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Arbegla

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Everything posted by Arbegla

  1. What you see as a core feature of an AT, most of us don't. And I think that is the overall problem here. I can't check mids to conform that Sprint/Swift/Hurdle give you 40mph max combat speed, but I'm pretty sure you can get higher numbers that that. Also, there are outside buffs, like Speed Boost, and Accelerated Metabolism that increase movement speed without suppressing it in combat. And combat suppression only lasts a few seconds one way or the other, so if you want to run between groups with Super Speed or Super Jump you can easily do that, and its not hard to adjust to the speed differences with the right mouse control. The point I'm trying to make is that you're solving a problem that doesn't seem to exist to the majority of the players of the game, and we're trying to tell you options to take that would solve this problem without the typical code rant of fundamentally changing the game.
  2. Electrical Melee has Lightning Rod, that's true. But multiple Melee sets have a ranged power including, but not limited to: Claws -> Focus Super Strength -> Hurl Stone Melee -> Hurl Boulder Kinetic Melee -> Focused Blast Savage Melee -> Savage leap (Its a lightning Rod clone) Staff Fighting -> Serpents Reach Spines -> Impale Plus the aforementioned taunt/Confront
  3. 1) City of Heroes came out in April 2004. Its not modern by any stretch of the imagination. It's been around LONGER then World of Warcraft (by 6 months) it just had a few years where it was put on ice, before it came back to the public eye. (like Captain America..) 2) You know, Sprint + Swift + Hurdle + Combat jumping aren't suppressed right? Also, +run/jump speed IO bonuses aren't suppressed either. You can get pretty decent combat mobility with just the above powers, and 3 of them are inherent to every single AT. And Taunt (at least the tanker and brute versions) have a -range component to them.
  4. I really wanna see a /traps run on this. Also, does that parser work on MM pets? I'd love to see how my MM ranks with damage dealt on everything.
  5. Arbegla

    AV/GM killer

    While I haven't played '/traps' on a controller, I do play it on a MM and Controllers have better numbers for debuffs, without the 25% endurance increase that MMs have, so I think my experience with /traps would work here too, as Controllers will have better numbers with less endurance issues. /traps also complements ill/ really well, because most of the debuffs are in the form of pets, which don't break Superior Invis stealth, AND it has an immobilize power, which ill/ lacks, allowing you to keep hard targets, like AVs from running around the map. /traps has the highest -regen power in the game, in Poison Trap. Its -1000%, compared to -500% from /cold and /rad. It also does a unresistable vomit animation to humans, which most AVs are (giving you 2-3 seconds where you can just bash on them without getting hit back) AND it's easily stacked, as the poison cloud pulses multiple times throughout the duration and the recharge isn't that long. Also its an AoE mag 3 hold, with the pulse doing another mag 3 hold, allowing you to hold entire groups of mobs pretty easily when you aren't trying to destroy their regen. Oh, and you can put the entomb +absorb in it, giving yourself a 10-15% absorb shield almost every time you use it. /traps also has the ability to stack a lot of -resistance, and -defense not just in procs, but also in the fact that all of its debuffs stack on themselves, as they are from multiple different sources. So stacking multiple Acid Mortars (you can do 2 of them on SOs, you can easily get 3 out with high +rech. If you get creative with Burnout, you can even 4 stack them) means all of their numbers stack on themselves. You can also put a -res in Caltrops if you wanted to stack even more -res. /traps also have -tohit, and -damage in the form of seeker drones, which automatically double the debuff numbers, as each drone does its own debuff, and you can also stack them with enough recharge to get 4x to 6x the debuff numbers. Seeker drones also has -perception, which complements the stealth from superior invis, allowing you to debuff without the mobs knowing you're even there. Also, traps has +regen in Triage Beacon (though its not very useful solo, and could be skipped on a Controller) and +def and MEZ protection in the FFG. No need to worry about toggles dropping when you have a dispersion bubble following you around. I would say that an ill/traps Controller would perform better then an ill/cold and an ill/rad if all three are built roughly the same. the /traps has higher debuff numbers due to all of the stacking, and better mitigation powers with the mez protection and +defense, and giving you an immobilize power that ill/* desperately needs to keep AVs in one spot. Web Grenade is normally an awful power, but AVs don't have immobilize protection, and ill/* doesn't have a built in immobilize like the other control sets. Time bomb and Trip Mine could easily be skipped on an ill/trap too, as you have better powers in your primary, freeing you up to get more defensive based power pools.
  6. Call me crazy, but doesn't Taunt already have a -range component to it just for this exact purpose?
  7. I was definitely talking about set bonuses, and globals to some level. I also lump the globals in with procs when talking, so I can understand the confusion.
  8. The short and sweet answer, is attune all your non-purple, non-pvp procs. The ATO, Winter IO, Purple, and PvP IOs all are functionally attuned already.
  9. This has a 90% chance to proc in /Traps Poison Trap. That is all, that's all I wanted to post.
  10. What is this meta you speak of, and why do you cater to it? Literally any combination of AT and powerset, especially Masterminds, can be playable and enjoyable post 50. If anyone is telling you otherwise, they are stuck in a holy trinity mindset, or a 'must go fast, and be the most effective at everything' mindset, which this game does NOT require at all.
  11. Arbegla

    Poor guy

    Few too many zeroes to be had I think.
  12. Extreme Measures Accuracy/Range/Recharge. I've managed to get this thing 4 different times, and the last 5 have the weirdest numbers. Like upwards of 8 million a sell, but then down to like 30k. with 1281 for sale as of 4-20-22 even.
  13. Update. They did not sell. I am sad now.
  14. You mean the 200-ish common salvage I had listed might've actually sold?!? I need to check my marketeer.
  15. I donno, I kinda like a 'Roman' inspired MM set myself. And one of the many requested ways to customize MM pets is to just enable NPC models, as there are plenty of zombies/thugs/soldiers in the various NPC groups. Granted, who knows when/if that will ever happen.
  16. I will always recommend a toe bombing bot/traps MM. Even without a high end IO build, you can get the big traps (Acid Mortar, Seeker Drones, Poison Trap) to recharge between groups, and just let the bots do their thing. With even more recharge, you can do some pretty amazing things and completely destroy entire groups of mobs, including GMs and AVs. Just don't play it like a 'I'm going to set up a hallway of DOOOOOOM', play it like a 'I'm going to drop this poison trap at this dudes feet, because putting myself into a prone position in the middle of guys with guns is a great idea, I swear' and then watch everything choke and burn.
  17. I think that hardest part about threads like this is determining where the 'line' is. Are we taking +0/1x? or +4/8x? Are we talking pure SO builds? Proc monsters? Purples/PvP/ATOs? That's before taking into consideration any Incarnate powers as well, as those level shifts can help out a lot to balance out some of the purple patch issues. There are a lot of different metrics to consider before saying something is over/under performing in a vacuum. As for those who are saying Masterminds under perform, especially /traps, I do wonder what play style and build you've used, as I have a bot/traps/mu MM that is nearly immortal, and her build isn't even 1/4 of the way done yet.
  18. Also, sometimes its ok to 'restart' missions, especially if the ambushes get too much right away. Just select a different mission, or log off for a bit (like ~5 minutes) and the instance will reset, giving you another shot at preparing without having a million ambushes trying to eat your face.
  19. Just a quick bump here. Most of the Purple recipes aren't going to give much value to a MM, due in part to the fact that the MM pets themselves don't benefit from Recharge in either their powers, or the power to actually summon them. Having said that, the global recharge you can get from Purple recipes are very valuable to benefit your secondary. Something to consider though. MM pets do not benefit from any Set bonuses you have, so +dmg/+acc do not flow down to your pet powers, and the Purple recipes tend to have a lot of those boosts in them. The damage procs also only benefit the pets for powers that could actually slot the proc, for example, the Lich isn't going to trigger a damage proc on his Heal power, only on his attacks.
  20. I'm running a pretty older version of Mids' Reborn, 3.0.X i think, because I took a bit of a break from City of Heroes during the pandemic, but now when I load it up, its telling me it can't find the manifest. Other then a full delete and reinstall, is there a way to resolve this issue so I can update to the newer versions?
  21. One thing to consider, is the BP support pet (that is immune to damage) has a debuff and damage attack so he still does damage in addition to supporting your pets. The debuff is basically Freezing Rain on crack, and it just melts things, and the BP Boss pet is a powerhouse.
  22. As much as people might disagree with me, I find /Traps to be very engaging once you get a decent (100% global?) recharge in it. You can easily get Acid Mortar up every spawn, Seeker drones every other spawn (to help soak the alpha) Caltrops every ~15 seconds, and Triage beacon for the boss fights. Plus the FFG blows up every 5 minutes, so you're forced to resummon that pretty constantly too. When all else fails, you have Web Grenade to immobilize things and keep them from flying away (I'm looking at you Carny Illusionists, Mu, and Longbow Eagles!) I also play /traps very very differently then most people, so it may be a playstyle change for you to really feel the flow of it.
  23. At level 39, I'm currently running at +2/6 on my bot/traps. I fully expect to be able to handle +4/8 once I hit 50 and get fully slotted out. The nice thing about bots, is they scale really well with more mobs. The fire patches just melt things, and nearly all of the /traps debuffs are AoEs as well. I'm not sure if there is really a huge 'gain' to running at +4/8 vs say, +1/8, as the influence per hour might actually be better at +1, but it really depends on your power level.
  24. As far as I know, the pets do not actually inherit any buffs on the Mastermind when you summon them. They are their own entity, and outside of very specific IOs, they receive no benefits from buffs/sets from the mastermind.
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