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Quote:There is more to fort than +dmg, there is more to empathy than heals, fort, and RA. If you have a tank that hits the god mode button, the Adrenaline Boost chaser from an empath can make a big difference.darn lol, but i believe i was focusing on sets which actually had debuff powers
emp is alright because it has +dmg with fort and +end recov in RA, but other than that it doesnt help the team that much because it doesnt debuff
FF i would rank worse than EMP in AV fight because it only does +def
There is more than defense from Forcefields. Have you ever seen the endurance drain to a team with insulation bubbles in a Katie TF? Did you ever notice how many times the squishies get mezzed by stuns and holds during the ambushes while fighting the Honoree? Have you ever imagined the effect of Detention Field applied to a pylon while the damage dealers were taking another pylon down and the tank was holding aggro from Lord Recluse in the Statesman TF? Did you ever notice Detention Field on the healing nictus while fighting Rommie?
Suddenly, there are more and more situations where a bubbler is very useful. How about the ITFs where massive ambushes can overwhelm the best empath's recharge and endurance? Lady Grey task forces with extra aggro and ambushing is smoothed out by a steady defense level. -
Tesla Cage is the cornerstone power is a hold with decent damage and it drains end. Conductive aura is the primary sapping tool. Locking them down with chain fences keeps the melee off you while you take down your foes in safety in the low levels. Static field, another sapping power is the AoE sleep patch (reapplies sleep to your foes) that is the signature electric control power. Static field not only boost recovery in the static field of you and your teammates, it also boosts regeneration! So most of your electric control powers are primarily dual purpose hold/sap, immobilize/sap, sleep/sap/recover/regen, etc. I love electric control.
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Yes, it does get better. I thoroughly enjoy my demons. The utility you have are some subtle benefits from your 2nd tier demons. The ember demon will heal you. The ember demon has a resistance buff aura that is good for your team and allies. Ember demon has a single target heal he uses on the mastermind and other pets. At level 32, he picks up an AoE heal aura that he spams more frequently than he uses his single target heal. Your gargoyle has an aura that does toxic damage. The toxic damage the gargoyle deals from a number of powers is very effective.
The Demon Prince is a quite sturdy boss pet with chilling embrace and frozen aura. He can dominate the battle site. He is very much an ice brute. Hell on earth is great for grabbing aggro off your other pets and the team.
The scheme with the little guys, your first tier pets, is that they do three types of damage, so no foes resist all your attacks. It's a good mix.
The one aspect that is a bit of a weakness to your top three pets is they suck up the endurance. Because they have auras and heals that don't have damage components, you need to slot enhancements with endurance reduction that affects the broader base of their powers. Heal/end in your demons, slow/end in your demon prince or generic endurance reduction IOs will address the situation.
http://paragonwiki.com/wiki/Demon_Summoning -
When my interest in certain ATs sparked again with the promise of new sets with Going Rogue. I found that the Electric Control/Electric Assault dominator was very satisfying. EC doms have a new power in static field that is just amazing. I don't hesitate to suggest folks give it a try.
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Quote:Good ole dampened spirits six slotted follows this advice, and it won't cost an arm and a leg. I have hasten on my dark miasma characters. There are only one or two powers that don't do -tohit, and the dark servant has a power in his arsenal your mastermind doesn't have: Chill of the Night, a PbAoE -30% base tohit debuff, melee range to the dark servant. Frankenslotting that includes some accuracy without sacrificing tohit debuff and recharge is also doable. I happen to like the set bonus from Dampened Spirits.Slot for recharge first and foremost because MMs are the only ones that don't get a permanent fluffy by default (it takes 100% recharge to perma fluffy).
After that, slot for to-hit debuff, because all his powers have that (and thus you get the most out of him for that.)
Set-wise, you can slot whichever to-hit debuff set has the set bonuses you like most, though I'd still err for those with more Recharge bonuses. -
You have a ton of recharge bonus. I wonder why you didn't 5 slot decimation in neutrino bolt for a bit more. At first I thought maybe you had the devastation proc for hold in there. That's not a bad tactic either. You researched this build well. This has the potential to be a team-based juggernaut.
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I agree with what anonymoose said. It's not a max defense build, but it should work. I have robots, and I have a demon/thermal. The AoE heal from thermal should have good synergy with the protector bots repairs. On my demons, just being able to top off health before each encounter means you don't have to slow down much for regrouping. Thermal heals are also very team friendly.
What forcefields can NOT replicate on thermal are forge buffs to your pets. I can only imagine a forge buffed assault bot. Heat exhaustion and Melt Armor are very fine debuffs, too.
Does thermal compare to /dark and /traps in total min/maxing? Probably not mathematically, but you still have the player involved and what you might like. The aoe heal will spoil you if you are familiar with the size of dark's twilight grasp. Traps has an immobile heal regeneration beacon, but it won't pull a minion back from the brink in a heavy firefight. Also, thermal has a 'clear mind' type power, thaw, for teammates which /dark and /traps don't have equivalents. (But I am not saying that /dark and /traps are helpless to counter mezzes either.) -
I have become enamored lately with dominators again. I haven't tried it, but buzzing around in my altitis inflicted brain was an EC/earth assault. It just seems... different. On my list of sets to try.
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I agree with most of the previous posts, except your buffs are for you, too.
Let's put a face on a few powers. Siphon power is a 25% damage buff per stackable cast for all teams in the AoE of you when casted. Where are you going to find a damage buff that is quickly repeatable? It's not coming from assault. The other side of the coin is that the target is debuffed in damage potential for all damage types including psychic and toxic by 25%. To get this on say a sonic defender you need 2 little sonic bubbles and sonic disruption on an anchor. Even with fulcrum shift, this debuff is the real deal! Base recharge time 20 seconds; duration 30 seconds, you can do the math on this.
Now for siphon speed, this, on the debuff aspect (straight form Red Tomax):
RunSpeed, FlySpeed, SpeedJumping -0.625 for 60s [Non-resistable]
JumpHeight -62.5% for 60s [Ignores Enhancements & Buffs] [Non-resistable]
RechargeTime -20% for 60s [Ignores Enhancements & Buffs] [Non-resistable]
Max RunSpeed -3.5 for 60s PvE only [Ignores Enhancements & Buffs]
Did you catch the part in brackets? NON-RESISTABLE, even by AVs.
Transference is the best endurance replenish available in the defender primaries, but it too is a formidable DEBUFF. You can sap bosses, AVs, even GMs (I have sapped the Kraken and Eochai down to NO endurance) on kinetics.
So, you can stack siphon power down to a 50% debuff on bosses (AVs do resist this debuff), you can gimp their movement and recharge, drain them down to no end, all without hitting speed boost and fulcrum shift. This is fabulous contribution, and you will still want to SB and fulcrum shift the team. The gravy powers, the "I win" powers that make steamrolling all the more fun between the chewy targets. -
If you use tip missions to level up with, it isn't that hard to get one of the rare recipes every 4 days or so. You can only get credit for 5 tips per day, so it wouldn't be like you were locked into just that content.
If you solo a lot, your self-rez would be more useful to you potentially, unless you are a flawless playerMelt armor is a really good AoE debuff. I tend to love the debuffs.
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Welcome to the game Jericho.
I think the build is very doable. You can roll a random rare recipe for one merit, or if you do 10 tips and 2 alignment missions, you can flat out choose the rare recipe reward that you want. You are able to start the tip missions at level 20 if I recall.
Check out the guide on the Market board about how to gather influence on lowbie characters.
An AoE sleep power can be situational. If you are soloing, you will obviously be able to leverage the benefits in your favor since stray AoEs from teammates won't disturb the sleepers. It is true that certain harder targets are susceptible to sleep and especially immobilizes, also to your benefit. Confuse is the backbone of your controls. More recharge for seeds of confusion and then more recharge for perma-dom is the clear prioritization. -
Straight off the bat, I think you need more endurance reduction in summon demons and demon prince. Summon demons has one demon with AoE heal that he likes to spam, and the gargoyle with a resistance debuff aura. Demon prince sucks down the endurance with his two auras. You did a good job of getting the pet bonuses in there. I like your focus on recharge on hell on earth; they don't really do enough damage to enhance.
You went for a lot of global recharge bonus which always helps on dark miasma. Do you have enough to get tar patch and howling twilight recharged for maximum debuffing?
Petrifying gaze isn't the best hold, but it does stack with your dark servant's holds. This leads to my next comment. I like the demon personal attacks for the mastermind, but I would have a very hard time skipping an AoE immobilize and a single target hold at that level. The single target hold stacks with your petrifying gaze and dark servant hold. Some hard targets such as AVs and EBs can be held with enough magnitude of hold applied. Also numerous AVs are susceptible to immobilize even if other controls are heavily resisted. The black scorpion AoE immobilize will also stack with the dark servant's tenebrous tentacles.
Of the three personal attacks available to the mastermind, I like crack the whip the most.
One other observation: I see you four slotted stamina to get the set bonus from performance shifter, but an Acc/Rec in a power that uses neither is a bit of a negative to me when all your other powers are so nicely slotted except the holds -
Quote:I was on my Storm/Rad in those days in an all defender supergroup with Dark defenders. It became an unwritten rule for SG-mates to take recall friends so we could TP the fluffies up the elevators.I was just thinking last night about how fun it used to be to run around with 3 singularities and how they'd slowly chew up large rooms of villains.
Then I remembered that every time you went into an elevator you lost all your pets and my nostalgia faded quickly. -
Of my EC doms, I found the EC/fire required a lot more work to be successful. The biggest conflict is the long dot in some of the fire attacks. Fire breath isn't nearly as bothersome as the longer duration of the ticks in combustion. I can't recommend combustion on an EC/fire. Incinerate is ok since most of the time, spawns don't survive that attack
. The fear from fire attacks, even though the spawn is slowed by static field, causes too much scatter. Fire is good damage though.
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Some of the best innovative ideas are brought by people with a new perspective on things.
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I am not sure where you got the defense debuff proc (just looking for my own curiosity), but procs in the whip attacks make a lot of sense, especially the whip attacks that can hit multiple targets. It's not like the whip is going to one-shot a boss so PROC OUT baby; nothing wrong with that.
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In my opinion, you don't have enough defense slotted in the little bubbles for team PvE. Miracle +recovery and Numina's Recovery/Regen is overkill on the recovery for a FF defender along with the +recovery in stamina. I like to fit in manuvers on my FF characters.
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Quote:Again, it can be variable. In general, I agree that Thugs have the potential/skills to take out bosses faster than Robots because the Robots rely a lot more on AoEs. However, in an AV fight, Thugs don't have -regen while the Assault bot does, so depending on your build, Bots could outperform on AVs. Back to the original post, on Bots/traps vs. Thugs/Traps, the -regen in traps greatly outweighs the contribution by the minions.I didn't know that, but it makes perfect sense. My thugs always took longer to farm on +8 missions than my bots do, but my thugs can kill bosses faster (usually) than the bots could.
I think I'm gonna go with Thugs, mostly because of my impatient personality. When some of my pets die, I want to resummon them, buff them, and GO GO GO. It's easier to do that with Thugs than with Bots due to the Enforcers' Leadership toggles. I'll miss the burn patches for sure...that Assault Bot is a beast.
Thanks to all you who've chimed in with your thoughts and opinions, this is the kind of feedback I was hoping for.
Gaheris -
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When CoV first came out, I tried all the ranged/control sets to give them a fair shake. I could not get into dominators. Stalkers would AS spawns that were held, corruptors would focus on immobilized mezzed targets. I got frustrated and threw in the towel.
When Going Rogue debuted, I wanted to give dominators another try just to prove to myself I could learn how to play them. I started at least 4 electric control dominators, thinking I would find the best secondary.
My first was EC/electric assault and I thought my EC/fire assault would be an improvement. EC/electric, to me, was the clear winner. I could group. I could solo. I didn't build for stamina and found with conductive aura and static field that I didn't need it. The progression of powers that opened with EC seemed more natural in progression of complexity to me also. I quickly discovered even at low levels, Tesla cage was as damaging as most single target ranged electric assault attacks.
Static Field is a signature power available to EC dominators which is like NOTHING before. It's a 'patch' that sleeps and re-applies sleeps to foes. Oh, it also transfers recovery and regeneration to allies within the 'patch' as well.
I haven't tried all the suggested Dominator primaries, and since nobody mentioned Ice, I guess it was a loser set to try with my very first dominator. In my opinion, returning to the dominator AT was an easy move on Electric Control. I don't know how it performs number crunching-wise to other dominators that like to perform at +4/X8, but I like my EC/electric just fine. -
I go for the Black Scorpion patron set for the majority of my defense based mastermind sets. The extra defense from the shield means I can optimize my build without working on slotting for extra defense. The mastermind's personal defense, in my opinion, is more important than for the pets since tankerminding tactics usually involve the mastermind taking the alpha shot in battle.
Also, the Black Scorpion patron set has a nice AoE immobilize, too! You can take either the shield or the immobilize at level 41. Web cocoon is also a nice hold in the Black Scorpion set. -
When I was new to MMOs and City of Heroes, I thought the holy trinity was Storm/*, Dark/*, and Forcefield/* defenders for that "Can't Touch This" motif. Of course in the modern CoH landscape, Colds and Trappers are extremely useful, too.
Not many people have said Forcefields, but even recently, my Forcefield/sonic blast defender joined a PI team doing a Malta arc. The team was grateful for the bubbles and remarked how much easier the missions were progressing.
Seriously, a Cold/* defender can do a big chunk of debuffing like his stormy cousin with snowstorm and sleet, do a lot of endurance management like his kinetic cousins with heat loss, and buff defense to a rarified level with the ice shields. -
Electric Control for controllers and dominators provide for good AoE sapping. I have a newish controler EC/kinetic that I look forward to its sapping ability once it hits 35 for transference.
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Quote:I agree with some, disagree with some. Protector bots don't HAVE to wait until they finish attacking to bubble, but their AI often prioritizes things in a way I admit I don't understand, but they will rebubble mid-fight. Or, you could just make sure the majority of battles last 4 minutes or less.Thugs +1
Bots are good too but as others have mentioned, Thugs are easy to softcap for defense. On my Thugs/Traps MM, me and my pets are all softcapped (or very very close to it) with FFG. As long as you keep FFG up (which is easy with low recharge and fast cast time), that high defense is essentially permanent, short of being defense debuffed of course. Bots on the other hand need to re-bubble every 2-3 minutes (or something like that). Also if I recall correctly, if the bubbles drops in the middle of combat, they have to wait until the fight is over to re-buff. That takes some time too and could drag down your pace a little bit.
As for the healing, I use aid others for the occasional healing my thugs need. That is more than enough since they don't get hit much in the first place. Frankly, you only need to keep your eye on the Arsonist since his AOEs make him a priority target 99% of the time. As for bots, it's true that one of them can heal others but keep in mind that it has a somewhat lengthy animation (3 seconds or so). It can not attack while healing thus that will lower the overall DPS by a smidge. This is not to mention that you can't choose which bot is healed so you'll likely find yourself picking up aid others anyways. Personally, I'd rather have my MM do the healing since she's not the primary DPS to begin with.
Lastly, you can slot more procs into Thugs/Traps. Procs is what makes Traps REALLY shine. You can always use gang war as a mule for all the +def/res IOs so you can slot your pets for maximum damage and accuracy.
Aid other is a good power to have on builds that don't have a heal in the secondary. It's true, the protector bots cannot attack while healing. The AI usually has them heal the minion with the most damage, and that is in range of the heal. Your observation on the mastermind doing the healing is valid; masterminds aren't a big portion of the dps.
I really do like my roboticists, but gang war is a feature for which robots have no equal. I wondered in the past if they would switch out Repair for the 'Box of gears' that appears in some blue-side clockwork missions. Oh, that would be a riot.