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TooManyButtons

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Everything posted by TooManyButtons

  1. Just to be clear, those special buffs on those enhancements will not pass on to your minions. AFAIK, only Impervious Skin will work and then only the regeneration part, which is of dubious use. It's still a good as a mule, but I would recommend you also place some +res in there.
  2. Hey just to be clear but there's a difference between enhancements that are dropped from enemies and ones that are crafted in universities. The Invention Enhancements (IO for short) end up outpacing dropped and store bought enhancements. I don't know if you took this under consideration when making your build. First of all, your minions will need an end redux or two. Two acc, three dam and one end redux is a good rule of thumb. Robots are power hungry. You can easily drop the disorient and tohit debuffs from your minions. It's also not strictly necessary to always triple enhance, as diminishing returns makes the third of a kind much less efficient. Your greatest drain comes from active powers, so try and fit in an end redux there if you can. You took Aid Other and Resuscitate. Your Protector bots have a heal and Maintenance drone does nothing but heal. In addition, Resuscitate does not work on minions, making the whole pool a little bit of a waste if you solo much. It might be a good idea to instead pick up hover and group fly, for extra defense and because a number of mobs don't have really good ranged attacks. I don't know enough about Traps so I won't say anything about that. All said, it's at least a functional build. With force field gen, protector bots, hover and frequent use of seeker drones you can hang around softcap defense, if my napkin math is correct.
  3. Ah, that makes more sense. So Panacea works in Dark Empowerment not because it raises the hp of minions directly, but because it gives them a passive power which gives them bonus hp.
  4. Wow, that's looks great. I wish there was more of an oversight on how some of these unusual passives and procs work for MMs. I don't see a reason why Kismet would work but Steadfast Protection loses its effect.
  5. It turns out there's a - missing from the power name. You can put the txt file back where it belongs, open it and then change the last line to say "numpadenter powexec_name kuji-in zen" without the "" marks.
  6. Would it be possible to make the Tsoo conical headwear available in the costume creator? Not that I'm not grateful for the cone hat we have right now (peak early 2000s design) but some more variation would be nice.
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  7. I can't imagine the Hellions having anything to offer the CoT other than some of them coincidentally having a powerful magical bloodline. It's much more likely for the CoT to infiltrate the higher ranks of the Hellions. They could hand out powers to promising members (secretly turn them into CoT) while the lower ranks remain ignorant petty thugs.
  8. You'll want to consider putting defense enhancements in Train Ninjas. Doing so increases the dodge bonus they get along with the upgrade. You can also put Panacea in Kuji In Zen for a chance to proc during their heal. Not sure why Oni takes knockback enhancements, none of his powers seem to have any kind of knock up down or sideways effect. I recommend changing Explosive Strike to the EoTM defense bonus. You need as much defense as you can get with Ninjas. Try to slot SMoS in pairs for multiple hits of that sweet 15% recharge bonus. Personally I only use the bow attacks for the 3% crit chance. I hardly ever slot my attacks for high damage. There's no reason to put Zephyr in Combat jumping. I assume you meant to put those in Super Jumping? Also for the Winter's Gift you are better off switching to the slow resist. I would try to get the minions and upgrades as early as possible. They are a major source of your damage/survivability. Vengeance won't activate on minion death. I don't know if you plan on teaming a lot, but at least it's good as a LoTG mule. Never been a huge fan of Power Boost. The extremely limited uptime means I only use it if the sets has longer duration buffs like Cold, FF or Time. Not a fan of sleep. I'd put only an accuracy enh in Poison Gas Arrow and just use it for the -damage. According to a quick bit of napkin match, it's possible to reach defense softcap. Buffed Train Ninjas (~10%) + enhancements (10%) + Maneuvres (~4%) + Grant Invisibility (~3%) + Flash Arrow (~17%). About 44%, but with musculature radial you can inch over the finish line.
  9. Hey all, returning player here. I've never used claws or energy aura before, not even on live, so I want to double check I'm not making some obvious mistakes. Scrapper (Claws - Energy Aura).mbd
  10. The Posse are kind of fragile and weak individually. The idea is that numbers can make up for any faults they may have, but that stops mattering at higher levels. They simply need to be buffed by your secondary if you don't want the whole group to be oneshot by the first aoe to hit (When applicable. If you're debuffing, this obviously doesn't matter.). Combine this with the fact that you can only summon them in the heat of battle and you'll be lucky if more than a couple survive their first brawl. So turn the power into a ground target and allow us to summon and buff the gang at our convenience. This is doubly useful for Pain and Time, where the big buff is on a long cooldown.
  11. I've decided to give this build a shot. I went with a resistance epic because it combos better with healing, but you can still change to Mace if you prefer. It's possible to reach softcap defense with Support core and Diamagnetic. The attacks are there mostly for the utility they provide. Mastermind (Mercenaries - Pain Domination).mbd
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