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Meknomancer

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Everything posted by Meknomancer

  1. Force Fields/Elec/Time/Traps seem like they'd fit most.
  2. O2 boost every time, good for a full numi/preventetive set and it does more than just heal pets. I did run with both prior to page 5 but now i try to fit in mm's personal attacks to bump crits and if 1 has to got its always snowstorm.
  3. Sents are awesome since page 5. Imagine a scrapper that gets its ranged/aoe up front and its melee/pbaoe from epics. Play it like a scrapper and go for dps. I did post a rad/rad a little bit back but that was a themed toon running mace and aiming for specific melee def. If as you say your only playing in teams then be the scrapper. Don't bother aiming for more than minimal def+res. Go proc heavy. The beauty of the /rad sent is you can do this and get away with it and if needed you can take the alpha thanks to the small absorb and a quick heal. Most of the time you won't need to. Hop in the mob irradiate for the debuffs sets them up for the bomb. Ground Zero/Neutron Bomb/Epic pbaoe (whatever you picked theres a few that are interchangeable like fire sword circle/engulfing/frozen aura/psy shockwave) will wipe pretty much the entire mob. Whatevers left and not running away (usually a boss trying to leggit) punch and shoot. You have to take 1 epic melee to get the pbaoe but thats ok, you want it. It becomes part of your single target attack chain. Your playing as a scrapper in melee anyway so you can drop a ranged attack. Aim, Irradiate, Nuke whenever you can. Thats your advantage over the scrapper. You gave up a procced out rad therapy for a nuke. I call that fair exchange. Irradiate and Ground Zero give you a kind of soft control. Both have a chance to knockdown in them. If you take cosmic burst instead of proton stream and run psy shockwave as the pbaoe you can stun the boss thats left over after you hammered everything else. Even if your not teaming /rad sents are awesome. They can pump out silly high dps. Single targets are for stalkers. Hit those mobs with massive amounts of aoe. Make the blasters jealous. Make the scrappers go 'Why is that boss running towards me crying and only got half his hp?' Example build, this one has fire in but as i said simply swap in whatever epic fits your character or whichever one you like best:
  4. Looks like you have a spare slot, chuck a force feedback proc in crowd control. Move the scaling res piece in minerals to weave/manouvres for more hp.
  5. Its not a bad pairing, nature works well with everything on every AT. And you can just drop the lifegiving spores and use the aggressive goto command on it and they'll attack everything nearby and return to it afterwards. That allows you to postion yourself and line up the cone if any of them need healing. Which they rarely do. Wild growth and the t2 pets own thermal buffs make them possibly the toughest mm pets in game. I have a build in mids. Its not mine, theres no way i'd skip a travel power:
  6. Not sure about this. Not my fav secondary. Always makes me ask lots of questions when i'm looking at mids, Do i need to slot pets for endurance when i have energizing circuit? Do i need maintenance drone when i have rejuvenating and insulating circuit? How much def/res is enough and what do i give up in return- elec has a lot of powers in the secondary you can either skip or feel like you have to have them in your build and since page 5 your main source of -regen that used to be in the Ass Bot is now moved to mm's personal attacks. How do you squeeze those in. Do you drop fighting and then have your defence numbers fall to the floor? Mace still looks like the best option, you get decent defence and you already have good res from faraday which gets higher if you run tough. Theres no way you'll fit in everything. I love group fly. Bots are the squishiest pets and keeping them out of melee makes them more survivable. And they are slow. Group Fly means they can keep up, they move way way faster with it. That means putting up with complaints from team mates that didn't spend 15 seconds to go to null the gull in PD and turn it off, they'd rather spend 10 min complaining that your griefing them. On this i think i'd drop maintenance drone for amp up:
  7. Not a big fan of /elec on any AT having tried it with necro on mm, elecx2 troller and corr. I do love /ta and the mercs/ta is a lot of fun but for some reason i prefer it with bots. Mercs get massive res from serum so i tend to find they play better with the def sets than something like /elec which doesnt really have what i consider proper debuffs and the heal can be annoying when i actually need it for myself.
  8. Looks a lot safer with ice 45% s/l makes a massive difference, bonfire gets you all the recharge you need so you can skip it a bit, sleet means you don't need tactics or much accuracy, hoarfrost and hibernoob are good panic buttons. I like to over slot fire cages, you can pop a ton of fiery orbs out if you spam it on high recharge builds:
  9. I love ill on domi's (and trolls) and i tried really really hard to love /martial on domi's. I ended up with a mind/martial and elec/martial but after 2 attempts i realised it just wasn't happening and if it didn't work with my 2 fav primaries it wasn't going to. Don't give up on the AT just yet, theres some seriously good combo's out there, quite a few that never get boring. Elec/psi/ice, plant/dark/primal, mind/fire/anything, ill/energy is a hoot. Once you hit 50, fully slot, get your incarnates in its a whole different experience. Assuming you build for recharge. If not it'll be the same toon you played at lvl 10. Whatever you do not take spinning kick. Awesome animation, 1 of the best in game. Quite a feat to also be the worst/most useless power in game at the same time. And its up against some serious competition there. I don't think i've ever seen it hit anything. Fortunately you get dragons tail and thats good for a force feedback and has a decent radius so recharge isn't an issue. Illusion rocks, its as good on a domi as a troll. Gleam is fantatsic, flash is the usual, spectral takes some good sets, PA is PA i never noticed a lot of difference between it and the troll version as domi's secondary is all damage and if they aren't taunting how can you tell when everythings mezzed 😛 And Phanty is just as annoying as he's always been. Whats not to love.
  10. With fold space. Now it looks even worse:
  11. Its amazing how fast you can come up with a bad build with 10 min to spare. Looks a teeny bit end heavy. And quite entertaining.
  12. Eh, lol, if i could i'd fit all 4 travel pools into every build. No such thing as too many travel powers 🙂
  13. I dont see the 2nd best power in the set in that build. Did you skip short circuit by accident? If you hit a mob with the nuke then SC they cant recover. They cant recover they cant attack. No melt armour too. 2nd best power in thermal set. Mines not so team friendly 😛
  14. Piercing beam/cutting beam interchangeable:
  15. @HelenCarnate always does good builds just use the post below, open your mids, click on the powers and put them in manually.
  16. Wow 81 views 0 replies. First to admit i am crap at making /rad toons but something to look at is better than nothing and at least gives you somewhere to start. Clean'ish and a dirty'ish build:
  17. Meknomancer

    Dark Dark

    Not none. As someone who takes boxing/kick to get tough and weave they are both irrelevant (unless its a toon running ss and then boxing is better slotted as an attack than the stuff in the primary) because they get picked, auto put in tray and then removed instantly from tray and forgotten about. On a few occasions, like i'm exempt down to level 10 for some ourob arc and have very few attacks i'll toss a hammi or boosted acc/dmg in boxing. You are correct the utility is minimal but not none. In which case boxing is the better/more useful pick as it doesn't do kb and has a nice little mez 🙂
  18. I do love that you crunched the numbers and explained it in a way that even i can understand. But i still disagree that its not worth a little defence on a res set and vice versa. In game seems to be totally different from any theory's or number crunching. The last few times i tried running any combo, not just sentinels with a res set, aimed only for res cap and put in no defence was a guaranteed faceplant. You get hit, doesnt matter that you dont get hit for much. You get hit. A lot. In no time at all your getting shot to bits and no amount of res will overcome continous incoming damage. You always die unless you run away or kill them first. The defence you build in means you dont get hit as often, buys you much more time and just feels way more survivable. Yes its different when you build in defence and then get debuffed or have a def cascade failure but if you only build in res you just dont dodge a single thing and even when you build way over softcaps it doesnt mitigate the damage enough to survive. I find the easiest way to test this is make an all res set, hit res caps, then jump into something vs enemies that have debuffs, even if its just def debuffs like cimerorans. As usual everything depends on the powerset. Sents are pretty unique but they always felt like scrappers to me they just happen to run ranged sets instead of melee ones. Isn't it odd that both AT sets have def bonuses built in but no res bonuses.
  19. It does look good. Guaranteed fun. Still not sold on stealth but i'm happy to run a map and aggro the entire thing with TJ 🙂
  20. I'm glad to see someone testing them that knows numbers. I have mercs running with every secondary except /emp /rad /kin /elec although the /sonic /pain /ta /poison pretty much never get touched. They work so well with /time and /cold /traps /bubs /dark benefitting massively from the extra defence or huge - to hit put out. M30 nade with an ff+rech/overwhelming kb/kd/annihilation proc in bumps secondary powers and hasten to the point where they are all perma with very little recharge needed. Not sure about the procs slotting. They need it for sure but the t2 pets can take so many and they do a ton of cc it makes me wonder if its worth it with them as they cycle through so many different attacks. T1 benefit the most by a mile so i usually toss in the soulbound bu and a lady grey but i can't find a way to drop any pet uniques, the slotting is super tight, which doesnt leave room for the t2/t3 to get any.
  21. One of my favourite combos. I'd put mercs in no. 1 spot for damage since page 5 although saying that usually starts an argument between those running necro with the new soul extraction and old thugs toons running burnout and gangwar. 3rd rech io in serum is a wasted slot once you boost the first 2 to 50. Rech io in farsight is a wasted slot its always available when you need it. Put the call to arms back in. Mercs get great resists and with serum they become pretty godly but once you throw on farsight/manouvres/the def uniques. Take power boost if your going mace so you can pb your farsight. I like to take burst for gm/av's its much less end heavy than m30 nade which i save for mobs and to proc the ff+rech. They dont need slots they are just in the build to bump the damage of the pets. If you start spamming time crawl/time stop/time crawl/slowed response/time crawl your blue bar vanishes fast so i try to fit in 2 acc/end pieces and boost them and call it a day. I slot times juncture with the dark watcher and pacing of the turtle procs. Its amusing. You could drop the def/end piece from tactical upgrade. I like to heavily proc out slowed response with achilles/lady grey/shield breaker they fire off a lot in big mobs. Stealth is a useless power if you run TJ and only useful if you plan to keep toggling it on and off when needed/ghosting. Pet slotting....i carry a load of procs and unslotters and change my slotting on them regularly. I still havent found something i like that works best. Secondary is so important, if your chasing recharge which you do on /time it does leave you short of empty slots for damage procs in pets and mercs don't have that extra power to mule them in like demons hell on earth/necro soul extract/thugs gang war, its hard enough hitting max damage on them and if you do toss in procs they end up sucking wind in long fights.
  22. I've played /poison mm's with envenom and weaken and skipped pretty much the entire set and not noticed and difference from the ones i played where i tried taking most of the powers which is why i rate it as the equivalent of the super strength set, 2-3 powers you really need and the rest junk/mules/skippable. The heal i just use as a mule for preventetive and treat it like i would with /storms O2 boost. Antidote just a mule for 4 pits of unbreakable or a steadfast/glad unique i think i tossed it on a team mate once. Just the once mind and it was probably a misclick. Both powers need to be given the aoe treatment if they are going to be made playable. Radius on both envenom and weaken is pathetic but i would keep them at 8 foot if they introduced venemous gas over noxious that way you have both a great st debuff chain for heavy hitters like gm/av's and a debuff aura for trash mobs.
  23. @Nemu were you running that on an MC yesterday, 1 of the panda toons? If that was you that was 1 of the 2 good /poison mm's i've seen played well (along with Living Brains bots/poison) Pretty sure you were low lvl 40's and not dying every 2 seconds or summoning pets it was impressive. Just saw the name on the build download, definitely you 😛
  24. I love that your having fun with it and that you got it to work for you. And that you got the worst secondary to work with the worst primary is quite impressive. But poison is still awful on mm's compared to any other AT (at least for me). You start out by saying that mm's aren't chained to melee because noxious is ranged but that 2 minute downtime makes it almost useless and your still going into melee for the poison trap anyway, you may as well be there all the time especially if your running melee pets. At that point a pbaoe -to hit/- def would make it so much more survivable. Otherwise you have to spend a lot of slots building up defences skipping out on recharge and all the pet uniques and all the procs that could otherwise be slotted in the pets but now aren't. Weaken, great power if your fighting single targets, useless vs mobs unless someones herded/fold spaced them into a nice tight 8 foot radius. Same goes for envenom. Which is where poison shines on other AT's. Venemous Gas has a 15 foot radius and does pretty much both jobs with no clicking. You don't need to be in the centre of the mob to make it work which lets you move around and stack the cones on top. I like your build and i'm happy you enjoy it and appreciate you wanting others to try it and feel the same but i'm into 5 /poison mm's from live and HC and i've only ever seen 2 good ones in all that time and at no point playing them did i think to myself this is a good power set compared to any of the other secondarys. It needs some help. Like a lot of help.
  25. You'll have end issues with enforcers and bruiser unless your running ageless. No idea about how the bu proc will work in gang war i'd assume it has a chance to fire off on you when you pop them but i'd want it elsewhere. I don't know how i feel about spiritual on an mm especially a non healer. Traps i'd probably go agility if i cant fit musc. and chasing recharge. 1 slotted hasten is usually a bad idea unless the plan is to never play it below incarnate levels. Defence is very low for having ffg+weave+man+cj but not hitting ranged/e/ne/aoe/f/c. You went after recharge at the expense of a lot of your defense. You have 0 kb protection. The mark of supremacy set is the best way to get 3 bonuses of 10% recharge on an mm but you only used 2 of them in your t1. Brusier slotting needs work. 6 bits of level 30 set call to arms for 6.25% when 2 pieces of supremacy would get you 10% has me confused when it looks like you built for pure incarnate play. 4 pieces of supremacy gets you more defense too. Not a lot of traps builds on the forums and all my play has been with bots and mercs trappers buts its not hard to build a perma hasten trapper running with agility that will hit incarnate level s/l/e defence and at least 45% f/c just with scorp shield before you even hit power boost and close to 40% s/l resist. The build looks fun but it really needs some tweaking. You shouldn't need any other procs in the pets other than the soulbound chance for build up in t1 or t3 and the gaussian in t2 and i don't think you even need those. Traps puts out massive debuffs and ffg puts out massive buffs. I feel like its better to just build for acc+dmg+end red in a traps mm especially since page 5 when pets seem to be very end hungry and just proc out the traps instead of the pets. Example with stuff pretty much tossed in at random in all 3 pets/caltrops/acid mortar/poison trap all of which you can shuffle about any way you like but it does mean swapping ice out for mace just to show you def+res numbers+recharge:
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