Verboten or Wunderbar?
For a Tankermind personal attacks either from your primary or your epic are very useful for building aggro. For other MMs I would say they are more of a personal choice, they aren't useless but you don't need them.
I had a necro /dark /pain or /therm build in mind. I figure /dark has the synergy, /pain would be best for tankerminding, and... ZOMGWTFBBQFLAMINGZOMBIESFTW!
I messed around with necro/therm a bit a few days ago. It was fun but it kind of got boring because /therm is so hands off. Even a set like /FF starts you with Force Bolt. I usually slot that for acc and recharge and end redux then machine gun away with my bots attacking my target. I never take the laser attacks from Robotics.
What do you guys do? I see baby MMs with primary attacks all the time but the upper level guys I've seen usually opt to skip them.
I always take MM attacks. Provoke just doesn't hold aggro all that well by itself. You need to "seal the deal" with a good solid attack, it works a lot better. A good AoE attack works great, like M30 Grenade or even one of the Fire Ancillaries.
And honestly, you just can't do enough damage, ever
What do you guys do? I see baby MMs with primary attacks all the time but the upper level guys I've seen usually opt to skip them.
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The fact that they help me Tankermind more effectively is a nice bonus but I mostly took them because it's how I want to play. There are other powers I could potentially take that would make me tougher but I'd rather have a character I enjoy playing than one that is the absolute best he can be and oftentimes that means taking powers I want even if they aren't the best possible option.
My favorite MM secondary has always been Poison (aside from the heavy endurance usage and the fact that the debuffs can and do miss), because there's always something you can do: toss Alkaloid on a pet or teammate, debuff your foes, and even drop a bit of control here and there. It's fun times.
That said, I'm interested to see what happens when I get my Demon/Therm MM up high enough to get Heat Mastery and start chucking Fireballs alongside the whip cracks...
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I had a necro /dark /pain or /therm build in mind. I figure /dark has the synergy, /pain would be best for tankerminding, and... ZOMGWTFBBQFLAMINGZOMBIESFTW!
I messed around with necro/therm a bit a few days ago. It was fun but it kind of got boring because /therm is so hands off. Even a set like /FF starts you with Force Bolt. I usually slot that for acc and recharge and end redux then machine gun away with my bots attacking my target. I never take the laser attacks from Robotics. What do you guys do? I see baby MMs with primary attacks all the time but the upper level guys I've seen usually opt to skip them. |
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.
Don't mind me and my German lol I just re-watched Inglorius Basterds.
Anyway my question is as follows. Aside from the DS whip for its -Res goodness; with the onset of inherent fittnes has the paradigm changed at all concerning MMs and their primary attack powers? Are MM attacks still considered counter productive aggro magnets to be avoided at all costs?
MM primary attack powers... Verboten or wunderbar, and why?