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tidge

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Posts posted by tidge

  1. I like the Time Secondary (on other AT, haven't played on a MM). I'll repeat my comments that while Temporal Mending is valuable (moreso for allied players than henchmen) I think for a Robotics MM I'd rely on the Maintenance Drone to heal the henchmen. I'm not saying skip Temporal mending, but maybe don't slot it. It's a real toss up who you want to be more valuable for: henchmen or PUGmates. Hitting Defenses for the -2, -1, 0 level henchmen is more important than trying to heal them IMO.

     

    Masterminds have damage scales of 0.55; their attacks have a rather large Endurance cost. IMO it isn't practical to chase all of the following to try to improve damage output of the MM's personal attacks:

    • %proc damage
    • set bonuses, including (global) Recharge (needed for %procs)
    • Accuracy (needed for %procs)
    • Endurance reduction (needed if spamming attacks)

    My 'one robot build' attempts to put more damage in the MM via %procs, so it isn't as if I can't imagine how to do such a thing. IMO there is no reason to try to go overboard with %damage in MM attacks, which is why I leverage set bonuses. I deeply appreciate the %-resistance from Annihilation.... keep in mind that -Resistance is a 'force multiplier' for teams, and that an MM has brought their own team with them. The only weirdo compromise to 'conventional netdeck wisdom' is that I have the Gaussian's %Build Up in Tactics... this will frequently boost the MM attacks, but ultimately I don't think it is really contributing that much to performance; see below about how 'extra' ToHit from the %BuildUp can help with Aggro attraction.

     

    The end result of my personal calculation is that if I can get Accuracy and Endurance Reduction in attacks, plus valuable set bonuses... I got three of the four things I wanted in a %damage build anyway, with the alternate being I could chase getting only one of those four things (multiple %damage). Note that my build doesn't chase (global) +Recharge because of the endurance tax. The Time Secondary has some VERY good powers in the higher tiers (Farsight! Slowed Response! Chronoshift!) that may demand more global recharge, mileage varies. Keeping Slowed Response in play at all times (with Accuracy slotting) should improve performance significantly.

     

    Aggro management - I play Bots/Traps such that the MM is using attacks (mostly AoE) to attract aggro. AoE works best, Accuracy/ToHit is important. Once I've gotten the attention of enemy mob(ile)s and drawn them to the henchmen and (pseudo)pets, I don't worry about keeping aggro. I don't care if the enemies target things like Acid Mortars. This strategy (with Bodyguard mode) really only begins to fall short when both of the following occur: (a) there is a small number of enemies AND (b) another player is keeping all of the aggro on themselves. This just means I have to pay attention and switch modes.

     

    Almost all of the damage comes from the henchmen; the best a MM can do is to buff the Henchmen and debuff enemies.

    • Thumbs Up 2
  2. I want to say that perma-Domination requires something like 122.5%; I always shoot for 123%. This is of course assuming that enemies aren't hitting the character with -Recharge.

     

    Mileage varies on what follows. I have built Dominators using different methods (and combinations) of hitting Perma-Dom:

    1. Purely via global +Recharge from Enhancement slotting
    2. Relying on Hasten
    3. Relying on Force Feedback %+Recharge

    I have enjoyed playing Dominators the most when I didn't need either (2) or (3). A side effect of Hasten (beyond the simple practical consideration of trying to juggle multiple 'perma' powers) that I dislike is its extra Endurance cost... both upon expiry and because of MOAR button-mashing... as my Dominators walk on the knife's edge of spending blue and getting blue bar refills via Domination.

     

    In almost all cases where (1) is all I need, I will still usually add Hasten to the build for (a) Emergencies and/or (b) really long recharge-time powers. Nobody likes finding their Domination expired because of a bunch of slows, only to become vulnerable to mezzes they have been shrugging off... with an empty blue bar.

  3. 2 minutes ago, honoroit said:

    - best primary

     

    water - good aoe. some people dont like water jet 

     

     

    Present!

     

    3 minutes ago, honoroit said:

     - best epic power pool

    firey - bonfire

     

    I won't argue against a Bonfire with Knockdown, but for me it's all about Rise of the Phoenix getting my Blapper back in the fight.

    • Thumbs Up 1
  4. 6 hours ago, Raikao said:

    For example: You have Group Flight, does that work well with /traps? I haven't tested this but assumed you can't really put down anything in mid-air.

     

    Is the Entomb +Absorb noticable in fights? I have mutliple builds where I could put that in instead of a damage proc, but I wonder how strong that one absorb proc is in general gameplay.

     

    Some things to consider:

    • I pretty much only use Group Fly to travel and while sweeping on my way to somewhere else.
    • Robotics are ranged-attack henchmen. Flying doesn't really hurt them.
    • I almost always turn off Group Fly during fights, but it doesn't hurt traps any more than Hover. This is a non-consideration. It's trivial to 'x' on most maps to get to 'ground level' if that is what is bothering you.
    • This is NOT a stay at range build. The MM is always toe-to-toe with enemies. I usually don't bother toggling on Tough.

    I spent quite some time experimenting with different options for that last slot in Poison Trap, including Lockdown %+2 Mag(*1). I would go into large spawns of even-con mobs to see just how often the %proc would fire, and with what radius. I came to the conclusion that neither the radius (and this is a 'set bomb', and not a 'target AoE') nor the %damage was really worth it when compared to getting 100+ HP of Absorb... as I always try to keep the bots on Bodyguard. The recharge time on the Poison Trap simply doesn't make sense (for me) to try to eek an extra 70 HP of damage against (some) enemies. Keep in mind:  it's really the -Regen I want against hard targets. The hold is nice but the Henchmen are faster at cleaning up than the little bit of extra damage I could try to eek out. Not to mention, the Entomb piece is also contributing to the Recharge time of the power.

     

    (*1) This %proc makes it trivial to see which enemies are actually hit by the %proc, which is easier IMO to estimate relative performance than pouring over the combat logs.

     

    I have no performance issues with this build. I typically run into other Robotics/Traps MMs while sweeping GMs, and from my PoV it is faster at solo defeating GMs (including Caleb, who it can fly after) than the other MMs.. It also appears to be faster at defeating GMs than other (primary/secondary) MM builds I regularly see, with the potential exception of Jurassik... because resistances... (and maybe the Goliath War Walker... but I have to bring out the Lores to finish that one off solo). It 'farms' just fine, I never worry about what enemies I'll be facing.

     

    IMO: The only thing that the 3-bot build is missing from a tactical PoV is Web Grenade to immobilize single targets. I hated that (for most of the game's history) I had to take it, it's a power that is nigh-useless in +95% of the content. There are times when it could be useful, but frankly all the other powers play a more important role in the build. I have toyed around with the idea of replacing Mace Beam Volley with Web Envelope, but I dislike the smaller number of targets, shorter range, and slotting options. The (AoE) attacks are one of the ways I grab aggro with the MM itself. The Knockdown as a soft control suits me just fine.

     

    Defensively, the only thing aspect of the build that annoys me is that it is susceptible to (long) mezzes. In PvE content, the capped defenses (and henchmen getting some aggro) generally mean that this is not an all-the-time problem... but every once in a while a long-duration Stun (Malta) will land, or a Fear (Jack in Irons)... and it is a little embarrassing when something like a Paladin or Babbage lands a Sleep but can't land another attack to break it.

     

     

    • Thumbs Up 1
  5. 2 hours ago, Yomo Kimyata said:

     

    To me, this summarizes to where to put the Critical Strikes proc (and maybe how many pieces of Critical Strikes to slot with it).  I like to approach that question with 1: what attack is going to be a part of my rotation that will have a good chance to activate; and 2: which/how many attacks can I expect to get off that will benefit from the proc if activated.

     

    IMO these are the key consideration for almost all short-duration non-damage-dealing %procs in attacks. Examples include %-Resistance, %BuildUp as well as %+Recharge *gasp*. It's one thing for me to add a %proc piece as part of a set that was otherwise going to be slotted, but if that franken-slot isn't contributing as a %proc in any meaningful way... I'm sure I have some other power that can use the slot.

  6. I've been pretty liberal posting my builds. I'll admit that since I don't use MIDS (or similar) I'm mostly turned off by folks just wanting to "do comparisons". I mean: I made my build why do I need to put it in a format easy for someone else unwilling to simply copy it into their program of choice?

     

    My standard 3-bots build (page 5):

     

    Spoiler

    Primary Power Set: Robotics

    Secondary Power Set: Traps

    Power Pool: Flight

    Power Pool: Leadership

    Power Pool: Fighting

    Power Pool: Concealment

    Ancillary Pool: Mace Mastery

     

    ------------

    Level     1:            Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets

     (*) Sovereign Right – Accuracy/Damage

     (*) Sovereign Right - Resistance Bonus

     

    Level     1:            Caltrops              

     (A) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Ice Mistral’s Torment - Damage/Recharge

     (*) Ice Mistral’s Torment - Accuracy/Damage/Endurance/Recharge

     (*) Ice Mistral’s Torment - Chance for Damage(Cold)

     (*) Javelin Volley - Chance of Damage(Lethal)

     

    Level 2:                 Pulse Rifle Burst

     (A) Sudden Acceleration - Knockback to Knockdown

     (*) Sudden Acceleration - Knockback/Accuracy/Damage

     (*) Sudden Acceleration - Knockback/Accuracy

     (*) Sudden Acceleration - Knockback/Damage/Endurance

     (*) Sudden Acceleration - Knockback/Damage/Recharge

     (*) Sudden Acceleration - Knockback/Recharge

     

    Level  4:                Fly         

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

     

    Level  6:                Equip Robot      

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - +7.5% MaxHP

     

    Level 8:                 Photon Grenade             

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Res Debuff

     (*) Annihilation - Accuracy/Damage/RechargeTime

     

    Level 10:              Hover   

    (A) Luck of the Gambler - Recharge Speed

     

    Level 12:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Defense Buff IO: Level 50+5

     (*) Edict of the Master: Defense Bonus

     (*) Call to Arms: Defense Aura for Pets

     (*) Call to Arms: Accuracy/Damage

     

    Level 14:              Acid Mortar       

     (A) Undermined Defenses - Defense Debuff

     (*) Undermined Defenses - Defense Debuff/Recharge

     (*) Undermined Defenses - Recharge/Endurance

     (*) Undermined Defenses - Recharge

     (*) Annihilation - Chance for Res Debuff

     (*) Accuracy: Level 50+5

     

    Level 16:              Force Field Generator   

     (A) Luck of the Gambler - Recharge Speed

     (*) Luck of the Gambler - Defense

     (*) Defense Buff IO: Level 50+5

     

    Level 18:              Maintenance Drone

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 20:              Poison Trap       

     (A) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Recharge: Level 50

     (*) Gladiator's Net - Chance of Damage(Lethal)

     (*) Unbreakable Constraint Chance for Damage (Smashing): Level 50

     (*) Superior Entomb: Chance for +Absorb: Level 50

     

    Level 22:              Assault Bot        

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50

     

    Level 24:              Group Fly           

     (A) Winter's Gift - Slow Resistance (20%)

     

    Level 26:              Upgrade Robot

     (A) Healing IO: Level 50+5

     

    Level 28:              Maneuvers        

     (A) HamiO:Cytoskeleton (Endurance / ToHit / Defense Buff): Level 53

     (*) Luck of the Gambler - Recharge Speed

     

    Level 30:              Tactics  

     (A) HamiO:Cytoskeleton (Endurance / ToHit / Defense Buff): Level 53

     (*) Gaussian's Synchronized Fire-Control - Chance for Build Up

     

    Level 32:              Evasive Manuevers        

     (A) Shield Wall: Teleportation Protection, +Res (All)

     

    Level 35:              Scorpion Shield

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 38:              Kick       

     (A) Force Feedback - Chance for +Recharge

     

    Level 41:              Mace Beam Volley         

     (A) Sudden Acceleration - Knockback to Knockdown

     (*) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Res Debuff

     

    Level 44:              Tough  

     (A) Steadfast Protection - Resistance/+Def 3%

     (*) Aegis - Psionic/Status Resistance

     (*) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance

     (*) Gladiator's Armor - TP Protection +3% Def (All)

     

    Level 47:              Weave 

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Grant Invisibility              

     (A) Luck of the Gambler - Recharge Speed

     

    ------------

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth

     

    Level 1: Supremacy        

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 4: Athletic Run      

     

    Level 2: Swift     

     (A) Fly Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Miracle - +Recovery

     (*) Panacea - +Hit Points/Endurance

     (*) Panacea - Heal: Level 50+5

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     (*) EnduranceMod IO: Level 50+5

     

    ------------

     

    A single-bot build (page 5, IIRC):

     

    Spoiler

    Primary Power Set: Robotics

    Secondary Power Set: Traps

    Power Pool: Force of Will

    Power Pool: Fighting

    Power Pool: Leadership

    Ancillary Pool: Mace Mastery

     

    ------------

    Level 1: Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Call to Arms - Defense Bonus Aura for Pets

     (*) Edict of the Master - Defense Bonus

     (*) Sovereign Right - Resistance Bonus

     

    Level 1: Caltrops              

     (A) Annihilation - Accuracy/Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Bombardment - Chance of Damage(Fire)

     (*) Positron's Blast - Chance of Damage(Energy)

     (*) Javelin Volley - Chance of Damage(Lethal)

     (*) Ice Mistral’s Torment - Chance for Damage(Cold)

     

    Level 2: Web Grenade  

     (A) HamiO:Endoplasm Exposure:53 (Acc/Mez)

     

    Level 4: Mighty Leap      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

     

    Level 6: Weaken Resolve             

    (A) HamiO: Lysosome Exposure (Acc/Def Debuff/ToHit Debuff)

    (*) Shield Breaker - Chance for Lethal Damage

    (*) Touch of Lady Grey - Chance for Negative Damage

     

    Level 8: Photon Grenade             

    (A) Annihilation - Accuracy/Damage/Endurance

    (*) Annihilation - Chance for Res Debuff

    (*) Javelin Volley - Chance of Damage(Lethal)

    (*) Bombardment  - Chance of Damage(Fire)

    (*)Positron's Blast - Chance of Damage(Energy)

    (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

     

    Level 10:              Acid Mortar       

     (A) Undermined Defenses - Defense Debuff

     (*) Undermined Defenses - Defense Debuff/Recharge

     (*) Undermined Defenses - Recharge/Endurance

     (*) Undermined Defenses - Recharge

     (*) Touch of Lady Grey - Chance for Negative Damage

     (*) Achilles' Heel - Chance for Res Debuff

     

    Level 12:              Equip Robot      

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - +7.5% MaxHP

     

    Level 14:              Wall of Force     

     (A) D-Sync Guidance:50 (Accuracy/Range)

     (*) HamiO Centriole Exposure:50 (Damage/ Range)

     (*) Bombardment - Chance of Damage(Fire)

     (*) Positron's Blast - Chance of Damage(Energy)

     (*) Javelin Volley - Chance of Damage(Lethal)

     (*) Explosive Strike - Chance for Smashing Damage

     

    Level 16:              Force Field Generator   

     (A) Luck of the Gambler - Recharge Speed

     (*) Luck of the Gambler - Defense

     (*) Defense Buff IO: Level 50+5

     

    Level 18:              Maintenance Drone

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 20:              Poison Trap       

     (A) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Recharge: Level 50

     (*) Gladiator's Net - Recharge/Hold: Level 50

     (*) Gladiator's Net - Endurance/Recharge/Hold: Level 50

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50

     (*) Gladiator's Net - Chance of Damage(Lethal)

     

    Level 22:              Assault Bot        

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     

    Level 24:              Maneuvers        

     (A) Shield Wall - Defense: Level 50+5

     (*) Shield Wall – Defense/Endurance Level 50+5

     (*) Shield Wall - Teleportation Protection / +Resistance (All)

     (*) Luck of the Gambler - Recharge Speed

     

    Level 26:              Upgrade Robot

     (A) Endurance Reduction IO: Level 50+5

     

    Level 28:              Seeker Drones 

     (A) Absolute Amazement - Stun: Level 50

     (*) Absolute Amazement - Stun/Recharge: Level 50

     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50

     (*) Absolute Amazement - Accuracy/Recharge: Level 50

     (*) Absolute Amazement - Endurance/Stun: Level 50

     (*) Javelin Volley - Chance of Damage(Lethal)

     

    Level 30:              Tactics  

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

     (*) Endurance Cost Reduction IO: Level 50+5

     

     

    Level 32:              Assault

     (A) Endurance Reduction IO: Level 50+5

     

    Level 35:              Scorpion Shield

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 38:              Kick       

     (A) Force Feedback - Chance for +Recharge

     

    Level 41:              Tough  

     (A) Steadfast Protection - Resistance/+Def 3%

     (*) Gladiator's Armor - TP Protection +3% Def (All)

     (*) Gladiator's Armor - Resistance / Endurance Reduction: Level 50+5

     

    Level 44:              Weave 

     (A) Luck of the Gambler - Recharge Speed

     

    Level 47:              Unleash Potential           

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets

     (*) Luck of the Gambler - Recharge Speed

     

    ------------

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth

     

    Level 1: Supremacy        

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 4: Athletic Run      

     

    Level 2: Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Numina's Convalesence - +Regeneration/+Recovery

     (*) Panacea - +Hit Points/Endurance

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     

    ------------

     

  7. On 7/29/2023 at 9:11 PM, Frozen Burn said:

    Just the Celerity +Stealth IO is not enough to get you completely invisible.  That IO + Shadow Fall stack to make you completely invisible.  

     

    Shadow Fall also provides some Def and Resists and then is of course, great for set bonuses, if you want.  But it's also a great mule for the Def/Res specials:

    • DEF
      • Karma = KB Protection
      • Kismet = +ACC
      • Gift of the Ancients = Def/+Runspeed
      • Reactive Def = Scaling Resist Bonus
      • Luck of the Gambler = Def/+Global Rech
      • Shield Wall = TP Prot/+5% Res (All)
    • RES
      • Steadfast Prot = KB Protection
      • Steadfast Prot = REs/+3% Def
      • Impervious Skin = Status Res/Regen
      • Impervium Armor = Psi Res
      • Unbreakable Guard = +Max HP
      • Aegis = Status/Psi Res
      • Gladiator's Armor = TP Prot/+3% Def(All)

     

    The Kismet +6% ToHit is a lifesaver for a lot of content. It is especially useful while leveling up.

    • Thumbs Up 1
  8. For MM secondaries with some sort of healing that can be applied to the bots (or allies!) Recharge on Maintenance Drone is probably not that important. I can attest that for my Robotics/Traps... I think it is somewhat important (in a final build), for a few reasons:

    1. The Maintenance Drone sticks with the MM, even if the henchmen are positioned elsewhere. The Maintenance Drone seems to be taking damage at a higher rate than the MM... I suppose due to AoE, but it does appear to sometimes get aggro.
    2. The Maintenance Drone is a fire-and-forget power for the MM. As soon as a henchmen takes enough damage, the drone does its thing... without being directed to do so.
    3. Generally, my Robotics/Traps relies on Incarnate-level Defense soft-caps with a modicum of Resistance, plus Bodyguard mode. I often run into enemies that debuff defenses and/or mezz the MM... so the henchmen start taking more damage than I'd prefer.

    TL;DR: There are often times when I stray into combat where I end up having to respawn the Maintenance Drone more often than I'd like.

  9. I take travel powers on approximately 19-out-of-20(*) characters.

     

    1) It feels more like a comic-book world with an actual travel power. YMMV

     

    2) I can slot them both as mules and for Enhancements (boosted or attuned, depending on the character).

     

    3) The travel powers generally are pre-reqs for another power I want.

     

    4) I like to get to the mission door ASAP.

     

    I always supplement my non-fliers with a temporary Flight power. I also get the Jump Pack for extra flight boosts.

     

    Some examples of characters where I did NOT take a "travel" power:

    • The page 5 power pick placements made it very uncomfortable for me to fit in a travel power pick, so I simply passed.
    • (not sure this counts) I have used the revamped Concealment pool to use Infiltration as a travel power as I was going to use several other powers in Concealment to mule LotG +Recharge anyway. I also used Infiltration to mule the Kismet +ToHit as early as possible in that build.
    • Thumbs Up 2
  10. Definitely get a dedicated video card. This is pretty much the one piece of hardware that will keep a "gaming" machine viable fr long periods of time (*1). Don't bother over-clocking.

     

    "Solid State" storage will improve performance/load times. I like to have multiple drives, one for the OS and one for "everything else." When I am really motivated, I put an OS partition on each SSD so that should their be a catastrophic failure of one system drive I can do a quick swap and have the machine up and running ASAP.

     

    If building a machine, don't get a power supply that is close to the (upper) edge of what you need. It is good to have some headroom in the power supply, typically because when you replace devices (e.g. video cards) they will usually want MOAR, and if you add devices they will also add to the power budget. Typically this advice is only good for desktops, with laptops the options are much more limited.

     

    (*1)This is not an effort to (re)ignite a video card war, but I have sworn off of AMD video cards. I can believe that there exist people that bought and used a single AMD video card without any trouble, I ended up burning through two different AMDs in a relatively short period of time. In addition to the rather short lifetime I found that I had very little control over what the cards were doing (in terms of power consumption, fan speeds, voltage levels) and it seemed as if the drivers and ancillary software were both contributing to my issues and getting in the way of me doing anything about those issues. I'm sticking with Nvidia, no matter the price point.

  11. I definitely agree: my Dark Blaster plays differently than my other Blasters. Despite having taken the melee powers, I find myself rarely engaging in close quarters. This is the character that I miss the original (for Homecoming, Fast) Snipe ranges the most... the longer-range (fast) Moonbeam paired nicely with Umbral Torrent for drawing the attention/hitting enemies at distance (including runners). I usually don't recommend %damage in Blasters, but I felt like fooling around.

     

    Originally I did not have Tenebrous Tentacles in the build... then started playing with them at higher levels, and with page 5 forcing some other changes I decided to go with them.

     

    I went with Dark/Temporal. I'm not sure it is the most creative, The one thing I like about this build is that Chronos is on fast timer, with a very high %Build Up chance, even without Hasten. 5-Slotting Arcane Bolt is a choice based on the concept as well as the set bonus. I could probably consider reworking this as a Corruptor...

     

    Spoiler

    Primary Power Set: Dark Blast

    Secondary Power Set: Temporal Manipulation

    Power Pool: Sorcery

    Power Pool: Fighting

    Power Pool: Speed

    Power Pool: Leadership

    Ancillary Pool: Force Mastery

     

    ------------

    Level 1:                 Gloom 

     (A) Superior Defiant Barrage - Accuracy/Damage: Level 50

     (*) Superior Defiant Barrage - Accuracy/Damage/RechargeTime: Level 50

     (*) Superior Defiant Barrage - Accuracy/Damage/Endurance: Level 50

     (*) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Defiant Barrage - RechargeTime/+Status: Level 50

     (*) Superior Defiant Barrage - Damage/RechargeTime: Level 50

     

    Level 1:                 Time Wall           

     (A) HamiO:Endoplasm Exposure - Accuracy/Mezz: Level 53

     

    Level 2: Umbral Torrent

     (A) HamiO:Centriole Exposure - Damage/Range: Level 53

     (*) HamiO:Nucleolus Exposure - Accuracy/Damage: Level 53

     (*) Bombardment - Chance of Damage (Fire)

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

     (*) Cloud Senses - Chance for Negative Energy Damage

     

    Level 4:                 Mystic Flight      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

     (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

     

    Level 6:                 Time Stop           

     (A) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Recharge: Level 50

     (*) Gladiator's Net - Recharge/Hold: Level 50

     (*) Gladiator's Net - Endurance/Recharge/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50

     (*) Gladiator's Net - Chance of Damage (Lethal): Level 50

     

    Level 8: Moonbeam       

     (A) Experienced Marksman - Accuracy/Damage: Level 50+5

     (*) Experienced Marksman - Damage//Recharge: Level 50+5

     (*) Experienced Marksman - Damage/Endurance/Interrupt: Level 50+5

     (*) Experienced Marksman - Accuracy/Endurance/Recharge: Level 50+5

     (*) Experienced Marksman - Damage/Interrupt/Range/Recharge: Level 50+5

     (*) Gladiator's Javelin - Chance of Damage (Toxic): Level 50

     

    Level 10:              Chronos              

     (A) Gaussian's Synchronized Fire-Control - To Hit Buff

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance

     (*) Gaussian's Synchronized Fire-Control - Recharge/Endurance

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

     (*) Gaussian's Synchronized Fire-Control - Chance for Build Up

     

    Level 12:              Arcane Bolt        

     (A) Apocalypse - Damage: Level 50+5

     (*) Apocalypse - Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50

     (*) Apocalypse - Chance of Damage (Negative): Level 50

     

    Level 14:              Tenebrous Tentacles     

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Res Debuff

     

    Level 16:              End of Time       

     (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50

     (*) Superior Blaster's Wrath - Damage/Recharge: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50

     

    Level 18:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed

     (*) Kismet - ToHit +6%

     

    Level 20:              Temporal Healing            

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 22:              Life Drain            

     (A) Touch of the Nictus - Healing

     (*) Touch of the Nictus - Accuracy/Healing

     (*) Touch of the Nictus - Chance for Negative Energy Damage

     (*) Gladiator's Javelin - Accuracy/Damage: Level 50+5

     (*) Gladiator's Javelin - Chance of Damage(Toxic)

     (*) Cloud Senses - Chance for Negative Energy Damage

     

    Level 24:              Rune of Protection         

     (A) Steadfast Protection - Resistance/+Def 3%

     

    Level 26:              Blackstar             

     (A) Armageddon - Damage: Level 50+5

     (*) Armageddon - Damage/Recharge: Level 50

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50

     (*) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Chance for Fire Damage: Level 50

     

    Level 28:              Future Pain        

     (A) Hecatomb - Damage: Level 50+5

     (*) Hecatomb - Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

     (*) Hecatomb - Damage/Endurance: Level 50+5

     (*) Hecatomb - Chance of Damage(Negative): Level 50

     

    Level 30:              Time Lord           

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance

     

    Level 32:              Hasten 

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 35:              Personal Force Field      

     (A) Luck of the Gambler - Recharge Speed

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     

    Level 38:              Kick       

     (A) Force Feedback - Chance for +Recharge

     

    Level 41:              Tough  

     (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     

    Level 44:              Weave 

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 47:              Temp Invulnerability     

     (A) Aegis - Psionic/Status Resistance

     

    Level 47:              Force of Nature               

     (A) Performance Shifter %Heal (3PPM)

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Defiance             

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50

     

    Level 4: Athletic  Run     

     

    Level 2: Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Panacea - +Hit Points/Endurance: Level 50

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     

    ------------

     

     

     

     

  12. On 8/25/2023 at 8:54 AM, High_Beam said:

    As for the Old Community.  I don't know, Pierce Hawthorne was butt annoying and diminished several episodes.  The last season was pretty wretched to boot except for Keith David being added.

     

    Still, a bad episode if Community is better than the best episode of Big Bang Theory.

     

    giphy.gif

    • Like 1
  13. 1 hour ago, Without_Pause said:

    If you just want the arc rewards, you can blow through that arc even quicker. I think someone did a video of doing it with an Emp Defender in 15 minutes, and he admitted that was slow. A Stalker would be even faster. 

     

    10 minutes is my average, across AT, for just 'blowing through' it. The slowest ATs are probably Masterminds.

     

    My point is: It's a viable farm that also has incarnate rewards. It also offers defeats for badges, if that is part of the jam.

  14. 11 hours ago, Warlawk said:

    So I've been away for a couple of years and am back playing much more casually now. While I was gone it seems that HC has taken AE farming out behind the shed and put two in the back of its head.

     

    So, in modern HC CoX is it better to farm in the wild? If so what missions do you find best for this purpose?

     

    At level 50+, I rather like running through the Heather Townshend Dark Astoria arc at x8 (at 'even' enemy levels). Clear times vary per character... but these four missions don't require clearing... typically I find that it is usually between 30-40 minutes to clear all of the maps. This is slower than AE farming, but you can get a couple of Empyrian merits out of the effort. I try to keep the levels 'even' because of drop rates. Two runs is usually 'about right' to get a level 50 PVP or Purple recipe drop.

    • Like 1
  15. 1 minute ago, Rinwen said:

    Thank you, but actually I know that, it's the same as "mez" in every MMO out there.

     

    In the context of 'solonly', I disagree (with caveats). If nothing else, the other AoE mez powers are typically much better at helping clear maps, because of %damage. As I implied in the linked post... Mass Hypnosis is pretty much a contingency power (in solo, on teams) for use when things go pear-shaped. A well-slotted Terrify (also from Mind Control) is IMO a far better power to use whenever it is available.

  16. 13 hours ago, Supertanker said:

    Sleep is the only auto-hit, though. It's nice not worrying about a bad roll.

     

    5 hours ago, Scarlet Shocker said:

    Once you have a few powers in your armoury, auto-hit becomes quite unnecessary, because it's easy enough to tag an enemy with something solid.

     

    I'm with @Supertanker.

     

    I don't use Mass Hypnosis very often on my Mind/Poison Controller, until:

    1. I'm on a team that is missing a LOT of attacks,
    2. I'm suddenly drawing a LOT of aggro

    It is mostly true that (2) isn't that much of an issue... up until a second spawn has its attention drawn to me! The first condition is (in my experience) rather common. All it takes is running x8 missions at a higher level of difficulty(*1), and/or "splitting the party". I don't a priori object to players on a team splitting up, this circumstance is most problematic when players are not entirely sensitive to the capabilities of teammates. If everyone is hitting with their attacks/controls... an AoE Sleep is far from optimal. If a majority of players are making and missing attacks... it can be a godsend.

     

    (*1) For example: that first room on a Frostfire mission with a +4x8 setting.

  17. I don't have any Radiation Blast blasters, but it is a set I use on other AT. I do have an /Atomic Manipulation Blaster, so perhaps these nuggets of experience will help:

     

    For Atomic Manipulation, I took every power in the secondary except Electron Shackles (I don't like single-target Immobilization, except in corner cases) and Positron Cell (same reasoning, but for single-target Holds on a DPS character).

     

    My picks/slotting for /Atomic. The melee attacks offer the chance to lean into a wider variety of Enhancement sets/bonuses. YMMV.

     

    Spoiler

    Level 1:        Negatron Slam    
     (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50
     (*) Superior Blaster's Wrath - Damage/Recharge: Level 50
     (*) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50
     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50
     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50
     (*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50

     

    Level 10:              Ionize   

    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

     (*) Recharge Reduction IO: Level 50+5

     

    Level 16:    Beta Decay    
    (A) HamiO:Enzyme Exposure: Level 53

     

    Level 20:    Metabolic Acceleration    
     (A) Preventive Medicine - Heal
     (*) Preventive Medicine - Heal/Endurance
     (*) Preventive Medicine - Endurance/RechargeTime
     (*) Preventive Medicine - Heal/RechargeTime
     (*) Preventive Medicine - Heal/RechargeTime/Endurance
     (*) Preventive Medicine - Chance for +Absorb

     

    Level 24:    Atom Smasher    
     (A) Superior Avalanche - Accuracy/Damage: Level 50
     (*) Superior Avalanche - Damage/Endurance: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Endurance: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Recharge: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Level 50
     (*) Superior Avalanche - Recharge/Chance for Knockdown: Level 50

     

    Level 28:    Radioactive Cloud    
     (A) Unbreakable Constraint - Accuracy/Recharge: Level 50
     (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50
     (*) Gladiator's Net - Accuracy/Recharge: Level 50
     (*) Gladiator's Net - Chance of Damage(Lethal)
     (*) Ghost Widow's Embrace - Chance of Damage(Psionic)

     

    Level 30:    Positronic Fist    
     (A) Hecatomb - Damage/Recharge: Level 50
     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50
     (*) Hecatomb - Accuracy/Recharge: Level 50
     (*) Hecatomb - Damage/Endurance: Level 50+5
     (*) Hecatomb - Chance of Damage(Negative): Level 50
     (*) Hecatomb - Damage: Level 50+5

     

     

    Atomic Manipulation is a solid Melee set. Some caveats:

    • It may not pair very well with Radiation Blast across all levels.

    I work the melee attacks into my attack chain, using Combat Teleport to position/reposition myself between range & melee.

    • Melee/PBAoE means you have to make the character able to 'hang' in melee.

    Atomic Manipulation isn't for a "Range/Hover" type of play style.... unless perhaps the powers I skipped were taken instead of the melee powers.

    • You are (more-or-less) going all-in on Energy damage.

    I don't recommend trying to build only for %damage on DPS characters, except for the no/low-damage AoE powers. %damage as part of a Enhancement set is fine by me.

    • It is necessary to one-two (negatrons/positrons) with Atomic Manipulation powers to get the Gamma Burst effect.

    IIRC the only way my choices can get the Gamma Burst are via the Negatron Slam and Positronic Fist combination... so I don't see it at lower levels. I can't say that I miss not having it across all content. If you want it earlier, you have to take Positron Cell.

     

    Ionize is IMO a GREAT build-up power. I typically prefer the secondary "Build Ups" to those in the Primaries, although I often add the Primary ones to the builds at much later levels. I wasn't originally sold on Radioactive Cloud, but once I found myself in melee combat (at least half of the time) I saw how useful it was, especially on x8 content.

     

    With Radiation Burst in the primary, the Atom Smasher attack from the secondary may not be necessary... or the two powers could be tag-teamed. The animation time on Atom Smasher is painfully long IMO. On my build Atom Smasher is the attack I use the least; I use it primarily when I am dog-piled and haven't yet selected the specific target I want to focus on.

     

    • Thumbs Up 1
  18. 1 hour ago, Zect said:

    I'm going to posit an unconventional answer for the best meat shield. You ready? It is...

     

    Shield.

     

    I have a Shield Defense Tanker (and love how it plays, and don't have any disagreements with the assessment), but it isn't as good a 'meat shield' across all content as my Invulnerability Tanker. As noted, I think it is the difference in max Health/HP/Healing (in addition to the spectrum of resistances) that gives the edge to Invulnerability. Pretty much all Tanker primaries can be made really Tuff (see also Bio).

     

    The main difference I see in my play style between Invulnerability and Shield Defense is that I have to play my Shield Defense (/Battle Axe) Tanker such that I am having to pay a LOT more attention to the positioning of both enemy mobs and teammates... which leads to more of what I suppose could be called 'kiting' with the Shield Tanker, but otherwise I don't consider 'kiting' to be a Tanker play style. The Tank ought to be able to toss a Taunt at any group at a distance they would engage with (modulo range and direct lines-of-sight for BAMF). I don't mean to imply that I slack when I play the Invulnerability Tanker... it is more that it feels like it is easier to 'sweep and keep' enemy aggro easier with it.

    • Like 1
  19. I pretty much agree with @SwitchFade. Invulnerability (all by itself) goes pretty far. Power pools are useful for 'turning it up'.

     

    If the focus is on being a 'meat shield', i think the secondary comes in by making sure you are getting the attention of as many mobs as possible... via Taunting and hitting (accurately and repeatedly)..

  20. 3 hours ago, Scarlet Shocker said:

    I was told, more than once, don't slot regen unless you're playing a regen toon. So in other words everyone who isn't a regen melee toon doesn't benefit. That always seemed odd to me but some clarification would be welcome

     

    See Health Regeneration.

     

    From memory: 

    • Every player gets (Total Health ÷ 20) healing per tick.
    • The time between ticks is (12 seconds ÷ Regeneration rate)

    Obviously, a player needs to have taken damage for this sort of Healing to mean anything. For my way of thinking... unless the character has a high base Health (Tanker, Brute), or is otherwise not even trying to have Defenses or Resistances, chasing more Regeneration (beyond what players get from the base Health (40%?) isn't likely to be particularly noticeable... as opposed to Endurance/Recovery, since toggles and clicks have an Endurance cost. Tankers/Brutes start with more HP and so getting it back with shorter ticks allows them to keep 'spending'  Health.

     

    Any character that is considering increasing Regeneration as a viable strategy to avoid defeats should probably consider slotting the Reactive Defenses: Scaling Damage Resistance piece first, because it will further add to the base resistances while the character is not at full Health.

     

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