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Quote:I played a lot of storm defenders and controllers prior to the proliferation to the villain side. I think a better comparison would be a Energy/Storm corruptor to a Robots/Storm mastermind. On my defenders, I played much less aggressively until I had some inspiration that it was stormy time since I didn't want to upset the grouping of foes.I know they are totally different classes but has anyone played both? I am curious which would be a better combo. Obviously different tactic but seems like the MM would have more consistent Damage since your pets would continue shooting even when you are casting and trying to manage mobs, debuffing. Any thoughts on this?
My first villain was Robots/Poison. I dearly love the mechanical henchies. Good, resilient, and resistant to mental machinations, I loved how my Mastermind literally blitzed Lost missions with sleep-proof robots, ranged knockback attacks, and then level 32 came -- ELO light show all over again.
When storm was proliferated, I knew in my gut before I played one level that this was the peak of evolution for both robots and storm. The hardest thing to justify is a mad scientist into weather and robots both. Meh, it takes imagination.
The key with Robots/Storm is that you have two controllable foci for knockback making cornering a snap. Robots care little how far they run to chase down targets blown back by storm. I took a page from the Mighty Storm's book of travel powers and went with a combat teleport to aid in manuvering. Queuing up gale so it goes off when I teleport next to a target is a HUGE innovation.
I am getting all aflutter and will probably roll another Bots/Storm now that the Protector Bots don't get stuck on seeker drones. -
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I prefer Force Bubble myself. It can be used as a positioning tool on a larger scale. Dare to see the flames of the Force Bubble thread burning up the defender boards. The repulse are of Force Bubble is much, much large than Repulsion Field, a 9' sphere on the mastermind.
For a build with no stamina, I highly suggest 2 endurance reducers in each leadership power. As Quaver noted, go manuvers and tactics for more synergy with the defenses. I highly doubt that stamina is REQUIRED for a /forcefields MM. My first mastermind, Robots/Poison, easily levelled to 50 without stamina and the character ran leadership as well.
Edit: You can save a power and pool selection by getting a travel power proc in hover or even sprint.
Dispersion Bubble can use a spritz of endurance reduction, too, when you have the slots to spare for it. -
Quote:If I am not mistaken, the -regen portion of envenom does stack with itself, so you will want to spam that on AVs and such.Envenom and weaken do not stack, they do not even stack with the same powers from other people. The slow component will stack with the slow from another power, but not itself.
However, it is still good to have good recharge as you can then lay the debuffs across multiple targets in quick order. -
My sonic's theme was to be superspeed through and through, I have him tight on the recharge rewind. Liquefy is underrated since there are no orange or green numbers.
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Your[edit Turbo Ski] last post and the indications for not using Force Bubble were NOT the conditions to which the OP alluded to at first.
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Key points:
" Mind you, this was the first time I used force bubble in the entire time we were teamed.
The mobs weren't scattered but neatly stacked in one corner, enough for the blaster to down them with a couple of AoEs
I didn't leave it on the entire time."
If this is as stated is how the usage of an unconventional power played out, then 5 seconds of mob piling is a small speed bump in the usual mission grind. Personally, I like a little diversity and ingenuity now and then to turn things around, but then again I play more defenders than tanks.
Clearly, the defender in this case was booted by the tank because the tank was embarrassed by the quick thinking and prompt resolution of the extra debt potential by the defender.
Why are melee characters so incompetent that they cannot figure out how to hold aggro near walls, corners or dead ends and must establish their deity given right to hold aggro where they damn well please? I have seen tanks scatter mobs with taunt significantly as often as I have seen other players scatter mobs with kb. Sometimes tanks take a tightly bunched group and merely move them an inconsequential distance to a relatively similarly defensible position. -
I agree with Rigel's post, but I would point out that Darkest Night also has -damage which is also nice for big game hunting.
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I think for tankerminding and general mastermind survivability, the Black Scorpion mace for extra defense is the way to go. Mace Mastery has a nice AoE immobilize even if it is not of the same -kb strength as the Mu Mastery. It's a very nice immobilize.
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How about dropping the fighting pool. Pick up Manuvers earlier and slot your defense set kb protection there. That gives you three extra powers and a whole other pool to dip into. I am big on teleport myself.
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Quote:I admit I am being picky here, but when you say Poison Poison Trap, it isn't the same as Noxious Gas. As far as I know Poison's Poison Trap is still utter crap.[ QUOTE ]
http://coh.redtomax.com/data/powers/...ts.Noxious_Gas
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Thanks for the link Uun. Now are those numbers base? My experience is that the numbers diferentiate between tier1 through tier3 pets. I'd need to confirm this ICly. Also i'm not infront of my comp, but I'd like to see what affect PowerBoost (if any) has on NoxiousGasses percentages. Who knows, I may just respec back into Poison's poison trap if the numbers are adequate. -
I guess we do have ghost sailors already with the Ghost Ship in Talos and in the villainside mission with the first Sea Witch appearance.
I also got to thinking. We might not get pirates before we get pistols. . . -
Sonic/sonic is a very versatile all-around type of defender. Other good candidates are Cold/* and Rad/* for all around benefit. One could argue any of the three is best. Cold has defense shields where you can slot Red Fortunes. I am sure there are other ways to maximize recharge reduction. Now let me daydream awhile about a team with a sonic/sonic and a Cold/ice both on a defebcer heavy team. MMmmmmm.
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Welcome back, Fruitsalad slingers and all you nutty buffers and debuffers!
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The patron power for warshades will be you transform into a dark cyst emanator.
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At this time of the Forumpocalypse, I can think of nothing better to post than the need for Defebcers to strongly embrace the fruitsalad psyche and team like its 1999 with other Defebcers regardless of level, origin, or powerset in hopes of rebooting the player community through action since our bully pulpit won't be available. Thank you for tolerating run-ons, bad punctuation, and silly allusions to prior board posts.
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Best built brute is what you like best.
There is no reason a Fire/Stone armor brute cannot be successful.
You have a lot of extra character slots where you can experiment. No build cannot explicitly make it to 50 none are doomed at level 6, but at the same time if you aren't enjoying it, try another! -
If you feel like you have to skip a secondary, the leave out flash arrow or delay it. Everything else you want. Poison gas arrow seems kind of meh from the description but take it, take it ASAP.
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Well if you would just follow your instructions like all the other minions everything would work. After all, your just another pawn in the masterminds group.
There are times that I really believe that CoV was designed to cause friction between some of the ATs to preserve the mindset that you are evil and only working with these others to further your own plans.
Or to put it another way, balance by conflict.
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I have thought the same thing. Building domination and building a fury bar are just inviting disaster with old fashioned hero side bad scrapper syndrome. Corruptors and masterminds seem to cope well with each other, then you throw a stalker in there that does his assassin strike. The foes all seem to rush the mastminds and corruptors since the Stalkers shed aggro well and have no remorse for what happens to their teammates and no ability to grab a share of the aggro. I do like how the soldiers of arachnos seem to fill the gaps and help villains teams coalesce better. -
How ironic, I just rolled a Fire/Storm yesterday. I am getting too much fun out of gale. That mook can't shoot me if he can't stand up.
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It is still very solid. The debuffs work well with the raw damage output of the thugs. Don't be afraid of taking Howling Twilight for the debuff. Sometimes, you can rez teammates, too.
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Dark gets another big alpha eater prior to level 20. Howling Twilight is available at level 10 and IMHO should be taken then. This power alone allows dark users to prevail over thermal. I slot the dickens out of hasten and recharge reductions in howling twilight so that is feasible for use on problem spawns.
In my opinion, because of the nature of their heals and their general usage in tandem with having the big ice shields, the 3 corruptors besides the /cold should be able to manage the alpha shot. Transfusion, radiant aura, twilight grasp to the rescue!! At range pulls/opening salvo's of siphon power or siphon speed should give plenty of time for tarpatch placement, radiation infection activation to neuter opponents.
No concealment powers necessary. Travel powers optional. Stamina for the kin only is reasonable. All kinds of win. -
I would slot a stealth proc in sprint or superspeed to free up another power choice. Take recall friend earlier, move EM Pulse up to level 32, and then take something like Fallout at 38.