Master_Templar

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  1. Quote:
    Originally Posted by UberGuy View Post
    I saw this suggested some months back, and I thought it was a good idea then, and it's grown on me since. IH lives in a weird place. You need to know you're going to need it before you use it, because the combination of its activation time and the fact that it probably won't save you if your health gets too low before it kicks in means using it reactively is dangerous. If it had a decent heal on it, this could address a big chunk of that in a lot of (but not all) situations. I would be much more likely to use it as a reactive power, because it would be more likely to succeed when used that way. I think that would lead me to use it more often overall, rather than it suffering from a slightly less impressive version of "too awesome to use".
    Agreed. I've definitely hit IH thinking "OK I'm good now" only to get slammed by a few lucky shots to finish me off before IH really "kicks in". I still think it should resort to a toggle, but perhaps to around 70% of the heal value, with a relatively heavy endurance cost. I'm a REGEN, make me as such.

    Quote:
    Originally Posted by Shard_Warrior View Post
    Highlighted for emphasis. Those are lending more to your "survivability" than your Regen is.
    THIS. THIS. THIS. Alternating MoG/Shmeld/Barrier & primary parry...that's not regen'ing now is it? I seriously wonder how non-BS/Kat primaries function with /regen. I survive despite my secondary, not because of it. Gah.

    Best,
    -MT
  2. Master_Templar

    First Soldier..

    Quote:
    Originally Posted by Two_Dollar_Bill View Post
    - It's not the hordes of minions that you really need to debuff to defeat, it's the epic bosses and AVs. You could slot Shield Breaker in Channelgun and still take care of business.
    This. That's why I slot Suppression for damage. The arc is massive and is your bread and butter damage dealing power as a range crab IMO (plus you can slot -RES proc in it too!). -7.5 DEF "for free" (base) isn't bad, it's just not worth enhancing the power to lower the defense of minions/lts. If you want to do that, I'd do it with Channelgun, and use it at the end of your attack chain to further kill the DEF of whatever's left. Plus, you can slot a -RES proc with Achilles' Heel.

    Best,
    -MT
  3. Master_Templar

    First Soldier..

    Do you plan to stay strictly at range? Your M/AoE DEF is slightly below capped (but still not bad, mind you)

    I personally wouldn't use Suppression as a -DEF power since the base is quite low. I prefer it as a damage power since the arc is ridiculous (60deg as opposed to most other being cones at 30deg)

    Get a slot into Health for Miracle +recovery proc instead. IIRC, it will only work on the initial casting of Serum, but will work in 10s cycles in health.

    Best
    -MT
  4. I started a topic on something similar recently that might help you:
    http://boards.cityofheroes.com/showthread.php?t=266297

    Also, check this thread out for potential "steamroller" builds:
    http://boards.cityofheroes.com/showthread.php?t=264256

    Best,
    -MT
  5. After digging a bit more, it seems that Venom Grenade does -40% RES to Toxic (and -20% to all other types). So if you do Venom > Arctic > Bile that is hitting AoE for -55% RES toxic damage from the Bile...which is pretty nice! Follow up with Suppression and that's a really nice chain.

    Is it worth it?

    I guess the real question is: what's the optimal AoE chain for a Crab? (or is there a single one?)

    -MT
  6. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I have Channelgun but skipped Longfang. There are so many big attacks that are worth taking that you don't need both single-target filler attacks.

    I don't know if Achilles' Heel on Channelgun is a waste... but I will say that any attack slotted with nothing but a proc is a waste. Do you really want an unslotted attack in your attack chain? 80% of the time, that's what it will be.

    For -Resist, I don't use procs at all. I use the sixth slot in Venom Grenade for a Recharge IO so I can spam it a bit faster. For AVs I use Venom Grenade and Shatter Armor from Mace Mastery.

    My Crab is melee-oriented and has Frenzy 6-slotted with Obliteration and it's a great attack. Frenzy is actually what defeats most of my foes when soloing. I attack a boss directly and just let the minions gather 'round where they will be hit by Frenzy.

    However... since you plan to open each attack chain with an immobilize, I don't think you will get as much mileage out of Frenzy as I do. Now Arm Lash is also a great attack that can quickly finish off foes that get into melee with you. It's a cone and with a bit of practice you can catch multiple targets. Besides, what's the point of having a set of clawed mechanical arms if you can't slash people with them?

    In general I think your build is very solid.
    Thanks for the feedback.

    -Fair enough about the proc/unslotted attack, I agree. It was more of a "hey, why not" option
    -Doesn't Shatter Armor have redraw issues with Venom Grenade?
    -Thing about Frenzy is that I never solo...do you still see this attack having utility when enemies are spread around a bit more while on a team?
    -That attack chain is just what seemed to be the best AoE chain that I could come up with. Not sure what the "optimal" AoE chain is but would of course be willing to hear it. I don't mind running in to finish whatever's left with Frenzy. I play aggressively as it is so Frenzy just sounds like fun, to be honest. Plus, if I'm closer, that pulls some of the heat off of the pets (this assumes I'd be running in after I fire off a nice Suppression).
    -However, I use Arm Lash currently. Yes, it puts out the hurt (and looks really cool), but the cone/range is simply awful I find. I get 1, maybe 2 enemies with it. I would be dropping it in this build. Good power, but there's better ones IMO

    Best,
    -MT
  7. Hey guys So after asking some questions here and playing my crab I have settled on a build (for now). Keep in mind this is pre-Incarnate (pre alpha slot too), however I think it is still pretty solid. Please let me know what you think.

    Build highlights:
    -Softcapped defense to all positionals (M/R/AoE)
    -Also has softcap to S/L/F/C and 35+ to the other 3 (includes Psy)
    -Perma serum
    -Perma spiderlings and only 7 seconds gap on Disruptors
    -All 4 pet uniques included
    -35% -RES for AoE guaranteed, much more potential (Achilles Heel)
    -2x Maneuvers, 1x Tactics, 1x Assault so it's good for teaming too
    -Done with only 2 purples so while not "cheap" it's still not "expensive"

    Few other comments

    -I was thinking to keep only Channelgun as ST attack and swap out Longfang for a 2nd assault, but the damage boost isn't THAT much/worth the END drain IMO. Plus Channelgun's base is much lower than Longfang so I kept that how it is.
    -Is Achilles Heel on Channelgun a waste? Since I probably would only use this against AVs/GMs (who resist -RES IIRC) is it pointless?
    -Is there ever too much -RES on non-AV targets (i.e. are there too many Achilles' Heel procs slotted)?
    -Is Frenzy any good? How is the range? Without having it slotted out, etc, it's hard to get a true sense of the power, even on test. The base is so high I'd like to make use of this power if possible. My goal is to be an AoE Monster! Right now the attack chain would be Sharks > Breath > Grenade > Suppression. Longfang what's left.

    Tell me what you think, thanks!

    Best,
    -MT

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

    Click this DataLink to open the build!

    Agent Aftermath: 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
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- Achilles-ResDeb%(A)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 4: Longfang -- Decim-Acc/Dmg(A), Achilles-ResDeb%(5), Decim-Dmg/EndRdx(9), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
    Level 8: Suppression -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), Posi-Acc/Dmg(17), Achilles-ResDeb%(19)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), DefBuff-I(46)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(21), RctvArm-ResDam(23)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(40)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(31), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(36), BldM'dt-Acc(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Dmg/EndRdx(37), C'Arms-+Def(Pets)(37)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), S'bndAl-Dmg/Rchg(39), ExRmnt-+Res(Pets)(40), S'bndAl-Acc/Dmg/Rchg(40)
    Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Arctic Breath -- Achilles-ResDeb%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Summon Guardian -- SvgnRt-PetResDam(A), EdctM'r-PetDef(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 -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(5)
    ------------



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  8. Quote:
    Originally Posted by Kinrad View Post
    In Keyes, the spiderlings and disruptors aren't worth pulling out (IMHO) until the AV fight. The pulse will kill them, and they run all willy-nilly.

    In Lamba they are fine for the street sweep and AV phase, but the acid/nade rooms they tend to go willy-nilly again and they end up fighting stuff you don't care about.

    In BAF they are awesome *all* the time, from extra damage to AVs to clogging choke points in the prisoner escape.

    I keep them alive using Barrier (and I run 2x asslt, tactics, manuevers), and generally don't have a problem with them dyingall that often. I use the LORE pets against the AVs in Keyes and Lamba, and during the escapee phase of BAF, they are welcomed DPS/crowd control.

    I have the spiderlings well beyond permanent, and the disruptors about 5 seconds from perma on my build. In normal PVE content (including ITFs and the like) I pull them out all the time and never worry about them dying.
    Thanks for this info. What alpha are you using? Do you use the PPP pet at all? If so, which one? Thanks

    Best,
    -MT
  9. Quote:
    Originally Posted by Giant2005 View Post
    I have all my defenses soft capped, I have enough +recharge to keep my pets and hasten on perma and full attack chains in both aoe and single target damage.
    Would like to see this build if you don't mind sharing. Particularly curious how you managed to softcap ALL defenses (I am only able to get positionals or S/L/R) and what your AoE attack chain is. My guess is that you went Spiritual and that with the "recharge space" that you freed up you invested that in DEF. Anyway.. I'm wondering myself if the pets are worth keeping in iContent so I'd love to check out how you did it

    Best,
    MT
  10. Quote:
    Originally Posted by Kinrad View Post
    Just got my Arachnos Superior Core Allies last night, my spider army is now complete! (Oh, and I love it!)
    How do you find they perform in Incarnate trials? Do the pets (spiderlings and Disruptors) bite the dust quickly? I ask because I'm going a bit out of my way to get perma pets (Spiritual instead of Musc or perhaps Cardiac), so I want to make sure it's worth it!

    Best,
    -MT
  11. Quote:
    Originally Posted by Forbin_Project View Post
    You disagree that the devs said that? Sorry to burst your bubble but that's exactly what they said.

    We all have characters we'd use this on if it was something the devs wanted to allow, however they don't and their constant refusal to allow it is a great example that they aren't solely motivated by profit. In their eyes some things aren't worth doing regardless of how much money they could make on it.
    Not disagreeing they said that, I'm disagreeing that making this change makes the game less alt-friendly. I'd still roll alts even if I could change my "main(s)".

    Quote:
    Originally Posted by je_saist View Post
    okay, I just asked Positron about this subject on Ustream.

    He did answer it.

    According to Positron the subject of an archtype or power-set respec has been asked for internally.

    The developers have done research into the possibility of such a respec.

    According to Positron an archtype-respec is functionally impossible.

    A power-set respec is technically possible.

    However, it is a "lot of work", and as such not currently on the development schedule.

    Positron also commented that "if" they did it, they would not know how much it would cost in the Paragon Market in order to cover development costs.

    So, I stand corrected on where the developers stand. It appears that the Developers position on a power-set respec have softened from the flat no it was before.
    Cool, makes sense, and pretty much what I expected if anything further was to be said on this. Who knows, maybe we'll see it a few issues down the line after incarnates are done.

    Best,
    -MT
  12. Master_Templar

    Epic Crab Time?

    Hey Sin,
    We discussed a bit yesterday, but looking closer at this, here are a few suggestions:

    -Take out the 2 extra end redux from each of the assaults as Lucky mentioned above.
    -4 slots to work with..I'd put at least the Miracle +Recovery proc in health and a slot of end mod in Stamina (Put p shifter if you want the small set bonus)
    -2 slots, I'd proc the pets with the two +DEF buffs: Call to Arms and Edict of the Master. This grants them +10% defense to everything...nothing to sneeze at.

    -If you manage to free up 2 more slots, give them the +RES ones too, which gives a total of +20% RES to everything.

    I'll mess with mids later and let you know what I find

    Best,
    -MT
  13. Quote:
    Originally Posted by Red Valkyrja View Post
    The last word I heard from a dev about powerset repsecs is that it would invalidate all the work the company has done to make this game alt-friendly.
    I disagree. I have a Kat/Regen. What if I want to make him Kat/WP? I'd definitely be willing to pay "real life money" for it. What if I also want an Elec/SD? Would I move that new Kat/WP to Elec/SD and pay again? No. I'd make an alt.

    As of now, I'll probably still roll the Elec/SD, but wouldn't reroll the Kat/WP. In my eyes, the devs are sitting on an untapped gold mine. My Kat/Regen would just gather dust, as I rather dislike /Regen now. Am I going to stop playing because I "have what I want"? Hardly..I will play more because I do have what I want. There's lots of end game content now; it's not all about just "getting to 50 and rerolling something else".

    Other ideas that could make this feasible:
    -Account cooldown: can only perform one "powerset respec" once per month (or 20 days, or 30 days or whatever). The cooldown just needs to be long enough to prevent throwing money at an account to make it not an exploit
    -Perhaps allow a "power learning period": from Tier 1-9 of the new set, you only get a new power available to you (to slot and use) every week or so. This, in terms of comics, would allow a character to be "learning" their powers to use
    -"Power learning period" option 2: blackout the character completely for 2 weeks. This character is totally unusable while they are "changing" into the new powerset, and once unlocked all powers are immediately available (lore could see it as training, metamorphosis, a further mutation, whatever; this could vary by origin)
    -"Power learning period" option 3: all powers are given to the character and slots are assigned (e.g. you say you want a powerset respec, and you immediately jump into a respec-style window, pick new powers/slots/etc). You are sent to a mandatory "training style/flashback-ish arc" (think Outbreak meets Flashback), where you complete a series of 1-man task forces (like the ones in Ouro, or the alpha arc or something) where you have ONLY level appropriate powers. You do one at level 2 (with only your first few powers, thus learning the first "new" power). You do the next mission at level 4, etc. 9 missions to get 9 powers. Then you are "released" back into the normal game. Hero/Villain rehab, if you will!
    -Allow only one set to be changed at a time, and do not allow it to cross over ATs. Changing from a Blaster to a Tanker is a huge switch and is probably unwise in this area.

    Now if the devs don't want to do this because they only have limited resources and want to keep bringing new content, then by all means. I don't think that that makes this a "bad" idea. Plus..it could make them money, for sure.

    Best,
    MT
  14. Thanks everyone for all the great input. So I'm considering

    for Dominator: Fire/Fire or Plant/Fire.. still undecided

    for Corruptor: Fire/Kin, /Cold, or /Traps. Leaning towards Fire/Kin although that would make two Fire/Kin toons, although I'm sure it would be a steamroller.

    Lots of Fire here, so might roll Plant on the Dom just for some variety..

    Decisions!

    -MT
  15. Quote:
    Originally Posted by SinisterDirge View Post
    Dude, just because it is possible to farm with a build, does not make it a farmer. Much like the toon the OP gave in his post of a fire/kin troller.
    This, and yes, I play a 50 Bots/Traps already and it puts out the AoE hurt.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Isn't it implicit from the original post that MT is looking for something a little more interesting than "the usual?" It seemed that way to me. Something tells me he has possibly considered SS/FA before! Rather than suggesting the most glaringly obvious combination, why not suggest something fun and different that you have experience with and think might suit him?
    Yeah! I mean, I know the general farm builds, just wondering if you all had any other sleeper suggestions I'd be willing to hear them for sure

    Quote:
    Originally Posted by Vysires View Post
    Well, from the OP comments, he wasn't opposed to a SS/FA, he was just worried that it might be too frail in normal content. I can say that you can build a very durable /FA Brute, and my SS/FA Brute is my main incarnate and does just fine. I got the impression that the OP didn't have some intrinsic opposition to farm builds, he simple didn't want a build that was only good for farming.
    Exactly, sorry if I was unclear earlier.

    Thanks everyone for the suggestions so far, great stuff to think about!

    Best,
    MT
  16. Quote:
    Originally Posted by Ocularis View Post
    Make a Crab Soldier.

    They are AOE monsters. Great damage, great team toggle buffs, survivability, and pets.
    Already have one, agreed!

    Quote:
    Originally Posted by Dechs Kaison View Post
    Biggest AoE orange numbers I've ever been able to create were from my MFing Warshade. I'd tell you to start here.
    Have one of these too. Read your guide regularly Dechs, thanks for publishing it!

    Just looking for this type of build in the ATs listed because I pretty much have everything else.

    Best,
    MT
  17. Perfect example of what I currently play (that I am looking for more of) is a Fire/Kin/Stone troller. Yes, it's generally seen as a farming build but I've had great success with it in regular content thus far (haven't really done iTrials yet). I have no interest in farming, but basically what I'm looking for is a build that can take on a spawn/alpha, and put up nice AoE numbers, but also have survivability for tougher content like iTrials, Apex and/or Tin Mage, etc. The right blend seems to be a combination of buffs/debuffs, damage, and survivability (whether it be control or a defense set). Also, I always team and never solo (except to burn through tips if needed).

    I am looking for suggestions for Brute, Corruptor, Dominator (if applicable), Scrapper, and Stalker (if applicable, but I bet it won't). Also if Widow applies (it most likely does). Price is not a concern really (e.g. X build is awesome with Y purple sets)

    My first instinct says:
    Brute = SS/FA, but I want something tough outside a fire farm (which I will never be doing)...can it be built as such?
    Scrapper = Elec/SD. Is this combo chosen simply for alternating LR and SC? Would this combo be better on a Brute? In this case I am more inclined towards damage...whichever combo yields more of it.
    Corruptor = Fire/Kin or Fire/Cold, although does /Cold compare to /Kin in this sense? Not looking for a player buffing toon really (in the sense of keeping shields up and what not, you can be sure you would be FS'ed like crazy when around me though)
    Dom = ??? .. definitely will want to reach permadom though

    Thanks for all your suggestions

    Best,
    MT
  18. I was contemplating the name of the VG, and it doesn't seem to fit... if you are "misunderstood" as a bad guy, aren't you sort of a good guy? And if you are really (majorly) misunderstood, doesn't that make you even MORE good? I don't want to be good, I want to be EBILLL..or at least Rogue status haha. Has anyone else noticed the connotation behind "majorly misunderstood" besides me? Surely the battalion of thugs do not walk old ladies across the street nor are the demons summoned from CandyLand.

    Perhaps a name like "Major Mayhem" (or something similar) would suit better? Because an SG full of MMs and their pets would surely cause this.

    Just some nomnoms for the noggin.

    -MT
  19. I have never experienced a problem with big bot running out of endurance, I wouldn't worry about it personally.

    MT
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Protector Bots tend to run low. I never noticed any problems with the other bot types though.
    Agreed. One IO worth of END redux seems to be enough. I used 3x DMG, 1x ACC, 1x END redux, 1x DEF buff for a long time on my ProtBots before I moved to IO sets and never noticed a problem.

    MT
  21. Quote:
    Originally Posted by Cheetatron View Post
    Accoring to MZ's guide they only have a chance of proccing on KB flagged attacks. Kind of like how the endurance reduction from pet sets only effects attack powers, not heals or defensive powers if it was every attack it would make more sense in the tier 1s instead
    You're referring to the "Modern Mastermind Guide 4.0" right? I've read that guide a few times, it is very useful. However I just went back to it and I can't find that statement about the proc. Can you point me in the right direction? Although if MZ said it, I will trust it to be true.

    Valid argument, similar to how recharge only affects the power itself, not the bots' recharge on the actual attacks.

    MT
  22. Quote:
    Originally Posted by Cheetatron View Post
    huh??? photon grenade only has a 20% chance of stunning it's target
    I stand corrected then. Shows how little I use the attacks

    MT
  23. Quote:
    Originally Posted by Bronze Knight View Post
    Meh its smashing damage the only other damage more resisted is lethal. I'm not going to lose any sleep over it.

    On top of that it would only have a chance to go off on the attacks with KB.

    Right?
    Good question, but I think the fact that it is from a KB set only means it can be slotted since big bot accepts KB sets, not that it only affects KB powers. Meaning, I think it works for every attack, and the big bot has 3 AoE attacks, so anything being hit by the AoE has a 20% chance to proc.

    Best,
    MT
  24. Quote:
    Originally Posted by Black Zot View Post
    I have Photon Grenade on my Bots MM for the extra mitigation potential when soloing, which I do a lot of (the token damage doesn't hurt either). Being able to stack up stuns and take bosses out of the fight when grouping is gravy.
    I wouldn't quite call Photon Grenade one of the MM attacks..I would call it a stun that just so happens to do damage (I think OP was talking about the ST blasts?)

    That said, I'm Bots/Traps and there is zero time to be single target blasting. By the time I lay my traps it is time for a scrumptious Trip Mine to do massive AoE damage..but if you want to peck away and do a fraction of what your bots are doing, be my guest Lower levels, perhaps..but upper levels/end game builds, not a chance.

    Best,
    MT
  25. Quote:
    Originally Posted by Cheetatron View Post
    THe kismet proc is the 6% + tohit right? why bother with it on an MM? It will only effect the caster sets have amazing amounts of ACC built in typically and Tactics give you more tohit for you and pets
    Agreed, the Kismet here is not as useful here because it does not affect your pets. Instead take Tactics. Also, take Maneuvers for the +DEF for you and your pets (and those other pets..erm, teammates..), and you can also park another LOTG 7.5% there for even more recharge.

    Best,
    MT