Is there a bad combo?
There's no such thing as a bad combo, just a bad player.
Sure, some combo's fail to have natural synergy with one another, however, this does not make them "bad". I like to think of them as an opportunity.
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Yeah, can't think of a 'bad' combo off the top of my head.
Kinetics/Energy Blast is a solid example of bad synergy with a knockback-filled blast set paired with a melee-centric primary. Even so, the character can function well once you grasp when to use your attacks.
In the scrapper forum we settled on that MA/fire was probably the worst scrapper. MA/Inv was a close second. I have a 50 MA/Inv and she doesn't suck at all, but does feel slow.
Any combo you make can work, you'll just have to learn it's weaknesses and don't do those.
Someone today asked, "What can beat a Fire/Kin?" Though I think they meant which can farm better, and we KNOW there are no posts on that. But as far as mano a mano, lots could beat the holy fire/kin. You don't really PvP those.
Which makes me think of another thing...PvP is totally different than PvE. What might rock in PvE might suck in PvP. I would say and vice versa, but I'm not sure that's true, but it would be a totally different build. In PvP travel powers are defense/offense.
The only answer is "In what situation?"
If, for some reason, I was looking for an "ultimate teammate-hitpoint-replacement healing type," a BS/SR scrapper would be.... er... far from optimal.
Sure, some combo's fail to have natural synergy with one another, however, this does not make them "bad".
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That I agree with 100%.
In my experience so far, I had two toons that just didn't click. First is my dark/therm corr. I had a D3 def and love her. And I had an emp def too that was the 2nd toon I made. So when CoV came out, I made a toon that was a mix of both. Overall, it was a bad experience. Dark blast is nice when paired with something like dark miasma. But therm buffs just didn't offer anything to go with dark blast, esp. with its DoTs. Soloing was not a fun time. Did I get on team being a therm? Sure did, but it is a toon I just don't want to ever experience again.
And second was my kin/arch def. Kin is great - I had a son/kin corr that was awesome and had great synergy. Archery was fun. "Why not combine them?" I said. Ugh, redraw. Between buffing and using kin powers, I had to go through that redraw over and over and over and over. I just wore me down. The toon could solo and always welcomed on teams. But that redraw has made me shelf her.
In both cases, neither synergized together. They were playable and could get on teams, but now I am more careful on what I pair up these days.
Kinetics/Energy Blast is a solid example of bad synergy with a knockback-filled blast set paired with a melee-centric primary. Even so, the character can function well once you grasp when to use your attacks.
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For me it would be Dual Blades and Stone Armor as two sets that just do not mix. They do look very interesting together though; watching giant boulders twirl in a ballet of death fighting style is always fun.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
There are no bad combos, but you can still ruin any combo with poor power choices.
I would say there is a difference between "great combo" and "not so good" one. Bad combo sounds like the two sets don't work at all but this game is very well designed to the point that you can't find a combo that doesn't work.
Having said that, some sets are just hard to play and may even lead to headaches. Some love them for the "theme" and some people like me just don't want to mess with the problems. One example I can give is Ninja/Trick Arrow Mastermind. That combo has great theme but trick arrow has the worst ability to protect melee pets as most of the controls from Trick Arrows are immb, slow or knockdowns. Those don't help much if your pets actually perform better at closer range. I can't see myself levelling a high lvl Ninja/TA but I've seen high lvl ones. They like it for the theme or for the challenge.
It's your game. Your choice.
If you want "uncommon" combos for the challenge, I can give you some on the villain side:
Dominator: Ice control + Thorny Assault. You rarely see this combo. Gravity/Thorny is rare too.
Brute: Anything /Energy Aura, although I've seen some Fiery/EA. You may want to go with an odd primary set like Axe/Aura?
Mastermind: Ninja/TA is challenging but in terms of rare, I have yet to see a Necro/TA!!! How do you light Oil Slick Arrow with Necro/TA? I probably would nominate Necro/TA as the "worst" combo. lol
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
After some serious thoughts..
Necro/TA could the WORST combo in this game!!! Am I wrong?
TA excels in immb/slow/knockdows from Oil Slick Arrow but which necro pet can light OSA?? You have to rely on your inherent attack with energy damage? But what if you pick Natural and only have throw knife? You'll need to get a Patron attack that can light Oil?
It's hard enough to keep those zombies alive but they perform poorly if they don't go in. I can see Robot/TA and Merc/TA with better synergy.
I can't think of one great synergy between Necro/TA.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
BS/SR is ... slightly ... weak compared to other things/SR and BS/other things.
I would be wary of trying a Dark Armor stalker or brute. (Stalker for the AOE mez and other stuff that breaks stealth; brute for the enormous end consumption that Dark Armor is known for.) For the record I love DA on a scrapper or tank.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Yeah, can't think of a 'bad' combo off the top of my head.
Kinetics/Energy Blast is a solid example of bad synergy with a knockback-filled blast set paired with a melee-centric primary. Even so, the character can function well once you grasp when to use your attacks. |
After some serious thoughts..
Necro/TA could the WORST combo in this game!!! Am I wrong? TA excels in immb/slow/knockdows from Oil Slick Arrow but which necro pet can light OSA?? You have to rely on your inherent attack with energy damage? But what if you pick Natural and only have throw knife? You'll need to get a Patron attack that can light Oil? It's hard enough to keep those zombies alive but they perform poorly if they don't go in. I can see Robot/TA and Merc/TA with better synergy. I can't think of one great synergy between Necro/TA. |
Stacked holds, a self-heal from Necro, self-healing pets, stacked -res and 2 places to put Achilles Heel procs (in Knights sword attacks and Acid Arrow). Glue Arrow slowing runner and thus preventing the "Zombies run after runners and aggro the rest of the room" syndrome.*Even Poison Gas Arrow might work Ok solo since Necro has so few AOE attacks.
It's not a shining combo of excellent synergies but it'd be fairly effective. 2 Grave Knights in melee + Acid Arrow = Dead Boss, or Lich + Ice Arrow focused on a boss = Mezzed Boss.*
The inability to light your own Slicks is a common flaw for a lot of TA chars. Just do what my Grav/TA did and go Tech or Magic. Mu will also light it.*
I'd take Necro/TA ahead of Idiot-Bots to be honest. That erratic knock back out of my patches would drive me mental (as does the noise they make). And Mercs control is so sporadic I'd take the Lich ahead of them personally.
AR/TA/Mace corr. Oh god, the redraw
50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004
The inability to light your own Slicks is a common flaw for a lot of TA chars. Just do what my Grav/TA did and go Tech or Magic. Mu will also light it.*
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Ive got a AR/TA corr which I am slowly lvling. So far the redraw isn't that much of an issue. In fact at low lvls I am finding Glue Arrow to be my saviour as I can keep things at ranged to avoid those rather painful melee attacks. And I can't wait for Oil Slick Arrow and Ignite
One combo I found lacking was a Stone/Fire Brute.The End costs were horrific (even with slotting, Stamina and Consume they were rough) and the whole character felt too clunky and unwieldly to ever work properly.
Mind you depending on what sort of buffs Fiery Aura might get in i18 it may become worthwhile.
A partially soft-capped DA stalker is actually quite good.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
Frankly, the main combinations to avoid are attack sets with weapons, paired with other sets that are active during combat. TA/FF is fine, since you don't activate FF powers too much during combat, but TA/Kinetics or TA/Dark would probably be a pain.
Trick Arrow/Psi Blast comes to mind - no way to light the oil slick if you chose the wrong origins.
A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."
Ive got a AR/TA corr which I am slowly lvling. So far the redraw isn't that much of an issue. In fact at low lvls I am finding Glue Arrow to be my saviour as I can keep things at ranged to avoid those rather painful melee attacks. And I can't wait for Oil Slick Arrow and Ignite
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Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)
I've been doing the newbie player altoholic thing. Whenever I make a toon, people ask what primary/secondary I picked, and then tell me that it's solid, and fairly often say that people with that build and good enhancements can solo AVs/GMs.
So, I guess that's beginner's luck. I guess that leads to the question:
Are there any primary/secondary combos that are just plain not particularly viable for some reason? Or any primary/secondary power sets that just suck for a given archetype? I'm curious about this, because I think I'd pick up more about game mechanics from looking at what doesn't work than what does, simply because so far as I can tell, nearly everything works.