MaXimillion_Zero

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  1. [ QUOTE ]
    [ QUOTE ]
    Sines/DA is fairly good.

    [/ QUOTE ]

    Hmm, always though that was the AggroMonster choice.

    [/ QUOTE ]Well, it does slightly more AoE damage than /regen, but suffers in the tanking capability and endurance costs.
  2. [ QUOTE ]
    Snipe, and fireball for a yellow? Oh dear.

    Nevermind, hold my hand and roll an elec/elec blaster, I'm sure we're the coolest blasters out there anyway.

    Go on, someone mention 'ice' and I'll eat your face.

    [/ QUOTE ]Ice/elec ftw

    Well, for single-target destruction anyways, beats ice/NRG any day...
  3. [ QUOTE ]
    I am, playing 37 levels of mind as opposed to my lvl 50 grav troller I'm just as good as controlling mobs with either. Only one comes with the ability to throw forklift trucks at people

    [/ QUOTE ]If the mind dominator is controlling as well as grav controller, then mind IS a powerful set, seeing as dominators have reduced control capabilities compared to controllers...
  4. No, it doesn't, which is exactly why you shouldn't be looking at invidual powers but rathetr the sets as a whole.
  5. [ QUOTE ]
    If you hit all 10 people in a mob you won't get any aggro though

    [/ QUOTE ]Until it wears off
  6. [ QUOTE ]
    This bit's great, a fe numbers I took from hero planner hting

    seeds of confusion
    cost 16
    -20% acc
    recharge 60s
    duration 45s
    Max targets: 10
    Aggro (?)


    mass confuse
    cost 26
    -20% acc
    recharge 240
    duration 30s
    Max targets: 16
    No aggro

    hoho I know which one looks better to me :P.

    [/ QUOTE ] Edited for better view on the subject
  7. Spines/regen rocks.
    Sines/DA is fairly good.
    Spines/invul is still playable.
    ...But Spines/SR? Unless your consept cant really work with any other secondary, I'd say don't do it...

    If you insist on doing it, unless you're gonna find someone to boost your endurance, I would not even think of herding, and thus drop quills. Get lunge, impale, build up, spine burst, ripper, throw spines, and possibly AS. From SR... toggles at least, preferably quickness (the +rech allows you to slot more END reduction in burst and throw), elude and the passives if you can spare the power choices.
  8. [ QUOTE ]
    The fuss is mainly about Plant getting my lvl 32 power at lvl 8. Even though slighty weaker.

    If I had Singularity or Jack Frost at lvl 8, how fair does that seem?

    [/ QUOTE ]And mind gets it's first AoE hold at L12, while plants gets one at L18, how is that any more fair? They both get similiar powers at different levels, that doesnt make them unbalanced.
  9. It's decent damage knockdown with fast animation, very useful as damage mitigation from one foe, can keep enemy nearly perma-knocked down with it.
  10. [ QUOTE ]

    iam using allways superjump, so i had changed combatjump with jumpkick.


    [/ QUOTE ]DM/DA eats END fast enough already, running SJ with all that... OUCH.
  11. [ QUOTE ]

    And erm.... where is Dark Regeneration????? yes it need heavy slotting (costs 50 end unslotted, tahts half your bar)

    [/ QUOTE ]It used to cost 49 beofer the DA end reducing and the global cost reducing with ED, surely it's less than 49 now...?
  12. [ QUOTE ]

    Zombies/Undead:
    lots of possibilities really. There's the whole undead thing (Werewolves/Vampires), as well as all sorts of ghosts and spirits and other spooky stuff.


    [/ QUOTE ]Lycanthropy isn't a form of unlife, rather a curse/disease.
  13. If you can herd, or are willing to learn how to, and generally play in duo's or trio's, then spines is the way to go, spines/regen is very efficient AoE killer.
  14. [ QUOTE ]
    How about one in Pocket D with both the heroes and villains in it so we go one better than them - will need to be quick though as I think it finishes tomorrow.

    [/ QUOTE ]Pocket D is here to stay, it's just the missions there that are going.
  15. [ QUOTE ]
    power boost does enhance damage... it boosts all seconday functions of any power for a give time, the secondary function of aim is a 25% damage increase... so therefore it increases the damage of the eventual attack especially when coupled with build up...

    [/ QUOTE ]Aim= 100% ToHit&66% damage, BU=66% ToHit and 100% damage
  16. [ QUOTE ]


    Because I've done 37 levels of Mind before realising it's a weaker set.

    [/ QUOTE ]It's the strongest set out there, really...

    Only thing it needs is shortening the confuse animation.

    Oh, and don't comparre pet to mass confusion, compare it to terrify, which is mind's damaging power, and beats a pet any day (apart for a sing, but then again grav is weak otherwise).
  17. MaXimillion_Zero

    Simply the best?

    [ QUOTE ]
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    Generally, I'm happier to have a good Rad/Dark/Kin than an Empath.

    Don't get me wrong, the buffs are good, but (some) Empaths have a habit of just using their Primaries and never attacking. I don't think that this is particularly good team-playing (especially when, on closer inspection, they have 3 travel powers).

    [/ QUOTE ]

    i'm sorry to disagree but the rare empath that doesn't attack is an excellent team player, if the empath attacks usually someone dies or goes without a buff...or if an empath fires a nuke how can they look after the team with no end? IMO empathy is the purely team support build and should always be buffing or healing the team, not attacking

    [/ QUOTE ]The secondaries (and epic powers) are there for a reason, a player who knows WHEN to use them is a much more efficient player than one who doesnt use them at all.
  18. Hmm... Can't say I've seen it do knockdown even once when using it...
  19. [ QUOTE ]
    Taken from THIS guide on the US forum:


    [ QUOTE ]
    Stats:
    Speed Buff: Speed Boost increases the target's movement speed to all movement powers, except teleportation, by a significant amount. The ground speed is slightly less than base Super Speed.
    Endurance Buff: Speed Boost will improve the target's endurance regeneration by a base of .966 end/sec.
    Recharge Buff: Speed Boost provides a 50% reduction to the recharge time of the target's powers.
    Slow Buff: Speed Boost provides protection from slow effects.


    [/ QUOTE ]

    [/ QUOTE ]Not actually true, it's a .5 recharge buff, which means that with not other rech buffs on the target it reduces the recharge of powers by 1/3.
  20. Force bubble doesnt cause knockdown, it's only repel with and END cost that's the same no matter what it's affecting. The one thad does knockback is repulsion field, which has additional cost for each affected target.
  21. Don't have ice dom myself, but have seen cynic use them both fairly effectively, So I'd suggest both at least if you melee.
  22. [ QUOTE ]
    [ QUOTE ]
    Is TF critical random? Thus it can occur outside hide status aswell as within the hidden status- As with the likes of golden dragonfly, eviscerate, and "i think" eagles claw...Or does it just always critical from hide?

    [/ QUOTE ]

    All stalker attacks have a (small) chance of a critical against stunned/slept/held foes AFAIK. I do occassionally seem to get random criticals in battle but hey, the more the better

    [/ QUOTE ]20% change against held/slept foes. Also, few attacks have extra chance of critical, mainly the ones that have increased chance of critical on scrappers.
  23. [ QUOTE ]

    Yeah am with you on waiting for the acc "adjustment". Tho I supposed pve wise the fact that mind doesnt get a pet and the confuse power essentially sucks xp does make up for it to some extent in the PvE field.

    [/ QUOTE ]As already pointed out, confuse either increases your XP over time, or doesn't significantly affect it, unless you're using it to do ALL the damage you're never getting reduced XP.
  24. [ QUOTE ]
    As an MM remember you have by far the lowest hit points of any archetype

    [/ QUOTE ]AFAIK, MM's have the same amount as defenders and controllers, and possibly dom's and corr's as well.