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evetsleep

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Everything posted by evetsleep

  1. On the plus side while +RECH doesn't affect pets, +SPEED does. So powers like Speed Boost can do wonders for some of the slower moving pets such as Zombies (and causes some hilarity when they're affected by things like caltrops).
  2. Another thing to do is take a look at the guides section. There is some pretty sound advice about how to make your own inf.
  3. Or you could sit in the CoH Homecoming general chat on Discord. Same basic idea 🙂
  4. In other words, it's a great day to: do the laundry start your homework go grocery shopping clean that friggin fridge out play with the kids go for a walk earn some spouse points take the dog for a walk take the cat for a run drag (edited for accuracy) turn to the left and login and work for once Finally finish X on your streaming service of choice Start the rewatch of Game of Thrones, Lost, The Boys, etc.. (again) Finally check in some of that completed code at work that you've been nervous about sharing with others Take the trash out! I'm sure I'm missing something, but except for our lovely dev's I think today's a great day to give the game a break and do something else.
  5. The Toxic Terminator (arsenal/poison (or rad)) will be born. Name/concept ready to go.
  6. For the longest time (been here years) I could measure my collected unspent inf in the 100Ms. Once I figured out how to play the market it's many billions over. Not showing off (intentionally), but for 10-15 minutes of "work" a day I constantly hit the inf cap daily and deposit money into various "bank" alts and the mail system. I've done farming, but honestly marketeering is the fastest way to earn with least effort. Now my farmers are reserved for boosting new toons to 26. I do wonder what the influx of new players will do to the market long term.
  7. They increase the damage by 3% on your target for each attack (up to 9%). Thats not an overall damage increase, but just on your target. I think you'd be better served by taking assault (one power) over taking 3. I mean for concept reasons by all means take them. I just don't see taking up to 3 powers to get, at most, 9% damage boost on a single target to be worth it. By comparison ninjas personal attacks increases the critical chance for all their attacks, which for me makes them often worth it.
  8. It's been discussed a lot over the years actually. I don't have a build to share, but I have one and it's super effective. The -ToHit and -Dmg debuffs (well along with everything else) works really well. Take everything from Trick Arrow and avoid the attacks from Mercs and make sure to take and use Serum. They go together quite well. You get 1000 slots per server. Make one and let'em rip!
  9. You really cannot go wrong with Demons. They pretty much can go with any thing. Personally I had the most fun with demon/cold (surprisingly durable) or demons/trick Arrow. That said you have 1,000 spots per server. Try them all and find one you like. They're all devilishly good 👹
  10. I have them all (literally). Mercs/traps is solid overall, but can be slow on fast moving teams (this is always going to be a problem with traps). Trick Arrow is amazing and works well both solo and in teams. Personally I think poison is great on defenders and controllers (and to a degree corruptors), but with how venomous gas works on Mastermind's I wouldn't recommend it.
  11. How does the seismic stuff work to get meteor to recharge so fast? Is popping the build up at a particular time/order what gets the T9 to recharge so fast?
  12. They're fantastic primaries. Just be aware that Illusion is a late bloomer whereas Dark is pretty strong from the get go.
  13. Slight comment on this. The Enforcers leadership powers don't affect players or other pets except, interestingly enough, other Mastermind's Thugs. So if you have multiple Thug MM's on a team the pets will buff each other (but no one else) with maneuvers, assault, and tactics.
  14. And just like that Professor Poo was born. Almost to 800 alts!
  15. On top of what you said I'd add, in this case is that Wild Growth goes wonderfully with Serum. Early on I'd stagger them so to have a +RES going on the mercs, but later on as recharge gets stronger I layer them on top of each other. Even though mercs are range, I still take Entangling Aura so that anything that comes in melee range gets locked up, which works out well since mercs second upgrade gives good range defence. It's a fantastic combo.
  16. That's energy blast. Energy melee doesn't have KB.
  17. As someone who makes almost all their inf from the market I'm excited for this massive infusion of people. I do wonder what impacts it'll have on the going rates for something's though.
  18. I have one of these! Named Prolapser and he's gross, but amazingly effective both solo and in team play.
  19. I've been noodling around a concept for awhile now of a French chef wielding a VERY stale loaf of French bread (there is a war mace model which is perfect). Haven't completed/executed my concept yet (as I am just shy of 800 alts.. trying to pace myself).
  20. You do have 1000 slots per server...try them all! Personally I'm just under 800 alts at this point on Excelsior. Generally speaking I recommend taking every alt up to at least level 30 to get a feel for it and the determine if you want to keep going.
  21. Illusion is a late bloomer that heavily leans on Phantom Army. Sonic is an odd set since your army won't directly benefit from most of what sonic provides. Most folks pair illusion with things which either increase recharge (time or kinetics) or has a ton of debuffs (dark, radiation, trick arrow, poison, etc.). There is nothing wrong with sonic resonance as a secondary, but the only thing that the phantom army really benefits from is the Sonic Siphon power (single target debuff) and maybe the T9 (Liquefy). If you team that's not a big deal, but if you solo a lot it might not feel very strong. My personal favorite is either /traps or /storm, but again when it comes to Illusion you really won't see it start to shine until the mid 20's and it will feel a lot stronger post 30s. The reason that people lean so heavily into phantom army is that, for controllers, the 3 pets that get summons are invulnerable, cannot be damaged\mezzed, and most importantly they taunt (Dominator version does not). Illusion is great, but you need to be patient with it. If you're really looking to lean into sonic resonance, I'd probably suggest a different primary. Personally I love electric/sonic.
  22. It's kind of the go-to for T1 pets. Especially necromancer's Zombies and their puke attack. For almost all my MM's that overwhelming force proc always goes in my T1'S. It adds a ton of survivability to ninjas.
  23. Single target confuses are extremely useful for annoying mobs like sappers and the like. It's certainly situational, but when I bring my illusionists out I try to keep Deceive in the build to nueter those types of baddies. Being able to confuse them without aggroing anything has some really high strategic value.
  24. I know this isn't entirely helpful, but everything goes with Thugs... even /sonic. If you're new to Thugs secondaries that both heal and add to your minions survival is a good idea. I like /dark & /time as a newer Thug MM. Less of a learning curve. I've got at least one of every Thug in my stable. Personally I really enjoyed all of them, but Time or Trick Arrow are my favorites. Traps is super nice, but it's just too slow for teaming, but just fine solo. Trick Arrow is nice and smooth for the teaming experience in mid to later levels compared to traps. If you go down the route where you don't have an AoE heal,. don't fret. With the recent changes to MM's pets cost almost nothing to summon and the summon powers recharge really fast. I'm happy to let my T1's die (especially the suicidal Arsonist). They're easy enough to resummon.
  25. Well dang.. that wasn't as obvious as I thought it would be. Thanks!
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