Slotting a DP/MM


plainguy

 

Posted

Quick question in regards to slotting a DP/MM. Should I slot just for straight damage on the DP powers, the effects when none of the swap ammo toggles are on, or the effects when one of the slot ammo toggles are on? I see great benefits to each but am not sure which will be most helpful in gameplay. I am not worrying about set bonuses, I can finagle what I want from whichever way I go. Any help from gameplay experience of those who have gone before me is appreciated.


Proud member of the Hard Liquor party

Unofficial leader of PAAS (Paragon Association for the Advancement of Stoners)

 

Posted

As you can see after 40+ views your not getting much of an answer.

It's slightly confusing what your asking. At first I thought you were talking about SO's and not inventions and set bonuses then you mentioned set bonuses and finagling.

Build wise I think Gunmage posted up a build which was high end with 5 purple sets. I posted up a build in a thread which was non purple with 1 second off perma. Obviously there was a DPS difference in the 2 builds but the concept still held to what was being done.

If your going for what people are commonly doing with the build then there is a specific direction you need to go. Your not mentioning if your looking to go that way or your own route.

Best bet post a build with a bit of background behind the build and what your trying to accomplish with the build so people can look it over and comment.


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

What I am curious about is what is the best aspect to slot for in the powers that have one effect normally but a different effect when one of the Swap Ammo toggles are on. For example: Suppressive Fire disorients with no toggles but holds when any of the Swap Ammo toggles are on. In this situation should I slot for damage, disorients or holds? I am not worrying about the normal Cryo grants slows, Incendiary grants add'l damage, Toxic grants damage reduction, just the ones with special effects outside of the normal special effects.


Proud member of the Hard Liquor party

Unofficial leader of PAAS (Paragon Association for the Advancement of Stoners)