gameboy1234

Legend
  • Posts

    2019
  • Joined

  1. Yes, for the most part you slot your pets like you would slot an attack power: Accuracy and Damage. Around 24 and then especially 32 is when I start thinking about sloting for control powers like Slow, Hold, or for de-buffs like -To-Hit or -Res or whatnot.
  2. There's always the test server. Copy him over a couple of times and try different builds out.
  3. Quote:
    Originally Posted by Stratos View Post
    While researching I found that apparently a FF mastermind is wise to slot for ranged defense bonuses, hence the 6-slot blood mandates and such. Perhaps that is only if you plan to PVP or something?
    Maybe, I don't actually know. I'm not really sure why you'd slot for ranged defense, maybe someone going for extreme tanker-mind builds.

    Quote:
    My goal is simply to get the most bang for my buck on this character without breaking the bank. Don't suppose I could get a link of a good sample build for a PVE based build for Robots/Forcefields? Thanks
    Here's a cheap-o build that's similar to the one I use for teaming PVE. It seems to work well enough. Mostly it skips Stamina, and tries to make it up with +Recovery bonuses. And it tries to put out a boat load of Defense for teaming, while not ignoring the Robot's damage output or being completely crippled in other respects.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Simple Build: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Force Field
    Power Pool: Medicine
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Damage
    • (5) Accuracy IO
    • (7) Damage Increase IO
    • (33) Empty
    • (34) Sovereign Right - Resistance Bonus
    Level 1: Force Bolt
    • (A) Accuracy IO
    • (25) Endurance Reduction IO
    • (40) Recharge Reduction IO
    Level 2: Deflection Shield
    • (A) Endurance Reduction IO
    • (3) Gift of the Ancients - Defense
    • (9) Gift of the Ancients - Defense/Endurance
    • (29) Defense Buff IO
    • (31) Empty
    • (46) Empty
    Level 4: Insulation Shield
    • (A) Endurance Reduction IO
    • (5) Gift of the Ancients - Defense
    • (9) Gift of the Ancients - Defense/Endurance
    • (31) Defense Buff IO
    • (36) Empty
    • (50) Empty
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    • (7) Endurance Reduction IO
    Level 8: Aid Other
    • (A) Recharge Reduction IO
    • (11) Miracle - Heal
    • (23) Miracle - Endurance/Recharge
    • (34) Healing IO
    • (43) Endurance Reduction IO
    Level 10: Hover
    • (A) Soaring - FlySpeed
    • (11) Soaring - Endurance/FlySpeed
    Level 12: Protector Bots
    • (A) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Damage/Endurance
    • (13) Commanding Presence - Accuracy/Damage/Endurance
    • (15) Commanding Presence - Damage/Endurance
    • (17) Defense Buff IO
    • (19) Defense Buff IO
    Level 14: Fly
    • (A) Soaring - FlySpeed
    • (15) Soaring - Endurance/FlySpeed
    Level 16: Maneuvers
    • (A) Endurance Reduction IO
    • (17) Gift of the Ancients - Defense
    • (37) Gift of the Ancients - Defense/Endurance
    • (37) Defense Buff IO
    Level 18: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (37) Endurance Reduction IO
    Level 20: Dispersion Bubble
    • (A) Endurance Reduction IO
    • (21) Gift of the Ancients - Defense
    • (21) Gift of the Ancients - Defense/Endurance
    • (39) Defense Buff IO
    • (40) Empty
    Level 22: Provoke
    • (A) Trimuphant Insult - Taunt/Recharge
    • (23) Trimuphant Insult - Chance to Disorient
    Level 24: Personal Force Field
    • (A) Gift of the Ancients - Defense
    • (25) Gift of the Ancients - Defense/Recharge
    Level 26: Assault Bot
    • (A) Blood Mandate - Accuracy
    • (27) Blood Mandate - Damage
    • (27) Damage Increase IO
    • (33) Accuracy IO
    • (34) Empty
    • (36) Empty
    Level 28: Aid Self
    • (A) Recharge Reduction IO
    • (29) Miracle - Heal
    • (40) Miracle - Heal/Recharge
    • (43) Healing IO
    Level 30: Resuscitate
    • (A) Miracle - Endurance/Recharge
    • (31) Miracle - Heal/Endurance
    • (46) Empty
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    • (33) Endurance Reduction IO
    Level 35: Vengeance
    • (A) Kismet - Defense/Endurance/Recharge
    • (36) Serendipity - Defense/Recharge
    • (39) Red Fortune - Defense/Recharge
    • (43) Kismet - Defense/Recharge
    Level 38: Force Bubble
    • (A) Endurance Reduction IO
    • (39) Endurance Reduction IO
    Level 41: Web Envelope
    • (A) Accuracy IO
    • (42) Recharge Reduction IO
    • (42) Immobilisation Duration IO
    • (42) Immobilisation Duration IO
    • (46) Endurance Reduction IO
    Level 44: Power Boost
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (45) Endurance Reduction IO
    Level 47: Scorpion Shield
    • (A) Endurance Reduction IO
    • (48) Endurance Reduction IO
    • (48) Defense Buff IO
    • (48) Defense Buff IO
    Level 49: Assault
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    • (50) Empty
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% FlySpeed
    • 5% JumpHeight
    • 5% JumpSpeed
    • 28% (0.47 End/sec) Recovery
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 10% Resistance(Fire)
    • 10% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Blood Mandate
    (Battle Drones)
    • 1.5% (0.03 End/sec) Recovery
    Sovereign Right
    (Battle Drones)
    • 10% Resistance(All)
    Gift of the Ancients
    (Deflection Shield)
    • 2% (0.03 End/sec) Recovery
    Gift of the Ancients
    (Insulation Shield)
    • 2% (0.03 End/sec) Recovery
    Miracle
    (Aid Other)
    • 2.5% (0.04 End/sec) Recovery
    Soaring
    (Hover)
    • 1% (0.02 End/sec) Recovery
    Blood Mandate
    (Protector Bots)
    • 1.5% (0.03 End/sec) Recovery
    Commanding Presence
    (Protector Bots)
    • 1.5% (0.03 End/sec) Recovery
    Soaring
    (Fly)
    • 1% (0.02 End/sec) Recovery
    Gift of the Ancients
    (Maneuvers)
    • 2% (0.03 End/sec) Recovery
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Gift of the Ancients
    (Dispersion Bubble)
    • 2% (0.03 End/sec) Recovery
    Trimuphant Insult
    (Provoke)
    • 1% (0.02 End/sec) Recovery
    Gift of the Ancients
    (Personal Force Field)
    • 2% (0.03 End/sec) Recovery
    Blood Mandate
    (Assault Bot)
    • 1.5% (0.03 End/sec) Recovery
    Miracle
    (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    Miracle
    (Resuscitate)
    • 2.5% (0.04 End/sec) Recovery
    Kismet
    (Vengeance)
    • 1.5% (0.03 End/sec) Recovery
  4. I skipped Stamina on my Bots/FF, but I also went for a lot of +Rec in IO Sets. At +15% or so it's pretty viable. I never detoggle after I set-up, even spamming Force Bolt and Wide Area Web Grenade.I kinda question the need for so much +Def and the +HP and +Regen in the build you have, esp. with a /FF mastermind.. On a /FF MM, all you need is Bodyguard mode and if you have Scorpion Shield it's gravy.

    Last time I checked Gift of the Ancients were cheap and you only need two for the +Rec. They go in +Def sets, which means all your bubbles.

    In your medicine pool power, you can use Miracle which again aren't too expensive and also you only need two for the +Rec.

    And in the Pet Sets Blood mandate will give you a +Rec again with only two. So you have lots of options and can frankenslot to get the bonuses you want.
  5. Quote:
    Originally Posted by Call Me Awesome View Post
    My apologies, I guess that had gotten further under my skin than I'd thought.

    It can be upsetting on several levels. One you have to team with them, but also you feel bad because they're obviously not going to have as much fun with their build as they could.

    I remember duoing with a SS/Invul Brute red-side with my SS/Elec Brute. I noticed the other guy seemed way squishier than me, so I eventually inspected his build. To my horror, I found that he had taken only the passives (this was before the boost to Invul) and Unyeilding. No Temp Invul, no Dull Pain, no Invincible.

    I queried him about it and he at least was willing to talk about it. He didn't take Temp Invul because he didn't want a power that was "temporary." Oh, OK. Confused by the name. It happens. Likewise he didn't know what most of the other powers really did. I prevailed on him to meet me blue side and showed him what Dull Pain did on my Invul/SS tanker. That much at least is very visible. Next time I bumped into him, he had taken the power.

    So some folks are teachable. Don't give up, just keep plugging away at them. They'll often listen eventually.
  6. Quote:
    Originally Posted by Cardiff_Giant View Post
    Offline SG/VG invites, and promotions - possibly via "Gleemail"?

    Replace the IO Set Bonus "__% Debt Protection" with something else. Anything other than what it is now = WORTHLESS.
    I notice there don't seem to be a lot of bonuses for Typed Resistance in sets. (Is there such a thing as positional resistance?) Maybe some more +Resistance could be added.
  7. They so need to upgrade the AI in this game. "Tweaks" to the AI scripts aren't cutting. How hard is it really to add a "range preference" and a "melee preference" to the AI? And how long have MMs been asking for this? It would benefit the NPC AI too.

    I haven't checked my MM but I did notice on my Brute today that Council seemed to like to run up and try to mug me. This makes my Brute happy but if my Bots are all running into melee it's going to tick me off.

    Devs: please please upgrade the AI. Tweaks aren't cutting it. The limit has been reached.
  8. Quote:
    Originally Posted by Acemace View Post
    That's all you need to know, and anything someone tells you to the contrary tell them to suck it.

    I'll agree with this. I have several tankers. Well, two main ones. One Invul/SS started long ago when I first joined, and one Shield/War Mace that I started right after the Shield set became available. Both are my only blue-side toons over level 30. I just play the tankers more than any other set.

    Tankers are fun to play. Period. It's fun to be the first one in to a group of enemies, and it's fun to be the one that everyone is depending on to be tough and stand up to the mobs while the players do their thing. They don't need you, true, but they do rely on you nevertheless.

    Tankers are also easy to solo. Don't have a team? No problem. Jump in a mish and putter away. You won't go very fast, but you'll get the job done.

    Blasters can be fun but I don't like the glass part of being a glass cannon. Defenders are darn hard to solo and can be really squishy also. That leaves controllers (they're fun enough) and tankers. I prefer the tanker.

    YMMV, but that's why I play them.
  9. Quote:
    Originally Posted by Finduilas View Post
    Jump Kick?!? Ugh, no.
    Well I have to take something to get Tough. It's that or Boxing. Does it really matter?
  10. Quote:
    Originally Posted by Call Me Awesome View Post
    Uh, ED is Enhancement Diversification,
    Oh, duh. I thought you you were abbreviating a power name I didn't recognize. Sorry for the dim moment there.

    Quote:
    Heavens no, you absolutely want Stamina.
    OK just checking. I couldn't imagine going without Stamina but then I've never actually tried it on anything except my Bots/FF mastermind.
  11. Quote:
    Originally Posted by Finduilas View Post
    if you take everything in your primary and secondary except GC, OWtS, and Pulverize, you'll have room for 4 additional powers.
    I'll have room for three powers, I think. I hit 38 and took Build Up already, so my 38 power is already chosen.

    Grant Cover is a tough one. I'd really like to keep it. I like the idea of a tanker that keeps others safe.

    Even if there's no other leadership running and I'm teamed with a tanker or scrapper who only has resists, odds are someone will have Dark Blast or Dark Miasma or something else with -To Hit. The Defense from GC stacks up with all of that, so I feel it's worth it. Like we keep telling folks on the Arachnos forum: "Take your team buffs."

    Quote:
    By the way, though Fly is by far my favorite travel power, switching to CJ/SJ would have the advantage that CJ's defense boost would get you around 4% closer to the soft-cap. Just something to consider.
    Good advice I'm sure, but Fly (and Hover) are highly thematic for this character, so I'm committed to keeping them.


    I think that leaves me with two power choices if I respec, and remove Build Up and OWTS, I'm thinking Jump Kick (moar knockdown) and Tough. Then Weave at 41, and Whirling Mace at 44 and Crowd Control at 47. That gives me one choice at 49. :-) Yeah this is a tight build.
  12. OK, well I don't use Mids, so here's a hand written list of powers. I have no idea what level I took this stuff at right now, so I'm omitting level information.

    Deflection - DDDERR
    Battle Agility - DDDE
    True Grit - RHRHRH
    Active Defense - rr
    Against All Odds - E
    Phalanx Fighting - D
    Shield Charge - RRdddA
    Grant Cover - E
    One with the Shield

    Bash - AEdddr
    Jawbreaker - AEdddr
    Taunt - rT
    Clobber - AEdddr
    Shatter - AEddd
    Build - Up r

    Swift - f
    Health - HH
    Stanmina - eee

    Hover - ff
    Fly - f

    Key:

    D = Defense
    R = Resitance
    E = Endurance Redux
    H = Heal
    r = Recharge
    d = Damage
    A = Accuracy
    e = End Mod
    f = Fly Speed

    And I was mistaken, I do have Shatter.
  13. Quote:
    Originally Posted by Call Me Awesome View Post
    True Grit gets the Steadfast 3% def unique and ED capped heals with any leftover slots going to common resist IO's.
    What is ED?

    Quote:
    With that slotting you'll have enough recovery bonuses and bonus endurance that your troubles with the blue bar will be a thing of the past.
    So you're saying skip Stamina? That would be great if I could, but I've never tried it on a melee toon. Otherwise, your advice is very interesting, I'll look into it as soon as I can.
  14. I'm missing Pulverise (Tier 2), and I think Whirling Mace, Crowd Control and Shatter, the last big three. I have Build Up and Taunt.

    I definitely want at least two of those, the question is what else should I be looking at now that Epic Pools are on the horizon.

    My build is not soft capped to all Def postions, but it's pretty close. I think I've got about 34% Def across the board. I'm all SOs right now, I'll add some IO sets later, but those don't depend on Epic Pools so I'm not as concerned about them. I'll probably start off with some basic +HP and +Regen as soon as I can build up some funds, I'm pretty broke right now.
  15. Hey all just hit 38 on my Shield/War Mace tanker.

    This is the highest level I've ever had a blue-side AT, so I'm completely unfamiliar with the Epic Power Pools. The one SD/ guide here doesn't recommend any power pools. Honestly I think I'd be happy just taking the rest of my /War Mace attacks (I already have the whole SD set).

    But I want to make sure I'm not missing out on anything. So can anyone give some advice on what power pools I might want to look at? I'm open to any ideas right now, I just want to get a sense of what other folks have found useful.

    Thanks!
  16. Quote:
    Originally Posted by Lobster View Post
    Although, I suppose one could send the hellfire gargoyle elsewhere, while having the prince sleep a mob of minions, if they felt so inclined.

    I was thinking the same thing. Let's say you get ambushed in a mission while still fighting an existing group. Send the prince to battle an ambush on his own, while your other minions clean up the current fight. The sleep aura will make the prince much sturdier on his own if he has to fight solo.
  17. Quote:
    Originally Posted by EMpulse View Post
    if you're a Canadian outside of Quebec you cannot win an online contest unless you demonstrate an element of skill - which most companies throwing online contests present in the form of a math question.

    I've heard this one before. It's actually a law preventing Canadian citizens (outside of Quebec, which has different laws) from winning contests of pure chance. I.e., gambling.

    And I think it applies to all contests, not just internet ones. So even Canadian companies who hold like a simple prize drawing have to ask the winners a simple math question to make it a game of "skill" to comply with the law.
  18. gameboy1234

    Pets and Doors.

    Quote:
    Originally Posted by Emerald_Phase View Post
    Ow. Ow. Ow.
    I haven't run into that one yet due to my sporadic play time resulting in soloing to not inconvenience teams if I suddenly have to run. That's evil
    Just in case anyone thinks it's only me:

    http://boards.cityofheroes.com/showthread.php?t=207663

    http://boards.cityofheroes.com/showthread.php?t=194187
  19. gameboy1234

    Pets and Doors.

    I remember this was happening a lot last free weekend too. I haven't played my MM this weekend but it doesn't sound like things are any better.

    Please, please devs, don't leave bugs like this hanging. It's very frustrating for the players. I know it just affects one AT, but still, one AT is probably like about 10% of the player base. I had a lot of trouble this last free weekend, pets just would not follow. I think the scripting can't handle pets and they're going to need some strong support from engineering. The "reset AI and make pets come here now" button isn't a bad idea. "Reset AI" could mean "defensive follow" which would make them pause for a bit, which I think would prevent abuse.


    Also, in a separate issue, my pets die when:

    1. I'm super side-kicked up in level, and I level up. This is not cool because it happens in the middle of a fight..

    2. I'm super side-kicked down in level, and I zone into or out of a mission. This is not cool because of the time to summon and the Endurance cost to do so.


    In both cases, dead pets every time. Not nice for me, and I do like to team (I play a buffing MM who just happens to be able to solo well).

    Again, this feels like features half implemented, then left buggy while attention gets focused elsewhere. Ideally, bugs get caught before features are released, but at minimum bugs should be squashed promptly after release, not left around to fester. I really, really hope these bugs will be squished in I17 when the new MM set comes out. Please?


    P.S. MMs need a "Mastermind Issues" thread sticky at the top of these forums.
  20. Quote:
    Originally Posted by Talionis View Post
    I think that Masterminds should get some more flexible Masterminds that can be heros or villains. Once Going Rogue comes out one of the first things I'll want to do is take a Mastermind heroside.

    I'd prefer a less weapon dependant choice, that would grant more flexibility to themes and stories.

    I think at least some of MM options could be given a drop down to select different looks. Not full customization (which would be cool, but hard) but at least 3 or 4 different looks for the same primary powerset.

    For example, Thugs could be made into a "sheriff's posse" without too much trouble. This would be suitable for Heroes.

    Some MM sets would need different treatment. For example, Mercenaries might actually be better for Heroes as they are now; in my opinion we actually need more "villainous" options for Mercs. And how does one do "good" necromancy? I don't know. Still it's fun to speculate.
  21. gameboy1234

    Fortunata build

    Over all it looks ok. I just took my level 33 Fort out for a test drive today and had a lot of fun with it. It didn't hurt that we had three other forts on the team and I was running around with 60% ranged Def and 70% melee def.

    A few things off the top of my head:


    ]Foresight [LIST][*] (A) Luck of the Gambler Recharge Speed
    Level 30 Steadfast Protection - Resistance/+Def 3%


    Isn't Foresight a passive? Why do you need Recharge in there?

    I think 8 levels is too long to leave this alone. I three slot mine right away with three Defense SOs then switch them out later for whatever.


    Level 24:Mind Link
    [*] (A)Luck of the Gambler - Recharge Speed
    : Level 50[*] (29) [ COLOR=#483d8b]HamiO:Membrane Exposure[/COLOR][*] (29) [ COLOR=#483d8b]HamiO:Membrane Exposure[/COLOR][*] (31) [ COLOR=#483d8b]HamiO:Membrane Exposure[/COLOR]


    Right now, with Hasten and four cheap IOs, all level 27 to 35, (and I mean cheap, I paid 50k Inf or less for each), my Mind Link recharges in 1 minute and 55 seconds, meaning there's only 25 seconds of time when it isn't active. HamiOs are fine if you can afford them, I'm just saying there's cheaper ways to get reasonable results. Also, if you're waiting until 50 to slot this (I can't tell what mids is saying here), don't. Slot this every other level until it has 4 slots and enjoy the results early.


    [ COLOR=#483d8b]Level 26:[/COLOR] Mask Presence [LIST][*] (A) [ COLOR=#0000cd]Luck of the Gambler - [/COLOR]Recharge Speed: Level 50[*] (33) [ COLOR=#0000cd]Luck of the Gambler - [/COLOR]Defense/Endurance: Level 50


    I don't see that Mask Presence has enough Def to worry about slotting it. I think I toss one EndRedux in and forget about it.


    [ COLOR=#483d8b]Level 35:[/COLOR] [ COLOR=#000000]Tactical Training: Leadership[/COLOR]


    I would take this much earlier.

    My Fort has 32.90% Def to ranged, and 42.05% Def to melee, without Mask Presence, but with Mind Link. More than my Shield Defense Tanker, I think, at the same level. (Less hit points though.)

    Powers:

    Mental Blast, TK Blast, Subdue, Aim, Dominate, Psi Tornado, Scramble Thoughts.

    CT: Defensive, TT:Maneuvers, Indomitable Will, TT:Leadership, Foresight, Mask Presence, Mind Link

    Hasten, Super Speed,

    Swift, Health.

    Yeah I just realized I don't have Stamina yet. I didn't really miss it, although I had to turn off Super Speed while fighting today, or I'd run out of End.

    Most everything is slotted very simply. Psi powers one Acc and three Damage, usually one or two EndRedux. Toggles have one EndRedux and one something else (Def, To-Hit, etc.) as appropriate. Everything is SOs right now except for Mind Link which is really cheaply Franken-slotted.

    The only thing I really regret is having TK Blast instead of Psi Scream. One more AoE would have been useful.
  22. That's definitely where I would start. Aid Other, Maneuvers and Tactics are a great boost to a low level MM. Try to get all three before level 18, and take Aid Other first. You should also take one or two personal attacks too at low levels, as bots can be slow damage until about 26.

    I've re-leveled my bots/FF at least four times now, and the personal attacks make a big difference in leveling speed and fun.

    Don't forget to take both shields (Deflection Sheild and Insulation Shield) and slot them for defense. This is very important so aid other can keep up with incoming damage. Also don't forget to slot you bots like attacks -- Accuracy and Damage. Later (post 20) add some Defense to the protector bots too.

    On bots/FF you don't absolutely need Stamina, I skip it now and take other powers. I also skip my travel powers, and get a Jet Pack instead. Two whole powers can be quite a lot at low levels. Hint: save and sell your big Inspirations that you get in the tutorial. This can be a great way for a low level toon to make money. This will make affording DOs easy, and a Jet Pack is only 10k in Grandville if you don't manage the mayhem mish. Since big green Inspirations will sell easily for 50k most of the time, this isn't hard to manage.
  23. Quote:
    Originally Posted by Cynical_Gamer View Post
    figure out a way to lessen the "Redraw Hell".
    If I fixed anything with Banes, it would be this. There's enough other complaints with redraw (Spines too, I think) that I think it would be worth it to ask Paragon Studios to look into improving their tech so BaBs can fix this. Right now he basically can't.

    My free weekend ends today, so someone else will have to propose this. (I might be back for Going Rogue.) Good luck and I hope you can get something upgraded here.
  24. Aaaahhh, I'm back. Muh-ha-hah-HAHAHAHA! Foolish mortals.

    Quote:
    Originally Posted by Hellwraith View Post
    Just wanted to ask the Force Field masterminds whether or not you have found using FF at all annoying.
    Sacrilege! Burn the heretic!


    Quote:
    On a full team, with all my bots deployed, we have 13 allies. Using 4.14 seconds per ally, it would take 53.82 seconds to deploy them all. ... approximately 25% of your playtime is devoted to cycling shields on.

    To be serious, you have to ration those buffs. On a full team, skip the pets, or only do the Tier 3 pets. All teammates need buffs, imo, unless they specifically request otherwise, but the pets do not need buffs.

    If you have Power Boost, you should be able to buff three teammates (with both shields) using one application of Power Boost. It'll take another minute or so to buff the next three, and on the third go-round of PB you can toss two PB shields on the Tier 3 pet. Then you should be back to buffing the first group of teammates when PB is up again. A bit of recharge on the bubbles will help get all six buffs within PB's time limit.


    The main thing is, I think, your play style changes drastically on large teams. On small teams or solo, you're the tank and a good chunk of damage. That's for 1 to 3 folks, total, including yourself. With 4 or 5, buffing becomes more important, and you can start to ignore buffing your pets. With 6 to 8, you'll spend the whole mish buffing and following the team around. Put three or four pets on "Agressive" and ignore them unless you loose more than half. Then just re-summon. Your pets are now just one DoT on the mobs.