Remember that Bots/Traps build I promised?


Arbegla

 

Posted

The FMing Interior (re)Decorator!

Hire this man, and he and his crew will totally reorganize the interior of your Warehouse! Contact The MAN using your FM Radio! Take *THAT* Television!


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

 

Posted

Quote:
Originally Posted by Redlynne View Post
The FMing Interior (re)Decorator!

Hire this man, and he and his crew will totally reorganize the interior of your Warehouse! Contact The MAN using your FM Radio! Take *THAT* Television!
Hm. Not quite, but you did remind me about FM Theory, which would be the perfect way to describe controlling pets.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

What is ridiculous is that the MM I started yesterday is level 18 and already has around ~30% defenses.

What is neat, however, is the little shield drone veteran pet that gives another 2.5% defense and some recovery when it's active benefits from the force field generator and the shields from the protector bots.

Even though that shield drone has -75% resists to everything, it stays alive quite a bit longer when it has a decent amount of defense. Doesn't hurt that most of the time you can get another 2.5% defense out of it.


 

Posted

I love my bots/traps and bots/dark, but I hate how the pets feel that they must go into melee range to use the 100ft range laser beam on the target's face...

Several months ago (maybe even all the way before GR was released) they were fine. It's funny how some things become broken and never get fixed.

Oh well, I still mow through stuff even if I have to resummon a Jihad-o-Bot every now and again.

-Simon


 

Posted

Quote:
Originally Posted by SimonSayz View Post
I love my bots/traps and bots/dark, but I hate how the pets feel that they must go into melee range to use the 100ft range laser beam on the target's face...

Several months ago (maybe even all the way before GR was released) they were fine. It's funny how some things become broken and never get fixed.

Oh well, I still mow through stuff even if I have to resummon a Jihad-o-Bot every now and again.

-Simon
Almost makes you glad there's the option to have a detonator power.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
That's kinda the problem. I need a new gimmick.
Given what I read on your blog about Dechs' background, go Raymond Chandler/Dashiell Hammett, maybe?


 

Posted

So after looking over your build, I have a question.

How do you get charged armor a patron power at lvl 35?


Alts on all servers, lvl 50 of every AT:
lvl 50 Heroes on all servers but; Pinnacle, Victory
lvl 50 Villains on all servers but; Guardian, Pinnacle, Triumph, Victory
Current Projects: Tanks
Official MOM of Tribal Alliance

 

Posted

May we see the build version with the powers and slotting visible. I am on a Mac and unable to use Mid's. Thank you. :3

Can anyone just pop it into Mid's and import it? I really would like to roll one of these.


 

Posted

Dechs, I'll have to compare and Contrast my bot/traps build with yours.

I took A LOT of your advice on my warshade build, so being able to see another one of your priced builds would really help to make sure we're on the same page.

Granted, i think my playstyle it a little more aggressive then yours, but all in all i think it'll be a good contrast to see how you do things.


 

Posted

Quote:
Originally Posted by SimonSayz View Post
I love my bots/traps and bots/dark, but I hate how the pets feel that they must go into melee range to use the 100ft range laser beam on the target's face...

Several months ago (maybe even all the way before GR was released) they were fine. It's funny how some things become broken and never get fixed.
Blame Demons. Apparently there's only one pet AI rather than a custom AI for each set, and the existing one didn't work well with Melee/Ranged hybrid pets like Demons. The changes that made Demons work smoothly also tended to make primary ranged pets more likely to decide to run up and punch things (or just stand next to them, in the case of Protector Bots which have no melee attack at all). On the bright side, if you want a fairly painless pet experience just pick Demons because they actually work quite well without micromanaging.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Quote:
Originally Posted by icemanstryketh View Post
May we see the build version with the powers and slotting visible. I am on a Mac and unable to use Mid's. Thank you. :3

Can anyone just pop it into Mid's and import it? I really would like to roll one of these.
Well ... since no one else seems like they can be bothered to help out here ...

Villain Plan by Mids' Villain Designer 1.951

Dechs Kaison: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Teleportation
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:

Level 1: Battle Drones
  • (A) Blood Mandate - Accuracy/Endurance: Level 50
  • (3) Blood Mandate - Damage/Endurance: Level 50
  • (3) Blood Mandate - Damage: Level 50
  • (5) Blood Mandate - Accuracy/Damage: Level 50
  • (5) Blood Mandate - Accuracy: Level 50
  • (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
Level 1: Web Grenade
  • (A) Gravitational Anchor - Immobilize/Recharge: Level 50
  • (13) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
  • (13) Gravitational Anchor - Immobilize/Endurance: Level 50
  • (15) Gravitational Anchor - Accuracy/Recharge: Level 50
  • (36) Gravitational Anchor - Chance for Hold: Level 50
Level 2: Caltrops
  • (A) Recharge Reduction IO: Level 50
  • (7) Javelin Volley - Chance of Damage(Lethal): Level 50
  • (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
  • (11) Positron's Blast - Chance of Damage(Energy): Level 50
  • (11) Ragnarok - Chance for Knockdown: Level 50
Level 4: Triage Beacon
  • (A) Numina's Convalescence - Heal/Recharge: Level 50
  • (15) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (17) Numina's Convalescence - Endurance/Recharge: Level 50
  • (17) Miracle - Heal/Endurance/Recharge: Level 40
  • (19) Miracle - Heal/Recharge: Level 40
  • (19) Miracle - Heal/Endurance: Level 40
Level 6: Equip Robot
  • (A) Endurance Reduction IO: Level 50
Level 8: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (9) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (21) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Recharge Speed: Level 50
Level 10: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff: Level 20
  • (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
  • (29) Analyze Weakness - Accuracy/Recharge: Level 50
  • (29) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
  • (37) Touch of Lady Grey - Recharge/Endurance: Level 50
  • (37) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
Level 12: Protector Bots
  • (A) Soulbound Allegiance - Damage: Level 50
  • (23) Soulbound Allegiance - Damage/Endurance: Level 50
  • (23) Soulbound Allegiance - Accuracy/Recharge: Level 50
  • (25) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (25) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
Level 14: Aid Other
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (21) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (39) Numina's Convalescence - Heal: Level 50
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (40) Luck of the Gambler - Defense: Level 50
  • (42) Luck of the Gambler - Recharge Speed: Level 50
Level 18: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 20: Teleport
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 22: Poison Trap
  • (A) Recharge Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
Level 24: Assault
  • (A) Endurance Reduction IO: Level 50
Level 26: Assault Bot
  • (A) Soulbound Allegiance - Chance for Build Up: Level 50
  • (31) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (31) Soulbound Allegiance - Damage/Recharge: Level 50
  • (31) Edict of the Master - Accuracy/Damage/Endurance: Level 40
  • (33) Edict of the Master - Defense Bonus: Level 40
  • (33) Edict of the Master - Damage: Level 40
Level 28: Seeker Drones
  • (A) Siphon Insight - ToHit Debuff: Level 50
  • (33) Siphon Insight - Accuracy/ToHit Debuff: Level 50
  • (34) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50
  • (34) Siphon Insight - Accuracy/Recharge: Level 50
  • (39) Siphon Insight - Accuracy/Endurance/Recharge: Level 50
Level 30: Provoke
  • (A) Mocking Beratement - Taunt/Recharge: Level 50
  • (36) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (43) Mocking Beratement - Accuracy/Recharge: Level 50
  • (48) Mocking Beratement - Taunt: Level 50
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO: Level 50
Level 35: Charged Armor
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (42) Reactive Armor - Resistance/Endurance: Level 40
  • (42) Reactive Armor - Endurance: Level 40
  • (43) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (45) Reactive Armor - Resistance: Level 40
  • (48) Gladiator's Armor - TP Protection +3% Def (All): Level 50
Level 38: Trip Mine
  • (A) Eradication - Damage: Level 30
  • (40) Eradication - Damage/Recharge: Level 30
  • (40) Eradication - Accuracy/Damage/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
Level 41: Electrifying Fences
  • (A) Ragnarok - Damage: Level 50
  • (45) Ragnarok - Damage/Recharge: Level 50
  • (45) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (46) Ragnarok - Accuracy/Recharge: Level 50
  • (46) Ragnarok - Damage/Endurance: Level 50
Level 44: Aid Self
  • (A) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (48) Numina's Convalescence - Heal/Endurance: Level 50
  • (50) Numina's Convalescence - Heal/Recharge: Level 50
Level 47: Team Teleport
  • (A) Jaunt - Endurance/Range: Level 50
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon

------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (37) Numina's Convalescence - Heal: Level 50
  • (50) Numina's Convalescence - Heal/Endurance: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (50) Endurance Modification IO: Level 50
------------

Set Bonus Totals:
  • 5% Defense
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 9.75% Defense(Fire)
  • 9.75% Defense(Cold)
  • 12.88% Defense(Energy)
  • 12.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 9.75% Defense(Melee)
  • 13.19% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 3.6% Max End
  • 42.5% Enhancement(RechargeTime)
  • 57% Enhancement(Accuracy)
  • 4% FlySpeed
  • 183.7 HP (22.88%) HitPoints
  • 8% JumpHeight
  • 8% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 1.1%
  • MezResist(Stun) 1.65%
  • 14.5% (0.24 End/sec) Recovery
  • 110% (3.68 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 4% RunSpeed
  • 2% XPDebtProtection
------------

Set Bonuses:

Blood Mandate
(Battle Drones)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Gravitational Anchor
(Web Grenade)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Numina's Convalescence
(Triage Beacon)
  • 12% (0.4 HP/sec) Regeneration
  • 15.06 HP (1.88%) HitPoints
Miracle
(Triage Beacon)
  • 2.5% (0.04 End/sec) Recovery
  • 15.06 HP (1.88%) HitPoints
Luck of the Gambler
(Maneuvers)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Analyze Weakness
(Acid Mortar)
  • 10% (0.33 HP/sec) Regeneration
Touch of Lady Grey
(Acid Mortar)
  • 12.05 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Soulbound Allegiance
(Protector Bots)
  • 16% (0.54 HP/sec) Regeneration
  • 24.1 HP (3%) HitPoints
Numina's Convalescence
(Aid Other)
  • 12% (0.4 HP/sec) Regeneration
  • 15.06 HP (1.88%) HitPoints
Luck of the Gambler
(Force Field Generator)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Recall Friend)
  • Knockback (Mag -4), Knockup (Mag -4)
Blessing of the Zephyr
(Teleport)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
Soulbound Allegiance
(Assault Bot)
  • 16% (0.54 HP/sec) Regeneration
  • 24.1 HP (3%) HitPoints
Edict of the Master
(Assault Bot)
  • 4% JumpSpeed, 4% JumpHeight
  • 12.05 HP (1.5%) HitPoints
  • 5% Defense
Siphon Insight
(Seeker Drones)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Mocking Beratement
(Provoke)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Steadfast Protection
(Charged Armor)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Reactive Armor
(Charged Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gladiator's Armor
(Charged Armor)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Eradication
(Trip Mine)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 18.07 HP (2.25%) HitPoints
Ragnarok
(Electrifying Fences)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Numina's Convalescence
(Aid Self)
  • 12% (0.4 HP/sec) Regeneration
  • 15.06 HP (1.88%) HitPoints
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.4 HP/sec) Regeneration
  • 15.06 HP (1.88%) HitPoints


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

 

Posted

I have read a lot of your posts on these forums Dechs, and they're all very well reasoned. I learned a lot from reading your guide on defense! So I would like to impose a bit more on your expertise, if you don't mind.

I'm curious about your opinion on Bots/Dark and how it measures up to Bots/Traps. The last character I played for CoH was Bots/Dark from like, Issue 7. I have just resubscribed because it seems like the game has grown so much, but now I'm a little lost. Is Bots/Dark still viable at the endgame? It still seems good right now at lvl 30, I imagine it'll get even better once I'm 32 and my bots are fully upgraded, they're lacking in AoE right now.

The main reason I've been resistant to /Traps is the lack of a strong AoE heal like Twilight Grasp, I understand that Forcefield Generator is far stronger than Shadow Fall, so it will present a much better passive defense, but still, I like being able to restore 75% of a bot's health at once, and I figured the massive -hit debuffs from /Dark compensates.

I'm also curious why you picked the Mu mastery instead of Soul. It seems like -acc instead of -end is just far more useful in an AoE root, for any build. I understand the root's for setting up big burn patches.

On that note, what do you recommend as an opening move vs. a whole group? I'm torn between using Darkest Night to floor their to-hit and using Fearsome Stare to shut down most of the group.

Thanks in advance, you're a greater resource to us re-noobs.


 

Posted

Quote:
Originally Posted by Korbaan View Post
Is Bots/Dark still viable at the endgame?
Perfectly viable. If anything, it's more team friendly.

Quote:
Originally Posted by Korbaan View Post
I'm also curious why you picked the Mu mastery instead of Soul.
1. It fits concept better.
2. Energy damage seems more common than negative energy.
3. With softcapped self and pets, -tohit won't do much for me.
4. No skill required in setting up a cone for immob.
5. The Mu immob has -kb.

Quote:
Originally Posted by Korbaan View Post
On that note, what do you recommend as an opening move vs. a whole group? I'm torn between using Darkest Night to floor their to-hit and using Fearsome Stare to shut down most of the group.
Perfectly safe opening: Summon fluffy in the mob. I don't like this one.

Otherwise, Fearsome Stare has the same -tohit that Darkest Night does, if I'm not mistaken, but it has the Fear component. I'd go with that.

Sorry I'm not more thorough on my explanations tonight. Feeling a bit under the weather. I'll be sure to answer any other questions. Later.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Korbaan View Post
On that note, what do you recommend as an opening move vs. a whole group? I'm torn between using Darkest Night to floor their to-hit and using Fearsome Stare to shut down most of the group.
Just a note on this.

In my experience, Darkest Night has a bit of a gap between the end of the power's animation and the moment the power actually aggros enemies. Because of this, I've taken to Opening with Darkest Night with the follow-up power (Tar patch or Fearsome Stare whichever is more usefull for the situation) queued up. Usually the effects are applied before the enemies are aggroed and I get the benefit of both.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

I often open with Tar Patch, Electric Fences, Fearsome Stare or a variation of those 3 - Darkest Night I generally only use if I'm taking down GMs or AVs. I will also be spamming Provoke and my goto/defensive macro.


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Great tips, thanks everyone. I'm also a bit torn between whether to take the Hold in /Dark and the Hold in a PPP. Part of me wants to shutdown a boss solid, the other part of me thinks the first part is silly because with defense powers plus two of the best -tohit buffs in the game I'm already neutering bosses and their whole spawns.

Now, do you think I can get away without a travel power? I've been doing okay with Ninja Run (with the Jump Pack and some temp Jetpacks for heights), and it's useful indoors and out, without having to dip into any travel pools. Or is there some other hidden utility, like slotting one for KB protection?


 

Posted

unless you can fit in basilisk gaze, gladiators net, or unbreakable constraint into your holds then you dont need them if your already flooring a boss's to hit. and if you dont lolpvp then you absolutely dont need a travel power. sprint+ ninja run is more than fine for missions and general pve conent. and raptor packs are a mere 10k inf.


 

Posted

Quote:
Originally Posted by Korbaan View Post
I'm also a bit torn between whether to take the Hold in /Dark and the Hold in a PPP. Part of me wants to shutdown a boss solid, the other part of me thinks the first part is silly because with defense powers plus two of the best -tohit buffs in the game I'm already neutering bosses and their whole spawns.
I would take the hold from Dark if and only if it fits nicely and I had slots to throw away to make it useful. I'd be much more apt to take the patron hold (e.g. Soul Storm), which you can slot as an attack. Basically, it'd be good for those pesky LTs and minions like sappers, but it'll still be useful against bosses/AVs because you'll still contribute damage.

Quote:
Originally Posted by Korbaan View Post
Now, do you think I can get away without a travel power? I've been doing okay with Ninja Run (with the Jump Pack and some temp Jetpacks for heights), and it's useful indoors and out, without having to dip into any travel pools. Or is there some other hidden utility, like slotting one for KB protection?
Travel powers are a taste thing. I always like having one if I can, but there have been a few times where it just didn't fit in a build I was tooling.

When it comes to masterminds, I don't like most travel powers. Teleport is particularly good because it almost forces a respawn every time and you never run into the pets dragging extra aggro problem. I also grabbed Team Teleport because I really like being able to "Surprise Robot Army!" around. It helps manage the pets in situations like Apex and clogged doorways as well.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Pet Gaze has 1/2 the recharge of any of the epic holds. Personally, I like to make sure I've got a useful hold for the LGTF, if nothing else. Anyway, even outside that, I want holds to hold, so I'd rather have Pet Gaze.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Pet Gaze has 1/2 the recharge of any of the epic holds. Personally, I like to make sure I've got a useful hold for the LGTF, if nothing else. Anyway, even outside that, I want holds to hold, so I'd rather have Pet Gaze.
Soul Storm's duration is 2 seconds longer at base, and both can be maintained as permanent holds. The way I see it, there are three scenarios that are relevant here.

1. I need a permanent stacked hold.
2. I need a permanent hold.
3. I need to do damage.

Petrifying Gaze works for the first two. Soul Storm works for the last two. Neither one does everything, but if I had to chose, I know that Soul Storm would be more valuable to me.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Soul Storm also has the best after-animation pose in the game going for it.