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Posts
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Joined
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Quote:Its broken , I had 2 level 50 End Red IO's and it didn't do squat, so I said screw it. I switched it to 4 x BM, Sov: 10% Resist and a Impeded Swiftness: Chance for Smashing damage for all his slow powers. If he is going to have no End he might as well do as much damage as possible before he runs out.I tested the demon prince and demons with 3 IO endurance reduction with the same results. Something is not right here.
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Not to throw a wrench into your plans Dee but they made a major change in the CoP trial a few patches ago that makes it annoying at the very least and nearly impossible unless you have a very well coordinated team. ( like lots friends on vent or VG/SG )
We have done it multiple times with our VG ( the guys you did Cuda with ) before they nerfed it and have managed to succeed twice. Between not being able to use WB Nukes anymore and getting that super annoying Stormy AV about 50% of the time, it really isn’t worth the headache for 10 merits. If you need the badge then I guess you might want to go through all that pain then, but you might have to do 2 or 3 attempts to get it.
I will help out if you want to make the attempt. -
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Quote:^ ThisMine does fine
Yes the mercs arent that strong but I have Achilles heel - res and Lady Grey Negative Energy proc on soldiers and spec ops that make them hit much harder
Remember~ all the attacks they use often (aside from the friggin melee ones) give -def @_@ and the lady grey proc pretty much doubles their damage when it works!
Thats the main reason I made my mercs MM....The procs!
Add to that Soulbound:Chance for Buildup proc in the Commando and its giggity giggity time when they let loose. -
If you already have 3 regular tips filling your tip slots can you get the special ones? Should I delete the regular ones? Dont see any special ones after 45 minutes.
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Sigh , damn you GR! I always get my PP's mixed up now 0.o
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I take it back, I did a Posi last night on me new DP/Dev and ran into a room to try out my new Bullet Rain, then immediately face planted, much shame
that was fun heh.
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And why does it involve doing seriously stupid things all the time. I am not trying to start a flame war, but wow.
I was in a Sister P the other day with a Tank, 3 blasters, 2 scrappers, 1 defender and me, it was like kindergarten with a bunch of A.D.D crack babies. Blasters constantly attacking stuff before anyone is ready, scrappers constantly going “the other way” and dying. It got to the point we had ressed 2 of the blasters 11 and 8 times by the second mission ( run ahead bu/aim then blast, eat return alpha then face plant ). The defender and I were so disgusted and stressed out we both quit within 5 seconds of each other and started our own TF. The next one had a single blaster who was not on the previous TF and he did the exact same thing in the first room before any of us had even entered the mission!!
The last 3 groups I have been on have had at least 1 very suicidal blaster, is this common blue side? Or was I just unlucky. ( played mostly Red the last few years ) -
Quote:I put Def/Res in bruiser with 4 x BM as I found the Soulbound proc in Thugs is better. The Arsonist and buildup is just godly.All pets have a chance to set off the proc, all pets in that tier get the buff. It only affects the pet its slotted into, its got a short duration so does better in powers w/ multiple pets. I haven't found the power effective in Masterminds as its more important to slot the Def/Resist procs in the tier 1 pet.
I have however found use for this proc in Phantom Army and Fire Imps.
thugs
4 x BM
2 x Soulbound ( triple and proc )
Enforcer
4 x BM
ToLG: Neg proc
AChilles
Bruiser
4 X BM
Def/Res -
Most likely not at 44. Just letting him know that at 50 with Posi Blasts in all AoE's, Red Fortunes in all Def and hasten/mental training, his current issue will be a non issue.
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3 slot it with Gaussians including the Chance for Buildup, it fires off quite a bit in fights for an extra 100% damage. It's also really nice when you are fighting in ITF’s or against any mobs with a Veng type AoE def buff, It ups your hit enough that you don’t miss all the time.
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Quote:Um AoE immobilization and Res Shield?There is no point to the APPs whatsoever. Unless you really want 2 tier 1 blasts.
I don't know about you but on my Bots and Mercs it gets pretty annoying when mobs constantly get blown out of the Tar Patch, Freezing Rain, Burn Patch ( insert random stationary power here )
Also, Res shields are a good thing to halve the incoming damage if you're are not a tankermind and not in bodyguard 24/7 -
As said in the other mercs thread , pretty simple to fix. I have emailed this several times to them.
All Pet ( most important )
Remove all melee skills!!!
Soldiers
Make cone 10 or 15 degree arc, up from 5 degree.
Spec ops
Halve recharge of all control skills
Give critical strike when coming out of stealth
Change SCAR rifle to laser energy/smash
Serum
Remove all hit/dam and change to regen/recov with small AOE. like Emp Adrenaline Boost, 100% enhanceble. Keep 1000 recharge.
Or
Scrap Serum and replace with turrets. The ability to summon stationary turret set ( auto gun, cannon and missile ) that is enhanceble with pet and pet recharge sets. -
Quote:Longfang > Channelgun > Longfang > Channelgun > Longfang > Channelgun , I don't see an issue.Crab players I need your help. I love playing the dude in teams most of the time for his sheer AoE destructiveness, but my single target damage is not just low--it's positively painfully bad. I don't know if this is a factor of my build (I'm only 44, so no real sets yet) or if crabs are just doomed to struggle whenever they run into a boss solo or, god help them, an EB. (And doomed to look rather stupid in teams fighting an AV.)
What do you all do when faced with a tough single target to crack?
With 140% to 150% global recharge on a standard fairly IO'd Crab, you blow through single targets.
Channelgun: 5 x Decimations + Achilles Heel ( includes Decimation: Chance for Buildup proc ) 117 damage 1.33 recharge
Longfang: 6x Thunderstrike's 203 damage 2.5 recharge
As you can see with these recharges one is alway up. If you throw in a venom grenade every 9 seconds you are dealing a large amount of single target damage when stacked with the achilles. -
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Quote:on a side note my SG runs Master TF's / SF's almost daily, what happenes if one of these events is in a zone we are running a master in and we wipe? Does this mean we fail? If so, they need to change that or allow an "opt out" toggle.Um. No. What if I'm on a team running a Task Force and the next mission is in the zone that the Deadly Apocalypse is in when the timer happens to run out and the team is caught in that zone? Then the entire task force team is penalized for something they have no part in. I do not like being forced to do something or there will be a penalty just because I happen to be in the wrong place at the wrong time or in the wrong place at the wrong time because my current objective for what I'm doing requires me to be in the same spot as the event.
If we penalize people for not participating, we might as well penalize people for not participating in other zone events. The Deadly Apocalypse should remain optional for all of the reasons above by myself and other posters. -
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Quote:Commando is better off with Sov 10% resist, Call 5% def and Soulbound: Chance for buildup since most of his attacks wont trigger Achilles.Exactly what I was thinking. Glad I put the other two procs in the spec ops and commando.
I have all 3 above plus 3 more Soulbounds and he kicks butt, I have seen his slug hit for 220. -
Quote:Just noticed this.....No you're not, I don't care how good a player is there are certain challenges where even with an infinite amount of time you will fail without the right team. Like a MoSTF I would NEVER do with a Fire Tanker. I don't care how well built or how many billions of influence or how well that player can play his character there is still a huge inherent weakness compared to all of the other tanker secondaries.
And what would my huge inherent weakness be? Says the fire tank with all Masters TF's except LRSF. Says the Fire tank who saw a Elec, Dark, WP, Shield and Ice Tank die to LR and he didn't. We even had a avergae IO'd Invuln die so much we thought we would have to restart. ( We also did a MoSTF on my Fire/Fire without an Emp )
My fire has 71% resist , 40% def. 1 large orange every 60 seconds during the LR fight and I am exactly the same as an Invuln or stone. Take a Cold shielder, Bubbler or Sonic and any master TF becomes trivial, its called def/res capping. Add to that debuffs like RI and DN and I can AFK the whole fight.....
This i why I am so glad I took my tanker red side, I don't have to put up with idiot elitest pricks anymore. Red side has been doing SF's including MLRSF with less that capped brutes for years. Its called skill and using the most of your teams powersets. -
Quote:My Fiery Aura Tank can do just fine on an MoSTF run. First time he ran the STF he never dropped. Other times didn't work out, but that was mostly with a lack of support: one time he didn't have any buffs cast on him, and only had a rad hanging out with him. We finished, but that last fight was a little rough and convinced me that I would need more support on an Mo run (that first time I had a good Empath boosting my defense and able to heal me when Recluse got lucky shots in... which was sometimes enough to warrant using Healing Flames as well).
I'm forgetting the exact resist and defense numbers you want when Recluse is fully buffed, but to get that high, any Tanker needs inspirations (it's about 80% defense, and 90% resist to S/L and Energy, if I remember right... I got that from some experts on the encounter). So Fiery Aura doesn't really need anything more than someone else in the same position does, and actually needs less, since it has some resists to build on.
I've heard some people say "my stoner didn't need support," but I'm not sure how that worked out, as I know how much Stone gets in Granite, and how far that can go with IOs. Even if they're at the percentages you need for Recluse, you're still going to get hit, and need to be healed. Earth's Embrace will cover some of that, of course, but I've always been hit by Recluse multiple times, even at the defense cap against him when he's buffed.
Of course, I've had some people say I've been incredibly unlucky in that respect, so who knows?
On a side note GP the new Vig -Rogue system makes for some all new Fire/Fire scares!
I just did LRSF on Scorchy my MoSTF Fire/Fire , now that was scarywe should have made it a master as there was just one silly death near the beginning ( we could have restarted ). When I jumped into the middle of all those Hero's and ate an alpha by BaB's I thought "oh crap" but thankfully I got Healing Flames off followed by a large green, then when the debuffs kicked in I was fine after.
Ok back to your regularly scheduled thread -
The 2 things I have learned about my demons that have drastically altered my slotting is.
1.Ember Demons heals do not benefit from the Blood Mandates End reduction. He spams them a lot so if you do not slot End reduction in them he is sucking air halfway through the fight.
2 Demon Princes Slow powers including Aura also do not benefit from Blood Mandates End reduction so when he start chucking shivers and block out left and right he also starts sucking wind unless you slot with generic End IO
So what I did.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(5), EdctM'r-PetDef(5), S'bndAl-Build%(31)
Level 1: Gale -- Acc-I(A), Acc-I(9)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(34)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg(15), HO:Golgi(15), HO:Golgi(31)
Level 14: Super Speed -- Run-I(A)
Level 16: Freezing Rain -- Acc-I(A), RechRdx-I(17), RechRdx-I(17), ImpSwft-Dam%(19), LdyGrey-%Dam(19), Achilles-ResDeb%(31)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hurricane -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(34)
Level 24: Hell on Earth -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-Dmg/EndRdx(25), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg/EndRdx(27), BldM'dt-Dmg(29), SvgnRt-PetResDam(29), EndRdx-I(40)
Level 28: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tornado -- HO:Nucle(A), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-+Def(Pets)(37), Achilles-ResDeb%(37)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(40)
Level 41: School of Sharks -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Shark Skin -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
Level 47: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
I put a full set of Expedient in Hell on Earth because it gives nice set bonuses plus +10% resist aura and enough hit, dam and recharge to make the little guys useful. I also put the Call To arms in Tornado for the global recharge and 5% Def. If you dont have storm secondary you can go 4 Expedient 2 call to arms in Hell on earth. -
Quote:Um you dont take Nightfall? TT > NF> TT > NF every 4 seconds is one of the best cone chains in the game.
As a dark defender i can now pick up Dark Pit, Torrent, and NightFall - big "why would i do that?".
Put 5 Posi and 1 range IO in TT and they are almost identical range.
is it a theme character? -
My Bots traps has two powers from the MU PPP Electrifying Fences and Charged Armor. Electrifying Fences is the only AoE immobilize that stops knockback, which we all know bots love to do! I hate it when the baby bots knock my mobs out of the burn patch.
5 Posi Blast and 1 range IO gives EF a 56 range and a 9 second recharge ( with Hasten ). Its also a good source of damage that you can fit in while you're trapping. -
Quote:Ive been referencing forts this whole time. Even that line which you took out of context speaks about Mind Link. Go build your strawman elsewhere.
Quote:Quote:
Originally Posted by Brakner
So your needs to create a theme character is more important than the overall well being of the group? In the CoH I play, most people ask for VEATs for the 60 toggles for the team buffs not their AoE, if I wanted just AoE I would advertize for a blaster or corrupter. Youre being just as much of a I play my way nazi as he is for wanting the key powers from a specific class. ?
Quote:Really? Being perturbed over being kicked from a team is the same as kicking people who dont have a specific power? I just want to add no one is espousing not taking TT:Manuveurs. Least I havent garnered that.....the counterpoint to this hate fest is that theres more than one way to contribute to the team and if theres a couple other +Def sources (likely) on the team and the SoA in question has other bonuses (like perma-ML which is far more powerful than TT:M.) what the heck does it matter if youre not getting your 5% unslotted def bonus?