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Quote:This is probably the best advice you'll get. MMs can be good in the arena, but zones will severely hamper your ability to catch up to your target. I use team TP and it still doesn't help.With that in mind I would make the best PvE build you can, and just make do in PvP rather than particularly speccing for it, since being able to survive and actually being able to fight effectively are very different.
Also, in PvP, defense does almost nothing for you. Aim, buildup, heaven forbid someone uses soul drain... they all grant +tohit, which is a perfect counter to defense.
Just to put it in perspective, I've seen a /SR scrapper get hit three or four times in a row with elude running.
The smart ones will drop your protector bots first, then the rest of the bots and kill you while you resummon. The not smart ones will run through a bunch of seeker drones, trying to put a dent in you while your bots eat them alive. If you want a game of rock/paper/scissors where you're always the paper? Go for it. Otherwise, PvP's a waste on an MM. -
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I'm asking about the click accolade powers on a 25 minute recharge. Are any/all of them affected by hasten and global recharge bonuses? How can I tell which ones?
I couldn't find specific info about them in game or on the wiki. -
I'm probably going to be the only one to say this, but I'd farm with a warshade.
Three fluffy balls of doom, 85% resist all, 160% damage buff, near full AoE attack chain.
Mine does very well and is quite reliable with only one purple set so far.
The plan has Eclipse overlapping by a full ten seconds! -
Quote:Ah, I have heard of this bug. You could add an infinite number of slots to a power. Because it was pre-ED, you could infinitely enhance the damage of a power. He two-shotted the Hamidon.To be fair, it was on Test, and it was done as a demonstration of a slotting bug with Kheldians (and I believe it was pre-ED, too)
That doesn't count!
I wish I could have seen this. -
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Already posted. Check the announcements.
EDIT: Beaten to the punch! -
In my absolutely non-professional medical opinion, "scrapperlock" can be viewed as an illness. It is dangerous and highly contagious. The most noticeable symptom is of course the behavioral trend to attack the largest group of anything that poses a threat. Other common symptoms include impatience, hyperactivity, and disregard for self as well as teammates. In the most extreme cases, those with scrapperlock can go deaf and mute. All of these symptoms stem from the same root cause, which is the delusions of immortality that scrapperlock creates.
Even though a player is diagnosed with chronic scrapperlock, he is often able to function normally within a team. The player will always experience frequent minor flare ups, and may notice in time to return to his group. Commonly, however, full scrapperlock will take hold, and the player will be lost to the illness until such time as the armies of darkness have been vanquished in their entirety.
Scrapperlock, however, is a lesser affliction of the rare "mirelock." The added danger of mirelock is the rapid pace at which it advances to the chronic stage. This is often too soon for the illness to be diagnosed and treated properly. Further, once mirelock has developed, there is very little that can be done to cure it. This is because mirelock is more than a simple illness. It is an addiction. Mirelock causes the delusions of immortality, but is fed by the presence of foes. The more foes present, the greater these delusions become. The greater these delusions become, the stronger the illness and thus an increased number of foes, et cetera, ad infinitum.
A typical case of mirelock exhibits all the symptoms of scrapperlock, but each of these symptoms is exaggerated. Where a scrapperlocking player may find himself ahead of the team, the mirelocking player needs to be ahead of the team. A mirelocking player will find his power directly proportional to the number of foes around him, so where a scrapperlocking player will finish a group off before moving on, a mirelocking player will race ahead and let the stragglers catch up to him. Impatience and hyperactivity are worse in the mirelock case because of powers operating on a timer. The deaf/mute symptom is also more common with mirelock for this reason as well. The disregard for self is further inflamed because of the presence of an offensive self reviving ability. A mirelocking individual must be deep within enemy ranks so that in the event of a defeat, fuel will exist for the fire.
In conclusion, this is a very serious illness with potential ramifications on an extremely large scale. If a cure exists, it has been elusive. I urge this community to help me find a cure for mirelock. If we are to find a cure, we must know more about the disease. This will require research, and countless volunteers to experiment. Please, for the sake of the community, roll a warshade. Learn about mirelock. -
I have a bots/traps with two defense IOs in the protector bots, and I can confirm that the shield grants 11.18% defense.
As a side note, I haven't been able to get Mids to show me the values of the Protector shields at all. Even clicking the little green circle doesn't appear to do anything. -
Nope, only thing you have to do is have your pets in defensive/follow, defensive/stay, or defensive/goto.
It helps to set up macros to make these happen, though.
And switch to advanced controls. Simple ones will get you killed. -
As the subject suggests, I've started a new project for my bots/traps character. I'm starting this new project because I've finished his first build and need something to do with the infamy. Since my first build is perfectly capable of soloing damn near anything, I'm thinking of making a build that will perform better on a team than solo.
I know what you're thinking. If you can already solo x8 missions and AVs, how much better can you function on a team? In fact, what do you even need a team for? Both of these are valid questions, and I have valid answers.
I can't, and I don't.
I guess I phrased the initial intent wrong. I am designing a build that will be more "team friendly." I know it won't be as effective, but seeing as I already have the first build, I'm willing to sacrifice effectiveness for flavor. I also love doing odd things in this game like tanking with a defender or scrapping with a blaster. Our game lends itself to these anomalies outside the "roles," but the ones I mentioned are commonplace now, so I needed to think of something truly unique.
Thus, to the mastermind community, I present:
The DomFender!
Code:The first thing you'll probably notice is that this build is comprised almost entirely common IOs. The few that are not common IOs are the important parts. They include various procs for effects and then enough set bonuses to hit the ranged/AoE softcap (surprisingly little is required for this). Using view totals will only show 33.8% defense, but keep in mind the protectors add just over 11% with their shields.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;665;1330;HEX;| |78DAA553DB4E1351143D535A4B6F9452CAA5D01B726F99D2F8E0EDC144D48484461| |488468DA4C040272933A4538C35DEDEF5177CF382AFBE69C5C86FA83FE02FF052F7| |3EEB40C7F8E8A45D6BE69CB5F75EFB5CCA8FAF858578794568BD0BB58AE3AC972B4| |EC3A8EF9AD65670D5D8AC5A76CDDE690ABF1022D9995A5FD9DFDDB52DFDB6BD6137| |CC4D27E19ABABABFBDADAFD62B7B4E6CD1AA1A75C36AE8272FA165DBAEE9376AE64| |EB511C6BBD9B00CC789CA8F25A3B265D49DAAB91793DF8BD623D33137CC9AD96826| |AFEF999BBAAB4E795F796D0E91B919FA7FF609F5B4BD224954129E1C282FC90B9A3| |D90D4F49ECA7D4ADE3D29690A51537937CDAC79989E5094A6A234CC044139449D2D| |4A1AFFA4493A2FA35A64AD4B59EB422D2FE467F26EEA86B500AD379A697B7C3F648| |6D24FD02F495F69D60F81F023D153321650C6022811C4CC40DE4D4319B83DA24471| |F18D128554540851E17937F58C83D2927A4121AA1D51FE22F0D7077FFDF0F78CCC4| |43508A27F85F6817C9421068188CDC9A1E75E362487BAE2F0DA0F9A9B006165FD14| |9A50A109763725BA69681043DA60166D82BE537FC3AABF61F4974CB96954D16F992| |8BD20ED1F52D488DAAE1144A5B19669AC4A16C6C66F4AF90B729E524552906721CF| |429E5347E81CA825A38EA84846ED6106F218F531A6966D4C1DA7B49BE2249880C03| |7F156A6997C077A0F3A9034FB01F411A7858EDEB4AA34CDEB9412873494571DE661| |B9808205782DE02ACCBDC23121B9AEE43AE445C88B9017B145A5631C06B239AF0AC| |E4337DAB96DF4A3472CFD33B2DCB95B429323E58EE6BF9E2FE1933C815B41C21586| |35863B0C7719EE31DC6778C0F090619DA1DD3A8D8E5E604317192E315C6678CD223| |FDFA210439821C2D0C31065E86588330C302419DE30B4FF009418F817| |-------------------------------------------------------------------|
The second thing you'll notice is the lack of drones and the presence of all three personal attacks. This goes against everything I believe a mastermind is designed to be, but then again, so does a defender jumping head first into a x8 spawn. The number one complaint I hear is "your bots are blocking caves." My usual response is "GTFO my team" or "Fine, I'll go this way, you seven go that way. Catch up when you're done with your half." Taking out the tier one pets will drastically reduce damage, but remember, that's not what I'm going for with this build. Please take note that none of these attacks are slotted for damage. In fact, only the Assbot is slotted to do damage. Take a close look at the procs.
The two pulse rifle attacks are slotted for recharge and have the devastation chance for hold. Electric Shackles is in there as well, with lockdown's chance for +2 mag. This will grant the ability, although not perfectly reliable, to hold bosses. Even web grenade has the chance for hold purple proc.
Photon grenade is slotted for stun and I threw in the chance for tohit debuff purple proc. This, combined with protector grenades and seekers should keep large groups to include bosses stunned. Again, look to electric fences. I've thrown a chance for stun proc in there as well.
Finally, for a little more control, I've slotted the knockdown proc in caltrops as well as a little slow. I already use the knockdown proc as it is and find it incredibly effective at keeping enemies from firing back and in burn patches.
Ok, that takes care of the dominator half of DomFender. What about the defender?
Well, the defenders I value most are the debuffers. Traps is an excellent debuffing set, bringing -tohit, -damage, -def, -resist, and -regen. I also slotted chance for -recharge in two powers.
Traps isn't without its buffs and though I may have skipped triage beacon, I wouldn't dare skip FFG. Maneuvers is layered on top for a little extra. The few enemies that you don't have locked down will have trouble hitting your teammates.
What I don't know about this build is whether stamina is necessary. My first build has no need of it, but this looks to be a bit more active. I'll have to actually get this up and running before I know. What I'd like to put in its place is the medicine pool and hasten.
So... thoughts? -
Quote:I agree, I do find that debuffs are more powerful than buffs. This is a balance issue because an offensive debuff can be resisted, usually costs more endurance or has an accuracy component, and draws aggro while passive buffs are simply there. Thermal makes up for it with better healing ability, but again, I'd rather prevent damage than repair it.Yeah took both of those. Not having any real problems at the moment. I suppose I am used to storm and dark. Having debuffs that just practically stop incoming damage. Thanks for the heads up folks.
Thugs thermal will be very good though, especially with forge on the bruiser. That guy can dish out some serious damage when his fury is built up, and forge will make it even better.
Melt armor will make the tough targets fall quick. You'll be a powerhouse, but I'm pretty sure these sets will turn out to be a late bloomer.
EDIT: And Gypsy, get out of our anarchist thread.
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Quote:Have you tried this and this?.. but I don't see anything to actually reduce the incoming damage.
Also, this power reduces enemy damage.
Thugs and thermal will work just fine. Be sure to stack maneuvers and slot your enforcers for defense. You'll do fine, but levels 18-23 will suck. Don't worry, they do for any mastermind. Scrapyarders. -
Quote:This post is full of so much truth.Odd, I've never seen any recruitment messages with specifications included.
It's not like the game is all that hard. It's also not like it's that hard to recruit a couple buffers and make everyone into gods no matter if they have purples or SOs.
Nine times out of ten, if I'm on a TF, I started it. I don't throw "ITF looking for tank, debuffs, and healer" all over the globals. I say "ITF with room for x." I know that any team of 8 should be able to accomplish anything in the game (provided at least 4 know what they're doing).
Sometimes I get tells asking what to bring to which I always reply "Whatever you feel like."
Every once in a while I get a "Do you need a healer?" tell. My reply is usually "Sorry, just filled up." -
If you try to monitor the attribute in the little window just like you would monitor your other stats, it will try to show your damage bonus from fury, which will always be 0%.
If you have the entire combat attributes window up and are watching the bruiser's damage bonus, then yes, that sounds like a bug. I'll have to try this when I get home to see if my bruiser acts the same way. In the meantime, can anyone else repeat this "bug?" -
Quote:First off, welcome to the forums!Hey guys, I'm a newbie to redside but I've played through the AT's and found that I love the playstyle and concept of masterminds. Tried a few variations but ended up sticking with Robotics/Traps. I'm about halway to 50 with this toon already so I've started to think about my endgame build. I've been playing about in Mids a little but I'll admit I'm a little lost. Could you guys take a look at my build and give me some advice and constructive criticism?
Bots/traps is my absolute favorite MM. I'll tell you now that with enough time and money, this kind of character can handle eight man missions and AVs on his own, even some GMs. I'll offer my suggestions as best I can.
Ugh, I already see what your problem is going to be. Please understand that I have no intentions of being degrading, but you're coming at this with the wrong mentality.Quote:Level 1: Battle Drones- (A) Soulbound Allegiance - Damage
- (3) Soulbound Allegiance - Damage/Recharge
- (5) Soulbound Allegiance - Accuracy/Damage/Recharge
- (7) Soulbound Allegiance - Accuracy/Recharge
- (9) Soulbound Allegiance - Damage/Endurance
- (19) Soulbound Allegiance - Chance for Build Up
- (A) Accuracy IO
- (A) Javelin Volley - Chance of Damage(Lethal)
- (3) Javelin Volley - Accuracy/Damage
- (9) Javelin Volley - Damage/Recharge
- (21) Javelin Volley - Damage/Endurance/Recharge
- (31) Javelin Volley - Accuracy/Endurance/Recharge
- (40) Javelin Volley - Accuracy/Damage/End/Rech
With a mastermind, very few set bonuses actually do anything for you. +Recovery and +Recharge are always nice, but the recharge bonuses come late enough in sets that they're sometimes not worth it. +HP and +Regen are great if you tankermind, but seeing as how you didn't take provoke, I doubt you do that. +Defense is great, and with bots/traps, you can softcap to all three positions. I have the defense softcap to ranged and AoE on mine, which I find enough. Outside of that, there aren't any bonuses that really help you because your pets are the ones doing all the work.
Masterminds benefit greatly from "frankenslotting." What you want to do is use IOs from multiple sets to get the most benefit crammed into your powers. This works because a double attribute IO gives more of a benefit to two things than half of a single attribute to each.
In my drones, I put the full Blood Mandate set. It caps their accuracy and damage and provides really nice defense bonuses. The Soulbound set is a very terrible idea for these bots, since the proc doesn't go off that often, and when it does, these guys are still recharging attacks and usually don't even get the benefit.
Webnade is a STAPLE in your ability to take down heavy targets. Bosses need to be immobilized so they don't get out of the burn patch your assbot drops. This should be at least four slots, I reccommend 1 acc, 1 immob, 1 end reduc, and one recharge. You can do much better than that by using frankenslotting.
Caltrops will never do enough damage slotted the way you have it. If you want caltrops to do damage, slot it with procs. It takes two damage set types, so you can actually cram six damage procs into this power if you wanted to. Personally, I slot the purple proc that does knockdown. It helps keep mobs inside burn patches in addition to my immobilize powers.
I slot triage beacon differently. I picked from three different sets and ED capped the recharge and heal, plus I had room for both the numina and miracle uniques. My triage is permanent, even without the use of hasten.Quote:Level 4: Triage Beacon- (A) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Endurance/Recharge
- (7) Numina's Convalescence - Heal/Recharge
- (21) Numina's Convalescence - Heal/Endurance/Recharge
- (23) Numina's Convalescence - Heal
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Reduction IO
- (A) Damage Increase IO
My only suggestion on equip robot would be to add another end reduction. If you keep stamina in your build, then you don't need it, but I got by without stamina. The extra end reduction helped with that.
GAH! No personal attacks! Bad! Especially if you don't plan on using it, as I can see from your slotting. These powers are endurance hogs and don't do a piddly of damage compared to the rest of your army. Speaking of hasten, you might want to take it in this slot. Two recharge reduction IOs will suffice.
Acid mortar needs a bit of accuracy because it can miss. This power is also a great place for the achilles heel proc, which will lower enemy resistance. That will cause much more damage than the Lady Grey proc ever will. Frankenslot to max the recharge as well.Quote:Level 10: Acid Mortar- (A) Touch of Lady Grey - Defense Debuff
- (11) Touch of Lady Grey - Defense Debuff/Recharge
- (11) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (15) Touch of Lady Grey - Recharge/Endurance
- (17) Touch of Lady Grey - Defense Debuff/Endurance
- (37) Touch of Lady Grey - Chance for Negative Damage
I think I'm actually twitching after reading this. Ouch.Quote:Level 12: Protector Bots- (A) Defense Buff IO
- (13) Defense Buff IO
- (13) Defense Buff IO
- (15) Healing IO
- (17) Healing IO
- (19) Healing IO
- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (34) Endurance Reduction IO
First: The third common IO in a power (if it's a level 50 IO) provides so little benefit that you are often better off not even using it. Have you heard of enhancement diversification?
Second, and more importantly, the protectors have a little wonky thing with their AI that I've noticed. If the value of their heal is greater than the current damage on a robot, they will not heal it. With the heal being very powerful, they won't use it until most robots are almost dead. If it's not powerful enough, though, they won't be able to heal effectively anyway. I suggest only one heal IO in these.
Finally, protector bots do damage. They're good at it too. The way I have them slotted is with the purple damage enhancer, blood mandate for acc/damage and acc/endurance (I find that these guys run out of endurance without it), one common heal IO, and two common defense IOs.
Set bonuses aren't worth wasting slots. With three slots in each of these, you can reduce the endurance a little and max the defense attribute. Just don't be afraid to frankenslot. Maneuvers really should have defense slotted.Quote:Level 16: Force Field Generator- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (31) Red Fortune - Defense/Endurance/Recharge
- (34) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (34) Endurance Reduction IO
I wouldn't pick any of these powers. Vengeance can't be used on your bots, but if it could, you're better slotting it for defense. Stealth is just wrong for what I feel a mastermind should be doing. In my opinion, a mastermind should be taunting and letting bodyguard mode be his protection.Quote:Level 20: Stealth- (A) Defense Buff IO
- (37) Defense Buff IO
- (A) Healing IO
- (25) Healing IO
- (37) Healing IO
- (A) Jumping IO
This is where you want the purple proc for build up. It has a chance to fire off of every target the bot hits, so it happens extremely frequent in this power. In three slots, I capped the damage and crammed in some accuracy. The other two slots, I put the unique +defense and +resistance IOs for pets.Quote:Level 26: Assault Bot- (A) Sovereign Right - Accuracy/Damage
- (27) Sovereign Right - Damage/Endurance
- (27) Sovereign Right - Accuracy/Endurance
- (29) Sovereign Right - Accuracy/Damage/Endurance
- (29) Sovereign Right - Accuracy
- (31) Sovereign Right - Resistance Bonus
Ugh, again with the set bonuses. All those enhancements in health that aren't for heal are wasted! If you take this power, the only thing worth slotting in it is the miracle or the numina unique. Similar with stamina. Put two slots of end mod if you really need the endurance. Your slots are put to much better use elsewhere.Quote:Level 28: Seeker Drones- (A) Range IO
- (46) To Hit Debuff IO
- (A) Doctored Wounds - Heal/Endurance
- (36) Doctored Wounds - Endurance/Recharge
- (39) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal
- (50) Doctored Wounds - Recharge
- (A) Recharge Reduction IO
- (33) Endurance Reduction IO
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Performance Shifter - Accuracy/Recharge
- (45) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - Chance for +End
- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Recharge
- (40) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Titanium Coating - Resistance/Endurance
- (42) Titanium Coating - Resistance/Recharge
- (43) Titanium Coating - Endurance/Recharge
- (43) Titanium Coating - Resistance/Endurance/Recharge
- (46) Titanium Coating - Resistance
- (48) Titanium Coating - Endurance
You should never need upgrade robot to recharge any faster than it does. I'd put another end reduc in its place.
What I don't get is that you slot combat jumping for defense but not maneuvers... Maneuvers provides the greater benefit, which means the enhancements are doing more, and it helps your bots.
Charged armor... meh. I have it, and I only have the +defense unique in it. I don't even have to turn the power on for this benefit. Bodyguard mode brings me to effective 75% resist all on its own.
Same thing with electrifying fences as with webnade. This power is extremely useful in letting your assbot really fill his potential.Quote:Level 44: Electrifying Fences- (A) Immobilisation Duration IO
- (45) Accuracy IO
- (A) Hold Duration IO
- (48) Hold Duration IO
- (50) Hold Duration IO
- (A) Jumping IO
Poison trap is better off with recharge reductions. The -regen in this power is what allows you to take down AVs and GMs, so you want it recharging faster to keep that -regen on them.
Superjump. Well I guess you need a travel power. I would suggest looking into slotting the Blessing of the Zephyr set. It gives you knockback protection and some very nice defense bonuses.
Well, I hope I've helped. -
Quote:Emphasis mine. I'd like to note that I'm not saying "any warshade is squishy in human form." I was saying that my warshade, at that level, without toggle shields, without eclipse, dropping out of dwarf just to do a mire, has the bullet stopping power of a blueberry pie.Really?Quote:This time, however, I was blueside. *gasp* With a warshade. *double gasp*
I forgot for a moment that when I drop to human for sunless mire, I retain the bullet stopping power of a blueberry pie.
Please don't snip out the details so you feel validated in showing off your +4/x8 soloing with an all human warshade. Don't get me wrong, it's awesome that you can do that. I just feel like you were putting words in my mouth. -
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Quote:Not that I consider myself a "regular Kheldian heavy hitter," especially because I've only played a warshade, but I have one big thing to say about your suggestion, Bill.I hope that some of the other regular Kheldian heavy hitters will chime in as well.
First, I want to present a fact: The devs stated that giving human form mez protection makes dwarf completely unnecessary to the point that no one would use it.
I'd like to expand on that just a bit. To me, that statement says that they want the forms to offer something specialized that the human form cannot accomplish. The forms were designed to be better at one thing that the human form cannot do. Even though a warshade can perma his eclipse, he will have to rely on break frees.
Where this all relates to your suggestion is that increasing the damage modifiers for human form might make nova useless as the "ranged DPS" role that it is supposed to play. I would put forth the suggestion that the human melee modifier be increased greatly and the ranged modifier only slightly, if at all, so that the nova still surpasses it in ranged damage. -
I'll just throw out the two cases where I use purples.
In my bots/traps, I use the purple pet proc, and other purples in pairs for the recovery bonus. I also use the pet set damage enhancement in protector bots because of it's superior enhancement value on a tight-for-slots power. Most set bonuses don't benefit my MM, since the bots are doing all the damage. I just taunt and stay alive. Getting all the recovery bonuses allow me to skip stamina and still have the endurance to drop AVs and GMs. If I had to take stamina, I'd either lose my ability to taunt, leadership pools, hasten, or the softcap in ranged/AoE defense. The pet proc fires incredibly often and results in a ton more damage than I've ever been able to do.
On my warshade, I'd like to have five sets of purples for the recharge time bonuses. They are what will push eclipse into the realm of perma, they are what allow me to scrank in dwarf with stacked mires, and they will allow me to exemplar much better than I do now. As it stands, I hate losing most of my recharge bonuses when I exemplar.
The point is, purples have a marked ability to improve my effectiveness. They allow me to do things I previously couldn't. It's not about the numbers to me, it's what I can do. This is proof enough that purples aren't simply vanity. -
I set it for +0/x8 with bosses and AVs no matter what I'm doing because there's no incentive for me to fight higher level enemies as a level 50. I get the chance for purples, and any recipe that drops will be at least level 50.
My character is bots/traps with Mu cages. Four pools are leadership, speed, teleportation, and presence. The drones and Assbot are softcapped to everything. The MM is softacapped to ranged/AoE. I have better than stamina recovery in set bonuses so I don't have trouble on the blue bar. -
Quote:Snipping this out because I love to throw out my idea of the perfect team for task forces.The teams I prefer to build are:
1-2 Brutes / Tanks
2-4 Corrs or VEATs (MMs) / Controllers (Defenders)
1-4 Dominators (Stalkers) / Scrappers, Blasters (HEATs)
Things in parenthesis are ATs I'll take, but not my first choice. Once things roll around, it'll look more like:
1-2 Brutes (Tanks)
2-4 Corrs, Controllers, VEATs (Defenders, MMs)
1-4 Dominators, Blasters, Scrappers (Stalkers, HEATs)
I vary and work around it when necessary. It's not a definite rule. It's just a nice formula I live by, because it's pretty foolproof.
Blueside:
My warshade
0-7 SG friends
7-0 People with a pulse, debuffs appreciated, no healers*.
Redside:
My mastermind (bots/traps)
0-7 SG friends
7-0 People with a pulse, no healers*.
I find that I am so insanely versatile with these two characters that it doesn't really matter who comes along for the ride. I like to have friends with me, since I know they're competent already. In the case of the warshade, I like to have debuffs along since he doesn't have any on his own. The /traps can put out -damage, -tohit, -def, and heaps of -res and -regen all by his lonesome.
But on topic, I don't think blurring the lines is going to make ATs disappear. People will play what they like to play, and anything is playable. As long as this holds true, every AT will exist in plenty, and I will continue to have fun.
*You can bring an empathy or pain dom, but do not call yourself a healer. You are either a buffing controller, defender, corruptor, or weapons platform. -
Merc/storm. The challenge build.
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I'm going to chime in and say you do not need stamina, nor will you miss it. My Bots/Traps runs all three leadership toggles without stamina all the time and never has a problem. I needed to skip stamina because I wanted hasten, leadership, teleport, and provoke. That's all four power pools, so no stamina. I'm softcapped to ranged and AoE, taunt like your sixth grade bully, and almost never die. I've fought x8 CoT, Longbow, Carnies, even Knives and Malta without a problem.
Ok, so the longbow can give me a little problem. I just have to start using traps on them.

