Redlynne

Legend
  • Posts

    1942
  • Joined

  1. Please note that so far there is a recommendation of {NULL}/Trick Arrow ...
  2. Personally, I prefer a 6-slotted Kinetic Crash slotted into Lift. Guarantees that KB Resistant hostiles (I'm looking at you, Cimerorans!) are still affected, and you get some really nice set bonuses (including -KB Mag protection).
    • Lore Evasion: +50% def aoe, +25% resist to all
    All Lore Pets get this buff built into them ... by default ... for free.

    Can I see a show of hands from everyone who believes this should be built into Mastermind Supremacy when on Incarnate Trials?
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    This slotting, while not what I personally use, certainly gets the Dechs Seal of MFing Approval.
    Your soul is my chew toy.
  4. Quote:
    Originally Posted by Starmage21 View Post
    Some MM pets are actually just plain worthless in the incarnate trials.
    That would be Ninjas (without Force Fields boosting their token Defenses).
  5. Leggs









    (yes I'm proud of my girl)
  6. A comprehensive listing of all the powers and their effects would be most helpful ... along with a "summary" of what the major power types are that can be found within the sets so as to be able to tell at a glance what the different Lore trees offer.

    For instance, I looked through the Get Info stuff to look around and see what offers the best Heal Friendlies pet. Surprisingly enough, it was the Seer support pet, which had a quick cast time (1.23 sec, iirc) and a quick recharge time (8 sec) and no interrupt time (I think the Battle Orbs feature an interrupt time because they're modeled more on a combo Aid Other+Stimulant from the Medicine Pool). This made the Seer support pet the "best healer" of the various options. The other Seer pets were the only ones to offer serious Control powers, such as Holds, which can be important for synergies with character ATs.

    It's also important to know if the pets in a particular tree are primarily melee or ranged oriented, because this has profound implications for their survivability. Melee pets may output more damage (on paper...) but also take more damage in return, shortening their lifespans (and commensurately requiring more healing support to stay alive).

    The most important thing though is knowing the major Secondary Effect that your Lore pets are going to be built around ... whether it be -Regen, -Recovery, -Def, Knockback, Disorient, Hold, etc. etc. etc. ... so as to find synergies with the corresponding effects of your own Primary/Secondary powers in your AT so as to combine those effects for even greater power. And you can't do that without having a table listing out what all the various pets actually *DO* so as to cross-compare and start making some value decisions.



    So thanks for the above summary listing.
  7. Presence Pool
    • Target AoE Taunt (Mag 4), 10s recharge
    • Single Target Fear (Mag 2), 20s recharge
    • Cone Fear (Mag 2), 40s recharge
    • Target AoE Fear (Mag 2), 40s recharge




    (and thanks for the Thread Necro, btw...)
  8. I don't use Basilisk Gaze at all in Gravity Well, I go for a Frankenslot that gives me ED capped (or close to it): Accuracy, Damage, Recharge and Hold Duration ... plus a chance for a +2 Mag Hold Proc (for one shot Boss Holding).

    Level 18: Gravity Well
    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (19) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (21) Lockdown - Accuracy/Recharge: Level 31
    • (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (23) Lockdown - Chance for +2 Mag Hold: Level 30
    • 2 slots: 3% DamageBuff(All)
    • 3 slots: 2.5% Enhancement(Held)
  9. Quote:
    Originally Posted by EmperorSteele View Post
    As for Repel, I think it could use a buff: perhaps a small +s/l defense component.
    The only buff(s) that Repel needs are a faster activation time (with endurance cost per second for the toggle maintained) so that it's "quicker" to repel hostiles ... and a slightly larger radius so that hostiles are hard(er) pressed to actually enter melee range and get off a melee attack. With a faster activation and a slightly larger PBAoE radius, Repel would become an awesome "keep away" power.
  10. Quote:
    1. Would you buy Base Expansion Packs?
    Depends on what's in it. But my default position would be "yes" simply because I've bought all of the other expansion packs too.

    Quote:
    2. How much would you pay?
    They could do one for $8, no problem.

    Quote:
    3. What themed Base Expansion Packs would you like to see?
    I for one would like to see the Warehouse Map ramps (for 3D base building!) and vertical storage. I want the Crystal Lamps that you see on Orenbega Maps as a new lighting option. I'd love to be able to emplace the Crystal Generators (health, recovery, damage) that we all know and love to see on Orenbega Maps. I'd want to have the option of using a Tech Lab Mission Door (with the sliding doors) as an emplaced Wall Item as the entrance to the instance, instead of the glowie blue pillar of energy.

    I want shipping crates and PIPES like we see in the Cargo Ship interiors.

    I want some of the interior art that went into creating AE locations and interactables to be available to Base Editors.

    And has absolutely no one on staff considered the possibility of porting bits and pieces of the Arachnos Labs into the Base Editor?

    And why can't we get Wall Items that function like in-room elevators as Decorative Items? Basically you have a linked pair of items (Main+AUX?) that functionally work as in-room teleporters and which look like Orenbega Ring Portals, or Tech Lab Elevators, or like Arachnos Lab Elevators. This would let us dispense with a lot of the "trickery" involved in 3D building required for STAIRS, which take up a HUGE volume of space in order to do correctly. Just being able to click on a "Lift" that teleports you to a point that is "up or down" from your current location would be wonderful. You could even set things up so that they only work on a vertically aligned axis (so only up/down, no side to side) and it would be wonderful.

    I'd love to be able to define AUDIO through emplaced items ... such as Boomboxes which can play music, including all of the audio music tracks that already exist in the game for zoning into various regions (with an option to set the audio on loop!).

    Quote:
    4. How many items should a Base Expansion Pack contain?
    Raise the limit on Salvage Rack storage from 30 to 60 items and EVERYONE who owns a base will buy it. DUH!

    Raise the limit on the max number of Salvage Items (enhancement, inspiration, salvage) a base can have ... and EVERYONE who owns a base will buy it. DUH!

    Raise the limit on the number of non-defense AUX items that can be placed into each room ... and EVERYONE who owns a base (particularly bases which use small rooms) will buy it. DUH!

    Note that *NONE* of these three suggestions require anything other than editing the database which limits these options ... meaning development work on these suggestions should be "relatively straightforward" (so to speak). At this point, simply being able to "have more stuff" in your Base would be a worthwhile "expansion" of bases, worthy of the price of an expansion pack.
  11. Quote:
    Originally Posted by Galaxia View Post
    Two of the powers have functional duplicates. What I mean by that is power siphon and fulcrum shift are functionally identical and speed boost and siphon speed are also functionally identical. Both pairs of powers fulfil the same function.
    NEGATIVE.

    Siphon Power buffs ALL FRIENDLIES in a PBAoE AROUND YOU.
    Fulcrum Shift buffs ALL TEAMMATES in a Targeted AoE AROUND YOUR TARGET.

    Not even close to be functionally identical/equivalent. You get more return on investment from Power Siphon in Raid/League environments (think Hamidon phase or center of Rikti Mothership defense phase) because it has a much higher Max Targets limit than Fulcrum Shift, and isn't limited to Team Only.

    And as also pointed out, Siphon Power and Siphon Speed are unresistable debuffs ... meaning they cut through AV level protections with ease, unlike most other powers.
  12. Quote:
    Originally Posted by Necrotech_Master View Post
    open incarnate window -> lore tab -> tree of choice -> right click on any of the pictures -> detailed info

    shows all the powers they get
    Perfect. Now could someone please transcribe all that info to someplace where it's easy to look at and reference ... like, say ... this thread?
  13. Warworks (Ranged, Melee, Melee Cone, PBAoE, Toxic, Energy, Fire, Lethal, -Speed, -Recharge, -Regen, -Def, Knockback, +Def, Placate, Stealth, Summon Battle Orb (Mk I, II, or III)):

    Pets:
    ACU
    Mk-VI "Victoria"
    Battle Orb

    Warworks Ally: Warworks ACU (lt)
    • Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
    • Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
    • Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
    • Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
    • Force Barrier Self, +15% Def(All), +Regen

    Warworks Core Ally: Warworks Mk-VI "Victoria" (boss)
    • Blade Flurry Melee (Cone), Superior DMG(Lethal/Energy), Foe Knockback, -Def
    • Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Def
    • Dance of Blades PBAoE Melee, Moderate DMG(Lethal/Energy), Foe -Def, Minor DoT(Lethal)
    • Feint Melee, Moderate DMG(Lethal), Self +Def(Lethal, Melee)
    • Plasma Eye Beams Ranged, Moderate DMG(Energy), Foe -DEF
    • Swipe Melee, Minor DMG(Lethal/Energy), Foe -Def
    • Placate Ranged, Foe Placate, Self Stealth/Hide
    • Force Barrier Self, +15% Def(All), +Regen
    • Stealth Toggle: Self Stealth, +DEF
    • Arm Self-Destruct Disorient
    Warworks Radial Ally: Warworks ACU (lt), Warworks Battle Orb (supp)
    • Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
    • Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
    • Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
    • Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
    • Force Barrier Self, +15% Def(All), +Regen
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special


    Warworks Total Core Improved Ally: Warworks Mk-VI "Victoria" (boss), Warworks ACU (lt)
    • Blade Flurry Melee (Cone), Superior DMG(Lethal/Energy), Foe Knockback, -Def
    • Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Def
    • Dance of Blades PBAoE Melee, Moderate DMG(Lethal/Energy), Foe -Def, Minor DoT(Lethal)
    • Feint Melee, Moderate DMG(Lethal), Self +Def(Lethal, Melee)
    • Plasma Eye Beams Ranged, Moderate DMG(Energy), Foe -DEF
    • Swipe Melee, Minor DMG(Lethal/Energy), Foe -Def
    • Placate Ranged, Foe Placate, Self Stealth/Hide
    • Force Barrier Self, +15% Def(All), +Regen
    • Stealth Toggle: Self Stealth, +DEF
    • Arm Self-Destruct Disorient
    • Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
    • Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
    • Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
    • Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
    • Force Barrier Self, +15% Def(All), +Regen
    Warworks Partial Core Improved Ally: Warworks Mk-VI "Victoria" (boss), Warworks Battle Orb (supp)
    • Blade Flurry Melee (Cone), Superior DMG(Lethal/Energy), Foe Knockback, -Def
    • Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Def
    • Dance of Blades PBAoE Melee, Moderate DMG(Lethal/Energy), Foe -Def, Minor DoT(Lethal)
    • Feint Melee, Moderate DMG(Lethal), Self +Def(Lethal, Melee)
    • Plasma Eye Beams Ranged, Moderate DMG(Energy), Foe -DEF
    • Swipe Melee, Minor DMG(Lethal/Energy), Foe -Def
    • Placate Ranged, Foe Placate, Self Stealth/Hide
    • Force Barrier Self, +15% Def(All), +Regen
    • Stealth Toggle: Self Stealth, +DEF
    • Arm Self-Destruct Disorient
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special
    Warworks Partial Radial Improved Ally: Warworks ACU (lt), Warworks Battle Orb (supp w/attacks)
    • Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
    • Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
    • Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
    • Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
    • Force Barrier Self, +15% Def(All), +Regen
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special
    Warworks Total Radial Improved Ally: Warworks ACU (lt), Warworks Battle Orb (inv supp)
    • Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
    • Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
    • Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
    • Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
    • Force Barrier Self, +15% Def(All), +Regen
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special


    Warworks Core Superior Ally: Warworks Mk-VI "Victoria" (boss), Warworks ACU (lt), +dmg
    • Blade Flurry Melee (Cone), Superior DMG(Lethal/Energy), Foe Knockback, -Def
    • Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Def
    • Dance of Blades PBAoE Melee, Moderate DMG(Lethal/Energy), Foe -Def, Minor DoT(Lethal)
    • Feint Melee, Moderate DMG(Lethal), Self +Def(Lethal, Melee)
    • Plasma Eye Beams Ranged, Moderate DMG(Energy), Foe -DEF
    • Swipe Melee, Minor DMG(Lethal/Energy), Foe -Def
    • Placate Ranged, Foe Placate, Self Stealth/Hide
    • Force Barrier Self, +15% Def(All), +Regen
    • Stealth Toggle: Self Stealth, +DEF
    • Arm Self-Destruct Disorient
    • Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
    • Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
    • Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
    • Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
    • Force Barrier Self, +15% Def(All), +Regen
    Warworks Radial Superior Ally: Warworks Mk-VI "Victoria" (boss), Warworks Battle Orb (inv supp)
    • Blade Flurry Melee (Cone), Superior DMG(Lethal/Energy), Foe Knockback, -Def
    • Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Def
    • Dance of Blades PBAoE Melee, Moderate DMG(Lethal/Energy), Foe -Def, Minor DoT(Lethal)
    • Feint Melee, Moderate DMG(Lethal), Self +Def(Lethal, Melee)
    • Plasma Eye Beams Ranged, Moderate DMG(Energy), Foe -DEF
    • Swipe Melee, Minor DMG(Lethal/Energy), Foe -Def
    • Placate Ranged, Foe Placate, Self Stealth/Hide
    • Force Barrier Self, +15% Def(All), +Regen
    • Stealth Toggle: Self Stealth, +DEF
    • Arm Self-Destruct Disorient
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special
  14. Quote:
    Originally Posted by Necrotech_Master View Post
    the lore pets definitely do not get all those abilities, i have clockwork lore on one of my toons and NONE of them have the quick repair and builders do not have a rez, the boss pet only has 3 attacks total

    the abilities mentioned on the wiki are of the actual enemy groups, the lore pet essences we have are a lesser version of those (ie they dont have all the same powers, or they would be insanely overpowered)
    Fine. People who actually *have* these Lore pets need to start documenting what powers and abilities these pets actually GET (or not). I can't make an informed decision as to which type I want to be using without having even the slightest clue as to what powers and abilities (and buffs) they MIGHT even offer.
  15. Seers (Ranged, Melee, Target AoE, PBAoE, Psionic, Smashing, Knock Up, Knockback, -Recharge, -Recovery, Hold, Fear, +DEF, +DMG, +ACC, +Tohit, Resist Mez, Ally Heal, Resistance (Psi), +Defense (Melee, Ranged)):

    Pets:
    Diviner
    Augur
    Seeker

    Seers Ally: Seer Diviner (lt)
    • Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
    • Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Slash Melee, High DMG(Psionic), Target -Recharge
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)

    Seers Core Ally: Seer Augur (boss)
    • Dominate Hold
    • Levitate Ranged, Moderate DMG(Smash), Foe Knock Up
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
    • Scare Ranged, Foe Fear
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +30% Res(Psi), +10% Def(Melee, Ranged)
    Seers Radial Ally: Seer Diviner (lt), Seer Seeker (supp)
    • Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
    • Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Slash Melee, High DMG(Psionic), Target -Recharge
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)
    • Fortitude Ally +DEF, +DMG, +ACC
    • Fortune PBAoE, Team +To Hit, Res(Status Effects)
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Soothe Mind Ally Heal
    • Resistance Auto: +20% Res(Psi), +4% Def(Melee, Ranged)


    Seers Total Core Improved Ally: Seer Augur (boss), Seer Diviner (lt)
    • Dominate Hold
    • Levitate Ranged, Moderate DMG(Smash), Foe Knock Up
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
    • Scare Ranged, Foe Fear
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +30% Res(Psi), +10% Def(Melee, Ranged)
    • Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
    • Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Slash Melee, High DMG(Psionic), Target -Recharge
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)
    Seers Partial Core Improved Ally: Seer Augur (boss), Seer Seeker (supp)
    • Dominate Hold
    • Levitate Ranged, Moderate DMG(Smash), Foe Knock Up
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
    • Scare Ranged, Foe Fear
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +30% Res(Psi), +10% Def(Melee, Ranged)
    • Fortitude Ally +DEF, +DMG, +ACC
    • Fortune PBAoE, Team +To Hit, Res(Status Effects)
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Soothe Mind Ally Heal
    • Resistance Auto: +20% Res(Psi), +4% Def(Melee, Ranged)
    Seers Partial Radial Improved Ally: Seer Diviner (lt), Seer Seeker (supp w/attacks)
    • Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
    • Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Slash Melee, High DMG(Psionic), Target -Recharge
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)
    • Fortitude Ally +DEF, +DMG, +ACC
    • Fortune PBAoE, Team +To Hit, Res(Status Effects)
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Soothe Mind Ally Heal
    • Resistance Auto: +20% Res(Psi), +4% Def(Melee, Ranged)
    Seers Total Radial Improved Ally: Seer Diviner (lt), Seer Seeker (inv supp)
    • Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
    • Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Slash Melee, High DMG(Psionic), Target -Recharge
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)
    • Fortitude Ally +DEF, +DMG, +ACC
    • Fortune PBAoE, Team +To Hit, Res(Status Effects)
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Soothe Mind Ally Heal
    • Resistance Auto: +20% Res(Psi), +4% Def(Melee, Ranged)


    Seers Core Superior Ally: Seer Augur (boss), Seer Diviner (lt), +dmg
    • Dominate Hold
    • Levitate Ranged, Moderate DMG(Smash), Foe Knock Up
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
    • Scare Ranged, Foe Fear
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +30% Res(Psi), +10% Def(Melee, Ranged)
    • Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
    • Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Slash Melee, High DMG(Psionic), Target -Recharge
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)
    Seers Radial Superior Ally: Seer Augur (boss), Seer Seeker (inv supp)
    • Dominate Hold
    • Levitate Ranged, Moderate DMG(Smash), Foe Knock Up
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
    • Scare Ranged, Foe Fear
    • Summon Reinforcements Summon Reinforcements
    • Summon Reinforcements Low Summon Reinforcements
    • Resistance Auto: +30% Res(Psi), +10% Def(Melee, Ranged)
    • Fortitude Ally +DEF, +DMG, +ACC
    • Fortune PBAoE, Team +To Hit, Res(Status Effects)
    • Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
    • Soothe Mind Ally Heal
    • Resistance Auto: +20% Res(Psi), +4% Def(Melee, Ranged)
  16. IDF (Ranged, Cone, Melee, PBAoE, Energy/Smash, Knockdown, Disorient, +Resistance, Summon Battle Orb (Mk I, II or III)):

    Pets:
    Elite Ranger
    Commander
    Battle Orb

    IDF Ally: IDF Elite Ranger (lt)
    • Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)

    IDF Core Ally: IDF Commander (boss)
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Plasma Vortex Melee AoE Smash/Energy
    • Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    IDF Radial Ally: IDF Elite Ranger (lt), IDF Battle Orb (supp)
    • Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special


    IDF Total Core Improved Ally: IDF Commander (boss), IDF Elite Ranger (lt)
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Plasma Vortex Melee AoE Smash/Energy
    • Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    IDF Partial Core Improved Ally: IDF Commander (boss), IDF Battle Orb (supp)
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Plasma Vortex Melee AoE Smash/Energy
    • Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special
    IDF Partial Radial Improved Ally: IDF Elite Ranger (lt), IDF Battle Orb (supp w/attacks)
    • Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special
    IDF Total Radial Improved Ally: IDF Elite Ranger (lt), IDF Battle Orb (inv supp)
    • Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special


    IDF Core Superior Ally: IDF Commander (boss), IDF Elite Ranger (lt), +dmg
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Plasma Vortex Melee AoE Smash/Energy
    • Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    IDF Radial Superior Ally: IDF Commander (boss), IDF Battle Orb (inv supp)
    • Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
    • Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
    • Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
    • Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
    • Plasma Vortex Melee AoE Smash/Energy
    • Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
    • Summon Battle Orb Summon Battle Orb (Mk I, II or III)
    • IDF Armor Resistance (+30% All)
    • Deploy Stimulant Ally Heal, Res Effects [] Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasmatic Immobilizer Ranged Cone, Minor DoT(Energy), Foe Immobilize
    • Plasma Blast Ranged, Minor DMG(Energy), Foe -Regen [] Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe -Regen [] Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
    • Shield Generator Team AoE Toggle, +16% Def(All), +Res(Immobilize, disorient) [] Sonic Augmentation Team AoE Toggle +12% Dmg(All) +8% ToHit [] Resuscitator Ally Rez, Special
  17. Clockwork (Ranged, Cone, Target AoE, Energy Damage, Disorient, -Regen, -Def, Knockback, Resurrect Clockwork, Ally Heal, DEF Aura):

    Pets:
    Builder
    Dismantler
    Mender

    Clockwork Ally: Clockwork Builder (lt)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Stunner Ranged, Minor DoT(Energy), Foe Disorient
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Quick Repair Resurrect Clockwork
    • Fast Repair Auto: +Regeneration

    Clockwork Core Ally: Clockwork Dismantler (boss)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Anti-Matter Beam Ranged (Cone), Superior DMG(Energy), Foe -Def, Knockback
    • Anti-Matter Ray Superior DoT(Energy), Foe -Def
    • Fast Repair Auto: +Regeneration
    Clockwork Radial Ally: Clockwork Builder (lt), Clockwork Mender (supp)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Stunner Ranged, Minor DoT(Energy), Foe Disorient
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Quick Repair Resurrect Clockwork
    • Fast Repair Auto: +Regeneration
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Barrage Ranged, High DMG(Energy) Foe Minor DoT(Energy)
    • Field Projector Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative)
    • Nano Repair Ally Heal, Heal over Time
    • Fast Repair Auto: +Regeneration


    Clockwork Total Core Improved Ally: Clockwork Dismantler (boss), Clockwork Builder (lt)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Anti-Matter Beam Ranged (Cone), Superior DMG(Energy), Foe -Def, Knockback
    • Anti-Matter Ray Superior DoT(Energy), Foe -Def
    • Fast Repair Auto: +Regeneration
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Stunner Ranged, Minor DoT(Energy), Foe Disorient
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Quick Repair Resurrect Clockwork
    • Fast Repair Auto: +Regeneration
    Clockwork Partial Core Improved Ally: Clockwork Dismantler (boss), Clockwork Mender (supp)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Anti-Matter Beam Ranged (Cone), Superior DMG(Energy), Foe -Def, Knockback
    • Anti-Matter Ray Superior DoT(Energy), Foe -Def
    • Fast Repair Auto: +Regeneration
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Barrage Ranged, High DMG(Energy) Foe Minor DoT(Energy)
    • Field Projector Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative)
    • Nano Repair Ally Heal, Heal over Time
    • Fast Repair Auto: +Regeneration
    Clockwork Partial Radial Improved Ally: Clockwork Builder (lt), Clockwork Mender (supp w/attacks)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Stunner Ranged, Minor DoT(Energy), Foe Disorient
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Quick Repair Resurrect Clockwork
    • Fast Repair Auto: +Regeneration
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Barrage Ranged, High DMG(Energy) Foe Minor DoT(Energy)
    • Field Projector Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative)
    • Nano Repair Ally Heal, Heal over Time
    • Fast Repair Auto: +Regeneration
    Clockwork Total Radial Improved Ally: Clockwork Builder (lt), Clockwork Mender (inv supp)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Stunner Ranged, Minor DoT(Energy), Foe Disorient
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Quick Repair Resurrect Clockwork
    • Fast Repair Auto: +Regeneration
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Barrage Ranged, High DMG(Energy) Foe Minor DoT(Energy)
    • Field Projector Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative)
    • Nano Repair Ally Heal, Heal over Time
    • Fast Repair Auto: +Regeneration


    Clockwork Core Superior Ally: Clockwork Dismantler (boss), Clockwork Builder (lt), +dmg
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Anti-Matter Beam Ranged (Cone), Superior DMG(Energy), Foe -Def, Knockback
    • Anti-Matter Ray Superior DoT(Energy), Foe -Def
    • Fast Repair Auto: +Regeneration
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Stunner Ranged, Minor DoT(Energy), Foe Disorient
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Quick Repair Resurrect Clockwork
    • Fast Repair Auto: +Regeneration
    Clockwork Radial Superior Ally: Clockwork Dismantler (boss), Clockwork Mender (inv supp)
    • Particle Spray Ranged (Cone), Minor DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Anti-Matter Beam Ranged (Cone), Superior DMG(Energy), Foe -Def, Knockback
    • Anti-Matter Ray Superior DoT(Energy), Foe -Def
    • Fast Repair Auto: +Regeneration
    • Particle Blast Ranged, Moderate DMG(Energy) Foe -Regen
    • Particle Burst Ranged (Targeted AoE), Moderate DMG(Energy), Foe Minor DoT(Energy)
    • Particle Blast Barrage Ranged, High DMG(Energy) Foe Minor DoT(Energy)
    • Field Projector Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative)
    • Nano Repair Ally Heal, Heal over Time
    • Fast Repair Auto: +Regeneration
  18. I can give you an opinion ... but it's more of a "feel of things" rather than something backed up by numbers and proofs.

    TL;DR version: Melee Pet masterminds are, for all intents and purposes, practically PETLESS due to excessive AoE and Mez being tossed around everywhere. Ranged Pet masterminds are "better off" since their pets at least "stand back" (sorta) and don't feel compelled to kamikaze suicide at EVERY opportunity that presents itself.

    Dead pets don't do a whole of DPS over time. Live ones do.

    Melee Pets don't even rate cannon fodder status in the Trials. They're too damn flimsy and they're too stupid to live. Pretty much the only chance Melee Pets have to live is to either NOT ENGAGE (in which case, what are they for?) or to Not Get Aggro ... and even then, they're horribly, horribly vulnerable to hostile cones and AoEs.
  19. Quote:
    Originally Posted by Arcanaville View Post
    The phrase melee ranged minion immobilizer has been such a long-standing joke for me
    Hence why I say that MA/* is filled with substantially useless *tricks* that are of exceedingly little value to Scrappers and which seems to have been deliberately crippled so as to make sure they are as useless as possible ... all while making MA/* pay through the nose for the "privilege" of having them (at all).
  20. What are all of the things you can use Astral Merits for? So far, the only use I've been able to find for them is converting them into Threads. Are Astral Merits something I want to be hoarding (like Empyrean Merits) because they're useful for something? Or are Astral Merits (themselves) pretty useless because the Astral Merits aren't used in any recipes (yet...)?
  21. Simple enough question.
    Does the Interface Slot apply its effects to Do Not Notify Mobs powers like Deceive/Confuse, Mass Confusion/Mass Comedy or Flash Arrow ... negating the value of having Do Not Notify Mobs powers? Or does Interface *NOT* apply its effects to these powers, so as to *NOT* apply debuffs that will draw aggro on powers that should not be drawing aggro?
  22. Practical upshot ... only MA is a pony with really really LOUSY tricks that are of surprisingly little interest to Scrappers. And MA pays through the nose for those really lousy tricks ... unlike many of the other Scrapper Primaries.
  23. Quote:
    Originally Posted by Jibikao View Post
    Now I can see the attraction in Soldier. I didn't understand before because when I first made Bane/Crab, I just wanted to branch out as soon as I hit 24. I didn't really think about the potential of Soldier until recently.
    I substantially agree with you that a Huntsman build is really awesome for the Soldier side of VEAT. It's just non-stop Run 'n' Gun when you stick to the Soldier attacks.
  24. Is there a reason why you want to do Sister Psyche as the WTF (that's Weekly Task Force, kids...) rather than say ... Synapse?