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tjknight

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Everything posted by tjknight

  1. I teamed with an electric/electric Dominator who was awesome. He endurance drained mobs, leaving them no energy to attack. This was on Cap du Diable Strike force. So we weren't high level.
  2. Modest pretty much nailed it. Also, powerset selection makes a huge difference. You can build a damage focused corruptor by combining a heavier damage primary (ex: fire) with a debuff focused secondary (ex: radiation). The combo you're thinking about (dark/nature) would be more support focused. Dark does decent damage and floors enemies to hit. While nature is mix of strong team buffs and enemy debuff. The Fire/Rad would most likely out damage the Dark/Nature. But the Dark/Nature would offer strong team support while doing acceptable DPS. It all depends on how you play and what powers you pick.
  3. I have to agree. Post 50 there's still a demand for strong healing/buffing builds. In my experience, most players aren't running around with super-efficient top tier builds after 50. The players who do have builds like that are pretty much playing the entire game solo by that point. They don't really need anybody else. There's nothing wrong with that, but other players do need support. And Empathy is a support set that can cover the deficiencies in almost any build.
  4. I did run into a difficult patch post 40's . Again, I'm playing content not power-leveling. I'm running Kuhr'Rekt's arc and man Longbow bosses are wrecking this build. I'm running into tougher bosses with powers like Illusion/FF or Energy Knockback powers. Which sort of mess up any MM. I'll probably lower the diff on this arc and set to 'no bosses' so I can finish it. And I was just bragging about how my zombies were eating Longbow for breakfast. I can still see a end game version of Necro/Thermal being very good. But I'm not there yet.
  5. tjknight

    Ninja / Dark

    Ninja/Dark Misma was considered one of the better Mastermind builds back in the old days: I tried to find an old Ninja/Dark guide from back then, but no luck. Hopefully the video helps.
  6. I've haven't had a lot of time to play, but my Necro/Thermal is at 40 now. I took a screenshot below, of the Combat Attributes. Basically, the Zombies are now mini-tanks with strong resistance to almost every damage type. Soul Extraction is being used as a mule to hold two 10% resist Pet IO's. This working out really well. I'm running Night Ward missions which are very tough for most builds. The zombies are just tearing through that content solo.
  7. I can only really rate MM's I've tried but here we go #1 Bots/Traps Seriously underrated and very effective. Traps is loaded with buffs and debuffs. The Force Field Generator is mobile and stacks with the bots bubbles. Triage Beacon, needs to be slotted to be effective, but the regeneration aura it gives is nice. This build melts tough targets including AV's. It's also not expensive to slot up. TP Foe is a nice addition to this combo. Overall, a nice thematic build that's capable of soloing AV's right out the box. #2 Necro/Dark There's not much to say. Enemy to-hit is floored by this build, you get an extra pet 'fluffy' who also heals. The Zombies self-heal after the level 32 upgrade. Howling Twilight isn't only a rez, it also applies a strong stun and a regen debuff. Which makes it great for AV fights. Between the Lich, The Dark Servant, and Dark's control powers entire mobs get locked down. A very safe and tanky build. #3 Necro/Thermal I'm playing this build right now. Thermals shields stack very well the Zombies inate resistances while also covering the Zombies greatest weakness - aoe Fire patches. I currently have this build at 40 with the Pet Resistance unique's slotted. My zombies wade through Longbow fire patches like they are nothing. And for the most part are a small army of Pocket Tanks. Forge is very nice on the Grave Knights. The Lich tosses out enough control keep mobs bunched up. Warmth is an extremely powerful heal when fully slotted. However, it is easy to get overconfident and overwhelmed. I waded into a instance of +2 Malta and got ripped to shreds. But still I'm quite happy with how Necro/Thermal plays. #4 Ninja/Dark Ninja's work very well with Dark Miasma. I know, in general poor Ninjas get beat up on the forums. And I agree that they have issues. But Dark Miasma can help quite a bit. Tar Patch is great for the Oni's fire powers,, most notably his Rain of Fire and Fire Breath. Tar Patch's slow and -damage resist soften up enemies quite nicely. Fearsome Stare + Shadow Fall + Darkest Night + the unique Pet Defense IO's = Ninja Survival. Just spam Twilight Grasp and watch them tear mobs to pieces. I will more than likely recreate this build now that the game is back. It soloed quite nicely from what I remember. I've also tried both Rad and Kin and I'm not sure how feel about those sets on MM's. They weren't as powerful as you'd think they be. Kin on a MM is a lot of work for very little return. However, it is fun watch you pets zip around the map like lunatics. Rad has great debuffs and a solid heal, AM is amazing on pets, but there's no damage mitigation in the set really. So pets are pretty much defenseless.
  8. This is great!!! I've been wanting to roll and EMP (Either Corruptor or Defender). This is really helpful!!
  9. I kept finding snippets of conversation on the web stating that Necro/Thermal is a very good MM build. As it turns out, I'd saved an old Necro/Thermal build from years ago, that I found online. I tweaked it a little and came up with this: Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Morgana Shade: Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Thermal Radiation Power Pool: Teleportation Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Zombie Horde -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7) Level 1: Warmth -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(7), DctWnd-Rchg(9), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(11), DctWnd-Heal(11) Level 2: Fire Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(13), RctArm-EndRdx/Rchg(13), RctArm-ResDam/EndRdx/Rchg(15), RctArm-ResDam(15), ResDam-I(17) Level 4: Cauterize -- DctWnd-Heal/EndRdx(A), DctWnd-Rchg(21), DctWnd-EndRdx/Rchg(23), DctWnd-Heal/Rchg(23), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Heal(25) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Life Drain -- TchoftheN-Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(27), TchoftheN-Heal/HP/Regen/Rchg(27), TchoftheN-%Dam(29), TchoftheN-Acc/Heal(29), Acc-I(31) Level 10: Plasma Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-EndRdx/Rchg(31), RctArm-ResDam/EndRdx/Rchg(33), RctArm-ResDam(33), ResDam-I(33) Level 12: Grave Knight -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(34), BldMnd-Acc/EndRdx(34), BldMnd-Acc/Dmg/EndRdx(34), BldMnd-Acc(36), BldMnd-Dmg(36) Level 14: Teleport -- EndRdx-I(A) Level 16: Power of the Phoenix -- RechRdx-I(A) Level 18: Soul Extraction -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(36), CmmoftheM-Rchg/PetAoEDef(37), ExpRnf-+Res(Pets)(37), CaltoArm-+Def(Pets)(37), CaltoArm-Acc/Rchg(39) Level 20: Thaw -- Ags-Psi/Status(A) Level 22: Teleport Foe -- EndRdx-I(A) Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx(40), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def(40) Level 26: Lich -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(42), BldMnd-Acc/EndRdx(42), BldMnd-Acc/Dmg/EndRdx(42), BldMnd-Acc(43), BldMnd-Dmg(43) Level 28: Forge -- ToHit-I(A) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(43), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Build%(45) Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: Heat Exhaustion -- RechRdx-I(A) Level 38: Melt Armor -- AchHee-ResDeb%(A), AchHee-DefDeb/Rchg(45), AchHee-DefDeb(46) Level 41: Vengeance -- LucoftheG-Rchg+(A), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46) Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(48) Level 47: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(48), Stp-Acc/EndRdx(48), Stp-KB%(50), Stp-Acc/Stun/Rchg(50), Stp-Stun/Rng(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 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(17), Mrc-Rcvry+(19) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), PrfShf-EndMod/Rchg(21) Level 50: Vigor Core Paragon ------------ I'm currently running a version of this right now. I'm only lvl 37 with generic lvl 35 IO's slotted at the moment. I do have the pet +Resistance IO's slotted in Soul Extraction. It was a little rough at start, but around lvl 25 or so, the build started to come together. The Zombies are tough, and fire damage (which usually wrecks my other Necro build) doesn't stop them at all. There's still things I want to improve. For one thing, I'm not sure which Incarnate Slots to go for at 50. Any feedback or suggestions on how to improve things are welcome.
  10. I've seen a few mentions about Demons/Nature as a very powerful build. But nobody ever gives details.
  11. Bots/Time. I don't have one, but I've teamed with MMs running these builds. Time grants a good mix of healing, defense, and debuffs. While Bots do excellent ranged damage. The big Bot's AOEs are also a plus. Probably the most OP MM combo right now.
  12. My favorite so far has been Dark Blast + Ninjitisu. I haven't dinged 50 with him yet, because I alt too much. But so far that combo provides a nice blend of debuffs and defensive abilities. Plus, I like the idea of flooring the +tohit of enemies, as it helps the team out. For the most part, I don't mind doing 75% of the damage a blaster does. 75% damage is plenty for most purposes. Having less available AoE hasn't been a big problem for me either. My Dark/Nin is a nice multi-purpose character that solos easily, and that's exactly what I wanted.
  13. Quick update. I soloed Ghost Widows Patron arc with this toon, including defeating an Elite Boss level Numina (+1) . I have no set bonuses or procs slotted, just generic IO's. I did pop a six enrages but other than that inspiration use was rather minimal. I've tried this before on other toons and usually would have to get some help to beat her. So for me this is a big accomplishment on a AT. It may not be that big of a deal to other people. However, that pretty much sells me on this sentinel's build being quite solid. I've mostly soloed on red-side and nothing has given me that much trouble since lvl 22+. This has included missions arcs filled with Carnies (Jezebel Jones' arc) which normally are a problem for me. So far Dark/Nin is proving to be my favorite sentinel combo and I've tried a few others. Eager to give Fire/Regen a try now because I hear similar things about it's toughness and solo ability. Also, I keep hearing theres a Discord sever for COH Sentinel players, but I can't find it! So if anyone can link me to it, I'd appreciate it.
  14. On the surface the Radiation Emission set has some powerful abilities: Buffs that benefit the team: Radiant Aura Accelerate Metabolism Mutation Debuffs that make hard targets easier to handle Radiation Infection Enervating Field Lingering Radiation I realize that pets don't get the attack speed bonus from AM. But they do get the endurance, run speed, damage and status resistance benefits. Also, the debuffs on hard targets would seem to be good for a MM when fighting EB's and AV's. There is the drawback that Mutation and Fallout aren't beneficial to a MM while solo. Also, a lack of shields to help pets deal with incoming damage could be a concern. So how do /Rad MM's do in general? Are there certain MM primaries that would really well with /Rad? For example, I could see Mercs (with the achilles heel proc slotted) might actually have their dps improved by quite a bit. Thoughts? Builds? Suggestions?
  15. These are great tips! Thank you!
  16. So my DB/NIN Sentinel is now level 36. There was a lot of trial and error, but so far so good. Things I really like about the build: - All the -ToHit coupled with Defense Toggles - Built in Mez Protection, Self-Heal, and Recovery. - Better than expected DPS. - Movement Buffs and Stealth Overall the build is stealth-nuker's delight. Plus I like how the -tohit on enemies helps teammates. Especially, teammates with defensive buffs. At level 36 this build is hard to kill. The only thing that's given him real trouble were the Rikti bosses in the RWZ missions from Levantera. I think those missions are made to be harder than normal. As it seems like the bosses always spawned at +1 or higher no matter what my settings were. The completely ripped me to shreds but once I went back to normal content I was fine. I'll probably go back and tackle those after the build is more complete. I'm terrible at using Mids/Pines, but here's a screenshot of where I'm at so far. Just basic generic IO's, with Tough and Weave so for. Still for a mid-level hero this build is easy to play. If it weren't for my alt-itis it would be 50+ by now.
  17. Non scientific opinion. I have a lvl 34 Plant/Dark Controller. It's probably one of safest & tankiest controller builds I've ever played. I have't played that toon in a bit, cuz Homecoming feeds my alt-itis. But it's not something I think the OP will regret rolling. Good on teams, great solo, decent damage. Really nothing to complain about.
  18. Got bored and rolled up a lvl 26 Necro/Thermal up on the test server. Mostly, because I've saw a random internet post claiming this combo is really good. So at lvl 26 it aprox 23% resistance to Smashing, Lethal. About 45% resistance to Fire and Toxic. Along with strong resistance to negative (can't remember the percentage). Ran a few quick Newspaper missons and have to say it was impressive. The lower tier pets didn't die as easily they normally do, and overall it felt quite tanky. Mind you, this was just a quick build I put together with standard IO's. So no special enhancements or set bonuses. I imagine someone who really knew what they were doing could, put together something much better than I did.
  19. I think the consensus back in the old days, was that AR/Kin had extremely good AoE potential. Especially, after getting fulcrum shift. Trying to find the old thread about this, but wasn't able to.
  20. So weird you posted this. While I don't have hard numbers, I can't help but think Psi/Bio/Psi would be a good combo. Given the %25 damage boost that Bio's offensive toggle grants. I got the idea after teaming up and running some Praetorian missions where we battled mutated Seers. One of the mobs appeared to be using Psychic Blast powers with Bio-Organic armor.
  21. Out of curiosity. What powerset combinations are people using to achieve some these amazing feats?
  22. I was in complete shocked it worked. There are some things I've run into however. - Repel is an energy hog. - Mobs with strong holds or blind effects can completely ruin this strategy. - Keeping the pets in BG mode at all times is very important. - The lack of strong debuffs is noticeable against EB's or AV's. For example, I took my Demons in to battle Castillo. Between his large hit point pool, strong attacks, and 'blinding powder' spam, I just died repeatedly. Ended up just abandoning that mission. Also, the Drudges in Night Ward wiped the floor with my MM. All those holds, meant I couldn't spam heals or provoke. So the pets went nuts, and the NPC's killed them easily.
  23. So I was having a lot of trouble with my Demon/Kin MM. She's only lvl 28. But I've reached the point were enemy groups have access to good aoe's. Plus /Kin doesn't offer much in the way shields for pets. Transfusion is a great heal, but pets have to stay in range. Which they often don't! Today was particularly frustrating. I was attempting to clear a Family mission, but my speed-boosted pets would get aggro-ed. Which resulted in them running away from me, getting themselves killed. I came to the boards and read through a few things. After, some thinking I went back in-game and made two changes to the build. - Picked up Repel and Provoke - Bought and slotted the "Sudden Acceleration Knockback to Knockdown" into repel. Then I went back into the mission and tried things again. The pets were put into Defensive_Follow. Then I went from mob-to-mob with repel toggled on, while I provoked. It worked like a charm, the pets stayed close to me and didn't aggro run off. The Repel + Provoke kept mobs aggroed on me. The KB to KD worked well enough, so mobs weren't too badly scattered. Mish was successfully finished and I felt 100% better about my MM. So this may be an option for those who are having trouble with using /Kin on a MM.
  24. I have a 28 Necro/Nature now and he's coming along nicely. The zombies really do seem benefit from all the uber heals (and they buff you too). /Kin was a struggle for me to work with on a MM. But I'm thinking there's something more wrong with how I'm playing the set, then the combo itself. I think a more 'tankermind' style would work better and perhaps keep the pets from running out of heal range. Back in the old days, I teamed with a Necro/Dark regularly. By end game, that guy was a powehouse. And this was before incarnates. One thing to note, the heal from /Dark is excelent and has rather large radius. You're pets will stay healed up easily. Also, the extra pet is nice. I fiddled around with /time but only at low levels. It blooms pretty early and I can see how /time with an MM primary would be good. If it were put to a vote I'd rate these as my top three choices for Necro: 1. Dark 2. Time 3. Nature
  25. I like Sentinels as they are mostly. It would be very easy for them to become OP and game breaking. But they were carefully designed not to do so. And again, for those people that want to play something that actually resembles a classic comic book superhero (The Punisher, Iron Man, Firestorm, etc..) Sentinels fit the bill. Also, Sentinel performance varies widely, depending on what Primary and Secondary are chosen. Dark/Nin is AWESOME for example. The more synergies between the chosen power set, the better that Sentinel will play. The other AT's are little more forgiving in that regard.
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