SinergyX_EU

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  1. It accepts EndReds too, i have the power already. (animation is pretty stupid, you just point to your pet). Although i'm not quite sure what the Acc does in the smoke flash, never noticed much difference - im using endred and recharge only. Your pet just drops a smoke bomb and become invis and gets ability to crit nonstop

    Seems pretty good now, envemon works great if you dont have tactics yet. I skipped hasten and took antidote (the mezz resist thing), specialy later on there is a lot stun/sleep powers getting around. Patch of Issue9 also gave it fear/confuse protection i believe and works good if you send in a pet with noxious gas. Also nice to have in teamplay. Elixer of life only usefull in teams, since you cant rez your pets.

    So overal, it would have been my build too
  2. bleh, totaly forgot that smoke flash. I love that power, though it need some heavy slotting since its very end-heavy. But it can become nearly perma (hasten gives perma), having 1 pet nonstop showing off crits
    If you can run away with acro for a while, i would put it there, it gives a great additional damage. I am running /poison without hasten, its pretty doable. Each power with 2 rechare is quite ok to live with. Moving Par.Poison ahead i wouldnt do, its a great hold power with a very long duration (self stacking).
  3. Neurotoxic Breath==> Acc(18) Acc(46) Slow(46) Rechg(50)
    I would put some range in this, although i dont know where to get the slots from (perhaps a tohit from tactics).

    My plan was going the Mu patron, since it has a fast hold power, wich stacks lovely with Par.poison. Ghost widow has abit longer activation time, but has -acc in the powers.

    Outside that, cant find anything wrong about it, really nice set.
  4. SinergyX_EU

    MM vs AV/Hero

    [ QUOTE ]
    Thats intrigued me....having just started a Ninja/Poison MM, have you actually managed to solo the Heroes/AVs all the way down to defeat, or was it a 'Quick Cheese it' moment?

    [/ QUOTE ]
    With my necro/trap it was actualy a 'woo i pwned him' untill the moment he just left my minions alone and decided to attack me. Luckely poison trap was ready to whoop his guts. As long the grave knight stay at range they spam nonstop dark powers, add your own and -acc goes rather fast.

    Merc/TA was nonstop faceplanting, only with the help of a bots/dark i took here down. (was a scrapperset i believe).

    Bots/poison was pretty doable, the support bots heal at a good rate and right moments, poison debuffs help alot.

    Thugs/dark.. they basicly pwn it. (stacked leadership with -acc.. insta-win).
  5. SinergyX_EU

    MM vs AV/Hero

    I think most secondair sets can do very well against Heroes, yet TA i have the most difficulty. Dark can do insane -acc, Poison has massive single target, FF can perma knockback the heroes and /traps have poison trap, mines and seeker drones.

    I have fought several heroes with merc/TA, it was a living nightmare. necro/trap i did very good on the other hand.
  6. Give heroe AT's new sets.. his 'pets'.
  7. [ QUOTE ]
    [ QUOTE ]

    Or the lack of knowledge that quite alot AV's do a nuke at 5%

    [/ QUOTE ]

    It's at 25%

    [/ QUOTE ]
    See, not many know that
  8. How i wish that would be possible, but no, you cant tell your pets wich power to pick.

    The only thing you can do to somehow force them abit into swapping to melee fights is to move them closer to the mob with the goto command. Often they remain ranged fighting on the mob they targeting, but after they swap to a new one they tend to go melee again.

    For ranged->melee, if you are standing from a distance with your pets, just tell them to attack it and 9/10 times they start off with a ranged attack. Unfortunatly you cant tell them what to do first, if their melee attack was 'queed up' they just run in and start melee.
  9. [ QUOTE ]
    [ QUOTE ]
    I wouldn't kick someone for being a poor tanker either. I would for being the cause of mass faceplantage.

    [/ QUOTE ]

    Where a tanks positioned about an AV can be the cause of a mass team wipe.

    [/ QUOTE ]
    Or the lack of knowledge that quite alot AV's do a nuke at 5%
  10. Yes and no.

    Yes, you can only upgrade them with the 2nd upgrade.
    No, they wont get the 1st upgrade powers.

    Once you have both upgrades, each pet need to be upgraded twice, wich at start of a mission can be a bitty annoying time consuming. With each upgrade they gain different powers, most cases having them both makes them bit more stronger.
  11. I have a ninja/poison, it works pretty nice. Since most damage they do is single target, you can ditch out alot single target debuffs.

    Slotting the heal might be usefull, since they are def based and you only have 1 -acc power. The aoe slow power works great to let mobs hit your pets less. The final pet of ninja stacks greatly with your hold power, good for bosses. 2nd tier pets with your smokebomb can nearly be perma-hide, doing nonstop criticals.

    Mercs can be a choice too, but they are very very DoT-based and this can get quite annoying. Although they are full ranged, some pets tend to run in melee range for no single reason.

    My experience with Mercs is very bad, even with alot of -resist debuff they still do (specialy compared to ninja) very low damage.

    My ninja/poison is lvl20, quite enjoyable to play (specialy if u go 3rd and 5th difficulty, little group spawn so you can focus alot on single target). Once they all fire their attacks on a debuffs mob, it goes down fast

    perhaps just try them both for a few lvls, see how they handle and if you can enjoy the sets.
  12. I dont know about fire/, but since BA has a tohit check on its ticks... good luck when you face +4's
    At least Inv is autohit :P
  13. And then you get back to the whole question, what is the job of a tanker. Some say 100% aggro control, others say 'alpha damage taker', and all variations of this.

    Its just that people cant accept eachother and start blaming others for having a stupid build, are useless or are not playing the game properly.

    It is easy for me: Adjust and addept, in my 2 year+ experience i have seen many many builds. I even have met a Inv tanker with 'some' powers (no taunt). Determent as he was, he still ran in as first to take the alpha, used his attacks to keep most mobs busy.
    Not untill after the mission i found out that he didnt had a single enhancement in his powers. Yes he missed a few mobs, but were easily wiped by the rest of the team, he had some buffs from defenders and was being healed. Was he a lousy tanker? Was he not worth being in our team? No, he was someone that kept trying and defending the team in the frontlines, and that for me is a 'tanker'.

    This game is played as a team, where 1 lacks a certain aspect, the others can complete this lack. You can have the best tank in the world, but get 1 'frenzy' blaster or a trigger happy defender (offender) and you get in the same situation.

    Yesterday i did the Sis Phyce TF on my PB, being the only 'tanker' of the team. Taunt with a tohit check versus red/purple.. i never managed to get alot mobs taunted. But running in and take alpha, doing a aoe and some single target bashing kept the team alive most of the time.
  14. [ QUOTE ]
    Would you also absolutely refuse to enter a L40+ mission without a tank?

    [/ QUOTE ]
    I think this is the best reply i seen thus far regarding the taunt/no-taunt. Wraps it all up into 1 line
  15. Because the entire set is typed based. Actualy as far i see the Tanker sets, they are all typed based sets. So that would be a bad thing if you wanna go for a tanker Same goes for brute sets actualy, also typed based.

    SR (and a little degree regen) are the ones going possitional style.
  16. I would drop the knockback, replace it for a end-red.

    The next few slots i would suggest going for the shields, to get more resist on those and become bity tougher (as mobs will get tougher). Together you can get ready for the fithness pool (stamina is very nice to have), wich needs 3 powers at lvl20. Add a possible travel power (CJ, SJ) and the lvl18 inviciblity.
    Quickly said,
    12 perhaps passive resist physical, energy or elements
    14 taunt (teamwise) or extra attack, or the other passive
    16 health
    18 Invinciblity
    20 stamina

    from there, tough hide, few attacks, perhaps hasten, Unstoppable.

    Remember that you can start slotting DO's at lvl12
    At lvl22 you should have 3 slots in each shield for resist, extra slots for the end-reductions. Invinciblity goes for defence, tohit and end-reduction.

    The passive's are worth slotting with 3 resist, Temp.inv goes 3 resist and 1 end-reduction, if you got end problems go for 2. same goes for Unyielding.

    Hope it helps
  17. [ QUOTE ]
    Whats the def from Invince? Its not possitional I gather from that post then?

    [/ QUOTE ]
    Nofuture says 5% first mob, 1,5% for the remaining ones, unslotted. Herobuilder says 6% for the first one.

    Do mind unyielding gives a -defence penalty, wich tough hide compensates.
  18. Huh?
    I just point out my name is with a i, unlike many that use the y.
  19. SinergyX_EU

    Best PvE tank?

    Stone with rock, brimstone and minerals and goes rooted does quite good solo. Granite penalties can overcome with SS going rage.

    Biggest thing, what you see as fun? Each tank set has a fun-factor, but depends what you like. Fire tanker goes down in HP often, but can heal itself quite often, downside it has quite alot 'must have' powers. Inv is the easiest going, even with little powers it becomes already a quite decent power (it has 3 passive resist powers, without you can still do 'ok'). PvE solo and PvE team are quite different.
  20. Yeah after the post of _Nanolathe_ i tested myself and saw my entire problem solved

    note: Its Sinergy btw
  21. I would suggest taking BU/Aim way way way earlier, most cases they make the difference in faceplant and exp. Im kinda confused of the 'blapper' style in this build, it seems a fire/fire wich fully focused on his aoe's of the /fire secondairy. Can tell you tough/weave wont help much. Specialy if you focus on FoN, since that one hits cap resist tightly. You can fully focus on your secondairy set, specialy if you still have to face dangerous melee mobs like the rikti and sortlike.

    Imho a too tricky build if you have to get some PuG's once in a while, unlucky running after the tanker to do your pbaoe's can result shortly in faceplanting.

    PFF can only do self buffs, aid self, insps etc.

    The reason of the /elec and /nrg blappers, they have an insane ammount of damage compared to /fire, /ice etc. With great secondair effects (stun, hold, drain etc), they use these powers to deal out high damage. But often still rely alot on their primairy powers.

    You can try, but if you have to go solo and PuG's, i wish you good luck
  22. PB -> EMP, short circuit (jump back AIM/BU), ball lightning, TB? (elec/nrg)
    I have seen very very very little mobs surviving that chain and still having endurance. (not includes AV, GM, M's). Let alone the damage
  23. SinergyX_EU

    Armed Pets, Bug?

    Thats my main reason why i dont wanna get rid of my 41 Mercs, added to the fact i'm /TA wich is pretty rare also. Sadly i feel often in parties more like a /TA defender, giving the team more 'boost' with /TA part then with the napkin trowing mercs.

    That is the greatest difference i see with ninja, thugs or necro (bots in lesser degree), as most in the team do instant damage, single target DoTs become often obsolete. My Necro partied with high lvl people, even then they add a great addition to the damage output (even ranged they nearly all do instant damage). Same goes for the thugs and ninja. Bots are somewhere in the middle.
  24. Inv is a lovely set, it still grants (iirc) 30ish % resist to non-SL, getting the def-per-mob to make this overal even more.

    They are yet still the only one with a 'i am ubah' tier 9 power, wich is a great panic button in any fight. Inv is a wonderfull set, i have myself a 31 inv tanker.

    Outside that, psionic is nearly lethal to anyone, end-drain only rooted can resist (or ice too?) and for most tankers, they often have to pick their enemies carefully.
  25. SinergyX_EU

    New to tanking

    The AoE of whirling hands is actualy the same range as Axe and (iirc) Mace (all 8ft).

    Fire wins with fire cicle by 2 ft, combustion does 15ft. Footstomp/Tremor/fault+handclap(no dmg) are all 15ft also, although tremor does little damage then footstomp.