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Posts
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Joined
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I just want to /sign the OP's request. I'm not going to get into bigger issues like the thread has devolved into (fixing redside or even the nature of humanity). I just want an SF for 30-35. I can even live without a 10-15, if I had to choose just one. But 30-35 is a glaring hole that needs covering.
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I just saw it. In the interest of being spoiler free on the first day, I'll just say "yay".
And ditto the prior poster, don't stick around waiting for anything past the credits. -
I'm of the mind it's Beast/Demons and then everybody else. Except Ninja is certainly in last place.
On one hand, it's tempting to say Demons are #1 due to -res always, ALWAYS being helpful. However I'm coming to like the variety of the effects for the Beast attacks. The Hawk's kd is very nice for runners and the Crows allow a -res proc too. I didn't take bees but whenever I fight my evil twin in tip missions, it's certainly an annoyance to have on you. -
I find that nothing goes better with Time than another Time, at least if you're dililgent about keeping Temporal Selection on each other. If you make a Fire/Time Corruptor, your main problem will be the boredom of everything being too easy.
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I'm not here to teach you word meanings. You should google these terms so you won't be so confused by them.
Quote:<shrug> Having obtained this badge many times, I dispute your so-called fact.
I'll send you a PM. I appreciate you keeping the discourse civil, dullards that do call me a liar and struggle with basic English definitions aren't going to get the answer. -
Quote:Yeah, I never play vill side, that must be it, brilliant deduction.You jest, surely, or hardly ever play villain side? Marcone Capos in Port Oakes are plentiful and as they are lvl 10 or whatever, easy to kill. Comparing this to fake nems is ridiculous.
Here's the empirical fact - I can go from 0 to Unveiler in about 20 minutes. Just to be clear, "empirical fact" is used because I have personally done this.
How fast can you get the Marcone badge? Wanna race one day? -
As for any AT, no one is going to be hurt by having more recharge. Also as for any AT, some powersets gain more than others
Very helpful:
Traps- The main debuff powers are on long timers. A common complaint of Traps is that some players feel they are unable to contribute to fast moving teams due to powers on cooldown. That's not the case for high recharge builds.
Dark- The argument for Dark was presented above.
Time- This also was explained above
Trick Arrow- Why TA? Most of the powers are quick to recharge and can't stack. Except for the very notable exception of Oil Slick Arrow which you want up as often as possible. TA lives in 2 states: with OSA and without. You want to be "with" as often as possible.
Helpful:
Pain Dom- You really want enough recharge for perma-World of Pain.
Poison- Like TA, it's mainly for one power you want recharge for: Noxious Gas.
Storm- More Freezing Rain and Lightning Storm makes for a happier stormie.
Thermal- The debuffs and Forge (to spread to more teammates) are the main beneficiaries of recharge. You can be a good Therm without high recharge. You can be great if you do have high recharge.
Not helpful:
Sonic- Liquefy is the main power that benefits from recharge. Very nice power but I wouldn't base a build on it.
FF- Like Sonic, has 1 power that would really benefit but it's not a game changer (Repulsion Bomb)
Some primaries benefit from recharge as well for the Tier 7 "special" powers. Beast certainly does. Necro, Bots and Thugs to a lesser degree. I don't mention Hellfire because it's already on such a long timer that I just consider it a "nice to have". The Ninja one is already very quick to recharge and Mercs T7 is poopy. -
Here are my thoughts on the accolades I always seek and which side I pursue the accolade. I'm going to compare hero to vill, listing hero first.
10% HP
Freedom Phalanx. Biggest annoyance is Fake Nems.
High Pain Threshold. Marcone bosses are even more annoying
Slight advantage to Hero
5% HP, 5% End
Portal Jockey
Born in Battle
For PJ you need to rely on the kindess of others to get as a lowby. Once 45+ though it's easy enough. BiB's only annoyance is damage farming
Slight advantage to vill
5% End
Atlas
Marshall
Huge advantage for Hero side. You can't even think of getting Marshall until you're 45 due to LRSF mission.
5% HP
TF Commander
Invader
FP tfs vs all the mayhem explores.
I'm going call this a push even though I think Invader is preferable. If you're lucky, someone will have an Invader-athon where the player has all the mayhems lined up and ready to go. You can get the acco in minutes in that case.
+Def +Res (click)
Archmage
Demonic
Not even close. HUGE advantage for vills.
+Rch, +Rec, +Acc (click)
Geas of the Kind Ones
Force of Nature
If you do the Croatoa arcs with a full(ish) team, then you'll get all the defeats needed for Geas (except for some ghosts) and the advantage is easily for heroes. If you don't, then they're both annoying with Geas probably still easier to get.
Frozen Immobilizer Ray
Who cares. This acco must have been created on an April Fools Day. -
To-hit buffs go a long way for higher conning foes and can save you from having to slot a lot of accuracy.
81, as mentioned above, represents a Kismet IO.
88 is kismet + the lowest base value of Tactics (7%)
91 is kismet + base for support classes (defs are higher, khelds a bit lower)
(All #s are from the above linked Google Doc)
Code:So, for a Corr/Troller/VEAT that takes Tactics and doesn't even slot it, they get a free Accuracy IO against +3s (98% acc needed vs 48% with to-hit buffs).+1 +2 +3 +4 75 46% 70% 98% 144% 81 34% 53% 76% 111% 88 22% 38% 56% 83% 91 17% 32% 48% 73%
Further, Focused Accuracy is worth a look if it's available to your AT. Yes, it tends to cost much endurance and doesn't offer a LOT of To-Hit, but does provide some accuracy (20%) and, most importantly, to-hit debuff resistance. A Tank basically gets AV level resistance (86.5%). -
4 out of the last 5 characters I've made have used Time Manip. I wouldn't use the word "addicted" though, so much as wanting to try different combos and ATs with it.
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Here's my next update on it.
Doing the KR bank, I went back 45or so feet from the door, with doggies at my side. "ATTACK" I said. They sort of stiffened up for a second, then they laid down. Made me chuckle. Then I gave a goto command to go to the door, again gave the attack command and they treated the door like it was smothered in snausages. -
I just finished today's session with the /Time I made. I simply solod Mercy and PO arcs, papers and banks so far (no DFB) and it's been a very smooth ride to 11 with only 1 pet death. Yeah that's super lowbie, but historically I've always found I'd run into something troublesome to a MM by that point.
I'm really optimistic about the future. If all pets are meleers then /Time looks to be awesome.
So far no complaints. Next up - the lion pet. -
Like I said in my OP, I've logged a few hours as a MM and I've never seen them simply not attack a door when ordered. Perhaps it's because other pets have some form of range and at this level the pooches have none, that I've seen at least.
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Quote:You may be on to something here. I just did Atlas bank and they attacked the vault no problem. A major difference is that the distance from the vault to the wall was rather small, so they were in melee range once I gave the attack order. Hopefully the next bank will offer me a chance to play with GOTO some and see what happens.its possible that the AI for the pet thinks that it cant reach the door with any of its attacks so it just stands there, i have seen it with other pets if they cant reach/attack something they either stand there and do nothing or run around like a chicken with their head cut off trying to get to it lol
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I just rolled up a new BM MM. I'm doing the mission from Firewire to rob the Mercy bank. I'm at the vault door and nothing I do can get the mutt to attack the vault door.
With all 3 stances (Passive, Aggressive, Defensive) I gave the "Attack my Target" command and (s)he just sits there doing dog stuff. Nothing I do can get the pet to attack the door.
Fellow players, please don't give me advice on how I can defeat the door, I know full well how to do that with temp powers, etc. Also please don't ask me "are you sure you did...?" I'm not going to spell out my MM bona fides, but they're enough so I know how to get pets to attack a door. -
Because of my affection for MMs, I'm going to buy Beast Mastery despite the early buzz. Similar to how I'm a big Marvel fan so I saw Ghost Rider 2 on opening weekend despite knowing it would suck.
I didn't read any of the beta testing threads, which will be taken down soon enough anyway. So I figured I'd ask on this forum.
Are any of the attacks noteworthy? I'd like to take at least 1 for flavor. Maybe 2, including the cone.
Sitting at level 2 right now, I can see the first pet has 9.05 def to m/a/r. Do all the pets have defense? Also 15.08% s/l/c resists.
Hmmm, when I just now used the "Attack" command, he seemed to think I said "sit", because that's exactly what he did. Then he attacked, the sequence just amused me.
Anyway, godspeed BM MMs. I've played all the other primaries to 50 and I've defended Ninjas, Mercs and Zombies by saying you can absolutely complete all the tasks the game throws at you with those henchmen, so I'm sure the same will be true for this. Right? -
I always have to jump in on Kin/Sonic topics, since I'm a big fan of the combo.
* Value-wise, Panacea over Doctored Wounds is a bad deal. It provides 2.5% more recharge for about 2-4B more inf. Here is recharge for 3 powers with long-ish recharges: Hasten (132 sec), FS (17.6), Soul Transfer (129.5 s). Those same 3 with DW: 133, 17.73, 130.5. Even if the reponse is "cost is no concern" that's an unimpressive improvement.
* Increase Density is a unique power in this game. In addition to de-mezzing (except sleeps), it give s/e (notice that's an "e", not an "l") resists and the cherry on top is repel and kb protection. No you don't want to be spamming it (though I do for the first mission of the Katie Hannon tf where it's perfect) but it's useful. I'd rather have it than IR.
* I like Siphon Power and advocate its inclusion, but the 2 recharges can be omitted. Taking them out takes it from 5.91 to 7.84 seconds. Trust me, with Kin/Sonic you've got plenty of other things to do during those 1.9 seconds you've lost. Things that are doubtlessly more productive than spamming SP as soon as it's up.
* I agree with a prior suggestion that the end mod in SB can be taken out.
* These slots can be redistributed to Tactics so you can 6-slot Gauss and improve defenses across the board, even if s/l took a trivial (.6%) hit.
* Transference. I'd use 3 of either of the 2 level 50 sets for end mod. Your current slotting gives 42% acc and 84% end mod. From a set use an End Mod, a triple and an End Mod/Acc to get 47.7% acc, 88% end mod with 21% recharge. I have a slight preference for Perf Shifter but either is fine.
* In CJ I'd go for a 3rd LOTG, Def/End to get an HP bonus (admittedly small) with only a .06% def loss)
* Don't forget a stealth IO in Sprint (or its equivalent) to give you pve invis combined with SS.
I'm not a fan of Dark Consumption for a Kin but there's nothing else to give that e/n def in 3 slots, except the equally irrelevant Soul Drain. I also like Oppressive Gloom but it would take more time to retweak the build than I have.
Just to nit-pick the OP, the res debuffs aren't a +40 damage buff, they're a *40 (without adjustments) damage buff (more precisely * 1.4).
On to other thoughts brought up in thread. Siphon Speed's appeal isn't that it provides a 20% recharge, it's that it can be stacked up to 3 times to frequently provide a 60% recharge buff, and easily a 40% buff. That's well worth the opportunity cost of the activation time.
Here's what it looks like with the modifications suggested above:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Transfusion- (A) Doctored Wounds - Heal/Endurance
- (3) Accuracy IO
- (3) Doctored Wounds - Endurance/Recharge
- (43) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Heal
- (A) Thunderstrike - Accuracy/Damage
- (15) Thunderstrike - Damage/Recharge
- (27) Thunderstrike - Accuracy/Damage/Recharge
- (39) Thunderstrike - Damage/Endurance
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (13) Thunderstrike - Damage/Endurance
- (21) Thunderstrike - Damage/Endurance/Recharge
- (A) Superior Defender's Bastion - Accuracy/Damage
- (7) Superior Defender's Bastion - Damage/Recharge
- (7) Superior Defender's Bastion - Damage/Endurance/Recharge
- (11) Superior Defender's Bastion - Accuracy/Damage/Endurance
- (11) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
- (34) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
- (A) Accuracy IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (15) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) HamiO:Cytoskeleton Exposure
- (17) HamiO:Cytoskeleton Exposure
- (A) Apocalypse - Damage
- (19) Apocalypse - Damage/Recharge
- (19) Apocalypse - Accuracy/Damage/Recharge
- (33) Apocalypse - Accuracy/Recharge
- (34) Apocalypse - Chance of Damage(Negative)
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (25) HamiO:Cytoskeleton Exposure
- (25) HamiO:Cytoskeleton Exposure
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (27) Performance Shifter - EndMod
- (37) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Accuracy IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Eradication - Damage
- (39) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (A) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Resistance
- (48) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Absolute Amazement - Stun
- (45) Absolute Amazement - Stun/Recharge
- (45) Absolute Amazement - Accuracy/Stun/Recharge
- (45) Absolute Amazement - Endurance/Stun
- (46) Absolute Amazement - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Unbounded Leap - +Stealth
Level 2: Rest- (A) Empty
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I found Starship Troopers to be a rare instance where the movie was better than the book, and I thought the movie sucked. I tip my hat to Verhoeven for not reading the source material, he made a better movie because of it (but it was still terrible).
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Those mole machines are #1 on my list "Things in this game that anger me".
I tend to just set the diff level to -1/1, log in a MM 2nd account. Set the pets to attack the mole machine, set an attack on auto for the mission holder and yeah, hit up Youtube for 10 minutes.
To make matters worse, these aren't no risk/no reward critters, they go kaboom and tend to kill a pet or two or four. If a player character were to melee these things and a patrol comes by after a kaboom, there's a very real case of some risk/no reward. -
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I would say it compares very favorably and someone could make a very strong counter-argument (due to AM and the heal) that frad Corruptors are "the best" for this variety of criteria. Where the /Cold gets an advantage would be with Sleet, which gets the Defender values for -def and -res, whereas rad gets adjusted Corruptor values for its powers. If you're leveling up a frad corr and you like it, then stick with it, you won't regret it at 50 and beyond.
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Quote:Oh I understand the rule. lol. It's just arbitrary and not meaningful. lol. If you want melee then Boxing and vet powers are available. lol. Then fire/cold corr has everything covered. lol.Saying you don't understand the rule does not exempt you from it. lol. The OP gave specific targets. I am thinking Dechs has the top contender right now for my money. So much so I feel an alt coming on. Course, I am horrid at MMs, but thats never stopped me from jumping on a team and causing chaos before...
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I've thought for a while now that a Fire/Cold corr was "the best" at the most things.
For aoe - Sleet + Fireball(s) + Rain of Fire kills the masses
For st - Benumb (for -regen on high HP foes) + Sleet + Blaze + Fire Blast gets the job done
Survivable? Def is easy enough to build up. Fog provides some level of resists, throw Tough in there too. No native heals but Aid Self if that's required. Personally a couple of columns of greens suffices.
Melee damage? No, not sure why this matters unless you're fighting Hami yellows.
Crowd Control? Sleet's knockdown and other Cold effects to slow enemies keep them in Rain of Fire while they attempt to flee.
Team Contributions? In addition to the above, there are Cold shields for teammates and Arctic Fog's +def, +res and underrated slow resists.
Anyway, out of my 50s (which include many of those mentioned above, like bots/traps, ss/fire, or ill/rad (not mentioned yet, but someone will)), this is the one I regard as the most flexible and not as a "Jack of all trades, master of none", but rather a master of many trades. -
A "reference" riiiiight. Well now that's all straightened out, thanks for that.
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Quote:Actually she's a shamless rip-off of Doc Sampson, just with boobs.Always been a fan of Doc Delilah myself. But then, she's basically She-Hulk, if She-Hulk were a female Indiana Jones instead of an attorney.
I'll give my vote for Desdemona, I likes da boo-tay.