-
Posts
123 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by khy
-
I suppose I'm just a bit overwhelmed with all the options on Blue. On Red, I've done so many of the great mission arcs - Television, Radio, Tons of really fun and interesting arcs are out there. But it's contained within a very specific set of zones and I don't have to worry about out-levelling if I don't want to. On the flip side you have COH. Where there's multiple overlapping similar-level zones like IP, Croatoa, Brickstown, etc. How do I know which arcs in which zones are the good ones that are fun and have interesting content vs how many are just busywork to help someone level? The well-written stuff vs the boring dreck?
-
I've spent hundreds of hours playing MMs. I just can't stay away - they're just the most fun I have in this game. My main is a Bots/FF and he's loads of fun, but lately I've been branching out. Mercs/Storm is amazing and I love watching the shells being thrown around with the winds. Necro is, of course, hilariously fun with ghosts and spirits and zombies everywhere. And who doesn't love throwing birds in other people's faces? But in the end, I always seem to come back to Bots and Mercs as my favorite sets. Now, I don't like to play solo. This game is just more fun in a group so that's my playstyle. I want my henchmen to be doing the damage while I aid my teammates. And that's what I like to focus on as a goal - Buffing friends, debuffing enemies, and doing OK damage so I don't feel useless. I'm not looking to top any damage charts but I don't want to be tickling enemies either! But I'm hoping to up my game a bit. There's a few things that are tough for me to decide upon and I'd like some advice on them. 1) Slotting - My initial instinct is always to 6-slot my 'main' powers (All the henchmen and my big Force Field Buffs), then slap entire sets in at once. But I see so many other people who 'frankenslot' and put a mix of various different things in different places. How can I tell when that should be done vs just going all in on a single set? Is there a good guide out there I can check out? I know I can just copy other people's sets, but I'm hoping to learn what to be actively looking for so I understand WHY other people slot the way they do. 2) Incarnate Powers - What's generally recommended for an MM, especially a bots/ff MM? My initial instinct is to go 'Nerve' to boost my bots' accuracy which always feels lacking, and get some Defense Buff power out of it. But on the other hand, my bots sure could use the +attack from musculature. The other bonuses it has aren't very helpful for me though. How does 'Interface' work with bots? Does it only offer procs on my attacks, or ALL of my bots attacks? Is there a clear winner for usefulness here? What are the other 'go to' Incarnate options, and why? 3) Auras, Procs, and Me. Obviously there are some really important IOs to get my mitts on first, because they grant auras. What I'm unsure of is how to determine what works where. A few examples of things I'm unsure about : Sovereign Right - Resist All. Does that apply to me as the MM or to my Pets? If it applies to pets, does it apply to all of them or just the ones I slot it into? Superior Command of the Mastermind - the AoE Defense Aura, does it center on me or on the pet it's slotted into? How do I know when an enhancement is a 'proc' versus when it's a constant effect? Do I specifically look for the word 'chance'? If I put a constant-effect IO into a healing power does it affect me all the time or does it affect the person I use the power on? (Panacea HP/End, Numina's Regen/Recovery, etc) 4) Lastly, how do level/incarnate shifts affect my pets? If I'm Level 50+1 does that make my Battle Drones level 47 or 48? This may sound kind of basic but the systems don't give me clear info to go on and I want to learn more details. Too much of my knowledge of the game predates IOs and Incarnate content.
-
I played a ton of CoH back in the day. Love the game, love the community. But recently I've introduced a few new people to the game and the discussion came up of stories, storylines, arcs, and Lore. Now obviously one can easily go to the Wiki to get lots of the plot and storylines, but why do that when they're in game? So I'm curious - approaching the game from a perspective of 'I don't know any of these groups!', what storylines are worth doing in what order to introduce a new player who isn't interested in just farming XP and hitting 50 ASAP to check out. Now obviously Villain-side is going to be easy - it's all linear! But hero side is much more spread out. There's a multitude of zones and I never know which contain fun and engaging storylines, and which are just sort of filler-ish. Are there good questlines in specific trial zones like the Hollows? How important are zones like Faultline? Are there good storylines that introduce major factions, like Praetorian Earth, the Carnival of Light, and the Banished Pantheon? What storylines should one do to experience major events like the big ones regarding Stateman? What order should 'Signature Arcs' be done in? Obviously this is a huge open-ended question but I'm trying to approach the game from a fresh perspective.
-
Weekly Discussion 82: Let's Vote! (Extended over the holidays)
khy replied to GM ColdSpark's topic in General Discussion
I definitely think that older content getting a revamp (TF/SF) to be available and challenging to higher end groups would be ideal. Weekly TF/SF helps encourage players to engage in that older content, and anything that can improve that and encourage more and more players to see some more of the game's content and zones is ideal. There are so many wonderful areas that just never get visited or used. So many zones that feel hardly ever touched. People run the same content over and over and while it's fun content, there's so much more that could be explored. -
1) Super-speed allowing you to run up the side of vertical buildings. 2) Controller/Mastermind hybrid with control powersets primary, pet powersets secondary. 3) A new powerset similar to thermal (IE : Group heals and buffs) that buffs defense and not res. Cold would be ideal if it had an aoe heal. 4) Grappling Hook pool. Basically a targetted teleport but not instant, instead it 'pulls' you rapidly to the point you target and holds you there until you target a new spot. Customizable to look like a hook or webs or whatever. Powers would include movement hook, wrap (A hold), spinning strike (PBAoE of swinging it in a circle around you), and grab (Pulls an enemy to you). Just a few from the top of my head.
-
S'why I kept my suggestion to new pets. New pets is easy, you just pick a model, choose the powers, adjust the damage to be in line with other incarnates and you're done. It's as close to copy-paste as you're gonna get, but it's one that'll make the players happy (I absolutely guarantee Malta lore pets would be a hit).
-
Thank you for the continued support! Side question. The weekly discussion ~2 weeks ago was regarding underperforming powersets that need a boost. Are the powersets mentioned in that thread being looked at for possible patch or hotfix in the near future?
-
Just tossing out an idea here, see if anyone thinks it's interesting. The first EAT was Kheldians showing up. Before Issue 3 they weren't around. So what if the PEAT was something similar - an alien race showing up out of nowhere to ally with the Praetorians? Aliens like, say... another version of the Rikti?
-
Force Bubble, Hurricane, etc. Powers that don't just knockback enemies but physically shove them back. I kind of hate them. Wouldn't it be nice if there was an IO to change that part of the power into something that DOESN'T scatter groups of mobs? EDIT - To elaborate, a good example is Hurricane. Hurricane's kind of an important part of a /storm build since it has a large tohit debuff to apply to enemies. Combined with Steamy Mist, it's one of the only two real 'survival' powers the set has. Using it is difficult though as you have to carefully 'herd' enemies with it, trying only to touch the edge lest you scatter them all around you and drastically mess up AoEs. It goes from a useful tool with the -tohit to a liability with the repel. Take Repel out of the equation, and suddenly it becomes a useful PBAoE debuff power. Likewise with force bubble - take out the repel and you get a good PBAoE knockback power. With a KB to KD IO it becomes a useful toggle ability. Now I'm sure there's people out there who prefer the ability with the repel, and that's fine. S'why I think an IO that changes the repel to some other ability would be handy and make the power a LOT more useful for those who don't like repel, without upsetting those who do like it.
-
I'd cast my vote for taking a good look at all underperforming MM specs, Mercs especially but not the only ones. Just going off of the testing done in this thread : MM Primary Comparison: Standardized Environment Testing In terms of clear times (Which is the best measurement for DPS I can tell from those charts) Necro, Robots, and Mercs are all noticeably worse than the other MM sets. Doing the same controlled environment run, Mercs took 50% longer to clear the same content, while Necro and Bots took 25% longer. When he starts in on IOs and procs, Robots drop to dead last. All 3 need some form of boost to damage to bring them closer to the rest of the pack. Ninjas were able to clear the content rapidly but at the cost of having to be re-summoned CONSTANTLY because they were dying in DROVES holy crap. You'd think zombies or Robots would be the 'suicide into the enemy' option but nope, that's ninjas. IMO Mercenaries is the most in dire need of a boost, followed by a smaller buff to bots and necro to bring them closer to the other MM sets and make them more competitive. Ninjas would probably be a lot more viable with some melee positional +Def to balance out how they get in close and get massacred a lot.
-
Creating new content is very, very, very time intensive. I thought there's a good chance that something like a small zone-wide XP boost might be less so, or other small incentives that could encourage people to check out some of the hazard/trial zones. But mostly when I posted this I didn't know if anyone else really felt strongly about the underpopulated zones at all. I love the variety and I felt it a great shame that many of the zones rarely get used.
-
Well, I do have a lot of attacks yes. But that's primarily because I like having situational options. Channelgun/Longfang for longer ranged (Helps to have more than just the one in rotation) when dealing with ranged-only hami orbs or when fighting high flying enemies that constantly bouncing is obnoxious. Slice and Arm Lash for strong melee and also soooo cool looking. And Suppression/Venom/Frag are my primary group damage dealers, doing the bulk of the work. Though truthfully it's usually not any fixed rotation but whatever I feel like. If I'm attacking a strong single enemy (AV or EB) I stick with Channelgun/Fang with some arm strikes if they get in close, and only bother to use Venom to keep up the debuff. I'm sure I could focus more heavily on a smaller set of attacks but variety is the spice of life and all that. As for pets, I won't say they're the most effective but thematically they're perfect and I'm a sucker for that kind of stuff. 3 various arachnobots fighting side-by-side with a big crab spider. I love the whole 'be a part of the huge evil group' aspect. Honestly if I could do missions alongside other Arachnos agents I would (And yeah, almost certainly gonna be doing arachnos lore pets), it's just so FUN with the roleplay of being in such a huge awesome organization after all. Plus they are super useful for ablative armor, if nothing else. The ton of recharge is mainly because I want to be able to summon and resummon pets constantly. Honestly with where I am now (~44ish) I find them helpful enough just as a distraction. And against big badass enemies who fixate on me they do tend to do good work. I will definitely look into more procs, I feel like I could stand to gain some more tankiness. I moved a slot from Combat Training Offensive to Defensive to drop Shield Wall in there, and stuck Steadfast into the Crab Spider Armor because I think I'm fairly covered on the status effects aegis helps with. Wondering what your opinion is on the various incarnate slots and abilities?
-
In addition to the weekly TF/SF and all, what if there were encouragements to have people visit and quest in some of the less-used zones? The Trial zones, or pretty much all of red side, or even the PvP zones. Perhaps something like an XP boost for lower-level (1-30) zones, an inf boost for higher level zones? Or maybe bonus salvage? Or heck, just merits based on enemies fought or something. I dunno. It just seems like such a waste that there's some REALLY amazing zones out there that don't get much use. What do you guys think?
-
A while back I made a crab, and loved it. Then I shelved it to play with other AT's. Now I'd like to return to the world of Crabs. Specifically, I want to be a crab who uses the backpack a lot. I know, I know, it's not the absolute best for damage - but it LOOKS SO COOL. And the pets? They just look great too! I gotta have 'em. I went with Mace for the theme - all the bots, all the time. How does this build look? I initially took the Toxin powers from Experimentation because I got a great name, but I was disappointed in them - so I grabbed Arm Lash and Slice because they just look GREAT. Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Toxin Trooper: Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Experimentation Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Channelgun -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(3), GldJvl-Acc/Dmg/End/Rech(3), GldJvl-Dam%(5), GldJvl-Acc/End/Rech(5), GldJvl-Dam/End/Rech(7) Level 1: Wolf Spider Armor -- GldArm-3defTpProc(A) Level 2: Longfang -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(7), Dvs-Dmg/Rchg(9), Dvs-Acc/Dmg/Rchg(9), Dvs-Acc/Dmg/EndRdx/Rchg(11), Dvs-Hold%(11) Level 4: Speed of Sound -- Run-I(A) Level 6: Slice -- Hct-Dmg(A), Hct-Dmg/EndRdx(13), Hct-Acc/Dmg/Rchg(15), Hct-Dam%(15) Level 8: Suppression -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(17), SprDmnofA-Acc/Dmg/Rchg(17), SprDmnofA-Dmg/EndRdx/Rchg(19), SprDmnofA-Acc/Dmg/EndRdx/Rchg(19), SprDmnofA-Rchg/DmgFear%(21) Level 10: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21) Level 12: Venom Grenade -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(23), SprSpdBit-Acc/Dmg/Rchg(23), SprSpdBit-Dmg/EndRdx/Rchg(25), SprSpdBit-Acc/Dmg/EndRdx/Rchg(25), SprSpdBit-Rchg/Global Toxic(27) Level 14: Arm Lash -- Arm-Dam%(A), Arm-Dmg(27), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(46), Arm-Acc/Rchg(50) Level 16: Combat Training: Offensive -- Acc-I(A), Acc-I(29) Level 18: Tactical Training: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31) Level 20: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(31) Level 22: Tactical Training: Leadership -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 24: Mental Training -- Run-I(A) Level 26: Fortification -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34) Level 28: Serum -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal/EndRdx(36), NmnCnv-Regen/Rcvry+(36) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Frag Grenade -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(39), Bmbdmt-+FireDmg(40) Level 35: Summon Spiderlings -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(40), SlbAll-Acc/Dmg/Rchg(40), SlbAll-Acc/Rchg(42), SlbAll-Dmg/EndRdx(42), SlbAll-Build%(42) Level 38: Call Reinforcements -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(43), SvrRgh-Acc/EndRdx(43), SvrRgh-Acc/Dmg/EndRdx(43), SvrRgh-Acc(45), SvrRgh-PetResDam(45) Level 41: Mace Blast -- Dmg-I(A) Level 44: Shatter Armor -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 47: Summon Blaster -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Crab Spider Armor Upgrade -- Ags-Psi/Status(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Conditioning Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13) Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Arachnos Radial Superior Ally Level 50: Barrier Core Epiphany ------------ ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1553;690;1380;HEX;| |78DA6594594F135114C7676811A1205B59CA0E52282DADD4257147C4CA8360306D7| |86D463AC268E9D4694DF0D1AF6054F4CD44447C3171DF3F879F42760C3E987ADAFF| |BFA5DA493BBF99FF39E79E73EF3D73A7162F55BF9AB837AAA8CDE3712D958A8E59D| |AEC7CC24C45C3663C66E856C5552D7DC7D2E23645516A22E6A291E88958A699148B| |28EEFFDD5381714BBB1E0D278D986EE54577C4D28C8491988B4E68B1393DFDAF53D| |EA838A74D331E082DCAD8C6829E486B69C34C54E5C47052D76335B9C7CBC6DC7C5A| |DC1D788B675F9B4349633630131A8B44A7B4595D6EA9B46EDD6D950ABDF26F50F25| |7A65C19929904ED4A9997F481F661D20F1E08801F1C12A6E66215E52834675E92F1| |D4670AFC97C183CFC915B0EA05B90A4E4B4136C42A363FB4464139345BF940594EA| |BF682873CA40F6C16AF0AE6AE78807AEA1E928FC08625F231EB7D027E94B954622E| |6A65930A9B13CCAE9583E33AE276E45A201360AB4926C1B6DB604BB637185B730E7| |5B69D04FB4F91A741FF59307806FC24496B59536D1BD6A383FC2CB67AD86CF56B98| |43C73AD8B5456E835FC4B791E334F622BE8BFC2AB6268ED3B48CBC3D2BE42AF912F| |C26BE2DDCEF16EECF5BD15C8C77ED205FEF2EB947FE06DF896F3B7DDBC358DBC311| |F21A3903F6C9467662DDD44E1F72F5932E41376CF6EE3F58E7810C99ED962C5570B| |00C7C2FB9FBB80F7DE7319FC151F2023834465E24C7C1EF12EB66AC7B03357837C9| |2D721B1CDE2177C1EC1678D8D39E4E68AFA5217CEC69DF0DFACF83FE9BE42DF097C| |407983BB08E7A8E6C909BE416FB669BDC01DF48DD23DCAF911358D70E7BE17B979F| |5C8AB7441929518225CAB112E5788972C55E381F329325D6697BE1A450D49C52595| |7F8FE333FABC4CADA55F6DA7AB1D60F6DAD58F340DBD8D754F53ECF8C2570520E94| |206B7239F79F7F14E97B45FAD322FD2F1FDF03EF| |-------------------------------------------------------------------|
-
Need suggestions on a good grav/storm build. I have NO idea how to properly slot this. I definitely need flight/hover and not Sorcery because I'm a robotic character and themeing is important to me, but otherwise I could use as much advice as I can get... This is the first controller I've ever gotten past 20.
-
EA may be less than perfect but I still love it. Especially when grouping, I don't solo a whole lot. I haven't been playing much this summer though, and I'm getting back into it now - anyone have a good Thug/EA build I can stealborrow?
-
Are there any good guides to MM's and IO sets/uniques out there? Specifically, I have the following questions : 1) If I slot an 'aura' IO (Such as Expedient Reinforcement's Resist Aura, or the aura from Command of the Mastermind) does the aura follow the Mastermind, or the pet it's slotted into? 2) If I slot a proc in a specific pet (Such as energy damage or chance for buildup) does this allow ONLY that pet to proc the IO or can any pet proc it? 3) What IO's and what procs are usually most useful and most widely recommended for builds? 4) Does the resistance boost from sovereign right affect the Mastermind, all his pets, or just the pet it's slotted into? What confuses me is that some recipes specifically say 'pet +resist/regen' like Mark of Supremacy, but Sovereign Right doesn't say 'pet' in front of the resistance which makes me wonder if it's for the MM and not the pets? The IO system is quite confusing for Masterminds.
-
I've been playing various MMs and I don't USUALLY get to 50 without getting the urge to try a different set, so quite honestly I don't usually look too closely at the Incarnate system. I'd like to change that. I'm curious if anyone has a good guide specifically to Masterminds and incarnates. Do people prefer to boost pets (Damage or accuracy with your alpha), or boost secondaries (Defense, resists, etc)? How do people prefer to approach the Incarnate stuff? I heard that getting level shifts ASAP is important (Especially the 3rd level of the Alpha Slot) for giving your pets extra levels to boost survivability? It's a complex system I'd like to learn more about, it's just that I always prefer Masterminds over other classes so when learning it I want to understand it as a MM first and foremost, and I know we tend to have different focuses than other archetypes.
-
I disagree with #2 myself. Energizing Circuit is NOT skippable even for soloing. Why? Simply because it can CHAIN BACK TO YOURSELF. The END and recharge buffs won't be great for pets, but stand next to a pet and cast it and BOOM. You get the full effects for yourself. Run all of the toggles, take and use Hasten all the time, and never ever run out of End because you got an amazing recovery tool at your fingertips. I can't wait until I can get my MM to 50 and fully kit energizing out with a max level endmod set. I want to see how much END you can get back, and how fast you can recast it with endgame numbers.
-
In my not so humble opinion, this set is probably the best in the game for MM's right now. (But I'm biased) Energizing Circuit may be useless for most pets, but it's a HUGE boon in groups. It's easily as good or probably much better (once kitted out with IOs) than /empathy's recovery aura. Since it restores a big chunk all at once instead of small amounts gradually over time you can save it for when you know big end-draining powers are about to fade and give your teammates a boost when they need it the most. I think Amp Up might also be the most interesting of the 'super buff' powers out there, since it's actually as effective (or more) on the controllers/defenders in the group instead of just dropping it on the highest damage dealer. Though if you do drop it on the damage dealers then you get all those fun little lightning arcs and knockups. Like dropping ice puddles, but with electricity. The static gimmick is great, and I was having fun seeing how many targets I could land hits on with faraday cage in a huge crowd of players. It got a little bit ridiculous quickly. And of course, the single best reason is that thematically it's so PERFECT with robots. Buffing them with Empowering and seeing the electric sparking aura is quite lovely.
-
Since modelling is difficult I'll try to keep this relatively simple. These are simple retexture ideas since those are a LOT easier to make than new models and things. 1) A copy of the 'Runes' aura with an altered texture, resembling musical notes. Would look amazing with Sonic powersets. 2) A retexture of the 'Jewel' belt and the 'Ring' chest detail to replace the central jewel with a speaker. Once again, for the sonic shouty people.
- 1 reply
-
- 1
-
-
You will ALWAYS want to use BOTH train and tame beasts. Each of the two upgrades gives your pets different abilities. It's the same for all MM upgrades - the upgrade power you get at level 6 adds new abilities, and the upgrade power at 32 adds EVEN MORE abilities. Usually the abilities granted by the level 32 upgrade are also AoE, while the level 6 one is normally single target. For example, Merc soldiers. By default the soldiers have a Burst attack and a brawl. When you use Equip Mercenary, they also gain a 'heavy burst' attack which does more damage than the normal burst. And when you use Tactical Upgrade, they get Full Auto, which is Heavy Burst with an AoE cone. If you use Tactical Upgrade, they'll only have Burst and the AoE burst - not the heavy burst attack. So they end up having 2 out of their 3 possible attacks. Their DPS is definitely lower without the heavy burst as part of their rotation, so by using both equip and upgrade you end up doing much more damage. Dogs are the same way, though off the top of my head I don't remember what power Train grants versus Tame. I ought to get the info from live and put it on the Wiki so I can see it while I'm at work... But I do know you'll want to upgrade your dogs with both, so they have all their attacks available to them. I wouldn't bother putting any enhancement slots into those two powers, I usually drop a single level 50 EndRec in them and call it good. As for aggro, this page might help : https://paragonwiki.com/wiki/Threat The TL;DR is that ranged attacks generate less threat than melee ones do, so pets that get in melee tend to hold aggro better. Other things factor into it, such as what you're doing when you gain threat - are you debuffing? That generates a fair amount of threat. Are you using AoEs while your pets are using single target attacks? Are you healing? Stuff like that is important to note, since the situation can vary on circumstance. Your secondary and whether or not you're attacking from melee or ranged can have significant impacts on how much threat you have versus your pets.
-
I just gotta say, the tips system is amazing when it comes to villain content being ACTUALLY EVIL, and not just mildly malicious. ESPECIALLY the Vigi -> Villain tips. Holy shit. One in particular : Blast Furnace sends you a hasty text message asking for help. You show up to find that Maelstrom has sabotaged Blast Furnace's armor. Blast Furnace asks you for help because you're his hero! So you decide to take down Maelstrom, and once he's down you go in for the kill. Blast Furnace tries to stop you so you beat him into submission just before Maelstrom teleports away, so you just attempted to murder a guy in front of your adoring fan and beat the shit out of said fan when he tries to stop you. Or another one where a hero's sidekick is on Social Media posting about being a sidekick, so you 'teach him a lesson' by having Malta attack him and also kidnap his grandmother, only she dies from a heart attack. Sidekick attacks you, you beat him down and teleport him back to a hospital. Beating + Dead grandmother, all because you wanted to teach him not to brag about heroics on social media. And lastly, the Council throws a parade but does it legitimately (With all the permits and everything, so the heroes can't stop it legitimately) and Positron contacts you saying "Stay the hell away", so you sabotage the robots in the parade to attack innocent people in order to show everyone just how evil the Council truly is. The hero tips and missions are so lame, the villain and vigilante tips are spectacularly awesome and REALLY vicious.