade type of attack. The graphical effect is already in place via temps. The numbers and base lines have already been established regarding several power types. Meaning many follow the same numerical value for based on the type of attack it is with just minor changes in secondary effects. EG hit debuff, recharge debuff. But the cast time and and recharges and range for the powers are pretty much even keel across the board.
So my point is why not explore the idea and toss out a bunch of this stuff on test and have players check it all out. It doesn't mean it will be introduced but at least they might get some feedback on what players think about these new powers and concepts.
Again I just don't see how all that can be a bad idea.. Unless we are going to complain we have too many choices now. -
As some mentioned, it really depends on your build and play style. I went full positional cap and I had no room for them.
If you just intend on running on SO's or not bothering with defenses or whatever then it really does not matter.
But if your going in some specific direction with the build then you need to determine which power is going to benefit you more in the long run. -
Play what you like is the answer. But game mechanic wise stick with Thug Traps.
I am pretty sure you can read for yourself some of the issues with melee pets, especially ninjas since there is a thread right next to your 3 pages long about them.
Ever wonder why some pop singer after becoming famous decides to do something else like cooking for example or open up a clothing line. Its because more then likely if they went the other way they would have never been famous and had the funding to do so.
Make your traps toon, have a kick butt, play on full setting toon that can solo on 4/8 and then you can experiment with what you want because you have something to fall back on if your concept does not work well with the game mechanics.
I have a DS Pain and I can tell you I surely survive. But my pets are a different story. I think with the new changes maybe Thermal might be better. -
I say Traps.
Allow for full positional Defense cap and it allows you to solo 4/8 settings.
I have a Rad/Kin which is S/L capped and 31% Ranged. Decent toon, but nothing compared to any of my Traps toons. -
Quote:ALL Stealth like powers loose half to suppression. I believe VEATS have the highest number though suppressed which is 5% fully slotted.Does Cloaking Device really lose half it's defense bonus when attacking, unlike all the other Stealth powers in the Primary/Secondary?
This is why A huntsman is popular because they can cap themselves and others to boot. -
This is what I use pretty much on all my different Traps toons across the different Arch Types.
There are some difference, but not much. I start from this and build and work my way to gain cap. I won't waste your time explaining the difference just pull them both up side by side and compare.
I solo 4/8 setting on this build before incarnate. I think with Destiny Ageless Core Epiphany T4 you probably do not need Power Sink. I need to really do some testing to see how the recharge for T4 works and how it syncs in with my Traps toons. If I can get away with Destiny as a reliable steady way to get my endurance back then I would probably go with Dark Mastery Oppressive Gloom 2 slotted for Rope a Dope for 6% regen and Dark Embrace with the Aegis Psi/Status resistance IO to combine with FFG benefits. Oppressive Gloom really works well on my Robot Traps Mastermind. I turn it on and between Poison Traps the Poison Trap Proc and O.G. you instantly notice the less amount of ATTACK your taking from Melee mobs.
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Quote:Kioshi first off we are talking blasters. Your talking about building for defense caps which is exactly what I said and you quoted but your saying recharge and aoe is good enough also. I disagree.The Arch/MM 'pro farmers' at the time said nothing survived BU+AIM+RoA+fistful, they used to cap ranged defense and had these powers on 20ish second cooldowns. And on the few survivors they used drain psyche to regen and recover. That's why the combo was liked, was almost the speed of a good fire/kin with much less clickyness. Then elec/shields appeared,already softcapped and with crazy recharge on the telenukes (20ish too), even fewer clicks to farm. Hell I havea elec/shield build I made just for fun, it's basically unplayable below level 50 but cheap as hell and has 102% rech, you can farm all day long with it.
Anyway my friend, you're thinking it the wrong way. Inspirations rain from the sky when farming. Remember all those fire/kin/stone capped to s/l to farm battle maiden? I farmed a bit on my fire/kin (built him with the intention of farming but played all the way from 1 to 50, got called on every STF or Mo-whatever my coalition would do and when it was time to farm I got sick of the toon), but the little I farmed, I never saw the need to get past 30% defense because of inspirations.
How do you think Brutes, all built for recharge, farm ambush missions? By popping 4 small lucks. Yesterday I entered one of those with my TANK, just had 2 lucks so my def was about 35-36% (had a buff from a lowbie cold before entering so it was about 25+11) and I was one shotted instantly. From range, with weak throwing knives because the mobs were dual blades. Today I got a brute to 12 in 20 minutes in the same farm, I just had to make sure I had 4 lucks on me all the time (50% def), these ambush farms are great for them because fury enhances their damage so much at the aggro cap, you can PL yourlself from level 1 only using your damage aura.
EDIT: lookie what I found!
As for the link unless someone shows me, I believe the farm setting that is being discussed is 0/8 or 1/8 which pretty much brings you even con mobs especially if your incarnate bumped. But I do not believe that any toon can kill a purple con mobs in one shot, let alone a bunch of mobs that con purple to you and ress repeatedly.
As I said I would love to see it. Show me the build and show me the farm live. -
Quote:I have to say I must be behind 3 years. I just do not see how a Blaster with AOEs and a high recharge can survive a 4/8 setting for a farm. If anything the IOs are somewhat built in the sense you either capping one thing or another. But your not going to be able to get Resistances up high enough along with recharge persay. I do not think that a blaster can kill a group of mobs which includes several purple mobs before the mobs can strike back. The only way I can this sort of being accomplished is via Boost Range. But again your not going to have it up every attack and eventually they will come in on you. Even hover blasting by the vators persay in the Crey farm will not afford you survivability unless your range defense capped.If you guys don't think blasters can farm, or if you think you need defense to be able to farm, you're about three years behind the curve. Here's the exhaustive list of farming character requirements: aoes, recharge. I'd say I'd leave the details as an exercise for the reader except you can find tons of videos of it on youtube.
Oh, and to actually answer the original question, I'd probably go archery/mm if it were specifically for farming, as rain of arrows is up faster than hail and it is also much less likely to overkill enemies.
Resistance are great when combined with something else. I could see if you had 60% resistance and then 25% Positional defense as it relates to those mobs. Assuming you had some decent recovery as well. Other wise you will not be able to recover enough hit point in between hits from mobs.
Also Being defense capped means a equal level mob has a 1 in 13 attack chance of hitting you I believe. Where as resistance is a simple take a percentage of damage off the hits. So I think if you add up the numbers of being at 50% resistance ( think 75% is the max ) against 10 equal con mobs doing 100 dps attack each per attack which means you will get hit for at most 500 dps if all 10 connect. Since you have no defenses you have a 50% chance of getting hit. So even if you went with 50/50 split your getting 250 points of damage every time 10 mobs attack ( 5 missing each attack ).
Defense wise at 45% softcap 1 even con minion has a 5% chance of hitting you. 10 mobs at 5% chance of hitting. You have a 51% chance to have dodged 13 attacks from an even con mob. You only have a 2% chance of getting hit by 2 attacks within that 13 attack period.
End result 10 mobs hitting me at Range cap for 2 sets of attacks is very unlikely. Where as 10 mobs hitting you for 2 attacks for a total of 500 DPS is very likely.
I am not even discussing bosses or even LT that are going to be at +3 on a 4/8 setting. A +2 LT will have a 78% chance to hit you with no defenses and we all know they will do much more damage then the 100 dps persay.
So all I'm saying is you will not be able to run a 4/8 setting with no defenses and just AOE and recharge alone and hope to survive on just a tray of inspirations or hope to be able to get 3 of the same inspirations to make what you need, when you need it. Either way I think its poor management of expecting success on the drop of a random item that you hope you get 3 of the same or the right inspiration to do what you need.
I would rather be Ranged Defense capped and have a high regeneration as I am with my measly AR Device, which I think we can just about agree is one of the lowest if not lowest damage types for blasters. And hover blast a Crey Fire farm on a 4/8 setting and make reds to increase my dps instead of worrying about when is this purple inspiration going to expire and tank my defense down to nothing.
I can be totally wrong and be misunderstanding some game mechanic, but I would love to see these high recharge aoe builds solo a 4/8 farm. I just don't see it happening to be honest.
Even at 75% resistance cap I just don't see this model happening with bosses tossed into the mix. If fire toons can kill a group of mobs with bosses included with one quick attack chain on a steady basis everyone would be doing it.
Again I can be wrong but I would love to see it, I am more then happy to learn something new.
BTW here is the link of my data. Have to give credit where credit is due.
http://dechskaison.blogspot.com/2011...important.html -
Just wanted to jump back in again. I will say after posting I really wanted to see what I could build with Trick Arrow. After doing a review between Corruptor, Controller and Defender I went with Defender since it offered higher numbers debuff wise. I didn't see the difference between Corruptor and Controller and already having a Earth Rad troller I really didn't want to build a toon with no attacks. It just too painfully slow leveling.
That being said based on what I can do with some of my other toons I have to say a Trick Arrow Archery Defender is not bad. I was able to get Oil Slick down to 60 seconds and it has a 30 second duration which makes it 30 second down time. Granted Oil Slick might last 30 but after 10 seconds you probably want it back up again. After slotting some incarnates I was able to get it down to 48 seconds. Again nothing impossible to do. The toon is Range Defense capped and I have power build up to give it a nice ummph.
Oil Slick with no incarnates is listed at 582 points of damage and recharge of 60 seconds.
Oil Slick with incarnates is listed at 692 points of damage and a recharge of 49 seconds.
Power build up + Oil slick is listed at 892 points of damage. Don't know if Power build up works that way with Oil Slick just reading what it says.
Emp Arrow before incarnate 103 second recharge after incarnate 83 seconds.
Emp Arrow with power build up and incarnates makes the duration 58 seconds. 25 second recharge time before you can use it again. Not bad that you can spam it twice within 25 seconds. Granted not perma but I will not deny 58 seconds of hold is nothing to complain about.
I am basing my survivability compared to other similar builds I have which are ranged capped and six slotted for heals.
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Have people had success with SL cap ?
I just respeced my Kin Rad corruptor to have SL cap and 31 range defense. I did a mission on 2/6 setting VS Carnival mobs and it was disastrous vs the holds. Maybe that was a bad set of mobs to test out my new build against. But on a flip side I have a AR Device Blaster set up for hoverblast that is running 4/8 setting missions which is Range Defense capped.
I guess my whole point is DP fire going to have enough survivability being so close in. I just think with some of the new stuff they figured out this whole defense cap stuff so that is why the new cap is higher persay. Again I'm just discussing solo. I'm just a bit shakey about being so up and close on mobs with just SL cap on my blaster types. Similarly I have a Archery EM which also does 4/8 setting which is also Ranged capped. -
Just wondering are you willing to take a member through Coalition ?
I am willing to dedicate a costume slot to your VG colors, but would like to stay in my VG. At least for presentations and any pictures we will all look the same. -
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Just wondering if someone has first hand knowledge if EMP Arrow drains you of endurance or just stops you regaining endurance.. I thought Atomic Blast was stops and its a drain.
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I could be wrong but I have never heard anyone solo an AV or a GM or a mission of any sort on a setting of 4/8 with a TA character.
On a fast team Yes without a doubt FFG has an issue at keeping up. But luckily FFG is a fast recharge as is Poison Trap. With one purple inspiration and my defenses already without FFG active I can zip around with super speed dropping Poison traps followed by FFG when needed on a fast team.
I mean really I know teams are fast but they are not that fast. Even if we are talking LAM street cleaning or courtyard I can move ahead of the entire team with really no fear of dieing before the team comes or soloing for a bit with any of my traps toons. I really do not think a TA toon can do that without having to spread out the mobs in an attempt to control the attacks.
If I can run the warehouse in LAM without pet and just traps alone on my mastermind and still be defense capped it really cannot be that bad.
Now if we are talking 0/1 or 1/1 settings then really all of this is a moot point since any properly slotted 50 toon should be able to handle that setting.
Traps without a doubt is slower but I can deal with mobs just having Poison Traps, FFG and Trip mine which are all quick recharge powers. I tested it out and I ran a mission on a 2/6 setting with the use of 3 powers ( I delayed posting just to test it out ). Of course I had my toggles running but not using any primary attack powers and only those 3 powers from traps I am soloing a 2/6 setting. There are players that can't solo a 2/2 setting with a full set of powers let alone 2/6.
I think many know the tortoise and the hare story or the 2 bulls standing on a hill one old and one young looking down at cows. I think Traps is that old bull. -
Unless I am missing some big secret or not clicking some power that should be on. I would have to say neither. They are both really the same thing number wise.
I do not know how you think you can farm with these builds ? You have no defenses and your resistances are not even capped. The only thing I can think of is your thinking with PFF ( Personal Force Field )you can attack or something because I noticed when I pulled them down you had PFF active in each of the builds, so your defenses were through the roof.
So your aware you cannot do anything but heal yourself with PFF on. PFF is more of a panic button.
To farm with a Blaster you need at least some sort of capped defense at beast a Positional Defense capped like range and have a way to leverage that defense cap position. EG Range defense cap and use hover to keep away from mobs. On top you will need a decent regeneration to heal back hit points when the mobs do sneak in a few attacks. -
Stealth power and the Stealth IO do stack for increase perception range.
The Stealth IO MUST be slotted in super speed to have that stealth effect. Slotting it any other power or travel powers will not have the same effect as super speed.
If traveling in caves becomes too much with super speed on. You can buy a Jet Pack in Grand Ville and as long as you have super speed on with the stealth IO you can fly around and still have the same advantages.
High perception mobs like Snipers and Rikti Drones WILL spot you if you go by them even while super speeding. They will alert others near them that will attack you. So you can end up 1/2 dead just running by a drone and you will now be visible until aggro is removed. So if you run by a drone and are attacked and keep running past other groups of mobs, you will be noticed. You need not to attack back and find a quiet place to let aggro drop and return to stealth mode. You can tell when your good when you turn transparent. When your out of stealth mode you basically looking normal and solid.
Build wise your Robot Traps which is pretty much the premier Mastermind set combo to build for Tankermind concept. There are enough builds and threads on the these forums about tankerminding concept and builds that I won't waste your time. -
I tried out flying while using Hail of Bullets and it works in all directions. So this is my suggestion based on my Archery EM toon.
I am Range defense capped I have Aid Self and I am six slotted in health. Basically I was trying to get enough health during the times mobs missed. So on top of 6 slotting health with Numina I also worked on getting Regen high. If you can get Hover which will help your defenses either way, Get Range Defense capped and have Aid Self I think you will be fine. On my Arch EM I just jet pack and can solo the crey fire farm on 4/8 setting.
With Traps you need to understand ( and I know you do ) its about setting up. It isn't long at all and all the powers really do have a fast recharge. Some players go for recharge for going some defense for some reason or regeneration. Why I don't know since your never going to have a triple Triage Beacon out or even have a need for a triple Triage beacon out. But beyond that you will have double acid mortar at all times double poison traps.
With Traps and I have 5 Traps toons, Robot Traps MM, Sonic Traps Corruptor, DP Traps Corruptor, Traps AR Defender and finally a Semi petless mastermind DS Traps at level 38 all which are defense capped or will be once the Petless MM hits 50. All can run 4/8 settings. The reality is I am NOT killing mobs as fast as a Defense capped Scrapper or Brute. But I can do it. I have gotten many of my Purple IOs from doing 4/8 radio missions just to get Tip missions to drop.
I did see someone just post a DP MM build with Force as the epic. I thought it was pretty good and Force was a good back up when stuff gets ugly with Personal Force Field.
The simple concept is your giving up speed for durability. Traps really is a tank and I cannot express how good poison traps with the lockdown proc is.
The one method I use with traps is super speed with Stealth IO proc. I run in and drop a poison trap and then FFG so now I am capped and I fire off Hail of bullets followed by Trip mine or vice versa. Again I am running 4/8 settings.
I do use LOTG in sets of 3's in Traps builds. defense, defense endurance, defense recharge ( for FFG ) and the LOTG 7.5% recharge. I buy them with hero/villain merits.
The good thing about Traps build it is the same across the board. Mastermind, Defender, Corruptor all same build just some of the other powers need to be slotted to build up the defenses where you might be short. It usually takes place in slotting thunderstrike in a range attack.
I never tried to take out an AV with Arch EM or a GM. But I have with Traps.
Personally I would not suggest under any circumstances take devices. Traps is just better even if you wanted thematic. -
@ Moondog
From what I see your counting Cloaking Device full 5% for defensive numbers. But in actuality it is only 2%, so your a bit short on the S/L Defense cap.
I tried S/L cap and range at 31% on a Rad Kin Corruptor, I just don't like it. Anything that does not fit those criteria is very painful and I have a good heal in Transfusion.
Personally if your looking for optimum builds I do not think Trip mine works well anymore with Device. Your limited in your placement options with it so it sits unused on your tray many times. Again I am talking optimum compared to thematic or character concept. I am also thinking higher mission settings. If your just looking to do standard setting then honestly anything is fine and you don't even need all of that. But if your looking to do 6/2 to 8/4 your going to have to be very S/L conscious because anything other then that and you will notice it right away..