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[u]Azu's Guide to Plant/Thorn[u]
Part 1a- The Plant Primary
Part 1b- The Thorns Secondary
Part 1c- Power Pools
Part 1d- Patron Power Pools
Part 2- Strategies
Part 3- Build
Part 4- Sources
Why Plant/Thorn you ask? Well, because plant/thorn is an early maturing and fun set that goes together well thematically and is easy to use for beginners. Besides, thorns isn't as fugly as spines.
This guide is based on PvE experience and teaming. Also, it is my view that AoEs are the best route for plant/thorn doms on teams.
Things you should already know:
The inherent power of dominators is Domination.
[u]Domination[u]
When your domination bar is over 90% you can activate the power domination. All of your controls will last 50% longer and double their magnitude. Your attacks are also increased in damage by 75%. Domination gives protection to Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free. Domination also builds faster when you have more teammates.
Domination rocks and you'll want it to be up as often as possible.
PBAoEs and snipes (you have no snipes) can be used to build domination without actually attacking the target.
Melee attacks generally hit harder than their ranged counterparts.
Permadomination is when your domination power recharges before the domination bar empties (which is usually at the end of domination), you can click it without having to build it back up again. This can be achieve with high recharge values.
[u]Part 1a[u]
Now onto the plant primary!
Plant is a very good primary for dominators because it was made specifically for dominators.
Plant
Plant is a ground based smashing damage primary.
Strangler-
Ranged, Foe Hold
Trust me, you want this power. It should be a staple in your attack chain. Use it on anyone you are attacking or is dangerous because you are squishy and have a low amount of health.
Grade: A+
Slotting: 1 accuracy, 2 recharge, 2 hold
______________
Entangle-
Ranged, Foe Immobilize
Entangle is not necessary for a plant/thorn dom because you can get a better immobilize in your secondary and your pet takes care of all immobilization needs. This attack can be used in early levels though to keep bosses from attacking you, but you should just hold them instead.
Grade: C-
Slotting: 1 accuracy, 0-2 immobilizes, 0-2 recharge
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Roots-
Ranged(Targeted AoE), Foe Immobilize
Many dominators do not take AoE immobs because they cause a lot of aggro especially when used as a first attack (VERY bad idea). It can be useful to keep mobs seperated after you confuse them, because if the mobs kill each other without you hurting them some, you will gain no experience. The damage isn't even worth looking at.
Grade: C+
Slotting: 2 accuracy, 0-2 immobilizes, 0-2 recharges
__________________
Spore Burst-
Ranged(Targeted AoE), Foe Sleep
NO! This is a horrible power for an AoE dom with an AoE pet. The attacks that you use will wake up the enemies and your teammates enjoy waking up enemies also. You have far better control options so this is not needed, nor wanted.
Grade: F-!
Slotting: 1 Accuracy, 0-2 Sleep, 0-2 Recharge
_______________
Seeds of Confusion-
Ranged(Cone), Foe Confuse
*Drools* Ah, this is why we love plant/ so much. This attack combined with your AoEs will make mobs melt away. Enemies will start attacking each other and some might even buff you (Rikti guardians give AM)! This is MUST HAVE!
Grade: A++
Slotting: 1-2 Accuracy, 2 Recharge, 2 Confuse
______________
Spirit Tree-
PBAoE Heal
Some plant doms will not take this since it does not have a high regen value, but since you should be on large teams anyways, its effectiveness is multiplied. Its also very pretty and can be used to block doorways so you can escape from danger.
Grade: B
Slotting: 2 Recharge, 2 Heal
_________________
Vines-
Ranged(Targeted AoE), Foe Hold
This power is very inaccurate unslotted, but since you are /thorns you can easily use aim before performing this control. It can reduce the alpha to nothing and make your team completely safe for some time. Its a very nice emergency power to have.
Grade: B+
Slotting: 2 Accuracy, 2 Recharge, 2 Hold
_____________
Carrion Creepers-
Raged(Location AoE), -speed, -fly, -jump
Carrion are quite a magnificent sight. Their power increases as the mob size increases because the number of carrion summoned depends on the number of enemies. This makes for a great distraction tool for that mob that you just accidentally went to close to.
Grade: A
Slotting: 2 Recharge
______________
Fly Trap-
Ranged Control Special
Fly trap is a very nice and smart pet that will take care of all immobilization needs. He (or she) is also very expressive and you will be able to tell what its status is by simply looking at it. You will learn to fall in love with fly trap. It is on a long recharge so you must make sure that you take care of him/her. Fly traps damage and AoE capability is also quite nice.
Grade: A
Slotting: 1 Accuracy, 2 damage, 0-2 defense debuffs, 0-2 recharge
____________
[u]Part 1b[u]
Thorny Assualt
AoE defense debuffing secondary. High Lethal damage with some toxic damage over time.
Thorny Darts-
Ranged, Minor Damage, -def
Its a level 1 power so don't expect too much from it. Its damage is quite low. It can be slotted in many different ways though. It can be used to pull with range enhancements, or to debuff defense with recharge, accuracy, and defense debuff enhancements.
Grade: C
Slotting: See description
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Skewer-
Melee, Moderate Damage, -def
This attack is very helpful, it does nice damage and has a quick animation.
Grade: B
Slotting: 1 Accuracy, 2 Damage
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Fling Thorns-
Ranged(Cone), Moderate Damage, -def
This attack has a very wide cone and does great damage against a large number of foes, it will be a main part of your AoE damage attack chain.
Grade: A
Slotting: 1 Accuracy, 2 Damage, 2 Recharge
__________________
Impale-
Ranged, Moderate Damage, Immobilize, -def, -spd, -fly, -jump
Impale is the reason why we don't take our single target immob, entangle. This does a lot more for a lot more damage and side effects. This can be used on fliers in order to get them down so your holds can affect them.
Grade: A
Slotting: 1 Accuracy, 2 Damage
________________
Aim-
+Acc +Dmg
Oh boy! Oh boy! This is one of my favorite powers. It makes it so that your none of your attacks will miss for the next 10 seconds and they will all get a 42.5% damage boost! This power is amazing. I highly recommend it.
Grade: A+
Slotting: 2 recharge, 0-2 Tohit Buffs
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Thorn Burst-
PBAoE Melee, Moderate Damage, -def
This power is good for building domination while afk. It is also the other AoE attack that will allow you to melt mobs. This power is on a melee scale so it does good damage. It does have some problems with its animation time, but that will be discussed later. It has a huge defense debuff.
Grade: A
Slotting: 1-2 Accuracy, 2 Recharge, 2 Damage
______________
Thorntrops-
Ranged(Location AoE), minor damage, -spd
I had this power, but I see no good use for it. You can already slow your opponents with carrion creepers and immob them to stop them completely. The damage is not great at all. There are better things to pick.
Grade: F
Slotting: 2 Recharge
_________________
Ripper-
Melee(Cone), High Damage, -def, kb, -spd
This attack is great. It has a great animation in which you do...I guess I won't spoil it for you. Anyways, it also comes with a great defense debuff and is a very good melee attack. It is rare that you will hit 2 people at the same time, but its possible.
Grade: A
Slotting: 1 Accuracy, 2 Damage
_______________
Thorn Barrage-
Close, High damage, -def
This is another ranged attack. I haven't had it so I can't comment with personal experience, but this attack is not needed, because by 38 you should have a full attack chain. And the damage is less than ripper's.
Grade: ?
Slotting: 1 Accuracy, 2 Damage, 0-2 Range
_________________
[u]Part 1c[u]
Power Pools:
Fitness-
You can build a plant/thorn dominator without stamina, but it will cost you slots, while taking it costs you powers. There are IOs that can give you the recovery you need if you are willing to pay. Health is nice because the regeneration will stack with Spirit Tree's. I suggest hurdle for superspeed and combat jumping. While swift benefits flight more.
Medicine-
This is the pool that I chose. It greatly increases the survivability of you and your pet. Fly trap tends to get mezzed so stimulant would be very nice for him to have. You can also heal the fly trap and yourself. Due to your controls you are less likely to be interrupted.
Speed-
Hasten is a GREAT power. I suggest taking it even if you don't take superspeed. It causes your controls, attacks, and domination to recharge faster, which is definitely a good thing. Superspeed is useful because it allows you to position yourself for Seeds of Confusion. Superspeed can be difficult to use in CoV, so it helps to have a jump pack, hurdle, combat jumping, or temp power. Flurry is a waste, you have much better attacks. And whirlwind uses too much endurance and it won't kb anyone in your immobs.
Leaping-
Jump Kick is worthless also since you have better attacks in your secondary. Combat Jumping and Acrobatics are ok for when domination is down, because it gives you some mez protection. Super Jump is a convenient and fast travel power to use.
Flight-
Hover doesn't synergize with an AoE dominator because it is hard to manuever in combat and use your melee attacks. Fly has the same issue as hover except it costs more endurance. Fly is a good travel power though. Air superiority is bad because you can easily use holds to lock bosses down and impale to ground fliers. Don't take group fly...just don't.
Concealment-
Stealth can be useful for making fly trap take the alpha (you shouldn't do that, he/she is more useful alive). Grant invis won't work on fly trap because he will attack anything in his aggro range anyways. Invisibility won't work if you have fly trap with you. Phase Shift is an ok emergency power, but your AoE hold can take care of that. And Phase Shift costs a lot of endurance.
Fighting-
So you don't like being so squishy? I didn't either, so I did take the fighting pool (a long LONG time ago) and it won't make you much tougher even though you would like to believe it would. Aid self and controls work much better for preventing damage. Boxing and Kick are bad attacks and you have better ones in your secondary. You won't get good values on tough and weave, they are a wast of endurance.
Leadership-
Leadership is always good on a teaming dominator. The more leadership toggles the merrier. Assualt is better than manuevers because of manuever's low values and lack of any status resistance.
Presence-
Moving on!
Teleportation-
Recall Friend is useful if you decided to take rescusitate. Teleport Foe isn't really necessary. Teleport doesn't make a very good travel power. Team teleport is bad due to the high end cost, pets, and the general dislike of the power (and potentially you) by the populace of CoX.
If I had to list them in order of importance for a Plant/Thorn dom, I would list them as:
1. Fitness
2. Medicine
3. Speed
4. Leadership
5. Leaping
6. Flying
7. Teleportation
8. Concealment
9. Fighting
10. Presence
[u]Part 1d[u]
Patron Power Pools
Mace Mastery-
This is my pool of choice because the defense shield will help with avoiding being interrupted when I'm trying to heal with aidself. This pool goes greatly with my theme of nature since it has a tarantula pet. The Toxic Tarantula has good attacks that are primarily lethal with toxic DoT and -def (yep, just like /thorns). Poison ray is good for reducing a foes resistances, since lethal can be annoyingly resisted at higher levels. I am not getting Disrupter Blast since I have a complete attack chain and my other AoE attacks are much better.
Mu Mastery-
This is a very popular pool for dominators, because it has a pet that can heal you and has energy resistance which is common in pvp. I wouldn't recommend it for a plant/thorn dom since you can get aid self easily. Power sink and the AoE attack wouldn't add much because you already have good AoEs, and you don't have powerboost to increase the amount of endurance drained from enemies.
Soul Mastery-
This set suffers from the same problems as Mu, except its end drain is weaker and the pet doesn't heal. The pet gives you +perception which could be useful in PvP. The shield gives nice resistances to rare damage types. And the AoE attack does negligible -tohit and you don't need another AoE attack.
Leviathan Mastery-
This set is actually ok for plant/thorn doms. The AoE attack suffers from the same problems as the other set though. Waterspout and your immobs would create nice damage and would make a "ghetto" hold (disorient+AoE Immob). Shark Skin gives you nice resistances, but it doesn't help you avoid attacks leading to side effects (-res, -spd, etc.) and aid self would be harder to use. The coralax pet seems ok in the damage area, but doesn't add much especially with pet recharges.
[u]Part 2[u]
Strategies
Mob Melting- This requires Seeds of Confusion, Aim, Fling Thorns, and Thorn Burst. First, you approach a mob, then position yourself for the greatest number of confusions, then click Aim, then use Seeds of Confusion, then approach the mob quickly to use Fling Thorns, then Thorn Burst. In this situation, the enemies will die quickly due to the massive confusion, defense debuffs (they get hit by each other and your team easily), and the damage boost. If they aren't dead after this they should be very weak and easy to hit (-45% defense).
Another option is to use Vines instead of Seeds of Confusion. They won't die as fast but you will be in complete safety and have softened up the mobs for your teammates.
To get the most out of Seeds of Confusion you might have to gather the enemies around a corner at which you can place thorntrops.
During all of this Fly Trap will most likely use roots and fling thorns for more damage.
If you don't have stealth you can use Carrion Creepers or Spore Burst to start the fight so that you won't get killed in the alpha.
Archvillain Fights- If you do not have enought recharge to reach permadomination do not bother trying to hold the AV. Debuff his/her defense and use Aim and single target attacks to maximize the damage. Spirit Tree can also make a nice contribution during AV fights since they can last a long time in one spot.
Buffers- You should try to confuse buffers in order to increase your team's survivability. Make sure you have some form of stealth so they don't buff before you confuse them. Buffers include Rikti Guardians, Luddite Friars, Force Field Generators, etc. You can just leave them for last.
Note: Always use Fling Thorns then Thorn Burst after Aim, because Thorn Burst has a long animation time that might make you miss the aim buff for fling thorns. And it takes time to go into melee then back out, too much time.
[u]Part 3[u]
Build
This is my current build of Azucar. I'm at level 36. Its heavily based on Seeds of Confusion and AoE attacks like Thorn Burst and Fling Thorns.
Villain Plan by Mids' Villain Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Azucar-no IO: Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler -- Acc-I(A), Hold-I(7), Hold-I(7), RechRdx-I(11), RechRdx-I(13)
Level 1: Thorny Darts -- Acc-I(A), Range-I(36), Range-I(40)
Level 2: Skewer -- Acc-I(A), Dmg-I(3), Dmg-I(3)
Level 4: Fling Thorns -- Acc-I(A), Dmg-I(5), Dmg-I(5), RechRdx-I(13), RechRdx-I(37), Range-I(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 8: Seeds of Confusion -- Acc-I(A), Conf-I(9), Conf-I(9), RechRdx-I(15), RechRdx-I(21)
Level 10: Impale -- Acc-I(A), Dmg-I(11), Dmg-I(46), Immob-I(46), Immob-I(48)
Level 12: Hurdle -- Jump-I(A), Jump-I(42)
Level 14: Aid Other -- IntRdx-I(A), IntRdx-I(15), RechRdx-I(19), RechRdx-I(42), Heal-I(43), Heal-I(43)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(17), ToHit-I(17), ToHit-I(23)
Level 18: Vines -- Acc-I(A), Acc-I(19), RechRdx-I(21), RechRdx-I(25), Hold-I(25), Hold-I(29)
Level 20: Aid Self -- Heal-I(A), Heal-I(31), IntRdx-I(31), IntRdx-I(34), RechRdx-I(37), RechRdx-I(37)
Level 22: Thorn Burst -- Acc-I(A), Dmg-I(23), Dmg-I(29), RechRdx-I(31), RechRdx-I(39)
Level 24: Super Speed -- EndRdx-I(A), EndRdx-I(43)
Level 26: Carrion Creepers -- Dmg-I(A), Dmg-I(27), RechRdx-I(27), RechRdx-I(33)
Level 28: Health -- Heal-I(A), Heal-I(40)
Level 30: Stamina -- EndMod-I(A), EndMod-I(34)
Level 32: Fly Trap -- Acc-I(A), Dmg-I(33), Dmg-I(33), Immob-I(34), Immob-I(46)
Level 35: Ripper -- Acc-I(A), Dmg-I(36), Dmg-I(36)
Level 38: Spirit Tree -- Heal-I(A), Heal-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Poisonous Ray -- Acc-I(A), RechRdx-I(45), RechRdx-I(50)
Level 44: Scorpion Shield -- DefBuff-I(A), DefBuff-I(45)
Level 47: Summon Tarantula -- Acc-I(A), RechRdx-I(48), RechRdx-I(48), Dmg-I(50), Dmg-I(50)
Level 49: Stimulant -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]
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</pre><hr />
[u]Part 4[u]
Sources:
Mids' Villain Designer- http://www.onthejazz.co.uk/hu/mhd.php
City of Data- http://coh.redtomax.com/powersets/powersets.php#
Paragonwiki- www.paragonwiki.com
Hope you enjoy your dom! -
Hmm, I don't think you can compare it to other ATs like that. Other ATs are supposed to do more damage in general. As for the single target immobilize, it does not do nearly the same amount. Impale is vastly greater than any of the single target immobs.
-
[ QUOTE ]
[ QUOTE ]
I think all the ranged attacks should have a boost in damage (I don't have the 2 melee ones so no comment).
[/ QUOTE ]
You've skipped your most damaging attacks, of course you feel that your damage is weak. Take the melee attacks and use them, then reconsider your stance on the ranged attacks.
[/ QUOTE ]
I never said I thought my damage was weak, I just wanted a buff. With the good controls I have plenty of time to kill my foes even if I only could use my holds. -
[ QUOTE ]
[ QUOTE ]
Thorny Assault
<ul type="square">[*]Imaple does not inflict -Jump, as stated in the description.[*]The immobilize effect of Impale is not buffed by Domination. The "DOMINATION" message doesn't appear, mag is not increased, and duration is not increased.[/list]
[/ QUOTE ]
like thorny assault so i come back again on that. i think that some animation time should be shortened. (impal,thornburst and ripper for exemple.)for exemple ice sword circle cast time is 1.5, the one of thornburst is 3. personnally i think that any animationtime longer than 2 sec (all but snipe) should be reported as broken.
[ QUOTE ][*]Does Thorny Assault receive something in exchange for the redraw animation? (Kyril Mar 12th)
[/ QUOTE ]
i honnestly don't see what thorny assault get for it's redarw, it's lethal damage and it's long animation time
for the redraw, how is it that no icy assault sword power cause pause, redraw or cut in the mouvement?
is it a different coding? why not "code" thorny assault the same then? (i'm not a devellopper or even an informaticien so the word "code" may not be the better. but it's the idea)
[/ QUOTE ]
I thought thorny got toxic DoT for long animations and the defense debuffs. I don't mind the animations personally nor the damage. Aim is a very nice damage buff that is up often. Just use aim then control then fling thorns then thorn burst and you'll hit everything for the rest of the fight even if they are purples. Now energy doesn't get enough for its animation times...I think all the ranged attacks should have a boost in damage (I don't have the 2 melee ones so no comment). -
[ QUOTE ]
as you talk about PB duration, i personnally find that aim duration from thorny assault should ba looked at.
thorny assault have long animation i find 10 s being very frustrating.
even if you use it to try to hold something with defense you can't hope stacking two hold ou you play a long animated hold like gravity's one.
only me feel it shouldbe loocked at?
[/ QUOTE ]
I think its just fine, I like to look at the good damage buff portion of it. It can allow you to get out 2 good shots after an AoE hold. (I do domination then aim then vines or seeds of confusion then fling thorns then thorn burst and they all get the damage/accuracy boost. Then the mobs are left with no defense whatsoever. -
[ QUOTE ]
[ QUOTE ]
Power Boost recharge is too long compared to Blaster and Controller powers. (IceScykle March 3rd)
[/ QUOTE ]
What do people think about this one? While it's definitely wrong for the Controller Epic power to have the same recharge as the Dominator secondary, I don't think it's a good justification that there's an issue with Power Boost. In fact, both powers should probably be changed to sort out that discrepancy.
However, I do feel that the recharge of Power Boost is too long. It's a staple self-buff power like Aim and Build Up, which both have 90 second recharges. What's more, it's typically used with the like of Flashfire and Wormhole, which typically have a 90 second recharge.
[/ QUOTE ]
I don't have a problem with this, because power boost boosts a lot of things, while aim is just damage and accuracy, and fiery embrace is just damage. Another reason that I don't have a problem with powerboost is because of the duration. Power boost last 15 seconds compared to Aim's 10s, fiery embrace last 30s, but has a recharge of 180s. -
I'm not sure if this has been mentioned, but Lift is much worse than levitate in damage. And I don't see why dominators would need propel.
-
[ QUOTE ]
[ QUOTE ]
Disorient animations are too subtle. (Natsuki August 21st)
[/ QUOTE ]
How do others feel? I don't have much opinion on this, so will drop it unless there's additional support.
[/ QUOTE ]
I think its obvious if they are walking around. If immobed, its harder to tell. -
Very nice. I only saw one error. In the singularity part, the first paragraph you said he can be healed, and in the second paragraph you said he can't be healed.
-
[ QUOTE ]
[ QUOTE ]
I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it?
[/ QUOTE ]
It was 20 feet in i7. They have since changed it, along with Blaze, Shout, and Impale, to 40 feet.
[/ QUOTE ]
thx. -
I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it? -
[ QUOTE ]
So i have to dissmis my pets? why cant they just do a Stay While on the Whole mission and cant do it in the rogue isles?.. it would be a whole lot better.. i have invisibility.
[/ QUOTE ]
just wait to summon if you are going to stealth it... don't know why you got invisibility though. Also you could make a post of this, it would get you more responses. -
[ QUOTE ]
Whenever i tell my bots to stay.. if i go too far away from them they Come to me and start following
[/ QUOTE ]
You can't go more than 100 ft (?) away from a pet, they'll resummon themselves near you. The devs didn't like the idea of pet abandonment, or being harrased by PETA. -
[u]AZU'S GUIDE TO BECOMING A NECROMANCER[u]
If you are reading this guide then most likely you are interested in necromancy. There are many reasons to choose necromancy, such as the diversity of the pets and all of the things they are able to do. They use rarer damage types and also resist them (and some more). This guide focuses on the primary, but will talke about 2 of the secondaries I have played with necromancy. So, lets get started on what you'll need to know.
Bodyguard mode (BG Mode)-
This is when you share damage with your undead pets. They must be in defensive follow. It is easier to switch them to this mode with keybinds. I suggest using Sandolphan's Mastermind Numeric Keypad Pet Controls , it has really helped me with control of my pets. And you'll need control with melee pets since they can easily run off and aggro. Since it is much harder to control melee pets in defensive I suggest that you use passive instead.
Stances
Passive-
This is when your pets do nothing until you give them a command, they will sit there and die if being attacked (and cause no aggro, I'll say why this is important later).
Aggressive-
They hit anything that looks at them funny.
Defensive-
They attack if anyone they know is attacked (you or your pets).
[u]Commands[u]
Follow-
Err, they follow you.
GoTo-
They go to where you say, you can use it to replace the stay command.
Attack My Target-
They attack your target.
Releasing Pets-
You can release your pets (all of them) by typing in /releasepets. This will kill your pets instead of dismiss them. I'll explain the importance of this later.
Pet resistances-
Some pets have defense, resistance, or both. Your pets survive through resistances. Your tier 1 pets (zombies) have the most resistances, then Grave Knights (tier 2), then Lich (tier 3). There are 2 very expensive IOs that can be purchased to increase the survivability of your pets a lot. These are Sovereign Right: Resistance Bonus and Edict of the Master: Defense Bonus. Sovereign Right provides a +10% to all resistances except psi and Edict of the Master provides +5% defense to all.
Now you ask, so what resistances they have? Well I'll tell you.
Zombies-
27.4% resistance to Smashing, Negative, Cold, Psionics, and Toxic. 50% resistance to sleep and fear.
-4 sleep, -4 fear, -1 stun
Grave Knights-
27.4% resistance to Negative, Cold, Psionics, and Toxic. 50% resistance to sleep and fear.
-4 sleep, -4 fear, -1 stun
Lich-
27.4$ resistance to Negative, Cold, and Toxic.
-4 sleep, -4 fear
*Soul Extraction*-
27.4% resistance to Smashing, Lethal, Negative, Cold, and Toxic.
-4 sleep, -4 immob, -2 fear
This makes zombies good against Aberrant Rectors, Circle of Thorn (CoT) ghosts, and Vahziloks.
Personal Attacks-
This usually is a NO-NO. They are low in damage and you will usually have to sacrifice a better power in your secondary. If you support your pets then they will support you. There is one example of a time where its acceptable/good, on my necro/psn I took life drain instead of taking aid other/aid self because I would've needed to waste a power. And life drain has many side effects, such as -accuracy, healing yourself, and damaging the enemy.
Keep in mind that Grave Knight's can use an unehanced attack (headsplitter) that deals 79.52 damage when not criticaling. Then realize how pitiful your damage will be.
Dark Blast
End cost: 6.5 Recharge: 4s Cast: 1s Duration: 6s
Range: 80ft Accuracy: 75% Tohit: -5.63% Damage: 30.59 at lvl 50 (@50)
Gloom
End cost: 10.7 Recharge: 8s Cast: 1.1s Duration: 10s
Range: 80ft Accuracy: 75% Tohit:-5.63% Damage: 53.84 @50
Life Drain
End cost: 19.5 Recharge: 15s Cast: 1.93 Duration: 10s
Range: 60ft Accuracy: 75% Tohit:-5.63% Heal: 10% Damage: 30.59 @50
As you can see, all of these attacks are horrible and Life drain is worse than aid self (not worse than aid other+aid self though).
Slotting:
Zombies-
Since they'll be -1 to you at 18 and -2 to you at 24 they'll be looking at some brightly colored purple foes most likely. I always go with the rule that 2 lvl 50 IOs~ 3 lvl 50 SOs, because 2 lvl 50 IOs= 83.32% enhanced and 3 lvl 50 SOs= 94.93% enhanced which isn't much of a difference.
2 lvl 50 acc, heal, and damage IOs. Heals will help keep them alive since they aggro with AoEs/Cones.
Grave Knights-
They will become -1 to you at lvl 24, so they need accuracy also.
2 lvl 50 acc, damage, and defense debuffs or heals. They may need healing since their siphon life has a 13.5s magnitude 4 taunt attached to it. (Its a good thing).
Ghost-
He is always -1 to you, so accuracy and recharge is needed.
2 lvl 50 acc, rech, and hold (or bonuses if you can afford them).
Lich-
He has so many mezzes that you can't slot them all so go with 3 acc/mez hami-os, 2 tohit debuffs, and heal (healing is unneccessary, but it won't hurt).
Pet Behavior and Attacks...
Endurance usage is negligible, because their bar won't ever go under 90% unless affected by large -endurance. Necromancy's pets sometimes go into "melee mode" which is when the pet AI tells them to try to stay in melee after fighting in it. Ex. If a Grave Knight pulls out its sword on an enemy and kills him, he will run 40 feet or so to the next enemy and not use his ranged attacks.
Zombies- Try to have them target close enemies for max damage. The DoT has a 90% chance to affect enemies.
Naked(unupgraded): They will run up and smack your target with their rotting hand.
Zombie Brawl: Range: 5ft, Damage @50: 35.48, Recharge: 4s, Type: Single target Smashing
Enchanted(lvl 6 upgrade): They will use Projectile vomit as soon as they are close enough, then some will get close enough to use Zombie Vomit, then 1 might get close enough to do Zombie Brawl.
Projectile Vomit: Range: 40ft, Damage @50: 39.77, Recharge: 12s, Type: Ranged Cone Toxic (arc 20*)
Zombie Vomit: Range: 8ft, Damage @50: 49.55, Recharge: 12s, Type: [u]Toxic AoE (radius 5ft)[u]
Empowered(lvl 32 upgrade): They will act the same as before except if they are in melee they will use siphon life and zombie brawl.
Siphon Life: Range: 5ft, Damage @50: 30.59, Recharge: 30s, Type: Negative Single Target, Heal: 160.635, Tohit: -7.5%
You have to use the goto command in order to get them all into melee.
Grave Knights- Grave Knights get an accuracy boost with the second upgrade. And inherently has one. Disembowel looks really cool.
Naked: They will use dark blast then most likely go into melee and use hack and slash.
Dark Blast: Range: 80ft, Damage @50: 30.59, Recharge: 4s, Type: Single Target Ranged Negative
Hack: Range: 5ft, Damage @50: 50.16, Recharge: 8s, Defense Debuff: 5%, Type: Single Target Melee Lethal
Slash: Range: 5ft, Damage @50: 30.59, Recharge: 4s, Defense Debuff: 5% Type: Single Target Melee Lethal
Enchanted: They might stay at ranged now, and need a goto command because they have gloom now (ranged attack), but their new melee attack Disembowel is more powerful. There is good news though, even at ranged they can put out good damage.
Gloom: Range: 80ft, Damage @50: 53.84, Recharge: 8s, Tohit:-5.625%, Type: Single Target Ranged Negative
Disembowel: Range: 5ft, Damage @50: 59.95, Recharge: 10s, Defense Debuff: 5%, KnockUp(KU): 4.154 (40% chance), Type: Single Target Melee Lethal
Empowered: They might stay at ranged, but in melee they will use Siphon Life and Headsplitter.
Siphon Life: Range: 5ft, Damage @50: 30.59, Recharge: 30s, Tohit:-7.5%, Taunt: 13.5s Mag 4, Heal @50: 160.635, Type: Single Target Melee Negative
*Headsplitter*: Range: 5ft, Damage @50: 79.52 (15% crit chance), Recharge: 14s, DefDebuff:-5%, KB: 0.67 (20% chance) Type: Melee [u]Cone[u] Lethal
Ghost- He can PULL!!! Longest range of anything on villain side. You cannot use any upgrades on him. I'm not sure if you can use soul extraction on a soul, but I HIGHLY doubt it. Also, you can use it on a shivan, but you will only get the animation and no effects.
Fly (doesn't suppress): 136.5% Flyspeed, 800% Movement Friction and Control, 1 Fly.
Ghastly Blast: Range: [u]310ft[u], Damage @50: 30.59, Recharge: 4s, Tohit:-5.625%, Type: Single Target Ranged Negative
Life Drain: Range: 60ft, Damage: 30.59, Recharge: 15s, Tohit:-5.625%, Heal: 160.635, Type: Single Target Ranged Negative
Necroplasmic Grasp: Range: 5ft, Damage: 72.75, Recharge: 15s, Held: 11.92s Mag 3(PvE) & 8.94s Mag 3(PvP) , Type: Single Target Ranged Negative
Phase Shift: 100% Heal, Can't be affected, ghost is immobile. Won't happen twice with the recharge it has (unless 7 or so SBs). Rech: 500s.
Ghost lasts for 300s and has a rech of 600s so he can easily be permanent or close to it.
Lich: He's a ranged mezzer. Keep in mind that he immobs more than he kbs. Dark Blast and life drain are his only respectable damage attacks. He has kb, immob, fear, and hold.
Naked: Will fire off torrent and dark blast.
Torrent: Range: 80ft, Damage @50: LOL 6.15, Tohit:-5.625%, KB: 1.622, Recharge: 15s, Type: Ranged Cone Smashing
Dark Blast; Range: 80ft, Damage @50: 30.59, Tohit:-5.625%, Recharge: 4s, Type: Ranged Single Target Negative
Enchanted: Still stays at range firing off his new attacks Life Drain and Tenebrous Tentacles now.
Life Drain: Range: 60ft, Damage @50: 30.59, Tohit: -5.625%, Rehcarge: 15s, Type: Ranged Single Target Negative
Tenebrous Tentacles: Range: 40ft, Damage @50: 24.48(smash) 4.28(neg), Tohit:-5.625, Recharge: 10s, Immob: 17.88s Mag 3(PvE) 11.92 Mag 3(PvP)Type: Ranged Cone Smashing/Negative
Empowered: Ranged, uses Life Drain first so some people don't give him the lvl 6 upgrade (they prefer the Fearsome Stare and Petrifying Gaze).
Fearsome Stare: Range: 70ft, Tohit:-11.25%, Recharge: 20s, Fear: 17.88s Mag 3(PvE) 11.92s Mag 3(PvP)
Petrifying Gaze: Range: 70ft, Recharge: 16s, Hold: 9.536s Mag 3(PvE) 7.152s Mag 3(PvP)
Now, on to what powers I think are good...
Necromancy's required powers:
Zombie Horde
Enchant Undead
Grave Knight
Lich
Dark Empowerment
Highly recommended:
Soul Extraction
Life Drain (for those without self heals and henchmen heals such as /psn)
Soul Extraction- To use this power you must have a dead henchmen, to do this simply put lich into goto passive in a mob, if he doesn't die you really don't need ghost and need to raise your difficulty. If he dies rush in in Bodyguard Mode and get the mob's attention so you can soul extract from lich. If you try to do it without aggro they will simply gun down your new ghost. If you don't have a lich yet, just use /releasepets in between mobs and soul extract a grave knight. It won't take long to resummon and upgrade. There is a soul extraction bind that RARELY works. It is: /macro SE "powexecname Soul Extraction$$petcom dismiss$$powexecname Soul Extraction" Ghost can be used with the IO bonuses such as the Sovereign Right: Resistance Bonus and Edict of the Master: Defense Bonus.
Example Builds:
Villain Plan by Mids' Villain Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Princeps de Mortuus: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Zombie Horde -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(11), Heal-I(11), Heal-I(33)
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(3), Heal-I(7), Heal-I(9), RechRdx-I(36), RechRdx-I(36)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(25)
Level 4: Darkest Night -- ToHitDeb-I(A), ToHitDeb-I(5), EndRdx-I(5), EndRdx-I(9)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Combat Jumping -- Jump-I(A)
Level 10: Hurdle -- Jump-I(A), Jump-I(43)
Level 12: Grave Knight -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(19)
Level 14: Howling Twilight -- RechRdx-I(A), RechRdx-I(15), Dsrnt-I(15), Dsrnt-I(17), Slow-I(43), Slow-I(43)
Level 16: Shadow Fall -- ResDam-I(A), ResDam-I(17), EndRdx-I(37), EndRdx-I(37)
Level 18: Soul Extraction -- RechRdx-I(A), RechRdx-I(19), Hold-I(23), Hold-I(25), Acc-I(37), Heal-I(40)
Level 20: Fearsome Stare -- Acc-I(A), Acc-I(21), Fear-I(21), Fear-I(34), RechRdx-I(34), RechRdx-I(34)
Level 22: Super Jump -- EndRdx-I(A), EndRdx-I(23)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(42)
Level 26: Lich -- HO:Endo(A), HO:Endo(27), HO:Endo(27), ToHitDeb-I(29), ToHitDeb-I(31), Heal-I(45)
Level 28: Petrifying Gaze -- Acc-I(A), Acc-I(29), Hold-I(31), Hold-I(31), RechRdx-I(33), RechRdx-I(33)
Level 30: Health -- Heal-I(A), Heal-I(42)
Level 32: Dark Empowerment -- EndRdx-I(A), EndRdx-I(45), RechRdx-I(45)
Level 35: Stamina -- EndMod-I(A), EndMod-I(36)
Level 38: Dark Servant -- Acc-I(A), ToHitDeb-I(39), ToHitDeb-I(39), Hold-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Dark Embrace -- EndRdx-I(A), EndRdx-I(46), ResDam-I(46), ResDam-I(46)
Level 47: Soul Tentacles -- Acc-I(A), Acc-I(48), RechRdx-I(48), RechRdx-I(48)
Level 49: Soul Storm -- Acc-I(A), RechRdx-I(50), RechRdx-I(50), Hold-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I(A)
This is my necro/dark. He works well due to all of the -tohit. And can kill AVs due to the -regen in howling twilight. I'll make a guide when I get to lvl 38 (33 right now).
Villain Plan by Mids' Villain Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Lady Vomitrocious: Level 50 Science Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Poison
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Zombie Horde -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(7), ToHitDeb-I(13), Heal-I(23), Heal-I(33)
Level 1: Alkaloid -- HO:Golgi(A), HO:Golgi(3), HO:Golgi(7), RechRdx-I(13), RechRdx-I(23)
Level 2: Envenom -- HO:Lyso(A), HO:Lyso(5), HO:Lyso(9), RechRdx-I(25), RechRdx-I(29), EndRdx-I(34)
Level 4: Weaken -- HO:Lyso(A), HO:Lyso(5), HO:Lyso(9), RechRdx-I(25), RechRdx-I(29), EndRdx-I(37)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Neurotoxic Breath -- Acc/Slow(A), Rng/Slow(11), Acc/Slow(11), Acc-I(31), RechRdx-I(37), Dam%(50)
Level 12: Grave Knight -- HO:Nucle(A), HO:Nucle(15), HO:Nucle(17), ToHitDeb-I(17), Heal-I(31), Heal-I(31)
Level 14: Health -- Regen/Rcvry+(A), Heal(15), Heal-I(21), Heal-I(45)
Level 16: Combat Jumping -- ToHit+(A)
Level 18: Soul Extraction -- Acc-I(A), Hold-I(19), Hold-I(19), RechRdx-I(33), RechRdx-I(34), PetResDam(36)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Super Jump -- Stlth(A)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(36)
Level 26: Lich -- HO:Endo(A), HO:Endo(27), HO:Endo(27), ToHitDeb-I(33), ToHitDeb-I(34), Heal-I(36)
Level 28: Life Drain -- Heal-I(A), Heal-I(46), Acc-I(48), EndRdx-I(50)
Level 30: Paralytic Poison -- Acc-I(A), Hold-I(40), Hold-I(42), RechRdx-I(42), RechRdx-I(42)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Elixir of Life -- RechRdx-I(A), RechRdx-I(37), EndRdx-I(40), EndRdx-I(40)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39), EndRdx-I(39), Range-I(39), Range-I(43), Dam%(48)
Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(43), HO:Ribo(43), Psi/Status(45), Status(45)
Level 44: Electrifying Fences -- HO:Endo(A), HO:Endo(46), HO:Endo(46)
Level 47: Electric Shackles -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Antidote -- RechRdx-I(A)
------------
Level 1: Brawl -- Stun%(A)
Level 1: Sprint -- RunSpd(A)
Level 1: Supremacy
Level 2: Rest -- Heal/Rchg(A)
This is my necro/psn. She works well in smaller groups and the -recharge in Neurotoxic Breath really helps with survival. She's lvl 30 right now. I'll write a guide at lvl 38.
I hope you know all that you need to know!! Good luck!!
Sources:
www.paragonwiki.com
City of Data
Midhero's/Midvillain's
And yes this is my first guide -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Could people get behind this wording:
[ QUOTE ]
Ice Control is lagging in AoE control effectiveness when compared to the other primaries. The primary cause for this is that its three fast recharging AoE controls (Arctic Air, Shiver, and Ice Slick) are not boosted in an appreciable way by Domination. Secondarily, Ice Control's recharge debuffs lost significant effectiveness when they were ported over from Controller sets, thus upsetting the balance of effectiveness between the shared primaries. Finally, the recharge debuffs of these powers are unenhanceable, making it even more difficult for Ice Control to catch up.
[/ QUOTE ]
[/ QUOTE ]I don't specifically object to that wording
[/ QUOTE ]
A ringing endorsement if I ever heard one! I'll put on my rose-coloured glasses and read that as "sounds good to me".
[ QUOTE ]
, but I think you should know that all -recharge debuffs are unenhanceable. (This is because of the way the enhancement system works; they don't function off of Slow enhancements, they function off of +Recharge enhancements. So, in other words, if the -recharge debuff in Shiver were enhanceable, you'd enhance it by adding Recharge Reduction SO's to it.)
[/ QUOTE ]
Which explains the powers that mislabel recharge reduction bonuses as recharge debuff bonuses. Of course this would be great, improving the recharge debuff and the recharge rate of the power with one enhancement!
[/ QUOTE ]
I thought that shiver didn't stack? They should at least do that. -
Willpower, I just wonder what it would be like. I would want it to be like defiance for blasters except they get defense bonuses as their health goes down. I don't really care much about the melee set as long as it isn't streetfighting.
-
[ QUOTE ]
Rise Zombie thread!
[/ QUOTE ]
tehe. -
[ QUOTE ]
I would have to vote: "None of the above".
Rather than giving us a new powerset that basically does the same thing as the existing powersets, just with new effects, I would suggest a more radical upgrade.
As toon's level, I would like to see the ability to choose from ANY power/powerset, even if it is outside of my basic class.
So, regardless of my AT, at level 6 (for example), I would like to be able to choose any of the following powers:
Touch of Fear; Build Up; Hand Clap; Assasin's (Attack); Smoke; Propel; Arctic Air; Confuse; Spore Burst; M30 Grenade; Dark Pit; Power Burst; Rain of Fire; Aim; Electron Haze; Shockwave; Murky Cloud; Conductive Shield; Power Shield; Healing Flames; Dull Pain; Earth's Embrace; Murky Cloud; Danger Sense; Reconstruction; Focused Senses; Darkest Night; Insulation Shield; Weaken; Triage Beacon; Glue Arrow; Power Push; Fire Breath; Ice Sword Circle; Telekinetic Thrust; Fling Thorns; Snow Storm; Darkest Night; Repel; Accedlerate Metabolism; Sonic Haven; Cauterize.
Or any power from any powerset available under level 6.
Some Mastermind powers may need to be left out as they are dependant on other MM powers. Kinda pointless to get "Upgrade Pet" if you don't have any pets!!
Of course, there would need to be some sort of limitation to this theory. I would suggest, that starting by level 10 or 12, if 25% or more of your toon's powers are from powersets outside of your selected AT, you loose your Inherit Powers. Though, if your AT is Dominator for example and all your selected powers come from other Dominator powersets, you would not loose your Inherited Powers.
[/ QUOTE ]
Don't you dare change Domination or Azucar would kick you in the groin! -
It would be cool to have a defense set called willpower. It would become stronger in defense as you get lower in health. So it would take like 10 attacks to get you down to 50% and 20 (they have to contact, but by then you have very good defense) attacks to get to 0%. And psionic weaponry would destroy FOTM brutes. Making more diversity. then brutes=tanks.
-
This is my build:
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: Pimpcess
Level: 50
Archetype: Mastermind
Primary: Thugs
Secondary: Traps
+---------------------------------------------
01 => Web Grenade ==> Acc(1)
01 => Call Thugs ==> Acc(1),Acc(3),Dam(3),Dam(5),Dam(7),KBDist(46)
02 => Caltrops ==> EndCost(2)
04 => Triage Beacon ==> Heal(4),Heal(5),Heal(7),Rech(11),Rech(11),Rech(13)
06 => Equip Thugs ==> EndCost(6),EndCost(34),EndCost(34)
08 => Hasten ==> Rech(8),Rech(9),Rech(9)
10 => Acid Mortar ==> DefDeBuff(10),DefDeBuff(25),DefDeBuff(25)
12 => Call Enforcer ==> Acc(12),DefBuff(13),DefBuff(15),DefBuff(15),Dam(17),Dam(17)
14 => Aid Other ==> Interrupt(14),Heal(31)
16 => Force Field Generator ==> DefBuff(16),DefBuff(23),DefBuff(23)
18 => Gang War ==> Acc(18),Acc(19),Rech(19),Rech(21),Rech(21)
20 => Super Speed ==> EndCost(20)
22 => Aid Self ==> Interrupt(22),Rech(31),Heal(33)
24 => Assault ==> EndCost(24)
26 => Call Bruiser ==> Acc(26),Dam(27),Dam(27),Dam(29),DisDur(29),DisDur(31)
28 => Seeker Drones ==> Acc(28),Rech(37),Rech(39),DisDur(40),DisDur(40),EndCost(40)
30 => Tactics ==> EndCost(30)
32 => Upgrade Equipment ==> EndCost(32),EndCost(33),EndCost(33),Rech(34)
35 => Trip Mine ==> EndCost(35),EndCost(36),Acc(36),Dam(36),Dam(37),Dam(37)
38 => Detonator ==> EndCost(38),EndCost(39),Acc(39),Acc(43),Dam(43),Dam(43)
41 => Web Envelope ==> Acc(41),Acc(42),Immob(42),Immob(42),Immob(46),EndCost(46)
44 => Scorpion Shield ==> DefBuff(44),DefBuff(45),DefBuff(45),EndCost(45)
47 => Web Cocoon ==> Acc(47),Hold(48),Hold(48),Slow(48)
49 => Vengeance ==> Heal(49),Heal(50),DefBuff(50),DefBuff(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
-
um.......
I wouldn't waste so many slots on recharge redux when you can get hasten+superspeed for stealth while setting traps and the extra slots you saved could be used for endredux even though you don't need it. Also, I don't throw trops at enemies since they do not like that very much (aggro=bad for MMs we get 2x the damage of the minions). Just put the trops around the Pets feet so they don't get their squishie butts pwn'ed by melee enemies. And get aid other, because Mocha Latte (arsonist) dies very often. And lay down acid mortar first, then put beacon near it, then put trops in the range of the beacon, then move your thugs there, and have them target a single enemy. Acid Mortar will get the crap beat out of it (not before it recharges & don't waste heals on it). Then your thugs are completely safe. The thing that cost the most end is summoning and enhancing.-Azucar the All-KnowingNow you have plenty of slots left for heal in Triage and you can choose more powers. I normally can play on relentless (unless team is horrible).
I wonder when I became long-winded.