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As far as evil missions go, Diviner Maros sends you on a mission where you steal weapons to be handed over to the Sky Raiders, expressly so they will devastate the nation of West Libertalia. That's quite evil.
Johnny Sonata has you kidnap a woman to be his sex toy. -
Off hand :
Mind/TA gets better damage early on. Earth/anything is rotten for damage until 32. I've found low level earth a lot better with two veteran attacks.
Earth gets a pet; Mind doesn't. Useful if you want something to tank an alpha for you.
Outside of that both combos are very synergistic. If you take Mind/TA, make sure to be Magic or Tech so you can light your own Oil Slick with your Origin Power. -
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Storm is also a "get stam at 20, period" set.
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I usually put it off to get Hurricane though. It's just that good. -
From the description : "Fortunata Seers can glimpse moments into the future. They use this ability to increase the defense of the more mundane troops they slavishly lead into combat. "
In in-universe terms, it sounds like they link to the minds of their troops, foresee threats to them and and use the link to tell them how to evade those threats. -
Slot it with some tohitdebuff to make it even more effective.
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There's also the question of whether the enemy resists psi damage; the ones that do resist it heavily. Personally I prefer to have a variety of damage types.
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Absolutely and completely different.
Tornado is a pet that follows you around for 30 seconds and just attacks the nearest mob. Its attack has extreme knockback as well as a 2 second mag 2 stun and a defense reduction.
Against regular packs it basicly has 2 uses.
1. Absolutely infuriate your team by scattering the mobs in every direction (by far the most common use for the power seen in pugs).
2. Respectable damage against mobs that have knockback protection from AoE immobs (I still don't use it this way unless I have another controller spamming thier Immob as well).
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You forget use # 3 : Render an enemy without -kb nearly helpless even if they are mezz resistant. -
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I don't see a whole lot of Gravity controllers and I have never attempted it. I don't last long with controllers. I tend to lean towards blasters and scrappers. But I'm thinking of rolling one out but I'd like to know what I can expect from it. And is there a reason that I don't see it being used often?
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Because until about level 27-29, when you have a slotted Wormhole it limps, with little area control.
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If I were to choose it what would be a nice secondary to compliment it?
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/Storm and /TA go well with Grav, making up for Singularity's lack of damage. Not that Singularity is bad; it's a great pet, just not a damage pet. More of a Controller/Tank. -
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Heroic zombies seems a bit... odd,
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Bystander : * gasp * "An evil Necromancer !"
Heroic Necro MM : * sniff * "Typical pro-living bigotry ! I'll have you know that I am an Undead Rights Representative, NOT a 'Necromancer' ! Who are you to say that my friends here can't fight crime just because they are Metabolically Challenged ?!" -
I don't think that ANYTHING will reinvigorate PvP in this game, assuming it was ever vigorous in the first place. As far as I can tell, the fact is most of the people who play this game simply aren't interested in PvP.
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Not to mention I don't think Statesman and Lord Recluse can even die being as how they have the powers of Zeus and have been around sence World War 2.
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Actually, Statesman has the power of Zeus, Recluse the power of Tartarus. -
Thugs/Storm or Thugs/Dark. Thugs get plenty of AoE later on ( so do Bots, but Bots level slower early on ), and most MMs have far fewer problems with endurance at low levels.
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maybe Ghost Widow and Wretch could still be alive and not deformed.
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Meat Wife and Happy Dude ?
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Why does everyone assume that Ghost Widow is referring to her status as a former married woman?
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Because it's funnier that way. -
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in pve, go mu for conserve power.
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Um well, thanks for the reply, but as I said i just got back into the game after not playing since I4. So I have no idea what that is supposed to mean.
I was looking for something more like what powers are "essential" and maybe some ideas about enhancements for them.
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Conserve Power is a power from the Mu Patron Power Pool, which you can choose at 41. At 40, you can select one of the Arachnos leaders as a Patron, which unlocks Patron Power Pools. Personally I prefer Power Sink ( lets you draw in endurance from enemies ) over conserve power.
My power choices so far :
1 : Fire Blast, Gale
2 : Fire Ball
4 : Snow Storm ( one endurance reduction, 1 slow )
6 : Rain of Fire
8 : Fire Breath
10 : Hasten
12 : Hurdle
14 : Health
16 : Freezing Rain ( 3 recharge, 1 endurance reduction )
18 : Blaze
20 : Stamina
22 : Hurricane ( 2 endurance reductions, 2 -accuracy IOs )
24 : Superspeed
26 : Steamy Mist ( with a Steadfast -kb IO )
28 : Stimulant
30 : Aid Self
32 : Aim
35 : Tornado
38 : Lightning Storm
I plan to get Inferno later, after getting Power Sink.
As far as slotting goes, a few suggestions are above. For attacks, they are generally slotted 1 accuracy, 3 damage, 1 endurance reduction; with some recharge in rain of Fire. Keep in mind Enhancement Diversification, which means that more that 3 Single Origin Enhancements or equivalent won't give you much benefit. So don't try to 6 slot Stamina with Endurance Modifications. -
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maybe Ghost Widow and Wretch could still be alive and not deformed.
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Meat Wife and Happy Dude ? -
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I have a problem with this. cobra strike is useful. I can stun any lt that comes my way and when stacked with EC it'll put a boss out long enough for me to beat down something else that is bothering me.
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The perspective that it's not useful originates in the fact that MA is one of the only melee powersets with a stun that basically does nothing else. See: Energy Melee.
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Isn't Energy Melee's stun slower animating though ? -
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How well would an Earth/Ice work? I have one and while he is ok,I am thinking of deleting her since I am not feeling the /Ice.
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I'd probably wait until after the upcoming Dom buffs before deleting anything; you might find it more fun afterwards.
Earth/Ice does suffer from a lack of synergy though, since several of Earth's powers aren't affected by Ice's Power Boost. -
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<qr>
Every attack will be moderate damage.
I can't wait to see the expressions on your faces.
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And why would you think that ? -
You might want to skip boxing/tough/weave to make room. I'm going for Aid Other/Self myself.
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It has occurred to me that a good power for a comic-bookish feel for Dual Pistols would be "Interception : Your skill with your weapons is such that you can shoot incoming attacks out of the air"; a ranged defense toggle.
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I made a thread on this in bugs a while back but it didn't get much attention.
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I also made a thread and got little notice. I also pointed out :
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This might be related to something else I've noticed; they seem to have greatly increased the range or sensitivity for NPC chat triggers. At any rate, I hear more chatter from NPCs than before Issue 14, including a fair amount I've never heard before.
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I also take stamina with every build i've ever made. I haven't seen a disadvantage to having it.
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Same here; the difference is that with Masterminds I often put it off until later; with /Poison, you want it at 20. Poison's a real endurance pig. -
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So perma-dom is not needed to ensure extra damage...but what will domination do now?
Same as before? Protect against status effects and increase the mags of our controls?
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Ah, link please, I mustuv missed this
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Castle has posted in the Issue 15 Dom Buffs thread, here among other places.
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Specifics will have to wait for the Training Room. The gist of it lies with removing the Damage Bonus from Domination, and adding that to the Base Damage values for the AT. There are other things going into it, but that's the major change.
Something like this:
<font class="small">Code:[/color]<hr /><pre>
Difference @ lvl 20 Old Old+Dom New
Bonesmasher 52.72 78.91 88.21 Assuming 51% increase from Enhancements
Power Bolt 27.86 41.70 40.72 Assuming 51% increase from Enhancements
Difference @ lvl 50
Bonesmasher 134.07 185.37 224.31 Assuming 96% increase from Enhancements
Power Bolt 70.85 97.96 103.55 Assuming 96% increase from Enhancements
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For Poison, Necro/Poison is good, but Thugs/Poison is better; the Tier 9 power works better on a higher tier pet like the Bruiser. And having a single tough pet to open fights with meshes well with /Poison's single target heal.
Also; you will definitely want stamina at 20 with /Poison; plan your build accordingly.