Psylenz

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  1. Traps in most ways will outperform /dark, until level 38. Then, I have a hard time saying which is better because of the arrival of your bestest pal ever, the mightiest non-mastermind pet of them all, the Dark Servant. Dark Servant heals, currently with a much wider radius than the mastermind (changes are coming). Dark Servant has a WHOPPING 30% base PbAoE tohit debuff aura. Dark Servant has controls not available to the mastermind in tenebrous tentacles. Everything the Dark Servant uses has a tohit component except for the hold. Speaking of which, holding foes of all magnitudes is increased using Dark Servant's petrifying gaze with your pet gaze with additional hold from patron powers.

    What does traps get at level 38? Time bomb.
  2. Quote:
    Originally Posted by RogueDemonhunter View Post
    It's not your fault they screem and howl. There is no "Shut the heck up you stupid demons!" command. I think all the other pets are pretty hush hush except for backgroung beeping from robots till the action starts but those deamons (I have one) just do their howl and snort and gibber and growl stuff all the time.

    I suppose if she/he was currently having a borderline migraine we can forgive them but otherwise it's probably full on Mastermind hate. ;p

    I have trouble sometimes graphic wise when there's a lot of stuff on the screen but that's my fault for playing with a comp that was new in 2004. lol
    OH! But there is! /petsay_all <em drinkenriche> for non-combat situations
  3. Sorry, OP, you can NOT teleport the traps around. I think it used to be allowed but it was a minor nerf.

    Traps vs. Dark is a good debate. Both traps and dark are rather stationary in their approach. Traps don't move and tar patch is stationary. Both sets benefit from higher recharge. Dark, if you go spiritual alpha slotting can benefit from recharge, stun, and heal. For traps, not so much on stun (some stun, but not a major feature) and even less heal benefit.

    The big issue to decide is how the tohit debuff from multiple sources compares to the forcefield generator which is a pet that follows you, although sometimes it DOES lag. This issue and the bigger regen debuff in poison gas trap (for AV fights) are the two deciding issues in my opinion.
  4. Psylenz

    Best AoE

    Crabs are very intense.

    When I first read the thread title, the very first AoE power that jumped to mind was Fulcrum Shift. This power is the shiznitt. It's a big AoE buff; it's also an AoE DEBUFF. You clap that on to rain of fire, fire breath, and inferno, then you have mega damage. The best part, the gravy, you can take AoE end drain powers like dark consumption or the ever popular transference (which is fairly uber AoE in the +end category). Then, you have a non-stop self-buffing, self-healing, self-recovery nuking machine!! Fire/kin is popular for a reason. Nuke away!
  5. Psylenz

    Glad to be back!

    I overreact at times to the heal vs. defense argument between forcefields and empathy. That said, Fortitude, Recovery Aura and Adrenalin Boost can make the team a juggernaut. ToHit is of greater value especially in the new 50+ content because the base defense of +4s is over 60%. Recovery aura is stupid good because it is AoE. Adrenalin Boost is kick-butt as ever for MOAR damage.
  6. Shady, logic tells me if you want to maximize team dps, you would take ice mastery for SLEET, and the Frozen Armor isn't shabby either.
  7. I was playing with your first build, easy to re-jigger stealth for manuvers. IF you shuffle the slotting, take the last lockdown slot from fossilize and volcanic gases, take the one end mod from stamina, you can then four slot your patron pet with expedient reinforcements. After that you should be perma-hasten AND perma-dom.
  8. There have been a number of good suggestions. I would suggest some less obvious combos.

    Demons/thermal - what gets this going is the stacking thermal shields and ember demon shields. The heals are more obvious. At upper levels, you want to crank up the recharge for heat exhaustion and melt armor. Having thaw can be pretty important, too.

    Necro/Storm - This combo seems oxymoronic, but you don't have to totally frustrate your pets, just debuff with hurricane and gale to keep them upright. Two of the biggest debuffs are in storm: hurricane and freezing rain.

    Bots/Storm - all kb all the time, the pets don't complain, so they must not mind. The whole goal of the storm repel, knockback, and debuff is to pile as many foes on a wall or in a corner for the maximum use of burn patches from the Assault bots incendiary missiles. You will be the center of attention since gale, hurricane and freezing rain get a lot of attention. A stealth proc to stack with steamy mist's stealth is very key to success.
  9. You could throw an Achille's heel proc in Liquefy. I like a devastation proc in the first tier sonic attack, too for a little extra hold kick. I like thunderstrikes better than ruin, but I know ruin is cheaper. Sonic Cage has some decent uses in the late game, for instance the pylons around Lord Recluse in the Statesman TF.
  10. Quote:
    Originally Posted by Berzerker_NA View Post
    Alright, tried it out on a guard, with a power analyzer. In the course of ten uses, he only got stunned once (on the first use, interestingly enough). He got held 3 times.

    Another interesting discovery came out of the experiment: Weaken doesn't stack with itself.
    Also, envenom does not stack on itself, EXCEPT for the regen debuff.
  11. Listen up kids, and let me tell you how Numina used to be broken. My poor Storm/Rad defender hops off the station in IP to go hunt family, when ratatatatatatatatatatatatatat a big Family ambush - at level 45 no less - guns my stormy down like Sonny at the toll booth in the Godfather. It was a known bug, but the trip from Dark Astoria to Eden to finish the hunts of DE and Nemesis were interrupted by Rikti ambush/death squads that were level 50. That took the starch out of you when you were the ambush target.

    Even after those bugs were fixed, I was on a banished pantheon hunt, when I discovered that the team CAN get level appropriate ambushes of level 40 Banished Pantheon. I never knew they ever conned higher than 30.
  12. I took chill mastery on my Demons/Thermal. Flashfreeze is a power that performed better than I expected. It's an AoE sleep. When it's up I lead off with it. Whatever I miss comes after me, but is soon dead from the ranged attacks from the demons. If AoE splash does wake a foe, there is still a period of time it takes for them to react. It really cuts down on the alpha strike. What surprised me most on the demons is that they do NOT instantly break sleep on all dozers.
  13. Quote:
    Originally Posted by Berzerker_NA View Post
    Ok, so I've been looking into my proc options. Apparently it only accepts sleep and end Mod sets.

    So, suppose I put Energy Manipulator: 10% Chance to Disorient on it. Do you think that would proc once/second (like the end mod effect does), once per 10 seconds (like most recurring powers), or never?

    If I were doing Ninjas/Poison I might also consider trying Fortunate Hypnosis: Chance to Placate, though it would only fire once when the sleep effect fires. It probably wouldn't benefit me very much on mercs, though, unless it lasts a long time.
    NOOOOOOOOOOOOOOOO!

    NO NO NO

    Stay away from Poison Trap! It isn't worth the time to proc! Take flurry, take grant inviz, take recall friend. Poison Trap is stupid broken.
  14. Quote:
    Originally Posted by Largo View Post
    How about when you're fighting a group of Nemesis, and a few dead lieuts. have created stacked Vengance on the remaining mobs?
    Fake Nemesis, Sky Raiders and their infernal FFGs, Crey bosses with the FF bubble, Paragon Protectors,
  15. This is a level-up build I used. There are some holes in it. I don't like how choking cloud doesn't have the lockdown proc. It worked for me.


    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tachyon Bug: Level 50 Mutation Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Radiation Blast
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiant Aura -- RgnTis-Heal/Rchg(A), Numna-Heal(3), Numna-Heal/Rchg(3)
    Level 1: Neutrino Bolt -- Acc-I(A), Dev'n-Hold%(5), Dmg(5)
    Level 2: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7), EndRdx-I(9), EndMod-I(9), EndMod-I(11)
    Level 4: Irradiate -- Acc-I(A), M'Strk-Dmg/EndRdx/Rchg(11), C'ngBlow-Acc/Dmg(13), DefDeb-I(13), M'Strk-Acc/Dmg(15), M'Strk-Dmg/Rchg(15)
    Level 6: Radiation Infection -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(17), DampS-ToHitDeb/Rchg(17), DampS-ToHitDeb/Rchg/EndRdx(19), DampS-Rchg/EndRdx(19), DampS-Rchg(21)
    Level 8: Hover -- Flight-I(A)
    Level 10: Recall Friend -- IntRdx(A)
    Level 12: Lingering Radiation -- Acc-I(A), P'ngTtl-Acc/EndRdx(23), P'ngTtl--Rchg%(23), RechRdx(25), P'ngTtl-Rng/Slow(25), P'ngTtl-Acc/Slow(27)
    Level 14: Teleport -- TSM'n-Stlth(A), TSM'n-Rng(27)
    Level 16: Assault -- EndRdx(A), EndRdx(29)
    Level 18: Tactics -- EndRdx(A), ToHit(31), ToHit(50)
    Level 20: Vengeance -- DefBuff(A)
    Level 22: Enervating Field -- EndRdx(A), EndRdx-I(31), EndRdx(31)
    Level 24: Hasten -- RechRdx-I(A), RechRdx(33), RechRdx(33)
    Level 26: Choking Cloud -- NrncSD-Dam%(A), EndRdx-I(33), EoCur-Acc/Hold(34), G'Wdw-Dam%(34)
    Level 28: Cosmic Burst -- Rope-Acc/EndRdx(A), Dmg(34), Dmg-I(36), Rope-EndRdx/Stun(36), Rope-Acc/Stun(36), Rope-Acc/Stun/Rchg(37)
    Level 30: Mutation -- RechRdx-I(A)
    Level 32: EM Pulse -- Acc-I(A), RechRdx(37), RechRdx-I(37), EndMod-I(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39)
    Level 35: Neutron Bomb -- Acc-I(A), Dmg(40), Det'tn-Acc/Dmg(40), AirB'st-Acc/Dmg(40), EndRdx-I(42)
    Level 38: Atomic Blast -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(42), M'Strk-Acc/Dmg/EndRdx(42), C'ngBlow-Acc/Dmg(43), Dmg-I(43)
    Level 41: Power Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(43), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit(45), AdjTgt-ToHit/EndRdx(45), AdjTgt-ToHit/EndRdx/Rchg(46)
    Level 44: Temp Invulnerability -- EndRdx(A), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 47: Fallout -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), DampS-ToHitDeb(48), Posi-Dmg/Rchg(50)
    Level 49: Conserve Power -- RechRdx(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(29)
  16. Quote:
    Originally Posted by Syntax42 View Post
    What do you consider "cheap"? A build with control purples can be a reasonable way to improve recharge. If you don't care about having perma-AM, a bit of defense can help you survive so debuffs stay on the target.

    Why Rad secondary? The defense debuffs from your attacks are pointless in most situations. Sonic can make you a better debuffer by lowering resistance more so your target (AV) dies faster.
    Rad blast is pointless? When you really really want to debuff defense, that debuff is usually resisted. Then, you want as much debuff, defense or resistance, as you can get. Putting procs in neutrino bolt and irradiate is pretty tempting, too.
  17. Another thing I discovered when I was trying to lay a whole mess of these useless boogers in front of a dead end room with a Family boss in it: my mastermind had the stealth/superspeed combo - completely invisible. As soon as I tried to place the trap within range of the boss, he sees me. Dropping the trap, even though it didn't go off, broke stealth. To me that's a crock.
  18. Quote:
    Originally Posted by Jibikao View Post
    I find it odd that the only power they want to "buff" is /Dark. /Dark healing radius is now 20' instead of 8'.

    I think /Poison needs the most help of all. They might as well "correct" Poison Trap to match Trap's Poison Trap.


    Yeah, Necro/Poison and Ninja/Poison are pretty terrible. You'll feel the pain when you start fighting high level Longbows. They'll wipe out your pets faster than you can debuff them.
    Quoting for emphasis...

    I would not mind if the devs stripped poison gas trap (of the traps set) of -regen when they port it to /Poison since /Poison has -regen in envenom. Most of the time -regen is critical on single target foes as is.
  19. Quote:
    Originally Posted by Wonderslug View Post
    The poison version has never been altered that I know of. I spent quite a while trying to figure out exactly how it worked--or rather, failed to work--way back in...probably 2006. It was certainly before City of Data existed, otherwise I would just have looked it up. It's been this bad since the start.
    My sentiments exactly Wonderslug, the power has ALWAYS been non-functional. I tried very hard to find styles and situations to give it a chance to do something, anything. It's trash. It's not even flurry, kick, nothing.
  20. Quote:
    Originally Posted by Hatter View Post
    Mad Hatter Man was my first toon, AR/Energy blaster made when i joined my first 50, was my badge toon till i just gave up on badges (Too many one time only keep your sub active badges carrot on stick badges). Took me 6 to 9 months to hit 50, back when debt was actually a problem and AR wasnt COMPLETELY terrible.

    He was name nerfed 2 years later because some how ncsoft thinks mad hatter is copy written by disney? even though technically its a term describing people who sell hats who have mercurey poisoning and that Louis Carroll character is now in open domain.

    I switched his name to MHM for a while till they allowed free server transfers and i got his name changed to Hatter.

    Once in a while i log on to him hes now a villain and im working on doing story arcs i never have done red side with him, i plan on doing incarnate stuff with him eventually but AR is such a pain to play.

    My fav at is and forever will be blasters and my fav secondary is /energy, i have had or still have every blaster combination with the energy secondary to 50.

    My first character is a Forcefields/Psychic Blast defender, rolled during May of 2004. I distinctly remember duoing with the Mad Hatter Man on his AR/Energy blaster. A lot of people in the first few months gave Forcefields a rough time, but my new teammate had a saying, "With bubbles, all things are possible!" Our duoing days were extremely successful.
  21. I have a Zombie/Thermal. He is pretty solid. The fire shields do a LOT for protecting the undead pets. As stated in a previous post, life gets a lot easier when your Lich gets is second upgrade. He is a lot more like a dark/dark corruptor after that.
  22. I didn't know they moved, but I used to team alot when I worked third shift with Aussies on Victory. I think Victory gets more active after midnight, too. Check either Victory or Justice for some lively play with the fun Aussie crowd.
  23. I haven't seen the enforcers leadership toggles drop from lack of end. Pets will use forego using some attacks and buffs if their end is too low, especially protector bots, hellfire gargoyles, and ember demons. Most of the time, six slotting the pets with pet damage sets will push the damage enhancement to 90% and the endurance reduction to a healthy portion. Demon summoning has certain endurance trouble because they have pets with abilities that don't utilize the endurance portion of a pet damage set in a heal, slow, or resistance power.
  24. Back in the day, I was invited to the City of Villains beta. I knew from the beginning that my first villain would be Robots/Poison mastermind. I won't say poison is underdeveloped, but it is challenging. I tried like crazy to make poison trap work. I toe bombed. I pulled around corners. Not only is the power not likely to hit foes, it's also very difficult for foes to set it off in the first place. I even took the time to lay as many traps as possible in a proposed kill zone. This power is the PITS. Even flurry does a LITTLE damage. Even repel can be used for positioning and if you are good for knocking bosses on their butts. Heck, even as hated as blackhole is, the power does what it advertises.

    I have said before, I will repeat here for emphasis. Just port over the poison gas trap from the traps set and call it a day. If that's too much regen debuff for a poison user, just strip that debuff from the power. Even the reliable choke hold for the short duration in poison gas trap would be a huge improvement.
  25. Psylenz

    Robot help

    Quote:
    Originally Posted by Succor View Post
    thank you, guess I'll shelve my MM until this is fixed.
    I have seen this happen, but only rarely. The /releasepets command is a new one for me to try. It can't hurt.