Tankermind build: Maneuvers vs. Tough/Weave


Adeon Hawkwood

 

Posted

I recently decided to dust off a Bots/FF MM I had sitting around, and after doing some surfing through the boards thought I'd go with a Tankermind build. After some messing around with a build someone had posted, I got a regen bonus of 178%. To do this, however, I swapped the Leadership pool for Fighting. So, my question is, do you think it's a fair trade? The one drawback I see is that Maneuvers applies to my bots as well, but if I'm going for the tankermind build (and using provoke) wouldn't I be better off with Tough/Weave? Also, I can slot Boxing to give a 14% regen bonus.

Here's the basic build. Don't worry too much about the power/slot levels, I'm more looking for advice on the bonuses, and how this build would work for a Tankermind.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Morpheus1-2: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Presence
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- EdctM'r-PetDef(A), BriL'shp-Acc/EndRdx(37), BriL'shp-Acc(39), BldM'dt-Acc/Dmg(39), BldM'dt-Dmg(39), Dmg-I(40)
Level 1: Force Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Apoc-Dam%(48), Apoc-Acc/Rchg(48)
Level 2: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), GftotA-Def/EndRdx(3), GftotA-Def/Rchg(9), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(37)
Level 4: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(5), GftotA-Def/EndRdx(5), GftotA-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9)
Level 6: Fly -- Frbd-Fly(A), Frbd-EndRdx(42)
Level 8: Equip Robot -- EndRdx-I(A)
Level 10: Provoke -- Annoy-Taunt/Rchg/Rng(A), Annoy-Taunt/Rchg(11), Annoy-Taunt(11)
Level 12: Protector Bots -- SvgnRt-PetResDam(A), BriL'shp-Acc/Dmg(13), BriL'shp-Acc(13), BldM'dt-Acc/Dmg(21), BldM'dt-Dmg(34), Dmg-I(34)
Level 14: Aid Other -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(15), IntRdx-I(15)
Level 16: Personal Force Field -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(17), LkGmblr-Def(17), LkGmblr-Def/EndRdx/Rchg(19), GftotA-Def/EndRdx(19), GftotA-Def/Rchg(21)
Level 18: Hover -- Winter-ResSlow(A)
Level 20: Repair -- RechRdx-I(A), RechRdx-I(29)
Level 22: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(31), GftotA-Def/EndRdx(33), GftotA-Def/Rchg(33)
Level 24: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(25), IntRdx-I(25)
Level 26: Assault Bot -- BriL'shp-Acc/EndRdx(A), BriL'shp-Acc(27), BldM'dt-Dmg(27), BldM'dt-Dmg/EndRdx(31), Acc-I(31), Dmg-I(43)
Level 28: Resuscitate -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(29)
Level 30: Boxing -- P'ngS'Fest-Stun%(A), Rope-Acc/Rchg(36), Rope-Acc/Stun(36), P'ngS'Fest-Acc/Dmg(48)
Level 32: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(34)
Level 35: Upgrade Robot -- EndRdx-I(A)
Level 38: Weave -- LkGmblr-Rchg+(A), GftotA-Run+(43), Krma-ResKB(46)
Level 41: Force Bubble -- EndRdx-I(A)
Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45), GftotA-Def/EndRdx(46), GftotA-Def/Rchg(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Group Fly -- Frbd-EndRdx(A), Frbd-Fly(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Flight-I(43), Flight-I(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), Numna-Heal(40), RgnTis-Regen+(50)
Level 2: Stamina -- EnManip-Stun%(A), EnManip-EndMod/Rchg(42), EnManip-EndMod(42)
------------
Set Bonus Totals:

  • 5% Defense
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3.625% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 15% Enhancement(RechargeTime)
  • 45% Enhancement(Accuracy)
  • 57.23 HP (7.127%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • 17.5% (0.292 End/sec) Recovery
  • 178% (5.967 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 10% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 7.5% RunSpeed


Arc 180901: Flight of the Dreadnought

 

Posted

Pets can be resummoned whenever you want, but their effectiveness disappears if you disappear. Maneuvers boosts defense by 2.625% while Tough boosts damage resistance by 15% and Weave boosts defense by 4.5%. If you team lots, then Maneuvers is useful, but if you solo lots, then Weave is more useful than Maneuvers since Bots are replaceable.


The first step in being sane is to admit that you are insane.

 

Posted

Quote:
Originally Posted by starphoenix View Post
Pets can be resummoned whenever you want, but their effectiveness disappears if you disappear. Maneuvers boosts defense by 2.625% while Tough boosts damage resistance by 15% and Weave boosts defense by 4.5%. If you team lots, then Maneuvers is useful, but if you solo lots, then Weave is more useful than Maneuvers since Bots are replaceable.
While its true that bots are replaceable, if maneuvers will allow your bots to become softcapped, then you spend less endurance resummoning and re-upgrading them all the time.

Softcapped pets are MUCH more durable then not softcapped pets, and if that small defense boost will get you there, by all means, do it.


 

Posted

I'd say take Leadership, all the suvivability in the world doesn't matter if your bots can't hit anything and Tactics really helps the lower tier bots.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I'd say take Leadership, all the suvivability in the world doesn't matter if your bots can't hit anything and Tactics really helps the lower tier bots.
Preach it my friend. Don't forget the +perception in tactics.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I'd say take Leadership, all the suvivability in the world doesn't matter if your bots can't hit anything and Tactics really helps the lower tier bots.
Quoted for Importance.


It's the end. But the moment has been prepared for ...

 

Posted

Well, maybe what I'll do then is drop Provoke and Resuscitate and take both.


Arc 180901: Flight of the Dreadnought

 

Posted

Drop Repair and pick up Maneuvers. You already have Aid Other, which is superior in every way from my play experience (my first villain is a Lvl 50 Bots/FF).


 

Posted

Quote:
Originally Posted by Ob1Shinobi View Post
Drop Repair and pick up Maneuvers. You already have Aid Other, which is superior in every way from my play experience (my first villain is a Lvl 50 Bots/FF).
Not quite. Repair is uninterruptible, returns Endurance to the given robot (not just hitpoints) and is a full heal regardless of the number of hitpoints the robot is down.

I've found use for both and keep both in my build (which is mainly generic IO's but does reach S/L/E softcap when using a Nerve Radial Alpha Boost)


 

Posted

Also, dropping Repair wouldn't allow me to take Maneuvers, as I'd still have four pools already. The only option I can see that would allow me to take both would be to drop Provoke, which would free up a pool choice.


Arc 180901: Flight of the Dreadnought

 

Posted

Drop fighting, grab leadership, problem solved

For a /FF repair would be the better choice honestly. What damage does get through your defense, that your protector bots won't heal up on their own, you can use repair on. Even with a base slot (1 rech) Its up often enough to help out a lot in conjunction with the protector bot heals.


 

Posted

Quote:
Originally Posted by Hestis View Post
Also, dropping Repair wouldn't allow me to take Maneuvers, as I'd still have four pools already. The only option I can see that would allow me to take both would be to drop Provoke, which would free up a pool choice.
Right, didn't notice that.

I am actually surprised by the support for Repair. I was unhappy with it ages ago when I had it. And the guides seem to pan it pretty harshly. I may have to try it out again (always looking for a reason to tweak my build).


 

Posted

Quote:
Originally Posted by Hestis View Post
Also, dropping Repair wouldn't allow me to take Maneuvers, as I'd still have four pools already. The only option I can see that would allow me to take both would be to drop Provoke, which would free up a pool choice.
Anecdotal evidence says to me you may be able to drop Provoke and (to some degree) use Force Bubble in its place.

Also, remember that you have Force Shield from a Protector Bot as well (Mids doesn't take this into account) so that should be around +7.5% defence.

I've not slotted for regeneration at all. I barely get hit and when I do I can top off with Aid Self. I'd consider not going all out for regeneration and spreading your slots around a bit more.


 

Posted

See: http://wiki.cohtitan.com/wiki/Taunt_(Status_Effect)

Most "Tankerminds" have no clue how the Taunt effect works in game and just stand around spamming Provoke. This approach is somewhat ineffective if you aren't also attacking or have taken attacks to generate threat. Taunt/Provoke is a threat multiplier that works marginally well by itself because it generates some threat on its own. You need to attack/cause damage/generate threat as well as layer Provoke to be most effecctive, and your build has very few attacks that will cause enough damage/mez/debuff in order to generate such threat.

Dropping Provoke isn't as bad as it seems, and most "Tankerminds" should really read the link or play a Brute/Tank to better understand why simply spamming Provoke doesn't hold agro all that well. Pets and allies will rapidly strip agro off of this type of uninformed Tankermind.

My opinion is that if you can't generate threat and multiply it with the taunt effect in Provoke, then it may be better to grab something else. And since you are a FF mastermind, Manuevers will have a very significant effect since it's stacking on an already high level of defense.


 

Posted

Thanks for the input everyone. I've just been using the vet reward attacks, so I think I'll try dropping provoke in favor of taking Leadership and Fighting.

To take this in another direction, I've been reading through the bind and macro info, but am still relatively new to it. Does anyone know if there is a way to create a macro to cast Repair on a specific bot? Either by name, or just by something like "tier 1, bot 1?"


Arc 180901: Flight of the Dreadnought

 

Posted

Jumping in late, but has anyone else not noticed that the person who is trying to grab aggro from his pet is not defense capped. I get the whole regen idea. I'm not going to speak on how effective his regen of 380% is going to be when coupled with only half Defenses. I'm honestly not familiar with regeneration numbers to say ahh okay, 380% is equal to 20% defenses.

My thoughts are how susceptible is that build to a damage spike.. Similar to what an AV hands out.. With the number of hits getting through I can see bodyguard mode being done with in 2 hits from an AV. Or multiple bosses, either LTs or an EB and several LTs. Which similarly with low defenses would be seeping in through about 50% of the time..

I also wanted to comment on that link JuliusSeizure pointed out. Which is very true.. Someone pointed it out to me a while back when I asked about tankerminds and its one of the big reasons why I have Trip mine and fire ball in my build, to help build up the aggro.

With all that being said.. I have also have a robot traps mm looking to go that route. I was looking at something along this route.

Here is the break down..

Your at Ranged Defense Cap from the start.. Once bubbled up by the protector bots your now at AOE and Melee Defense Cap.

I am not crazy about the endurance Ratio so I think this is where the Cardiac Alpha slot would definitely come in handy.. I had Scorpion Shield slotted which for certain put you in Smash Lethal Cap but it was a killer on endurance. I swapped it out for Repulsion Bomb for an additional AOE attack to help reinforce Provoke. It Lowered endurance but still its not within the 2 point cushion I am used to.

If you had the money I would say swap out the kb protection in tough for the PvP IO which offers +3 Def. Which now would bring your AOE up to Defense cap. The only thing you would be relying on the bots for is the Melee Defense Cap. If your have the Vet pet for Defense, then I think with the rounding up the system does you would be close to Melee Defense cap. Otherwise your stuck waiting for the pet buff for cap..

I placed in Photon Grenade a Absolute Amazement proc for - 7.5% ToHit. out of many Purple IO's it is one of the cheapest. It's a Kluge but for now it is the best I can think of. It's that power that you hope goes off when your trying to resummon your pets during a fight that might have went bad.. Your hoping the Proc goes off to give you the Defense Cap you need for that moment. At 33%% its much higher then other procs going off.

The one good thing about Repulsion Bomb is now with the KB IO's I believe it changes it to a Knock back instead of Knock Down. Since it is AOE if your have Repulsion Field going and mobs sneak in you now have 2 powers to knock back enemies with.

If LOTG are not your style then I would swap out the LOTG for Kismet IOs. Gift of the Ancients set bonus is maxed out.

You also have Repair.

Overall I think it covers pretty much what everyone wanted. I feel if I play around with it a bit more I might be able to fine tune it a bit more..

My final issue is with all honesty I have not played the build. I do not usually post builds I do not play for myself. I am generally more comfortable posting something I use and play so I can clearly say what it can and cannot do. But it is what it is.. If you respeced to it and the endurance drain is impossible then you should immediately try to get Alpha slotted. I know from experience that it saved my AR Device toon.

No more babbling.. Here is the build

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones

  • (A) Blood Mandate - Accuracy/Damage
  • (7) Blood Mandate - Damage/Endurance
  • (11) Blood Mandate - Accuracy/Endurance
  • (11) Blood Mandate - Accuracy/Damage/Endurance
  • (29) Blood Mandate - Accuracy
  • (29) Blood Mandate - Damage
Level 1: Force Bolt
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Damage/Endurance/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Accuracy/Damage/Recharge
  • (19) Thunderstrike - Damage/Endurance
Level 2: Deflection Shield
  • (A) Gift of the Ancients - Defense
  • (3) Gift of the Ancients - Defense/Endurance
Level 4: Insulation Shield
  • (A) Gift of the Ancients - Defense
  • (5) Gift of the Ancients - Defense/Endurance
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Aid Other
  • (A) Miracle - Heal/Recharge
  • (9) Miracle - Heal/Endurance/Recharge
  • (9) Miracle - Heal
  • (48) Interrupt Reduction IO
Level 10: Kick
  • (A) Empty
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Damage/Endurance
  • (13) Blood Mandate - Accuracy/Endurance
  • (25) Blood Mandate - Accuracy
  • (27) Blood Mandate - Accuracy/Damage/Endurance
  • (27) Blood Mandate - Damage
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (40) Steadfast Protection - Knockback Protection
Level 16: Aid Self
  • (A) Miracle - Heal/Recharge
  • (17) Miracle - Heal/Endurance/Recharge
  • (17) Miracle - Heal
  • (23) Interrupt Reduction IO
Level 18: Photon Grenade
  • (A) Razzle Dazzle - Accuracy/Recharge
  • (25) Razzle Dazzle - Endurance/Stun
  • (31) Razzle Dazzle - Accuracy/Endurance
  • (33) Razzle Dazzle - Stun/Range
  • (42) Razzle Dazzle - Accuracy/Stun/Recharge
  • (42) Absolute Amazement - Chance for ToHit Debuff
Level 20: Dispersion Bubble
  • (A) Gift of the Ancients - Defense/Endurance
  • (21) Gift of the Ancients - Defense
  • (21) Gift of the Ancients - Defense/Recharge
  • (48) Gift of the Ancients - Endurance/Recharge
  • (50) Gift of the Ancients - Defense/Endurance/Recharge
  • (50) Gift of the Ancients - Run Speed +7.5%
Level 22: Personal Force Field
  • (A) Luck of the Gambler - Recharge Speed
Level 24: Provoke
  • (A) Perfect Zinger - Taunt/Range
  • (33) Perfect Zinger - Chance for Psi Damage
  • (36) Perfect Zinger - Taunt/Recharge/Range
  • (37) Perfect Zinger - Taunt
  • (39) Perfect Zinger - Taunt/Recharge
  • (50) Perfect Zinger - Accuracy/Recharge
Level 26: Assault Bot
  • (A) Blood Mandate - Accuracy/Damage
  • (34) Blood Mandate - Damage/Endurance
  • (34) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (36) Blood Mandate - Accuracy
  • (36) Blood Mandate - Damage
Level 28: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance
Level 30: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Recharge Speed
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Repulsion Bomb
  • (A) Explosive Strike - Damage/Knockback
  • (37) Explosive Strike - Accuracy/Knockback
  • (39) Explosive Strike - Chance for Smashing Damage
  • (40) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Accuracy/Damage
Level 38: Force Bubble
  • (A) Endurance Reduction IO
  • (39) Endurance Reduction IO
Level 41: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (42) Enfeebled Operation - Immobilize/Range
  • (43) Enfeebled Operation - Accuracy/Endurance
  • (43) Enfeebled Operation - Endurance/Immobilize
  • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (46) Enfeebled Operation - Accuracy/Immobilize
Level 44: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 47: Repair
  • (A) Recharge Reduction IO
Level 49: Power Boost
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Miracle - Heal/Recharge
  • (15) Miracle - Heal
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod
  • (40) Endurance Modification IO



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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 plainguy
I placed in Photon Grenade a Absolute Amazement proc for - 7.5% ToHit. out of many Purple IO's it is one of the cheapest. It's a Kluge but for now it is the best I can think of. It's that power that you hope goes off when your trying to resummon your pets during a fight that might have went bad.. Your hoping the Proc goes off to give you the Defense Cap you need for that moment. At 33%% its much higher then other procs going off.
As mentioned in a different thread, that proc actually doesn't do anything. It doesn't proc, it doesn't apply the -tohit value, and its basically a wasted slot, unless your going for the +recovery from absolute amazment, and are running low on funds.


 

Posted

Quote:
Originally Posted by Arbegla View Post
As mentioned in a different thread, that proc actually doesn't do anything. It doesn't proc, it doesn't apply the -tohit value, and its basically a wasted slot, unless your going for the +recovery from absolute amazment, and are running low on funds.
This. It's the reason the proc is dirt cheap. It's too bad as well, as the debuff that never fires is marked as irresistible, which would make it very potent against AVs.