EricHough

Mentor
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  1. I am still up for it with the same caveat as everyone else - need to know date/time before I can commit for sure.
  2. Quote:
    Originally Posted by Kinetoa View Post
    - What are the implications of taking Detonation over Positron's Blast? I am not well versed in how to compare these apparently similar sets.
    If I go with detonation on a build, its purely for the enhancement values it provides vs the enhancement values that positrons blast provides. One important thing to keep in mind is that some IO sets frequently short you in one type of enhancement and go way over what you need in another when you are are 5 or 6 slotting them for bonuses. For example, a set of 5 L50 positrons blast will give you far to much damage enhancement (127%, which gets reduced to 99% with ED) and leave you way short on recharge, with only 26% recharge. In exchange you get 6.25% global recharge, 9% accuracy and a little rec boost. If you can spare a 6th slot for a L50 common recharge IO, or you only need about 25% recharge slotted in the power, then you are good. If you need more recharge or cannot afford a 6th slot, then you might want to do what I did in venom grenade in my sample build - 4 L50 detonation (A/D, D/E, D/R and A/D/E) plus a L50 recharge IO for 47% acc, 95% dam, 47% end and 68% recharge.

    Quote:
    - You 5 slotted boxing, is that to actually use it ever, or purely for set stuff?
    Thats for the set bonuses - boxing is one of my favorite ways to pick up positional def. Razzle Dazzle gives you 2.5% melee def for 5 pieces and if you can fit a 6th in you get 2.5% AoE def. Alternatively, you can slot a stupify in boxing - 6 pieces gets you 3.13% ranged def and 6.25% recharge. Its one of the key ways I get to the softcap - its also CHEAP, as stun sets are fairly easy to get on the market. In my sample build I put an extra slot in CJ to get a boost to all positions but you could move it to boxing, finish off the razzle dazzle set and pick up 2.5% to AoE in place of 0.6% to all positions.

    Quote:
    - You took out CT:O, which I have heard is good for dealing with the very high end enemies who are very hard to hit or who debuff accuracy? Any truth to that?
    Adeon covered this pretty well - very few IO sets short you on accuracy enhancement and a lot of them have extra global accuracy - between that and TT:leadership, you should be at the to hit cap vs most things in the game. For the few things that might cause you problems (nemesis with stacked vengence, etc) you would be FAR better off taking aim instead of CT: Offensive - a 50% to hit buff, even for 10s at a time, is far better than a 10% accuracy boost.

    Quote:
    - Would one more slot in Hasten make any kind of impact to the longer timers like Serum and pets?
    Adding a slot to hasten will shorten its recharge, which means it will be up more and could help with the long timer powers - but thats fairly complicated to figure out since mids can either tell you what the recharge is with or without the full value of hasten but it can't pro-rate that value for uptime. However, putting another L50 IO in hasten is not likely to buy you much - due to ED you are only going to get another 16% enhancment from that third IO, which cuts the recharge of hasten by at most 6 seconds.

    Quote:
    - Lastly, I see there is no AIM, how much of a real world DPS loss does this represent? Is it a big deal?
    With a 10s duration, cut even shorter because the animation eats into it, AIM is not actually giving you much of a DPS boost. Using my sample build as an example you would get at best a 33% uptime on aim as it would have a 30s recharge when hasten was up. That means that the 50% damage boost is at best going to be worth 16% over time and that doesn't take into account time taken out of your attack sequence to fire off aim. In its place I took TT:Assault, which gives you and everyone on your team a constant 15% damage buff that takes NO time out of combat. The real benefit to aim is the 50% to hit buff - against those few opponents that do have significant def buffs or to hit debuffs, its a good way to overcome them. If you don't take TT: Leadership, I would definitely recommand aim. In most cases though, TT: Leadership + TT: Assault is going to be superior as it buffs you, your pets and your team.
  3. EricHough

    Huntsman/Crab?

    Quote:
    Originally Posted by Gaspard View Post

    Edit: Also I remember someone saying that the channelgun (if I remember correctly) is inferior to the burst. I can't verify though.
    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I suspect you mean Longfang since that is the power equivalent to Burst. It is slightly worse due to a longer animation time (2s compared to 1s) however the lack of redraw might make it preferable.
    Both crab single target attacks are inferior to the equivalent attack in the soldier tree as they both have a lot longer activation, longfang is simply the worst offender at 2s to bursts 1s. The primary 'value' to the huntsman build, whether you are a crab or a bane, is the fast activating attacks in the soldier tree. If you want to do a huntsman crab, I would suggest picking up most of your attacks form the soldier tree to cut down on redraw and capitalize on the faster attacks.

    I do have a huntsman build on my crab, as I wanted to see if that felt superior to my bane hunstsman and my conclusion is that its hard to tell. I basically gave up cloaking device and surveilance for fortification and serum. I also dropped a pool attack so I could take suppression, which was pretty much the only power I took from the crab primary tree. The result is a huntsman that provides about the same amount of group buffs, a little less debuffs (the 20% in surviellance and 15% in arctic breath, which I dropped for suppression) but is a lot tougher when enemies do close. Here is my crab hunstman build:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Midnight Carnage: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
    Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Mael'Fry-Dmg/EndRdx/Rchg(11)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(17)
    Level 8: Heavy Burst -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(17), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(19), RechRdx-I(21), Achilles-ResDeb%(21)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27), RechRdx-I(29)
    Level 14: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(29), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(31), AnWeak-Acc/Rchg/EndRdx(31)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(33), ResDam-I(33)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(34)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
    Level 26: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(36)
    Level 28: Serum -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 30: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit(39), GSFC-ToHit/Rchg(40), GSFC-Build%(40)
    Level 32: Super Jump -- Winter-ResSlow(A)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), RechRdx-I(42)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), S'dpty-Def(43), LkGmblr-Def(43)
    Level 41: School of Sharks -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Immob(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Immob/Rng(46)
    Level 44: Bile Spray -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(46), Det'tn-Dmg/Rchg(46), Det'tn-Acc/Dmg/EndRdx(48), RechRdx-I(48)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48), Heal-I(50)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------



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    As you can see I didn't go totally petless - spiderlings are just to nice and are a cheap place to get a 6.25% global recharge bonus for only 4 slots.
  4. Quote:
    Originally Posted by Golden Girl View Post
    Well, it's a loyalist, so it should be used to lonliness and rejection by now.
    Maybe its secretly a member of the resistance and it stayed on primal earth to get away from Cole?
  5. Forgot to include the data chunk in the post above, here it is just in case the data link doesn't work:

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  6. First off, when you are slotting IO sets for bonuses its important to identify the specific set bonuses you want and ONLY slot enough of a set to get those. Just because you can slot all 6 pieces of a set doesn't mean you want to as in many cases the bonuses are not worth the extra slots OR the enhancement values the set gives are not good enough. For example, when slotting expedient reinforcement in pets getting 4 pieces is the sweet spot, giving you decent enhancement values for the 4 slots and getting a 6.25% global recharge plus a nice little damage bonus (3%). Going up to 5 lots is nice for the 10% regen, but there are better ways to get that and the 6th slot is definitely a waste on a crab - you don't need the extra ranged def, soldiers can softcap ranged def without set bonuses. My preferred slotting for the crab pet powers is 4 expedient reinforcement (A/D, D/E, D/E/R, and E/D/R) and a single L50 common recharge IO - resulting in 47% accuracy, 91% damage, 47% end reduction and 83% recharge for 5 slots in the power.

    You are also focusing a bit TOO much on AE attacks. You still need to finish off hard targets (bosses and above) and the end per damage cost of AoE's is really high when you are only attacking single targets. Plus there are some nice sets you can put in single target ranged or melee attacks.

    Here is a build that is very similar to one I have on my crab, although on my character I skipped suppression as I figured I would be in close melee alot, making the cone harder to use. I left it in on the build below, since you wanted to have a lot of AoE but left out Omega Manuever - while its a really cool attack, even with a ton of recharge and hasten its NOT going to be up often enough to contribute a lot to your overall DPS.

    I took channelgun and slice for finishing off single targets - slice was necessary to slot a touch of death set for the melee def and I like channelgun better than longfang - it does energy damage instead of lethal and with all the global recharge I put in the build you should be able to chain those two attacks together seamlessly, throwing in an arm lash if there is a gap.

    The build is at 44.6% melee def, 46.8% ranged def, 43.4% AoE def and 81.25% global recharge (not counting hasten). You also have 50% smashing/lethal resistance, 45% energy/ne and 40% fire/cold resistance so while you are a little shy of the melee and AoE softcap it won't be that big a deal.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed

    Villain Profile:
    Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
    Level 2: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(46)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(50)
    Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13)
    Level 10: Tactical Training: Maneuvers -- DefBuff-I(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(21)
    Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx(15), Det'tn-Dmg/Rchg(17), RechRdx-I(17)
    Level 14: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(43), RzDz-Acc/EndRdx(45), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 18: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(23), Det'tn-Dmg/EndRdx(25), Det'tn-Dmg/Rchg(25), RechRdx-I(27)
    Level 20: Weave -- DefBuff-I(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(29)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(50)
    Level 26: Arm Lash -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33)
    Level 28: Serum -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 30: Super Jump -- Zephyr-ResKB(A)
    Level 32: Frenzy -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(39), RechRdx-I(39)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), RechRdx-I(40)
    Level 41: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Maneuvers -- DefBuff-I(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(48), P'Shift-End%(48)
    ------------
  7. Quote:
    Originally Posted by EvilRyu View Post
    Let me ask you all this, if you had to pair something other than thorns with gravity what would you pair with it on a dom and what would you pair with it as a controller?
    On a controller I would go with rad or storm. Rad lets you combine radiation infection with crushing field for ghetto control and storm lets you do the same with freezing rain, since CF doesn't prevent knockdown. Both secondaries will carry you until you can get to wormhole and singularity. After that storm adds a ton of extra damage in lightning storm/tornado and rad is just a great secondary overall.

    On a dominator I would go with energy or earth assault. Both of those will give you KD/KB in your attacks to combine with lift for extra soft control and good single target damage until you get to wormhole. Energy will be better if you want to stay at range, earth for a melee focus.

    In both cases the goal is to fill in for the lack of hard control in the primary at early levels, either with debuffs or extra soft control.
  8. Quote:
    Originally Posted by Yellowstone View Post
    Hey guys, I just made my first Mastermind and I was just wondering if there was a way to target pets with the keyboard. I couldn't find it anywhere in the keymapping so i'm assuming there isn't an "official" way, which leads me to assume I need to use keybinding. If this is the case, can someone tell me how i'd go about doing that? I've never needed to use keybinding so I don't know how to do it exactly.

    Thanks in advance for any help! I just like using the mouse as little as possible for anything besides menus/NPCs/glowies.
    Try using the target_custom_next command - it accepts a number of parameters, including one that targets only your pets. Bind it to a key of your choice - one possible bind would look something like:

    /bind t "target_custom_next mypet"

    This would allow you to target your nearest pet, then cycle through them by hitting T. You can also include specific names after the my pet parameters if you want to target specific pets.

    For more info on the target_custom_next command, check out http://wiki.cohtitan.com/wiki/Target_custom_next_%Slash_Command%
  9. I can bring one of 5 characters at varying levels of incarnateness:

    1) Mistress Andromache, dm/invuln brute. Seer pets + all incarnate level shifts
    2) Crimson Mystique, my widow - she can switch to her fortunata build for psychic damage but has the warworks pet, so no help there. She has all incarnate level shifts
    3) Midnight Renegade, my huntsman. He has the clockworks pet for energy damage and some decent debuffs (venom nade + arctic breath) but aside from venom grenade and bile spray, his personal damage is going to be useless. He has all incarnate level shifts
    4) Argent Rose, my fire/fire/fire dominator - no buffs/debuffs but a ton of damage, I don't remember which level shifts or incarnate pet she has.
    5) Stygian Witch, my fire/dark/dark corruptor - no pet yet as I haven't opened the lore slot, alpha + destiny level shifts.

    I can bring whichever is needed - none of them have the masters badge.
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    Not exactly sure where you got the idea that the DM/Inv brute is going to be better at holding aggro than the scrapper, seeing as their taunt magnitudes and durations are identical. Invulnerability scrappers (and thus also brutes, I presume) are, in my experience, difficult for most tankers to out-taunt. I am also not entirely sure why you think that the scrapper's soul drain is only an advantage for them if it is saturated, given that it was not-that-recently altered to do the bulk of its buffing off of its first target.

    Built identically, the scrapper will virtually always do better damage, and the brute will be sturdier by approximately the same amount. I prefer extra damage when we're talking about crazy levels of survivability for even the scrapper, but that's my opinion.
    Well, the brute is going to have taunt in all thier attacks, where the scrapper is just going to have it in invincibility. Brutes also get an AoE taunt in the place of confront in the primary and any brute that wants to act like a tank should take taunt, mine all do. Invulnerability, like shield defense, is one of the few secondaries that lets a scrapper hold aggro - but they are still not going to out taunt a brute (or tank) build for aggro management.

    Overall, the brute does have better tools for holding aggro than the scrapper and slightly better tools for survivability - this is traded off against the scrappers doing better damage out the gate. Dark Melee is one of the corner cases where scrappers tend to do better top damage as well but I suspect that unless you really care about pylon times its not actually going to be really noticable.

    In the end, as usual, its going to boil down to playstyle preference. Some folks don't like to wait for fury to build up, be constantly chasing it and are focused on pure damage, other folks want to be more capable tanks but like doing damage that at least rivals a scrappers. In my case, my dm/inv is a brute - but that's mostly because she is the evil twin to my blueside shield/ss tank and so I needed to go with a brute, so rp choice on my part.

    I will throw this thought out - for those who think that brutes/tanks don't have enough of an edge in survivability over scrappers to justify the damage differences you really need to try comparable builds. I thought the same thing until I levelled up a shield/ss tank to 50 and was able to compare her survivability with my 2 */shield scrappers - the difference is astounding. Its all in the extra hit points - it may not look like a lot on paper but the extra hit points tanks get make a HUGE difference in survivability. Brutes don't get as much extra but since almost all HP boosts work of the base HP, any increase in the base makes a big difference.
  11. Quote:
    Originally Posted by Vanden View Post
    Castle's post explicitly says that being on the melee damage modifier was in ADDITION to the bonus damage, though.
    You can go back to old posts and argue about semantics all you want but the fact is that if Castle had meant PSW to do more damage than it does now, it is likely he would have changed it sometime before he left -he had plenty of time to do that between the overall dom revamp and when he left CoX.

    PSW is just fine as it is - if you compare it to all the other PBAoE attacks that dom's get you can see that its still way at the top, although you DO need to look at them all together:

    Code:
    Attack          Dam      recharge    end    cast
    Combustion    75.91      17s      15.95    3s
    Thorn Burst   74.16       17s      16.02    3s
    PSW             70.65       20        18.51    1.97s
    ISC              69            22         20       2.67s
    WH              64.23       20         18.51    2.5s
    Tremor         58.39      18         16.5     3.3
    The only PBAoE's that are ahead of PSW on damage are combustion and thornburst. Both of them do a lot of thier damage in a long DoT and have 150% the cast time of PSW, plus combustions secondary effect IS extra damage, so it should do more. If you think PSW is bad, check out Tremor - worst damage overall, longest cast time plus its all smashing damage, so more resisted than everything but thorn burst. Once you factor in cast time, damage type (psychic damage, which is rarely resisted) and the double secondary effects (50% recharge debuff + chance to stun) and I would argue that PSW is still the best PBAoE that dom's get.

    The fact that PSW is a tier 9 power is meaningless - the dev's have stated (and shown) many times that the tier of a power has nothing do to with how 'powerfull' it is - it was just a coincidence that a lot of the original power sets had nukes and god powers as tier9's. The only thing that matters is the overall effectiveness of ALL the powers in the set.
  12. Quote:
    Originally Posted by Amy_Amp View Post
    You are comparing a rolling nuke to a regular AoE. RoA is the best defender AoE? Ok, how? You admit Blizzard hits harder, so you must be looking at damage over repeated usage.

    Nightfall
    Damage: 39.8 damage
    Recharge: 10 seconds
    Cast Time: 2 seconds

    RoA
    Damage: 48.77 damage
    Recharge: 60 seconds
    Cast Time: 4 seconds

    Hell, even Fistful of Arrows does 32.89 damage, recharges in 8 seconds, and has an cast time of 1.17. So how is RoA the best defender AoE?
    I don't know if I would say RoA is the best AoE, but your numbers above are incorrect - you are only looking at 1 tick of damage out of 3 total in RoA - total damage on a defender is going to be at 146.31.
  13. Add protector as well - I even tried turning off buff data (enabling 'stop sending all buffs') which was supposed to be fixed so that you would stop getting buff info on all league members and that didn't help at all. I noticed it mostly on the BAF but the lambda was a bit laggy as well and I almost never had lag issues in there - the only difference was that lambda was playable, the BAF very nearly wasn't.
  14. Quote:
    Originally Posted by Ineffable_Bob View Post
    Appreciate the feedback, fellas. Do you know if the alpha slot bonus affects Domination recharge time? Answer is probably around but I'm too lazy to search at the moment. If so, then I could fix the recharge time issue with a simple slotting of the Spiritual alpha.

    I probably should have mentioned that I intend to use this build pretty much exclusively at L50. I've got a build that I've used while leveling up that I'll keep intact for any time I happen to EX down, if this build doesn't work well at a lower level.

    As for the defense, my experience with my Fire/Ice dom is that there's always seems to be a mob or two that is missed or immune to control, and it doesn't take much to do enough damage for me to be hurting. Especially true since the big AoEs will draw a lot of fire, and I may spend a lot of time in melee range. If it happens to be a boss or nasty Lt that I missed, I may be down for the count before I can kill it. That's why I looked into defense rather than damage. What would you suggest instead?
    The alpha slot does not affect domination. It only affects powers that can actually slot a recharge enhancement - so it could help you get hasten back faster, which WILL help in getting perma-dom but you are still likely to need more global recharge than the bare minimum. Add in the fact that you lose the alpha slot bonus if you SK below L45 and I would not want to rely on it for perma-dom even if it helped. You are probably better off getting enough global recharge from set bonuses to be safe and going with a musculature alpha for the damage boost.

    As for slotting def - on an electric, ice or fire dominator it is a reasonable goal, since all 3 sets encourage you to move into melee and you are right - even 1 uncontrolled boss can ruin your day at melee range. I would suggest aiming for about 32.5% smashing/lethal def (or melee def - your choice) as a compromise - that puts you within 1 small purple inspiration of the softcap and in my experience once you hit 30% def you notice a huge difference in incoming damage, even without controls to slow down most of it.
  15. The only problem I see is that you cut your recharge down to far in order to boost your def up - you are sitting at 68.75% global + hasten and that is not enough for perma-dom. You need at least 70% + hasten to be barely perma-dom and more is better. At 70% + hasten if you are a second late in firing off hasten/dom or get hit by any recharge debuffs you will lose dom after the first time it re-fires.
  16. Quote:
    Originally Posted by Steel_Shaman View Post
    Eric, I really like your build. The only thing I would do differently is to take Placate instead of Recall Friend and maybe change up the order some powers are taken in.

    You achieved the softcap and got a lot more recharge in than I did on my Bane build. I never thought to use Tough/Weave, I guess because I didn't realize SoA's got such good values from them. They make the build a little end heavy, but the amount of recovery you have should fix that.

    I may just use your build as a template of sorts for my Bane. I hope you don't mind.
    Thats pretty much why I posted it. A lot of the choices really are personal preference, so its certainly easy to change. I like having full travel powers, so I took super jump but you could easily skip it and rely on ninja run. I find I use recall friend a lot in groups, especially on a stealther, but its easily replaced. You could also swap call reinforcements for web cocoon if you prefer the hold - you wouldn't even have to sacrfice global recharge if you do that, as you can put a gaze of the basilisk set in the hold in place of the expedient reinforcement set. Mind you, I don't completely agree with Magentrix about the pets - the disruptor bots are some of the most durable and useful pets that soldiers get. Unlike the spiderlings in the crab tree they stay at range, so AoE attacks don't wipe them out and they have some nice controls to add. But a single target hold with a 50% recharge debuff is also a nice power and it will be up more reliably than the pets.

    I will throw out a thought about placate - since you don't have full crits on a bane it isn't a good damage enhancing power - due to the cast time you will end up cutting into your DPS even with the crits - basically, in order for placate to increase your DPS you need get full crits AND use it to crit on an attack that has a longer cast time than placate - otherwise you are better off just using the faster casting attack. Even on a stalker with full crits its only worth it on attacks like midnight grasp, soaring dragon or disembowel. It is a nice control/aggro shedding power though, so its still worth taking.

    Soldiers are my favorite AT in the game - you have soo many ways to build each branch of the tree and so much flexibility. The only drawback is the crab lags - I am not fond of them so I ended up leveling 2 soldiers, one as my huntsman/mace bane without crab legs, a second as a crab. Even my crab has 2 different builds - an AE heavy huntsman like build and a melee/ranged/pet tank build.
  17. Here is a build I am contemplating on my bane. His primary build is an AE focused huntsman (gun attacks + leviathan mastery for arctic breath + bilespray), his secondary build is a melee bane focusing on the mace attacks and I used it mostly to solo and never really seriously updated it after he hit 50. I play mostly as a huntsman but I have been kicking around the idea of updating the mace build so that it would play better in a group and be good for single target damage, as the huntsman build is somewhat lacking. Here is what I have come up with

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Bane Spider Armor Upgrade -- ResDam-I(A), S'fstPrt-ResDam/Def+(9)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), DefBuff-I(7)
    Level 4: Wolf Spider Armor -- S'fstPrt-ResKB(A)
    Level 6: Build Up -- RechRdx-I(A)
    Level 8: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(9), RzDz-Acc/EndRdx(40), RzDz-Stun/Rng(40), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(42)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
    Level 12: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
    Level 14: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/Rchg(19), AirB'st-Dmg/Rchg(19), RechRdx-I(21)
    Level 16: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), Aegis-ResDam/EndRdx(31)
    Level 18: Shatter -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(29), F'dSmite-Acc/Dmg/Rchg(29)
    Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(50)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(33)
    Level 28: Surveillance -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(34), ShldBrk-Acc/Rchg(34), ShldBrk-DefDeb/EndRdx/Rchg(34), UndDef-Rchg/EndRdx(50)
    Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-Build%(33), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39)
    Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 35: Tactical Training: Assault -- EndRdx-I(A)
    Level 38: Super Jump -- Zephyr-ResKB(A)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
    Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), F'dSmite-Acc/EndRdx/Rchg(46)
    Level 47: Call Reinforcements -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), RechRdx-I(50)
    Level 49: Recall Friend -- EndRdx-I(A)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Empty(21), Mrcl-Heal/EndRdx(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(23)
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    One key thing I realized is that it is WELL worth taking tough/weave on soldiers - they get the same values on these powers that tanks do, so you get a lot out of them. Thats why I did not have to slot as many touch of death and mako's bite sets as you did - weave gave me 7.6% def to all positions. A bunch of my recharge is in LoTG + recharge IO's but the nice thing about those these days is that you can pick them up with alignment merits fairly easily - 4 days per LoTG if you can run 5 tip missions a day (plus an alignment mission on day 2/4).
  18. I generally don't badge unless it contributes to an accolade but I also enjoy helping with things like this, so post a day and time and I will try to show up. The nice thing about GM hunting is that it goes fairly quickly, with the possible exception of Caleb who is a pain to both get to spawn and then find after he spawns.
  19. Quote:
    Originally Posted by Lucenter View Post
    I was going to respond about how I 100% disagree on the tip missions and then I saw:


    "The devs decided to create a highly casual friendly endgame system. "

    Then the post lost all credibility.

    I don't know how even the most ardent supporters can classify that system as "highly casual friendly".


    In response to everyone else, I understand why some like it. I just personally do not like where this is going and none of the people I play with do either, so it's not like this is one persons opinion. Most just up and leave instead of explaining why.

    My subscription ends this week sometime, I may come back and try in a few issues if I see them taking a new path of development but I really do not see that happening and if I wanted to grind I'd go play one of the other 10 million MMORPG's.

    Because the trials take 30-40 minutes to run, 60 in the worst case, where raiding in pretty much every other MMORPG is a multi hour event? Because the minumum number of players to do a trial is pretty small (12 and 16) even if it is larger than any TF. As long as you are willing to group at all, it is fairly easy right now to open up at least 2 or so of the new incarnate slots and get everything you need to slot a common power in them. Getting up to an uncommon is not much harder.

    Yes - it is EXTREMELY difficult to open/slot your incarnate slots SOLO (and I agree there should be better solo options than we currently have). However, solo is NOT the same as casual. I will also agree that crafting rare and v. rare components for your incarnate slots is a lot harder to do casually but I think anyone who thinks the top tiers of something like this should be EASY for a casual player has extremely unreasonable expectation - sort of along the lines of the "casual purpled out warshade".

    I only play on one server (protector) but its considered one of the low pop servers and I have no problem logging in and getting in a league just by hanging out in RWZ for a little while or announcing in one of the main global channels.

    "Casual" means a lot of different things, but at a minimum I would expect a casual player to be able to get in 2-3 hours of play a week - if you can't get at least that much in, you aren't even casual as far as I am concerned, you are barely even playing. If you can get 2-3 hours a week for at least an hour stretch each time, you should be able to get in 3-4 trials in that time period, more if you get in a group that is repeating them. This is less of a requirement than most task forces.
  20. I took the pet on my plant/fire dom - its a cheap way to get a 6.25% recharge bonus (cheap in slots - only takes 4 and cheap in IO costs as the expedient reinforcement is easier and cheaper to get than, say, a decimation set). However, I rarely summon him, just doesn't add enough to all the damage I already do. However, I have found he is a great assist on the baf trials - sit at the doors with him during the escape phase and he stacks his immobilize up on the minions.
  21. The in game numbers do not reflect global recharge - you need to load your build into mids to get a good read on that
  22. I went with my widow, since she is my primary raid character. I have both a night widow and fortunata build, so she see's a lot of use.

    I went with the reactive core interface, for the extra damage; rebirth core invocation since I have capped def, great recharge and full status protection; void judgement because I spend a lot of time in melee, so a PBAoE works and I liked the damage debuff on the radial path; and when I open my lore slot up (still working on that) I will have to decide on the seer for healing/moar buffs or the warworks for extra damage - currently leaning towards warworks, but the healing seer is tempting.
  23. EricHough

    Hell on Earth

    The way the SA: Chance for buildup proc works is that it has a chance to go off on you when you activate the power in which its slotted and then it also has a chance to go off on the summoned pets each time they attack.

    Even with all the imps that hell on earth summons it would be a waste of the SA proc becuase the overall up time is going to be sad - with a 600 second base recharge and a roughly 90s duration, you are going to be have to work hard to even get 50% uptime on the pets, if that much. Since you can only slot a SINGLE SA: Chance for BU proc you are best of slotting it in one of your pet summon powers that is permanent and features pets that attack a lot and/or do good damage.

    On demon summoning, I would put it in either Summon demonlings or Summon demons. You will get more activation chances with demonlings but you might get more damage boost out if it on the tier 2 pets.
  24. Quote:
    Originally Posted by EvilGeko View Post
    Truth. I genuinely enjoy running BAF and Lambda. I run Citadel for 5% HP.
    Quote:
    Originally Posted by Zoph View Post
    [SIZE=1]
    Speaking of this sort of stuff, how many usually run the signature TFs because they're fun? I groan a little bit every time I realise I have a character I wanna run through Citadel's for the accolade. D:
    I actually don't mind the citadel that much: the repetitive kill all maps are generally the smaller council cave maps and at L30 with up to 35 powers council are easy to clear in large numbers. There are only 2 things that drive me crazy about it:

    1) EVERY single IP mission is in the south end of the zone
    2) Far to many missions are in dark astoria

    Mind you, I think that all TF's should have DA missions removed completely, its the most difficult zone to get into/out of and almost no TF missions have any story based reason to be in DA. I also think the entire south end of IP should be removed - everything from the terra volta entrance on south is basically useless (plus, moving the zone wall up to the TV entrance would remove the stress that terra volta puts on the space/time continuum).

    Other than those two issues, I actually prefer Citadel to, say, Sister Psyche. Her TF is a pain because it has nearly as many kill alls and at L25 freakshow are a real pain in the posterior - they hit really hard for that level and take a lot longer to kill due to dull pain and rezzes. Sure, its worth good xp and on a well balanced, steam rolling team isn't that bad - but the same team will do citadel in a lot less time.

    And yes, GG, you are correct - we have wandered way off topic in this thread :-)
  25. Quote:
    Originally Posted by kidengineer View Post
    Got a game plan for that one. Will see how it goes.

    Would love to give it a try - post a time when you are planning on trying it, will do my best to show up.