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Posts
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Joined
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Quote:I want details here. I'm seriously having issues wrapping my head around a 22 minutes per mob group, even at +4x8, without constant hospital runs and picking off a minion or two per life. Fulcrum shift damage caps you, no matter what the hell you slot he's got enough powers to kill somethingI seriously laughed...Is it 12 minutes for the first foe or 12 minutes for the whole run? 12 minutes to get from the entrance to the first mob, maybe?
You managed to take over 45 minutes on 2 groups when I ran with you. I doubt you did this in 12 minutes, honestly. -
Quote:How old are you? Genuinely curious.http://www.youtube.com/watch?v=d30YuEz369U
19 looked pretty scared to me....
(skip to 1:28 and 8:36 for the classic lines) -
Quote:OP, I want to call your attention to something using the post above as an example. This build is objectively terrible. Its expensive as hell with 4 LOTGs, it requires you to take both fighting and leadership to softcap (missing hasten or aid self, which increase the AoE damage or make you immortal respectively), it has terrible recharges on several key powers (43 second shield charge, 10 second fire sword circle). The build has **** for both haste and global accuracy, and has about half of the defense debuff resistance /SD can have.Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build![/list]
Thats what taking patrons can cost you. No travel power, sub par damage from everything in your primary, forced to take two power pools exclusively to add to defense numbers, and hoping that the patron powers fill the holes.
They don't. -
Drop the patron. You've got friggin shield charge, which will on its own decimate most spawns very quickly. Shield Charge +FSC on a clustered mob with saturated AAO and build up will destroy everything that isn't a boss, which is when you want to be using your single target attacks anyway. Its not neccesary to build a full AoE attack chain, as the difference it makes is miniscule.
I can't for the life of me figure out how to change your build, so I'll just post one of my own.
Code:Alot of differences you notice, not the least the cost to put together. Fire/SD is built to farm, if you're not farming **** with it you're doing something wrong, so you'll get purple drops and can use them or sell them as needed.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1393;678;1356;HEX;| |78DAA593DB4E13511486F7B4530AEDF400A594F349B11CCA089EA29868A248A2A10| |9A4410D204D039B76B429951605BDF101BCF2C62BEF3CBE81D137F0ECADFA261EEA| |5AEBDF70E3A513F8BFD96BFEB5F75AAB33D9DD5947A907E79515BE582ED46AF90BD| |B3B751DC8168ADEBA0A2AA55212C86775596B77CED3DB7BB8EF457C566FEA4A4DBB| |B992A7CB1BFBCBD6CB9592DED695BABB7FE32C6C6D95DD795DA87A952216735EBDA| |26BB5902C7255AD3722265E2CD5C995BC54F5D65D73FC4E3E5BA8D5E9F44EAA698C| |FEE396325723A0F284B41A5F114CAE0AA66F00CBC09AE01D35AB24B361AB28DD4CA| |BB11810128C4780B0E03DD92D63B760F7C1EE833D0D5F1A591FC8EE3776FF9284EC| |452027086514230E74D07C03B0FB02DF7C1C6AFA0EFC1024E861D0F418448FCDE8B| |1193D3A68CE41AB71F4F891AA6831DBB6CC106CBF0A198E1936D1B66178547854AA| |49512882C37C11941145515154F389F68DC9341A2A362439495AB59A025B4F89ABE| |D18704270E4387012782D59413A29610A4C5C95C1B45FB1B8F4F673843ED54C86A4| |31241F4B6AC72360507668A387291802A957F2A4F325F05CD0FF4C30F44270F8299| |229A3CB54DBB5271B75EF027705BD7704FDF780FB82612AA6C714D333011F9006AC| |20D78C59F6756396E41F30270DDC92D0E04D6013280A864A8027F84A031E3659C30| |D29F990F20B7E62F50BEDFC06FE083E53D688F9294792324D3F55346A42A32919A9| |4DA10933B109B83278933378AF3378A127F1264F3AF859485D54E4772B72DCD12DA| |00ADC167CA11AA6CC8153D8BDD73EF83EE98F2E35FF4F64C1361F23452C89CCD907| |DFE77F5D6F9CFDB35A1643A4399625966B2CD759965956585659D658F22C8DB707D| |9B1D35CD019961996B32C0FD9140C9384591C96084B9425C6126749B074B074B33C| |6169FC05286EF319| |-------------------------------------------------------------------|
Took taunt, you can switch that out for a patron (I'd suggest web envelope, as none of your powers to knockback, only knock down). Shield charge is down to 30 seconds, which will pretty much let you open spawns with it. Fire Breath is down to 3 seconds, which means you can use it, use FSC, use it, then a single target on the boss thats still standing. Thats more than plenty AoE to work with, you don't need patrons.
I switched the power order a bit, and I took grant cover. You don't need one with the shield, but thats another you could put where taunt is if you felt like it, which would also let you move three slots around my build if you wanted. You don' have aid self, which I don't like, but you've got hasten.
Being short on AoE defense isn't a huge deal, AoEs hit considerably lighter than single target attacks, especially at higher levels. My build is only a point light, and it looks like ranged isn't softcapped, but there's a bug where phalanx fighting doesn't give its bonus to ranged, so you're actually 3% short of where you should be showing on ranged.
You've got the damage, you've got the recharge, you can drop LOTGs or add them as you please, but this is a softcapped build not too far off your own that will destroy +0x8 and probably two or three levels above that without a kin. -
Quote:Thats what most people take gangwar for.For some reason i only just recently noticed that in addition to Recharge Intensive Pet sets it can also be slotted with regular Pet Damage sets... which means i could technically slot ALL the special pet resist/dmg IOs into my Gang War (with the possible addition of 2 more regular Expedient Reinforcements IO's) and leave my other minions with completed Blood Mandate sets.
Good idea? Horrible plan? Thoughts?
Funnily enough, the resistance helps more than the defense, as you can softcap your pets without both, but it helps because they have no debuff resistance.
My suggestion is both auras and then fill in the rest of the slots with expedient reinforcement. You get a 6.25% recharge bonus for 5 expedients, and gang war becomes respectably useable. Just remember, with Gang war your slotting priorities are recharge, accuraccy, then damage.
Your slotting idea is...not that great. Frankenslotting is important.
For Thugs, I usually only 5 slot the lowest minions because they don't have any decent procs. If you want to 6 slot them, put both of the non recharge pet uniques. in them, along with Three blood mandates (Acc/dam, Dam, Acc/Dam/end) and the sovereign right acc/dam/end. That will get you about 70% acc, 95% damage, and 40% end reduction.
Enforcers should be two defense IOs, and 4 franken slots. You can use the above slotting, or swap out the acc/dam for an Achilles Heel proc, with enforcers it has a 90% uptime on a single target because of how many attacks they have that debuff defense. The defense IOs are non negotiable, they help softcap your pets, which is far more important than an extra defense bonus for you.
Bruiser, with everything slotted as below, has room for all blood mandates plus a soulbound proc and a soulbound acc/dam/end. You could also five slot your T1 minions, put the standard 4 slot combo I mentioned, the soul bound proc, and the other aura into bruiser and save a slot for something else (which I prefer, because you really don't NEED to devote five of your bruisers slots just to enhancement values) -
I've tried a bunch out, my favorites are claws/SR and SS/SD. /willpower to me is more fun for scrappers, it does synergize well with fury, but I dont think I've ever had what I would consider to be a "fury problem" with any brute. Fury rises whether an attack hits or misses, and I really hate the way my survivability scales down and up depending on the mobs with /WP.
By comparison, claws/SR with Aid Self is pretty close to immortal, especially if you carry a few purples for emergencies. Its still a blender, but its a blender that laughs at most AVs.
SS/SD is just fun for the raw carnage. You're already going to be stacking recharge for rage and footstomp, once its softcapped it holds up really well, but my shield charge is also down to 21 seconds. A 21 second no crash nuke. Yeah, its beautiful to watch. -
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I went ahead and jumped into Mids. I'll forewarn you, I've not played too much with necromancy and I have done tons with traps, so some of this build is pure guestimation. That said, this should be at least better than average for what you want to do.
Soul extraction is down to almost 300 seconds, and detonator recharges faster than that, so you should be pretty close to perma on the ability to keep that up and running. Just remember the endurance drain is going to be ridiculous if you intend to keep a wraith out along with fully upgraded pets all the time, but the possibility is there.
You've got softcapped S/L defenses, about 30% positional, and triage becon to keep you alive. Provoke because you can probably tank better than your minions on hard targets. This build is meant to be in melee taking hits for your zombies, jump in, poison trap, web envelope, trip mine, and things will start dying pretty quickly. The lack of softcap means that toebombing is going to be frustrating to try. Trip mine fields are highly recommended, I know on my bots/traps I sometimes let the bots take aggro for a while while I build a field, then taunt and run behind a corner to pull bosses through four or five mines.
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Quote:Wouldn't post my builds if I did.Thank you kindly for the advice. I really, really, REALLY like your build! It flat out, no questions asked is what I am trying to accomplish with my toon. Hope you don't mind having a carbon copy of your toon running around on the Champion server. =)
[Edit]
I almost forgot. Switch acid mortar and hurdle. I took Acid Mortar at 10 and there is no other power to pick there, the amount of help it gives you (especially against bosses) is phenomenal. With the build I posted, you can switch them quite easily and just move the slots around. Put three recharge in it and keep them there until the 40s when Lady Grey Ios get the recharge down to around 45 seconds. This is especially important at low levels, because you can't slot the bots for any respectable amount of accuracy and damage before SOs. Mortar will make up for your and your bots lack of acc early on.
I'm assuming you haven't done much with this guy. Forget fitness until you're ready to take it, and take your personal attacks. I got my bots/traps to 26 and switched to build 2 when I got the assault bot, this is what I leveled with.
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With SS/SD, I just couldn't bring myself to get a patron. I'll post my build up and maybe you'll agree.
As to problems, the biggest one that I spotted was lack of defense debuff resistance. Grant Cover is an important part of that, and you can actually get more out of active defense.
I like hurl, not for having a ranged attack so much as having a way to bring down fliers. Rather than try to get damage out of that slot I went for utility, and when fighting anything that flies it can be a life saver, longbow are infinitely less painful to face.
I'll go ahead and put mine up, I got a few ideas (the numinas in true grit) from your build, maybe mine will help you out as well.
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Quote:I want proof of this if for no other reason than I don't believe his build would survive 30 minutes against a mob it wasn't killing even with a full inspiration tray and lucky drops along the way.I'm currently playing with Fire Kin Master in his own AE farm at +4X8(Even though every foes he encountered so far is 52-53...Weird)
He's been on the same first mob for about 30 minutes so far. He also managed to pop a couple Green + Blue along the way to avoid dying. I'll post screenshots later, if I still feel like it.
I can't stop laughing
Seriously, share the fun. -
Quote:Replace the accuracy/endurance in both protectors and drones, with a 50 defense IO and an explosive strike proc respectively. Other than that, it looks good. Expect things to go pretty slowly sometimes, unless you're really good at using your bubbles to herd things into corners. Solid build.Alright here is what i came up with.
I like to solo a lot and sometimes team so i was thinking a tankermind let me know what i need to change.
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Quote:Traps does far more debuff than dark does, dark's strength is the healing. Bots/Traps actually does a fair bit more DPS than bots/dark.Still cant get mids to work on my new cpu, but I can try and give you my slotting
Drones, 6 slot blood mandate
equip robot 1 end redux
Protector bots 1 acc, 2 damage, 1 end redux, 2 def io's
Assault bot , 6 slot, sovereign right
Photon grenade, 6 slot Stupefy
Upgrade 1 end redux
repair , 1 rech
Twilight grasp, 1 touch of the nictus, 2 acc 2 heal 1 rech (will equip all touch in this when I get around to it)
Tar Patch, 6 slot impeded swiftness
Darkest night, 6 slot siphon insight
Shadow fall, 6 slot red fortune
Dark servant, 3 rech red
swift, 1 runspeed
health, 1 heal
stamina, 4 performance shifter, 2 unsloted, will get 2 more perf when I get around to it for 3.13 AoE def, and 1.565 fire and cold def
Boxing, unsloted
Tough, 3 slot steadfast protections
weave, 6 sloted, 5 red fortunes, will slot 1 more red fortune for 2.5 range and 1.25 energy/neg energy def,
Manuvers, 6 slot red fortunes
Tactics, 1 end red
assault, 1 end red
Provoke, 3 slot, annoyance
Scorpion shield, 6 slot, 4 slot red fortune, will slot 2 more red fortune for 2.5 range 1.25 energy/neg energy def
Web envelope 2 slot, 1 acc 1 rech
I have no hasten, tried it and found it did not add enough as the things I would have to give up to keep it, also I use jet packs, and ninja run for my travel power.
My end stats should be
S/L 60.41
Fire 38.22
Cold 38.22
Energy 53.85
NE 39.48
Psi 20.07
Range 47.91
Melee 39.16
Most expensive IO in build, steadfast protection res/def, but I just ran AE missions, and did 20-24 bronze rolls till I got one, did not take long at all, Pretty much 4 hour hours of running AE mission got me all the IO's I needed or paid for the ones I got on the market, with some cash left over from selling things I did not need.
"Things will get better when you hit 32, but you'll still take a while to kill an AV or Hero. My bots/traps the other day faced off against a hero and it took almost 10 minutes to kill her. She couldn't move, she spent a while choking, and I had double stacked acid mortars on her alot, but the bots single target DPS just isn't that high."
This is why I prefer dark over traps, Bots DPS is pretty good, but the thing that makes it a AV and GM soloer, is not DPS, its all the - regen you put out with dark, I soloed a WL in Cap last night, using a mark 3 analizer, I watched his HP regen, was mostly at 0.00% for a brief split second it would pop up to 136%. took 9 min to kill it, thanks to it being vulnerable to fire and energy. It would have taken allot longer without the ability to floor regen. AV fights are ussualy in the 5-6 min range.
Assault Bot Plasma Blast 30% chance for -500% regen for 30 seconds
Twilight grasp -50.00% regen for 20 seconds
Dark servant Twilight grasp -50.00% regen for 20 seconds
You can take howling twilight as well for additional - regen, its a rez, focused on the target enemy, but has a pretty hefty - regen to it, and you can use it while solo
also you reduce damage output by 30% and - tohit with darkest night, and -30% damage resist with tar patch
Fluffy also gets darkest night, that stacks with yours., with 2 prot bot bubbles, my fluffy is usually just fine surrounded by 12+ enemy on its own
Hope this helps, I can be reached in game @ petty theftz
Acid mortar x2 is -40% res and -60% def and with the 20 second duration on the actual debuff I can maintain that permanently on one target. -15% tohit and -40% damage from seeker drones, -1000% regen from PG trap (with lockdown It can also stack 4 mag hold, enough to hold a boss for about 7 seconds) and trip mines give me an extra 400 or so damage on an AV every 10 seconds.
The funny thing is, with traps if I spend 3 minutes laying trip mines I can take off 2/3 of its health and finish it in about 2-3 minutes from there. There are 4 stacked PG traps by that time, so when the AV walks into them regen is completely floored and the AV gets up to 16 mag hold applied instantly. Throw on some -kb immobilizes and thats one suffering NPC.
I see where you differed on spec. You dropped procs out of your bots and went for personal survivability over bots survivability, and you pretty much ignored your immob (not that I can blame you with web envelope's lack of knockback mitigation)
This is mine, and its pretty much finished at this point.
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I've got a bots traps, and I only have a couple of suggestions, none of which are anything like neccesary. Your build is almost identical to mine.
If you haven't actually slotted out and bought this build yet. I'd fully slot lockdown in to PG trap, gives you a ranged bonus. Drop two slots out of Combat Jumping and two out of charged armor, four slot provoke with perfect zinger for a bonus to recharge (and much improved taunt) and drop one more proc into caltrops.
Taunt is important, you'll be using it alot to keep bosses focused on you, especially at 50 with all the AoE and such that bosses can do. Nemesis and Longbow are difficult to impossible if you can't keep them focused on you when you're running the higher difficulties, the bosses can do some ridiculous AoE or simply constantly mezz your pets through the bubble and pick them off. And the extra slot will help you more in caltrops.
I've got everything but the LotGs and the rech/end from tactics slotted, still softcapped, and the build runs great. I've soloed Winter Lord, scrapyard, and got deathsurge down to 20% once before a team formed to hunt him dropped down on me and finished him off. Few AVs/Heroes are anything but easy, and I solo +0x8 on most everything. Malta will cause you problems sometimes, longbow are infuriating, and Paragon Police Unleashed are downright unfair. On the other hand, ritki will fall over like dominoes while mezzing you through FFG giving you tons of xp and mezzed badges left and right.
Here's mine, very similar but provoke slotted makes alot of difference. Remember, its got a 5 target ceiling and a short duration, with my slotting I can keep three bosses and their surrounding minions on me, which is the difference between wiping and not on some enemy groups.
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Its worth noting that most MMs lack single target damage overall. Even ninja's don't on their own hit scrapper or blaster levels of DPS. Bots in particular are actually somewhat weak single target, their strength is that they can do their same max dps to one target or fifteen, so by the time you've got just bosses left they've probably got half health or less left.
Things will get better when you hit 32, but you'll still take a while to kill an AV or Hero. My bots/traps the other day faced off against a hero and it took almost 10 minutes to kill her. She couldn't move, she spent a while choking, and I had double stacked acid mortars on her alot, but the bots single target DPS just isn't that high.
Also, if I have figured this correctly, bots only drop multiple burn patches when there are multiple targets to hit within the AoE radius. So when down to one hard target, the boss bot's aoe missiles aren't nearly as great because they only spawn one burn patch per use, which doesn't do nearly the damage of 10 mobs each in 10 burn patches does. -
One in drones and one in assault. With decent slotting you can drop three blood mandates and a sovereign right into each bot to get 40% end reduction, 70% accuracy, and about 98% damage. That gives you two slots in each tier. Battle drones should be explosive strike and one of the aura uniques, protectors should be two defense ios, and assault bot should be the other aura unique and a proc. Soulbound's build up is a much better overall proc because it can fire off of anything and gives a large damage bonus, but I don't have that yet so I have explosive strike. It goes off more from one assault bot than the three drones, and they fire it alot. Every attack he has except for his burn missiles has kb or at least a chance for it. Ive watched it proc from his single target blasts more than once in a row, and seen it proc six or seven times from one set of kb missiles. That said, build up has a ridiculously high up time and will make your burn patches that much more deadly.
For clarification
Drones have one attack that does knockback, their "sniper" shot where they pose and fire off a pair of blasts. The Protectors have one as well,the heavy blast has a chance for knockback. Assault bot has chance for knockback associated with his single target blast, his dual arm torrent, and his AoE missiles (the ones that don't drop burn patches) -
OP, After reading your suggestions I honestly feel like you're approaching this more from a "buff us up just a little" than an actual balance perspective based on other powers.
In simpler terms, you're not asking for enough. I have a traps MM and a traps corr, and the amount of neutering I can do to a spawn combined with the synergy of the set, I've taken out half a spawn with that secondary before I started to touching my primary. Dark may not be able to destroy a spawn, but it makes sure the spawn can't destroy me either. TA by comparison does not neuter a spawn into helplessness and provides little to no personal survivability.
In particular.
Oil Slick arrow lowered to 60 seconds recharge. Its buggy as it is, have it up often.
PG arrow, duration increased to 30 seconds, recharge increased to 60 seconds, stacking allowed, -500%(or more, after all PG trap is -1000% and dark can stack more than -500%) regen added.
Ice arrow - Give chance to increase Mag by 1, lower cooldown to 15 seconds, increase base duration to 15 seconds. If you're going to give a hold to a debuffing set, it should be a hold that can actually be used for something, like a hold that gives you a chance to hold a boss and that with slotting can be easily stackable, maybe even on more than one enemy. For defenders and Corruptors, this change will do them a world of good survivability wise.
Acid arrow - To keep this power in line with other similar powers, increasing the recharge should increase the duration. I agree that the radius needs a bump, as do the debuff values.
Disruption arrow - I think that this should stack on some -tohit and -perception, and have a shorter cooldown. It would make sense for a disruption arrow to actually...disrupt...something. Loud *** noises make attention spans shorter and annoy the crap out of people so they have a harder time focusing on anything, and what they do focus on they're not very good at paying attention to it. In balance terms, you could make the thing have no aggro component, and that lets the set stack a ton of -tohit and -perception before the alpha is taken, and the -res component wouldn't hurt either. All you have to do is add "Emits sounds too high for humans to hear" in the description and make the thing drive warwolves crazy and you've got a winner.
The other option is to give this thing a taunt aura. Now wouldn't THAT be an interesting toy. Give it the ability to take about double the damage of a seeker drone, and a taunt aura, -res, and -perception. Makes enemies run in close to angrily try to stomp the thing to oblivion. Give it a decent range on that taunt aura, and you've got an alpha taker, or a handy positioning tool. I've always wanted a power that could pull enemies towards one point, this is a close second.
To be honest, /TA needs some cottage rule violations. I've always been frustrated with that perspective, if you make something broken you shouldn't be restricting yourself to tweaks to get it working. /TA out of the box was a bunch of great ideas marred by overzealous value reductions and bugs that have yet to be fixed (Oil slick, I'm looking at you). The set needs to be revamped as a whole to feature some stuff it didn't before. If nothing else, /TA needs to have some way to buff or help self.
I saw a joke about a "healing arrow" earlier. Maybe that wouldn't be such a bad idea. Hows this, we combine disruption arrow with flash arrow and keep the no aggro portion, and then we add a new "Aura buff" where you fire a slew of arrows with giant suction cups on the end upwards, and they fall back onto all nearby allies, with one flying straight up and landing on your head. Everyone gets a buff, arrows disappear, group moves on. -
Mu above all others. The -kb will help melt minions and lieutenants all of the time. All it takes is for AoE KB to cycle first and your nice grouped mob is scattered too far for one set of burn patches to eat through, and a thirty second group becomes a few minutes. The defense on Mace is nice, but between bodyguard, proper slotting for -kb, your and eventually fluffy's heals, and the defenses you can already get without the extra S/L defense, you don't need it. Helping your bots kill a significant percentage of the mob in about ten seconds is also a form of mitigation, and with dark's survivability you're better served adding to your offense.
That makes mu the best choice, bar none. -
Quote:I'm pretty curious about your build. I'm about 8 points off all of your positional defenses, I'm curious to see where in the build you slotted sets for that.What he said, ^ , but more of it, stick it out to 32, slot 2 def enhancers in your protbot, and work some more def in with IO sets, and then you can laugh at anything the game throws at you.
last night, doing BnY missions with my tanker, we ran into a issue with a nictus crystal, right in the first room of the cave. It was ugly. everyone died, multiple times. eventualy I logged on my Dark/Bot, told everyone to stay in the tunnel and I proceeded to wipe out the whole room with the loss of only 2 bots. A good well build Dark/Bots or Trap/bots is scary good.
I have problems with mids, so I cant post a build but my MM, with reasonably priced IO's is sitting at
60.41 S/L
42.91 range
39.16 melee
36.66 fire
51.35 energy
36.98 Ne
20.07 psi
39.48 AoE
with 1 prot bubble
+ darkest night +fluffy with his own controls/heals and -to hit debuffs. I find I don't really even use bodyguard mode unless fighting a nasty EB, or AV or Gm solo. -
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Its not a bug. /petcom (command) (stance) automatically works on the targeted pet.
Just tested it myself, type /petcom goto defensive while targeting a pet into your chat bar and it will send the targeted pet where you want it. -
Quote:This was my solution. I took recall anyway for use with Howling Twlight, and its a very handy way to drop fluffy right next to the assault bot in melee range. If you put him in the middle of mobs, he generally stays there.I took teleport for my Bots/Dark MM and with recall friend, I position the Fluffy where I want. Usually I want the dark servant beside me or in the middle of my bots. For times when the fit hits the shan, the warwolves are running unimpeded through the tar, there is no cozier place than right beside Steve, err my Fluffy, the dark servant.
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Funnily enough, I've had a wierd thing where I SK to someone higher with my bots and when my level jumps my bots stay the same level. Didn't even realize I was running around with Grey bots for half a level and doing absolutely nothing but creating a lightshow.
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So what are the chances we might see some ambiguous missions?
Like, say you've got some guy you're supposed to rescue. You can rescue him for the heroes so his information doesn't fall into the wrong hands, or you can choose to attack him and take the information yourself. Your future missions branch off from there, which would be easy with the fairly randomized missions they can generate, and you can continue trying to save some technology or secret and protect stuff, or you can go and take whatever it is for yourself and benefit from it.
I think that leveling would be alot cooler with something like this implemmented. Imagine the Praetorian missions allow you to somewhat choose your alighment by your actions. Say you've got the stereotypical "confiscate the weapons" mission. Well, you can do your work for the heroes and get bonuses in XP and Influence/Infamy at the end, but you can also just loot the gun racks and have a chance to get a decent recipe drop, and a random large inspiration. You give players a choice for both alighment and rewards, and at the same time you can have the following missions develop depending on whether they're steering villain or hero with their actions. At a certain point, a contact opens up and you can take a pure hero or pure villain arc to solidify your alighment one way or another, but you can also just edge yourself one way or another into rogue territory. You can even go straight for a mixed alignment as you steal part of the loot in a level and return the rest, and have that reflected in your missions (Well, thanks for bringing us their cached weapons, we really thougtht there would be more, did you need to kill everyone in the base over seven guns?) and get the appropriate amounts of hero or villain rep for your actions.
It would also work well with a debt system for switching sides. If you've got multiple paths for mission completion, you could make it so that you've got side trading debt. Imagine that you've got to earn back a factions trust after you've left them, so you have to start doing little things during your normal missions to work off the debt before you can switch sides. You go on a mayhem mission and you get a "vandals" pop up and a "set the building on fire" pop up. You still have to rob the bank, but you can stop the vandals to show solidarity with the heroes, and work off a little of their mistrust towards you. Once all the debt value is worn off, you can start taking active hero missions to switch sides. It would prevent people from doing something like switching five times a day to play both sides of the markets.
I think something like this would make people feel alot more involved in their choices, it would be cool to drop forks in the road regularly in missions, and you could have some actual impact from your choices without turning the game into a grind fest or anything. -
So here's a question that popped into my head and I haven't been able to google an answer for.
Will villains and heroes who change sides have access to different power pools? I mean, the Patron Pools especially are Arc based, how exactly is that going to work? Will Heroes who switch sides at 50 have to do a patron arc? Will they keep ancillaries and Villains will keep patrons?
I'm very curious about this, because it seems to me that generally the ancillaries are more beneficial to the heroes than patrons are to the villains. Of all my villains, I find that my bots/traps is the one who loves his Mu Mastery, while others like my claws/SR brute really don't need anything from any of them more than available pool and primary powers. Compare this to my fire/kin who gets a fair amount of his survivability from his earth epic, or my blaster who gets to nuke everything in sight and earn debt badges with impunity thanks to Rise of the Pheonix.
There also of course begs the question of who gets access to what. Do corruptors get access to the controller or defender ancillaries? Which one do Masterminds get? Brutes and Stalkers might go stright over to Scrappers and Tankers, but who gets the Blaster Ancillary? Dominators? Or do they get Controller Ancillaries?
Or are they just going to get rid of patron arcs and have pools available for picking by whomever is appropriate for those who switch sides?