Dr_E_Genius

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  1. Dr_E_Genius

    RV AV's

    I would be up for it, 7pm BSt or later would be best for me although I can do during the day as well.
  2. I would be up for this, what server is it on and does it matter what power sets you pick as one of the threads on your forums suggested it might be.
  3. Not tried aid self yet on my tanker but I do have it on various other alts who can use it while under DoT attacks so I should manage. Currently I have RPD and clobber in place of those and while clobber is useful it doesnt provide much survivability in big teams. Im gonna use my free respec from i7 at lvl 32 to get new enhances and respec into this build at the same time. My only worry with the build is how late the resist energies and elements are and whether they would be better sooner and other powers later.
  4. After playing about with Dr Rocks AT comparison program I have been thinking about respecing my first ever tank who is still sat at lvl 29 into this build. Power order can be changed except for the first 20 lvls anything after can be altered. This is a PvE build although that is probably obvious.

    Name: Mighty Thug
    Level: 50
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: War Mace
    ---------------------------------------------
    01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(50)
    01) --> Bash==> Acc(1) Rechg(13) EndRdx(15)
    02) --> Dull Pain==> Heal(2) Heal(5) Rechg(5) Rechg(7) Rechg(7) Heal(27)
    04) --> Jawbreaker==> Acc(4) EndRdx(13) Rechg(15) Dmg(34) Dmg(46) Dmg(46)
    06) --> Hurdle==> Jump(6)
    08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(48)
    10) --> Taunt==> Taunt(10) Rechg(11) Rechg(11) Range(43) Taunt(43) Rechg(46)
    12) --> Combat Jumping==> DefBuf(12)
    14) --> Super Jump==> Jump(14)
    16) --> Health==> Heal(16) Heal(17) Heal(17)
    18) --> Invincibility==> Taunt(18) DefBuf(19) DefBuf(19) DefBuf(23) Taunt(23) Taunt(34)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Stimulant==> IntRdx(22)
    24) --> Aid Self==> Rechg(24) IntRdx(25) Rechg(25) IntRdx(27) Heal(37) Heal(37)
    26) --> Tough Hide==> DefBuf(26) DefBuf(40) DefBuf(45)
    28) --> Whirling Mace==> Acc(28) Rechg(29) EndRdx(29) Dmg(31) Dmg(31) Rechg(31)
    30) --> Kick==> EndRdx(30)
    32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(33) DmgRes(34)
    35) --> Tough==> Empty(35) DmgRes(36) DmgRes(36) EndRdx(36) EndRdx(37)
    38) --> Crowd Control==> Acc(38) Rechg(39) EndRdx(39) Dmg(39) Dmg(40) Rechg(40)
    41) --> Weave==> DefBuf(41) DefBuf(42) DmgRes(42) EndRdx(42) EndRdx(43)
    44) --> Resist Energies==> DmgRes(44) DmgRes(45) DmgRes(45)
    47) --> Resist Elements==> DmgRes(47) DmgRes(48) DmgRes(48)
    49) --> Resist Physical Damage==> DmgRes(49) DmgRes(50) DmgRes(50)

    The idea is for a defensive tank who can take a lot of damage and hold the aggro needed on a team. Range enhance in taunt is for AV's and GM's who are not a good idea to get close to. Attack choice is straight forward 2 AoE's for aggro management, 2 single target attacks for hitting bosses/gauntlet control. I dont like the look of any of the epics except maybe pyre but decided against it.

    So opinions please.
  5. Dr_E_Genius

    Recluse SF List

    I would be up for this with my lvl 50 bots/FF/Scorp MM. Biggest problem is timing for me so I may not be around when you want to run but if I am give me a shout. I want to do it at least once for the badge and possibly several times to get enough enhances for my prot bots.

    Globals are @Dr E Genius and @Dr E Genius2
  6. Dr_E_Genius

    Recluse SF???

    I would be interested dependent on time. lvl 50 bots/ff MM
  7. Im in assuming family dont get in the way again. Will bring my nice little fire/rad if thats ok.
  8. To me perma ice slick seems better control than the AOE hold. if some mobs are knockback resistant I do have 2 single target holds to contain them. The only good thing about the AoE hold is it sets up containment but I dont know that it is worth the number of slots required to use it for that. If I need a containment power I may just get the AoE immob.
  9. I would be interested if theres a spot going. Character will be an SS/Elec brute named Dr Vikov Tesla or something similar.
  10. My Opinion is no dont need stamina, there is a post about this on this page titled is the MM the only AT that doesnt need stamina.

    My views along with those of others are expressed in that thread. There are good points about the advantages and disadvantages in the thread so why not have a look.
  11. Ok having not looked at the boards for a few days so this will address various things:

    1) Attacks at high levels are not worth it IMO. I understand picking them at low levels to help out with only 2 or 3 henches but after 20 I dont rate them.

    2) For the OP who asked this question originally I will say that if you are not picking up leadership thats fine but the buffs of enforcers have some drawbacks:

    a) Dont buff your teamamtes or you
    b) You dont get any of the other benefits of leadership like +per from tactics which means you will not have fun fighting Knives of Artimis or Archanos or Longbow at high levels. Out of these Knives are the worst due to the caltrops which can cause henches to run and not do as you command.

    3)If you are getting stamina health is better than swift or hurdle as MM's have a psudoe res of 75% when 6 pets in bodyguard mode. Swift is useful but you will be leaving your henches behind more often and therefore out of bodyguard and supremacy range which means you become very squishy and your henches become abosolutely stupid.
  12. My Bots/FF does PvP. Not having stamina isnt a problem for me as if it is in the zones I scout first with no bots up to find the main areas of action and then hide in an out of the way spot to summon and buff then move in in bodyguard mode. I also do use the fun technique of paradropping bots which works quite well on squishies. The limited amount of arena PvP I have done usually ends up with me dead unless I can find somewhere to hide while buffing. With arena PvP I am more effective if I am on a team that can get the attention of other players.

    Stamina for me as a very casual PvPer doesnt matter. Stamina for PvE is not worth it as I want too many other powers as well.
  13. Quick note delaying this by an hour as I wont be anout til then. I will be logged into a mission as I am currently earning the 4th damage taken badge but wont actually be at the comp.
  14. I didnt relise the buffs stacked. I did say Maneuvers was a large boost and the assault power they have does give a similar boost as an MM when there are 2 of them however it only affects pets where as normal leadership powers buff team mates as well. Tactics on the other hand is a small buff in comparison to the normal version for MM's it gives 1/3 of the buff so 2/3 when their are 2 enforcers however are you going to say that you would 3 slot enforcers to give the maximum tohit? Where as 3 slotted tactics for an MM is actually quite a big buff.

    So on my part the very small statement was wrong but do you tell me that you slot defnce buff and tohit buff in Enforcers over Acc and Damage because to me that doesnt make sense.
  15. Enforcers only significantly buff defence the tohit and damage buffs they provide are very small.
  16. Assault is a 10% damage boost and very much so worth it IMO. Tactics I have for 4 reasons:

    1) Help with bots hitting before SO's
    2) Boosts perception in PvP which is nice and handy
    3) Helps the 1st tiers hit more often and do more damage as they are routinely fighting enemies that would con purple to them.
    4) Combining with others who have leadership. The buff from 3 x 3 slotted tactics is very good especially on tf's when you are exemped down and SO's dont provide as much.

    Manuvers isnt worth it IMO.

    Not tried vengance that much but may pick it up in my next respec to see how good it is in different situations.
  17. Dr_E_Genius

    MA/Regen Build

    Drop Provoke and Intimidate, Get integration ASAP, ie at 16.

    Swap swift for hurdle
    Grab Crane Kick at 6 instead of Focus Chi leave that till about 22 and move other powers sooner.
    Stamina probably isnt needed, try playing without as QR is better.
  18. Well we can hope its cancelled cant we [img]/uk/images/graemlins/grin.gif[/img]
  19. Ok I have come up with this for a build see what you think:

    01) --> Hoarfrost==> Rechg(1) Rechg(3) Rechg(3) Heal(7) Heal(7) Heal(11)
    01) --> Bash==> Acc(1) Dmg(15) Dmg(15) Dmg(23) EndRdx(43)
    02) --> Chilling Embrace==> EndRdx(2)
    04) --> Frozen Armor==> DefBuf(4) DefBuf(5) DefBuf(5) EndRdx(11)
    06) --> Wet Ice==> EndRdx(6)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Hurdle==> Jump(10)
    12) --> Taunt==> Acc(12) Rechg(13) Taunt(13) Taunt(37) Range(43) Range(46)
    14) --> Super Speed==> EndRdx(14)
    16) --> Health==> Heal(16) Heal(17) Heal(17)
    18) --> Glacial Armor==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(23)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Boxing==> Acc(22)
    24) --> Tough==> DmgRes(24) DmgRes(25) DmgRes(25) EndRdx(31) EndRdx(37) EndRdx(43)
    26) --> Energy Absorbtion==> DefBuf(26) DefBuf(27) DefBuf(27) Rechg(31) Rechg(34) Rechg(40)
    28) --> Weave==> DefBuf(28) DefBuf(29) DefBuf(29) EndRdx(31) EndRdx(37) EndRdx(42)
    30) --> Stimulant==> Rechg(30)
    32) --> Aid Self==> Heal(32) Heal(33) IntRdx(33) IntRdx(33) Rechg(34) Rechg(34)
    35) --> Shatter==> Acc(35) Dmg(36) Dmg(36) Dmg(36) EndRdx(40) Rechg(42)
    38) --> Crowd Control==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(40) Rechg(42)
    41) --> Hibernate==> Rechg(41)
    44) --> Whirling Mace==> Empty(44) Dmg(45) Dmg(45) Dmg(45) EndRdx(46) Rechg(46)
    47) --> Jawbreaker==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) Rechg(50)
    49) --> Build Up==> Rechg(49) Rechg(50)
  20. Is taking Tough, weave and Aid Self over kill for an ice tank?

    The reason for asking has come about from playing with Dr Rocks At comparison and with Tough, Weave, Aid self and primary powers it can supposedly withstand more damage per second that a granite tank.

    I dont plan on taking many damage powers in the early game (aka 1) and as a result relying on teams to level as although I could solo it would be incredibly boring.

    So is it possible to get granite levels of survivability but with none of the penalties?
  21. Would anyone be up for attempting to get this badge on sunday at about 7pm BST?

    I do have a mission on a large shadow shard map and we will be facing enemies aroung the 47 mark. Full team of 8 would be ideal although we can try with less.

    IF interested sign up below, levels are not that important as sk's may be arranged.
  22. In reply to comments made by various people:

    Hard Boss/EB/Av fights - never have run out of end in all the ones I have faced, could just be to do with my play style but Im not sure hence raising this thread. In all fights I run Assault, Tactics, Dispersion Bubble and Scorpion shield. Hover is on when needed against certain EB's to keep me out of melee range. I dont bubble all henches only the Assault bot but I do tend to spam aid other/repair as needed and also depending on EB force bolt, and the Hold and AoE immob from the patron pool gets spammed as well.

    @SinghMC I would have to say that with my build I couldnt find somewhere more useful for the slots that have endreds in them now if I picked up stamina. With stamina I would have to say that I would have more worthless slots in powers, for example I currently have fly six slotted because I couldnt find somewhere more useful for the slots so it has 2 End Red and 4 Fly Speed in it. If I went for the stamina route I would probably have at least 10 extra slots that would be wasted, I would 6 slot resucitate from medicine with them because I couldnt find somewhere better for them.

    @MaX being pedantic FTW [img]/uk/images/graemlins/laugh.gif[/img]

    I accpet that no AT needs stamina however it does make some much more effective than others say a Spines/DA scrapper assuming they have Quills OG and CoF
  23. After a discussion late one night in game I have been contemplating the need for stamina as an MM. The bulk of my experience comes from playing a PvE based Bots/FF build but with excursions into PvP.

    For me the primary doesnt affect whether you need stamina the secondary does as all the primary powersets seem balanced in terms of end use. Many people complain of running out of end when setting up the henches and use this as a justification for stamina but for me this isnt a reason. My upgrade powers are slotted as follows:

    1st Upgrade - 2 Recharge, 2 End
    2nd Upgrade 3 recharge, 2 End

    This means for me that both upgrade powers have roughly the same recharge and I can summon and fully buff my pets while still having my patron shield turned on (there is 1 end red in the shield). All my other toggles are off but the only time I 'need' to summon and buff with toggles on is in the middle of a fight when the bots are dead. I say 'need'as in these situations one of 3 things is likely to happen:

    1. I die before henches can be set up
    2. Everybody on the team is on low health some are dead and the rest are running away.
    3. Team kills everyone without a problem

    Situation 1 is obvious I dont need to summon and buff with toggles on as I am already dead.

    Situation 2 is a case of just summon the battle drones and leg it either in bodyguard mode or send the battle drones to attack Boss/AV/Nasty mob as a distraction and leg it with PFF on. In situation 2 I could try and fully summon and buff but every time I try it I end up dead in the cases I have legged it I may have cost the odd team mate their life but I have often been in the person whos being abbandoned shoes and it really is a case of 50/50 decision time do I stay and risk death to attempt to save the other guys life who may die anyway or do I leg it to come back and res them?

    For me situation 3 is the rarest case. 2 things are the main events of situation 3; the first is I have been asked to take the alpha on a team or I have inadvertantly aggroed a mob or the bots have run into another mob as I wasnt quick enough to recall them. This usually means the team is in an ok situation and can deal with the enemy. The other thing that happens in situation 3 is team is in a bad way on the verge of losing and someone pops their panic button whether it is an /Inv brute going unstoppable and trying to grab a big chunck of the aggro, a corruptor nuking or a /rad corruptor casting EMP then using mutation on a dead brute. So situation 3 for me is the only situation where I need to summon and buff with toggles on but in this situation I either have enough time to wait for end before buffing or I only need to buff the protector and assault bots.

    So IMO no MM needs stamina to fully buff unless you couldnt find between 0 and 2 extra slots for end reds ( the reason for 0 and 2 is if you get stamina most people normally pick up health stamina always gets 2 slots and health gets between 0 and 2 slots and as I only need 4 endred slots in upgrades we are left with finding between 0 and 2 slots dependent on whether or not you slot health).

    So having hopefully removed the primary from consideration of stamina the only powerset that should affect whether stamina is picked up or not is the secondary powerset. Having played all the secondary powersets on MM's the only ones I can see tthat stamina could be helpfull for are Dark and Posion. Forcefield and Traps are IMO passive type sets that dont require a huge endurance outlay. TA is an active set but has low end costs and powers of reasonable recharge length so that end isnt a problem with them. This leaves posion and dark which I would say dont need stamina with careful slotting. I freely admit to not having a great deal of experience with both these sets so I could very well be wrong.

    Finally there is one more point to consider in the choice of stamina or not and that is can you spare 3 powers in your build for it? I know I could not justify spending 1/8 of my power choices on it as there are more usefull powers to me. From my experience and from talking to different players in game most people pick up at least 6 of their primary powers and 6 of their secondary powers that is half their power choices and with a travel power that only leaves 10 power slots including patron powers.

    So for me I will never take stamina on any MM I create as I cannot see me needing the increased end recovery rate after slotting endreds especially at the expense of 3 more useful powers.

    So what do you think? Is the MM the only AT that doesnt need stamina?
  24. After the thread resurection due to the latest replys I have decided to delete the ice/strom controller I got to lvl 10 and start on an Ice/TA.

    I have come up with this as a proposed build:

    01) --> Block of Ice==> Acc(1) Hold(3) Rechg(3) Hold(7) Rechg(9) Acc(19)
    01) --> Entangling Arrow==> Acc(1)
    02) --> Flash Arrow==> Acc(2)
    04) --> Glue Arrow==> Rechg(4) Rechg(5) Rechg(5) Slow(9)
    06) --> Air Superiority==> Acc(6) Dmg(7) Dmg(50)
    08) --> Swift==> Run(8)
    10) --> Ice Arrow==> Acc(10) Hold(11) Rechg(11) Hold(15) Rechg(15) Acc(19)
    12) --> Ice Slick==> Rechg(12) Rechg(13) Rechg(13)
    14) --> Fly==> EndRdx(14) Fly(37) Fly(43)
    16) --> Poison Gas Arrow==> Rechg(16) Slow(17) Slow(17)
    18) --> Health==> Heal(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Acid Arrow==> Acc(22) Acc(23) DefDeBuf(23) DefDeBuf(31) DefDeBuf(46)
    24) --> Arctic Air==> EndRdx(24) EndRdx(25) EndRdx(25) ConfDur(34) Slow(46)
    26) --> Hasten==> Rechg(26) Rechg(27) Rechg(27)
    28) --> Disruption Arrow==> Rechg(28) Rechg(29) Rechg(29) EndRdx(46)
    30) --> Shiver==> Acc(30) Slow(31) Dmg(31) Acc(40)
    32) --> Jack Frost==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Hold(34) Hold(34)
    35) --> Oil Slick Arrow==> Rechg(35) Rechg(36) Rechg(36) Dmg(36) Dmg(37) Dmg(37)
    38) --> EMP Arrow==> Rechg(38) Rechg(39) Rechg(39) Hold(39) Hold(40) Hold(40)
    41) --> Fire Ball==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
    44) --> Fire Shield==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45)
    47) --> Consume==> Acc(47) Acc(48) EndMod(48) Rechg(48) Rechg(50) Rechg(50)
    49) --> Super Speed==> Run(49)

    I have left the AoE hold out as it doesnt look good and will rely on ice slick and the 2 single target holds as my main controls as well as Arctic Air and the slows. I know I have very few powers that set up containment but I have taken fireball anyway just to add to the damage that oilslick will do. The most striking thin for me is how many powers in TA I have taken compared to Ice. I would really like advice on the slotting front but if you see any glaring errors feel free to point them out.
  25. Dr_E_Genius

    Fire/Invul Build

    If you assume that the only defences you have are 3 slotted tough hide and RPD according to Dr Rocks Program the difference between 3 slotted RPD and 1 slotted is 0.28 DPS. So is 2 slots worth an extra .28 DPS in terms of surviability?

    With RPD, TI, TH, Unyielding and Invic 3 slotted with relevant SO's you get 2 DPS more than if RPD is only 1 slotted. However if you only have Invic 2 slotted you lose 6 DPs therefore it is better to spend the slots on Invic than on RPD.