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Posts
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Quote:I thought most powers wouldn't stack debuffs from the same caster, just refresh? Like Rad/ will stack debuff from its individual blasts together but not multiple debuffs from the same caster same power.If you start talking stacking ... numerous things will beat out -70% defdebuff
If that IS true, then its got to be acid mortar because its the only power I know of that can stack itself twice on the same target.
Update me, I can't seem to find a wiki article about it. -
I'd think Acid Mortar.
Defender Acid Mortar does like -25% defense. With a decent amount of recharge (which is easy to get if you've got the money and hasten) you can get Acid Mortar stacked double for about 25 seconds out of every 35. With five lady grey's and a recharge you get about 36% defense debuff from each mortar for a stacked -70% defense.
I don't think anything in the game beats that. -
Hoo boy.
I'll address problems and make suggestions as I go down your build
1) More slotting for TWG. If nothing else, take the end reductions out of your upgrades to give it five slots. It has to hit, remember? Give it more accuracy.
2) Dark Watcher's Despair is generally pretty cheap to pick up. Get it, love the recharge bonus, slot it in DN
3) Your battle drones should have a resistance or defense aura in them, they don't need that blood mandage acc/end.
4) Your prot bots DO need their slotting, 4 slot pet damage IOs and two defense IOs
5) Your assbot has enough room for a pet unique plus the soul bound proc plus 4 pet damage frankenslots as well. I've got both pet uniques possible in every bots build. Especially with dark, where that extra defense and resistance goes a long way.
6) Shadowfall is better slotted for resists and endurance reduction.
7) That third slot on hasten isn't getting you all that much. Drop it and put the slot elsewhere to complete a set bonus.
8) You could honestly drop thunderstrike for a travel power and not miss it.
9) You've got the performance shifter +end in your immobilize. This means you'll give your target endurance, not yourself. It should be in stamina.
10) You probably wouldn't miss assault either.
11) Six slot electrifying fences with either Enfeebled operations or Trap of the hunter
12) There is absolutely no justifying putting a proc in Howling Twlight. None. Its got a sixty second recharge, you just spent a slot to immobilize 20% of whatever you hit every 70 seconds.
An AV or GM would absolutely destroy this build. You don't have enough personal defenses to stand toe to toe with anything, your targeted heal would be missing on anything purple constantly, which would kill you pretty quickly. Worse, you don't have provoke, which means that any hard target is just going to chew your bots up one at a time and spit them back out. Bots/Dark can indeed kill AVs and GMs, but not if they're picking off your drones and protectors one at a time, you need to be able to make them focus on you as much as possible. Bots individually can't take **** for damage, but with bodguard and the healing dark can put out you can take a ton of damage.
This is my build, take a look and see how I slotted some thing. Yeah, the LoTGs are expensive, if you can't afford them drop a heal out of fluffy and drop in a recharge IO and he'll still be perma. I've got more than 30% defense to every position with my bot's bubble, provoke, and acrobatics to help me stand up to hard targets. Good enhancement numbers, and alot of the set ios I used came pretty cheap, I think I spent somewhere around 500 million on this not including the LotGs, and running some strike forces can help you make up for lack of money.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), ExStrk-Dam%(5), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(7)
Level 1: Twilight Grasp -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Acc-I(36)
Level 2: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(11), RechRdx-I(31)
Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(17), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(19), SipInsght-%ToHit(21)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Protector Bots -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg/EndRdx(13), SvgnRt-Acc/Dmg(13), SvgnRt-Acc/Dmg/EndRdx(15), DefBuff-I(15), DefBuff-I(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), RctvArm-ResDam(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/EndRdx(31)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), EndMod-I(34)
Level 22: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(37), Cloud-Acc/EndRdx/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-%Dam(48)
Level 24: Howling Twilight -- EndRdx-I(A), RechRdx-I(34), RechRdx-I(40)
Level 26: Assault Bot -- S'bndAl-Build%(A), BldM'dt-Dmg(27), BldM'dt-Acc/Dmg/EndRdx(27), EdctM'r-PetDef(29), SvgnRt-Acc/Dmg(29), SvgnRt-Acc/Dmg/EndRdx(31)
Level 28: Provoke -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(42), Zinger-Taunt(43)
Level 30: Petrifying Gaze -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/Rchg(37), BasGaze-Acc/Hold(37)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 38: Dark Servant -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-ToHitDeb(39), Cloud-Acc/Rchg(39), Heal-I(40), Heal-I(42)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Tactics -- GSFC-Build%(A), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
Level 49: Acrobatics -- EndRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Supremacy
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 5% Defense
- 13.3% Defense(Smashing)
- 13.3% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 12.7% Defense(Energy)
- 12.7% Defense(Negative)
- 3% Defense(Psionic)
- 12.4% Defense(Melee)
- 14.9% Defense(Ranged)
- 9.56% Defense(AoE)
- 4.5% Max End
- 9% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 51.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 19% FlySpeed
- 15.1 HP (1.88%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 7.2%
- MezResist(Sleep) 13.3%
- MezResist(Stun) 5%
- MezResist(Terrorized) 9.95%
- 9% (0.15 End/sec) Recovery
- 20% (0.67 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 11.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 10% Resistance(Energy)
- 11.9% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 19% RunSpeed
- 2% XPDebtProtection
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Quote:You're going the wrong way about it. Masterminds are better at killing large numbers of even Cons than small numbers of higher cons. Instead of +2x0 you should be running at +0x4-6. I started running my thugs/traps at x4 when I got the bruiser, and x6 when I got upgrade. Pets were soft capped by level 35 and moved up to x8. You've got an AoE set, give them something to AoE.I've had a heck of a time leveling my masterminds. I have two of them. One's a level 40 merc/traps and the other a level 39 thugs/FF. It took a long time to learn how to use macros to command them, and I've gone back and forth on using personal attacks, and on which of these masterminds I want to get to level 50.
I've just about got things down with my thugs/ff. I'm moving at a good speed through missions and my henchmen don't die too often. But my experience bar is barely moving. Last night I played for about three hours and got about three bars of experience. I defeated Snaptooth twice and got the costume pieces I wanted, plus I ran a whole bunch of other missions. I'm at +2 difficulty and +0 number of players. The bosses are purple and they take awhile to kill, so I'm not sure I want to up the difficulty. I could try playing at +1 number of players perhaps.
I mostly just solo the masterminds but I know teaming is more experience points. What do you folks think? Isn't one bar of experience per hour a bit low, even for soloing? What should I do I'm getting bored not seeing progress.
Thanks for any advice! -
Quote:Anyone who has Ragnaroks in Fissure without the +Rech proc doesnt really have too much room to talk about "bad builds"....if you ask me.
And FYI....if you replace that Regen Tissue proc in health with the Numina heal single, you get more regen overall. Yours is not perfect either.Quote:Just have 2 builds. My farmer doesnt have ID, SB, or IR but my teamer does.
I tried going the farmer/teamer way long ago and just didnt like it at all. When I was on farms, I would get n00bs asking for SB. Enough was enough so all team buffs are gone from the farm build.
I only jump on my fire/kin once in a blue moon these days, I'm almost about to delete him to make room for a Warshade, as I farm on melee toons these days. My fire/SD scrapper just feels like it farms 10 times faster than my fire/kin, build up + SC + FSC kills pretty much an entire spawn minus the bosses, and I've got a pretty strong single target chain as Fire/ so the bosses only have seconds left when the animations finish. -
Quote:I got the Regen Tissue IO for 5k influence because someone listed it cheap, where as a 50 numina's like 20 mill and I have alts to feed, so I don't particularly care. Though, there's absolutely no reason I need to buy another purple for a build that doesn't need additional recharge. Occasionally getting char from 2.5 to 2.2 seconds recharge or shaving a half a second off of Fissure or Seismic smash really isn't going to make a ton of difference.Anyone who has Ragnaroks in Fissure without the +Rech proc doesnt really have too much room to talk about "bad builds"....if you ask me.
And FYI....if you replace that Regen Tissue proc in health with the Numina heal single, you get more regen overall. Yours is not perfect either.
And I never said anything like perfect. I just said my build is damn sight better than the OP's. Hell, I still am trying to figure out where I can work ID into the build because I love having it for teaming, makes me feel more useful. -
Quote:Pretty much this.Grav/Traps....Wormhole meet trip mine, caltrops, poison gas traps, and acid mortar.
The ability to lay down a trap field and wormhole most of a spawn into it sounds like something that would make me cackle with glee constantly. My bots/traps is my favorite character, there's nothing like jumping into a spawn and web grenading people as they try to flee the carnage.
I wonder if you could perma an illusion/traps. Not having AM would hurt, but thats only 30% recharge you have to make up. Gravitational anchor in web grenade plus six slotting FFG with a LotG and five Red Fortunes would get you 22% of the way there. Poison trap could take unbreakable constraint for EM pulse, Seekers could take dark watcher's despair for RI, Triage becon could take Doctored wounds for RA, if only there were an easy way to pull some recharge out of poison trap. On the other hand, you could take a slot or two out of poison trap, just keep its recharge up, put it in caltrops, and slot Positrons blast there if you had too. You could five slot positron, put in an armageddon proc, and you'd still have two damage procs in caltrops to help you out.
You could get it damned close. You might be right at the 63 second mark, but with superior invis, your FFG, Rock Armor, and a Phantasm you could probably survive even against an AV or GM with a few seconds lag time.
Being able to blow up a decoy would be insanely powerful, probably far past any mark of "reasonable" considering the fact that they cycle once a minute and generally perfer melee. You could just blow up a decoy five seconds before every resummon, and with the recharge you'd already have you could probably do it every two minutes or so. Blowing up a phantasm... meh. I'd rather see them get friggin gun drone. Imagine illus/traps with a gun drone. -
Quote:First, your build is terrible. Your defenses are too low, and so is your accuracy. You slotted char for damage when you have fulcrum shift. Your imps aren't at the ED cap for damage, which is pointless and will slow you down if you miss a FS or wind up fighting an AV. Your positional defenses are alot weaker than they have to be. You slotted out tough when those slots are badly needed elsewhere (like more accuracy on siphon speed)Well i think i have the Best "Fire Kinetics Stone Mastery Build" The Game has to offer.
Your native endurance recovery sucks, as does alot of your slotting, for Christs sake alot of your bread and butters have NO endurance reduction in them, which means you'll be blowing through endurance like crazy and missing one transferrence can completely screw your rythm (or get you killed).
You slotted 98% defense buff into Weave. I'm not even going to get into that ****.
You took smoke over flashfire. Yeah, tohit is nice. Stunned mobs don't attack you at all. And slowed, they don't walk very far either.
You slotted out boxing. What the hell were you thinking? You have less than 20% to all positional defenses, why in Gods name would you slot out boxing for a positional defense bonus when you're not going to continue slotting other things for positional defense?
You called for builds. Here's mine.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(5), Lock-%Hold(36)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(7), Dct'dW-Rchg(7), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Acc-I(40)
Level 2: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(11), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Immob/Rng(37)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(17), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 8: Hurdle -- Jump-I(A)
Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(37), RechRdx-I(43), Acc-I(46)
Level 12: Kick -- Acc-I(A)
Level 14: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15)
Level 16: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Stun(17), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(21)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), RgnTis-Regen+(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23), EndMod-I(25)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hot Feet -- Oblit-%Dam(A), Oblit-Dmg(25), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29)
Level 26: Cinders -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(31), Lock-Acc/Rchg(31), Lock-Acc/Hold(31), Lock-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Dmg(34)
Level 35: Transference -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), EndRdx-I(39), Acc-I(39), Acc-I(43)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- Lock-EndRdx/Rchg/Hold(A), Lock-Rchg/Hold(48), Lock-Acc/Rchg(48), Lock-Acc/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Containment
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 8.94% Defense(Smashing)
- 8.94% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 10.2% Defense(Energy)
- 10.2% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 17.4% Defense(Ranged)
- 15.8% Defense(AoE)
- 3% Enhancement(Immobilize)
- 63% Enhancement(Accuracy)
- 5% Enhancement(Held)
- 4% Enhancement(Heal)
- 73.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 45.8 HP (4.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 4.4%
- MezResist(Stun) 3.85%
- MezResist(Terrorized) 2.2%
- 15% (0.25 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
This is my fire/kin build.
I do more damage, and can take more damage than you. I managed to slot well enough to not need hasten, and instead have speed boost to help others (making my build more team friendly) and can stack holds on harder targets much more easily than you thanks to slotting char for hold. I am capable of stacking enough holds with this build to perma hold an AV through purple triangles with seismic smash and char (though it obviously takes some time to get there). I can immobilize an AV (with my long *** AoE immob) long enough to stack holds from outside PBAoE range, darting in between attacks for seismic smashes, I've got 33% ranged defense and softcapped S/L to back that up.
I've got better endurance management, meaning transference is a way to maintain my endurance rather than a part of my attack chain that can devastate me if it misses, and you can't make me believe that you have no trouble hitting +4 EBs and AVs with a FS not slotted for any ACC at all. Why in Gods name are you slotting out transferrence that far when you could drop those slots into FS for much greater overall effect? You won't miss that 5% recharge, I promise.
Hell, you took swift. How damned retarded do you have to be to take a run speed power on a build that can put itself up to about double the run speed cap without it? Hurdle + Ninja Run is half of super jump, and you've got siphon for the straight line running.
My build may not be the end all be all, but its far superior to yours, farms more smoothly, and is better both solo and on a team. -
Quote:It would be so easy to fix too.The cost to summon and buff while in the middle of a fight. It hurt any endurance heavy secondary and forces the use of inspirations. IMO if is an inspiration is a must, something is broken. Inspirations are meant as a burst of power, I mean thats why they're called "Inspiration" in the first place.
Yes it slowed down prep time in the beginning of the mission. But at the cost of maintaining midfight, not worth it IMO.
They could give us both. How hard would it be to make every upgrade appear twice, or even just give us a way to macro a single target upgrade for when we need it.
Or, they could do an AoE target check on power cast. For every unupgraded minion in range, it takes off 7 end (since its 42 to upgrade all 6 unenhanced). Resummon one minion, target any of them, hit it, and it finds one minion, upgrades it, and costs 7 endurance.
Bam, Fixed. But MM quality of life seems to be pretty low on their priorities now that they listened to a problem and half ***** a solution.
Quote:Actually, the best way I've found for dealing with the annoyance of my pets being too stupid to use an elevator? Outdistance them to it. (I'll doubleback a bit, have them follow me, then kick in Sprint or Ninja Run and reach the elevator a good 10 seconds before they do.) This way I'm up on the next floor and already moving before they get to it, and this GENERALLY means they then pop out without a problem (or else 'reappear' as if resummoned).
On the rare events where there's a spawn right next to the elevator, even if they do the stupid "running into nothingness", they seem to go, "Oh, threat!" and stop running off to stick around and fight.
It doesn't ALWAYS work, but it's helped.
The mass upgrade, though? Oh yeah. Love that. That they zone with me? I can take or leave, because sometimes they zone debuffed, and other times they don't zone at all.
But I still love the archetype.
Michelle
aka
Samuraiko/Dark_Respite
Elevators are probably the same. If the bots don't have room to pop in, they get stuck. Just like the seekers and the prot bots had the same similar problem. Get out of their way, and they might well not get stuck, I'm generally running around enough that I don't ever seem to have the stuck problems, and when I do its usually just one bot. They never get stuck in elevators generally, usually i have my problems at mission entrances. -
Thats what you take gangwar for. Seriously. I took it at 30, put one slot in at 31, and dropped in both recharge uniques. If you decide to slot out gang war you can drop in five of the level 50 recharge pet IOs and the aura from the other, and get gang war to a respectable recharge and accuracy. My gang war recharges in like 3.5 min, a respectable emergency button for when both enforcers somehow bite it and the pets start dying fast.
-
Personally, I'd go Claws/SR and DM/Shield/Fire
Claws/SR with Aid self is virtually unkillable without some severe debuffs. Dark/Shield/Fire can actually put out some decent AoE with Shield Charge followed by Fireball. Pretty much everything but bosses will be dead, and the fact that both DM and SD are recharge loving sets gives them some great synergies. Dark Melee adds a healing layer to SD's other defenses, and the ability to give up aid self and take some AoEs or other pool powers is pretty damned awesome. The downside is, you won't be farming your way to 50 as quickly with that build. -
Quote:I personally would love to hear more about this (Non sarcstic)Sorry for my lack of exsplanation before. But Nihilli, is pretty much spot on.
An basically you could have alot more foryour money.
I've got this build kicking around. Its got aid self, which I've found is an absolute must on melee toons with soft capped defenses. My Claws/SR brute took that power at 26 and has used it constantly since then, being able to heal myself close to half my hitpoints in about a second is a godsend (and you can move once the heal actually goes off if need be, so you can heal while fleeing if you get 2 sec breathing room)
This is my build, and I'll admit its entirely theory. My fire/SD is 22 right now and I'm following this build to the letter so far.
Evaluations and ideas would be great.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Hero Profile:
Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Deflection -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx(9), RedFtn-Def(9), ResDam-I(11), ResDam-I(11)
Level 2: Cremate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(34), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39)
Level 4: True Grit -- Heal-I(A), Heal-I(13), ResDam-I(13), ResDam-I(15)
Level 6: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def(15), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(27), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(31)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(21)
Level 12: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- EndRdx-I(A), Sciroc-Acc/Dmg(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42), RgnTis-Regen+(42)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(43)
Level 26: Incinerate -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Dmg/EndRdx(45), Mako-Acc/Dmg(45)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
Level 32: Greater Fire Sword -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(33), Hectmb-Dmg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Dmg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Level 47: Weave -- RedFtn-Def(A), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 19.5% DamageBuff(Smashing)
- 19.5% DamageBuff(Lethal)
- 19.5% DamageBuff(Fire)
- 19.5% DamageBuff(Cold)
- 19.5% DamageBuff(Energy)
- 19.5% DamageBuff(Negative)
- 19.5% DamageBuff(Toxic)
- 19.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 18% Defense(Ranged)
- 14.9% Defense(AoE)
- 33% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 85.3 HP (6.37%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 8.8%
- MezResist(Immobilize) 15.4%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% Resistance(Toxic)
- 10% RunSpeed
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Ok. example, I can type /petsay_all <em alakazamreact> into the chat bar. Works perfectly, all my bots transform into pieces of whatever. When I put it into a macro, however, it does not work. Exact same command, does not work. I cannot seem to get a number of emotes to work through macros. For instance, I have a macro that tells all my pets to put up 10 scorecards that works, but I cannot get them all to pull out drums. (I can when I use the chat bar to enter commands directly)
I don't remember this working like this, responses? -
I just carry blues, and occasionally pause while DPSing. My claws/SR brute and my Fire/Shield scrapper are both relatively endurance heavy, with like 2.2 EPS net recovery. Slowing my attack chain by pausing for a three count between attacks is usually enough to let me top myself off without inspirations. Will it take me about a minute longer to solo an AV? Yeah. But I still haven't hit the breakpoint where I think I've spent more time extra killing things than I would have grabbing the sets to increase recovery.
I also don't put so much stock in playing a game like this that I won't pop inspirations like candy. Some people pride themselves on soloing entire arcs on max difficulty without inspirations. I pop ten reds to hit the damage cap on my fire/shield and laugh as SC+ FSC kills an entire spawn, except for the bosses which get koncked down to a quarter health or so. -
Oh Christ, where to begin.
You have too much global recharge. Way, way, way, way, way too much. You need recharge, essentially, for one thing. FS. Six slotting FS will give you plenty of opportunity to do that.
You've got way over the ED numbers for a number of things. To the point that you get no benefit from them. Why is there an accuracy/immob single frankenslot in a power that's already got plenty of both? You should have dropped in the chance for hold to finish the set, a damage IO, recharge IO, almost anything would have been better than what you chose. Especially with the global accuracy from your purples. What the hell are you running that you think you need 250% or more accuracy on some powers?
You focused too much on purples and spent too little time in Mids before you started investing, because honestly you're probably going to have to replace a number of them with non purple IOs. You wasted slots on double travel powers, you skipped speed boost... I could go on.
Let me post mine
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- (A)(3)(3)(5)(5)(36)
Level 1: Transfusion -- (A)(7)(7)(9)(9)
Level 2: Fire Cages -- (A)(11)(11)(13)(13)(37)
Level 4: Siphon Power -- (A)
Level 6: Combat Jumping -- (A)(17)(37)(40)(40)
Level 8: Hurdle -- (A)
Level 10: Siphon Speed -- (A)
Level 12: Kick -- (A)
Level 14: Super Jump -- (A)(15)(15)
Level 16: Flashfire -- (A)(17)(19)(19)(21)(43)
Level 18: Health -- (A)(21)(23)
Level 20: Stamina -- (A)(23)(25)
Level 22: Speed Boost -- (A)(40)
Level 24: Hot Feet -- (A)(25)(27)(27)(29)(29)
Level 26: Cinders -- (A)(31)(31)(31)(34)(37)
Level 28: Tough -- (A)
Level 30: Increase Density -- (A)
Level 32: Fire Imps -- (A)(33)(33)(33)(34)(34)
Level 35: Transference -- (A)(36)(36)
Level 38: Fulcrum Shift -- (A)(39)(39)(39)(43)
Level 41: Fissure -- (A)(42)(42)(42)(43)(46)
Level 44: Rock Armor -- (A)(45)(45)(45)(46)(46)
Level 47: Weave -- (A)(48)(48)(48)(50)(50)
Level 49: Stealth -- (A)(50)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 5.94% Defense(Smashing)
- 5.94% Defense(Lethal)
- 8.13% Defense(Fire)
- 8.13% Defense(Cold)
- 6.88% Defense(Energy)
- 6.88% Defense(Negative)
- 8.13% Defense(Melee)
- 13.8% Defense(Ranged)
- 13.4% Defense(AoE)
- 4% Enhancement(Heal)
- 83.8% Enhancement(RechargeTime)
- 54% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 3% Enhancement(Immobilize)
- 5% FlySpeed
- 11.4 HP (1.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.2%
- MezResist(Immobilize) 4.4%
- MezResist(Stun) 3.85%
- MezResist(Terrorized) 2.2%
- 15% (0.25 End/sec) Recovery
- 11.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Unbreakable Constraint
(Char)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Transfusion)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Fire Cages)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Flashfire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Hot Feet)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Cinders)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Fire Imps)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Transference)- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
(Fissure)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Rock Armor)- 7.5% Enhancement(RechargeTime)
(Rock Armor)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Weave)- 7.5% Enhancement(RechargeTime)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Stealth)- 7.5% Enhancement(RechargeTime)
My fulcrum recharges faster than yours. I've got respectable positional defenses and am two points off of S/L softcap, which I could have hit if I sacrificed a little global recharge (and may do, as I haven't purpled mine out fully yet). My fire imps are more accurate than yours, and between combat jumping's stealth IO and actual stealth enemies will focus more on my imps and less on me (when they can hit me).
This build is a good balance between farming and team oriented play. Earth is better than fire for a fire/kin, you're going to be in melee anyway, there's no reason not to take seismic smash, and Fissure is actually a wonderful attack when you get used to it.
::Edit::
I forgot an update to that build (I've got too many save files in Mids) but take a slot out of speed boost and put it into transfusion with an Accuracy IO and its correct. -
I'm having a serious problem with my MM pets AI.
About every other mission the bots seem to latch onto something unexplainable, and run across the map. I've been farming open area maps and its getting frustrating, Ive died twice in the last hour from bots running literally hundreds of feet away from me and leaving me without protection or anything to take aggro.
When this happens, nothing except dying seems to stop it. I've pounded defensive follow, I've pounded passive follow, Ive put them in aggressive, and I've dismissed and resummoned them. Whenever I put them into anything other than passive follow or passive stay, they will run back to wherever they were. It is not until I eventually die that they begin to behave again.
This is seriously getting irritating. I just failed a mission I was running because my bots suddenly took off for the other side of the map (all but one drone) with absolutely no explanation as to why mid battle during an escort mission.
Defensive follow should clear their aggro lists, shouldn't it? And if not, passive or a resummon should. But it appears as if the aggro list gets stuck and the bots will run through two or three groups (ignoring all who attack them) to go attack something that was not part of the original mob to begin with.
Can anyone explain this? Or relate? -
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Quote:I just wanted to comment you should never, ever, be taking the alpha as bots/traps. I got seekers down to 45 second recharge by level 35, thats what they're there for and they're ******* amazing at it. If you're killing mobs in less than 45 seconds, your difficulty is not high enough.If you go /Traps, you'll get different viewpoints on how to slot it. Some say go full-out soft-cappnig on +Def so you can Tankermind with ease. I, OTOH, say go for about 37.5% and use 1 luck to take you to 50% so you can handle the alpha, then when most of the mob's dead you don't need to be soft-capped anymore. It's a little more work, but it'll free up your build for other slotting possibilities, such as using a billion damage procs (ok ok more like 10, but it'll *feel* like a billion when you see all the orange numbers). Most of the damage procs you can slot are pretty cheap as market prices go, although a couple are expensive.
Anyway, those are the first things that come to mind. Hope this helps a little bit.
Gaheris -
My bots/traps has been running +0x6 since 32, and I only run that low becuase I don't want to spend too much time on any one mission, I'd rather do more missions than get the max XP from every one (to see more content)
I can and have cleared +2x8 starting at about 40 when I got tactics slotted out and finally could afford the pet unique to soft cap my tier 1s and tier 3. Going that high adds an average of about 20 seconds to the 30-40 seconds it takes to decimate a spawn. I will be farming for purples like there's no tomorrow soon and spawns absolutely melt. Office missions are especially quick to be destroyed because bosses don't run across an open map to get out of my AoEs, but I've run the samurai +endurance map at +1x8 to help lowbies and I kill spawns faster than my friends SS brute (way faster)
Bots or thugs combined with /dark, /thermal, /traps, or /poison are absolutely insane with the AoE potential, and Bots/Traps feels just as fast to me as my fire/kin does, but with several times the survivability.
Its also worth noting that bots/traps will probably be the absolute cheapest farming build you could make. Requires no purples, few uniques, etc. I've spent about 60 million on mine total, and that includes Dual Origins, lvl 25 set IOs and common IOs, and a fair number of replacements along the way (I don't have a single IO lower than 35 right now, and I'm 44) -
Quote:This is about as perfect as I could imagine.
I also personally look at Claws as a 'Scrapper' set. And it excels at dealing damage, with all the other choice benefits it brings to Brutes (chiefly, lower end cost and rech - both of which are great for FURY).
I look at SS as the tanker (or maybe Scranker) style set.
I think claws is the superior AoE damage primary, because no matter what you say its got three high damage attacks and no rage crashing, and shockwave is something I use constantly. If there's a wall to punt things to, I punt them, and then keep them on their backs up against a corner. But SS is a much better set when you're running with a squishier team, especially pug teams post 32 where someone's leveling their first character. My SS/SD feels ten times more survivable, considering that enemies get off less than half the attacks they usually would and still only have a 5% chance to hit.
The one thing I have to say about kill speed, yeah you can take things out a little faster as SS on a large team running normal missions. Considering how quickly a large team of villains can decimate a regular mission spawn, I don't think that really matters. Unless you're on a team full of stalkers and you, the spawns going to die in less than 20 seconds. On harder targets, SS offers no mitigation whatsoever, while claws at least offers defense debuffs to help hitting it and killing it faster.
I highly recommend SS/SD. Easily soft cappable, very respectable defense debuff resistance, and Shield Charge is a great opener. Holds aggro alot better than /SR as well for when you're teaming. -
Ok. I made a fire/shield scrapper and just now a fire/shield brute. Playing the scrapper in the early levels cannot be described as anything but painful. I find myself running without my defensive toggle and still running out of end after two or three enemies worth of just fire sword and cremate.
My fire brute, on the other hand, is absolutely slaughtering everything in its path, and single blue drops every ten to fifteen mobs are enough to keep me above 80% endurance (plus with fury, by the time I've killed five or six mobs I'm one shotting even con minions or getting them down far enough with one hit that brawl finishes them off)
I haven't tried claws on a scrapper yet, but my claws/sr brute doesn't seem to suffer the end problems everyone's been talking about. I put some end reduction in my toggles and slotted my damage powers out at 25 mostly with acc/dam and like 30% end reduction from sets, and I can generally go most of a mission without having to stop for endurance, if I get lucky on spin and evis without even popping a blue. By comparison, every scrapper Ive tried I haven't gotten past 12 because of the constant endurance woes I've had with ever set. Only my katana/wp scrapper has been even marginally playable, but the relatively low damage is starting to get frustrating.
I'm at the point now where I'm just raising like four brutes so I have some to bring over to hero side when GR hits, I don't think I'll ever go back to scrappers, but seriously whats up with this? I wouldn't mind playing scrappers if they didn't seem like they were nerfed in every possible way.
Am I imagining things, or do scrappers just take longer to mature, or what? -
Quote:I really just can't see them doing this. I quit playing when Enhancement Diversification hit, and I looked long and hard at CoH before resubbing, only joining back up when I heard that no longer was the game ruled by that stupid *** "Player = 3 minions" formula they were going for that completely destroyed the fun "I am half a God" feeling that this game could evoke at times.Gut feeling based off of grumblings here and there. Consider it minor doooom calling.
Kicking defense in the teeth and universally nerfing the classes would lose them a pretty significant percentage of the playerbase, which they've already done more than once. The servers I used to play on are dead now most of the time, only Freedom really still feels like CoH used to socially.
I doubt seriously they're going to do anything to piss off the playerbase without alot of forethought and probably some announcement ahead of time.
On topic, I honestly didn't like melee ATs in this game until I tried brutes. My claws/SR is my second favorite character, and I'm considering a fire/shield sometime soon. The difference between brutes and scrappers is like the difference between playing Bruce Lee or the Juggernaut. There's something cathartic about a class that makes you think "My blue bar is growing and my red bar is shrinking. This is a problem." -
Quote:Roughly.I have a question. If you had a Thugs/traps, with both the pets and yourself softcapped, and aid other to heal them, could you do the same thing? I ask because I already have a thugs/traps at 50, and I really don't like the bots enough to lvl them because of the sounds they make and the knockback. (Yes I know how to use knockback; still don't like it). If I can keep my arsonist alive, would they be able to do the same levels of damage as here?
Damage wouldn't be your problem, survivability would be. Your arsonist dies to a stiff breeze, and there goes your missile patch. Lose an enforcer to an unlucky shot early in a spawn and you stand a good chance of dying, or at least having to retreat as your pets cascade failure. Bots have a severe advantage over thugs in that the set is incredibly top heavy, and the assbot is pretty durable, plus he's easily soft-cappable. Losing a minion happens to me all the time, and I never drop battle drones mid battle unless they all three die, because the amount of damage I'm losing is usually miniscule. -
Bots are absolutely the most reliable. Every bot attack except their melees does either energy or fire, both of which will light it up.
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Honestly, there are some things I would change about your build.
First, you start sacrificing slots from AoE defense. Of all attacks, AoEs are going to be the ones that hurt you the least.
Second, drop assault for trip mine. That will cut your end consumption.
Seeker drones don't need accuracy, their primary benefit is taking the alpha, which they only need to exist to do. I agree with stealth for this build, it will let you get a PG trap down before anything notices you're there.
Why did you take hurdle with super speed? Take swift, drop the run speed out of SS and drop in a stealth IO.
With your build, I'd do the following. Drop a trip mine or two near a corner (spaced so one minion won't take them all out), drop seekers into the mob and follow in. Drop PG trap, it which will hold everything but the bosses in the spawn about 80% of the time with the lockdown proc and its default hold. Drop Acid mortar, then RoF and Caltrops, and blow fireball.
I would honestly drop inferno for fire breath. Inferno will be up one out of every three or four spawns at best, fire breath can be used multiple times per spawn, and with the "retreat to your mines" strategy you can use fire breath to do a ton of damage to the line of enemies headed your way. Remember, if you fire it before the trip mine knocks things back, you'll still hit enemies with the full duration. Or if things are clumped you can follow fireball with fire breath and then fire blast the boss and most everything will be pretty deady by then.
Trip mine really is amazing. My bots/traps has it five slotted, i drop PG trap then a trip mine on most spawns, and when the smoke clears everything except the bosses is dead and scattered.