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Dixa

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Everything posted by Dixa

  1. Pick up the attacks. Grab the prestige attacks. Once you hit 32 either respect or flip to build 2 and drop the personal attacks. Get aid other, aid self and field medic. Team as much as you can However if you were looking for easy I would recommend street justice/sr or /bio stalker, not an mm.
  2. without incarnates, nothing tankerminds like bots/traps. and bots/traps doesn't need clarion, opening up more incarnate options. all mm builds suffer in actual incarnate content. if incarnate content is your goal this AT can be frustrating in it.
  3. all I know after..what...two weeks on Justin is that when you can hardcap your pets resists you do get better results with survivability - in general. I have also found that fighting av's on +4 is just not worth the effort on any AT. at least for me. losing pets irritates me to no end. one can not dispute the tanking king combo of bots/traps, but anything dependent on defense can fail to bad luck, lots of ddr, lots of tohit or the streakbreaker. and don't get me started on the number of av's out there that spam aoe knockbacks - so cheap and annoying. but of all of the combos I ran through the maria Jenkins arc with t4 incarnates fully io'd out on Justin, the only thing that came close to the tw/bio scrapper god was demons/thermal, but some av's the mm had to do on +2 not +3 because I did not want to use the lore pets for any of what I was doing on that server just to break regen (and that's with -500% regen in heat exhaustion). I was impressed with beast damage potential however zero ranged abilities and such large models all melee there were some smaller av's and bosses where I couldn't get them all to attack - they couldn't reach.
  4. this is not entirely correct. the old tankermind builds on the old forums didn't take acro because it only protected against hold and knockback. generally a tankermind is going to be softcapped so the cc is rarely going to connect. clarion is an option as well. check this old thread about tankerminding that was made a few months before shutdown. that's about as current as you can get. https://web.archive.org/web/20120905233931/http://boards.cityofheroes.com/showthread.php?t=293937
  5. It’s a good idea to take the first two attacks while leveling but once you get your tier 3 pet it’s generally time to drop them or keep one for its utility (demons, beasts)
  6. Frankenslotting both mm ato sets in your pets can get you 30% global recharge and cap them for acc, dmg and end reduction. Overwhelming force kB to kd gets the most use in the pets with the most attacks as does sovereign rights chance for build up so slot into the tier 1. You would then slot call to arms and edict of the master probably in tornado. You don’t need the sovereign right and expedient reinforcement auras.
  7. this was one of the most annoying av's ive ever faced. fighting at +2. pulled out lore pets at the end due to the annoyance factor making the fight longer. Watch and you will see what I mean. Didn't lose a single pet though even though this av does energy/smashing, and energy is the weakest resist next to psi on this setup. this is the build i'm going to settle on. corruption is nice for ranged pulling, additional -resists, a spot for a purple set for another 10% recharge and is something to do on normal packs. on normal packs unless i'm fighting carnies the pets don't take much damage. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;702;1404;HEX;| |78DA75944B4F135114C7EF74A6625B6A8B05CAA36FA05068A71D75AD065012A5490| |5445D91493BD049FA20B424EACEAFE0068DF1B132BA71ABF111C5F8FC18BA121575| |A15157F530FF13DAD03869F39B7B9EFF736F6FB317A73B1FCC5C392624EF5449AFD| |596B27AAD6EAC95CD4AC19ED557CCBC2C84704E1BE56AE5B2592AE91DB48C366396| |E6D7CBE452AD005E989595D688C9F5E56575A1482BBDB434A7174CBD6E562BC293A| |B564BEAACA1178CB55AD15C755BEB93E64AB14E059CD66A7ED5300A2E384A3B9EC0| |895533AFB614CFEA7983255FEA236909FA5EF70A7E1A76316513425384ED38F39C6| |25139CB7C2B5BDCF71A7CECA634897303EC0B82FB43CC30E88C80C351F0899B5345| |439642F436AA88CE1878300A7687C1A7142BB346F9938CD82DF0C067E617D0FB154| |C6DA3CF0D9ACF8E5C618F0ACBD645E7D201DDB68E1EC9B20D7483112FF88C7A3A58| |9F83F579FFA3EF26F570B13ED707F4ED3D8A3DECBD80BDEB5B602E8203E7411F697| |1438B70DF43CE35AAE7E17A9E246C8114185299693092018734F016E576B1EEAE2D| |61E90B7C245F90F6FE17E64FFD44EC739AD18758C9F717BA43BF418974F5F0BEF50| |C204F269B1F5A25FF21C40DED18A8F66DEADBCF9AFBDFC117790546DF30DF33EF22| |6768123A5E908E41EE3538815E0AF50AF21905F96CE27C36713EB33BD433CC79613| |EDB4DAA15834D89B1EE61AE19E7F528AF93CC979433C239239BA4C9A788719B6C69| |1C97990A98B4838F0863D0278FB19E04EB4CB0CEC41F61C53EA4D809AE3F7106332| |773606A0E4CCF83DA0218A3F9559E5F659DE93D74504C866332AC41630D1A6B0828| |BBF79B3EF4D0247B2D99368BD66639DC6639D266996DB5383047B6696BE494DD3B2| |F242BC3E1DDBDD98D6D2779A556EFF7A645924EE1AE8D2E62AE6F6DD13F9A169BB4| |61E37F1D3EF1AB58CFF80988696CD04F5FE3DEF7634DFB695FF3FD1F688EF040| |-------------------------------------------------------------------|
  8. the -regen in bots/dark is actually small. you don't start to see a noticeable regen decrease unless you stack twilights grasp a few times. remember that -regen works exactly the same as mez resists. example - 100% mez resists will reduce the time you are mezzed by 10%. it's the same formula for -regen. so -150% regen is only a 15% nuke to regen rate. only poison trap actually shuts regen off at 1000% the -tohit buffs are doing less than you think as you ramp difficulty up. google the purple patch for more details. Very respectfully, Bots/Dark has some excellent -Regen: Howling Twilight is perma with basic IOs and has -500% Regen. Assault Bot has two Plasma Beam attack, each with -500% Regen that last for 30 seconds and stack. That's -1000% Regen from him. -1500% total. Not saying Traps isn't an AV killer, it is, and it's a fantastic recommendation. But Bots/Dark has had a great reputation for tackling AVs as well. I always forget about howling twilight. I haven't personally played /dark since cov launched it was my first mm. necro/dark. I am tempted to play it again it was a helluva combo for not just dropping av's but general gameplay. that being said the -regen portion of howling twilight lasts 30 seconds (as taken from the in game tooltip). I don't think it's possible to get enough recharge on an mm to make that -regen permanent. edit: yup you would need 300% recharge. at 257% the cooldown is 41 seconds. still not bad. expensive though.
  9. what mm post would that be? the one where you asked about mercs/trick arrow viability and crapped on everyone who gave you positive advice because they did not directly answer your question in the format you wanted? oh right you deleted that one. but that's ok, insult my knowledge. I do feel bad for those who take yours. acrobatics. lol.
  10. Dixa

    How good is Beast?

    It also happens on my /nature, as if the mob gets too much attacks per second and fear just kicks in (like some tend to run away when health gets low). nature has a power similiar to darknest night. that power also causes fear for both dark and nature. I don't run any debuff toggles on my nature, just the odd few aoe buffs. Even when im not even close, when all 5 wacking the same mob, they tend to just run off. wondering if primary may matter here. beyond the obvious primaries that drop patches which have fear associated with them, I have never dealt with many runners on demons. I was doing diabolique as a +3 av on Justin with a tw/bio scrapper and it was frustrating because she would bubble and run every minute when she was at 20% health. but with my demons/thermal also +3 even though she would bubble she wouldn't run, or rather fly off. I know someone said earlier that acid mortar also causes a permanent fear effect when really it shouldn't. just more reason to always grab an aoe immob as an mm.
  11. sleet has the same -defense of freezing rain at 30% unenhanced the -resist on these powers is resistable based on level difference. it will only give you 30% resist debuff on same level minions. achilles heel will always be -20% regardless of level difference. farsight provides the same defensive bonus as both cold shields together and unlike the shields, provides that defense to all as well as a +tohit buff for your pets. time also has a superior heal. cold has superior -regen if you can slot enough recharge to make it permanent.
  12. you were the same guy who took zero advice from any vet on reddit, treated us like crap and constantly delete your posts because you didn't like the answers we gave you. I went by JupiterMoon on the game forums. Here is my i9 thugs/traps build guide. https://web.archive.org/web/20120904225238/http://boards.cityofheroes.com/showthread.php?t=120004 if you aren't using Justin to test your theories then they are nothing but that - theories.
  13. really wish you would stop dispensing mm advice when you don't actually have one at 50. you dispense a lot of bad information based on sub 50 anecdotes of sets you have no experience with. the end return on lifegiving spores barely covers it's toggle cost. it returns 0.01 end. time is one of the most end hungry sets we have even with perma chrono shift. kinetics has end issues before transference since you WILL be tranfusioning a lot for survival. the only set you listed that has no end issues is force field because you quite literally have nothing to do. the fact you advocate for acrobatics on an mm already speaks volumes to your inexperience in either efficient building or min/max building.
  14. the -regen in bots/dark is actually small. you don't start to see a noticeable regen decrease unless you stack twilights grasp a few times. remember that -regen works exactly the same as mez resists. example - 100% mez resists will reduce the time you are mezzed by 10%. it's the same formula for -regen. so -150% regen is only a 15% nuke to regen rate. only poison trap actually shuts regen off at 1000% the -tohit buffs are doing less than you think as you ramp difficulty up. google the purple patch for more details.
  15. Dixa

    How good is Beast?

    It also happens on my /nature, as if the mob gets too much attacks per second and fear just kicks in (like some tend to run away when health gets low). nature has a power similiar to darknest night. that power also causes fear for both dark and nature.
  16. Thank you for the suggestion, do you have some examples of how we can achieve that? During play testing, I've found that even keeping an entire tray, I was going through a lot of them as I was held, immob, stunned, and slept in one form nearly every engagement. Looking at earlier suggestions we tried to add some soft capped resists but, again, I don't want to use Superior versions of the Archetype sets as they are not as readily available as just slotting them into MID's makes it seem. I'd like this build to be accessible to as many people as possible, not just the rich. We are also having an issue with END - I may have to go back to the drawing board and, that END in mind, rebuild this from the ground up using the suggestions that have been given. Combat Jumping and Acrobatics, as good as they are, are still 2 more toggles that has to be dealt with. I'm going to implement the suggested changes that everyone has given me late tonight or tomorrow morning. Depends on if my daughter has a tea party planned for 6am or not. :-) If Beta testing is to be believed, Overwhelming Force might have been tweaked to give the KB>KD conversion to all abilities when it's slotted. That would open up a lot of slots for other things. Tamorand ageless solves mm endurance issues. until then yes, all mm secondaries are extremely end heavy. all of them. check the kb on the powers you think overwhelming force is affecting. if the kb amount is only 0.67 then it's a power that will only actually knock back if you slot knock back in it. many powers were changed to this years ago. 0.67 knockback = knockdown. there are only three secondaries that dont have to deal with cc. acrobatics will only help against knockback (you can fix that with one io) and hold. it does nothing for stuns which are far more prevalent.
  17. Dixa

    How good is Beast?

    I believe it’s the disruption field in sonic that can cause the running
  18. Do not take acrobatics. That’s three powerslots you lose when you could just softcap some defenses and carry a break free or three
  19. He’s referring to the fact that those three sets have a fourth pet power that can just be a place to park 4 or all six of those io giving you better slotting options on your henchmen
  20. I don’t think that’s accurate. - If I understand what you’re saying is that if you slot the overwhelming force KB>KD IO it should affect all powers in the set . I’ve attached a video of adding only the overwhelming force IO to Tornado. And casting an unmodified Gale. It clearly knocks the crap out of them but does not knock them down. Sadly I was very excited and hoped that I could remove these sudden acceleration IOs. From my build. If there is more to what you’re saying please let us know. it doesn't work this way on the live homecoming servers. if it works this way on Justin it's a bug. overwhelming force will only affect the power it's in.
  21. While leveling before you have your tier 3 pet and your secondary isn’t fleshed out you should be using your attacks. But you will find that an optimal mm build rarely has room unless you have a secondary with dud powers for attacks or even travel powers.
  22. Dixa

    How good is Beast?

    Hey, quick question. So in your opinion is it the Demons or the Thermal that helped more? Well, I guess what I'm trying to ask is why was Thermal doing so well? What was the synergy between them that worked? It’s both The reason it works is because demons natural resists plus ember shield from the ember demon and the two resist shields cap your tier 1 and 2 pets to smash/lethal/fire/cold/toxic and are over 50% energy and neg. just weak to psi but even then I was able to drop a +2 mother mayhem thanks to the healing spam and the -dmg, -regen (500% mind you), -defense, -resists from the secondary and the -resist from the hellfire demon and demonling that stack and the occasional extra heals from the ember demon. I am able to drop avs faster than the tw/bio scrapper I was testing which is getting a good 700+ dps on the scrapper pylon thread. Demons have poor aoe though and most of the damage comes from the ember demon not the prince. You won’t be rolling x8 missions but you will be rolling x3 av without needing lore pets for the most part. +4 mm are at a substantial disadvantage vs the other ads and I find it not worth the effort.
  23. What do you mean, "bodyguard mode" ...? The former would achieve the latter. Also, +1 I don't agree. We get so MANY pets, that effectively, MM's already exceed anyone else's damage cap (when you add all the pets' DPS together). +1 - especially since Pet damage sets include Recharge enhancements. Or, alternately, let us slot Health enhancements to increase pet health. Hmm. Or maybe just reduce the damage they do to pets? bodyguard mode only works in goto defensive and follow defensive. the minute you put them in any other mode it's shut off. someone incorrectly claimed attack defensive works but it does not. in bodyguard, damage you take is split between you and your pets. without it you get squished. but while in bodyguard mode your pets pick their targets frequently and this is inefficient for clearing. ranged pets will run up and use a ranged attack at point blank without ever using brawl. it's an ai change that went in with demons since demons are mostly melee range. it's annoying on sets that aren't demons or beasts or pure melee.
  24. you probably used lingering radiation too ? I mean, it's within my powerset and I use it on AVs as well, so yeah can you try without it, so we can have an idea of the effectiveness of -500% regen debuff ? (not sure how it works on Objects like pylon, only 1/6th of its value like GM ?) It's probably going to cut the DPS by roughly 127.8 as that's the regen rate of a pylon and they don't have any -Regen resistance AFAIK. Doesn't Regen have a floor of 25%? So you should only be able to debuff its Resistance by 75% (Incidentally, I think this is how much Lingering Radiation debuffs a level 50 even-level AV). So, if I'm right, LR is worth about 96 DPS (when it hits) to a Pylon, and about 74 to an AV. -500% regen = -50% actual regen rate. it's similar to how cc resistances work.
  25. this is why my demons/thermal mm is doing far better than defense capped mm setups vs av's that are higher level than me. I can res cap them to smashing/lethal/toxic/cold/fire. the cap for pets is also 90%. every defensive mm I've made (and defensive tank/stalker/scrapper) gets pooped on when you increase the relative difficulty of an av battle.
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