Arch/mm or Fire/MM
pepsi or coke?
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
I'd say Fire/MM. This is an absolutely biased opinion. I just don't like the look of Archery/Mental for some reason that I can't explain, and I love my own Fire/MM Blaster.
Too many alts to list.
Have you thought of DP/MM?
Some may feel it's lacking, but I find it's pretty capable.
Jump in->Build Up->Nuke->PSW->WIN
50 SM/WP Brute - D Block
50 FM/ELA Brute - Raging Daemon
50 Acher/MM Blaster - Dark Reiver
50 FM/SD - Firestorm Brigade
You were right to fear me...
Fire/MM.
The Melee Teaming Guide for Melee Mans
fire is the quickest. Now as far as what you enjoy that is a whole different tomato.
I Have a 50 fire/MM that is IO'd out with S/L softcapped and good recharge. He's pretty much a non stop death machine. With drain psyche on a couple mobs I can unleash firebreath, fireball and then psychic shockwave and still be at nearly full endurance when I start blasting away with my single target attacks for those few LT's that may be still alive. All of these attacks recharge quickly and have great animations/sound effects (in my opinion).
Archery does have an incredible nuke that can decimate entire spawns if used correctly. It's single target damage will lag behind fire though. I guess in the end it depends on you. I hate redraw and have no characters whose concept matches that of archery. I'm also a huge fan of charrred baddies.
"We sleep soundly in our beds because rough men stand ready in the night to visit violence on those who would do us harm." - George Orwell
I personally would say the Fire/MM for the first two, however for the third Arch/MM.
Anything you can do to a Arch/MM build you can do to a Fire/MM build and the Fire/MM should outperform, until you start getting into spawns of the x8 variety, then Arch/MM wins out because you have RoA up for each team sized spawn. (I'm theorycrafting that both builds are identical and have a significant amount of high recharge and defense)
So for anything less then farming Fire/MM, for a farmer Arch/MM.
Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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I have an Arch/MM all IO'd out with Permahasten and RoA up every 15 seconds and I can get through most spawns without even a scratch, unless there are bosses. I've seen Fire/MM do just as well if not better than my Arch/MM. As others have said, it's a matter of preference.
As for DP/MM.. I tried it on test with all my IO"s from my Arch/MM... the Nuke animation is way too long and if you are doing anything more than +2 you'll be in trouble. DP/MM doesn't even compare to Arch/MM or Fire/MM.
ClintarCOH - Twitter
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Fire, definitely. Using the /Mental AoEs causes redraw, which gets annoying with Archery and very annoying with Dual Pistols (since DP has a looooong draw animation).
Archery does have Rain of Arrows, but since RoA is enough to wipe out minions all by itself if you plan to rely on that strategy you'll want to go /Energy and get perma Boost Range... that way you can wipe out a spawn before anything gets near you, and if there are bosses you'll be able to stun those and use hard hitting melee to quickly finish them off. /Mental works best when you are up in the enemies' faces, which is the last place I want to be on an archer since they have such great long range damage.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
So I've decided to go with Fire/MM. I went ahead and made a build on mid's. I have soft capped s/l and have 70% global recharge. I currently have world of confusion, but only as a mule because I like the cheap +10% rech I can get from coercive persuasion. I may replace other sets with purples but only if I end up enjoying this build. The build is as follows, please make fixes or changes if possible:
Edit: Was thinking about it and I feel the nova isn't really necessary, I could possibly change it up for Rain of fire or one of the two cones. Also the kinetic combat in brawl looks stupid, I was thinking about replacing super speed with jump kick. Any thoughts?
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Superhero Winner Guy: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast
- (A) Decimation - Accuracy/Damage
- (9) Decimation - Damage/Endurance
- (9) Decimation - Damage/Recharge
- (11) Decimation - Accuracy/Endurance/Recharge
- (11) Decimation - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Recharge
- (15) Enfeebled Operation - Endurance/Immobilize
- (21) Enfeebled Operation - Accuracy/Endurance
- (25) Enfeebled Operation - Immobilize/Range
- (25) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (27) Enfeebled Operation - Accuracy/Immobilize
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (3) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Damage/Range
- (5) Positron's Blast - Accuracy/Damage/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (33) HamiO:Nucleolus Exposure
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Jumping IO
- (A) Run Speed IO
- (19) Run Speed IO
- (A) Rectified Reticle - To Hit Buff/Recharge
- (13) Rectified Reticle - Increased Perception
- (13) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Healing IO
- (A) Rectified Reticle - To Hit Buff
- (17) Rectified Reticle - To Hit Buff/Recharge
- (17) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (34) Decimation - Damage/Endurance
- (34) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Accuracy/Damage/Recharge
- (A) Theft of Essence - Healing
- (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (43) Theft of Essence - Accuracy/Endurance/Healing
- (46) Theft of Essence - Accuracy/Endurance/Recharge
- (50) Efficacy Adaptor - Accuracy/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy
- (A) Performance Shifter - EndMod
- (23) Performance Shifter - Chance for +End
- (A) Karma - Knockback Protection
- (50) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Coercive Persuasion - Confused
- (29) Coercive Persuasion - Confused/Recharge
- (29) Coercive Persuasion - Accuracy/Confused/Recharge
- (31) Coercive Persuasion - Accuracy/Recharge
- (31) Coercive Persuasion - Confused/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (37) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Recharge Speed
- (A) Rectified Reticle - To Hit Buff
- (34) Rectified Reticle - To Hit Buff/Recharge
- (43) HamiO:Cytoskeleton Exposure
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (40) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Obliteration - Chance for Smashing Damage
- (A) Empty
- (A) Doctored Wounds - Heal/Endurance
- (45) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal
- (46) Doctored Wounds - Recharge
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Recharge Speed
- (48) Karma - Knockback Protection
- (48) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 4: Ninja Run
I don't claim to be an expert on builds, but I don't think that I'd put those slots into Brawl if I could avoid it at any cost.
Too many alts to list.
I subsituted Fire/ for DP/ on my DP/MM build, and was able to keep the same sets for fire that I do for DP/. 2 things being sacrificed are 5% Recharge and a travel power (I have been using Sprint/Ninja Run and its done well enough for me) You will have 22% global Damage buff with S/L capped (an even 45%)
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Zero Defex: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Cold Mastery
Hero Profile:
------------
Level 1: Flares
(A) Devastation - Accuracy/Damage
(3) Devastation - Damage/Endurance
(7) Devastation - Damage/Recharge
(15) Devastation - Accuracy/Damage/Endurance/Recharge
Level 1: Subdual
(A) Enfeebled Operation - Accuracy/Recharge
(5) Enfeebled Operation - Endurance/Immobilize
(13) Enfeebled Operation - Accuracy/Endurance
(19) Enfeebled Operation - Immobilize/Range
(27) Enfeebled Operation - Accuracy/Immobilize/Recharge
(31) Enfeebled Operation - Accuracy/Immobilize
Level 2: Fire Blast
(A) Devastation - Accuracy/Damage
(3) Devastation - Damage/Endurance
(7) Devastation - Damage/Recharge
(15) Devastation - Accuracy/Damage/Endurance/Recharge
Level 4: Fire Ball
(A) Positron's Blast - Accuracy/Damage
(5) Positron's Blast - Damage/Endurance
(13) Positron's Blast - Damage/Recharge
(17) Positron's Blast - Damage/Range
(36) Positron's Blast - Accuracy/Damage/Endurance
Level 6: Rain of Fire
Level 8: Fire Breath
(A) Positron's Blast - Accuracy/Damage
(9) Positron's Blast - Damage/Endurance
(9) Positron's Blast - Damage/Recharge
(17) Positron's Blast - Damage/Range
(36) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Psychic Scream
(A) Positron's Blast - Accuracy/Damage
(11) Positron's Blast - Damage/Endurance
(11) Positron's Blast - Damage/Recharge
(19) Positron's Blast - Damage/Range
(36) Positron's Blast - Accuracy/Damage/Endurance
Level 12: Aim
(A) Recharge Reduction IO
Level 14: Swift
(A) Run Speed IO
Level 16: Health
(A) Healing IO
Level 18: Blaze
(A) Devastation - Accuracy/Damage
(21) Devastation - Damage/Endurance
(21) Devastation - Damage/Recharge
(23) Devastation - Accuracy/Damage/Endurance/Recharge
Level 20: Stamina
(A) Performance Shifter - EndMod
(31) Performance Shifter - EndMod/Recharge
(34) Performance Shifter - EndMod/Accuracy/Recharge
(46) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - Chance for +End
Level 22: Concentration
(A) Rectified Reticle - To Hit Buff
(23) Rectified Reticle - Increased Perception
(37) Adjusted Targeting - Recharge
(37) Adjusted Targeting - To Hit Buff/Recharge
Level 24: Boxing
(A) Kinetic Combat - Accuracy/Damage
(25) Kinetic Combat - Damage/Endurance
(25) Kinetic Combat - Damage/Recharge
(27) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Tough
(A) Steadfast Protection - Resistance/+Def 3%
Level 28: Weave
(A) Luck of the Gambler - Defense/Endurance
(29) Luck of the Gambler - Defense/Endurance/Recharge
(29) Luck of the Gambler - Defense
(31) Luck of the Gambler - Recharge Speed
Level 30: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
Level 32: Inferno
(A) Obliteration - Damage
(33) Obliteration - Accuracy/Recharge
(33) Obliteration - Damage/Recharge
(33) Obliteration - Accuracy/Damage/Recharge
(34) Obliteration - Accuracy/Damage/Endurance/Recharge
(34) Obliteration - Chance for Smashing Damage
Level 35: Drain Psyche
(A) Efficacy Adaptor - EndMod
(37) Efficacy Adaptor - EndMod/Recharge
(40) Efficacy Adaptor - EndMod/Accuracy/Recharge
(42) Efficacy Adaptor - Accuracy/Recharge
(42) Efficacy Adaptor - EndMod/Accuracy
(42) Efficacy Adaptor - EndMod/Endurance
Level 38: Psychic Shockwave
(A) Obliteration - Damage
(39) Obliteration - Accuracy/Recharge
(39) Obliteration - Damage/Recharge
(39) Obliteration - Accuracy/Damage/Recharge
(40) Obliteration - Accuracy/Damage/Endurance/Recharge
(40) Obliteration - Chance for Smashing Damage
Level 41: Snow Storm
(A) Curtail Speed - Accuracy/Slow
(43) Curtail Speed - Accuracy/Endurance
(43) Curtail Speed - Range/Slow
(43) Curtail Speed - Endurance/Recharge/Slow
Level 44: Frozen Armor
(A) Luck of the Gambler - Defense/Endurance
(45) Luck of the Gambler - Defense/Endurance/Recharge
(45) Luck of the Gambler - Defense
(45) Luck of the Gambler - Recharge Speed
Level 47: Hoarfrost
(A) Doctored Wounds - Heal/Endurance
(48) Doctored Wounds - Recharge
(48) Doctored Wounds - Heal/Endurance/Recharge
(48) Doctored Wounds - Endurance/Recharge
(50) Doctored Wounds - Heal/Recharge
Level 49: Hibernate
(A) Recharge Reduction IO
------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage
(46) Kinetic Combat - Damage/Recharge
(50) Kinetic Combat - Damage/Endurance/Recharge
(50) Kinetic Combat - Knockdown Bonus
Level 1: Sprint
(A) Unbounded Leap - +Stealth
Level 2: Rest
(A) Empty
Level 1: Defiance
Level 2: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
------------
Set Bonus Totals:
22% DamageBuff(Smashing)
22% DamageBuff(Lethal)
22% DamageBuff(Fire)
22% DamageBuff(Cold)
22% DamageBuff(Energy)
22% DamageBuff(Negative)
22% DamageBuff(Toxic)
22% DamageBuff(Psionic)
21.4% Defense(Smashing)
21.4% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
3% Defense(Psionic)
20.2% Defense(Melee)
3% Defense(Ranged)
3% Defense(AoE)
2% Enhancement(RunSpeed)
2% Enhancement(JumpSpeed)
2% Enhancement(JumpHeight)
2% Enhancement(FlySpeed)
65% Enhancement(RechargeTime)
4% Enhancement(Heal)
45% Enhancement(Accuracy)
3% Enhancement(Immobilize)
5% FlySpeed
180.7 HP (15%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Immobilize) 6.6%
MezResist(Stun) 4.4%
MezResist(Terrorized) 2.2%
20% Perception
11.5% (0.19 End/sec) Recovery
66% (3.32 HP/sec) Regeneration
5.99% Resistance(Fire)
5.99% Resistance(Cold)
1.88% Resistance(Negative)
5% RunSpeed
Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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I have made both a Arch mental manip and a fire mental manip and i love both of um. i would have to say that the fire mental is rockin since i love throwin some fireball and rain of fire with a psyscream
Which is better for solo mob killing?