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Posts
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Joined
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Consider me convinced, Cloud Sense for my seekers from now on.
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What about the Stun set (whose name eludes me) that has sweet bonuses including 6.25% recharge and 3.13% ranged def? Is that gimping Seekers for what they do best? Honestly, I've always viewed the power as an alpha absorber and if it happened to do something, great. So I've just slotted it for bonuses.
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You're very limited in slotting for those, you can't enhance what they do. At all.
For me, here's how I slot them and call it a day:
Sonic Siphon: 1 Acc
Disruption: 2-3 End Red
Clarity: 1 End Red
That's it, all you can do is make Disruption less of an endurance nightmare to manage.
Look at the bright side, you have plenty of slots left for other powers.
My edit to answer your edit - good question. I've seen suggestions to have the power increase +Res for you and your team. As of now though, the name is deceptive, or at least not consistent with how the term "siphon" is used in this game. -
My best dual-boxing setup is a fire/kin +fire/sonic. Fire/cold does make an attractive alternative, but I still am leaning to the Sonic because 2 powers are toggles (dispersion and disruption) and the 2 ally shields just need to be applied every 4 minutes. Cold's toggle gives stealth, which is very very nice.
Anyway, it's moot since it looks like you've already made your choice, which sounds like it should be a fine one. -
I want it badly. There's no troller combo on my "to-do" list at the moment, but I'd make a /Traps troller asap.
For what to pair, anything with an immob, so I'd probably skip Ill and Mind, everything else is fair game. -
I just respecced into a build very similar to yours, with some differences:
The extra Accuracy in your attacks is overkill with a 43% IO bonus to Acc in addition to TT:L. Your attacks are already over 40% Acc via slotting within the power, so I count 7 slots (Accuracy IOs) to play with.
I don't have access to Mids right now or I'd just post my build. My priorities were - very high defenses, good recharge and improved endurance management. I'll just comment on what I remember:
1 Channelgun - 5 Decimations for 6.25% rch.
1 Crab Armor - I just went for 2 Steadfasts, the -kb and 3% def
2 Longfang - working on Apocolypse. In the meantime, something other than Decimation since I'm maxing out 6.25% rch bonuses.
I skipped CT:O (I'm not a fan of it at all) and went with
4 CT- 3 LOTGs (Def, Def/?, and the 7.5% one).
6 Combat Jumping - 3 slotted with Zephyrs
8 Suppression - 5 Posis (including Energy proc)
10 TT:M - 5 slotted Red Fortune. Would like to have gone for 6 to get a pinch more Ranged Def but just couldn't
12 Venom - 5 Posis (including Energy proc)
14 Hurdle - 1 Jump
16 Health - 5 slots... 2 Numis: Heal + Reg/Rec Proc, 2 Miracles: Heal + Rec Proc, 1 Regen Tissue Proc
18 Heavy Burst - 5 Posis
20 Stamina - 1 Basic End Mod, 2 Perf Shifters including the Proc
22 Mental Training - 1 Run
24 TT:A - 1 EndRed
26 Fortification - 5 Aegis (for AOE def)
28 Serum - 5 Doc Wounds (A great power I wouldn't skip for any flavor of Crab build)
30 Boxing - 1 Hami Acc/Dmg
32 Tough - 5 Aegis
35 TT:L - 6 Gaussian's
38 Call Reinforcements - 6 Expedient Reinforcements
41 School of Sharks - will be 5 of the Purple immobs, right now it's 4 Traps + purple proc
44 Bile Spray - 5 Detonations (whichever has the AOE Def)
47 Super Jump - 3 slotted with Zephyrs. The 2 Zephyr sets basically negate Weave
49 Leadership: Assault - 1 or 2 End Red
Yes I miss Omega Maneuver, but something had to go.
This is indeed a "last man standing" build, but if there's a team-wipe, it's not because Spiderling damage is missing, that's for sure. Ranged Def is close to capped, AOE is around 40. Melee is 20something, but I hop out of melee with a quickness when I need to. For Resistance, S/L are over 50%, fire/cold around 45, everything else but psi is right around 40. Psi's around 5. Offensively, I'm quite pleased at chaining my 3 AOEs + AOE immob, filling in with my 2 ST blasts on priority targets.
For me, CrabberMinding isn't very practical since I run on teams emphasizing speed and pets don't last long running through Cim caves, by 8-man Rikti spawns or Longbow bases. No, it's not a solo build, but if that's a priority you wouldn't take the Crab path.
To summarize, I like your build but the main points I'd like to make would be:
- Change the Accuracy IO to something else, recharge or endurance
- Get some Endurance into Tough and Weave. -
Burn Patch is nasty and KOA's Caltrops can be nasty.
Robots actually seem to respond to those reasonably well. I say this in comparison to recently leveled Zombies and Ninjas, who could be halfway across the map before I noticed. Robots seem to get out of the patch (usually in different directions from each other) and get back to fighting.
Not only is the Flamethrowers Burn autohit, but so is the -Res from the Nullifiers. Get the 2 together and you've got something to do. I have a targeting bind for the flamers and I want them to die first.
Malta keep me on my toes too, for sure.
I definitely want to add KOA for the "troublesome" group. I did an all KOA mission with my Ninja/Dark recently. Going in, I had my usual late game (lvl 48 or so) MM swagger of invincibility, but was humbled when their Caltrops made my Zombies uncontrollable and they'd run and aggro an entire floor (not an exaggeration). I ended up just dropping the mission rather than lowering diff. -
Quote:Acid Mortar will NOT travel with you via Team Teleport. None of the stationary pets will. How do I know? By trying this on my current /Traps MM that has TTP.True, but AM's tend to be quite robust and, with haste, will last long enough for a second one to be up before the first one has expired. It's one of the few 'pet' powers that more than one can be up.
There's also a tactical method of extending the life of the AM as the party moves - team teleport, which although useful for an MM may not be as useful for a traps defender. -
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I mean no offense, but you seem to have some trouble understanding what was written.
What makes you think I am suggesting to not slot World of Pain? I max out recharge and resistance and nothing in what I wrote before implies one should not slot it.
What makes you think I "pull a 'Hero' off a Tank in the LRSF"? I specifically say "I can take aggro off of all but tanks". In English, that means I can't pull aggro off of a tank. Also, there are no Tanks in the LRSF. As for surviving hero aggro, well, it's too bad for you that you get 2-3 shot. Keep playing and hopefully you learn some survival skills.
Furthermore, you seem to think I'm suggesting Provoke over World of Pain which is perplexing. Are you thinking that because I mention the two in the same sentence? In no way would I suggest such a thing. -
My comments are as equally valid for a "Team Oriented style" as they are for a soloer. On teams I can take aggro off of all but tanks and some brutes. I've saved allies on the final battle with the Phalanx in the LRSF by provoking a hero off of them. I've separated the healing Nictus from Romulus on the ITF. Provoke is far from being a solo only power.
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I just wanted to give my 2 inf, since this is a combo I recently took to 50 and enjoyed the ride.
Even with maxing out the +Resistance in Wold of Pain, Genin are going to get one-shot way before healing them will help, especially when you turn the difficulty meter up. This became much less of an issue when I took (and well slotted) Provoke and started tankerminding. I view Provoke as one of the key, game changing powers I took while leveling up. If I could hold aggro, the Genin would live and I could spend more time buffing the Ninjas (Smoke Flash, Enforced Morale, Painbringer) than healing (and resummoning) them.
I do not view Enforced Morale as optional. Not that you're going to keep the buff up full time on 6 henchmen, but there are times you're to want to be very proactive with it (Rikti and Malta to name just a couple).
So there are some tough choices to make. I don't think skipping Stamina is an option. Despite being a Leadership junkie, I chose to not take those powers.
Depending on your intentions at 50, you may want to rethink your late game powers. Although I leveled up my Ninja/Pain solo, my lvl 50 activities are mostly high level SFs (LRSF, ITF and LGTF) so I think the rez is actually useful (as is Share Pain), moreso than Night Fall. -
This post is simply to give the voice of one member of the playerbase. I vote for this option to encapsulate my thoughts on the topic:
Quote:When I first learned Freaks had a 1.2 modifier, I was quite surprised. Now I'm surprised the other way.1: I think the XP nerf goes overboard. Yes, they're easy, but this is too much.
The practical consequence for me is, when running scanners/papers, my auto response won't be to pick Freakshow missions. They'll probably be least desirable option now, at least when I'm choosing.
That's all. I won't be able to avoid them in Sister Psyche or the vill SF (forget whether it's Mantis or Renault) but I probably won't bother with the 2nd hero respec any more. -
Quote:Or go Robot/Poison. I just soloed all the AV/Heroes in the Scirroco pre-45 arc, with the notable exception of Serafina, who I needed to use a Shivan to beat.Be prepared to spend a great deal of inf on your build but be assured it will be worth it.
Cheers
Great deal of inf? Hardly, this build was enhanced by, at best lvl 40 basic IOs, at worst SOs. Probably 80% of the enhancements were SOs. -
Quote:Then it doesn't sound like DR had any effect on you, even with full merits you wouldn't be running duplicate tfs, based on your post.I disagree 100%. DR and the merit system has accomplished its intentions. Players on my server now run a larger variety of TF's on a much more frequent basis. I tend to run with a very TF oriented group of players, and we love speed runs, and not once has anyone ever suggested switching alts and running the same TF back-to-back. It's much more fun this way. Repeatedly running the same thing over & over using the same strategy every time gets old real quick.
And Sardan, funny you should use KH as something to support your position that people wouldn't switch alts. Back when there was a timer but pre-merits, it was very common to do at least back-to-back Katies on Infinity, switching out between runs. Further, not sure where you get the idea I'm trying to "fight this fight" and wondering why I waited until i16. It's one of those topics I have given little consideration but this thread happened to bring it up. For me, this will just as quickly be forgotten. Like I said, the current setup is advantageous to me, so whatever. Someone else can "fight the fight". And I'm glad I, for one, didn't back down when others told me "it's over" when I (and many many others) said the 60 day timer to lose items in WW/BM was unfair. I hope whoever wants to carry the torch for this issue keeps at it because, contrary to the naysayers, it doesn't have to be over. -
Quote:Really? Where does this "fact" come from? Any data you can share? It doesn't jibe with my own experiences in game.... the fact is that most players focus on a single character at a time.
Quote:Because of that we don't see the rampant TF farming that happened with the KHTF.
People that farm tfs are powergamers. Powergamers have multiple 50s that can contribute to making a tf run speedy. Powergamers aren't hurt by this DR at all. I'm sure not. Who is? The new player or casual player that plays like you think "most players" play.
Honestly, it's no skin off my back for DR and actually is to my advantage that casual players can't run back-to-back ITFs with "their main". I run it 4 times and get ~ 120 merits, they run it 4 times and get around, oh, 60 I reckon. Advantage me. However, I'd actually like to see a more level playing field that allows "most players" the same rewards. -
After all this time, I don't "get" this stupid merit DR restriction.
Is it "we want to stop farming speed runs"? If so, "phail" (as the kids say today). If I want to do 4 straight 30-minute ITFs, then my ITF crew will simply swap out 4 different 50s that can all speed run it.
This only punishes people who don't have a stable of 50s that can contribute to speed runs. In other words, more casual players. I don't think this timer is accomplishing its intentions at all. -
Title says it all, mostly I'm interested in:
FFG
Acid Trap
Poison Gas Trap -
I've done them too. An all rad team can easily do this and without a high number of deaths. It's much easier once you get a patron immob as 7-8 EFs and RIs cause Rommy to go "squee squee squee" and run all over.
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I'm too lazy to figure out how many people have joined. I am interested in seeing what Earth Assault is all about so if there's a spot, I'll probably make a Dom of some sort, probably Plant.
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You take that back!
I loved, LOVED the first 2 Ambush Bug series and the Christmas Special. It does have to be taken in small doses, and a regular series wouldn't work, but as infrequent mini-series, it's awesome.
Oddly, I just Googled the Bug yesterday to see if there had been any new material over the last 3-5 years (when I stopped collecting comics). Looks like there was a series that I'll track down.
Like Moses, I'm a comics guy. I bought the box originally because it was a comic book game, no other reason, nothing else drew me in. In fact, the comic book appeal was so strong, it got me to play an MMO for the first time, a genre I had been uninterested in.
So CO comes along and all the time I've been of the mind that I'm not interested in another MMO but reading reviews online have intrigued me to see their approach to a comics game. So if my system fits the specs, I'll probably check it out to satisfy curiosity. -
I'm working on two different Robot MMs right now (Traps and Poison), neither is 50 (39 and 43 respectively) so I can't speak from experience as a 50, but I understand the Prot bots make good use of the Acc/-Def/-ToHit HOs.
Prot bots have the Seekers, right? So that HO will enhance the -ToHit from them.
I could say more, but I may be delving into "discussing exploits in the forums" territory, which I'm going to refrain from. What I did do was explain the expected manner that HO will benefit you more than just for Accuracy.
Once 50 (or 47), I'm going to go for 2 of those HOs and get my DMG enhancements to 90+ % and throw in a Heal IO.
I'm probably going to drop Repair for Aid Other and take Aid Self.
If you do find yourself with a surplus of slots, I like adding a 2nd End Red into one, or both, of the upgrades. On a Stamina-less build (as my Traps is), a summon (or 2) + 2 upgrades can be prohibitive mid fight. -
50s
FF/Energy (you never forget your first)
Dark/Dark
Sonic/Sonic
Mahi/Mahi (actually that was supper)
Cold/Ice
TA/Arch
Kin/Sonic
40s
Cold/Sonic (abandoned)
Emp/Psi
Rad/Rad
The only set not represented is Storm, which I have at 38, but abandoned, for now. -
Thanks for answers, even if it's not the answer I wanted. I thought it would be cool to nuke and then regain 30% of end from the proc. Too good to be true.