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Everything posted by Tacheyon
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I am wondering if anyone has tried a Dark/Traps controller? It seems to look good on paper, but wondering if someone has some experience with it.
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Ninja/Storm. It's is Chaos Incarnate! Slot Gale, and Tornado with KB to KD (add a Acc and Range to Gale to hit more) and Genin with OF - KB KB to KD and watch everything fly. So much fun. Demon/EA - Well pretty much anything EA but Demons just won't die. Thugs/Traps/Mace - Because it's ALL OUR TURF!!! (yes that is a Warriors reference). You have all the tools you need to own whatever ground you are standing on. Thugs/TA/Fire - Because why have one Fire when you can have ALL THE FIRE! Seriously between your Arsonist, Oil Slick Arrow and Bonfire everything is in flames. Ninja/Kin - When your already fast Ninjas get addicted to the Crack known as Speed Boost they are near The Flash levels of speed. Survivability is a bit dodgy but things usually die fast after a boost of FS. Those are my top 5 fun MM's. They may not all be Top Tier Pylon killers, but you asked for fun.
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I am having fun with a Water/TA Blaster. Although You could try a Water/TA Corr for a few more debuffs to boost damage.
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Sonic on Sent is actually pretty good in my opinion. With all the cones available you can fill your Opportunity bar really fast and they changed Screech so it isn't useless. It's actually pretty good. While I am not saying it's top damage I think the powerset works better on Sent then Blasters. I have a Sonic/Inv and she is pretty nice. You don't really play Sentinals to do a lot of damage.
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I have made almost all of the /EA combos as a MM and I can confirm. I am still working on my Ninja/EA but so far it is promising. You can keep most of them under your bubble, keep them well healed (with a nice +absorb later). And you can also give them End for days. While the +Recharge doesn't effect them the more End they have the more attacks they can do and better the DPS. The only thing (which I don't know if it'll ever get fixed) is that Amp Up does not work on your pets. Just other players. So it is a skippable power. Defib is like Howling Twilight, you can slot it for End Drain and use that along with discharge to drain a group fast.
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So I am new to the Blaster AT. I have been much of my time on MM's, Controllers and dabbled with a few Doms. But I am having fun with this combo. A little control to go with my DPS. I am curious if anyone else has tried this and have a build that is succesful. This is a very rough draft based on where I am an what I may want to do going forward. But any suggestions will be very helpful thank you. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 49 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Tactical Arrow Power Pool: Experimentation Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Aqua Bolt -- Empty(A) Level 1: Electrified Net Arrow -- Empty(A) Level 2: Hydro Blast -- Empty(A) Level 4: Water Burst -- Empty(A) Level 6: Whirlpool -- Empty(A) Level 8: Tidal Forces -- Empty(A) Level 10: Glue Arrow -- Empty(A) Level 12: Upshot -- Empty(A) Level 14: Speed of Sound -- Empty(A) Level 16: Flash Arrow -- Empty(A) Level 18: Water Jet -- Empty(A) Level 20: Eagle Eye -- Empty(A) Level 22: Toxic Dart -- Empty(A) Level 24: Corrosive Vial -- Empty(A) Level 26: Steam Spray -- Empty(A) Level 28: Gymnastics -- Empty(A) Level 30: Adrenal Booster -- Empty(A) Level 32: Geyser -- Empty(A) Level 35: Bile Spray -- Empty(A) Level 38: Oil Slick Arrow -- Empty(A) Level 41: Shark Skin -- Empty(A) Level 44: Assault -- Empty(A) Level 47: Tactics -- Empty(A) Level 49: Vengeance -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;816;387;774;HEX;| |78DA6DD1DD4A02411400E05D54C44CC4D4CCCC44A59084C537887ED4A25D120DBA5| |C8675D181757759B7B2CBDEA3E887AEBBAA67AA2EFA7983EDECF114E236EC0C33DF| |9C39B39C5126FB8B4FEDAB6D414CEC196C3C567761747527A2B001D704BF45A1AF1| |2AB5D660EF4BE74CAFC05E2FAEF56EFCCB62DC7954E98E6728D19EA8EE3581742A6| |635986D49CD8BAC347BAE932975BE6BF98449475D6D79DF190DB715CB70C3E18BAE| |5A6CD3549C19B46DCECABB27ECE993B64A63AC5CB15F8CD0AF46655A0E6C1074DB8| |DE9C9716C48824224A1B244412423900899044500EABD362F81245B981CC319218C| |A2D489C248ED2D91284044902E50E629224499423C89C2249A1DC434C9A248D720C| |79B22459942E488E248722439E3C491EE511F214480A283D38552429A22870AA445| |242790E4D6BE94B05E501F26C906CA0BC404C8DA486B204C5A993D451D220128984| |920169903450D6C2F3AF53F6059FC7F3E4C06E273CFF761F0B20E2AC7C05E43320D| |F01795DFEBBCB7B9B99BFCFCC7F00D5D20240| |-------------------------------------------------------------------|
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Thug/Traps is godlike just saying. It was my first 50 on Live because it is so much fun. Now Traps isn't a set for Speed runs. It's a "This is MY Area! Anything thing in this 20ft zone is going to die!" type of playstyle. It's great for AV's and rooms with a lot of stuff you can bring into your kill zone. Pair it with Mace Mastery and you can max out your defense as well as more options to keep things in your kill zone. Also I did have fun with Ninja/Traps. It's even more of a Single Target assassin then Thugs. But they do go together quite well.
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Ninja! A primary so stealthy that they aren't discussed!
Tacheyon replied to The_Warpact's topic in Mastermind
I made both a Ninja/Storm and /Cold at the same time. /Cold makes you safe and deadly /Storm makes you Fun and Deadly! Slot up a ton of KB to KD and keep everything flopping. You made the 'correct' choice. -
Thank all for the feedback. I have spent too much time on Martial Assault to waste time on another underperforming secondary.
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I have an idea for a character that can work for both a Earth/Rad Dom or a Fire/Rad. Basically they are a walking Meltdown. In any case I am curious as to which build has the better synergy and viability in late game content. If anyone has tried out these combos before.
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Solidarity Resolute Perseverance
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Yes something like that would be nice. But that would be a fundamental change to the entire class and skill system in general. And I don't see how the Dev team could do that with their resources and the limitations of the code and tech. While it is nice to shoot for the stars in what we want out of the class, we also have to keep our expectations reasonable.
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I think the Equip Powers are because of how CoH is programmed and the limitations of the tech. MM's have come a LONG way since their first inception in CoV when I started playing them. Where you had to summon your pets every time you changed a zone. Then having to upgrade your EACH of your pets one at a time. Heck, having your Bruiser think he is a Blaster and spamming only Throw Rock unless you command him into melee range (which you "fixed" by not giving him the 1st upgrade). The MM's we have now are much more player friendly then before. Call me old school but I don't like the idea of the Equip powers being automatic. CoH already caters too much to a lot of people who want to SPEED through everything. Blasters and Brutes that can nuke down trash mobs in 1/2 a second, bosses in 2. The time where Tactics, Debuffs and strategies are pretty much over. Yes it is annoying when your pets wipe and you have to re-summon. That is the downside of the class. You get "free" passive damage as long as you can manage your resources correctly. If you mess up you have a small chance to get back in the game (now a bigger chance if these CD changes go through) to not only survive but win. You have to make a tactical choice in those situations. Do you upgrade your pets? Or lay down your support power so they (and you) survive? MM's (as well as Controllers) play chess. Most other classes are playing Tic-Tac-Toe. A good change to MM's all around is to make their Inherent Supremacy be able to slot IO's. Or at least the Aura ones. This will even out all the Primary powers that don't have a lv 18 power they can just dump them into, and also allow the pets a little more space to move around (60ft instead of the 40). Or if not possible, remove one of the MM attacks and replace it with a Command Aura that you can use. Heck it can even offer a bigger boost to DMG and ACC/To-Hit to help the minions over come the +7 difference in levels that most teams run at (-3 levels on the 1st tier minions and +4 to the level set when running teams). Sorry for a bit of a rant. But I love MM's and want to see them shine again. #MakeMMGreatAgain
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Tankiest(?) Pet/Secondary Combos?(For the pets not the MM)
Tacheyon replied to Kazyone's topic in Mastermind
Demons/Elec, Thugs/Sonic are a couple of my Hardiest builds out there. I am working on some /Thermal ones (Thugs & Necro) and they seem to have potential but I haven't finshed them yet. /Elec is a very busy set with making sure shields and buffs are up. It is a little more defensive but with all the END you can pump into your pets they can attack endlessly keeping your DPS steady (no drop off because your pets are waiting for the blue bar to recharge). /Sonic does have a few skill you can skip (Sonic Cage, Clarity, maybe Repulsion although I do have a KB to KD in it and it helps survivability). So you can get a few extra pool powers (Aid Other). But with your Bruiser tanking you can keep your other minions under your umbrella to boost their resistances. /Traps is also one you should look at FFG is a great +Def power that is also protects you from Mez. That and your debuffs can keep your pets alive as well. My first 50 in Live was a Thugs/Traps. She was very tanky and could solo AV's most of the time. -
Fire/Ta is also a good pairing. Entangling can set up containment with smoke and cages. And nothing keeps mobs in a Lit Oil Slick than Bonfire (with KB to KD in it). And your targeted debuffs keep everything weak for your Fire Minions to go crazy on them.
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Jan. 23rd - Color Theory theme costume contest!
Tacheyon replied to GM Kaiju's topic in Events & Contests
Ok, so when is the next one? It's almost Mid-February and no announcements. -
Missed it by 10 mins! Damn that's amazing!
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It's also why /Traps is a good pairing with Illusion. It's has everything but the kitchen sink in it. Poison Trap to kill regen, Acid Mortar for the -Def and -Res, Seeker Drones for the -To Hit. Heck Triage Beacon to keep you topped up. Yes it does mean setting up a Kill Box and having the challenge to keep the AV in it, but the CD's on these powers are not that big you can't reset somewhere else. Plus you can always use Teleport to move things around as well. I have used /Cold on MM's (Demons & Ninjas) but I never found it that great or OP. But then again I probably wasn't slotting things correctly in any case. This thread makes me what to revisit them.
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Why not Traps? You can lay down a few Trip Mines, Poison Trap, Caltrops and Acid Mortar and Wormhole a mob on to it. BOOM!
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Dark is one of the better pairings for Necro. A big reason is the Lich uses a lot of the those powers so everything stacks nicely. So you get a lot of controls to help stop the enemy from attacking and give your pets that extra time to defeat everyone. I also ran a Necro/EA and that was interesting. Since your pets are almost all melee you can keep them in the Faraday Cage for a nice boost to their RES. Plus you can keep their END up so they attack more. Just the final power Amp Up doesn't work on your pets (just players) so it's a toss up if you want to get it. Storm is just a top tier power on anything. Slot a KB to KD and a ACC in Gale and you can keep most things on their back while your Zombies whale on them. Necro is a versatile set. You can make almost anything work with it.
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I have started up my own Ice/Ice/Ice Dom and getting near 50 so was looking at doing a respec and reading up on others peoples builds. I was wondering why people were skipping the melee attacks? I have been finding them pretty good. Or is it better to stay at range with this powerset?
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Also add Demon/EA, Beast/Kin
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So all this talk has gotten my altitist going again (thanks for that) and I have gone with a Ill/Storm because I like chaos. Anyway I got a rough power build going but was wondering if Fold Space would be worth taking for a build like this? Because pretty much everything will just get blown away moments later anyway. But at least you can get a group together first before the chaos begins.
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I am coming to the conclusion that MA just isn't working for me. I mean on paper it looks cool and all. But in game it is just sooooo meh. I have a tried a few combos Elec/MA, Grav/MA, Plant/MA. I think my best pairing is the Grav/MA, but that could be the Hero I designed. Now granted I haven't maxed leveled them all. But I just can't seem to do much with it. Any tips or tactics that people want to share that they found to make MA work?
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Sounds like my Ninja/Storm MM for the most part. Best way to keep them alive is to have everything else on it's back.