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Posts
2007 -
Joined
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Both are good because of the IO sets bonuses that the powers are able to take.
DP/EM - Will allow you Ranged Defense cap and Aid Self and the decent ability to handle mobs that come into melee range.
But I think DP/Traps is better. I have a DP Trap corruptor
DP Traps offers full positional defense cap. You can combine Poison Trap with Trip mine with Hail of Bullets for a decent combo. Poison Traps has a fast recharge so you can pretty much cycle between Poison Traps and one of your AOEs.
The one big weakness with Traps is FFG. If you pull to many enemies they will aggro on FFG. It can be tough at times to pull mobs off FFG. Sometimes it takes you to fly up ( via power or temp ) to get FFG above the mobs.
If you can have Range defense cap Aid other and Hover ( which I am pretty sure you can ) it might be decent to go DP/EM. Though I do not know how Hail of Bullets will work hovering above mobs. I don't know if HOB attacks work in that direction. So if it doesn't your then its going to be a useless power hovering. I just think that since the range is so short your putting yourself in harms way so you would have to get some S/L defense in also.
Where as with DP/Traps its pretty much all built in. -
Everyone knows that every mob that is knocked back runs off and is never to return so you loose all that experience plus some.
Oh Wait.... They don't...
They actually come back to fight again. So I don't get it. That person clearly was semi new to the game and thinking small.
This type of mentality is equal to when people used to cry about confuse tanking your experience. People just like to complain for the sake of complaining. -
Traps is better and I will explain why.
I have both a 50 Robot Traps and a 50 Robot FF. The Robot FF has accolades the Robot Traps does not. Both Characters are Personally defense capped. With Force Field my Pets are also defense capped. I do not think I am capped with Traps on my Pets.
With the debuffs of Traps I can solo AVs and GMs with my Force Field the best I can do is stalemate. I can't kill him and he can't kill me.
I think that my Traps is more in your face fighting where as Force Field is more in the back trying to keep the bad guys out of the Force bubble and pointing the pets to bosses to take out before taking on the lower mobs.
Traps I am just waltzing into the battle letting everyone know I am there.
Between my attacks and pet attacks and debuffs I am killing things much faster then I am with my Force Field.
Both can solo 4/8 settings but Robot FF is slower as I really cannot afford to really pull too many mobs. Because the slower kill rate means I will eventually get more hit sneaking in on me and my pets. Where as with Traps 2 Trip mines in 13 seconds along with pet attacks and bunch of stuff is dead or running. Poison traps helps out tons as well. The lock down proc is a great in that power.
The one great thing come up is the full buff abilities which will help keeping pets capped out before the buff wears off. -
Quote:Umm, you forgot full auto with camera spin.AR is utter junk. The whole set is basically propped by by ignite.
Their ST sucks. Buckshot is junk, Grenade is junk because it scatters the mobs from your other AOES. Flamethrower is way too short and way too slow. It has no AIM either.
Full Auto is bad, narrow cone, 10 target cap and STILL does less damage than pretty much all other nukes even with crits factored it.
There's only 1 decent skill in the entire tree and that's Ignite and that basically only works on AVs.
There's like 2 reasons to roll a AR.
1. Full Auto makes feel like Rambo (doesn't kill like Rambo however).
2. Ignite is ok for AVs (hope that he doesn't move 2 ft in any direction)
3. You can use a lot of your skills as KB IO set mules. Ok that's 3 reasons but there you go. -
Having anything above 45% is not helping much beyond if your doing Incarnate stuff, which you cannot do solo. So when your on a team I think the team buffs even if you had 2 traps running FFG would be more then sufficient to overcome debuffs that might be put against you by some mobs.
I can get it if you want to pick up the incarnate buff. But I just think your way over the top.
First off ninjas are melee in nature and there is nothing much you can do about there survivability. Against EBs and AVs your going to have pets die from AOE hits. You will have pets dies from Marauders AOE Barrage regardless of pet type. I swear Marauder waits for me to resummon to fire off that attack.
That all being said I think the key point of tankerminding is making the bad guys pay attention to you instead of the pets. Which means you need to generate enough aggro so they look at you instead of your pets. Also Especially with Ninjas which offer no defense buffs as robots do, you will should make extra sure you are personally defense capped otherwise a dead mastermind summons no pets. Being personally defense capped will also help you out in those times when summoning pets is difficult, useless or wasteful. Warehouse part in LAM comes to mind. At a minimum you can tag along with the tank and just spam FFG along with a poison trap and then turning in Oppressive Gloom to stun mobs. As long as you let him strike first you should be fine or drop poison trap first to hold off the attacks as you drop a FFG and activate OG. Further Oppressive Gloom works against many mobs. With pets out you only get 1 point of damage which does not interrupt you placing trip mines in case you might be wondering.
Not my current build but close to it. Having a regen of 558 % is nothing to complain about. I think I took the 2 posi out of caltrops and added one slot to stamina and one to health. It gives you the same endurance bonus and adds more hit points.
Just swap out robots for ninja and fix where needed.
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Quote:The shields would help with AOE Attacks so they wouldn't be getting that double whammy from AOE attacks. Well they would get the double hit but it would help out nonetheless.Found the answer, it is unresistable. It applies directly to their HP.
Bodyguard Damage Mitigation: When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one 'share' of the damage, and the Mastermind himself takes two 'shares'. This is in addition to any damage that the pets themselves might incur from Area attacks.- Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of the damage, and he himself will take 40 points.
- Example 2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each, as normal.
I would say Demons Thermal as well. You can mix both colors for some unique looks -
Take anything Traps that fits your theme and you will not be disappointed.
This is a Fire Traps build defense capped. I removed the powers from Fire and unslotted them to just show you that you can obtain positional defense cap and not even have many of your powers slotted up.
I'm big on the use of Power Sink with traps. Since I am capped I can get back my endurance by just having 3 or 4 mobs near me. So between my endurance, Power Sink and Inspirations I usually only have an endurance issue because I am not paying attention. It really does make you self contained.
But you can take something else besides endurance being 6 slotted. Your Regen with Triage Beacon is nothing to complain about as well. Plus you can have double Triage Beacon outs during a time which is helpful.
End result you will be soloing 4/8 settings.
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This is what I have.
It has one Kinetic Combat set. I was able to pick up my Kinetic Combat sets via Bronze rolls in AE tickets. As your just looking for a set bonus even the proc is better then nothing. You can also trade doubles you might get on the forums with someone. I traded a double just in broadcast and got lucky.
I picked up Speed boost at 20 as it will help when you exemplar down.
Once I obtained S / L Cap I then built up my Range defense and then I went for regeneration. I could have 5 slotted more powers for recharge but I have less then this on a DP Kin and I'm fine.
I think the big ones are Transference and Transfusion to keep you alive. As long as you can spam Transfusion mixed in with an AOE attack you should be okay. When I feel I am over my head that is what I do. Sometimes I am more healing and Transferencing then attacking because my pull was too big. But as you mix in the AOEs they widdle down slowly.
I had Aim where Tactic is and I had Inertial reduction where Assault was. But with Super Speed and a Jetpack it covered movement in both horizontal and vertical directions. It is a bit more of and endurance drain but Assault and Tactics serve a bit better overall then just Aim 6 slotted with Gaussian.
You can either remove a slot from Maneuvers or replace one LOTG with and endurance Redux for a bit more endurance reduction.
If you felt endurance was still an issue, I guess you could get rid of Assault all together and swap it out with Vengeance. I'm a bit more selfish and I feel I have enough powers that help out teammates so Vengeance isn't part of my powers in my repertoire.
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Anything Traps is extremely great and very, very safe. Slotted with IOs it will afford you the ability to be completely Positional defense capped. Allow you to solo 4/8 settings. I have an Sonic Traps and a DP Traps Both corruptors. I have Traps AR Defender and a Robot Traps MM and a Petless Mastermind DS Traps which will also be defense capped that I am slowly leveling up.
Traps is king.
Lock down Proc in poison traps will end up holding up to 8 mobs easily between the 2 effects. The only power I skip from Traps is Time Bomb and only because I just do not have enough recharge to make it viable.
Once fully IO'ed you pretty much just run into a group of mobs and just being dropping everything down. If your running 4/8 settings and its a bunch of mobs your then just setting up somewhere and pulling everything towards you. Ignore the runners as they come back. Just kill a bunch in the first group and then use seeker drones to pull the next group after the first is 1/2 dead. Just keep doing this until the room clears out.
Add in incarnates and WOW.. Between ION and all the other AOE's and trip mines at your feet, the opening attack on a bunch of mobs is disgustingly massive. -
This is what I came up with. You have 1 slot to put where you want. With the 1 slot you can increase your Regen, Hit Points, Recovery or Range Defense.
I feel that World of Confusion will serve you much more then Acrobatics it will hopefully help mitigate some aggro and give you some soft control in conjunction with Shockwave, hopefully.
I swapped out Super Jump for Super Speed with stealth IO. This will allow you to stealth through missions or even stealth up to mobs with World of confusion going without getting aggro. So basically you can go into groups and open up. If you have issues with Super Speed and cave missions then you can buy a jet pack and use the jet pack in conjunction with Super Speed and and STILL benefit from the stealth IO proc. So its win win in that department.
I swapped out Dual Wield for Empty Clips just to have another AOE/Cone attack in your repertoire.
I slotted LOTG for the regen and hit point increase.
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Quote:For what the OP is asking Traps is better suited.A large team. Not unless they feel that it is quicker to use the additional burst to reduce the fight duration than to come back from hosp. I was in a team the other day and they just let the Dev do his thing (wasn't me) to show them what he can do. Nobody minded, nobody gave a toot about xp/time but it was only done once.
In teams I don't normally use trip mines at all. I have been in an8 man team and soloed in another direction but the map and the npcs were just made for it. You can do your own herding.
The OP is new to having a Blaster given his words. Not necessarily anything else.
I have many 50s, 80 characters all caped most above 30, almost all the 50s have IO sets, they have a theme and a concept, when these powersets were designed they had a theme and concept. No probs there then and to add I tank with any tank, but with each type of tank I will tank differently. There was never a situation where I thought I best get my other tanker. Not every as far back as it goes, each tank is different so what? Just learn to tank things differently.
The first successful all scrapper STF was tanked by me on a scrapper. I devised it all, there was no temps involved, no one helped with aid other and we near enough Mo'd it. I think you should stop trying to guess what the person on the other side of the screen might be like because when it comes to firsts I got plenty. I have been the person who has always said "No AT is needed". I don't give a rats bum who is in team and haven't for over 5 years. When the first MoSTFs were getting done by one tank, 4 controllers and 3 defs my question was "What was the tanker for?"
My AR/Dev is ranged capped but sometimes with the goals I set myself it would be foolish for me not to use trip mines. People harp Eon about them in teams, so go solo the other half of the mission, me, I set myself challenges. Every blaster offers me a chance to do something differently.
AR is an antiquated set which has extremely little to no update of any great benefit and I find it a waste of time for a newer player who is trying to get on their feet in the game and wants to have a toon then can do things while solo and team wise. What I mean by on their feet is getting IOed and having a great toon for any situation, not an okay toon, not a toon that might be good for somethings, but a great toon. I would not recommend this toon to someone to be their first 50.
Device is a set that is more suited for an experienced player that has his characters set and would like to experiment and spend some money to make an exotic build. I would equate Device to the concept of a Petless Mastermind.
Traps mirrors Device with several powers and outshines Device in the other powers it does not mirror. At a minimum in the department of laying out Trip mines Traps clearly out does Device. So I stand by my statement of giving the OP a full answer and not one tailored to Device. -
Quote:So basically you figured out stuff that others didn't.
My time on the forums goes way back to when certain powers were said to be useless and basically those people who said that those certain powers were useless regarded that to be the final truth of the matter. But not all the powers they said was useless, it was they who were useless. I knew they were no good because in some other thread they talked about all the things they could not do, and that it was impossible, which was cake to me, and lo and behold it was cake because I had powers they didn't have.
I figured out Traps allows you to place trip mines more often then does Device. So in this instance I am you and your that other person. -
Quote:The OP asked about pulling mobs onto trip mines when the team didn't have a tank.I don't pick a character to be the best at very few things. I look to make all my characters different.
I could pretty much have every different type of tanker and then try and turn them into the same immortal thing because lets say I only tanked one way but the end result would be me wondering why I have 8 tankers all the same.
It's even easier to make most blasters all about ranged defense, pew pew and blap. This would give me no reason to play the different blaster types though.
If my idea of good was limited to certain things, that /Dev doesn't supply then it would never be played. My arrogance is not in telling people that its crap somehow believing full well the person I am telling this too will agree. I don't limit people with my limitations either with "I couldn't make it work, therefore as you are more stupid than me, you won't neither". I am not trying to maintain that it is great, thats a personal feeling. If /Devices needs looking at then perhaps the entire Blaster list of secondaries do too. What I do know is, despite all the negativity some people have, there are alot of /Devs about none the less.
That statement alone reflex on the OP knowledge of the game. Not a bad thing, Not a slight against the OP. Just shows that his belief is without a tank a team will have a hard time doing things. Which any experienced CoX player will tell you you don't need a "Tank" today. The lines of Tanking are blurred with IOs and even more with Incarnates. Today Anything that can hold aggro not die and allow other players to beat up without pulling aggro away from this "Tank" can be considered a "Tank". I have seen masterminds tank, I have seen Scrappers tank, I have seen Controllers tank.
As far as Laying out trip mines and pulling mobs to them. Again another comment which shows he is new to the game. Since again any experienced CoX player would know that is nothing knew and pretty much old news. Again this does not reflex in any bad way on the OP. Just stating some facts.
So with that being said, if his concern is about pulling mobs onto Trip mines then why not do it with Traps which would afford him the ability to lay Trip mines down at will. Whereas Device clearly does not afford this ability. At most Device allows to lay a trip mine at the start of a fight and then your neutered because you lack the defenses from placing a bomb during an active fight.
Now am I saying it is impossible. Of course not, but it will be more difficult trying to do so since you really lack any defenses with Device. Simply because Device fails IO slotting for any steady defenses such as Traps.
So instead of blindly defending Device, let us give him an honest answer and let the OP make up his own mind.
Since its apparent that the OP is thinking or hoping that Trip mine can replace a tank on a team. The OP would immediately discover how insane players will think he is when he says the comments "Don't worry if we don't have a tank I will just lay down trip mines before each fight to thin out the groups" . Do you think anyone in their right mind is going to wait around anywhere from 30 seconds to 1 minute while some Device player lays down trip mines before each pull on a team ?..
Do you think a team is going to be that far off and bad that they really would require to wait for such a tactic ?
New Dawn maybe your playing with a certain group that are into waiting around and afford each of their team mates the chance to show off and such.
I play on pugs or solo and I have yet to see a team that cares or wants to wait around to see me lay down trip mines. The only time I can lay down trip mines in mass quantities is during an AFK period by the "tank" or laying down Trip mines on Nightshade in BAF during the Siege fight.
Overall the OP is new and should be given a fair judgement of the Device set and not a comment that you can use all the powers on a team. At a minimum if he just wants to lay down trip mines then give him the best chance of doing it.
Further regarding your thoughts on having the same blaster or tank. I really do not know what game you play. I guess your not into IOs and more of a person who is into thematic concepts and adheres to them regardless. But that still does not help when a team needs a tank to well tank. I get it if one of your tanks is energy capped or range capped, but its not going to help the team if we need a more defense type tank. It sure is not going to help when the mobs are using fire damage.
But as for me and many others I would imagine that they would want a tank that can tank, regardless if its a Tank, Brute, Scrapper or even mastermind. Not someone who says wait let me get my tank and then drops charging into the fight and then says oh I'm not defense capped for this damage type. But if we fight energy mobs I'm okay, so get a mission with energy mobs and we can do that.
Does every Blaster need to be ranged capped ? Of course not. But if you have many ranged attacks as AR does then it would probably be in your best interest to be ranged capped, close to range cap or at least have smash and lethal defenses. Can you have nothing and just go the Aid self route ? Of course you can. But will you die more then the capped player that can leverage that defense. You sure will.
Again as you state regarding not having 7 blasters all being ranged capped. I say the same in reverse. All my Blasters are ranged capped because I want them to survive much more and do more. I mean really if your given the choice between being fire capped and ranged capped you would have to be fairly foolish as a general blaster to pick fire. -
Personally I wouldn't care one bit what you did since 1 person is never going to effect the out come of a mission or task force.
I would make it super clear in all caps your intention of the toon in the remarks section for LFT and I would not put yourself looking for team at any cost. I would also make sure with the Team lead is aware of your situation. I do this with my Petless mastermind this way there is no confusion when I join a team. I always bail if it becomes an issue as well. This way you didn't "Lead anyone on" with your toon.
This game has evolved to a state where empath's are really not needed as they once were. And anyone with half a brain can pull up just about any build on these forums and have a maxed out IO toon. So if someone is so dependant on you then its a defect in there character not you. -
Not my current build, but it will suffice what your looking to do. Just swap out robots for mercs and pick what ever epic you want as it has not effect on your defenses. I would suggest picking up Soul Mastery for Oppressive Gloom as it works extremely well for masterminds. Between Oppressive Gloom, Poison Trap with Lock down Proc. and Caltrops you will have more then enough soft control to keep mobs in place while the pets pound away at them. This also allows you enough control and freedom to place Trip mines at will also.
This also works for Mercs since from what I understand Merc pets do not offer defense bonuses as Protector bots do. So your defense capped without your pets assistance which is what you need. You could literally solo without the pets with this build.
http://boards.cityofheroes.com/showthread.php?t=252688 -
Quote:I am sure every secondary of every AT can be used in a team. I think the issues are how often are you going to use some of those secondaries in a team or even solo play.In teams as a /device player can find uses for:
Web grenade, Caltrops, Taser, Targeting Drone, Smoke Grenade, Cloaking device, Trip mines, Time Bomb, and Gun Drone. Don't think I missed a thing there.
Coming from my end after 6 years of play time it took me to ignore trip mine and time bomb to make a more effective and fun toon. Trip mine to me was the signature power of Device, well at least until Traps came into play, but even then I always loved trip mine. But over time ( and I know it took some smarter forward thinking players a few moments to notice ) for me I simply came to the realization that trip mine was really only being used at the start of a fight, that I had to place the bombs in a place that would surely have a npc travel path otherwise players tend to ignore the mines. End result I was more just placing a safety mine for exactly that reason and the DPS boost it gave me. For that DPS boost I could just go Assault and not worry about the time wasted placing a trip mine. There are are just so many times I have and have seen others trip mines just sit there doing nothing because the fights were so fast.
End result I cannot recall in today's game play where Trip mine on my blaster saved the day. Now on my Traps toons which can place trip mines at will because of defense cap. Yes I can say I ressed up a whole team on a wipe just from placing trip mines and making wakes and break frees for the dead. One of the coolest, head swelling moments in the game for me. But that was Traps not Device.
Device is good if you skip trip mine and time bomb and work to get Range defense cap. With the intro of incarnates my AR/Device blaster is soloing 8/4 settings now. But I don't think anything else is as effective. And only because I can't toss out a time bomb while hovering. If they gave you an option to toss out a time bomb for less damage ( think hand grenade or Molotov cocktail ) then I would swap out Gun Drone for it. But for hover blasting Gun Drone is has more uses and is more effective.
My whole gripe is they really made traps much better and left Device to die in a corner. Which is a utter shame as it is really cool. But it just doesn't cut the mustard in today's gaming. If they had a RETRO Server with no IOs then Trip mine and even time bomb would come back into glory days. -
I think because Hail of Bullets is a PBAOE and forcing you into melee range you might want to go with S/L capped and Range as high as you can. There is another thread probably down below or the previous page related to DP EM I believe. It has several builds there to mull over as well. Further I feel that DP is sort of shortish in range over all with may of its attacks. So I think you will probably be up close and personal on many of the attacks anyways.
You might have to go villain to get the Scorpion Shield but it will probably be worth the trip of investing several days of going and coming back hero if you like. -
I tried to look through my mids builds but misplaced my Archery EM build..
But nonetheless I can tell you that you can be Range Capped and still have Aid Self just by going with Thunder strike and Mako Bite IOs along with a +3 Defense SteadFast IO. My only issue is I use jet pack to Hover blast, I would rather have Hover I think instead as no matter how conscientious I am to remember to make sure Jet pack temp is good. I have had instances of forgetting or just having it run out during missions and it becomes a pain because now my setting was so high and I can't keep away from mobs or I'm on a TF and can't run out atm.
So if you can work in Hover and maybe go Cardiac for endurance issues, assuming you might have any then I think between Hover, a good Aid Self and Range Cap you have some good stuff going on.
Further you must have boost range. It is one of the silliest powers that does so much for you. I'm positive no one would ever give you a negative mark on boost range. It allows you to fire off several attacks before mobs even get into range attack distance for them to fire back. I cannot tell you how many mobs I have killed before they got into range to attack me back. Or even pulling for a group its great, Again pull the AV from a distance that only makes the AV come. -
AR Device is a very nice "Thematic" build.
BUT
There is nothing in Device that Traps can't offer you. Will you do a bit less DPS ? Yes, for sure you will. But what your giving up for some DPS you gain back with the super tons of survivability that Traps offers you.
Now I am positive at least one person which I won't mention until he post will jump all over this saying this is the blaster forum and not about traps.
What you will come to discover over time with Device Trip mine or Time Bomb is you will only be placing bombs down at the beginning of a fight. Other then that you will not have time or even the defenses to run into a bunch of mobs without breaking the placement. Unfortunately placing down a mine takes a good amount of endurance away from you that is lost regardless if your successful or not. So even 1 measly point of damage will break your placement and cost you endurance. You will not be able to continually keep trying to place a trip mine before either your endurance runs out or the fight in that area is over.
As for the Tank comment. Many years ago you would be right. But today the lines of "Tank" are grayed. Today many correct builds regardless of Arch Type can be a "Tank".
What I would suggest is if you do not know, is the following. First off MIDs Hero builder is pretty much essential today. It really does help plan out your character and look at weaknesses and strengths along the way up to 50. Learn how to use this really great and neat program. Look at the buttons ask questions in those forums if you need help with the tool or I would say you can even ask here assuming it is a blaster build I guess.
The other are the game mechanics. Basically the math behind the game which will help you understand all those numbers you see in mids and when you see people talking about builds here in the forums.
Mids hero link: http://www.cohplanner.com/
Assorted game mechanics info
http://dechskaison.blogspot.com/2011...important.html
http://paragonwiki.com/wiki/Limits
http://wiki.cohtitan.com/wiki/Attack_Mechanics
Finally a link to a thread which points to some of the best AR Device builds. You will see though that many of the builds which go for Range Defense cap do not have any of the Mine or Bomb powers.
http://boards.cityofheroes.com/showthread.php?t=187775
Without being a debbie downer. I really suggest you look else where beyond Device for the moment. When you read up and learn about how defenses work and read the forums and do some searches, you will see that something like AR Energy Manipulation will get you much farther then device will. DPS wise, survivability wise.
I would also suggest you do a search for Device as it is mentioned with AR or even solo and you will find many negative threads about Device. I'm sure if you just go back 6 to 10 pages you will probably see several threads regarding the powers in Device set.
I will say what your mentioning about Trip mine and Time Bomb are both very common practices that are done. Solo going at your own pace do whatever gets it done and keeps you alive.
But in a team I promise you players will not care or wait for you to place trip mines. I would say even if you were fighting a big boss and placed 10 trip mines before the fight some players wouldn't even attempt to drag the boss across the mines just to spite you. I can't tell you how many times some tank or brute just fought the bad guys in front of the mines I placed and ignored not even my comments because I know by now, but other team mates comments about bringing the group across the mines. It silliness but what can I tell you. But as I mentioned already your lack of defenses will hinder you chances of placing a trip mine down during already engaged mobs. If you want to be able to place bombs down more effectively during a fight you would have to go Traps which offer you higher defenses then what AR Device can.
As you already figured out about Trip mine that is pretty much all your going to be doing. In other words there is not much else someone could tell you technique wise for Trip mine or Time Bomb that you wouldn't figure out for yourself by the time you were able to pick up the powers.
In the end I know you need to make your own choices and its only a game. But just wouldn't want to have you waste your time when you could probably have something better and more durable. -
Just posting to back up and agree with the posts of Another Fan.
If you have money to burn and this is a goof build then by all means. Otherwise stop, turn around and walk away. They put in Traps to make up for the lack luster of Device. Because of this phantom "Cottage rule" they are pretty much stuck with Device and they cannot change it up with treading into cottage rule territory. They cannot introduce 2nd power choices for Device without being able to do the same for other sets. So it is much easier to just put out Traps in another AT so that it will not directly compete with Device in Blaster AT. Because as you could imagine what would happen if they put Traps in the Blaster AT to compete against Device directly.
The mentality for the Devs is we gave you Traps if you take Device that's totally on you now.
Now don't get me wrong I have a 50 AR Device. But it's 6 years old and only because of this thread http://boards.cityofheroes.com/showthread.php?t=187775 and me reworking my concept around my build instead of the other way around. Plus the intro of incarnates that helped shore up the weakness of endurance return that made my build do able.
But today I would go traps -
I think you accomplished what you were asked to do. I quickly played around with the build and these are my thoughts.
- DP is short ranged and HOB is PBAOE so I can see you going with Force mastery. I do think the KB from repulsion field could be an issue at times. But I can see where being forced into melee range that having Force Mastery for back up is not bad.
- Your recovery numbers are good. I do not see where you would have any endurance issues really.
- I do think you can afford to remove 1 IO from both Maneuvers and Weave. Specifically the def/end/recharge. You will still have range defense cap.
- Personally 1 slot heal other. Why would you give a poo about healing someone else. Especially wasting 2 extra slots to make sure you can. If someone cannot manage themselves I think that is there issue and not mine. Especially as a blaster. If you want to heal then go DP as a defender and obtain range defense cap in that AT.
- I would change your health slotting to 2 Numima for added health regen.
- I would add a slot to aid self for a total of 4 and double Numina for health regen bonus and keep the heal recharge and interrupt IO. That will give you a real nice heal.
- Get rid of resuscitate and pick up Assault for added dps increase. You can double slot it for endurance redux if you want.
- The 2 slots you removed from aid other you can place one in Hail of bullets and the other in bullet rain.
- I would consider placing expedite reinforcement into gun drone
End result your loosing bit of endurance for regeneration. But I think you have a solid self heal, higher dps and you will heal up a bit faster when your getting missed.
Honestly I'm not crazy about DP. I have 2 though they are corruptors at 50. One Traps and the other a Kin. I think the damage is lack luster. I literally see 1's ticking off some mobs. But I have a AR Dev which is ranged capped and with no aid self and I love his build, so I think you score with aid self and range cap.
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Everyone mentioned MIDs so waste of time telling you that.
I will comment about playing another persons build. The reality is the wheel has been invented no sense of reinventing it. People smarter then me and you already figured out the game mechanics and the optimum builds. So trying to figure them out yourself is really going to cost you game money and wasted time.
You better off investing your time reading about the game mechanics and saving your money for the builds.
What I learned from playing this game is you really, really need a go to character. That character that can run on maximum setting to allow you to get drops and run ticket farms and do whatever you want when you want to do it without a team. This will allow you freedom to make those concept toons involved around the game mechanics for the fun of just seeing how it works.
For many years I made concept toons but was always struggling to make the effective. The minute I gave up some of my "concept" for better playability, it made a world of difference.
For example my niche is the Traps set. I use Traps to allow me to defense cap my toons. Currently I am working on a defense cap petless mastermind. Many would spew venom at me just saying that. But because I have the funds now or ability to obtain those funds I create that build just for the fun of it. To me it's my trash taking toon. That toon I can pull out and solo a 4/8 setting with no pets just to show some other guy who can't do it with a full set of powers.
The issue you will have is players will post builds that seriously have no clue or right posting a build. They will post builds and tell fantastic stories about the build and the build has no defenses, no resistance, no holds, no endurance. But some how they defeated 2 AVs, Hamidon all at the same time with a web grenade and caltrops with a knockdown proc.
This is where learning the game mechanics will help you discern between truth and charlatans.
Here are the links to info that have helped me understand the game mechanics and have made this game fun again for me.
http://dechskaison.blogspot.com/2011...important.html - Read it, reread it, reread it, reread it and keep reading until you understand it.
http://paragonwiki.com/wiki/Limitshttp:// - Know your limits for your toon. Why have 80 resistance when 75 might be the max.
http://wiki.cohtitan.com/wiki/Attack_Mechanics - Understand how similar defenses and hit debuff are and also how different they are as well.
http://paragonwiki.com/wiki/Ticket_Vendor - Eventually you will saunter into AE
http://wiki.cohtitan.com/wiki/Invention_Origin_Enhancement_Sets - Just the IOs all in one place.
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Empaths were dead a long time ago. They died once players figured out how to max out toons with IOs. It is much easier not to get hit then to react to a hit.
I'm far from the sharpest tool in the shed and even I figured out that if my defenses are high enough and my regen is high enough I can survive in between the hits and misses and regen back enough health to stay alive and run on max setting on many of my non tank, non scrapper, non brute, non empath toons. Actually I have no 50s tank, scrappers, brutes or empath toons.
Today you cannot play the role of "Main healer" in a team. Those days are long, long gone from this game. Same as having to be a stone tank was a must to tank for a team. Today scrappers can tank, heck masterminds can tank for a team at times.
When I hear someone say we can't do this because we don't have enough heals. To me that is clearly a player who does not have a clue about his toon or IOs. They rely on the crutch of another player to help them, instead of relying on themselves. Make your toon a 1 man army and self sustainable and then put him on a team of 7 other similar players and you will have a kick butt team.
I will say in a sense IOs have opened the doors to many different types of healers, buffers, debuffers and tanks. But in a sense it did make anything non incarnate very easy.
It's survival of the fittest now a days. Adapt or die. -
Just wondering if Dreadful wail stops the recharge of endurance like atomic from Rad or does it crash your endurance ? Mids seems to have the same saying for many if not all the T9's so bit confused on this power.
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