_Ethereal_

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  1. I took a long time to get to lvl 50 on my NW/Fort, but most of it was with a Fortunata build. Once I got to lvl 50, I optimised my Fortunata build, and used by second build slot for Night widow.

    I made sure the night widow had only minimal ranged powers (I think the only one she has is Dart Burst). I rarely need to chase down baddies, and I find my melee AoEs much better suited to my playstyle.

    For the Fortunata build, I don't believe I have a single Melee power. I don't consider the Nuke or PBAoE confuse to be "melee" powers. I am an experienced blaster, and because I already have a build specialized in Melee, I can always switch if I feel a hankering for punching people in the face. I did take both mental blast (the cone, whatever its name is) and Dart Burst (despite the redraw). The Fortunata is more suited to team play, but either one is a phenominal asset to have on the team, as both builds have inherent leadership, Mind Link, and other buffs.

    While she was undoubtedly the most expensive character I have ever slotted out, I only spent about 1 billion on her. How? I earned most of the expensive inhancers, like LotG and so-on. Then, I kept earning them after I had all I needed and sold them to finance a few more expensive sets. In all, I have defenses comfortably above the defense caps without Mind Link in both builds, perma ML in Nigh Widow, and ML **most** of the time in Fortunata. When ML is on, I have defense in the 60's across the board, which is nice (when enemies has inherent tohit bonuses). Then, just for kicks, in Night Widow, if I get in a tight spot, I can hit Elude, bringing my defenses to about 110%.

    I never took a patron powerset with either build becuase they were unnescissary, and let's face it: many of the epic/patron powers available are more endurance-expensive, do less damage or other effects in general than their counterparts, and require valuable slots in order to become viable in many cases. Besides, VEATs have far more powers to select from than regular archetypes.

    Most importantly, enjoy it!
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    PS was this the "help" channel? God help you if so.
    No it wasn't the help channel..... But suffice to say, I think.... the weakest part of the build was the self-confidence power.


    Quote:
    In any case, here's an example using the same power picks and just a few slots moved around. Note I took out the Obliteration set; great set in general but extremely expensive. I recommend selling or transfering it to another toon unless you plan to use it to super-kit out the character up to the iTrial soft cap because that 5% Recharge bonus can be gotten from Red Fortunes instead, capping you at x5 of that kind of bonus much cheaper and allowing you to slot Fire Sword Circle with better actual enhancements.
    This.

    Quote:
    The main thing lingering for me is the 2 slotted Practiced Brawler--just seems like there are better ways to expend that slot.
    Spot on. I almost never..... wait, I never put more than 2 slots into Hasten. I can get more utility out of that 3rd slot elsewhere.

    Other than that and the other small fixes brought up by others, I think it is overall a very solid build.
  3. Dang. I hate to be the bearer of bad news, but I double scheduled something early Saturday morning. It is something I can't really miss, so I will have to be the first to bow out. Good luck, and I hope to do some more of these Shard TFs in the future.... just not this time around!

    EDIT: I'm donating platelets from 7:30-9:30am-ish, so if you guys are cool with starting two hours or so later, I can do that. If not, no worries
  4. I'll admit it right now. My past me was insane. In fact, my past past me was much more insane than the past me was, as I have taken two breaks from the game.

    My best advice is to download Mid's hero builder, and make several builds. Then, figure out which you like more. Throw away the rest. Then, rebuild the one you liked most, and make it better. Also, consider taking "junk powers" in order to fill slots, but never seriously consider slotting or using them (like taking kick and punch to get tough or weave). OR, take powers that don't require slots to be pretty good, like assualt, tactics, or superspeed.
  5. Quote:
    Originally Posted by Grey Pilgrim View Post
    All those reasons are just why Kheldians can do energy damage... anyone could probably come up with reasons why their totally awesome hero or villain should beat up everyone else. However, that stuff gets thrown out the window whenever you are trying to balance a game or story. All Kheldians need is to be balanced well with other ATs, not to be super uber, I can defeat anything aliens.
    You got me. But sometimes complaining feels so right

    Anyways, I was looking at some other forum posts, and decided to take some of my own advice; I respecced my PB (the WS will come tomorrow), and went with the idea of specializing (as much as is possible) in team buffs or control for human form. Granted, leadership doesn't provide too awesome of team buffs, but my shield powers were wasting away from non-use. Anyways, the idea is that I would likely not be in human-form much unless I was on a team, and so, I wouldn't need much of the damage mitigation (besides, I would probably be mezzed anyways).

    I made sure to make the PB's attack chains well enough, and even fit a reasonable AoE cycle in there. Although it may seem redundant (considering Nova's attacks), I don't plan on shapeshifting too much when on teams not needing an alien orbital battery or meatshield, and the human attacks DO have some pretty good -def debuffs. Support damage is also good to have.

    The root of my problem was that I didn't have a clearly defined goal when building the human form.
  6. Quote:
    Originally Posted by Grey Pilgrim View Post

    Just going to stop you right there and say this: do not make my Kheldians like Soldiers of Arachnos. They're different ATs and should be kept that way. The devs are going to want that as well... since they have the ATs set up to be different. On top of that, pretty much all or your suggestions would take a lot more work than the few things Kheldians would possibly need to be set and working well. That's a much better design idea, as it takes less work and doesn't upset people that like how Kheldians work overall currently.
    You are absolutely right..... A LOT of "Option 1" would pretty much require the entire powerset to be scrapped. I have two triform Khelds, both a Peacebringer and a Warshade, and The only way I enjoy playing them is with Triform builds. Unfortunately, triform builds are forced to be so lean that even WITH set bonuses, it barely holds together. Once I got both Kheldians to level 50 and respecced them to something I found enjoyable, I have never touched them, other than getting them up to t3 alphas.

    I Guess that I am still over-enamored with VEATs. I even think that the Crab/Huntsman/Bane should be given a few extra attack powers so as to avoid redraw (I absolutely can't stand redraw) when getting a good attack chain. I am originally a blaster at heart, that being the first character I ever got to 50, and thus, I approach many situations from a "DPS first" perspective. Additionally, once built well, a Fortunata/Widow is just as tough as some of the best scrappers, while providing more team buffs, and a crab/bane can be pretty nasty to; when I play as a kheldian, I simply feel like i'm underperforming. I'm not as good of a tank..... as a real tank. I'm not as good of a blaster..... as a real blaster. I'm not as good of a controller..... as a real controller. However, when I am my Widow, LOOK OUT. I'll rip baddies apart just as effectively as a scrapper. When I'm a fortunata, I'm doing PSY damage, which is insane against 90% of all enemies; while my blaster can do more raw damage most of the time, my Fortunata blows her out of the water regarding survivability and DoT against bosses, EBs, and AVs.

    I mean, COME ON! Kheldians an ALIENS for crying out loud. I should be doing some type of exotic damage unresistable to humans–or even meta-humans for that matter (Novas live on gas giants in conditions that would kill Statesman, and dwarves on the surface of neutron stars, which could rip apart the gas giant that just killed Statesman). I think it is pretty reasonable to ask for something crazy like this. Maybe kheldians doing untyped damage would be a nice way to implement this idea.

    I just don't think that Kheldians' strength should come at the cost of..... well, their strength. Being a jack of all trades is nice, but I get pigeonholed anyways because of the Voids and Chrystals that I spawn...... while VEATs don't have a single thing they have to deal with.

    Blarg.
  7. I posted this in another thread just recently, and it is applicable here too. It is a little heavy on changes though, so take it as you will.

    1) Make Kheldians more similar to Soldiers of Arachnos. When you create a kheldian, have them go from level 1 to level 24 in "human form," like you would a VEAT. Then, at level 24, you have the option to branch off, and continue a "human only" build, a "nova" build, or a "lobster" build. The branching would make the Nova and Lobster forms mutually exclusive; however, to compensate for this, damage/mez mitigation would be reworked. Instead of being limited to only a couple powers while in these forms, while having the Nova form active, it would be a cosmetic, as well as "toggleable buildup" of sorts (think of a buffed up Assault), while also buffing team-mates within a certain proximity to it. Thus, while in this form, all previously "human" powers would be used instead of "Nova" attacks, but would have Nova scales of damage applied. Additionally, later on in this branch, more ranged AoE or ST attacks would be attainable (think fortunata). This branch would possibly work similarly to a blaster's inherent, except that additionally, for every enemy defeated, stackable mez protection is added for a specified period of time. This branch would be light on control, but heavy on damage.

    On the other side of the coin, in lobster form would be a toggleable armor, like (i think) Granite (think teir 9 Stone Tanker). Similarly to Nova, the character would have all attack powers availible to use while this is active, and while active, increases the damage resistance of allies by a certain amount (think of Maneuvers, except resistance based). Later in the branch, more melee attacks would become availible including several PBAoEs. This form, while active, would also gain aggro similar to that of a Tanker or possibly, buff damage like a Brute. This branch would be heavy on Melee and AoE's that would quickly gather aggro, and would naturally provide mez protection as a part of the form.

    The human PEACEBRINGER form would be focused primarily upon providing control to its teammates. While damage would not be spectacular, nor would its damage mitigation, this form would be the only one by which an Epic or Patron powerset could be taken. Also, more potent forms of the Ancillary Leadership pool, and would come with a +regen +recovery AoE power. Additionally, the closer proximity to a Peacebringer a character was, the more potent their mez resistance would become. Think of this Branch as a "radiation controller without the debuffs" type of character.

    The human WARSHADE form would also be concerned with providing control to its teammates, but whearas Peacebringers brought buffs or other "additive" effects, Warshades would bring Debuffs or "subtractive" buffs to a team, and would also have the ability to take Epic or Patron pools. Beefed up, slightly differing Leadership powers would also be availible, and an arua that defended against mez would become more potent the closer one was the the Warshade. Think of the Warshade as a "dark defender with darkish controls."

    *****OR*****

    2) Simply make both forms unslottable, like Ninja Run. Additionally, buff them up because of the loss of their slots. Making all their powers come out of the box with 6 slots could also be a good workaround.
  8. I would suggest two different fixes for the Kheldian archetype. These are not so much "buffs" as they are simply restructuring the AT itself, and letting the slotting mechanics work as intended.

    1) Make Kheldians more similar to Soldiers of Arachnos. When you create a kheldian, have them go from level 1 to level 24 in "human form," like you would a VEAT. Then, at level 24, you have the option to branch off, and continue a "human only" build, a "nova" build, or a "lobster" build. The branching would make the Nova and Lobster forms mutually exclusive; however, to compensate for this, damage/mez mitigation would be reworked. Instead of being limited to only a couple powers while in these forms, while having the Nova form active, it would be a cosmetic, as well as "toggleable buildup" of sorts (think of a buffed up Assault), while also buffing team-mates within a certain proximity to it. Thus, while in this form, all previously "human" powers would be used instead of "Nova" attacks, but would have Nova scales of damage applied. Additionally, later on in this branch, more ranged AoE or ST attacks would be attainable (think fortunata). This branch would possibly work similarly to a blaster's inherent, except that additionally, for every enemy defeated, stackable mez protection is added for a specified period of time. This branch would be light on control, but heavy on damage.

    On the other side of the coin, in lobster form would be a toggleable armor, like (i think) Granite (think teir 9 Stone Tanker). Similarly to Nova, the character would have all attack powers availible to use while this is active, and while active, increases the damage resistance of allies by a certain amount (think of Maneuvers, except resistance based). Later in the branch, more melee attacks would become availible including several PBAoEs. This form, while active, would also gain aggro similar to that of a Tanker or possibly, buff damage like a Brute. This branch would be heavy on Melee and AoE's that would quickly gather aggro, and would naturally provide mez protection as a part of the form.

    The human PEACEBRINGER form would be focused primarily upon providing control to its teammates. While damage would not be spectacular, nor would its damage mitigation, this form would be the only one by which an Epic or Patron powerset could be taken. Also, more potent forms of the Ancillary Leadership pool, and would come with a +regen +recovery AoE power. Additionally, the closer proximity to a Peacebringer a character was, the more potent their mez resistance would become. Think of this Branch as a "radiation controller without the debuffs" type of character.

    The human WARSHADE form would also be concerned with providing control to its teammates, but whearas Peacebringers brought buffs or other "additive" effects, Warshades would bring Debuffs or "subtractive" buffs to a team, and would also have the ability to take Epic or Patron pools. Beefed up, slightly differing Leadership powers would also be availible, and an arua that defended against mez would become more potent the closer one was the the Warshade. Think of the Warshade as a "dark defender with darkish controls."

    *****OR*****

    2) Simply make both forms unslottable, like Ninja Run. Additionally, buff them up because of the loss of their slots. Making all their powers come out of the box with 6 slots could also be a good workaround.


    I like Option 1 more. A LOT more.
  9. I'll be there. I would prefer Saturday morning, but I'm not picky.

    I'll be bringing a Widow / Fortunata. Once we all figure out what else is being taken, We can decide which build is needed.
  10. I haven't found an answer on the forums, but it might be because I am not very familiar with where everything is.

    So, My question: In the Judgement Incarnate slot, as you progress up the tree from common to very rare, how does damage increase (or does it)? I can see that on one side it adds a greater radius to the AoE, as well as more targets it can hit, but the other side, the description doesn't really change. Right-clicking and looking at the info of the power isn't really helpful either.

    Anyone know how it scales?
  11. Here is a revised build. My goal with this character is to have quick recharge, primarily; I also have solid single-target and multi-target attack chains built. I don't have an enormous budget available, so I have tried to stay away from sets I know are outrageously priced.

    for S/L/E I have defense in the low to mid 20's, and for N/Tox in the low teens. I don't want to sacrifice too much offense to shore up defense, but I'm open to suggestions.


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Paralytique - Mace: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9)
    Level 1: Psionic Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7)
    Level 2: Dominate -- Lock-Acc/Hold(A), Lock-Acc/Rchg(15), Lock-Rchg/Hold(15), Lock-EndRdx/Rchg/Hold(25), Dmg-I(37), Dmg-I(42)
    Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(13), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(17), Mlais-Acc/Conf/Rchg(17)
    Level 8: Assault -- EndRdx-I(A)
    Level 10: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23)
    Level 12: Hover -- EndRdx-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 20: Super Speed -- Run-I(A)
    Level 22: Total Domination -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31)
    Level 24: Telekinesis -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Recall Friend -- Range-I(A)
    Level 28: Vengeance -- DefBuff-I(A)
    Level 30: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 32: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36)
    Level 35: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(36), Mlais-Conf/Rng(37), Mlais-Acc/Conf/Rchg(37)
    Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(50)
    Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
    Level 49: Personal Force Field -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
  12. Don't Take the Psionic Mastery set. Got it. While I readjust my build (leaning towards either primal or scorpion for idea, but ice could work too), take a look at this and see if I am going in the right direction for a Dominator.

    A few notes:

    I took super speed in order to free up slots.
    I took TP ally to free up slots.
    I put an extra slot in fly because HATE going slow.
    I took psionic tornado and 4 slotted it so that I got (some) KB protection.
    Telekinesis...... I don't know. I like the Idea?


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Paralytique: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(45)
    Level 1: Psionic Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(45)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(25), Dmg-I(42)
    Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(46)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(13), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(17), Mlais-Acc/Conf/Rchg(17)
    Level 8: Assault -- EndRdx-I(A)
    Level 10: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(45)
    Level 12: Hover -- EndRdx-I(A)
    Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(37)
    Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 20: Super Speed -- Run-I(A)
    Level 22: Total Domination -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(43)
    Level 24: Telekinesis -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Recall Friend -- Range-I(A)
    Level 28: Vengeance -- DefBuff-I(A)
    Level 30: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 32: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36)
    Level 35: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(36), Mlais-Conf/Rng(37), Mlais-Acc/Conf/Rchg(37)
    Level 38: Psychic Shockwave -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Indomitable Will -- RechRdx-I(A)
    Level 44: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(46), Mlais-Acc/EndRdx(46), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(48), Mlais-Dam%(48)
    Level 47: Psionic Tornado -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(50), KinCrsh-Rchg/KB(50), KinCrsh-Rechg/EndRdx(50)
    Level 49: Mind Over Body -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
  13. I Recently came back to the game after almost a year hiatus, and decided to make good on my intention to make a Dominator. After Fiddling around with Elec/Elec, I decided that making a Praetorian Seer would be a neat idea, and decided upon Mind Control primary and Psionic secondary. I am thinking of taking the Psionic epic powerset as well.

    Currently, she is sitting at level 11 (been enjoying my VEATs and 3 new scrappers too much), and I am looking to start working on leveling her again. Any helpful suggestions for me? I am working on my Mac right now, so I am unable to post a Mid's build until I get home. I used to be gung-ho for blasters, and am recently warming up to the Scrapper as well. However, I am still having a little trouble with the (in my opinion, being a blaster at heart) sub-par dps.

    Thanks in advance.
  14. I have two Masterminds: a Ninja/Dark and a Necro/Dark. Here are my thoughts:

    Never, ever, take any of the attacks with any mastermind; you have pets to do your damage for you. you COULD justify taking the ranged self-heal in Necro/, but only if your secondary wasn't /Dark, because you already have a heal.

    Always take leadership; you can probably skip Maneuvers, but definitely take assault and tactics. Fighting +4 baddies sort of has the funny side effect of making your minions hit less.

    Take all the control powers possible; minions have relatively few hard controls. In Soul Mastery, slot Soul Tentacles only for immob, and Soul Storm with holds (NOT damage), slot for tohit debuff in Night Fall (again, NOT damage), and take Oppressive gloom, in order to neutralize all the baddies near you.

    I almost never take Tough or any other form of shield with my Masterminds for two reasons:

    1) I have bodyguard mode. I use binds to control my pets (look in the guides. i wouldn't play MM's without them), and can go from attack to (essentially) heavy resistance in less than a second, and back again to attack in order to soak up an EB's alpha.

    2) If the mastermind gets hit, the player is likely doing something wrong anyways.

    These suggestions may seem counter-intuitive to you, but seriously. With both masterminds, I have killed AVs/Heroes solo (sometimes with a shivan), and EBs (at +4) don't stand a chance.

    As for Alpha slots, I don't have much experience here. I have been to busy fooling around with 4 new scrappers I made for Praetoria (yes, I'm an altoholic). I would suggest taking the endurance reduction Alpha (especially if you DID take a resistance power), as one of the two uncommons boosts that too. The only time I run low on Endurance is when I am fighting the EB's/AV's. If you have Numina's +recovery +regen, or Miracle's +recovery, or Perfomance Shifter +Chance for end, you might consider the +recharge alpha.
  15. _Ethereal_

    PB vs WS

    Quote:
    Originally Posted by Muon_Neutrino View Post
    .....Warshades, on the other hand, play like a roller coaster - always seesawing up and down, seeking the next batch of foes to leech damage, resistances, health, and endurance from and to explode and raise pets with their bodies. The highs are higher, but there can be lows if you aren't careful, and you can't be at full strength without foes to drain.
    So true. I have leveled a Peacebringer to 50, and am working currently on my Warshade, level 44. Out of the two of them, I definitely like the uniqueness of the Warshade more, but at the same time, have used far more respecs.

    My best description of what playing a Warshade (which is what I would recommend) is like would be, "chasing the high".
  16. All I have to say is I think it is hilarious that all of you are so contentious about how a tank is to be played, and I think it is even more hilarious when I can out-tank some people with either of my khelds.
  17. _Ethereal_

    Are we hated?

    Quote:
    Originally Posted by Berzerker_NA View Post
    When I'm on a team, I think of the other players as additional pets.

    I totally know what you mean.
  18. _Ethereal_

    Are we hated?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    On top of the pets taking up space, there's also a mentality of many Masterminds that buffs are for pets only. Sometimes when I add a Mastermind to a team what I see is teammates getting slaughtered while the MM is busily healing his zombies. It's one thing to concentrate on your pets while the team is doing ok, but really poor style when the team is about to wipe. I suspect a lot of Masterminds don't even look at the team window to see how things are going, based on the number of times I've been killed.
    I have played Masterminds since CoV release, and only **/dark at that, so there are mostly debuffs flying everywhere, not buffs. However, You players need to understand that I, and other experienced Masterminds, can simply control our minions faster, and better, than a regular team can cooperate any day. I have approximately 12 keybinds I use to achieve this, and so when it comes to keeping my killing speed up by keeping my pets alive, versus keeping "you" alive, I will choose my pets any day over a team mate. Besides, if you die, then I have one more reason to use my crazy autohit rez power.

    I have been on teams where if I took the time to keep everyone fully healed, instead of focusing upon my pets, we would have wiped. Carrying teams through missions, only to have them complain..... makes me green and very angry.

    Granted, there is nothing worse than teaming with a Mastermind who doesn't know what the hell they are doing, and I have kicked Masterminds who n00bed up a few times too often, but put the blame where it is deserved: n00bies who cannot make judgement calls quickly, cannot control their pets, and don't contribute effectively to the damage output.

    Don't overgeneralize.
  19. Quote:
    Originally Posted by Socorro View Post
    That is all. The 3 Thug MM Attacks share Name & Function with the 1st 3 DP Attacks. I want those Animations (at least the option of having them, a la Super Strengths Options).

    Make it so, Devs

    For the record, If you take any of the mastermind attacks, you don't know how to play a mastermind.

    Yes it would be cool to have those animations, but Masterminds need to focus on pets and pet training, then buffs/debuffs/holds, and then, in the end if there is nothing else to take, then MAYBE take a cone or other AoE attack power, slotted for debuffs. These types of attack powers are, however, patron powers.

    Don't even get me started on petless MMs.
  20. I would recommend, if you have, or are thinking of, the preorder of Going Rogue, to do either dual pistols/energy or dual pistols/mental mastery.

    I was disappointed that it cost about $35 USD, but the breath of fresh air for the blaster AT is worth it. I am running a DP/MM blaster; the concept is a gun-toting telekinetic/telepathic assassin. She is at level 10 right now, and she is a blast.

    The only downside I see is that because the DP powerset has the ability to change its secondary effect, it will require its users to memorize or at least be familiar with NPC resists. This price is a small one in my opinion.
  21. Quote:
    Originally Posted by Qbic1977 View Post
    Dear ladies and gents,

    I rolled my first mastermind earlier being a ninja/poison build. I tried to read as much as possible on which road I should take but I was wondering which the most newcomerfriendly and safes mastermind combo is. Some say robotics are great while others advise thugs. Dilemma ;-)
    All tips/pointers are greatly appreciated.

    Thanks in advance!
    Masterminds are by far my all-time favorite archetype. I personally like necro and ninja the most (it is a toss-up on which is better in PvE to me, as they have varying control powers), and then /dark. I have also heard that /pain is good too.

    The one thing which is imperative to playing a mastermind well, is find a good guide on making keybinds for your pets on the numpad. I use 1-3 for tier 1 pets, 4-6 for tier 2, 7-9 for tier 3, and then shift+click to command them to go somewhere and stay passive. Being good with the binds (which take only a few minutes to set up, really) and knowing how to use them will make or break your mastermind experience.
  22. I have Two Masterminds, a ninja/dark and a necro/dark. I have soloed almost every elite boss there is Villain side, and soloed 8 archvillain/heroes; two of those were done without a Shivan (I can't remember how many elite bosses were done without the shivan). I typically run missions where all I will see is red and purple enemies, and (i am newly returned to the game) spawning at 4-5 team size.

    That being said, I always tell teams with which I play that I will only heal them if they are close enough to my minions to catch the heal. Typically I am playing within melee range, and so the only characters stupid enough to not catch the heal are ranged characters too dumb to move in close and stop aggroing everything that breaths, or melee ATs that run away.

    I do a very good job at keeping people alive, don't get me wrong; however, there are inevitably people who scream when they die, and complain that I didn't heal them fast enough, or rez them at the time and place of their choosing. To these complainers, I have one, and only one response:

    "I can make more experience per hour soloing my missions than I can teaming with people who are dumber than my pets. Why would I waste my heals on someone I cannot control with my 15-odd macros?"

    I don't mean to sound bitter, but you players need to realize that MMs are built to heal and/or protect their pets, not heal/protect players (although this happens all the time). While most MM players suck, there is a small percentage that simply make a judgement call, and decide that the survival of their minion will help their team more than the survival of you.
  23. My first level 50 villain was a Ninja/Dark. My opinion of masterminds is that ninja and necro, combined with dark miasma, makes the strongest mastermind set out there.

    I never took provoke with my masterminds, but I can see why it could work against AVs if your minions were set to bodyguard mode.

    From level 35 on..... I soloed almost every elite boss they threw at me; I also solo'd (sometimes with the help of my favorite power, the shivan) no less than 8 Archvillains/Heroes. 2 of those were soloed without a shivan.

    Any mastermind with dark miasma secondary (with ninja and necro especially) is godlike.
  24. When I create Characters, it differs from Heroes to Villains. In heroes, the first ever character I made, is tied to all my other heroes on that server, either from her past, or as alternate characters from alternate universes, in which she might have made different choices.

    furthermore, Blueside, the only powers I refuse to take, are ones that require the holding of a weapon, such as katana or broadsword, although claws is fair game. Additionally, I have to "like the feel" of the power, which also knocks out a few powersets and archetypes, like Tankers and defenders.

    The heroes also have to be effective, which knocks out all controller ATs with the notable exception of fire/kin. it is a bugger leveling to the power at which that AT is effective, but I hold a particular affection for kinetics. Also, this qualification of being effective knocks out both kheldian ATs, however, my main character's story was too important to me, and so I have made one of each, but will NEVER EVER make any more. EVER.

    Redside, the characters are typically well thought-out, orderly evil or chaotic evil (Dr. Evil - Joker/Harley-quinn) who are in it for themselves, or in it because they are so deranged and crazy they thing it is fun. Obviously, I have to like the feel of the powersets, which knocks out corrupters and brutes. Second, they must be effective, knocking out Dominators. Third, they cannot be Stalkers (out of principle; I hate Stalkers more than life itself). This leaves VEATS and Masterminds.

    If I choose a Mastermind, the character should preferably have Dark Miasma as its secondary, although possibly pain domination could be accepted. from here, the only two primaries that fit are necro and ninja.

    For VEATS, the only limitation is that I have to get up to lvl 30 as quickly as possible on the bane spiders, so that I have to endure the horrid weapon-holding running animation for as little as possible; then I get the backpack, and it NEVER comes off.

    After the name (which is arguably just as important to me) has been registered, I go from there, and reason out what happened to get that character its unique powers, etc,.
  25. oh boy oh boy oh boy oh boy oh boy!