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Posts
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Why would that be? It makes it bit more balanced again compared to the other tankers.
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Downside with nrg melee, the whirling hands and the favo stun-i-run-miles-away bug makes it quite hard to herd em up.
But like the council, if you in a team and take alpha, the ammount of cryo gunshots you get is enough to nulify recharge. Then again, the AV (forgot name) with all her darkmelee pets can nulify your acc :P
Just give temp.protection some extra features and the whole set is nicely balanced with the rest of the armors again -
If you slot Alkaloid proper (as in SO's, 2end, 2heal, 1rech/1range), it can beat aid other any time. Dont forget that aid other is interuptable, even in powers like quicksand or huricane.
With alkaloid you can run, cast it and not having to worry for the 'interupted' message, even if it heals less. -
I used to have a 28 stone/ice, the damage output wasnt really that bad.
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Stone/ice is imho the toughest tanks around. Massive resist/defence added up with icepatch and you can survive really really alot (ok.. ranged psi is still worry).
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Fire tankers are fun again. The fix in Healing Flames made me pretty enjoying my tanker again. You can heal yourself about every 20 sec (with hasten + 3slot recharge) for a awsome 50ish%. Downside.. get -slow/-recharge and you are doomed. Inv hits it panic button, ice has resist and granite doesnt have to worry anyway.
The biggest downside.. the lack of immobilize, knockback, fear, teleport, slow. The endurance use of Blazing Aura (even 2end +2 slotted) and its lack of auto taunt (acc check, even 2 acc miss often) is really heavy. Yeah great, we get a 2nd dmg buff, but due lack of above, you have to pick your powers extremely carefull since you need certain pools at all times. (fighting imho, fitness, leaping - fly wont fix imm prot).
Solo i never run BA, often not even tough or CJ. Due NRG's high damage i can survive quite well, but in team i'm nearly totaly relying on empaths or kin's to get enough endurance going and consume to be used. Lack of auto taunt i'm taunting nearly nonstop, but have to remember i'm not invincible.
Temperature Protection is the most lousy power i've seen in the set, cap fire resist with that little bit of ice resist for a whole powerslot.. No, as said.. give it a KB resist (like elec armor from brutes -grounded?) or any form of usability that it might be usefull to pick again. -
i always have 1 mob targeted, incase i get a 'runner'. The moment i see him go, i order all pets to attack my target, so they wont run off. Without a mob, i just keep ordering them to a spot near me or put them on passive a second.
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On the other hand if you make it to 50 with this combination without the "help" of other players you surely can be very proud on yourself. 27 levels to go in my case...
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Thats the thing i struggle with each time i pick a toon to play with.. he's 39 and 3 bars, seems so close, yet so far. But i got more 'weird' combo's i could be proud of to hit 50 with, so i still can leave him alone -
Check this, this topic made famousy already on the US forums
(certain names been called there too, go go reply :P) -
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After levelling an Ice corr and an Archery corr and having tried both blizzard and Rain of Arrows, I can safely say that I'd take RoA over the supposedly almighty blizzard any day.
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Who ever said Blizzard was almighty? For a corrupter maybe? :P
The only thing blizzard can do, is stack with ice stormThose 2 straight after eachother and it becomes the highest DoT ever seen (funny with corrupters and scroute or how u spell that). I even do a EMP (ice/nrg/elec) before with a happy powerboost, we're talking massive drain/mezz/DoT
So for only a boss i have to worry, the rest is either drained, dead or mezzed :P
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06) --> Acrobatic Strike (i like the extra attack for my attack chain)
You mean Jump kick? I still would suggest combat jump, as fire tankers have no (or so far i notice very little) immobilize protection.
Mine is 36 atm, i used to have Fiery Embrace. I dropped it because of the longer recharge it has (double as BU) and i wanted to be 'tanker' once more. Maybe at the epic lvls i get it again, but i tend to go AS/RoF & Burn instead. U can drop bonesmasher to rely bit more TF/ET or drop whirling and rely on the Blazing Aura (cant remember if BA was 20sec boosted by Fiery though, neither burn even if it became boostable again). -
every /dark 'owns', so whats your point?
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Oh sorry, forgot to mention my lvl, currently at lvl39. The previous lvls were somehow still doable by going plain on the newspaper missions, but now i start cleaning up my story archs (and to unlock the 40 content) where the real problems start (CoT, longbow and Carnie are my main enemies at the moment).
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After 3 days trying to even get 3 bars, i'm totaly fed up with this MM.
Fullauto's. They use it at the most wrong moments, cleared nearly a full group of mobs, 1 mob left. 10 health left of a mob and Commando starts his full auto.
Redraw animation. No you dont have to put your gun away when u take down 1 mob and 12 are left. Keep it and continue attack. Waste of time. AR blaster dont have to do this, even I dont have to do redraw my bow every time i do a power.
Nearly all powers they have are massive DoT based. This means if 1 mob is left and about 25hp left, 1 merc starts his 5x5 DoT. At the 2nd DoT hit, the other 6 decide to do fullauto, a long animation DoT. Result... 10 seconds wasted for 25 stupid hp.
Seals snipe. Again, they hardly use this power. It seems u have to keep them 100ft away and then let attack them a mob, only way i managed to get them to use snipe.
Oilslick. When i see a large group of mobs, i put down oilslick, disruption arrow and use the xmas hold power to ignite it (nrg dmg). Then i move my pets just outside the oilslick.. they start to attack the damn oilslick! Make it worse, the moment you cast oilslick underneath them and ignite it.. they run away.
Healing of the medic is pathetic. Defensive or aggressive mode, doesnt mather. He continue's attacking even if another merc is red-colored hp bar. Being hold/sleep/stunned for ages, still he doesnt understand he has to use his mez-power on his own master.
Today i noticed also, the moment the medic gives a mezz-resist to any other, they all stop attacking for a moment. If this applies to healing also i dont know, see previous note. This gets really annoying when i finaly got a boss hold, and they just stand there doing nothing and they already have little DoT power.
Can it get worse? Yes.
Longbow bosses can drop a disruption grenade, carnies can do ignite patch and CoT earth casters have quicksand. Once they cast this, pets run towards the 'source', redrawing their weapon and not responding to any command.
And why do they ever run in melee range? They have a 90ft range gun, use it and dont run in to use a stupid brawl power because they think its cool.
Ice arrow. You target a mob, do the power and the mob just continue's to attack. As you continue with your animation, the arrow fires off and FINALY you see 'miss'. TA is this way, you get used to it somehow.
I play also a thug and robot MM, both have pretty fast 1st and 2nd upgrade powers. With mercs, the 2nd upgrade takes stupid long, roots your character solid for about 3-4 seconds and additionaly your pet for 4-5 seconds.. per pet.
1 thing for sure now, this toon is going hibernating untill i see some decent fixing regarding these issues. So if u ever wondering going Merc/TA.. read this post and think twice. -
Quick overview from a robot/poison lvl34 MM
Alkaloid
Great healing power, although can become pretty end-heavy. Fast recharge and decent range (you trow a poison pall, looks funny). I went for a 2xheal/2xend/1rng/1recharge. Great life saver for all your pets.
Envenom
Awsome power. -res/-regen/-def/-heal. All in 1 little power
Focused on recharge/acc, since base its 12 seconds.
Weaken
The follow up of Envenom, the -acc/-dmg/-lotsa stuff. These 2 together are great AV/Elite boss hitters.
Went for rech/acc/accdb, slightly longer recharge (15sec).
Neurotoxic Breath
Power i never took, but many say its really nice. It does a massive -recharge/-speed, great to keep mobs slowed and unable to use powers often.
I gues a recharge/range would be best.
Elixir of Life
Well, read above :P
Antidote
Duration is quite long, great for teaming and great for your pets.
Paralytic Poison
Hold powernice animation, i went 2rech/2hold/2acc. Easy :P
Poison Trap
Skip this at all cost. Lousy, stupid, cant believe its never been reviewed. The chance of 'vomit' is close to nothing.
Noxious Gas
Havent got this one, its a kinda situational power. Since its based around your henchman, best to have a melee based pet for this. Thugs are best, followed by zombie/ninja's.
Long recharge, but the effects are big and its lasts quite long. 10ft aoe isnt that huge though. -
Added to that, if you are near them anyway, you can just drag the insp onto the pet-window onto the name of the pet. Works also and saves you accidently dragging it to the wrong pet.
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Mine is quite easy on that.
numpad4 bind to petcom_all goto
numpad5 bind to petcom_name <petname> goto
This way i first use numpad4 to put all my bots into their spots (u can go scout), then using numpad5 to let 1 bot run in (clicky) and again to move him back (clicky again). -
Thats what i thought at first too, they're fun. But getting close to 40 and seeing fellow pets going (specialy thugs) i sometimes get pretty dissapointed looking at them. Commando often uses his full auto and LRM when there's only 1 mob left close to dying. And the early mentioned DoT-ing dying mobs.
Kinda like the more you rely on them, the harder they become. Best scenary having full debuff running (TA here) and see all 1st pets and commando open Full Auto.
Their main strength imho is their range, its slightly further then the other pets. And since they are 100% ranged its great to have them as /dark or /TA. Sure once in a while a pet decide to go melee range, but just call em back and its basicly nonstop ranged fighting.
Main question remains, why the <bleep> do the seals have stealth.. you cant use it since they (de)activate it totaly randomly.
My tip though, try to avoid the final upgrade on your medic. Although you miss the mez-resist from it, your medic really getting close to no healing at all once he has the mez-power. But as /dark that is a lesser problem then a /TA :P -
I've used it shortly, its a good panic button once you cant get a heal going. But dont forget your 2 2nd pets can heal too
After that i skipped it completly. Even without a healing from your secondairy, medicine pool does its job way better (3 slotted = nearly full health). So got a spare slot somewhere else, go for medicine pool. -
Mercs imho at higher lvl are way too much DoT based. You see 2-2-2-2, 3-3-3-3 popping up, only except the seals sniper shots and commando's slug shot. At that moment it becomes really annoying, if a mob is only left with 20hp and 1 merc starts his 5x4 DoT dmg, by the time the health reach 5, all your other mercs start their attack also.
But they are somewhat more mezish based, specialy the seals got teargas and flashgrenade, very nice to have
And serum.. well thats for now a plain waste of power slot. -
Woo, was a long but great run
Screenshot of our celebration of the 50s.
clicky
Gratz to all and enjoy the PB/WS :P -
Merc/TA, no Stamina, TA is a pretty end-friendly set. Though i have no toggles running.
Robot/poison, have Stamina, healing power and the single target debuffs can drain it fast and having 2 leadership running.
thugs/dark, planning to go Stamina. Mainly due the toggles and trigger happy powers.
Im a quite active MM, spamming powers nonstop and use my (only 1) attack to help ditching out some extra damage. Specialy with the massive DoT mercs do it sometimes can bit somewhat annoying. -
OT:
Was checking your blog Zaprobo, the Binder of Beasts post.
That excellent Brute whose name escapes me right now was my brute Mace X -
Isnt Recluse a MM already? asumed then he would be a archanos MM :P