plainguy

Legend
  • Posts

    2007
  • Joined

  1. I would be excited if they did 1/4 of these great ideas.

    But I don't see any of this coming to fruition until CoH 2 where the engine is more up to date and allows for such options.
  2. Quote:
    Originally Posted by TeChameleon View Post
    So... are you telling me that that's a good build, that I should barge into Kinetoa's thread for feedback on my build, or what? My forum etiquette is a little rusty, but I've generally understood it to be that you don't hijack someone else' thread for your own purposes :/

    Also, Kinetoa's build, while perfectly fine, doesn't look like what I'm after- it looks to sacrifice a bit more offense than I'd prefer.
    I'm not telling you to jump in his thread. But your build is not good and many of the builds in that thread were better.

    Your endurance ratio is really bad. Your forgetting about stealth suppression, so your numbers in defense look higher then they really are. You have zero way to heal your pets or yourself, thus neutering your chance to stay alive or recover from any big hits.

    Basically your all IO'ed out but still at the bottom survivability wise.

    Your want to be offensive with the most defensive set for masterminds. If you want offensive then go robot traps.

    I have both robot traps and robot FF at level 50 and both are defense capped. They are both 2 complete different play styles.
  3. plainguy

    /Pain MM?

    Oppressive Gloom will give you 1 point of damage with all your pets out. But it will not interrupt powers. It stuns Incarnate mobs as well.
  4. http://dechskaison.blogspot.com/2011...important.html

    http://paragonwiki.com/wiki/Limits

    http://paragonwiki.com/wiki/Mastermind_Strategy

    http://boards.cityofheroes.com/showthread.php?t=123922
    Lets not forget the sticky on top of the forums.

    Yours or her issue is not understanding Masterminds it's understanding the game mechanics. As an example your slotting Unique IOs in powers that are making them less likely to go off.

    Do a search for pain in these forums and corruptors to look at other builds to get an idea. Look at the numbers in those builds and compare them to what you have for this build. Of course you need to understand what those links are saying to understand what those builds are saying to you.

    Then come back and post another build. The posted build is just not good for many reasons.

    Your better off learning about certain rules in the game and then rebuilding the set. Otherwise your just asking someone to post a build for you. If that is the truth then you might as well just do a search on the forums for a pain build because no one here is going to know your GF game play style.
  5. Quote:
    Originally Posted by Psyrene View Post
    Ar/EM is not a very good toon for her to start off PvPing with. She chose the best secondary and one of the worst primaries. If you are not too far into lvling it up you should convince her to change it to a Psi/EM and also.

    So my recommendation would be for her and you to first check the PvP forums and look at the threads about blaster builds and and questions there about all things PvP and if Dahjee answers any of those questions...well lets just say don't listen to the answer.
    I agree with this. Recently I have been very bored with this game that I just started bringing my toons to RV PvP. I think I might have killed one other player that was half dead already. That was with my Archer EM toon which is similar to your AR EM. But beyond that I have been killed a zillion times over. You really need the right archtype, Right powers from the archtype, and the right build.

    Though AR EM is very nice with the range and AOE powers from AR. You can definitely get Range capped and have Aid self for PvE reasons.
  6. Quote:
    Originally Posted by Shadowclone View Post
    Then only incarnate-out 1 or 2 or 3 50's? When it stops being fun, stop doing it. I've only incarnated 1 character and the whole system is still fresh and fun to me.
    I'm at 5 atm and I have stopped.

    I really only need the Alpha slots. Only some of my toons have T4. But funny enough I do have toons that have Very Rare drops that literally got them on their first missions that I still need to unlock the power. When I get a Very Rare I always gear towards the level shift power as I noticed it really helps out when doing these incarnates. But again your caught in that conundrum. You have the item but you still need to unlock the power, but your sick of running these missions already. If I could trade them within my own toons I would just give it to the unlocked toons already and call it a day.
  7. plainguy

    looking to solo

    Anything Traps, but I would say defender because it offers Force Field Generator at level 8. As an example at level 10 you can have FFG, Combat Jump and Maneuvers running with zero enhancements and have 19% defenses across the board. slotted for endurance in combat jump and maneuvers and double slotting FFG for defense in training enhancers and your at 20.6% defense.

    I would suggest radiation as it offers a nice debuff and a decent amount of aoes with no Knockbacks. My only issue is I am not sure if the T9 is a crashless or not. I think there is some mis-wording in mids regarding the T9 powers.

    Traps will allow you to become positional defense cap and will allow you to solo 4/8 settings if you like.
  8. This is my Traps AR build for comparison, hope it helps. I can solo 4/8 settings with it before incarnate. After incarnate, well lets just say between Ion and Full Auto its pretty disgusting ( in a good way ).

    I looked at the number for putting Ragnarok into Full Auto and for the 1.5 second decrease and the 3 point DPS increase it just didn't make sense money wise. Any other set bonuses I picked up from Ragnarok ended up not making a big difference with my other powers as well. Cutting 1 second or half a second off a power is not worth the value that Ragnarok cost.

    The 530% regeneration is a good number to help you heal up between hits.


    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Web Grenade
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (3) Enfeebled Operation - Endurance/Immobilize
    • (3) Enfeebled Operation - Accuracy/Endurance
    • (5) Enfeebled Operation - Immobilize/Range
    • (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (7) Enfeebled Operation - Accuracy/Immobilize
    Level 1: Burst
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Endurance
    • (33) Thunderstrike - Damage/Endurance
    • (34) Thunderstrike - Damage/Endurance/Recharge
    Level 2: Caltrops
    • (A) Ragnarok - Chance for Knockdown
    Level 4: Triage Beacon
    • (A) Numina's Convalescence - Heal/Recharge
    • (11) Doctored Wounds - Heal/Recharge
    • (11) Numina's Convalescence - Heal
    • (13) Numina's Convalescence - Heal/Endurance/Recharge
    Level 6: Acid Mortar
    • (A) Shield Breaker - Defense Debuff
    • (13) Shield Breaker - Accuracy/Defense Debuff
    • (15) Shield Breaker - Accuracy/Recharge
    • (15) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (17) Achilles' Heel - Chance for Res Debuff
    Level 8: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Recharge
    Level 10: Slug
    • (A) Thunderstrike - Accuracy/Damage
    • (25) Thunderstrike - Damage/Endurance
    • (33) Thunderstrike - Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge
    Level 12: Poison Trap
    • (A) Lockdown - Chance for +2 Mag Hold
    • (17) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (21) Lockdown - Accuracy/Hold
    • (21) Lockdown - Accuracy/Recharge
    • (23) Lockdown - Recharge/Hold
    • (23) Lockdown - Endurance/Recharge/Hold
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 16: Boxing
    • (A) Accuracy IO
    Level 18: Seeker Drones
    • (A) Siphon Insight - ToHit Debuff
    • (25) Siphon Insight - Accuracy/ToHit Debuff
    • (27) Siphon Insight - Accuracy/Recharge
    • (27) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (29) Siphon Insight - Accuracy/Endurance/Recharge
    • (29) Siphon Insight - Chance for +ToHit
    Level 20: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (46) Steadfast Protection - Knockback Protection
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance
    Level 24: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance
    Level 26: Trip Mine
    • (A) Obliteration - Damage
    • (31) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 28: Flamethrower
    • (A) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Damage/Endurance
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Damage/Range
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Buckshot
    • (A) Force Feedback - Chance for +Recharge
    • (42) Positron's Blast - Accuracy/Damage
    • (50) Positron's Blast - Damage/Recharge
    Level 35: Ignite
    • (A) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Damage/Range
    • (37) Positron's Blast - Damage/Endurance
    • (40) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    Level 38: Full Auto
    • (A) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Detonation - Damage/Recharge
    Level 41: Thunder Strike
    • (A) Accuracy IO
    Level 44: Charged Armor
    • (A) Aegis - Psionic/Status Resistance
    • (45) Aegis - Resistance
    • (45) Aegis - Resistance/Endurance
    Level 47: Power Sink
    • (A) Energy Manipulator - EndMod
    • (48) Energy Manipulator - EndMod/Recharge
    • (48) Energy Manipulator - Chance to Stun
    Level 49: Super Speed
    • (A) Celerity - +Stealth
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (46) Numina's Convalescence - Heal
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (46) Performance Shifter - EndMod
    • (50) Performance Shifter - EndMod/Recharge



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1358;674;1348;HEX;|
    |78DA6593DB4F134114C667775B4B4B0B2DE5522E154A41A0C0D2468C8F460513136|
    |A08175F9B4DD9964D9AD2744B226FBE78013472117911BCFC033E28FAEC1FE4E545|
    |BC5B4FBF334093DDB4F9ED7CF39D33E7CCCCA6EF4CF985B87B45284DD70B866D67A|
    |6CC9C595C32CBEEB491B7B2C22384089F68996BABB99CBE50364A76F4549B338A79|
    |7349BF6ADBC66AA19299B372053374B3B86C96CD62453F79F1CDAEAC14F4F992692|
    |E05F07AC3CA2F57AC62DE8FD18C699468D07C32A0C4F6B2558A4C97ACAC3E5D30B3|
    |95B295B52A6B99B46157CCF25A84CA1AA4FFFD80904FD52DB614215242DD66EC00A|
    |E5DC653E0DC1EF0A43EEA4060E605D0F092F10AE83B0462AF810714A57094502EAB|
    |35E921491AB4AAA6CD23B72FCD58240C09FF02B04E3E3787BADC8A264454F855A04|
    |963B880E0474A1B161B64F7705AD5D3867C2DAD8C10B04506AF6CC0CB0D44B8D63E|
    |EE23CE7DC4B98F016E6093A21A6554E32F150BFE441FADDF306A3D06DABF337E00F|
    |D7405025C8C121845A231864233CD72439ABB203DA225426C76873C1A0A6B00BABC|
    |0C1FD0D3C8F0031A250ACB25C21D4A6DD5F108E0A29936B9136DBC1331DE899120D|
    |04E860E69E860C3001B526C784C1575CAA63B7FA3DBF37F187F19FF80BE2A1013A8|
    |688FA2BAE58175BF456B17DE318E18EF81A10F400B5511E52A443406699B32F4CAC|
    |27AEF21F708274A71866764E8974BF4F34C9C930EF04A4347F54BEC07F8C6D7FA18|
    |64FB08FB12EC4B707082ED136F80E7D4CDB03CA2613EA20392466561A397B047639|
    |38C247048061D37BDAAEAEBB890131B8C4D204EDD2665B7492F5AEB719D7E51F4A3|
    |47CC38945957DDF703E556CDC389AADEA0A86D3DDE3FF94856EA9D9F1DCA9733455|
    |16EA3F0F145E0EBD98CAAECA3BCF11D20B50B241DA5251C4ACAA14C3A948B0EE53F|
    |5752E895|
    |-------------------------------------------------------------------|
  9. plainguy

    Time Bomb

    They will not do anything with Time Bomb, let alone Device. So posting about this set or any power within this set to be fixed is really a useless thread.

    At this point there are enough threads about Device in this forum, that if someone fails to do a search and then finds out it is lacking somehow, it's their own fault for not doing a search in the first place.
  10. To NOT do the same 2 missions

    over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over.

    Just to unlock 2 new powers.

    These Incarnates have killed the rest of the game. Your either farming or doing incarnates.

    Its a cool system if you have 1 or 2 or even 3 level 50s. But when you have 16 and I imagine people are running 2 accounts how many they have. It can be very painful.

    They might as well put in a mission where I have to go kill 10 wolves and bring back the furs for a sword or something. When the game first came out they bragged how they didn't do these type of things. Sadly it seems they do now.
  11. Quote:
    Originally Posted by Oathbound View Post
    Simply put, Why?

    What reason is there for Crabs to get alternate T9s? No other set has one and giving Crabs one would set precedence for everyone to clamor about getting alternate powers for their pet powerset or Archetype.

    (And no, alternate Grenades for Soldiers and Follow Up/Build Up in Widows don't count as an established precedent, Those are to prevent power redundancy and/or potential overpowering.)
    Your right every set should have second option for many of its defunct powers. I am more then positive the Devs track every AT and every power. They exactly know what is hot and what is not or was never hot to begin with. So this would be a great way to spice up a set without effecting this "Cottage rule" they hold so near and dear close fist against their chests.

    Do a T9 for each power set or just redo your lowest used set and work your way up. I'm more then positive the community would give input if asked about each set options. Heck make a contest out of it. The first person to post a good idea for a secondary wins something at the end. If a person post repeatedly good ideas he gets a larger prize, EG some Alienware laptop or something.

    I know when they asked for animations ideas they ended up with tons more then they knew what to do with. Probably spawned new ideas and powers set if anything.
  12. As far as the base thing goes..

    I find it helpful that I can scour all my toons to see what they have recipe wise to fit the build when I decide to respec my toon out of SO's to IO's. If any of my toons have a particular recipe I can make and place it on the storage bin. So I have no clue how someone without storage can hold all the recipes needed to respec his or her toon.

    As for anything else I guess it just must be me that has an issue of taking hours to respec a toon. Again I am not discussing the actual respec mission. I am actually talking about making and slotting all those IOs. 67 IOs at an average of 3 components each. Between bidding waiting or even the buy it now price option. Not having the recipe available thus spending merits or whatever. Nutshell it takes time to respec. Your not doing a reslotting from a few IOs to a full 67 IOs in 1 hour for sure. Your not doing it in 2 hours.

    End result between email and market slots you don't have 67 slots available to a efficient respec. But it could be me, so I guess all is good. Nothing to see here then.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    Er...

    Few minor quibbles here.
    1. Thermal doesn't add to your defense. You mention "not getting hit in the first place is better," which is true, but Thermal is a *resist* set. Even Forge, it's analog to Fortitude (sort of) is just +Dmg +Tohit, no +Def. So you're still getting hit - just not as hard.

    2. Pain gives up that +res, of course, outside of World of Pain - no argument there - but it does also have some nice features of its own (+Regen, a few powers with a bit of +Dmg, +speed/+recharge and the like,) as well as deuffs (well, one, Anguishing Cry - which does affect both the enemy's defense *and* resistance.)

    If anything, the choice is going to hinge on playstyle and henchmen - if you're running into combat with your Ninjas or hanging back with ranged pets, Pain is going to be more useful (with all the PBAOEs) than Thermal. If the pets are going to run away from you (or you from them,) or it's a "split" melee/range set like, oh, Thugs, Thermal provides some longer-lasting protection in the form of the applied shields. Picking the "wrong" set to pair with your minions and playstyle is going to make the experience worse.
    Your correct, thus I stand corrected. The shields in thermal with the update is going to make it much more reliable though. Basically there will be no reason why not to use or have them now persay.
  14. plainguy

    Renew(b) my MM

    @ the OP

    You must, must, must read the info in the link and fully understand it. If you don't understand either post back in this thread or start a new thread in Archtype & powers general discussion asking about defense cap.

    Here is the link I am talking about: http://dechskaison.blogspot.com/2011...important.html

    If you don't read that you will find it very difficult to understand what the defenses are and the importance behind them. Nutshell when your using mids above pool 1 is a button called view totals. A new box will open up in mids. It will have 3 tabs/buttons in itself. Survival is the tab we want as it will show your defenses and regeneration and recovery. It is usually the one that it opens up into.

    Once you understand that it will travel across to any archtype you create. It will also help you understand IOs because as your open up builds you will start to see how they combined IO sets to go for a specific type of defense or regeneration or recharge. Which is sometimes a common theme with other archtypes.

    The bonuses from IO's do NOT effect your pets, only you..

    The simple point behind tankermind builds is this: You get defense cap and Provoke ( the power from presence pool ) NPC to attack you instead of your pets. Traps is used because it has many buffs and debuffs to keep you alive while your convincing mobs to attack you. Between being defense soft capped and bodyguard mode you don't get hit that much and you have enough time between hits to regen your health back.

    Tankermind is usually Robot Traps. Robots are used because 1 the type of damage they do is less resisted and they are all ranged pets. But you can do Tankermind with Thugs and Mercs as well. You can Tankermind with other pets but there are limitations. You can also Tankermind with dark instead of traps, again with some issues.

    I will say that you need to have IO's in place to effectively Tankermind. But without a doubt you can do it with SO's to a lesser extent. You can get your defenses close to half way with SO's which is nothing to complain about.

    Pet AI is screwy hopefully one day this decade they will fix it. Pets will not stay and attack as I wish they would too. It would make my tankermind much easier if they were like gun turrets just attacking mobs in range I commanded them to attack without moving.

    I would suggest learning to use the numkey pad design for commanding your pets. It is up in the sticky on top. Further it pretty much is cut and paste so it is not like you have to figure out much yourself. I modified/added mine to have the period (.) in the numkey pad be an all stay command for the pets. I spam this in an attempt to keep my pets in one place. I say attempt because they keep creeping up if I do not hit that key repeatedly. Its annoying, but it works.

    I don't know what your picking but I will say Robot Traps or Robot Dark is a good starter set for masterminds, basically you will have no complaints or issues leveling this up. Once you get the last pet it becomes much easier.
  15. Traps is GREAT regardless of any arch type you pick. You pretty much pick the same Trap core build across mastermind, defender or corruptor and you end up with a defense cap character. so I think the clear choice is Traps.

    Demon wise I think with the new updates coming up Thermal is going to be very good. I didn't go thermal myself on my demons because I already have a 50 Robot FF that is a pain to play because of all the bubbling in groups, let alone solo. If I would have seen into the future I would have went thermal for my demon instead of pain.

    I'm a few bubbles away from my pain build which I have to see how its going to pan out. Number wise it looks good on paper ( or mids ) but not sure how the play style is going to feel. Thermal just seems much more simpler and straight forward. I think due to the annoying AI issues, the last thing you need is to incorporate more confusion into masterminds or make the build more difficult to work.

    As far as the other sets go, meaning storm, pain and dark to a much lesser extent. I think those are secondaries you pick when you already have your go to toons.

    First off I really do believe storm actually needs some training. You need to learn how to push mobs back, but also how much you can push back before they spin off an object with hurricane. I can't tell you how many times I have been with a storm player that just keeps running into the mobs with hurricane running knocking things all over the place and out of the AOEs just placed moments ago. Bad storm players give it a real bad rap and hurt the set for everyone who has taken the time to learn how the powers work.

    Pain set is about regen and healing, which is what thermal does. But thermal has buffs. As many will agree over time you come to learn that not getting hit in the first place is much better then trying to recover from being hit. Green numbers flying above your head is nothing but a security blanket. Though if you can incorporate high defenses with a high regen which is what I have done with Traps, you have a good combination. You are afforded enough time between hits to heal up with this combo. Thermal also offers this ability which is why I find it superior to pain.

    With the Dark set my only issue is your getting your defenses through a hit debuff which can be resisted and the recharge on the toggle is too long when it drops. I have a Dark Electric defender which is great when the debuff is going but if the anchor runs off or dies or the toggle is resisted I notice it in seconds. Trying to keep him in place with fear and holds and roots always does not work. Further when your in the heat of a big fight and the toggle drops you're just not looking to see which next boss your going to place this toggle on. Your getting hit so much now that your any target is going to have to do. This also leads to a false sense of security in a group. Because team mates don't see these numbers and honestly many do not monitor anything. All they know is they appear to be very tough now. Once Darkest Night drops though they see very fast the error of their ways. Again depending on the team it could be the result of almost a team wipe, which again I have seen several times. Even trying to explain it some don't get it. Recently I told to stop dropping the toggle then or pick a better target. I just laughed as someone explained it a bit better then I could I guess.

    To me, I would rather be happy having the choice of running 1/1 through 4/8 setting with traps then have to settle on what some storm players comment on running 0/3 or 4/1 with my first Mastermind toon. Currently I have 5 masterminds of which 2 are at 50 and 2 at lvl 46 so I can mess around with other not so op builds. Plus I have about another 10 assorted arch types level 50s in the stable as well.

    Nutshell build your FOTM power house toons you can go to when you need to do something big and that will allow you the money and time to mess around with other odd builds a bit more.
  16. It really would be nice if they took one of the zillion ideas players have posted over the last 7 years about respec and implement them.

    Respecing is a pain as it is now and I cannot imagine how a non SG solo player can even do a respec.

    Without babbling on, whining or rambling please address this issue.
  17. Makos Bit and Thunderstrike along with combat jump 3 slotted, Maneuvers 3 slotted, Tough with the steadfast unique to +3 to defenses, Tactics with Gaussian I think you should be able to cap out Range defense cap. You will also have room for Aid self.

    Further take boost range. I am sure many will agree Boost range for what it only does really is useful.
  18. plainguy

    Most survivable

    Quote:
    Originally Posted by GavinRuneblade View Post
    I've found that my DP/Traps corr really doesn't like being more than +1. The damage is so crappy even with debuffs that I get frustrated. I swear, sometimes it feels like bosses and lieuts regen faster than Dual Pistols causes damage. I know it's not, but sometimes it feels that way.
    I would have to say its your slotting.

    I am pretty much a Traps freak and I pretty much slot all my trap toons the same way. I happen to have a DP Traps also and I am running 3/8 since level 46. On top of which I went hero but now went rogue to unlock the villain epics to get mu for the power sink. Which happens to be another power I use on my Traps toons.

    I can post or send you what I have if your interested for comparison reasons.
  19. make the timer a variable the players can choose.
  20. Very good info here..

    I have to admit I just never bothered looking at the numbers for Assault based on AT. I should have knowing that many powers are different based on which AT is using them. I just really didn't think was in that boat I only though primaries and secondaries were..

    I know I have several defense capped toons that I could have added assault on but didn't. Getting an additional 15% damage is nothing to scoff at though across the board on a toon though.

    As annoying as it might be to respec I might have to run the numbers and possibly reconsider some of the choices.
  21. You pretty much have to be slotted in Invention sets to do all that stuff and pretty much be at a minimum of level 47 just to have all your powers slotted and such. Until then if your in SOs then you try to slot for defenses and send your pets in against the most troublesome type of NPC.. EG Nullifiers, Gun slinger, Sapper, ETC.

    Nutshell the leveling concept for all mastermind builds is pretty much the same. Tough mobs direct your pets against, easier mobs try to get aggro yourself after eating a few purples to get your defenses up.

    Your single best bet is to post the build with mids so players can take a look at it.
  22. Traps beats out Device.

    Traps allows you to obtain full positional defense cap.
  23. Any reason why you just wouldn't want to go full positional defense cap ?