Alpha Slot and the MM


Achilles6

 

Posted

So my Necro/Dark is 1 shard short of crafting for my first Alpha slot...what's the word on Alphas for MM's? I have a good bead on my melee toons. Not so much for a MM. Any advice? What seems to work best??


50 Inv/SS Tank, 50 Inv/EM Tank, 50 FA/SS Tank, 50 Shield/SS Tank, 50 WP/SS Tank, 50 Dark/Dark Tank, 50 EM/Elec Brute, 50 SS/FA Brute, 50 SS/SR Brute, 50 Fire/Kin Controller, 50 Plant/Storm Controller, 50 Earth/Therm Controller, 50 Necro/Dark MM, 50 Bots/FF MM, 50 Elec/SD Scrapper, 50 Arch/MM Blaster, 50 Emp/Psi Defender

 

Posted

Depends on your build or if your hurting for something. But overall if all is good Musculature is a solid way to go. Damage increase, endurance redux. Or something comparable to Musculature within the new Alpha sets that just came out.


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

Does it filter down to the pets?


50 Inv/SS Tank, 50 Inv/EM Tank, 50 FA/SS Tank, 50 Shield/SS Tank, 50 WP/SS Tank, 50 Dark/Dark Tank, 50 EM/Elec Brute, 50 SS/FA Brute, 50 SS/SR Brute, 50 Fire/Kin Controller, 50 Plant/Storm Controller, 50 Earth/Therm Controller, 50 Necro/Dark MM, 50 Bots/FF MM, 50 Elec/SD Scrapper, 50 Arch/MM Blaster, 50 Emp/Psi Defender

 

Posted

If a pet can be slotted for something that the alpha enhances, like say damage, then yes it does filter to them.


It's not how many times you get knocked down that count. It's how many times you get up.

 

Posted

Quote:
Originally Posted by Achilles6 View Post
So my Necro/Dark is 1 shard short of crafting for my first Alpha slot...what's the word on Alphas for MM's? I have a good bead on my melee toons. Not so much for a MM. Any advice? What seems to work best??
Agility - Core Paragon: Increases Endurance Modification powers by 45%, Recharge rate by 33%, and Defense Buffs by 20%
Radial Paragon: Increases Endurance Modification, Recharge, and Movement Speed by 33%, and Defense Buffs by 20%
Cardiac - Core Paragon: Reduces Endurance cost by 45%, increases Range and DMG Resistance by 20%
Radial Paragon: Reduces Endurance cost of powers by 33%, increases Range and DMG Resistance effects by 20%, Fear, Sleep, and Intangibility duration by 33%

Intuition - Core Paragon: Increases Hold duration by 45%, Defense Debuff by 33%, and Range by 20%
Radial Paragon: Increases Hold duration, Damage, Slow Movement, and Defense Debuff by 33%, ToHit Debuff and Range by 20%

Musculature - Core Paragon: Increases Damage by 45%, Immobilization duration and Defense Debuff by 33%
Radial Paragon: Increases Damage, Immobilization duration, Defense Debuff, Endurance Modification, and Run Speed effects by 33%, and ToHit Debuffs by 20%
Nerve - Core Paragon: Increases Accuracy by 45%, Hold duration by 33%, and Defense Buffs by 20%
Radial Paragon: Increases Accuracy, Hold duration, Taunt effects, Confuse duration, and Fly Speed by 33%, and Defense Buffs by 20%
Resilient - Core Paragon: Increases Damage Resistance by 27%, Taunt and Immobilize Durations by 33%
Radial Paragon: Increases Damage Resistance and ToHit effects by 20%, Taunt, Immobilize, Intangible, and Stun Durations by 33%
Spiritual - Core Paragon: Increases Recharge by 45%, Stun duration and Healing by 33%
Radial Paragon: Increases Recharge, Healing, Stun duration, Slow Movement, and Jump effects by 33%, and ToHit Buff by 20%
Vigor - Core Paragon: Increases Healing by 45%, Accuracy and Endurance Reduction by 33%
Radial Paragon: Increases Healing, Accuracy, Endurance Reduction, and Confuse, Sleep, Fear Durations by 33%


 

Posted

Personally I'm split between taking Core or Radial Spiritual for my Bots/Traps, I've got all the components just can't decide which to pick...


 

Posted

Quote:
Originally Posted by evertheskeptic View Post
Personally I'm split between taking Core or Radial Spiritual for my Bots/Traps, I've got all the components just can't decide which to pick...
I know, its tempting, isn't it?

Every MM can use more +Rech, no debating that point. Only problem here is... your henchmen - the guys that do the actual damage for you - can't use any of that +Rech. The Alpha slot enhances the powers of your henchmen, as well as the actual MM. And henchmen, are not affected by +Rech or -Rech powers.

The best advice I can give is this: In game, go to each of the henchmen powers and the 2 upgrade powers. Click on the 'Show Detailed Info Here' part of these powers and study what the henchmen use to kick ***. This process will give you a clearer picture as to what Alpha boosts will be best utilized by your henchmen.

Now couple the henchmens' needs with the actual MMs(you'll know this part already), and your choices of what Alpha slot to take will dwindle down to a select few.


 

Posted

I know that Spiritual's recharge isn't that great for the bots, but I took it mostly for the speeding up the supporting powers (the traps, Repair, and Aid Other/Self). Healing and Stun also do affect the Protector Bots, but that wasn't a big factor. Mostly I'm looking at the slightly higher recharge for all my powers (Core, basically +30% vs +22%) vs boosting the slow for caltrops, which I do use a lot...


 

Posted

Well I don't know what sorts of things are ideal for necromancy or your specific build but I might suggest the radial branch of intuition(it's what I use for my thugs/poison MM). It'll give you extra duration for your holds but also increases your damage, range and depending on which T3 radial slot you take, either to hit debuff or defense debuff. Of course go for whichever you use more of.

I basically chose Intuition because the radial branch is something that I can make full use of. Everything it can buff would have a purpose and that's pretty much why I chose it.


 

Posted

I went Nerve, to help make sure all my pets were actually hitting in trials. Obviously, YMMV.


Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

Quote:
Originally Posted by evertheskeptic View Post
I know that Spiritual's recharge isn't that great for the bots, but I took it mostly for the speeding up the supporting powers (the traps, Repair, and Aid Other/Self). Healing and Stun also do affect the Protector Bots, but that wasn't a big factor. Mostly I'm looking at the slightly higher recharge for all my powers (Core, basically +30% vs +22%) vs boosting the slow for caltrops, which I do use a lot...
As others have said, it's a very personal choice based your preferences. However, I have never, and will never, take Agility or Spiritual Alpha for my MMs simply because the +recharge is useless for the henchies, and they are my 'sword and shield'. I can work the build to address recharge in my secondary and pool powers (e.g. set bonuses), but the way I see it a 33% boost from the Alpha is too much of a loss - I'd rather it be accuracy, damage or something the henchies can use (ideally, both the henchies and secondary and pool powers - but often this doesn't quite work out).

I can't remember what I took on my nec/dark.... however, it probably doesn't matter as I don't know what your build looks like, so it would most likely be useless to you.