Psylenz

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  1. Quote:
    Originally Posted by Nickolas85 View Post
    Currently I have a Thugs/Traps MM I'm enjoying. I'm interested in starting another. The problem is that I'm not well-versed at all at the nuances of the different primaries other than the one I'm playing. From skimming the forums, I have very basic (and mostly negative) ideas about how they function.

    I know that MM primaries don't really vary *too* much in playstyle, but I'd like to hear some general consensuses on the minions from the primaries and what their strengths and weaknesses are. You can be as detailed or as non-specific as you like. Here's an example of the kind of thing I'd like to see:

    Bots are strong in AoE post-32 but struggle in killing speed before that

    Here's what I'd like to not see:

    Bots suck thugs 4ever

    Suggestions for secondaries are welcome too, but I think I might shy away from buffing sets for a MM. Trying to maintain buffs on six pets and teammates seems...not fun.
    I don't think bots 'struggle'. They are definitely single target minions until level 32, except the Assault bot gets a flame thrower at level 26. Bots resist lethal and psy damage. In the early levels in the rogues that means hellions (edit: damned can be tough), skulls and Lost are pretty darn easy. Mez me you rector, I don't care, my bots will deal with you.

    Bots are easy on the end because you don't have to resummon a kamikaze pyromaniac every other spawn. It's my experience that Bots have better range after the level 6 upgrade of the first tier. It's not a true snipe, but they seem to be able to attack and hit targets from range before the foe can close and return fire. That's an important factor since the robots also have kb to their advantage. My own personal rule of thumb is: if my robots and the mastermind knock the boss down just one time, he is DONE. The accumulating attacks will finish him before he can recover to regain the upper hand.

    I ramble.

    Now let me suggest a Necro/thermal build. Necromancy pets are usually described as very squishy. It's not really true. They have different resistances than bots, thugs or demons. Their biggest weakness is of course fire. After your thermal mastermind coats the undead with the thermal shields, one of the biggest strengths is fire resistance from the shields. A dark mastermind has heals, but he doesn't have the same prerequisite of mitigating the incoming damage. I know, I know: shadow fall, fearsome stare, darkest night and all the tohit deubuffs are incredible, and Necro/dark works. Thermal covers situations where aggro is accidentally grabbed. Necro/storm also mitigates incoming damage in a different way, but the steamy mist is a big fire resister, too.

    Now the playstyle is really different since your necros puke early and often, a toxic attack that is rarely resisted but you want your grave knights to fight melee style with their big freaky swords. It's a heretical stance, but when I get that far, I put my little zombies on bodyguard and leave the grave knights on aggressive. Let them have their fun and follow along with support, and here I am talking on my Necro/thermal. Have a little macro for your knights: Attack my target. It gets really good when you get the Lich for support. That big guy eventually gets fearsome stare, one of the best powers in the game.

    I will let someone else tell you the wonders of Demon Summoning.
  2. Quote:
    Originally Posted by gameboy1234 View Post
    The following is a 2nd build I'm testing for low level teaming ... i.e., getting badges on Hero side, like Posi Task Force and what not.

    1. Pulse Rifle, Force Bolt
    2. Battle Drones
    4. Deflection Shield
    6. Equip Robot
    8. Pulse Rifle Burst
    10. Insulation Shield
    12. Protector Bots
    14. Aid Other
    16. Maneuvers
    18. Tactics
    20. Dispersion Bubble.


    The basic idea is that I skip travel powers and take personal attacks instead. With out the assault bot, this makes rather more difference than you'd think. If I'm effectively level 32 or more (ie., Malefactor at level 27 or more), I can just use my primary build which is a lot more conventional.

    You may or may not want to do something like this for leveling. You have two builds after level 10 so you can easily experiment with two builds simultaneously.

    The rest of the build is even more divergent. I'll let you all know how well it works for solo play on a MM.

    22. Aid Self
    24. Personal Force Field
    26. Assault Bot
    28. Presence: Challenge
    30. Detention Field
    32. Upgrade Robot
    35. Repulsion Field
    38. Force Bubble
    41. Web Envelope
    44. Scorpion Shield
    47. Power Boost

    And the remainder of the power picks I'm saving for fine tuning / inherent Stamina when it hits. I have two repecs and several vet respecs on this character btw, so if this build sucks I can easily rip it apart and redo it. Caveat emptor on the stuff above level 26 or so.
    This is interesting gameboy. I built a controller on the blue side for doing the Posi on specially selected 3 hero teams (Ice/FF) before they changed it to be more fun and less time-consuming. I wonder what your opinion is of taking photon grenades instead of a pulse rifle attack? It would stack later in the MM's career with the stuns in the protector bots level 32 upgrade powers.
  3. Quote:
    Originally Posted by Monstrofo View Post
    I want to enjoy /Poison. I kind of do... But it needs to be better. I'm just trying to think of ways to improve it. I feel like most people have given up on it, which I understand.

    I have a Thugs/Poison character that is over four years old.... and in the low 40s. I came back to the game with GR and hit 35 with him and realized... Wow, Poison Trap sucks. It has the name of the power set in it and it sucks. That's a shame.

    Not only that but of course we all know /Traps has a Poison Trap. A different one. Could they really come up with no other ideas?

    Sure, everyone skips Black Hole, but Dark Miasma is awesome without it.

    Instead of being a boring, stationary sleep/hold power no one ever uses, why not make Poison Trap feel unique, like Noxious Gas does?

    My idea is called "Knockout Gas"... It's a toggle that you place on an ally, or pet. I figure this is doable, I don't think any other power currently has this function.

    It's somewhere between 8-15 ft. radius, just like other aura toggles.

    What is has is an irresistible, unmissable, unenhanceable chance for Sleep. Like Noxious Gas has with its Hold. Now that might sound boring, or pointless if the target has any AoE. But this is a unique sleep. Any enemy hit while under its effect will be struck with a critical hit, with all other damage modifiers applying, and will be knocked down. I think this would be a nice way for Poison to help add damage in large teams, while still being able to keep up with their work (Poison is very busy if you actually try to debuff a lot of enemies and have the recharge to keep spitting)


    I also think that if the main debuffs stay single target, Envenom should have minor damage added to it and Weaken should have a moderate DoT added.
    It's an interesting idea. I am all for improving the horrid Mastermind's Poison secondary poison trap and the quickest solution is to port over the /traps version unchanged. That would be easy I think and not game changing in any shape or form.
  4. Quote:
    Originally Posted by metalhead300 View Post
    I have a bot/trap at 38, web grenade/caltrops/acid mortar is a good set up for your bots to destroy pretty much anything. Poison trap is great too but it sucks having to run into melee range to set it. There should be a poison grenade.
    The Soldiers of Arachnos get a venom grenade. Wouldn't it be nice if they shared with their mastermind friends?

    Temp powers of Stun grenades and hand grenades are very handy, too.
  5. PrincessDarkstar's build is uncannily similar to what I am doing. I heartily endorse this build.

    The thing about forcefields users is they don't need the bonuses from the ever-popular Luck of the Gambler so much as the ever-useful Red Fortune. As far as the epics go: Mu is popular, Black Scorpion has a shield that is defense based. The new side-switching, praetorian build hero-side has the chill mastery which isn't bad either. What I find amazing about Chill Mastery's AoE sleep is how drowsy those poor guys in Malta really are.
  6. Psylenz

    Bubble/Sonic

    I agree with the previous that some stuff is over-slotted. My beef is with all those pricey jewels in Health; you shouldn't need a ton of recovery.

    This is another case where a build can easily pick up some additional powers when I19 and inherent fitness comes along. This sonic build screams for 'Scream'.

    I do not have a problem with shockwave, detention field, or slotting repulsion bomb as a stun. The damage from repulsion bomb is no nuke. The knockdown and potential stun in repulsion bomb are golden.

    This again is a build where you could put the level 10 alternate build to good use. Team build wouldn't need detention field, but you might find use for it with tricky spawns that have a lot of tough targets. Coloring Detention field in a bright visible color would be a good idea. Solo build could slot more for damage in powers like repulsion bomb where your damage would be more important than on a team with traditional damage dealers.
  7. Quote:
    Originally Posted by New Dawn View Post
    If there is no SB I'll adapt, but in not SB'ing your not only potentially slowing the teams xp/time down but also your own. I tend to keep it up. Sometimes I can be preoccupied by using other powers that are more important at a particular time. I would rather have a Kin that prioritized to the moment rather than buff cycles or peoples requests the moment they lost SB.
    This is totally my attitude, emphasis added.
  8. Quote:
    Originally Posted by Elimist View Post
    Don't have a build yet. I'll put one up. If anyone else has one first, feel free to start off the thread. I know the primary has a bubbler bot, so I figured it would be easy to get alot of defense out of the build
    A lot of defense, that is your strong point. When you build your minions, get the most from damage and accuracy, but since you are going defense in the Protectors: Acc X 2, Dmg X 2, Def X 2 is your basic formula for protector bot slotting. Take manuvers. Since I19 is getting inherent fitness powers, you have more options. Taking Concealment for additional defense and defense set bonuses is even more appealing. Invisible robots don't grab unwanted attention, either. With the I19 upgrage, I would even suggest taking the Robot Primary: Photon Grenades for grabbing aggro and stacking stun potential with your Protector Bots after level 32.

    I am leveling up a Praetorian/Hero Robots/FF I will check back with a Mids level-up build.
  9. Quick look: Howling Twilight needs more recharge You took clouded senses in Dark Servant but you didn't slot any accuracy in it. I usually go 6 slotted dampened spirits for a pre-50 build. There are some nice bonuses in that.

    You say you are getting whacked by PPD. Are you talking the psy cops or the bastages that have equalizers in the groups? PPD cheat anyways. The new content in the tip missions does seem to include some boost to the foes' AI. I noticed that some Nemesis groups were particularly evil on the blue side tip missions.

    You might want to tell us the particular foes and what tactics you are using. I have a level 50 Thugs/Dark. I usually go at the hardest groups in what I call "pounce mode" I don't single pull. I smack them fast and hard with fearsome stare and/or howling twilight. Park dark servant in the group, even do a go to/defensive with the bruiser right in the middle of the spawn, too. With practice you can order your minions while animations for debuffs are going off, getting the darkest night in place after the click debuffs. When the battle is the hottest, hug the fluffy.
  10. Quote:
    Originally Posted by Silverado View Post
    They'll probably hand out 1 freespec when the issue comes out, then another freespec 1 week later or so (as they've done before)
    I really really hope it does NOT work this way. Even a week would leave me short of time to go through and respec all my alts
  11. Quote:
    Originally Posted by Splat-Fu View Post
    Don't argue with an idiot. He'll bring you down to his level and beat you with experience.

    I'm going to live by this while on the teams making "end game" comments on FF and empathy (amongst other confrontations).

    That said I must again say that I'm floored by the action my one question has caused.

    I was away awhile and had to catch up (from page two methinks) on the conversation(s). I now see double, my nose is bleeding, and I'm not sure what this substance coming from my ears is... there is a TON of great information here if you're good at filter-fu! While hard to absorb... It's almost a "guide" of sorts now? *meh*

    This thread has caused me to love the player base of this game. The recent posts have made me resurrect my little bubbler.

    I thank you. All of you. Punch and pie for everybody!
    Bubble up!
  12. Aack! Back the truck up. You laid out your reasons for skipping Howling Twilight, but seriously why no fearsome stare, which IS the best dark miasma power in the set?

    Also, nearly every power that the dark servant uses incorporates a secondary effect of tohit debuff. Are you familiar with "Chill of the Night"? That little aura around your dark buddy will save your bacon. It's super team-friendly to slot for tohit debuff.
  13. Quote:
    Originally Posted by Nickolas85 View Post
    I agreed up until the part about TA. Pre-OSA Trick Arrow still has a grab bag of tools that are useful for solo playing. The sleep in PGA, while pitiful in team situations, can allow you to completely remove one or two troublesome targets before the rest of the mob wakes. If you combine Glue Arrow with Acid and/or Disruption you can lay out some strong AoE damage. This would be where /Ice or /Archery come in.
    PGA sleep to me is the secondary effect. I like it for the -damage, AoE -damage.
  14. Quote:
    Originally Posted by Mr. DJ View Post
    there sure weren't any bubblers at hamidon raids, cops or stfs, lrsfs or itfs that's for sure
    psst, don't forget Khan/Barracuda TFs
  15. Rad/sonic, Rad/rad, Rad/Dark are all good suggestions. Rad is NOT a slow starter. It is a bit more toggle heavy, but it definitely allows for versatile approaches to varied foes. With I19 and inherent fitness, its popularity should grow even more.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    Darc_Ranger, do you not plan on putting any extra slots into the inherent fitness powers?
    A very good point, it should be obvious, but it isn't, you can't use the freespec you may have already before the I19 comes out or you won't be able to slot up newly inherent powers like health or stamina.
  17. The big deal is to have Howling Twilight and Fearsome Stare in tandem to alternate between groups by level 22. Level 24 gives you the second grave knight. It's a huge boost to your damage. Level 26 is your Lich which greatly adds to your debuff and control.

    Soul Extraction is nice to have. I never seem to lack for a dead pet when it recharges. The ranged attacks from a soul extraction on your lowest tier guy is a nice complement to the other melee attacks. Hasten isn't bad at all for your recharge of the Dark debuffs.

    The tar patch, fearsome stare/howling twilight combo is tough to beat. You will get a good feel for its utility quickly.
  18. Quote:
    Originally Posted by Turbo_Ski View Post
    My argument is that FF is the only support set that deteriorates to zero value as the amount of damage mitigation increases in the team. ...
    Zero? Ok, you lost me there. Good bye.
  19. It's true, they saw names on zoning and resummoning when defeated. For me the real trouble is the ember demon. I like the hellfire gargoyle, but when I have to prioritize, I save the ember demon first.
  20. Quote:
    Originally Posted by Firewasp View Post
    When your BIG Demon whips out a huge ice sword you know you got the level 32 upgrade on him
    No sheath, he keeps it in his pants.
  21. Clouded senses is a good set for the dark servant, too, just not as cheap.
  22. Quote:
    Originally Posted by Direwolf21 View Post
    That sucks But thanks for the answer!

    Are there any other enhancements like that, or is rech the only one?
    They nerfed all -recharge effects on pets with the last AI tweek that they did for all the minions. All the other enhanceable effects are good to go. I agree with Nalrok's slotting except that I would six slot the lowest tier for 3 damage. I also wouldn't slot the hold for duration in the Demon Prince since they don't usually last as long as the first hold duration. I would switch it for damage.

    Also, I would start looking at sets especially the Demon Prince as early as levels 27 and 29. This might sound heretical but I slot my Demon Prince with economical sets (not Hami's or purples yet) as so: Edict of the master Acc/Dmg; Dmg IO; Pacing of the Turtle Acc/slow, Dmg/slow, Acc/End, End/Recharge.

    Results:

    75.5% damage
    62.8% slow
    62.8% acc
    59.6% end cost redux
    18.4% recharge reduction (nearly worthless)

    set bonuses:

    2.75% addnl sleep resistance
    Improves slow powers by 2.5%
    Improves accuracy of all powers 9%
  23. For my taste, I like 6 slots of dampened spirits for the tohit debuff, endurance reduction, and recharge. Six slots of Dark Watcher's Despair is about the same. Especially since you plan to re-slot at level 47, Dampened Spirits is very inexpensive and effective. It's all about the tohit debuff, baby.
  24. I am in the camp of having SB, using SB, but if it's not up 100% of the time - too bad.

    I try to speed boost right before the first spawn in a mission, after each group in a mission, and right before the tough boss at the end to make sure everyone is recharged and endurance recovery in place for the start of each fight. I don't chase teammates anymore. I have no pity for teammates that burn through all their end in the middle of long fights, which there shouldn't be that many because of the kinetic prep. If you run out of end, you haven't stayed in close to your tank/scrapper/brute for support and to get your share of transfusion and transference.

    I also don't get it that, kinetics don't take increase density in the late game. People get held, even use wakies and need to be alert and able to get back in the game. I also do not try to keep increase density active on 7 teammates 100% of the time either. I will hit the teammates before the big boss fights for mez protection in the boss' alpha. Other than that, I look for 'zzz' tells and people using wakies.
  25. Quote:
    Originally Posted by Westley View Post
    You said "COMPLETELY lacks offensive abilities". Repulsion Bomb is an offensive ability. Thus, your statement was incorrect.

    Hell, even the insignificant damage that Force Bolt does is technically "offensive ability".
    I concur with Westley, Repulsion bomb is an offensive power, AND even though the stun in repulsion bomb isn't 100% auto hit like howling twilight, it still plays into the defender manual of stacking with teammates stuns, not 100% likely, but capable of boosting a stun mag high enough to stun bosses. My forcefielder stacks repulsion bomb, pionic tornado and psychic scream to offensive effect for 3:30 minutes between bubble cycles.

    I don't mind presenting the merits of different defender sets. Saying a particular set is the ugly red-headed stepchild of city of heroes is something else. There are definitely situations where Forcefields shines in the late game: the last room of the Lady Grey Taskforce, the Kahn Task Force, and the Statesman Task Force come to mind. I have touted the abilities of defenders for a very long time, and in my opinion there is precious little that an all defender team can't accomplish - even a team with a defender of every stripe.