Arbegla

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  1. Old ET would make EM the single target king again.

    Looking over the numbers, which i'm glad you did, i haven't looked them over in game, which is where i shoulda looked first, instead of just using mids, EM does need a nerf, as KM basically does everything EM can do, and provides better AoE (burst is amazing) and has a ranged attack for runners (focused burst doesn't have horrible DPA either)

    Still though, that puts KM in the running for top 3 or 4 on single target, and pretty high on ulitity as well.
  2. So use Ablating->attack vitals for the stalker chain. It won't be as good as Blinding Fient->Attack vitals, but with placate/BU/AS adding to it, it should be able to atlest keep up.
  3. i went DP/dev, just for the limited redraw. Targetting drone + DP's inherent acc bonus means i can skim on acc slotting, and go for straight damage. It helps offset the lower damage in DP pretty well.

    Plus, I've been having a blast with trip mine toe bombing, due to cloaking device and smoke grenade allowing me to drop mines at peoples toes.
  4. Been wanting to try out merc/pain, due to stacking serum and the t9 AB /pain clone, as if you hit serum first, you should still get the +recovery to counter act the crash, and you'll have one pretty durable merc for a pretty long time.

    Plus stacking resistance and +damage, with leadership, and merc's sheer amount of assault rifle goodness just really makes me want to roll one up. Shame i don't have character slots, or the money to pay for more
  5. Ran into the ninja's refusing to go into melee range, but it was agaisnt a Vault door, and for some reason, most pets have problems with those things.

    I uped my difficulty to +0/2 with bosses, and so far is a blast. Got to level 8, and grabbed Fistful of Arrows. Its not very useful, but in larger groups gives a little bit of a head start on the mobs for the ninja's to chew up easier.

    The poison heal seems to be able to be a good pick, can't wait to slot it up so it will be pretty useful. I'm going to go the TO/DO/SO route to conserve money, and i'm just going to buy things off my drops, so i'll be selling basically everything i get. Once this character hits 47, if i get to that point, i'll transfer money over and get his build done.
  6. Quick update. I hit level 6 yesterday, got my second ninja, and i'm using the above build, so rocking Envemon, Weaken, and 2 trigger happy ninja's is just pretty much fun right now.

    I turned bosses on as quickly as i could, and i'm thinking of upping the difficulty to +0/2 or /3 just to get bigger groups. With the focus on single target damage, i'm pretty sure even with /2 giving more bosses then expected, i should be able to chew through them pretty easily.
  7. Quote:
    Originally Posted by plainguy View Post
    But game play wise they don't and who really cares.. What does it matter ? Is there some setting beyond 4/8 I don't know about.. Do they have speakers on 11 ??? Whats your point ?? Just looking to fight ?

    Then please tell everyone how wrong they are about melee pets.. Even better show everyone.. Get yourself and ninja poison and post those videos rocking that 4/8 setting and kicking that AV but.. I can't wait to see it
    Oh ok, i get it. Melee pets only underperform when compared to other MM primaries in your opinion. Yep, because they may or may not be able to run at +4/8, and may or may not be able to solo AVs, both tasks not actually meant for ANY AT AT ALL, then they need a buff.

    I see now. Your not thinking of the baseline, on SOs, running at 0/1, your thinking of top end.

    And i have started playing a Ninja/poison. Thanx for asking about that. My progress is over on this thread, and I'll be updating it as that character gets higher up in levels. I may or may not get to the 4/8 difficulty, but then again, i find that difficulty unnecessary, as its just boring and tedious even on character i have that can run that difficulty.

    And the only reason i bought up that you haven't been around as everyone else, is because you seemed to have forgot that the dev's have changed multiple powersets around, and reworked ENTIRE archetypes and inherents. So saying 'it'll never happen' when there is already evidence that the dev's are open to looking at thing is just really bullheaded of you.
  8. Quote:
    Originally Posted by Siolfir View Post
    • Neither Concentrated Strike nor Energy Transfer critical and of those ET hits much harder with a shorter animation and the same recharge.
    • The numbers you provided for DPA included criticals over time already, since you used the average numbers from Mid's
    • Build Up will be up more often for KM but the instant recharge only happens when the best attack in the set has just been used and has the longest possible recharge time and +dam affects both sets equally
    • KM's 4th best DPA attack is Assassin's Strike - which is EM's worst, even with a longer animating version

    However, using your own numbers:
    EM:
    Bg: 50.98
    EP: 57.93
    BS: 58.46
    ET: 87.32
    TF: 59.30

    KM:
    QS: 48.66
    BB: 53.76
    SB: 62.35
    Bs: 26.33
    FB: 44.71
    CS: 65.21

    Now, unless your attack chain consists of CS->SB only, EM is going to win out. ET is considerably higher than CS, TF and BS - or, for that matter, EP - aren't that far behind SB, and nothing else in KM is even competitive. I never bothered to create a chain based on those observations since there wasn't a need to - you're welcome to make one, though I think unless you proc it out (which is the only reason NB and DB can even enter the discussion) it's just going to show a worse chain.
    ET is only higher at base, with critical, from both placate and hide included, ET actually falls behind pretty quickly due to not having additional damage.

    Here's a quick comparison. Your best Energy melee chain is ET->BS->TF->BS, which would require about 216% global recharge to pull off (in order to get TF to recharge in the required 6.336 seconds)

    Assuming you do that, the chain will take a total of 9.768 seconds, for a total of 657.75 damage, or about 67.33 DPS. This is assuming base damage.

    Now, a decent chain for Kinetic Melee would be CS->SB->BB->QS->SB which would require about 279% global recharge to pull off (in order to get CS to recharge in the required 5.28 seconds)

    The above chain would take a total of 8.316 seconds to animation, for a total of 501.37 damage, or about 60.29DPS. This is again assuming base damage.

    Its about a 7 DPS lead for energy melee, but with more attacks in the KM chain, in a shorter duration, you'll get more fuel out of BU, and possibly more use out of damage procs.

    I'm not sure how to go a step further with those numbers, but i feel they are close enough (7 DPS really isn't much on paper) that with decent slotting of damage enhancements affecting the crit damage of KM more-so then it would affect the crit damage of EM as only bone smasher crits for 100% damage, TF is about 50% extra damage, and ET doesn't crit at all, where Smashing blow, body blow, quick strike all have 100% crit damage, CS doesn't crit at all, but the refresh on BU could factor into higher uptime and allow for more damage over time as well (especially with the recent change that allows forced crits with CS, either via hide, or from placate, to refresh BU as well)
  9. Quick question. When i click on destiny, i seem to just get the '10 second' buff as a perma affect. Is there a scaling system i just missed, or has that not been tested/implimented yet?
  10. Quote:
    Originally Posted by plainguy View Post
    I don't hate melee pets, they just suck.
    In your opinion. Numbers wise, they actually don't suck at all, and can make robots and thugs look like pea shooters.
  11. Quote:
    Originally Posted by JD_Gumby View Post
    Only against AVs and GMs with huge PBAoE attacks. For those, consider your pets fodder and spend your time using your secondary for your team's benefit. For the rest of the game, melee pets cause foes to melt. It also helps if you've got a secondary with decent heals on you. Your love of Traps (point 1.) might be the real reason you hate melee pets...
    Quoted for truth.

    -damage is your best friend for melee pets. That and -tohit (or +def). and Layering them allows you to do some pretty wicked things.

    while traps offers all those, you have to be in melee for them to really affect the target you want them to affect (as both of those debuffs are in seeker drones, which have a mind of their own) but dark offers it in a toggle, /thermal offers it in a single target attack, as does /poison, and trick arrow has an AoE version of -damage.
  12. Quote:
    Originally Posted by Siolfir View Post
    KM doesn't have great DPA attacks - it has relatively short animations on the low damage attacks but the medium and heavy hitters are slow and/or don't critical - so I don't imagine that a sustained chain would be in those top three, but if I read the patch notes correctly being able to reliably bring BU back may bring it close overall and it still has a good PBAoE in Burst. For a "well-rounded" set it's a nice option, although for general PvE I still like ElM better.
    I'm not sure where you figure this out from, as Kinetic Melee has better DPA in most of its attacks then energy melee, with about the same, or faster recharge times. For example:

    Energy Melee
    Barrage -> Recharge 6 seconds, damage 80.75, animation time 1.584s, DPA is 50.98
    Crits for 154.15 damage, crit DPA is 97.32

    Energy Punch -> Recharge 4seconds, damage 61.17, animation time 1.056s, DPA 57.93
    Crits for 116.78 damage, crit DPA is 110.59

    Bone Smasher -> recharge 8seconds, damage 100.32, animation time 1.716s, DPA 58.46
    Crits for 191.52 damage, crit DPA is 111.61

    Energy Transfer -> recharge 20seconds, damage 253.58, animation time 2.904, DPA 87.32
    Does not Crit, just doesn't cause the self damage of 166.83

    Total Focus -> recharge 20seconds, damage 203.53, animation time 3.432, DPA 59.30
    Crits for 259.14 damage, crit DPA is 75.51

    Kinetic Melee
    Quick Strike -> recharge 3seconds, damage 51.38, animation time 1.056, DPA 48.66
    Crits for 98.1 damage, crit DPA is 92.90

    Body Blow -> recharge 5seconds, damage 70.96, animation time 1.32, DPA 53.76
    Crits for 135.47 damage, crit DPA is 102.63

    Smashing Blow -> recharge 7seconds, damage 90.53, animation time 1.452, DPA 62.35
    Crits for 172.84 damage, crit DPA is 119.04

    Burst -> recharge 15seconds, damage 76.46, animation time 2.904, DPA 26.33
    Crits for 145.98 damage, crit DPA is 50.27

    Focused Burst -> recharge 8 seconds, damage 100.32, animation time 2.244, DPA 44.71
    Crits for 191.52 damage, crit DPA is 85.35

    Concentrated Strike -> recharge 20seconds, damage 197.97, animation time 3.036, DPA 65.21
    Does not have additional crit damage, but each successful crit (from hide, following a placate, or the 10% base chance outside of hide, which scales with more teammates) refreshes Build Up, allowing higher uptime of the Build Up effect.

    All in all, Kinetic Melee seems to out perform Energy Melee in just about every way, and with the lower recharge times and higher DPA Kinetic Melee should pull ahead for single target damage. Especially when you factor the higher uptime of Build Up, due to CS crits.

    Granted, Energy Transfer is pretty nice burst, but i feel the increased up time of Build up, and the AoE and ranged powers in Kinetic Melee allow it to pull ahead in other aspects as well.
  13. I'm just gonna touch on your points for a second plainguy, you haven't been around as long as other people, so i'm pretty sure you just don't get it.

    Quote:
    Originally Posted by plainguy View Post
    1. Traps is king regardless of what arch type you use it in.
    While traps is nice, its a jack of all traps set, that requires a lot of recharge to be very effective. Without large amounts of +recharge, its not much better then any of the other hybrid powersets (thermal, pain, dark, cold) and its really not as good as the main debuff powersets (poison, rad, sonic, trick arrow, storm) on pure numbers.

    Once you can perma double stack acid mortar though, it starts to really shine, but without that, its just as good as the other hybrid sets, and can match the pure debuff sets. But the pure buff sets (ff, empathy, kinetics) still out perform it when it comes to solid numbers.
    Quote:
    2. Defense Cap make a difference when it is done appropriately and not at the expenses of the whole build. I have a Earth Rad troller that just will not benefit from being defense capped no matter how I try to build it.
    Defense cap helps out any build, so saying MMs benefit from it more is not entirely accurate. Plus, MMs actually benefit from layers mitigation more-so then just going for 1 form of mitigation. Due to bodyguard mode, which i know you are aware of, MMs benefit from AoE buffs a lot more then singular (as in just benefiting the MM) buffs. Things like AoE +regen (available in /traps, and /pain) have exponential benefits. AoE +defense benefits the MM much more then being self soft capped, as soft capped pets can get 95% mitigation (before any other benefits from the MM) allowing them to basically ignore AoE affects, and +resistance on the MM allows 'splash' damage from bodyguard mode to affect the pets for even less.

    In short, the softcap isn't some magical thing just only benefits MMs, and going for pure softcap on a MM build is actually one of the worst forms of mitigation, as your pets will suffer from stray hits, thus lowering your effective resistance 'pool' that bodyguard mode provides.
    Quote:
    3. Melee based masterminds suck.
    You really have to redefine melee based MMs. Especially when each powerset (aside from robots and mercs) have a melee based pet in them. Demons has the Hellfire Gargoyle (complete with damage aura) Thugs has the bruiser (which has built in fury) Ninja T1 and T2 pets at all melee, as well as Zombies T1 and T2 pets. The oni has a mix of ranged and melee attacks, and the lich is pure ranged.

    Plus the entire tanker mind play style works best when the mastermind is in melee range, as the taunt equation factors range into it, and melee powers cause more threat then ranged powers (as well as the location between the enemy and the player, which is why a higher damaging blaster will never pull aggro off a low damaging tanker, due to the tanker being in melee range, and the blaster usually attacking from a far)

    And if the mastermind is in melee range, then the pets are also in melee range, even if you have 'range' pets, like thugs, mercs, or robots.

    Quote:
    4. Pet AI has been screwed up since masterminds came out in 2008. Has there been a time they might have been working well and as expected. I cannot recall. We always seem to give up one AI glitch for another.
    Masterminds have been out since issue 6 which came out in 2005. There have been a number of AI changes since then, and most of which have benefited the mastermind all around. Some still cause bugs, but for the most part the pets are far more responsive then they were at release, and the powers of said pets have been rebalanced a few things over since then.

    Quote:
    5. I have yet to see the Devs come in and make sweeping changes to one set in a arch type.
    Invulnerability comes to mind which was changed quite a bit back in issue 13, there were also similar changes to regeneration and many other armor sets. Also there were massive changes to weapon sets and animation times that allowed basically all the melee sets to attack faster.

    You also can't forget the dominator changes that affected an ENTIRE AT, and the blaster changes that reworked the inherent for blasters.

    While it isn't very common for the Dev team to rework powersets, or ATs, its not unheard of, and saying it'll never happen could just lead to you being proved wrong.
    Quote:
    6. Devs care enough to keep the game going. But not that much to keep every arch type going..
    I'm not entirely sure what you mean by this, but what i quoted and linked above pretty much proves this statement false, as the Dev's have changed things around that have been stated by the player base to not working correctly, or could use a change for the better.
    Quote:
    7. Every Arch type has its own sore eye.
    While this is true, all of the ATs have to meet a middle ground when used with SOs. Thats how the powersets are balanced around each other. For example, while the robot pets have +def, and 2 'support' pets, it cuts into their damage, and the bulk of their heavy lifting is in the form of the assault bot's fire patch missiles. Meaning pre level 32, robot MMs have very limited AoE, and 2 of their 6 pets have to balance between attacking and playing support.

    Thugs on the other hand have the bulk of their damage in the Arsonist's fire patches, the bruiser has a hard time building fury up, but their 'support' is all passive, meaning they don't take a DPS lose to have really nice support. Lack of heal is the downside here.

    Mercs are mostly range, with the Commando even having a LRM rocket. Their 'support' is in the form of control (spec Ops) and healing/mez protection (medic) Now, AI issues and long recharge timers cause the mercs to 'under perform' when compared to other primaries, but it still has a lot of tricks up its sleeve, with the stealth ability of the spec ops (added after release mind you) and the fact they have stealth automatically now.

    Demons are a mixed group of range/melee with +resistance and 1 'support' pet. Its heavier melee focus in the hellfire gargoyle, and dominator like Demon prince means its damage is lower, but it has enough hard and soft control to tackle just about anything. Its also mainly 'exotic' damage so its less resisted.

    Zombies, while mostly melee as already been mentioned, can stack an absurd amount of -tohit (from the lich and other dark attacks) all the pets have a self heal, and the skeleton knights can stack pretty high amounts of -def, from their sword attacks. This allows the zombies to be pretty durable both in melee and range, without the aid of any of the masterminds secondary helping out. Its a pretty well rounded set in its own right.

    Ninjas seem to be the red-headed stepchild of the group, but with a focus on solid single target damage, there are very few things that can survive a ninja's onslaught for very long, assuming the ninjas can stay alive. With their defensive nature it takes some getting used to in keeping them alive, but once you manage it, there is no other primary that can come close to the single target damage a well played ninja MM can dish out. The lack of support pet is a down side, but the Oni's ability to play 'dominator' allows the MM to have some form of control over the chaotic nature of ninjas, and with the ability for ninja's to placate themselves, and smoke flash from the primary taking ninja's completely out of harms way, their burst damage is hard to match.

    Each primary has strengths and weaknesses in their own right, but they all perform pretty well for normal playing (i/e on SOs, running at 0x1) While some primaries scale with IOs better then others, this game is not balanced around them, so taking them into consideration when trying to compare the different powersets together just doesn't work out.
    Quote:
    8, 9, 10 melee based mastermind pets suck.
    I've already addressed this above, and as the mastermind themselves can decide if their ranged pets go into melee or if their melee pets go range due to different commands, its really just a matter of play style. If you can adjust your play style to match what your pets do, instead of trying to adjust your pets to match the play style you want then you will have far greater success at playing MMs in general.


    All in all there may be issues that need to be addressed on MMs, and the dev's are aware of them. Its just a matter of time and manpower before they get fixed, and as the AI issue is with all pets (look at animate stone, or jack frost for good example of screwy AI) it may take a while for that to be fixed. Either you adjust to deal with it, or you don't play MMs.
  14. Quote:
    Originally Posted by Auroxis View Post
    Phantom Army and Phantasm don't have that 10 minutes of downtime Lore pets have, so it's not exactly the same thing.
    But they are still HIS powers. that would be like saying a MM can't solo AVs because he uses his primary (which is mostly pets)
  15. While not at all defensive, this is my very offensive fire/fire/fire dom build. Its pretty expensive, but it doesn't carry the big 3 PvP Ios, so its managable. Plus, a good defense is a great offense right?

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mistress Ariel: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(11), GladNet-Rchg/Hold(13), GladNet-EndRdx/Rchg/Hold(13), GladNet-Acc/EndRdx/Rchg/Hold(15)
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19)
    Level 2: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(23), Mako-Dam%(25)
    Level 4: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(33), M'Strk-Acc/EndRdx(33)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Decim-Build%(34), Apoc-Dam%(36)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37), Amaze-Stun(37)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Cinders -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(46), GladNet-Rchg/Hold(46), GladNet-EndRdx/Rchg/Hold(48), GladNet-Acc/EndRdx/Rchg/Hold(48)
    Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Rchg(50), S'bndAl-Build%(50)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Thundr-Acc/Dmg/EndRdx(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Fire Shield -- EndRdx-I(A)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)



    Code:
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  16. I know i've gotten extra E-merits for doing Strong and Pretty on the BAF. I'm not sure its intended, but i've been able to reproduce it atlest twice in one day *as in i got 3 merits off 3 different BAF runs, within 18 hours of each other, 2 of the runs i did Strong and Pretty for*
  17. Arbegla

    Confront?

    Hmm, having read that Dispari, i'm tempted to work both confront, and placate into my night widow's build. the ability to both generate large amounts of aggro, and then drop is completly just sounds pretty fun, especially with the new mechanics they keep throwing in our faces.
  18. Any chance you could show a detailed breakdown, other then just a code? I'm currently at work, so i can't look over the code just yet.
  19. Well, i was going to back up plainguy, until he went the 'spam support for a dev issue' route.

    Customer Support has NOTHING to do with game balance. So spamming them with petitions and such over what you FEEL is a problem, when in reality, its not, is the WORST thing you can do, and could even get your account flagged to ignore petitions, thus when you have a REAL problem, they will blow you off.

    Trust me on this, if you harass support enough, its so much easier to just ignore you, especially when they have NOTHING to do with game balance, then it is for them to pass along your word. Spamming support over something that is obviously a player error is not the way to go.

    Sucking it up, while not entirely a good option either, is much better then spamming support, and learning how to play correctly is the best option.

    If i can do it, so can you. There is no reason why you need your hand held in order to play an AT correctly, when every other person who plays MMs is doing just fine.
  20. Well, after looking it over, and take the advise here, this is what i've come up with

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Worst Mastermind: Level 50 Mutation Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Poison
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(9), EdctM'r-Acc/Dmg(13), EdctM'r-Acc/Dmg/EndRdx(13), EdctM'r-PetDef(15)
    Level 1: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
    Level 2: Envenom -- Acc-I(A), LdyGrey-DefDeb/Rchg(15), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(17), Achilles-ResDeb%(19)
    Level 4: Weaken -- Acc-I(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(27)
    Level 6: Train Ninjas -- EndRdx-I(A)
    Level 8: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dam%(21), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(39)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Call Jounin -- BldM'dt-Acc(A), BldM'dt-Dmg(27), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg(34), BldM'dt-Acc/EndRdx(34), Achilles-ResDeb%(34)
    Level 14: Super Speed -- Zephyr-ResKB(A), Winter-ResSlow(40)
    Level 16: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(40), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Acc/Dmg/Slow(42)
    Level 18: Smoke Flash -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Antidote -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(21)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(45)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Oni -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(43), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc(43), BldM'dt-Dmg(45)
    Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
    Level 30: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31)
    Level 32: Kuji In Zen -- EndRdx-I(A)
    Level 35: Elixir of Life -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(45)
    Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Grant Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dam%(48), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)



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    Between the pet aura, Maneuvers, and grant invis, my ninja's should be around 25% defense (counting what they already have) which isn't too bad. I managed to get some more recharge in the build, and fireball should compliment the Oni and allow me to actually have some AOE damage.
  21. so its pretty save to assume streak breaker doesn't work on rain powers?
  22. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Nin/Poison a bad build? Son, it used to wreck in PvP before a team of damn dirty apes decided to mess things up. I've got one at level 36 and I eat bosses alive. Single Target damage on this thing is incredible.
    While i know this already, and you know this already, the general consensus is that both ninja/ and /poison under perform. merc/ also under perform. The problem being, is while the better MM players know that ninja. and merc/ only under perform when compared to other MM primaries, like robots/, thugs/, or demons/ and not as under perform when compared to other ATs.

    That is kinda the point of this thread, to prove that the 'under performing' sets really aren't as bad as some people want to say they are.
  23. Quote:
    Originally Posted by Skorpian_NA View Post
    You have a serious problem with blatant assumptions and seeing what you want to see. Stop responding to me and i will stop responding to you cause as it stands now all you do is see what you want put words in my mouth then respond offa that. Nothing you say has any credibility as far as i am concerned yet. All you do is say its your fault about everything be it right or wrong. I know how to play my class. And if you had actually read the post i made you wouldnt be asking question i already answered. Plus+ stop asking a question and then turning around and answering it yourself. "Well did you use your secondary, did the brute have agro" Stop trying to play me like i am retarded bruh. I aint just started playing COX yesterday i know what i am doing. You got it all wrong and tbh you cant even comment on something you werent there to witness. And you cant comment on something you didnt even bother to really read. None of your responces even relate to what was actually said. Just go sit in a corner man, right now what you typing is useless for me.
    I'm just going to quote exactly what you put, so you can try to explain it. Because your right, i wasn't there, i can only go off of what YOU said, and assume from there. Which by the way, your obviously not reading everything i put due to the fact that you say I can't comment on things because i run a bot/traps, (even though i have many other MMs as well, demon/thermal being another main i play)

    Quote:
    Originally Posted by Skorpian_NA View Post
    On a side note, I took my zombies into the respect tf to gain a respec in case i ever needed one. I told my zombies, after we cleared the COT, to attack the Thorn tree.
    First off, you mean this trial? Even if its not, all the thorn tree trials are the same, so it really doesn't matter.

    Anyways, after you cleared out the CoT, and i'm going assume the Thorn Tree Vines, you told you pets to attack the Thorn Tree, which is an Arch-villain.

    Quote:
    Before they could even run up to the tree and brawl it or hit it they were all dead before i could even click a single heal. Thats coool I'll just resummon no biggie they disposable. Before i could even summon my Lich they were all dead again.
    You say right there, that before they could get into melee range of the AV (the Thorn Tree) they were dead. Well, you do know that AV has pretty nasty ranged attacks right? As its a stationary AV, as in it doesn't move? So sending in your zombies, which have mostly melee attacks, to attack an AV with mostly ranged attack just isn't a good idea to begin with. And then your going to complain that you pets die before you can even upgrade them again, when its entirely your fault due to your pets just doing what you told them to do.

    Now, you don't mention what secondary you have, but you do mention a heal, so that limits you to /poison, /pain, /thermal, or /dark. Of those 3, only /poison, /thermal, and /pain have single target heals, so i'm going to assume your using one of those 3 secondaries.

    All 3 of those have debuffs you could be using (/poison has weaken, and envenom, /thermal has heat ex and melt armor, though you may not be high enough level for them, and /pain has anguishing cry, but again you may not be high enough level, as you don't specify that)

    And both /thermal and /pain have pretty nice buffs that can keep your pets alive longer (/thermal has +res shields, and /pain has an AoE +res, and pain bringer which is a very large +regen/+recovery power) but you don't mention what secondary you have, so i can only assume.

    Quote:
    Finally I back away from the tree to summon outside of the damage because summoning right there was rather stupid on my part. Come back up to heal the corrupter that was getting thrashed on and my pets followed in BG mode By the time CLicked the heal on the Corrupter to bring here back from the brink of defeat. Not only were my pets dead I wasnt far behind them.
    I bolded the most important part of that quote. Be sure you pay attention.

    So you admit that it was stupid to resummon your pets within range of the AV, but your preaching for a MM buff, how are the Dev's supposed to buff your own stupidity? You make it sound like you die, but you don't mention being rez'ed, so i'm again going to assume you actually didn't die, just that you came close, as the AV has plenty of AoE attacks, and it hurts.

    Now, as your pets have a higher thread modifier then the corruptor, that would explain why the corruptor was getting thrashed, cuz your pets weren't there to pull aggro.

    Quote:
    At that point i decided to not summon again and just focus on keeping the Brute and the Corr alive since they didnt seem to like having a green bar. Is this as designed? Should I not play MMs cause i apparently suck.? Man get real.
    So, you mention a brute now. You are aware that brutes have a poke-voke inherent that allow them to taunt the target they are attacking so that the target only attacks the brute. That's not counting any possible taunt auras the brute may have, or even the fact that the brute could have access to 'Taunt' which will allow him to better control the AV and prevent you, your pets, and the corruptor from taking any large amounts of damage. (obviously AoEs could still affect you, but those are usually lower damage, and easily healed through)

    Now, to answer your question, if the players own stupidity causes them to perform at a sub-par level, how is that the Dev's problem? Maybe you really shouldn't play MMs, as your preaching they need a buff, but then admitting that your playing them incorrectly.

    I'm reading and responding to everything you right, i don't put words in your mouth, and take everything you say at face value, and just debate it back to you.
  24. Looks like freedom it is I'll be going at it SG-less, just for the sake of a good test, and I won't join any known PL groups (basically, i'll be avoiding AE like the plague)

    I already have a build planned out, which i'm generally happy with, and i'll post right now, so you guys are look it over. Gonna make a character today, and run it a little it, I'll post again once i get a feel for him.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Worst Mastermind: Level 50 Mutation Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Poison
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Medicine
    Power Pool: Concealment
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(9), EdctM'r-Acc/Dmg(13), EdctM'r-Acc/Dmg/EndRdx(13), EdctM'r-PetDef(15)
    Level 1: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
    Level 2: Envenom -- Acc-I(A), LdyGrey-DefDeb/Rchg(15), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(17), Achilles-ResDeb%(19)
    Level 4: Weaken -- Acc-I(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(27)
    Level 6: Train Ninjas -- EndRdx-I(A)
    Level 8: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dam%(21), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(39)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Call Jounin -- BldM'dt-Acc(A), BldM'dt-Dmg(27), BldM'dt-Acc/Dmg(34), BldM'dt-Acc/Dmg/EndRdx(34), Achilles-ResDeb%(34)
    Level 14: Super Speed -- Zephyr-ResKB(A), Winter-ResSlow(40)
    Level 16: Elixir of Life -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
    Level 18: Smoke Flash -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Antidote -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(21)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Oni -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(43), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc(43), BldM'dt-Dmg(45)
    Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
    Level 30: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(33)
    Level 32: Kuji In Zen -- EndRdx-I(A)
    Level 35: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
    Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Grant Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)



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