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Posts
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Looks pretty solid.
Comments:
1) Sonic Siphon doesn't stack on the same target. When you want to use it though, you want it to hit. I agree that 1 slot is enough, I just think that one slot should be for accuracy not recharge.
2) Hover is pretty harmless endurance-wise. I'd use an LOTG 7.5% recharge io here instead. A Kismet 6% wouldn't be a bad choice either.
3) I'd swap the slotting of Tough with one of the ally shields, since Tough is a toggle you'll always have on, versus a buff that may only needed once every four minutes (though that's rarely the case in practice).
4) A Numi Heal IO will provide more net regen if slotted instead of the Regen Tissue IO.
Those 4 items I personally feel pretty strongly about. The comments below are more about my own tastes and preferences.
Siren's Song is very tempting to take (appropriately enough) because of the ability to slot a cheap purple. In practice though, I prefer Screech not just for having a harder control than a sleep, but because the -res lasts longer than any of the other blasts, making it a key part of -res stacking against a hard target.
Sonic Resonance offers the unique ability to provide a substantial amount of resistance to a squishy, and of course you can build defense several ways. You're not too far away from soft-capping (or getting very very close) your ranged def and perhaps your aoe as well. I too play a hovering Sonic/Sonic and melee attacks are few and far between, so aoe and range provide sufficient coverage. You could then take a resistance shield to hard-cap s/l and boost some other type(s). Personally, I went psi mastery for Mind Over Body to get some Psi coverage.
Anyway, to answer your question " hopefully with these numbers I will be pretty survivable?" I'd say "yes, you'll be plenty survivable."
Cardiac is the Alpha choice I made and it completely satisifies endurance. It does such a good job with endurance I think ageless would be overkill. I don't have Destiny yet, but I think Rebirth is the way to go, as it covers the only gap a well build Sonic/ like yours (and mine) have. -
Interesting timing for this topic. I just rebuilt (as in, today) my mind/psi dom because I thought she had too much recharge. That build was made with sleeping the Phalanx as the priority. Now that LRSF is trivial to incarnated teams, I decided to sacrifice a little bit of recharge to pick up a lot of def and I'm very pleased. Recharge and Defense go in opposite directions anyway with respect to marginal utility. One more percent of recharge does less than the one before it, one more percent of defense does more. Having said that, recharge IS the priority for doms, but once I meet my recharge objectives, then it's on to defense, and when that objective's met, move on to something else.
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Looks like a /Time MM can give his henchmen a max of
4.1 (maneuvers)
5 (rch pets io)
5 (reg pets io)
21 (PB + Farsight)
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35.1% def
Not too shabby. Bots would need to subtract 5 since they can't slot recharge pets.
I just leveled a Controller to 50 with Time, so I can't claim hands-on experience with a Bots MM. Well, not exactly, it was an Ice troller, so 0 damage ability and I'd call in the cavalry of my bots/ (TA for the record) and just put the bots on aggressive and follow the troller, so I got some sense of Bots/Time. I have to say it is indeed "all that and a bag of chips".
It compares quite favorably to Traps with a notable exception: the -regen of PGT. Time Crawl + Time Stop provides -150% regen, far behind PGT's -1000%. AssBot though, has -regen to mask the issue for Time.
I'm not going to begin to really try to figure out what's "better" between Traps and Time. I will say it's fair to include Time in the conversation about the top performing MM secondaries, along with Traps. To get to the bottom line question for the OP "do you all think bots/time is equal to bots/traps". Instead of saying they're equal, I'll say bots/time ≈ bots/traps for approximately equal.
The main thing that bums me out about Time for MM is that the fantastic +rch buffs are wasted, at least for the pets.
As for Demons, I think adding 35% def to Demons, who are already sturdy with resists and heals, would result in impressively survivable pets. How do Demons compare to Bots? Quite favorably. Bots are Def + heals + kb while Demons are resists + heals + slows. I will say a plus for Demon/Time is insta-holding a boss with Time Stop + Demon Prince always leads off with a hold, so choose his target for the hold to hit. -
According to Shazam, that song is "20th Century Liturgy" by Mazy Kornfield.
Let me make clear that I'm not here telling you that's what it is, just reporting what Shazam reported back when I played it to my phone. In fact, a couple of minutes digging into who Mazy Kornfield is makes me quite dubious. It may be the guy doing the talking, you know, the part that ends with "20 years or so". -
Quote:Personally I don't think the OPs build is worthy of that kind of derision. If the intentions are to do level 50 content and only that, many of the above points are moot.I don't even know where to start to be honest. I hope someone with Mid's will pop and give you a better build because this one is completely gimped.
1) Transfusion is NOT auto-hit. It needs accuracy or quite a bunch of accuracy bonuses
2) Siphon Speed is a key power of Kinetics. You want it to hit all the time AND you want it to be available as soon as possible. So, 2 acc, 2/3 recharge here.
3) Hasten could use at least one more recharge.
4) Bitter Ice Blast should be slotted for Damage. Don't ever gimp a key power for bonuses.
5) Transference is NOT auto-hit. 2 acc and then maybe 3 end/rech IOs.
6) Fulcrum Shift is NOT auto-hit. 2 acc, 3 recharge is the most common slotting.
Hope this helps a bit. Also, I'm sure if you look you'll find a better build somewhere in the forums. Even if it's outdated, it should help you out a bit.
I see 74% accuracy bonuses.
1) Transfusion already has a 20% acc bonus, so it's capped as is, it will hit +3s 95% of the time.
2) Current slotting for siphon speed is capped at 95%. Also current slotting recharges in 23.5 seconds with 1 Siphon Speed. One more rch takes that number to 20.2. I do think a recharge would be helpful.
3) I'm 100% in agreement with this.
4) I agree with this sentiment, but Kinetics allows for unconventional slotting of damage powers. However, the absence of this s/l def bonus would still keep the OP in the "1 purple away from soft-cap" space so Apocalypse this one up.
5) Transference has a 10% bonus and will hit +3s 92% of the time, I would want to sneak in an Acc here, even an end mod triple io would get to 95.
6) Fulcrum Shift definitely needs some help. As is, it will hit +3s 84% of the time, which is insufficient. One accuracy will fix that. As for how many recharges? Following is a list of # of recharge IOs and resulting recharge time. 0 - 25.81, 1 - 21.83, 2 - 19, 3 - 18.1. I'd add 1.
Anyway, I do think there are tweaks to do, but "completely gimped"? Not at all. -
I don't particularly have anything groundbreaking to add about tanking, but here are my thoughts.
1) Own important aggro. That minion council going pew-pew from afar? Let him pew-pew. That boss warwolf? I need his full attention.
This particular point can be a source of frustration at times. Outside of another tank, I'd like for no one else to be able to compete for aggro. It seems like I have to spam taunt when a /SD scrapper is around and that's after 2-3 taunts to get aggro. Even the last time I tanked I noticed a squishy (don't remember what) that required 2-3 taunts to peel aggro from.
2) Mob placement. Bunch 'em up for aoes. Not much has changed in this regard from before I even started playing.
3) Contribute to enemy defeats. This game is all about flexibility, not pigeonholing roles. The "sit in the back and heal" emp is met with scorn today, and righfully so. They're expected to use their secondary to full effect. The same is true for tanks. Personally I think tanks are at a decent place in this respect.
4) Know your team and what they can handle. See that fire/sd scrapper surrounded by 12 Cims? Do I taunt them to save her, or will doing so stretch the fight out longer since she could easily handle them? This is a bit more advanced and comes down to pugs vs people you already know. This isn't something the devs can work on though.
Overall, I think tanks are at a decent place. Truth be told, I don't like playing them much, but I do. I'd say my #1 request would be to more thoroughly own aggro. -
I'm sure you'll get a number of responses, but I think you'd be well served to read the
following 2 articles on the wiki site:
http://wiki.cohtitan.com/wiki/Attack_Mechanics
http://wiki.cohtitan.com/wiki/Purple_Patch
The Cliff Notes answers is yes, but... (purple patch will explain the "but") -
Random thoughts:
An endurance reduction in the 2 upgrade powers will do you more good than the current recharge you have slotted. That would cut the 44 endurance spend for the 2 upgrades to 32 and with the aoe upgrade there should be no need to have to upgrade more than the base recharge.
The prot bots have a base def value of 7.5 per bubble. 2 lvl 50 def ios boosts that to 11.2. Back of the napkin math shows your prot bots will have 26.1% def and the other bots 33.6% with your current slotting. If you slot prot bots with 2 def ios and also find a home for the Edict of the Master +5% def unique, those numbers change to 34.8 and 46, respectively. If you're worried about losing melee def by unslotting Sovereign Right, keep in mind Time Juncture is a form of melee def.
Adding 7.5% def for the bubble a prot bot will give you, your aoe def is 48%. If you're shooting for non-incarnate soft-cap, you have a little room to play with there, especially if you do end up enhancing your prot bot bubbles.
You have a slot in Farsight with no enh in it.
Your damage slotting for the Assault Bot is getting hammered by ED (181.5% reduced to 107). Maybe substitute the 2 Blood Mandates for the EotM +Def unique and the Explosive Strike proc.
I find Distortion Field is a nice home to procs, like Lockdown and a damage proc.
I'd like the Achilles Heel proc in place of the ToLG: Def Debuff io in Slowed Response.
You have no -kb protection. I'd ditch 2 of the Aegis to add in Steadfast -kb and the +3 def unique.
You have no accuracy slotted in either Time Crawl or Slowed Response. Mids will give inflated final accuracy numbers if you have the BU proc slotted and turned on. While your global accuracy is sufficient to get you to 95% chance to hit +3s, if you exemp below the bonus level (which is 50 in this build) then these powers will miss more than you're used to.
In Temporal Selection, if you've got a Heal HO and a recharge IO, I say go ahead and get a bonus of some sort with a Heal/Rch + Heal/End/Rch IO pairing. Miracle will give a recovery boost.
Here's what my changes look like when layered over your build:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Net Cat: Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Time Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Heat Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Time Crawl -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(40), P'ngTtl-Acc/EndRdx(40)
Level 2: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-EndRdx/Rchg(34)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(34), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(36)
Level 6: Super Jump -- Winter-ResSlow(A)
Level 8: Equip Robot -- EndRdx-I(A)
Level 10: Temporal Selection -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(36)
Level 12: Protector Bots -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/EndRdx(13), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg(15), DefBuff-I(15), DefBuff-I(17)
Level 14: Boxing -- Dmg-I(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(17), Aegis-Psi/Status(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam/EndRdx(40)
Level 18: Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Slow%(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(27), Lock-%Hold(43)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
Level 24: Time Stop -- BasGaze-Rchg/Hold(A), BasGaze-Slow%(25), BasGaze-Acc/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-Build%(46), GSFC-ToHit/EndRdx(50)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx(37)
Level 30: Assault Bot -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(31), S'bndAl-Dmg(31), S'bndAl-Acc/Dmg/Rchg(31), EdctM'r-PetDef(33), ExStrk-Dam%(33)
Level 32: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34)
Level 35: Upgrade Robot -- EndRdx-I(A)
Level 38: Slowed Response -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(39), LdyGrey-DefDeb/EndRdx(39), LdyGrey-Rchg/EndRdx(39)
Level 41: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(43)
Level 44: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Purely as a thought exercise, I whipped up how I think I'd make a bots/sonic, since I'm a bots enthusiast and, believe it or not, one of the game's few Sonic enthusiasts.
Some highlights:
With 1 bot bubble, 46% ranged def
Hard capped s/l resists
Yeah, there are some purples in there, but they're the cheapish ones. I'm sure the health uniques cost more than any of the purples I have (note - I may be wrong).
Note - I'm not saying this would be better for the OP, I'm just saying this is probably what I would make that would satisfy my playstyle.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Sonic Resonance
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Sonic Barrier -- HO:Centri(A), HO:Centri(7)
Level 4: Sonic Haven -- HO:Centri(A), HO:Centri(9)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(9), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(11), Amaze-ToHitDeb%(13), Stpfy-Acc/Stun/Rchg(13)
Level 10: Boxing -- Empty(A)
Level 12: Protector Bots -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg(15), S'bndAl-Dmg/EndRdx(17), DefBuff-I(19), DefBuff-I(19)
Level 14: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(40), S'fstPrt-ResKB(50)
Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 18: Aid Other -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(21)
Level 20: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(33), ImpArm-EndRdx/Rchg(33)
Level 22: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(25), Numna-Regen/Rcvry+(31)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(37)
Level 26: Assault Bot -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Build%(27), EdctM'r-PetDef(29), SvgnRt-PetResDam(29), HO:Nucle(31)
Level 28: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 30: Pulse Rifle Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 38: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam(46), ImpArm-EndRdx/Rchg(46)
Level 44: Electrifying Fences -- GravAnch-Acc/Rchg(A), GravAnch-Hold%(45)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Acc/EndRdx/Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 49: Fly -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-End%(37)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Just curious, what are your plans for using Sonic Repulsion?
My rule of thumb for Liquefy slotting - Make it work for you. That is, whatever gives the most advantageous bonuses is how I slot Liquefy. I think it's just up too rarely to slot just for optimizing it. Frequently that involves some Cloud Senses, or Dark Watchers, or perhaps Siphon Insight, depends on what I want to emphasize.
Here's some general thoughts, not really leading to any conclusion...
That's a lot of slots in Fly. Are you going to use Fly in combat?
I think the Devastation hold procs may be more interesting to use in your ST blasts than the current Deva enhancers.
The conventional wisdom for kb is go for 4 points for 99% coverage, 12 points if you want 99.9% coverage (the percentages aren't part of the "conventional wisdom", I made those up). But the thinking is, there's not a lot of kb between 4 and 8 points. Most tends to be 4 or less, or more than 8. -
Quote:No, you can not still command pets. Furthermore, they won't get your supremecy buffs nor Dispersion Bubble nor any leadership. Sitting around with PFF up is a terrible way to play a MM.If i have PFF toggled, can I still command pets? Do they still count if they are in bodyguard mode? Basically, I'm thinking i could use it to tankermind really easily (which is why I assume these things do not function).
If they're in BG mode, you'll still get the BG 2 shares of damage.
Quote:With that in mind, I was wondering if I had stealth or invisibility on, and just commanded my pets, would that break stealth or invis? Or would I remain effectively aggro-less? What about if I gave an inspir to a pet?
Quote:One other concern is the toggles in FF, particularly Repulsion Field and Force Bubble. How much aggro would these produce if I had them toggled and were stealthed? Give that my pets would all be attacking.
Thanks for all your help
Having said all that, don't be afraid of a little aggro. FF provides good tools for tankerminding. Even to just initiate combat, you'd be perfectly fine in BG mode as aggro will shift to pets. When poop hits the fan, that's when you can toggle on PFF and make your way to safety. -
Ice/Time happens to be my latest 50 and I'm 99% done, just need one each of a hold and confuse purple.
To the OP's questions:
Quote:Personally, I view slows as the least of the debuffs/controls in the game, but that's just my opinion. It's not worthless by any mean, but I never enhance slows outside of trying to get specific bonuses. -Recharge on the other hand is quite nice. This combo pumps out "massive slows" without even slotting for it anyway.Is massive Slow really worth it?
Quote:Where should I focus for doing damage?
Quote:Time looks like it brings a lot to the team table but is there anything I can skip?
I skipped Shiver and don't really give it any consideration. Someone may make good use of it, I just don't have a spot for it.
My original build included Flash Freeze (sleep) in lieu of Frostbite (aoe immob) because of the conflict of the immob and Ice Slick. However, life is full of fire trollers spamming fire cages, so I just decided to roll with it and use my immobs when they're around. So I ended up without the sleep.
I've found this to be an interesting combo. Even as a purpled 50, soloing is painful (due to speed) but team utility is extremely high. I've always thought my Earth/Cold troller was my best team addition, but this one is close. I'd have to think about that some more. -
I have a bot/ta that I believe to be one the game's "hidden gems". He's just an engine of destruction with the -res, an OSA that always lights and bots (post 32) being bots.
I highly recommend this combo, but (and there's a "but") it ain't the smoothest ride to 50 you can have as a MM. TA doesn't offer a lot for minion protection, fortunately the bots are moderately self-sufficient.
As for how it ranks for debuffs? Unfortunately for an all debuff set, not as high as you might like. Better debuffers (in no particular order) are Dark, Traps, Time and Storm. I haven't played with new Poison (only old, ST oriented Poison) so I can't make a valid current comparison. Even Thermal will be a better debuffer than TA for AV fights. -
Here's a slight tweak on the above build. Is it a coincidence they're so similar? Far from it, I had a PLd 50 rad/fire lying around that I decided to build one day so I ripped off MK's build from another thread. I made some slight modifications, in no small part because I wanted to make the build before crossing over to vill side so I use Cold Mastery for the Ice Armor.
Nowadays I play this guy a LOT, just a barrel of monkeys type fun. It turns out this is my best farming toon, at least for Council (I'm not much of a farmer at all though). For farming purposes, I can see the value of an aoe immob as I frequently have to chase down a mob or 2. Also great on teams for regular mob crunching and the ST attacks are good enough for AV fights.
Just for show and tell, here's what I have:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Stevie Pasilima: Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(43), Dev'n-Hold%(46)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(40), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48)
Level 2: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(25), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 4: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(9), Achilles-ResDeb%(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 12: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 20: Stimulant -- EndRdx-I(A)
Level 22: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(25), RechRdx-I(37)
Level 26: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27), RechRdx-I(34)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Acc/Dmg/Slow(39), Sciroc-Dmg/EndRdx(39)
Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(45), LgcRps-Acc/Sleep/Rchg(45)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(3), P'Shift-End%(5)
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If someone's going to throw out Dr. Strange, then I have to submit: Nick Fury, starring... the Hoff.
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Quote:Enforcer leadership is like regular leadership, except it's just for Thugs.Not sure of the details of the Thugs/FF vs Bots/FF, but it clearly depends on the base defense of the protector bots bubbles vs. the thugs leadership and if you slotted defense equally.
I am not sure on the specifics of the enforcers leadership, but I think it applies to the 'caster' - the enforcer, while the mastermind, and each protector bot only get one shield.
Prot Bot bubbles = 7.5%*
Enforcer Maneuvers = 8.466%*
All of the bots BUT the prots get 2 bubbles for 15%, prot bots get the one for 7.5
All Thugs get 8.466 * 2.
There are still some cons to leadership - if a thug gets out of LOS, he'll lose the buff, also if an enforcer dies that buff dies with him.
* From City of Data -
My very first vill 50 was a thug/ff and I still find it effective for soloing, teaming or 2-boxing. Enforcer Maneuvers + your +Def buffs give more pet defense than bots get with FF.
During leveling up I never particularly noticed scatter.
OP, you're simply at what I always refer to as "the dark days" for an MM, regardless of primary. You'll see a dramatic change in more level with the Bruiser and things will really pick up at 32. Well, I should say "you would have seen" since you deleted it, prematurely I have to say. Never delete a MM before level 32 if performance is the source of your dissatisfaction.
Later on, epics provide a lot of anti-scatter tools, most notably with aoe immobs. Another noteworthy anti-scatter tool - Provoke. -
This could become a very big project if you start including movies like "Ghost World" or "American Splendor".
Ghost World featured a set of amazing talents with Thora Birch and Scarlett Johansson. By "talents" I mean breasts. -
If all you knew was farming Hami mitos, then all you're missing now is that you can no longer farm Hami mitos.
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My /time controller is ice and I find it provides outstanding team support.
As for the slows and recharge being "wasted" with this cominbation, hogwash. There are indeed a ton of slows that may be wasted if all you fight are even con minions. This is a combo that can actually have a tangible effect on an AV's run speed. Adding the slows from AA, TJ, Ice Slick and DF then multiplying by AV resistance still results in slowing an AV's run speed by 45%, that's before adding in any of the ST. The same 4 above mentioned powers don't even need AVs to run up against the -rch cap, just fight some +3s, which will lower to -rch to 83% (then capped to 75). I left Shiver out of this because I personally didn't take it and don't plan to.
Anyway, personally, with regards to -speed, I don't even care, just like I don't care about the overkill of -def for my Earth/Cold. I view -speed as the least of the controls/debuffs available in game and it's truly just a side-effect. Just an opinion, of course.
What this combo does provide is to allow the player to become a walking control/debuff field. Open with Ice Slick, walk in (before some fire troller starts spamming cages) and then you can very strategically assess how to proceed.
However, not to oversell it, while it is an outstanding control/buff/debuff combo, the damage is absolutely anemic and I cannot solo this guy for crap. Soloing is safe, it's just that the most significant slow effect I have at all is my own personal kill speed. So, after all this schpiel, Ice wouldn't satisfy the OP because I think s/he was looking for personal damage. -
I definitely would rather have resistance to Negative's secondary effects rather than more resists to neg. Elec resists end drain and Ice resists slows, so I think it would be fitting to resist -tohit debuffs. However this isn't something I'm going to crusade for, I just think it would be "nice to have".
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In my now seemingly never-ending quest to have a 50 of every powerset (curse you devs for starting to regularly crank out new sets!), I need to a Thorn Assault to 50. I happen to have a Plant/Thorn that's been sitting at level 12 for probably around 4 years now, so I figure I'll just use that one instead of creating a new one (you should see the dayjob bonuses).
I made a build with pure destruction in mind. By that I mean no defense to speak of, just recharge and damage damage damage, with procs for additional damage.
My main concerns are with Creepers slotting. Creepers are an enigma to me, what with all the slithering around underground, so I'm not sure exactly how best to slot them, I went proc heavy but some of them may not be the right procs. Right now it's got the following procs: Posi (TAOE), Trap of the Hunter (Immob), Impeded Swiftness (slow) and Explosive Strike (kb). I think I should probably swap a proc for an Acc/Dmg IO of some sort, maybe an HO.
Build below. Thoughts/suggestions???
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), HO:Perox(46)
Level 1: Thorny Darts -- Decim-Build%(A), Decim-Acc/Dmg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(36), Decim-Dmg/EndRdx(36)
Level 2: Roots -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13)
Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dam%(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 10: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Thorn Burst -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg(23)
Level 22: Fly -- Winter-ResSlow(A)
Level 24: Afterburner -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- Posi-Dam%(A), TotHntr-Dam%(27), ImpSwft-Dam%(27), ExStrk-Dam%(31), Posi-Acc/Dmg/EndRdx(31)
Level 28: Thorntrops -- Posi-Dam%(A), ImpSwft-Dam%(29), JavVoll-Dam%(29), JavVoll-Dam/End/Rech(31)
Level 30: Vines -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(33)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Thorn Barrage -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Dmg/EndRdx(39)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Hopefully I'm misunderstanding, but I get from this you let FFG take the alplha, in a set that has Seeker Drones. I really hope I'm misunderstanding.
...The recharge on a level 50 IOed character for FFG is about 5 to 7 seconds. FFG can be used to take an alpha and still survive enough to walk in drop a few attacks and summon another FFG. Just letting FFG take the alpha and resummoning will have done the job of absorbing the initial attack and allowing you to regain aggro, because the minute you resummon aggro will switch to you.
Using Seekers for alpha - Your FFG (and therefore +Def an Mez protection) stays intact and Seekers debuffs damage (substantially) and to-hit, for added safety and has a chance to stun a mob or two.
Using FFG for alpha - your Def and mez protection are down, period, for the length of time it takes to summon. Even worse, in the time it takes to resummon FFG you could have laid down one of your traps, or caltrops.
Hey, if it works for you, more power to you. -