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Posts
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I mainly play a Tanker and a MasterMind. I don't need a team.
I also play from work, which occasionally means I have to AFK right now, and teams tend not to like that.
I also don't like random groups, for two-fold reasons:
a) I'm an introvert. I find dealing with random new people tiring (not uncomfortable, just tiring). It's much more restful teaming with people I know, and team with my VG pretty much everytime we've got something going on.
b) I have low tolerance for poor grammar and chat speak. I'm old, both on- and off-line, and in my day people used proper English if they wanted respect and companionship. -
Oh internet memes, are you ever funny?
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I don't have any experience working with Mercenaries, but the standard MM pools - Leadership and Medicine (for Aid Other) - will probably be helpful in increasing the Mercs' lifetime and damage output.
If you're used to playing other MM secondaries, you might find Traps a bit sub-par at first, because unlike the other secondaries, to really leverage Traps powers requires being pretty close to the action - Caltrops doesn't have a great range, Poison Trap only affects the area around itself, Triage Beacon has to be deployed where the fighting is happening and so on. If the battle isn't happen on top of your Traps, you're probably operating at about 33% peak effeciency (because well-deployed Traps are, in fact, that good.) Of course, 33% from a Traps MM is still pretty impressive.
As for slotting, I personally have Web Grenade and Caltrops six-slotted; Web Grenade with Trap of the Hunter (which includes a damage proc, making Web Grenade now a damage power in addition to an Immobilise and -recharge) and Caltrops with Pacing of the Turtle (making Caltrops a slow field with a -recharge component). The rest of Traps is more lightly slotted with generic IOs to amplify their various effects, though I do have Ghost Widow's Embrace's damage proc in Poison Trap for the amusement of small damage from the Trap Gas (and random massive deaths of low-level foes). More than three slots in FFG is a waste, unless you're aiming for a specific IO set bonus.
I'd recommend a bit of recharge in most of Trap's powers, especially Trip Mine, Poison Trap, and Triage Beacon, simply so you'll have them available more often and so you can move your "fortress" zone more frequently. And note that the Seeker Drones, the Trip Mine and the Acid Mortar all need to make to-hit checks, so a bit of accuracy in each if you take them would not be remiss. -
Quote:But on a serious note, RP is to be had on Virtue just don't expect to find gold at first...I know I still haven't. With AE rampant nowadays it is actually kind of hard to find RPers in the first place let alone get into, point two, their group. That is not to say that it is impossible but expect to work at it. Or get lucky and find a good group almost instantly, in which case I would hate you in a non-hateful way.
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What primary?
Generally, I view Detonator as completely skipable, and if you're Bots, Seeker Drones as well (Protectors get Drones of their own). Must-haves are Poison Trap, FFG, and Web Grenade. Triage Beacon and Acid Mortar are both very good, and Trip Mine is nice solo, as well as against masses. I personally adore Caltrops, but others see it differently.
As for why you want these powers:
Web Grenade - you have to take it, but it's a nice immobilise and also has a -recharge component, which can stack if you spam it.
Poison Trap is billed as a hold - and it is a nice one, which I'll get to later - but its real benefit is its -regen component. It's also got more -recharge. The real beauty of Poison Trap's hold, by the way, is that it's unresistable. It's not a sure-hold and only has a chance of firing while enemies are in the cloud, but if it hits, it hits anything. Even an AV. Best thing ever was watching Reichsman double over vomiting (the FX of the Hold) from my Poison Trap.
Force Field Generator is a very powerful defence tool. Slotted, it's ~15% defence to everything, and that bonus applies to you, your team and your pets. And more importantly, it provides mez protection - Hold, Stun, and Immobilise - to everyone in range as well.
If you don't have Bots, Seeker Drones are really nice for two uses - taking alphas and debuffing to-hit and damage. Even without Bots, I still view this power as skipable, because unlike Poison Trap's Hold, the to-hit and -dam can be resisted (by the PToD), which limits its usefulness against AVs and EB where you really need the debuffs.
Trip Mine is excellent for setting up ambushes. With a bit of recharge, you can get 14-18 Trip Mines down before they start exploding, and that is enough damage to take down half an EB's health.
Triage Beacon is basically a stationary Regeneration Aura. Good way to keep your pets (and team) alive.
Caltrops is a slow field, which pairs really well with Bots or Thugs, who both have burn fields. Foes are slower getting out, so they take more damage. Slot in Pace of the Turtle's proc, and it's yet another -recharge power as well. Slot in Positron's Blast's proc and you get exploding Caltrops, and hilarity ensues.
Acid Mortar is a nice debuff - both resistance and defence - and can serve well to pull spawns as well. It's an AOE debuff too, which is always nice. You can't target it, though, which is its biggest drawback.
So, that's Traps in a nutshell. The combo of Poison Trap, Triage Beacon and Force Field Generator, as well as Acid Mortar, Caltrops, and general MM toughness, is why Traps is generally viewed as one of the primary AV-soloing secondaries. A good opening set of Trip Mines helps too.
A little tip on playing /Traps: it is a stationary set. For the most part, a /Traps MM sets up a killing field (Trip Mines, Poison Traps, Acid Mortar, probably some Caltrops) and then lures enemies into it. A /Traps MM makes a fort, then defends that fort. And once the /Traps MM is fully dug in, you're a powerhouse. Moving around a lot really diminishes the power of Traps. -
This thread has been too long without
KITTY ATTACK! -
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MRP and ERP aren't really the same thing. Some MRPers ERP, and some ERPers MRP, but they two groups are not synonymous.
MRP tends to include people that will curse, kill, maim, or otherwise do R-rated things in their Roleplay (otherwise interaction tends to default to PG-13 thanks to the game's Teen rating).
ERP tends more towards the X-rated, but ERPers might be, aside from the sexual exploits, otherwise completely tame.
Someone that lists MRP/ERP probably has few boundaries in their play. -
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I declare that this thread
needs more kitty! -
Sorah just knows I'm right about the greatness of Adam West.
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I never get pretty pictures for my birthday...
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Quote:There's a fair amount of evidence that Emmert was an "evil force" keeping things from happening. Real Numbers, for instance, never happened until after Emmert had no say whatsoever over CoX's development.[...]I didn't really consider that there was someone, an "evil force" that kept things from happening.
Here's a fairly good list of the things that makes most people hate Emmert (I have no opinion on ED, because I only played after CoV came out, but the lack of numbers and the basic "idea of fun" are foremost among my reasons for not liking the man's vision, and CO's first-day nerf sounds like Emmert's "idea of fun" rearing its head again.) -
I was never tempted by CO, because Jack Emmert was working on it. If you notice my joined date, I played Emmert's CoX. However, I'm only a 15-month veteran, because I only stayed after Emmert left. I think it is a much better game now than it was then.
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Quote:Actually, in the game, your achievement is always defeating Statesman, Recluse, Ms. Liberty, etc. You never kill them.You killed Recluse? Congrats. So did every other Destined One. How does that make you "epic' again?
Oh, you killed Statesman. Um, again - LRSF, Ouroboros, potentially Recluse's Victory. Not exactly a unique achivement.
Except in the future that doesn't happen in the Patron arcs, in which case you do actually kill Statesman - which is something else altogether from the LRSF, with results you see in the arc.
I find the "blah blah, you're not special, nothing you do matters" attitude in MMO players rather tiresome, and helps explain to me why so many get burned out on the games. Imagination matters. It's important - and not just in games. -
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Quote:The weakness of RttC is over-exaggerated. Yes, to really make it usable you'll need to slot it with Taunt enhancements, but since you'll want to slot it up anyway (thanks to it being your primary regeneration power as well) a couple slots of Taunt is a small sacrifice. RttC - like most taunt auras - should be used to KEEP threat, not get it.Others have suggested WP, and while it can be very durable it's very much a skranker set... survivable but with very poor aggro management ability due to an extremely weak taunt aura. If you want to hold aggro and actually tank then WP isn't a good set for the purpose.
Teams that expect you to be able to pull them out of whatever trouble they get themselves into might have problems with your WP Tanker, but with wise use of Taunt and attack juggling, the only person pulling foes off you will be another Tanker that's trying to. -
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