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tjknight

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Everything posted by tjknight

  1. Hello Architects! Just finished a villainous story in AE and would like some feedback. If anyone would like to play it I'd appreciate it!!! Thanks!
  2. I leveled an Ill/Traps last weekend to 50. I enjoy playing it. Basically, drop pets to tank the EB/AV, spam your immobilize to keep 'em still, and make sure to keep placing the debuffs (Acid Mortar/Poison Trap). Then you got other powers (Trip Mine, Triage Beacon, etc..) to help with additional buffs and DPS. I will agree that Ill/Rad is more mobile (also leveled one of those the week prior), but if you're on a fast moving team just concentrate on keeping Phantom Army, Acid Mortar, and Force Field Generator going. That and using your CC abilities (Spectral Terror, Blind, Caltrops, and Flash) should keep you plenty busy. Additionally, the new location commands are game changers for both Traps and Illusion. I have all my placement powers bound to be able to drop on targets. It's really helpful.
  3. 4-stars to this thread title~ Moving forward, I have rolled and leveled both an Ill/Rad and Ill/trap. Both are now 50 and neither one is incarnated or IO'd out yet. Illusion/Traps has all the goodies. Which includes mez protection and strong debuffs. I will say this, I know that /traps is awesome but I still feel outclassed on teams by people running more visibly active sets. In reality, I know my /Traps is contributing but other sets with flashy effects and big green numbers do overshadow it. Solo, I ❤️ my ill/traps toon as Illusion gives it so many tools to keep the heat off you while you place traps. I'll put it another way, Ill/Traps is sneaky OP. My Illusion/Rad is much more straight forward toon. Great buffs + tanking pets makes you feel awesome. Also, it's the old school solo build for Controllers. Teams love AM, but AM doesn't buff Phantom Army directly. However, AM buffs gives you more +recharge. Which makes it easier to keep spamming Phantom Army. You can't go wrong here at all. Storm looks a bit too chaotic for my personal tastes. However, it's an established damage dealing combo and I can't imagine anyone would be unhappy with it. Ok here's one weird effect of having PA-Clones on team. You are freaking EVERYWHERE... blasting over here... buffing over there. It feels awesome and indeed super. But self-duplication is one of my favorite comic-book superpowers!
  4. tjknight

    Mercs

    Yes, I do agree Mercs are very much underrated and probably unfairly so. I had a Mercs/Dark on live and it did pretty damned well, especially with Achilles Heel and Lady Grey Proc. Placing Explosive Strike into the Commando is also a good idea. This was the advice I followed in the old days on how to slot procs into Mercs. From : https://dechskaison.blogspot.com/2012/01/gd-mastermind.html (Really good advice that still applies) Mercs/Dark went well for me due to all the crowd control and -tohit the set has. However, that's not to say there aren't issues. Mercs do primarily smashing and lethal damage. The Medic being suicidal was a pain, and Mercs in general don't have any strong melee power. So any of them running off to 'brawl' didn't help much. The AI change is very welcome and helps out this underrated set quite a bit IMHO. (Now, I'm wondering why I didn't roll a Mercs/Dark!!! on Homecoming!)
  5. tjknight

    Mercs

    Isn't it amazing how one simple change, completely changes things?
  6. I'm wondering if this could done with a costume change macro, to make it a little less clunky. Maybe something like... /macro Clones "CC2$$powexec_name Phantom Army" Not sure if it would work, cuz I haven't tested it.
  7. So I tried this new customization option out on my Illusion/Rad and I love it.... I did make me think however, I wonder it it's possible to have that same option available for Mercs and Thugs. As they are the most 'human' looking of the pet sets. It would be great if it's eventually added.
  8. tjknight

    Mercs

    I didn't test it much, but logged onto my old Mercs/Nature. He's only lvl 30'sh. But yes, the change was noticeable. The Mercs stay in my healing patch, and the Medic doesn't run off and suicide himself. It felt very different playing them.
  9. Oh man.. Sentinels getting Venom Grenade would be SWEEEEEEET!
  10. My normal method is pretty much in line with this guide. Unless I'm playing a Villain... If I'm playing a Villain, DFB runs can be very difficult to get started. So I'll usually buy the XP booster and then run the first arc of missions on Mercy Island until around level 8 . The next leveling hurdle for villains is that the first Strike Force isn't available until level 15! So at level 8 or so, I use an alternative. I go to AE and search for low level "Tunnel" missions. These can get you from 8-15 in a few runs and aren't very hard to do. But warning, they can be a bit tedious. After that, running through villain Strike Forces can get you to 50 fast (provided you use the XP Booster). It's also useful to have access to a base with an empowerment station set up. I find the Attack Rate Increase and Invisibility crafted temps super useful. p.s. Thanks for the Amplifier tip, I've never used them. Going to check it out.
  11. I actually ended up going Dual Pistols/ Super Reflexes for a few reasons. One of them being I know I'll be dealing with the Awakened later on in First Ward. And SR has resistance to both blind and confuse. Got from 1-13 doing resistance arcs. SR feels a little weaker at low levels than Ninjitsu did, but a few inspirations help out a lot. I'm pretty satisfied with my choice... and thanks for the help.
  12. So, I want to take a Sentinel through all the Praetorian content. That means starting off in Nova Praetoria at level one and ending in Night Ward at level 40. I would like to complete as many of the arcs possible without switching sides to Hero or Villain. That means I'm looking for a Sentinel combo that does well at lower levels and before set bonuses. Also, something that can handle psi damage attacks. I was considering Dual Pistols/Ninjutsu but I'm not 100% sure. Any thoughts or suggestions folks?
  13. Congrats.. quite the accomplishment!
  14. I suspect we're going to see quite a few Naruto's running around.
  15. I'm probably going to be laughed off the boards for these two.. but I believe an often overlooked combo is Necro/Thermal. You get resists that rival Demon/Thermal, variety in damage types (dark,. toxic), Forge on the Knights is awesome, and then to -to hit debuffs from the pets are nice. Combined with Thermals strong heals and debuffing powers it's a very strong combo. Oh and Zombies can self-heal as well, making them even tankier. Another overlooked option is Bots/Cold, I know it might look a little weird, but you get high defense pets combined with a solid Buff/debuff set. So if you want something powerful that's a little bit different, either one is a solid choice IMHO>
  16. Trick Arrow is awesome on Defenders but noticeably weaker on Masterminds. TA for MM's is better on Pet Sets that not only can buff themselves, but buff you as well. With that in mind I'd go Demons or Robots. Here's an old Demon/TA build that might give you some ideas.. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Trick Arrow Power Pool: Leadership Power Pool: Presence Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Demonlings -- BldMnd-Acc(A), BldMnd-Dmg(3), BldMnd-Acc/Dmg(5), BldMnd-Dmg/EndRdx(7), BldMnd-Acc/EndRdx(7), BldMnd-Acc/Dmg/EndRdx(25) Level 1: Entangling Arrow -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Acc/Rchg(37) Level 2: Lash -- ExpStr-Dam%(A), FrcFdb-Rechg%(3), CrsImp-Acc/Dmg(5), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg/EndRdx(43) Level 4: Glue Arrow -- ImpSwf-Acc/Slow(A), ImpSwf-Dam%(37), ImpSwf-EndRdx/Rchg/Slow(37), ImpSwf-Acc/EndRdx(40), ImpSwf-Dmg/Slow(46), ImpSwf-Rng/Slow(46) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Corruption -- WntBit-Acc/Dmg(A), WntBit-Dmg/Rchg(9), WntBit-Rchg/SlowProc(9), WntBit-Acc/Dmg/EndRdx(11), WntBit-Dmg/EndRdx/Acc/Rchg(25) Level 10: Assault -- EndRdx-I(A) Level 12: Summon Demons -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(13), SvrRgh-PetResDam(13), BldMnd-Acc/Dmg(19), BldMnd-Dmg(23), BldMnd-Acc/Dmg/EndRdx(23) Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), RctRtc-ToHit/Rchg(15), RctRtc-ToHit(15) Level 16: Poison Gas Arrow -- LthRps-Acc/Rchg(A), LthRps-Acc/Sleep/Rchg(17), LthRps-Acc/Sleep(17), LthRps-EndRdx/Sleep(50) Level 18: Hell on Earth -- CaltoArm-+Def(Pets)(A), ExpRnf-+Res(Pets)(19) Level 20: Acid Arrow -- AchHee-ResDeb%(A), TchofLadG-%Dam(21), PstBls-Dam%(21), RechRdx-I(40) Level 22: Provoke -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(43), MckBrt-Taunt/Rng(46), MckBrt-Taunt/Rchg/Rng(50) Level 24: Kick -- KntCrs-Acc/KB(A) Level 26: Summon Demon Prince -- BldMnd-Acc/Dmg(A), BldMnd-Acc(27), BldMnd-Dmg(27), BldMnd-Dmg/EndRdx(29), BldMnd-Acc/EndRdx(31), BldMnd-Acc/Dmg/EndRdx(31) Level 28: Disruption Arrow -- RechRdx-I(A), EndRdx-I(29) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(31), RctArm-EndRdx(33), RctArm-ResDam/Rchg(33), RctArm-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(34) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Oil Slick Arrow -- TmpRdn-Acc/Dmg/Slow(A), TmpRdn-EndRdx/Rchg/Slow(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg/EndRdx(36) Level 38: Weave -- RedFrt-Def(A), RedFrt-EndRdx(39), RedFrt-Def/EndRdx(39), RedFrt-Def/Rchg(39), RedFrt-Def/EndRdx/Rchg(40) Level 41: Charged Armor -- Ags-Psi/Status(A), StdPrt-ResKB(42), Ags-ResDam/EndRdx(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(43) Level 44: EMP Arrow -- Lck-Acc/EndRdx/Rchg/Hold(A), Lck-EndRdx/Rchg/Hold(45), Lck-%Hold(45), Lck-Acc/Hold(45) Level 47: Maneuvers -- RedFrt-Def(A), RedFrt-EndRdx(48), RedFrt-Def/EndRdx(48), RedFrt-Def/Rchg(48), RedFrt-Def/EndRdx/Rchg(50) Level 49: Hasten -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(34) Level 4: Ninja Run Level 50: Spiritual Partial Core Revamp ------------
  17. I'm not the best with builds. I also know the general wisdom is that Pain Domination is better utilized on Corruptors (and MM's) than Defenders. But there's a few things about Pain Dom on Defenders that I like: - Overall Better Buffing and Debuffing Values - Strong Self Damage Buffs that also heal allies - A nice resistance and Defense Debuff in Anguishing Cry - Word of Pain's +Resistance to All (which includes Psi resistance) All of that plus Defenders get access to their buffs much earlier than Corruptors or MM's do. With that being said I took a stab at building a Pain Domination / Dark Blast Defender. I know it's not optimal and needs help, so I'm hoping to get some advice. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Dark Pain: Level 50 Science Defender Primary Power Set: Pain Domination Secondary Power Set: Dark Blast Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nullify Pain -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(5), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Heal(40) Level 1: Dark Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(15), Apc-Dam%(37) Level 2: Gloom -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(34) Level 4: Soothe -- DctWnd-Heal(A), DctWnd-Rchg(5), DctWnd-Heal/EndRdx(7), DctWnd-EndRdx/Rchg(11), DctWnd-Heal/Rchg(34) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), Krm-ResKB(29), UnbLea-Stlth(31) Level 8: Enforced Morale -- EndRdx-I(A) Level 10: Super Speed -- EndRdx-I(A) Level 12: Soothing Aura -- DctWnd-Heal(A), DctWnd-EndRdx/Rchg(13), DctWnd-Heal/EndRdx/Rchg(13), DctWnd-Heal/Rchg(15), DctWnd-Rchg(21) Level 14: Hasten -- RechRdx-I(A) Level 16: Tenebrous Tentacles -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(17), GrvAnc-Acc/Rchg(17), GrvAnc-Immob/EndRdx(25), GrvAnc-Hold%(25) Level 18: World of Pain -- UnbGrd-Rchg/ResDam(A), TtnCtn-ResDam/Rchg(27), RechRdx-I(19), ImpSki-ResDam/Rchg(19), RechRdx-I(23), RechRdx-I(46) Level 20: Night Fall -- Rgn-Dmg/EndRdx(A), Rgn-Dmg/Rchg(21), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(29), Rgn-Knock%(31) Level 22: Dark Pit -- Stp-Acc/Rchg(A), Stp-Acc/Stun/Rchg(31), Stp-EndRdx/Stun(40), Stp-Acc/EndRdx(45), Stp-KB%(45) Level 24: Maneuvers -- LucoftheG-Rchg+(A), Ksm-Def/Rchg(42), Ksm-EndRdx/Rchg(43), Ksm-Def/EndRdx/Rchg(43), Ksm-Def/EndRdx(43), Ksm-ToHit+(50) Level 26: Anguishing Cry -- AnlWkn-Acc/DefDeb(A), AnlWkn-Acc/Rchg/EndRdx(27), AnlWkn-Acc/Rchg(46) Level 28: Assault -- EndRdx-I(A) Level 30: Conduit of Pain -- RechRdx-I(A) Level 32: Painbringer -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(33), EffAdp-EndMod/Acc/Rchg(33), EffAdp-Acc/Rchg(33), EffAdp-EndMod/Acc(34), EffAdp-EndMod/EndRdx(46) Level 35: Life Drain -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(36), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(37), TchoftheN-Acc/Heal(50) Level 38: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(39), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(40) Level 41: Soul Drain -- Mlt-Acc/Dmg/EndRdx(A), ScrDrv-Acc/Dmg/EndRdx(42), ScrDrv-Acc/Rchg(42) Level 44: Power Boost -- RechRdx-I(A) Level 47: Soul Storm -- BslGaz-Acc/Rchg(A), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/Hold(48) Level 49: Vengeance -- HO:Membr(A), LucoftheG-Rchg+(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(45) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Spiritual Core Paragon ------------
  18. The key to creating a good leveling Dom is pairing a Primary that gets a solid AoE control early with a good damage dealing secondary. For example both Electric and Plant get early access to an AoE control (Seeds of Confusion / Static Field). So that's why you'll see those primaries suggested often for leveling. Combine with a good damage set (like Fire or Psi) and you're good to go. Also, being careful to lock things down first before moving in for attacks is vital. Mezzes are your defense held, stunned, sleeping and confused enemies can't damage you. And avoid opening with AoE immobilizers. Those just draw aggro your way. So if playing a Mind Dom, my preference is to sleep mobs with Mass Hypnosis. Then pick off enemies one by one. You can also use Mesmerize & Confuse to keep enemies out of the fight if Hypnosis isn't up.
  19. Man I'm so sorry I missed this. Going to join the channel though.
  20. I have lvl 30+ish Necro/Nature. Haven't played him much lately. But, Nature makes my squishy Zombies very tough. My pets (and team mates) survive quite well, much to my surprise. So taking that and Dr Causality's post into consideration, I say it's worth a try.
  21. I wouldn't mind Mercs borrowing two powers from the Nemesis group. 1) Bayonet replacing Brawl 2) Vengeance being granted to the lieutenants. I.e. when a lieutenant dies vengeance is automatically cast.
  22. Sentinels start off good and stay good. You give up some damage, but you're not faceplanting every five minutes either. Not dissing blasters, they are awesome, especially late game. But I don't want to wait 50 levels and get incarnates before I feel awesome. A lot of people balk at 25% less damage than a blaster. To that I say "so what"! My sentinel still plows through content solo. And if I'm on a team, he feels more than adequate to get the job done. Also, late game sentinels..are just amazing. That's the thing nobody ever talks about, or sweeps quickly under the rug. I'd even argue, late game Sentinels are very much overpowered.
  23. Sonic/Devices seriously looks like an excellent combo. Especially with the buff targeting drone recently received. I never had a 50 blaster before, so this might be a good idea for me to try.
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