highest dmg/survival


2Sly4U

 

Posted

i've been playing a bot/ff for awhile is almost 34 and i'm getting abit annoyed with the low dmg numbers whats the highest dmg mm going ?


 

Posted

Traps
You pretty much picked the lowest damage(merc/ff is the absolute lowest) combo in the archtype.
Bot/FF is just an easymode way to Def Cap. It's a fairly weak MM build IO's considered.


 

Posted

well that doesn't answer my question about the "Highest" dmg mm's lol


 

Posted

I told you the highest secondary. I figured it was common knowledge that

Ninja's Highest single Target

Bots are pretty much best at aoe.
If you can keep the Arsonist alive Thugs get up there nicely too

And demon's are nearly as good as Ninja at ST and decent at AoE.

But your damage problem is from your secondary, most MM secondaries get a -resist power to greatly amplify their damage output.


 

Posted

maximum damage you will get from /storm secondary. because of tornado and lighting storm. trip mine and detonator from traps are far less useful for damage, half the time trip mine will be interrupted or you going in to suicide with it and detonator has ridiculous cooldown and drawback of killing own pet.
because of the ranged nature of /storm there are only 2 suitable minions, bots and thugs.
mercs have too much bugs and too low damage.
bots/traps can be good too, but skip trip mine and detonator for tactics skill line, that will help you way more.


 

Posted

Traps is best over all secondary for increasing damage of your primary. It gets all the good stuff early. Storm is great damage but you gotta wait till 30s to see true benefits, and then its chaoticly good.

There will be debates till the end of time upon the highest damage. Generally Bots/Thugs are in the top tier. Being that they do most of their damage from range. Demons seem nasty with all the -res being tossed around. I have yet to hear the final verdict on END (40-50) builds tho. Being that demons spend a lot of time in melee means they do great damage but have a greater chance to get wiped in one shot.

Mercs are the absolute worst. Necro has some nice damage, but it gives up being top damage in the form of other perks and the penalty of being mostly in melee.

Back in the day, a Thugs/Poison beat out a Bots/Poison at being the quickest to take out spawns. Dunno if that still holds true.

From personal observations on all my MMs, I find that thugs are generally better at dishing out damage, followed swiftly by my bots. My mercs is terrible, My zombies are good, and My ninja are awesome if I can stay in melee and keep em alive. Don't have a high DEMON yet as I'm waiting for the scene to cool down before I get em to the high end.


 

Posted

Quote:
Originally Posted by kalashnikow View Post
maximum damage you will get from /storm secondary. because of tornado and lighting storm. trip mine and detonator from traps are far less useful for damage, half the time trip mine will be interrupted or you going in to suicide with it and detonator has ridiculous cooldown and drawback of killing own pet.
because of the ranged nature of /storm there are only 2 suitable minions, bots and thugs.
mercs have too much bugs and too low damage.
bots/traps can be good too, but skip trip mine and detonator for tactics skill line, that will help you way more.
Acid mortar stacking is just too good. I don't even consider the other abilities when thinking about damage output.


 

Posted

traps and storm.

acid mortar and freezing rain can both be stacked. Freezing rain is considerably more powerful and hits more targets much more easily.

Freezing rain is currently bugged where it rarely stacks though...PM castle about it if you want, I can't even get a read receipt on the PM's I've been sending him lately so....hopefully not an indication of how (un)well GR beta is going.

Traps brings more aoe damage, that with a solid build is very easy to use every spawn.
Storm brings more single target damage than you need to dip into the elec patron to fully utilize.
Traps has insane -regen for using against things that will live long enough where such damage differences really start to matter.
Storm has the ability to make things flee clear across the map thanks to the way mobs are responding to afraid mechanics over the last while.

IMO Traps>Storm, but if the freezing rain bug ever gets sorted out and mob ai is ever fixed my opinion might change. But for now storm is problematic and since the nerf a few issues ago to Lightning Storm is in need of some attention to give it a proper role.


 

Posted

Quote:
Originally Posted by Frosticus View Post
traps and storm.

acid mortar and freezing rain can both be stacked. Freezing rain is considerably more powerful and hits more targets much more easily.

Freezing rain is currently bugged where it rarely stacks though...PM castle about it if you want, I can't even get a read receipt on the PM's I've been sending him lately so....hopefully not an indication of how (un)well GR beta is going.

Traps brings more aoe damage, that with a solid build is very easy to use every spawn.
Storm brings more single target damage than you need to dip into the elec patron to fully utilize.
Traps has insane -regen for using against things that will live long enough where such damage differences really start to matter.
Storm has the ability to make things flee clear across the map thanks to the way mobs are responding to afraid mechanics over the last while.

IMO Traps>Storm, but if the freezing rain bug ever gets sorted out and mob ai is ever fixed my opinion might change. But for now storm is problematic and since the nerf a few issues ago to Lightning Storm is in need of some attention to give it a proper role.
Really? I thought Freezing Rain and Tar pit couldn't stack if used by the same source, IE the MM. If thats true, I might have to rework some haste into my dark build.


 

Posted

Quote:
Originally Posted by lareit the evil View Post
Really? I thought Freezing Rain and Tar pit couldn't stack if used by the same source, IE the MM. If thats true, I might have to rework some haste into my dark build.
It's true for FR/tar/disruption arrow and more just as it's true for acid mortar.

The "effect does not stack from same caster" is put in place so that each tick of the power does not stack with the previous tick as their duration is always longer than the tick interval. Otherwise something like freezing rain would very quickly put things at the -res cap as it ticks so fast.

Or at least that is how they all work for now. Castle could change his mind gut those powers and people would quickly tell us we are exploiters for using them that way all this time... Just how things go sometimes.


 

Posted

Quote:
Originally Posted by Frosticus View Post
The "effect does not stack from same caster" is put in place so that each tick of the power does not stack with the previous tick as their duration is always longer than the tick interval. Otherwise something like freezing rain would very quickly put things at the -res cap as it ticks so fast.
I thought that stacked acid mortars got past that because the casters were two "pets," not the mastermind himself.


 

Posted

you can not compare acid mortar and freezing rain, they are too different.
in fact freezing rain replace 2 skills from traps, both mortar and seekers.
primary role for freezing rain is alpha canceler, not resistance debuff.
of course its great that mortars can stack, but still they will be not stacked 100% of time, may be 1/3 of the overall time.
you have to take in to account complete set strategy, while traps have limited controls and several drawbacks they have better protection, storm is just opposite many controls, better initiative, more damage, but you are somewhat like glass cannon. you can say traps is more like playing empath, storm is more like playing a controller/dominator.
still both storm and traps are my all time favorites, blue and red side.


 

Posted

Quote:
Originally Posted by Peyote View Post
I thought that stacked acid mortars got past that because the casters were two "pets," not the mastermind himself.
This is correct.

Freezing Rain and Tar Pit are also 'pets' for this purpose.


 

Posted

Ive been debating for the last couple weeks not....

DS/Traps
DS/Dark

now thinking

DS/Poison

I want to solo AVs...not sure if you can farm on a MM. Still learning the Class. Always used Brutes (who hasnt)


 

Posted

Robot Traps because of the damage type.

Smashing and Lethal are most common damages types and of course have the highest defenses from. So I would stay away from Smashing Lethal attacks and also build defenses to be protected from it.

Traps with the standard pet slotting offers that protection, plus much more.

Traps is the best secondary available to any AT not just Masterminds.

If you build to be able to solo, then being in a group makes you that much more tougher.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by maxtsorm View Post
Ive been debating for the last couple weeks not....

DS/Traps
DS/Dark

now thinking

DS/Poison

I want to solo AVs...not sure if you can farm on a MM. Still learning the Class. Always used Brutes (who hasnt)
Robot Traps


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Oh cmon get real ppl. Thugs are best for damage, bruiser has ss, fire aoe attacks, both lt's have assault for hecks sake.


 

Posted

Oh dmg and survivability I see don't go thugs then. But if you want pure entertainment then make a thugs/storm that is too funny.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Oh cmon get real ppl. Thugs are best for damage, bruiser has ss, fire aoe attacks, both lt's have assault for hecks sake.
Trouble with Thugs is that, except for the Arsonist, everything is smashing/lethal damage, which is highly resisted in later levels.

Quote:
Originally Posted by _Klaw_ View Post
Oh dmg and survivability I see don't go thugs then. But if you want pure entertainment then make a thugs/storm that is too funny.
If you position your enforcers right, so your thugs are always within the radius of the Enforcers' Maneuvers powers (the two Enforcers' auras stack on your Thugs), that set becomes quite possibly the most survivable set in the game. The Defense from stacked Maneuvers auras is greater than the defense from stacked shields from your protector bots.

Trouble is... it's a huge hassle always trying to keep track of which thug is where, especially with your Bruiser wanting to run ahead and do melee. I ended up binding a Goto command for my enforcers, so as to make them follow him, because it was just too much trouble trying to keep him from running away from them.


 

Posted

I took a thug/dark and a thug/storm to 50 mostly solo. I only had problems keeping the suicidale fire bomber alive. Sure they weren't AV killers but they were very fun and entertaining on all normal missions.

I'll shuttup about them now.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
I took a thug/dark and a thug/storm to 50 mostly solo. I only had problems keeping the suicidale fire bomber alive. Sure they weren't AV killers but they were very fun and entertaining on all normal missions.
Well to be fair...the OP never said anything about what is 'fun' . I do agree with you. I've always had a soft spot for thugs, in particular my thugs\dark MM...who knocks the socks off just about everything I run into.


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Posted

Quote:
Originally Posted by maxtsorm View Post
Ive been debating for the last couple weeks not....
DS/Traps
DS/Dark
now thinking
DS/Poison
I want to solo AVs...not sure if you can farm on a MM. Still learning the Class. Always used Brutes (who hasnt)
most combination are capable of killing av, its more about your skill with a toon that you know what to do and when to do.

ds/dark is a safe choice.
ds/traps have some drawbacks but still can be used very well if you learn to position yourself.
if you want to be some real badass try ds/storm.

/poison is a crap for pve, best synergy however only with thugs. overall i had very unpleasant experience with this combo, have deleted it after lvl 40.


 

Posted

DS/Dark has my vote very fun to play lots of damage 2x stacking tar patch helps , + 3 forms of AOE Healing to keep everything alive. AND yes it can and does farm at +2 x6 solo very well.

DS/Storm is also very effective at 50


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Posted

Quote:
Originally Posted by Talos_Maltalomar View Post
DS/Dark has my vote very fun to play lots of damage 2x stacking tar patch helps , + 3 forms of AOE Healing to keep everything alive. AND yes it can and does farm at +2 x6 solo very well.

DS/Storm is also very effective at 50
You know as retarded as this sounds. I just never crossed my mind to do +2 +6

Been so ingrained into the +8 +whatever that I never though of lowering the mobs but kicking up the boss count.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives