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Neiska

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Everything posted by Neiska

  1. holy necrothread batman! 9 month old necro!
  2. @TheSpiritFox - hehe, thank you. I love masterminds, but always felt kinda bummed when grinding incarnates and stuff. Came on this by accident, so, figured out a way to take advantage of their increased target capacity! Anyway, I found your points on thugs interesting. I recently did a test with 3 demon MMs that didn't turn out as well as I had hoped, working on a post for the results of that now. Do you think thugs would perform decently in such a playstyle? They were the next set I was curious about, I don't see any of the other pet sets really viable sadly.
  3. My impressions - 1. I would suggest considering Mace Mastery for Time, because power boost does indeed affect both Farsight for more Defense, and Chrono Shift for its regen value (i believe, not 100% sure on that one.) I know you are at cap now, but taking Mace would save both on defense, as well as extra slots on the mostly unimpressive levi mastery powers. But if you want to stay true to theme then by all means keep the shark powers. 2. Even if you go in first, and aggro first, you aren't likely to keep it very long from any dedicated threat. I would think tankers, brutes, scrappers, blasters, and possibly corruptors would all rip aggro from you easily. So unless you are teamed with defenders, sentinels, and the like, you aren't likely to keep aggro overly long. Even if you take provoke (which i don't recommend) you would loose it fairly fast. Provoke has a low target cap and doesn't last overly long, so you more or less have to use it on cooldown for it to have any noticeable effect, and is still the weakest aggro tool available. So it looks fine on paper perhaps, but in theory and practice, my question would be who would you be tanking for? But don't take this as me saying its a bad build by any means. With a few changes you could be a strong melee debuff presence with the added benefit of healing and buffs. But with a few edits and changes you could focus more on the debuffing abilities, which people always seem happy to have around, especially one that is tough and doesn't need rescuing every other pull. TLDR - concept is good, but without a real taunt/aggro tool, you will struggle to tank any real threats off most other people. But this should work fine for solo play, but for teams you could be more of a melee debuffer, buffer/healer, some CC, and bog things down with your undead.
  4. Horse is OP. Nerf pony, buff Puppy. But in all seriousness @seihyup kim, "best" is largely subjective. By best do you mean the fastest, the strongest, or a farmer you can do other things with, or one that you can afk farm on, or one that is fun to play? Some examples - Brutes can be cheap to get going, and are generally regarded as the strongest. Fire brutes are pretty cheap to softcap resistances for, which is why they are most peoples beginner farmer. Some can afk farm. some can not. Far as if they are fun, well, that's subjective. Tankers have the advantage of being useful outside of farming. I have tanked ITFs as well as Farmed with my Bio Armor/Rad Melee Tanker. Plus it is pretty easy to afk farm with a tanker, as most of them can be pretty immortal. Personally. I farm with Masterminds. Because I find it much more fun and interesting to fight many more mobs at once, instead of 12-16 at a time as farmers and brutes can. Instead of fighting 2 packs at a time, its fighting multiple spawns "en masse" at a time. Lower damage per mob, but many more targets. Plus some MM setups can be surprisingly good. I currently run a 3 box MM team, that can clear maps in 4 minutes. So, there really is no "best". It really depends on what you want and what you are going for. What is best for "me", may not be the best for "you", and so on. Honestly, I would urge you to focus more on a playstyle/at you enjoy, and then try to make a farmer from that. Hope this helps!
  5. Update: builds added!
  6. Hello forums! After a few discussions with people in-game and here on the forums, I wanted to post how I farm with Masterminds, as it seems to be something not many people do or who are aware of. Before we get to the details though, a few things of note - 1. I am by no means an expert in CoH mechanics. There are others far more knowledgeable than myself, who might in fact be able to point out ways to improve this even further. 2. There are possibly better setups or options, this is just listing what has worked well for me. 3. Unless stated otherwise, everything is on max difficulty - +4/8, with solo elite bosses enabled. 4. I am still doing ongoing tests and experiments, but I believe I have found enough at this point to start a discussion about it. Other people are certainly welcome to add to the conversation! 5. I "power farm" with 3 Masterminds, but it is possible to do with one or even two. I added the third MM as an afterthought, and I just find three the most exciting and efficient. Apologies for the long post in advance, but I don't think this has been discussed in any great detail before, and may be a completely new concept to many people, so I wanted to be as detailed as possible. With that in mind lets begin! Mastermind Farming - How does it work? Well, Brutes are regarded as the kings of farming. Either by being able to go AFK, or by simply being the most efficient. Well, I love Masterminds, but going spawn by spawn 8 or so mobs at a time was just too slow for me. So I tried to fight more than 1 spawn at a time. At first it was 2 spawns of 8, and then 3. But I noticed something. I was aggro-ing more mobs than I should have normally been able to. Usually on tankers or brutes, if you are at your aggro cap, things can walk right through your AoE and not aggo. They may still take damage, but they won't fight back until there is "room" on the aggro list after killing some other mobs. However, on my Mastermind this was not the case. Even alone, things kept coming. And coming. And coming. I lost track of how many I was fighting at a time, even accidentally. At first I grew frustrated and wondered why it was happening. Why can masterminds get swarmed and overwhelmed, when it didn't happen to Tankers or Brutes? And then I realized, that pets have their own aggro caps as well. I have looked and looked, but I can find no hard data from old sources or new ones, on a breakdown on pet aggro. But as far as I can tell, they seem to be able to aggro anywhere between 6-12 mobs themselves, in addition to what the Mastermind themselves are able to aggro. What this means is that a Mastermind with their pets, can fight much much more than Any other AT can at a time. For calculations sake, lets assume the low end of 6 mobs per pet. So that's 12 mobs (you the mastermind) + 3 T1 pets (18 mobs) + 2 T2 pets (another 12 mobs) + 1 T3 pet (6 more) = 48 mobs, assuming its the lowest. If it is indeed 12 mobs per pet, it can be as high as 84 mobs Engaged at a time. And this is PER Mastermind. That is one single mastermind by themselves. Realistically though, there is only so much space and room available for so much at a time, as well as time required to move between spawns and distance. But I quite regularly fight 6-8 entire spawns at a time on some smaller maps. (Note: This is just flat aggroing mobs. There is no taunt involved, no provoke, and so on. I have tried using provoke when Mastermind Farming, but it has a low target cap and simply wasn't worth attempting to use it. More on that later.) So the TLDR behind this is, it's an entirely different style of farming. It does not focus on how much Damage you can do at once as a Brute might, nor does it focus on Total Survival as a Tanker might, but instead of being able to engage, and survive, many more mobs at once. Mastermind - The Breakdown - So with our "En Masse" style of farming, it should go without saying that AoE will be our friend. Now while our AoE and damage per mob isn't anywhere near a brutes, if you are fighting enough mobs at once, you can even it out, or even pull ahead when taking the "total net mob hitpoints" of the map as a whole. Here's an example off the top of my head- Brute, fighting 12 mobs, at 100 dps, would would be doing a total of 1,200 "total" damage each and every second. But the Mastermind, fighting even the low end of 48 mobs, at lets say even a lowball 30 dps, would be a 1,440 "total" damage. So, small numbers, but so many MORE of them at a time. (Note: I cannot claim the expertise and knowledge to do a spreadsheet data comparison as some Big Brains on the forums often do, so apologies there. This is only an example for context of the Mastermind "style", or at least how I do it. But a comparison like that would certainly be an interesting read.) The Details - So with all this in mind, I decided to put together a way to take advantage of this increased target capacity. Thinking long term, I opted for Robotic Primary, as the Assault Bot's fire patches is the best AoE a Mastermind has access too, and as it turns out, is stackable. I am currently working on testing Demons as well, as well as possibly Thugs and even Undead at a later time. But for now, I have only done this with Robots. As I did further experiments, I began to 2 box Masterminds, playing 2 at a time. Now, I can manage 3 at once, for a grand total of 3 Masterminds, with 18 pets in total. For secondary, I took Electric Affinity, as making my pets as survivable as I could was utmost concern when fighting to many at a time, as I doubt few other sets would be able to stand against the number of mobs I would be engaging. For my second Mastermind, I decided to go with Time, as it is quite easy to softcap defense with Time and Robots. My EA and Time MMs were quite successful, and you can farm with those two alone. But I wanted to push it further. After some discussions in Discord, I was urged by an acquaintance to make my third Mastermind Kinetics, for more damage. So, together, here is what the 3 MMs contribute - Electric - +Absorb, Healing, Status Immunity to You and to Pets, a -10% damage AoE Debuff. Time - Defense Softcap, Healing, AoE Debuff and Toggle Debuff, with an emergency button. Kinetics - Healing, Damage Cap for all pets (including lore pets) Again, I want to stress Electric and Time were enough to speedfarm with Masterminds, Kinetics was just the icing on the cake. Some may want to use debuffs, which is fine. I just personally perfer to focus on buffs and healing for this style of play, that and I question about the target cap of powers when fighting so many enemies at a time. There is also the question if a debuff set could even survive this, as there are times I have had difficulty even when focused on survival. But I will leave that to people with more experience with debuff sets than me. Incarnates - All 3 MMs use Muscled Alpha, for increased pet damage. All 3 also use Ion Judgement, and Support Hybrid. Where it Varies is when it comes to Destiny and Interface slots. 2 of them Use Barrier, as Clarion is not needed (due to Faraday's Cage from EA). The final MM uses Ageless, as a sort of emergency END tool in the rare case Energizing Circuit proves to be not enough. For Interface, One Mastermind uses Degenerative, one uses Reactive, and one uses Spectral. (If any are wondering, I chose that in order to trap more things in my main source of damage output - the Assault Bots fire patches.) For lore pets, all 3 MMs use Longbow. How it plays -(For reference, I usually farm on the Asteroid map, the Terminator Map, or the City Map. Damage type doesn't matter. You can farm any kind of damage types with this setup. The Moon/Asteroid map is the fastest, but the Terminator Map is easiest.) 1.) First you zone in with all Masterminds, and wait the few moments it takes for pets to be placed. If you try to buff as soon as you zone in, your pets may not be affected. 2.) I keep my own Assualt Bots as my target with all 3 MMs, for defensive autocast power targeting. If you activate an offensive power, it will automatically target the last mob who attacked your pet. I just find this an easier way to manage 3 MMs. All pets are on Bodyguard mode, (defensive and follow) for almost the entire duration. The powers I have autocasted are - Insulating Circuit with the EA, Temporal Mending with the Time, and Fulcrum Shift with Kinetics. 3.) As soon as all pets are spawned, I pop Barrier, and pre-apply absorb with Insulating Circuit, and I use Power Boost and Crono shift with the Time MM. This is because even with Barrier and an Absorb applied, your pets are going to take a lot of hits before you settle into your spot. Its not uncommon I loose 1 or 2 pets before picking my killing zone. 4.) With both my Time and Kenitics autofollowing my EA, (with their t3 pets targeted) I fly into the middle of the map, aggro-ing as many mobs as I can. During this time it is very IMPORTANT to spam the follow button, or else your pets will stop in place, and shoot, and end up out of range of heals and buffs, and won't last long. 5.) Once I aggro between 6-8 groups, I stop and drop a Faraday's Cage, and group up all MMs and Pets into a "Death Ball." this is where the fun begins. All 3 T3 pets will fire their missles, leaving fire patches. This is why following is also important - the tighter/closer your pets and MMs are, the better, as you can stand in your own fire and force enemies to stand in 2-3 patches at a time in order to fight you. 6.) Things will start to die, fast. Once their numbers thin out a bit, you can move around a bit and keep the death ball rolling, and aggro more groups. Keep clicking follow to avoid any left behind pets, to drag along the entire swarm of enemies behind you until you get to your next kill spot. At this point, it is rinse-repeat. Using this method, it actually takes me longer to hunt down stray spawns or straggler bosses/elite bosses, than it does to bulldoze the map. With the Asteroid/Moon map as a referance, it takes me roughly 4-5 minutes to clear. However, if I use my Lore pets, I can get this down to 3 minutes, as damage capped Longbow lore pets are quite deadly to isolated bosses/elite bosses, which is usually what gives Robot Masterminds time to chew through. Tools/Powers of note - Bonfire - I have bonfire on 2 MMs, as they are fantastic proc powers, and add a bit of CC as well, helping to keep things penned up in all that fire. Web Grenade - I took Mace mastery mainly for the boost to Time, but Web Grenade is also useful for locking things down in fire patches as well. Group Fly - Group fly is a fantastic addition, for robots in particular, as if you so chose to do so on some maps you can go entirely AFK with a robots mastermind, provided there is no roof and you are fighting mobs with no -fly powers (such as most fire enemies.) Your heal on autocast will be enough to heal what little ranged powers they do have. It is also worth noting that group fly makes it very easy to stack fire patches, as enemies naturally want to run right under you, which is where all 3 assualt bots tend to aim. For the most part, all you need to do is hover in place and out of reach. Fold Space - A new tool I have been experimenting with, it does work quite well to yank things back to where you want them to be. It is also quite fun to use it and drop things from the sky when combined with Group Fly, letting you drop them precisely where you need them to be. In closing - Masterminding is indeed not only possible, its can be quite fast and efficent. And turns a normally boring task of farming into something on edge and exciting, at least for me. I will post my builds when I can, but I can't right this exact moment. (posting from work) But I certainly will do so when I get home. Additional comments/feedback/questions/critiques are always welcome. As stated before I have only done this on Robots to date, but I am in the process of leveling up 3 Demon Masterminds now. Thank you for your time. Again, apologies for the long post, I just wanted to be as descriptive and informative as possible. Hope this inspires some more masterminds! Sins Robot-Electric MM (fold space).mxd Sins Robot-Time MM (mace).mxd Sins Robot-Kin MM (fold space).mxd
  7. Here is a link to a post with a ton of different varied builds, courtesy of Infinitum. Hope it helps! Infinitum Tanker (and other types too!) Build Collection - Tanker - Homecoming (homecomingservers.com)
  8. Right, but lets say -regen, just how much can you debuff -regen from multiple sources? Between powers/procs/incarnates etc etc, just now low can -regen go for example? That is what I meant. Still good info for @malleable1 though!
  9. @malleable1 - im sorry but that would take wiser heads than mine. I do know that you get full benifits of toggles, up to the soft/hard caps. But as far as debuffs go, im not sure. I know all the buffs stack to a point, so dbuffs should follow the same way. I perfer buffing to debuffing though personally, because i can see values for myself and see any holes and such. But thats just me.
  10. Mhm, typo, my bads. Still, main point was its a late bloomer, and doesn't sidekick down very well, that's a turnoff to some people so its worth mentioning.
  11. Hello @malleable1, I run a box team of MM's too, so hopefully I can help. First off, far as pets go, Robots are the best AOE, followed by Demons, and then Thugs. But the Thugs and Demons have much stronger single target damage than the Robots, plus the Robots are late bloomers. But this isn't necessarily an ill thing either, as 80% of your damage will be from your assault robot, and it will be your level, instead of at a lower level like Thugs would be. I run /Electrical as a main, /time and /kin as a support. One thing to keep in mind when boxing is "ease of play", which can make some powersets like FF more attractive, as well as autocast powers and the like. For example, I don't even use haste on my 3 robot MMs, my /EA has her +absorb on autocast, just so I don't have to worry about it, /time has her heal, and /kin has fulcrum shift. I chose these sets for the following reasons - /Electrcial - because its my overall favorite powerset. It gives absorb, heal, resistances and status immunity to you and pets, endless endurance, two -damage debuffs and a damage buff. One hidden perk about electrical that some may not realize is your Destiny Incarnate slot. If you are playing /Electrical, you certainly dont need ageless becuase you have Endurance on Demand, and you don't need Clariton either because you have Faraday Cage, which means you are free to take Barrier for even tougher pets. /Time - I chose time because it is easy to softcap defenses with it, especially with robots. That, and I already had a robo/time MM before I decided to try boxing MMs. But time gives a nice heal, and Chrono is a fantastic emergency button. It has a toggle debuff, as well as an AoE Debuff as well. It's just an overall balanced set and easy to play. /Kin - The most recent addition to the MM team, she is there almost strictly for more robots, and for a huge damage boost to everything. She keeps everyones pets at damage cap, even everyone's lore pets, which makes them particularly deadly. Couple this with Robots already heavy -regen boost, this makes killing AVs and Giant Monsters pretty simple. A few things worthy of mention - Bonfire - I cant stress how good this is if you play Robots. You can stack it with your assualt patches, and stand in it, forcing enemies to fight you in all of your AoE. Fold Space - A rather new tool I have been experimenting with, it is rather fun to use as an aoe "come here" ability. I also enjoy using it with Group fly to "yoink" things up to me and then let them all "drop" right into my multiple stacks of AoE damage. Group Fly - This is unbelievably good for Robots now. Robots are all ranged pets, and with the recent AI update, they dont fly down to engage into melee either. So you and your entire team can hover high up and simply rain fire down. And for a lot of enemies, there's nothing they can do about it. The few ranged damage powers they do have, is easially handled by protector bots and autocast heals. So unless your enemy has -fly abilities (which most do not), they are more or less completely boned. On some maps, if the ceiling is high enough I can go completely AFK on my Robot MMs, even on highest difficulty. I have had fantastic results with my Robot MMs. I plan on sitting down and trying 3 Demon MMs as well. But nothing says you cant run a mix of pet types either, or even 1 of each - Robots, Demons, Thugs. TLDR - Long-term, Robots are definitely highest AOE damage, downside is they are late bloomers. Up to high 30s-low 40s, I think Demons do more AoE, but as soon as you get Assualt Bot's missle rack at level 32, it pulls way way ahead. Hope this helps! Happy Masterminding!
  12. Lately, I have been experimenting with something unconventional - masterminds. I made a 3 box team of masterminds - robo/EA, robo/time, and robo/kin. Essentially I load in, put the /time and /kin with toggles and autocast powers on follow with the EA, which I pilot. Then I run to the middle of the moon map, trying to aggro as many monsters as possible. This is usually between 6-8 groups. Then I tell all pets on all 3 MMs to follow until we are in a nice tight ball, and stack 2 bonfires with 3 assault bot fire patches. Things inside just melt. Not just bosses, but Elite bosses as well, and this is on +4/8 difficulty. During the initial clearing of the first 6-8 spawns, I usually get another 1 or 2 that wonder in. By the time all of those are finished, there are usually only 1-3 straggler groups left on the map that I have to chase down to clear. Total clear time? Roughly 4-5 minutes. 3 minutes, if I use all 3 lore pets. (all 3 use longbow.) I can clear all 5 moon maps in under 25 minutes. The /Electric gives +absorb, +resists, status immunity like knockback to me and pets, and endless END without using ageless. The /Time makes it easy to softcap everything's defense, plus another heal, debuff toggle, and AoE debuff. The /Kin is mainly there for even more pets, and to keep everything damage capped at 300%, even the lore pets. Together, it is pretty easy to manage, and pretty powerful. And it is surprisingly fast for farming. I ran 2 of them against the time my 2 brutes took, and the MMs were faster. It isn't a "damage per target", the brutes easily win that, its the "how many monsters can I fight at once". While the brute is fighting 12 or so mobs at a time, I am fighting 80+ at a time. So if you consider net damage vs map in total, my MM wins. I am not claiming MMs are better farmers than brutes by any means, only that it is something new, and people seem generally amazed to see it in action. I only claim that I personally really enjoy boxing MMs, as its a "my army vs yours" feeling to it, and where else can you fight so many at a time? It turns a normally boring farming activity into something on edge and exciting, and very very profitable. I plan on continuing more MM tests, Demons are next, then depending on that I might look at Thugs. But if people are looking for something new to try, give 2 boxing MMs a try. It isn't very difficult (at least for me), and its surprisingly quite good. At least with the robots, because you can stack everything up in a "Deathball" where everything just burns to cinders. Feel free to ask any questions, many I have helped have seemed generally excited to see my Robo army in action. Best wishes!
  13. My thoughts - Peacebringer - I have never tried, so I have to bow out of this one. Warshade - I struggled some as a warshade. It is a very stance-based AT. It can do many things which is nice, but I would rate it as near the bottom of any role you assume. But still having such fluid options can keep a character from being boring. But I have never seen a Warshade that was "above and beyond" or impressive. Widow's - My widow was alright. She had pretty good dps and team buffs but was squishy no matter how durable I tried to make her. I compensated by using the old Rune of Protection because the way Widows resistances work - at full hitpoints you have low resists, and low to medium hitpoints you have higher resists. All well on paper. What can end up happening though is a large alpha hit can 1 shot you, due to low hitpoints and low resists. And even if you are at lower hitpoints and have higher resists, you can still get 1 shot by a hard alpha hit, because, well, you are low hitpoints. But Claws was pretty good single target DPS, and Psi Wail/Aura of confuse are quite good, and the team buffs are just the icing on the cake. I disliked having to rely on "iffy" survivability though, and it was aggravating to no end to having to deal with nonstop runners and no real tools to help prevent it. Crabber - While I adore the playstyle and "feel" of this AT, sadly I have more or less shelved my crabber though, due to trying to do anything on 4/8 to be quite a slog. They are great for team support, but for solo it can be a bit grueling. They have a very good AOE chain and debuffs, but their damage is pretty iffy, despite having a high pylon ranking due to them and their pets all piling on. Their pets are too squishy for higher difficulty though, and without barrier they can and will die. And if you take barrier, you wont have ageless or other things. And unlike Masterminds, Crabbers have no way to heal or support their pets aside from toggles, and unlike Controllers their pets aren't immortal either. Which makes their pets largely disposable dots with legs at best, instead of actual "pets." Again, they look good on paper, but they can be lackluster solo or later on. Personally if you don't mind soloing on 2/8 or 3/8 difficulty they can be fantastic, but if you like to play on 4/8 then you will have problems if you solo crabby. I do love its playstyle though, it does feel like you are playing a piece of mobile artillery, and you can have an endless AOE attack chain which is quite lovely. So while great on teams, the class lacks oomph for solo play. Honestly I wish they would turn their terrible T9 into even something like a taunt aura, to take advantage of their tankiness and help the pets actually last long enough to be useable on higher content without barrier. Bane - I have never played one, but I have teamed with some. More or less it looks like a mace stalker with buffs added on. But I don't really have any experience to comment on them. One thing about crabbers, they can be "quite" tough. Their resistance cap is 85%, higher than brutes. Not many people build them this way though, most crabber builds I have seen stop around 60% or so resistance. Which is a shame, if the AT had a taunt ability they could function just fine as another tank option. My two cents on VEATS.
  14. Hello staff! A few of us were wondering if there is any chance of an updated 2021 list of AT stats and such? Thanks!
  15. Hello, First off I am sorry if this isn't the right procedure or method on how to do this. But I am hoping to find a good basebuilder to help me build a private base/lair, and am willing to pay infamy for the help. I have no idea if people still do this, or how much the cost might be. But I have saved up 2 billion infamy for the project. If anyone is interested please contact me here! Thanks in advance!
  16. Personally I dislike it when people get (achem) passionate about politics, or real world social events. Most of the time, its argumentative or accusing. No matter what stance or viewpoint I generally dislike being subjected to such things in my hobbies. I get bombarded with it nonstop in everyday life, I don't want or need that in my escapism.
  17. Robo/Electric MM, with Fold Space, Group Fly, Bonfire. Love using group fly and dropping enemies into my stacked bonfires and assualt robots fire patches.
  18. I think there is a lot of space in this topic for personal preferences, which is not a bad thing. But this can be broken down into several sub-points - 1. What difficulty are you playing on? This matters for enemies effective level (and required rolls) vs yours. 2. What activity are you doing? Are you playing spawn by spawn story mode, exploring the open world, or running into the midst of 15+ swarms of enemies? 3. Which AT are you playing? Some ATs/Styles are encouraged to defense softcap, others are more encouraged for the "you die first" mindset, while others are "lol whats damage" CC specialists, and still others are "get them my minions!". AT matters quite a bit as far as what is usually encouraged buildwise. 4. With which AT, which powersets are you using? Some sets have so much regen/recovery/absorb/resistance/other forms of mitigation, they could have 10% base and still be just fine. 5. Are you a theme/roleplay focused player, or do you min/max and try to redline your character with a dose of Superdyne with a burst of Aim/Buildup/Burnout for maximum carnage? 6. Perhaps most importantly of all, is the question - What are your personal tastes? Do you like being immortal? Or is "just enough" well, enough? Or do you focus on offense, and scrap as much survivability as you can manage? Or do you try to avoid the entirety of the equation with an "outside the box" thinking for a build? An example would be a friend of mine who plays energy blast/regen sentinel. Basically they focus on keeping things at a distance or on their rumps, where his heavy healing is plenty for what damage he does end up taking. None of these are wrong or incorrect. I would argue that the majority of the game, capping defenses/resistances isn't even needed, but some activities certainly require such. Personally, I tend to think defensive minded, and favor Masterminds and Tanks. So my characters tend to be on the more durable side of things. Heck, I have messed about in mids just to see how far past the softcap one can go, just to do it. So each to their own, as long as you personally are enjoying the game, and enjoy your character, then I say the rest is just garnish. In a game like CoH, only you can "grade" your character/theme/build/goals. Best wishes
  19. Thank you for the replies, She said she liked it because it wasn't a braindead set, you had to think. I guess it flows too well for her now? (thats just a guess on my part.)
  20. @5099y_74c05 - Sorry if i am late to the MM point, but I think you may have forgotten to mention something. MMs shine in one particular instance where no other AT's can, where aggro is concerned - the number of targets you can engage at once. IIRC, the "aggro cap" for tankers is 16, and everyone else its 12 (feel free to correct me if I am wrong here), but the fine print says that both pets and rechargeable pets have their own aggro tables. This means that the MM can aggro far, far more than either the tanker or brute is capable of. I do it routinely on my MM all the time. So Everyone else (without pets) - 12 Tankers - 16 Ats with rechargeable pets - varies by # of pets Masterminds - 12 (you) + 36 (3 t1 pets) + 24 (2 t2 pets) + 12 (t3 pet) = 84 possible targets engaged at a time, in total. This is several times more than even a tanker is capable of. Now, with available space, distance between spawns, and other such things this makes such a lofty number unreachable in nearly every map. But I quite regularly fight 6-8 groups at a time with my MM just fine. I would argue in fact its more beneficial to fight in this manner, at least with my setup. As it takes me roughly the same amount of time to kill 16 mobs, as it does 40. so its just more efficient to fight "en masse". As far as I can tell, not many other people play their masterminds in this way, but it is certainly possible. The amusing thing though? I farm far faster with two masterminds, than i do with two brutes. But no one in their right mind is going to argue that the mastermind is the OP farming class, and yet I can clear the moon map under 5 minutes with my MM team, simply by running to the middle and engaging as many targets as possible at a time, and then picking off the stragglers when the big battle is done. So with all this in mind, when it comes to how "much" an AT can handle, I would argue that the MM is more than the brute and tanker are capable of, simply due to the MM effectively bypassing the target limit.
  21. Redside is Best Side! We have Cookies, Taco Tuesdays, No Pants Fridays, and better Dental Coverage!
  22. Hello scrappers, and I am asking for a friend. She is having difficulties with her main, a titan/bio scrapper. Ever since the TW change, she more or less hates it. We used to go on missions and things often, but now she says playing it is depressing. So I wanted to ask, what are the other top performers now? I have done some testing, mostly with energy melee and katana, but what would be the best options? She said she liked the "flow" and having to think of the old TW, and wasn't looking for a braindead primary set. (her words, not mine) So any recommendations or suggestions? I have only played one scrapper, so I have little experience with them. So what are the current top performers you scrapper experts would recommend she looked into? Thanks bunches in advance.
  23. Credit where credit is due dear.
  24. @Wavicle @arcane - much more helpful answers, thank you. Will pass those on. A few of them got pretty depressed at the rumors so just wanted something positive to pass on.
  25. @Wavicle - First, i wasn't asking for myself. I don't even take RoP anymore, and I haven't in a year. But there has been discussions ingame that more or less is a "now what?" among the DPS centered folks, and I haven't seen any "well there is X, Y, or Z" at all. Which was my entire point in my post, was "well, what options do they have now?" because there doesn't seem to be many alternatives. I don't play squishes though, so I am uncertian what to tell them.
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