Villain Guide to easy Strike Force Recipes


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On Virtue, I have an Ice Psy Dom tricked out with IOs just for that specific strike force..

I am fully equipped with grant invis + teleport..

and befor i went on my vacation from the game.. I had the maps mesmorized

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But I want a successful CAP run...since you are a dominator, no invite for you! I only want brutes and corrupters in my CAP team. Even if I have to recruit for 2 hours, I don't want no stinking inefficiency in my CAP run.


"Honesty is for the most part less profitable than dishonesty." -- Plato

Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50

 

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On Virtue, I have an Ice Psy Dom tricked out with IOs just for that specific strike force..

I am fully equipped with grant invis + teleport..

and befor i went on my vacation from the game.. I had the maps mesmorized

[/ QUOTE ]

But I want a successful CAP run...since you are a dominator, no invite for you! I only want brutes and corrupters in my CAP team. Even if I have to recruit for 2 hours, I don't want no stinking inefficiency in my CAP run.

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I can supply any of my hubbies toon to come along.. even if you just want perma SB..

but i c how u r.. u dun like doms


 

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On Virtue, I have an Ice Psy Dom tricked out with IOs just for that specific strike force..

I am fully equipped with grant invis + teleport..

and befor i went on my vacation from the game.. I had the maps mesmorized

[/ QUOTE ]

But I want a successful CAP run...since you are a dominator, no invite for you! I only want brutes and corrupters in my CAP team. Even if I have to recruit for 2 hours, I don't want no stinking inefficiency in my CAP run.

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lol exactly my point.

For once I agree with Perfect Pain though. Yourself, plus someone you rely on, and 3-5 other people.

Having ultra specific rules about who and who not to take by definition means it's no longer a Pick Up Group. It means you're recruiting to fit your definition of min max.

My ideal team would be two Dominators clever enough to know how to alternate their alpha strike powers on groups, and three corruptors. Other than that, it would be the brute and the stalker that would "slow the team down" because they have to get into melee range to be effective whereas the ranged team can obliterate anything within 75 feet.

That does't mean I'll turn down willing players of other ATs, or sit around waiting for my ideal picks though. Shaving 5-10 minutes of mission time isn't worth spending 15-20 looking for the "right" person.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

As someone who has ghosted Cap SFs hundreds of times at a frequency of around 3-4 times a week or more ever since Issue 9, I've got to take issue with a few of the points made by the OP.

First off - the character I primarily use for my Cap SF runs is a Claws/Regen Stalker. At level 20, she has Strike, Slash, Focus, Air Sup, Fly, Reconstruction, Hide, AS, Build Up, Swift, Health, Stamina.

As the OP points out, a quick travel power is best so Fly isn't ideal, but I have it cos I like fliying

Here's how I've always run it.

First mission: Go in with the whole team and wipe the map as usual.

Second mission. Find the Foreman. Build Up+AS the first guard (preferably any spectral so that they don't do the annoying running away trick) then kill the other two. Leave a Hordeling until last because they may rez.

Find the attack leader. Use 2 reds and 4 lucks. Build Up+AS, then Air Sup. This will kill him. Then kill his guards. On a big team, you will need help. Try not to confuse the guard NPCs with other mobs around.

Third mission. Stealth to the end. Use 2 reds and 4 lucks. Kill the named boss, and his guards. Find the glowie.

Fourth mission. Exactly the same process at the first. After the mission ends, exit directly to Ouroboros to grab more inspirs unless someone in your team has reserves.

Fifth mission. Find the Tech. One Warden will almost always be MA, so I always carry a BF with me just in case I get hit with a pesky stun. The Tech is always guarded by two Wardens, so it helps to have more than one person take them down.

Once the Tech is loose, all Stealth gets turned off and whoever has him must immediately make a run for the computer console. The ambushes are practically infinite, but you *can* get around this if you leave 1 Longbow alive, which blocks the next wave.

Do not try to go up the ramps in the final room if the console is up on the ledge - stand under it and the Tech will be just as happy

The main issues I have with the OP's guide is:

1) Dominators are incredibly useful. I used to solo this with my Mind/Psi back when it could be properly ghosted in 20-25 minutes. Mass Hypnosis is a full substitute for 4 lucks any day, and that means you can use the 4 lucks to reach the objectives/bosses

Fire Cages is also massively useful. Any AoE control, basically.

The second issue I have is with the final mission. First of all, you do not need a full tray of lucks to get the altars. The only altar position that you ever need lucks for is the North East tunnel. At this tunnel, the NPCs spawn around the altar in all directions, making it impossible to click without aggro.

For all other altar locations, you can either -

a) Hide behind a horn/rock while clicking (you don't need LoS to click them!)

b) Hide under the ground (i.e. if the altar is on the edge of a ledge, you can hide just off that edge, lower down, and click it)

c) Hide behind the altar itself. Maybe I can do this cos my Stalker is small, but I've always used the altar itself as cover - they never see me when I click

Clicking the final altar is a very important subject for discussion. In the old days when this mission could be ghosted properly, the ambushes triggered by the final altar click were never a problem. This is because in the old days you called the rest of the team back *after* you clicked the final altar. This meant that the three ambushes were aimed only at you, standing at the last altar. Each wave would therefore run off miles from Infernal/Batzul, and never had to be dealt with.

IF however, you click the final Altar with the rest of your team standing at the entrance, the ambushes will go after them, and that means they will try to run right through Infernal, causing a fight.

Sometimes this fight is a good thing, it clears the ambushes and it clears the Legacy mobs. However, sometimes it is more trouble than it's worth so I recommend that (if possible) everyone in the team waits outside the final mission until the last altar is clicked.

After I've clicked the last altar, I always fly just above the central lava and turn off Hide. That triggers Batzul, and after he appears I fly high until Hide has recharged.

I then usually fly down towards Batzul, use Demonic (or a couple of lucks), hit him once (lolmelee) and then fly away to the end of the north tunnel (using greens or healing quick, tee hee).

When I get my Nem Staff/Blackwand in Cotober I will be a happy panda!

Batzul will then chase me, and find Infernal. The two will fight each other while the team watches.

At this point it's time to clear the Legacy in front of the big fight, and then attack the AVs.

My final issue with the OP's guide is that you never, EVER kill Infernal first. Killing Infernal triggers a MAZZSIVE ambush, which makes it even harder to kill Batzul. ALWAYS kill Batzul first, and THEN kill Infernal (and then run for it!).

Infernal is especially vulnerable to knockdown and holds, so spam them (even the Ghost Slaying Axe if you have it!) cos he can be beaten quickly if you keep him off his feet.

The other Stalker I use to complete the SF is my Nin/Nin. She does more damage than Claws/, and has better defences, but she hasn't got Stamina at level 20 so I always grab a couple of blues before starting and try not to get into prolonged fights.

My favourite runs are always where I bring along a friend who also uses a Stalker, and we split the tasks between us to speed things up. It's lots more fun to do 4/5 tunnels each in the final mish instead of wait for one person to do all 9, and it makes the second mission a lot faster too.

Okay that's all I've got for now


The Widow's Dark Hand - leader of Faux Pas
Champion Server
Tee Hee!

 

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That leaves Gravity and Mind Control. Two out of six primaries that don't have significant AoE powers within the SF range.

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DimShift has uses. I know most people don't take it, but Phase shift the mob around an altar and there's no need for purples.

You can also use GDF for the same purpose.

I did this on a few CaD SFs with mine. Quite effective.


To the OP, the Stalker changes have made them very valuable as well. A good Stalker can stealth the most of the missions solo if the team is small (minimum size).


 

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True enough Czar, I was mainly thinking in terms of heavy mitigation alpha soakers that dont have the abyssmal cooldown of the multi target Hold though.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

QR

Why hasn't this been moved to the Guides forum?

Sometimes the mod behaviour is baffling.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

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Why hasn't this been moved to the Guides forum?

Sometimes the mod behaviour is baffling.

Eco.

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It's a weekend. Many times they only put out fires and leave the mundane until Monday.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

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The second issue I have is with the final mission. First of all, you do not need a full tray of lucks to get the altars. The only altar position that you ever need lucks for is the North East tunnel. At this tunnel, the NPCs spawn around the altar in all directions, making it impossible to click without aggro.

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Wrong, the altar's positions are random and so are the spawns.

I use to run through on invis looking for the ones that could be clicked safely, but realized it's faster to just pop purples and superpseed through the whole thing.

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Find the attack leader. Use 2 reds and 4 lucks. Build Up+AS, then Air Sup. This will kill him. Then kill his guards. On a big team, you will need help. Try not to confuse the guard NPCs with other mobs around.


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You use a differnt method for pugging where basically you do all the work and the rest of the team is only there for filler, or to kill the AV at the end - That works, but that's not something everyone can do, hench this guide for everyone.

There's a lot of misperceptions floating around in this thread;
1. I never said this was the only way to run the Cap SF.
2. I never said it was the very best way period. I said it was the best for this kind of PuGing.
3. It's a guide designed to make PuGing the Cap strike force possible for anyone, without a need to team regularly with players you know or trick out your build just for this SF.


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1) Dominators are incredibly useful.

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Certainly not with my method. I use a /rad corruptor as lead, so dominator mitigation is not needed, and their damage in inferior to the alternatives.

As for corruptors, teaming with ones you know who are specced for level 20 is fine, but recruiting random corruptors is playing dice with what you'll be getting. And if you get a couple corruptors who didn't invest heavily in blasts early on when they respecced, then your missions are going to be very slow - Thus why I avoid them as an unnecessary variable and stick to brutes/stalkers who are pretty reliable in terms of what they'll bring at level 20.


 

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While I mostly disagree with the wording of the OP... I can sort of get at what they're saying. However, I think that changing the statement to more accurately reflect something that doesn't sound biased (whether or not an actual bias exists) would perhaps be beneficial.

IE: Mention instead that Dominators and Masterminds are not ideal for putting together a run for the shortest time possible, and that for the sake of consistency you advise against their recruitment. However, they can be added in, if one is willing to accept the additional factors that come as a result.

That's a lot less harsh then saying, flat out, 'never invite X AT, they suck before Y level'. And more of an accurate portrayal for a set of guidelines.

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I don't sugar coat my guides to protect the delicate sensibilities of certain classes or powersets - I'm just going to give you a strait outline of the reality as it is.

It's up to the team leader to take this information in, and then decide whether or not they choose to take chances or run at suboptimal efficiency by recruiting classes that are relatively weak at this level.

My personally? I don't because there's always plenty of brutes/stalkers/veats around, with no need to downgrade to a dominator or mastermind.


 

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i understand what aegis is saying, correct me if i'm wrong. maybe it CAN be run faster with a different team makeup, but it might require certain primary and secondary powersets for each dom or corrupter, and if they got a certain power pre-level 20 or not. its harder in a PuG, especially redside finding a particular type or corrupter or dominitor to do cap runs with.

aegis' method is that you have the flexibility of getting pretty much any type of brute or stalker as long as teh brute has a decent aoe dmg output.

recruiting time plays a factor in it as well, why shouldn't it? if it takes you 30 minutes to get the perfect type of dom/corrs etc.., and you finish the cap SF in 30 minutes, but using aegis method with the flexibility of recruitment, maybe it takes aegis 5 min to recruit, and they finish the cap run in 40 minutes, i'd take aegis method. plus it'll be more consistent rather than trying to get specific types of dom/corrs, and thats IF you are able to recruit them at all.

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No... just the opposite. Since the OP's method is to only use two of the seven archetypes (yes, there are seven now -- any archetypist guide should take that into account), he'd wind up waiting longer to put together a group than someone who welcomes all ATs,

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No, you're the one who has it backwards - If I were to wait around trying to find the handful of dom or corruptor sets that would be worthwhile to invite at this level, I'd spend 30 minutes wiating around.
On the other hand, if all I do is recruit brutes and stalkers, and leave myself to fill the corruptor duties, then I can form a team almost instantly - There's never any shortage or brutes, and they're all equally effective for this task at level 20.


 

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BTW I've seen Doms stack enough Holds on Bat'zul to hold him almost indefinitely, making defeating him quite easy.


 

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While I mostly disagree with the wording of the OP... I can sort of get at what they're saying. However, I think that changing the statement to more accurately reflect something that doesn't sound biased (whether or not an actual bias exists) would perhaps be beneficial.

IE: Mention instead that Dominators and Masterminds are not ideal for putting together a run for the shortest time possible, and that for the sake of consistency you advise against their recruitment. However, they can be added in, if one is willing to accept the additional factors that come as a result.

That's a lot less harsh then saying, flat out, 'never invite X AT, they suck before Y level'. And more of an accurate portrayal for a set of guidelines.

[/ QUOTE ]

I don't sugar coat my guides to protect the delicate sensibilities of certain classes or powersets - I'm just going to give you a strait outline of the reality as it is.

It's up to the team leader to take this information in, and then decide whether or not they choose to take chances or run at suboptimal efficiency by recruiting classes that are relatively weak at this level.

My personally? I don't because there's always plenty of brutes/stalkers/veats around, with no need to downgrade to a dominator or mastermind.



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Ah, so you're one of three things, then. Or a combination thereof:

A) Someone who just wants a pat on the head for being 'efficient' at the sake of someone with actual leadership qualities.

B) A curmudgeon of some variety.

C) An [censored] that thinks because he has success, he should try to tell other people how to be a jerk like him.

Neither of which are of any benefit at all to writing a guide that could actually be useful to the majority of the community at large. Still, I'll take what information I've gleaned from this thread under advisement should I seek to perform my own runs in the future, though I imagine I'll be a bit less picky about who I take with me, and most certainly less insulting.


 

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It's a guide designed to make PuGing the Cap strike force possible for anyone

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OH! It's for everyone. Well, everyone except for MM's and Doms cause LOLZ TH3IR DMG SUXXORZ!

I also take great issue to the post (sorry, didn't see who said it) that said that the only good secondary that MM's have is /Dark.... has that person every even seen what the rest of MM secondaries do?

/Traps is amazing, and I'd take a /Traps MM over a /Traps Corruptor any day. The MM can take a hit much better than a Corruptor, and their damage is roughly even. Edge = MM.

/Poison is also a set that makes Corruptors cry with their sheer number of ST debuffs. With just Evenom and Weaken alone, you're able to neuter an AV's EVERYTHING. A */Poison MM? YES PLEASE! Against AV's, I would argue that /Poison is just as good as a /Rad. Especially on a team.

Plus, if I remember correctly, Bat'Zul is one of the few AV's that doesn't have the purple triangles, so holding him is piddly easy with just 2 Doms (might be wrong on the # of Doms needed), but with enough debuffs, Doms stacking holds on the AV to perma-hold him, you've got one hell of a PUG team.

Playing to EVERY AT's strengths > min/maxing.

Epic Fail.


Always up for teaming with good players, so hit me up: @Deceivius and @Deceivius2

 

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At this tunnel, the NPCs spawn around the altar in all directions, making it impossible to click without aggro.

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When my worthless MM is running this SF, he casts some pets to distract the mob and then clicks. Stupid, worthless MM!

Also, as mentioned in a real guide in the Guide sections, the Empowerment Station stealth buff doesn't suppress when you click, meaning you can get pretty close to a mob and click as long as their backs are turned toward you.


Another point counter to the OP: What if you want to run the Speed Cap at level 20? You don't have an Oportal to fill up on inspirations and you don't have 20 inspiration slots. The OP's Speed Cap is heavily dependent on inspirations to power your way through... that's not helpful for someone who's not 25 yet.


If the OP wanted to give us a 'speed record' guide for anyone who wants to min-max this to shave off 15 minutes. Then, yeah. Carefully choosing powersets and working with level 50s malefactored down is the way to go.

If you just want to do a PuG SF in a breezy 45 min, which isn't too bad 'cause you're picking up magic salvage along the way, then this guide is way too particular about ATs and powers. If the leader has the invis and recall, any PuG that follows directions can do it in 45 min.

And speaking of invis, of these four: Stealth Power (available in some sets and to everyone in the Concealment Pool), SuperSpeed, Stealth IO, and Empowerment Station Stealth buff; any two of them will give you full invis and you won't need all those shield inspirations. Or, be a Stalker.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

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I don't sugar coat my guides to protect the delicate sensibilities of certain classes or powersets - I'm just going to give you a strait outline of the reality as it is.

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Too bad reality and your opinion are two different things and you don't seem to realize that.

Trust me, the fastest teams, even PuGs, most people know that which is what makes your insistence that your way is the only right way all the more amusing.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

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Just to spite you I am going to take my mind/psi dominator and form a PuG for this...


 

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Another point counter to the OP: What if you want to run the Speed Cap at level 20? You don't have an Oportal to fill up on inspirations and you don't have 20 inspiration slots. The OP's Speed Cap is heavily dependent on inspirations to power your way through... that's not helpful for someone who's not 25 yet.

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One thing that is helpful though: my level 21 fire/fire dom with grant invisibility. I've yet to run a speedie Cap with her that hasn't been completed in less than 55 minutes. Lately, 45 minutes is the average time PuG Cap SF for her.

Using grant invis to permit all team members to hunt for goals on glowie maps makes a time difference. Getting the full team to run up to the computer on the longbow map to fight backwards while one lone member of the team searches for the tech also really helps the time. Holding Batz and/or Infernal still allowing everyone else to focus all their limited malefactored endurance on offense makes that final battle rush by much more quickly. Invis'ing a Mastermind new to the SF and all his or her henchmen? Suddenly they become an extremely valuable asset on most missions as long as they are mindful about toggling their henchmen from assault to follow quickly and back again.

But you know what helps the most regarding keeping any SF or even just a PuG mission team flowing smoothly? Flexibility, improvisation, creativity, intelligence and a willingness to communicate with and listen to all the players on your team. Plan A starts to crumble? Then roll into a feasible Plan B. This style of play also has the uncanny ability of turning a recipe farm you can sleepwalk through into a fun challenging hour of play. I'm sure I'm not alone in preferring the latter over the prior. And besides, the one thing I've seen sink a Cap SF's time more quickly than anything else is stubbornness on the part of a player that refuses to adapt their strategies to the situation at hand.

Short of it: I agree with several other critiques of this guide as shortsighted and restrictively narrow. But I'm appreciating the anecdotes of creative strategies that break the Cap SF stereotype of Brute/Stalker/Corruptor. All good things to keep in mind next time I'm running the SF with a useless MM.


 

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/Poison is also a set that makes Corruptors cry with their sheer number of ST debuffs. With just Evenom and Weaken alone, you're able to neuter an AV's EVERYTHING. A */Poison MM? YES PLEASE! Against AV's, I would argue that /Poison is just as good as a /Rad. Especially on a team.

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For about two months on Triumph there was a /poison MM that was regularly leading very successful Cap SF's. She'd get very excited when I brought my bots/poison along considering that we both had a res at that level and the nasty debuffs. I recall running a number of :50 to 1:10 SF's on teams of 8 with her with this combo. The fastest in the world? No. But I sure had fun, got some great recipes (including two celerity +stealths that were <25) and learned how to lead this particular SF.

Also, for time sake with this combo, we'd often just steamroll Infernal and then take Batz. Saved us time instead of monkeying around with the "pull Batz dance."


 

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BTW I've seen Doms stack enough Holds on Bat'zul to hold him almost indefinitely, making defeating me quite easy.

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People who would criticize the guide first ought to have an idea what they are talking about:
The fact is you only need one dom to hold him. Him and Infernal both have very low status protection despite having purple triangles.

So five doms is wasteful overkill.

And you never needed a dom to begin with because corruptors will provides sufficient mitigation/heals for the AV fight on top of having debuffs.

But if you aren't a lead corruptor like myself, you may have no choice but to settle for a dom in the absense of corruptors.
Concidently this is also the only time you'd need to resort to using a mastermind because they bring along the debuff.

The corruptor is a superior invite because they bring both mitigation and debuff into one package, so you don't have to bloat your team up and make things take longer to kill as a result.


 

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While I mostly disagree with the wording of the OP... I can sort of get at what they're saying. However, I think that changing the statement to more accurately reflect something that doesn't sound biased (whether or not an actual bias exists) would perhaps be beneficial.

IE: Mention instead that Dominators and Masterminds are not ideal for putting together a run for the shortest time possible, and that for the sake of consistency you advise against their recruitment. However, they can be added in, if one is willing to accept the additional factors that come as a result.

That's a lot less harsh then saying, flat out, 'never invite X AT, they suck before Y level'. And more of an accurate portrayal for a set of guidelines.

[/ QUOTE ]

I don't sugar coat my guides to protect the delicate sensibilities of certain classes or powersets - I'm just going to give you a strait outline of the reality as it is.

It's up to the team leader to take this information in, and then decide whether or not they choose to take chances or run at suboptimal efficiency by recruiting classes that are relatively weak at this level.

My personally? I don't because there's always plenty of brutes/stalkers/veats around, with no need to downgrade to a dominator or mastermind.



[/ QUOTE ]


Ah, so you're one of three things, then. Or a combination thereof:


A) Someone who just wants a pat on the head for being 'efficient' at the sake of someone with actual leadership qualities.


B) A curmudgeon of some variety.


C) An [censored] that thinks because he has success, he should try to tell other people how to be a jerk like him.


Neither of which are of any benefit at all to writing a guide that could actually be useful to the majority of the community at large. Still, I'll take what information I've gleaned from this thread under advisement should I seek to perform my own runs in the future, though I imagine I'll be a bit less picky about who I take with me, and most certainly less insulting.

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Ah, so you're one of three things, then. Or a combination thereof:

A) Someone who just wants a pat on the head for trying nitpick an otherwise solid guide, for the sake of lacking anything significant to add to the discussion.

B) A disgruntled Dominator or Mastermind who is taking this entire thread way too personally.

C) An [censored] that thinks because he only plays one type of toon, that he is entitled to have everyone leave pity spots open for anything they do in the game, just for him. And thinks anyone who suggests said AT should be avoided for maximum farming speed should be lycnhed, regardless of whether or not there's any truth to what is being said.

Neither of which are of any benefit at all to contrbuting to this thread which seeks to help villains farm the Cap SF better and faster on a regular basis.


 

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It's a guide designed to make PuGing the Cap strike force possible for anyone

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OH! It's for everyone. Well, everyone except for MM's and Doms cause LOLZ TH3IR DMG SUXXORZ!

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In terms of getting invites: Yep, it sucks to be you if that's the only toon you have over level 20.

But, of course, there is nothing stopping a dominator or mastermind from actually forming a team and leading it if they have the sufficient stealth/TP skills - In which case this guide will help them recognize their weakenesses and plan around it.


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I also take great issue to the post (sorry, didn't see who said it) that said that the only good secondary that MM's have is /Dark.... has that person every even seen what the rest of MM secondaries do?

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I didn't say it. It's a good idea to actually read a thread before shooting off automatic responses.

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/Traps is amazing, and I'd take a /Traps MM over a /Traps Corruptor any day. The MM can take a hit much better than a Corruptor, and their damage is roughly even. Edge = MM.


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I have a 50 mercs/traps, and I can atest to the fact that you're wrong - A corruptor/traps, a rare as they are, is superior when maled down to level 20.
The main reaon is because the attacks they do have hit a lot harder than what the mastermind has access to offensively at this level (only 3 minions, 1 lt, and tier1 upgrades).

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/Poison is also a set that makes Corruptors cry with their sheer number of ST debuffs.

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First off, you don't NEED debuffs that strong to complete this TF.
Second, the mastermind forums are full of people crying about how underpowered poison is, how they think /dark can do everything just as good but in AoE form. To some extent they are both right and wrong, which is why poison remains virtually unplayed except as a PvP toon.

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Plus, if I remember correctly, Bat'Zul is one of the few AV's that doesn't have the purple triangles, so holding him is piddly easy with just 2 Doms (might be wrong on the # of Doms needed), but with enough debuffs, Doms stacking holds on the AV to perma-hold him, you've got one hell of a PUG team.


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Except you don't NEED to hold him for the brutes to survive.
A corruptor's mitigation is sufficient, and with their debuffs the target will go down faster.

If all you bring is dominators then you might have mitigation covered, but you're going to take a long time to kill both AVs.


 

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Just to spite you I am going to take my mind/psi dominator and form a PuG for this...

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I'm glad. Anyone forming more cap runs is a good thing for all villains, so we can get more unique and LoTG drops to drop prices.


 

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S'pose that answers that, then.

Ah, well. S'what I get for expecting the best in people.

Still, I did pick up at least some interesting material out of this thread. On a lighter note.