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If you don't want Fire, Illusion would make your life a lot easier with PA. Earth is nice because of all the control it brings, so it just depends on how offensively you want to play. Can't really go wrong with /rad tbh.
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So is it worth giving my thugs and enforcer 1 recharge en to make them shoot faster or is not worth it?
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No.
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Atm i got them 6 slotted for DMG but i am not sure if thats the right way to go?
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You need accuracy since they are summoned at a lower level than you. For Thugs I would slot 2 Acc 3 Dmg and for Enforcers, 1 Acc 2-3 Def_Buf 2-3 Dmg (these are SO slottings).
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Also i am almost lvl 18 what should i slot gang war with?
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Their damage is actually quite low and not worth enhancing much imo. I mainly use them for alphas, or as a ghetto immob, so I would slot Recharge first and maybe an Acc if you want them to actually hit something. At higher levels, you can slot the +def and +res pet IO set globals in them. -
In addition to what's already been said, I would slot some powers diferently to get slightly different bonuses (in particular more +rechg which is very useful for ill/rad - and most trollers actually).
- Blind: I wouldn't use full damage sets here since your single-target hold, really needs to... hold! The usual SO slotting is 2 Acc 2 Hold 2 Rechg. Otherwise, it's better to mix and match IO Hold sets, and only add damage in your 5th or 6th slot. I find that a combination of HOs and IOs (hold + dmg) works best, but of course that's only for the last few levels.
- Rad Aura: if you slot a 5th DW in there, you will get the +rechg bonus.
- Spectral Wounds: I prefer using 5 Decimations + something else (like a proc for example) to get the +rechg bonus.
- Deceive: Malaise also gives +rechg but it might be hard getting 3 more slots here.
- SI: a bit over-slotted with LotG imo. The +Acc bonus is nice, but with good slotting (and your -def), you don't really need +40% acc, so consider dropping 1-2 slots from here (maybe one of the EndRdx IOs, since you already have some from the set?).
- Psi Tornado: try to get a 5th Posi Blast for the +rechg.
- SJ: I wouldn't bother with a 2nd enhance (same for SS).
Hope some of this helps! -
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Sure i might have trouble getting some of the enhancements, but i'm making good money and a 400 mill build would be attainable for me.
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ZOMFG!!!
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yeah, it takes twice that amount to make mind/ice viable!
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LMAO. I guess I should delete mine then since I don't really plan to spend that much on him (and he's perfectly 'viable' btw). -
Why Aid Self if you have Transfusion? Get an invis instead and something else (Flash, IR, CJ). And get Hasten much earlier.
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A single target short duration mag 3 hold is pretty useless on a mm
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and I would drop Dual Wield once you have your Bruiser. -
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Assault Rifle/Traps IS the undiscovered joy of this game,go on you know you want to make one now
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LMAO
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Wow intelligent discussion there,almost made it to 5 letters.At least enlighten us with some of your chars or do you just roll flavs of the month..............
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rofl, if that is aimed at me then.. my main toons are in my Sig.. form your own judgement
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Too many grav/sonics in this game
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That's cause Globey keeps copying my uber builds... -
Of course IO sets in AoE mez powers give the same bonuses as in single target ones. And they show up just fine in Mids' planner. What you can't do is slot Sleep (Sandman) or ranged damage (Decimation) sets in a power which only takes Confuse IO sets (like Mass Confusion).
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As for pvp with dmg output you just take fire as epic pool and you got dmg spells to chain. Still belive psy based controll powers hold (i made a joke without know i said hold :P ) thier ground better then other power pool mainly because it's easier to get resist to them
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Actually for PvP you probably want Psi (IW) or Primal (PB) epic (Ice is OK for some team builds). Since they nerfed epic blasts, your epic attacks do less damage than your single-target immob. And I don't really understand the rest of your sentence. Are you saying more (or less?) mobs have resists to psi damage? Or are you talking about PvP? -
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Yeah like he said. One of the best primaries for PvP. Better even then ice, grav, mind or ill.
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It depends, on what kind of PvP. Fire has the highest damage assuming you can stay in melee, which often won't be the case. The secondary effects from Grav and Ice (-mvt -rechg) are often much more useful. Ill has the advantage of fear/confusion as well as psi damage, extra damage from pets and invis. Mind has confuse/sleep and the ever-so-loved TK. So I wouldn't necessarily consider Fire to be the strongest PvP primary. This being said, some fire/rads or fire/FF can certainly be a pain to duel.
And to the OP, despite what some people think, the damage part of Hot Feet (but not the slow) does need a to-hit check in PvE, but it doesn't miss often enough that you would need to enhance it tbh. In any case, you should really slot it with 5 Scirocco's Dervish (skip the Acc/Rechg but take the proc) and 1 EndRdx IO.
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It looks better but some powers are still a bit over-slotted imo.
- Mutation: 1 rechg is all you need. Otherwise it's a bad sign...
- Spectral Terror: you don't really need 3 Fear_Dur.
- Fallout: not a great fan, but if you really want it, consider also the debuff aspect which can be handy vs tough AVs and can be enhanced (the -tht and -def parts).
- I would use some of these slots to make sure Blind is 6-slotted asap, and possibly Spectral Wounds.
- Radiant Aura: I'd change the 3rd Rechg for an EndRdx.
- RI: change the 2nd EndRdx for a -Def.
- I hope you're taking AM waaaay before 24!
- EM Pulse: the end drain strategy only works with PB (so after 47) and if someone else on the team has -recov powers. Otherwise, slot Rechgs so you can use it more often.
You can also do some nice things with IOs so you should think about that at some point.
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Just cranked my occasionall Mastermind up to 22.
Id appreciate some advice on how to slot Enforcers.
I was contemplating Acc / TOHit Buff / Dam / Dam / Def / Def, but any thoughts?
I am planning on playing fairly tough rep, so I will need Acc x 2 SO, or Acc / To Hit Buff. Its whether to go Dam x3 and Def x1, or Dam x2, and Def x2?
Anyone know the base figures for Enforcers To hit buff and Def buff?
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Tactics: +3%
Maneuvers: +7.5% (these are per Enforcer)
So clearly, it's better to slot the Defense part. With SOs I used 1 Acc 2 Def_Buf 3 Damage but I was also running Tactics. Once you get to 47, you can slot 3 Cytos which give you +Tht +Def EndRdx and Def_debuf (because of the defense bug) then some acc/dmg (either Nucleolus or pet set IOs). Also make sure to get both pet unique IOs (+res and +def, wouldn't bother with the taunt/placate one unless you PvP). Oh, and make sure to team with other Thugs since the Leadership buffs stack.
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Fire. Burn! Burn! Burn!
Sonic would be my 2nd choice (or Ice).
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I'd just rather not have to use Transference between every other attack. And you will once you pick up Hot Feet again (which you should)
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-kb isnt the only reason you get acro, it can be a nice idea to keep it unless all you plan to do is farm.
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It is the main one imo, unless you PvP. The hold res and protection are too low to make much of a difference in PvE in most cases unless you're stacking them with something else.
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Fulcrum shift can also make Assault somewhat redundant, plus leadership is another drain on your end that you will need to account for.
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Totally redundant after Fulcrum indeed, but when levelling, I would still take it over Maneuvers (assuming you want Leadership at all) unless you're using IO sets and want +def slots. My level 50 respec build with IOs looks quite different.
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There is no right or wrong build, it's all about personal preferences.
Good luck with it!
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Fully agree, hence why I mentioned a few examples of possible variations, none of which is better or worse. -
Here's a simple build using SOs. But yes, fire/kin is a major end nightmare until you get Transference at 35, so you'll be carrying lots of blues.
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Acc(A), Acc(3), Hold(3), Hold(5), RechRdx(7), RechRdx(7)
Level 1: Transfusion -- Acc(A), Heal(9), Heal(9), Heal(34), Acc(40), RechRdx(46)
Level 2: Siphon Power -- Acc(A), Acc(23), RechRdx(46)
Level 4: Fire Cages -- Acc(A), Acc(5), EndRdx(11)
Level 6: Combat Jumping -- Jump(A)
Level 8: Hurdle -- Jump(A)
Level 10: Siphon Speed -- Acc(A), Acc(11), RechRdx(15), RechRdx(34), RechRdx(43)
Level 12: Flashfire -- Acc(A), Acc(13), Dsrnt(13), Dsrnt(15), RechRdx(19), RechRdx(19)
Level 14: Super Jump -- Jump(A)
Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Speed Boost -- EndMod(A), EndMod(23)
Level 24: Hot Feet -- EndRdx(A), EndRdx(25), EndRdx(25), Dmg(29), Dmg(29), Dmg(31)
Level 26: Cinders -- Acc(A), Acc(27), Hold(27), Hold(31), RechRdx(37), RechRdx(40)
Level 28: Increase Density -- ResDam(A)
Level 30: Assault -- EndRdx(A), EndRdx(31)
Level 32: Fire Imps -- Acc(A), Dmg(33), Dmg(33), Dmg(33), Acc(34)
Level 35: Transference -- Acc(A), Acc(36), EndMod(36), EndMod(36), RechRdx(37), RechRdx(37)
Level 38: Fulcrum Shift -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), RechRdx(40)
Level 41: Fire Ball -- Acc(A), Dmg(42), Dmg(42), Dmg(42), Acc(43), RechRdx(43)
Level 44: Fire Shield -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45), EndRdx(46)
Level 47: Tactics -- EndRdx(A), EndRdx(48), ToHit(48), ToHit(48), ToHit(50)
Level 49: Vengeance -- DefBuff(A), DefBuff(50), DefBuff(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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A few things can be done differently like using IR as a travel power, skipping Leadership, taking the single-target immob, taking Hover, etc. it depends a bit on your playstyle. I would really suggest you look into using IO sets at some point. The +rechg bonuses are great for kins (at least get a -kback IO so you can skip Acro). -
Was on that 3 emp team... with my kin/elec
and it's true that after a while there were not enough villains, so might swap sides next time if it's looking unbalanced. Had fun sapping brutes though
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I use Lightning Field on my dark/elec (lvl 33) along with spamming Soul Drain and Dark Consumption (no Taunt). That usually keeps quite a few mobs interested in me.
On the other hand, when I play my fire/dark corr (lvl 46) I would never rely on a brute to keep all the aggro. I often do the herding myself actually (unless there's a good brute on the team) and it's usually fairly safe with all your debuffs. -
I'm playing a kin/elec and quite enjoying it. You can really mess up mobs' endurance with Transference and Short Circuit (still a couple of levels to PBU) and your attacks are OK, although nothing spectacular before Fulcrum. My other options were Rad (for the -def) or Sonic (for the -res), both of which have decent nukes. I would definitely avoid Energy.
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Each shield gives both typed and positional defence.
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I like / ICE cause ur powerboost also effects the Slow + - recharge u get. ~ so even once free'd they have no attacks.
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Power Boost only affects the movement slow, not the -rechg, but yeah mind/ice ftw!!!111!!! -
A few things I'd do differently (using SOs):
- Fossilize: add a 2nd Rechg
- Stone Cages: 2 Acc 1 Endrdx
- Snow Storm: 2 EndRdx 2 Slow
- Quicksand: 1-2 Rechg maybe 1 Slow
- Stalagmites: try to add a 2nd Rechg
- Freezing Rain: needs an EndRdx. Slows might be over-kill, could swap for Def_debuf
- VG: I assume IntRdx is a typo and should be a 3rd Hold
- Stoney: I don't bother with Rechgs. He's quite sturdy even if you use him for taking alphas, so 1-2 Acc 3 Dmg
- Tornado: does very decent damage if you can keep mobs immobilised. I slot 3 Dmg 2 Rechg 1 Endrdx
- LS: doesn't really need Acc for PvE. I slot the same as Tornado.
- No Hurricane or Hasten?I would certainly skip the rez and probably drop the medicine pool (certainly after you get EE) in order to fit them in, but it depends a bit on your playstyle (well Hurricane at least, DO get Hasten)
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Wouldn't Poisonous Ray be more useful than Glacier?
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(the following post is based on my ill/rad troller)
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If you solo . . . . . take something else
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You seem to forget that an ill/rad has plenty of other control options (Flash, Spectral Terror, PA, Deceive, etc.). For a corr, I'd say it's a definite must-have whether you solo or not (best AoE hold in the game). I would only skip it if you're planning a pure PvP build. -
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You sure I need to 2 slot for Acc Stoney, EMP and LR?
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Concerning accuracy, definitely for LR (since you will use it a lot against AVs) and EMP (since it's an AoE hold). For Stoney, you can get away with 1, but I tend to slot 2 on all pets for when I'm fighting higher level (or high defence) foes (although admittedly you have lots of -Def which helps). And I agree with Blue, you don't really need Tactics, so I would only bother if you go for Vengeance.