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Posts
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My criteria for a good MM in groups that I have found:
1. Max AE
2. Smallest models in primary
3. Good control setup, passive is best with bodyguard second
To get there I would suggest thugs. They have great AE attacks, at 32 the arsonist has an amazing burn patch and the enforcers have a very long and pretty wide cone x 2 and they never get in the way. Primaries to avoid: demons and bots, irritating as hell to get around in a group, although bots has burn patch as well.
You can also use ninja, at 32 the oni has fire rain.
For secondary I would go for that which gives the best AE effect. TA, Dark, pain and traps comes to mind. -
I would most certainly vote for Mind to be tops. By level 8 you have all the control tools you need and you can start working on damage with your secondary.
All you need to take on 95% of mob spawns in solo missions is Mesmerise, Dominate and Confuse. Anything else is cream topping.
3 Minions: confuse one, sleep another and hold the last. Locked down.
1 minion and 1 leut: confuse minion, hold leut. Done
Boss + minions: hit Domination, hold boss, confuse the rest.
Note however that a solo built mind dom is usually a spare wheel in a team where AE control and immob is king. In a small team of 2-3 people it rocks still though. -
When zoning with pets, the pets get stuck at zone in and do not move or do anything. Dismissing them does not get rid of them, they stay there but not in your pet window. Resummoning them brings up nothing.
Please fix, it is very very frustrating going back to the old days of dismissing before zoning and then resummoning. -
Not sure if it is random, but in the short time I have had to play, every time I zone with my pets: from one play zone to play zone such as Cap to Shark or from zone to internal instance, my pets stay at the zone in and refuse to move or attack. When I dismiss them, they are still there and I cannot resummon them.
Just me? Because I am getting really irritated, I have been getting so used to not summoning them every mission. -
Add in this new zoning bug and I feel a little cheated as a mostly MM player in I18.
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Thanks for all the replies! Yeah, I think Mind/fire is looking good. I do love mind over plant control as the controls are perfect for soloing since confuse is non aggro. You can walk into range of a mob and within a short space of time, even in the early levels, all the mobs in the group are locked down, beating on each other or fast asleep.
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I fully agree. The pet AI bug is making my most played AT a nightmare at higher difficulty settings and at higher levels where mobs/bosses and EBs have insane PBAoE powers. Have you tried pulling any of your pets out of a burn patch or caltrop patch? It is as if they are attached to that patch by an invisible rubber band that just snaps back, it makes no sense. The same mechanic persists with mob aggro, my pets that are in melee are almost impossible to get out of it, even placing them in passive - goto very rarely helps to get them out.
Don't even get me started with my thugs/TA and our friend Oil Slick.
I have /bugged this and gotten no reply at all on it. It seems that there is a blind eye been cast here as I have spoken to many people in game as well about this and nothing is being done. -
Thugs/TA jester MM called Surely You Jest, pet names:
Thugs:
Lark
Pun
Hotwit (Arsonist)
Enforcers:
Quite the Prank
Another Gag
Bruiser:
Punch Line
Now if only I could dress them all as jesters! -
For those who have tested I18, is the stupid AI bug still in where pets run into melee at random?
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And thorny assault then? If I slot Achilles Heel -res procs in some attacks, will that alleviate the "chipping away" feel at later levels by dropping the dmg resists?
I won't be able to use thorntrops with sleeps/mass hypnosis, probably will have to focus on a confuse/hold strategy more. -
I absolutely adore Mind Control for a solo domi. Back in the day I had a Mind/Psi and it was great fun but at some point from 35 on I crossed some invisible barrier with her and suddenly my +3 level missions became an exercise in slowly chipping away at bosses and lieutenants, very irritating. So I deleted her.
For GR I want to make another Mind domi but this time I want to take a blast set with better single target damage so that I do not feel like I am chipping away at health bars all night long.
The domi is my soloer or small group player (with a few friends) so I will be using sleep and confuse a lot, so AE damage is out of the question.
What blast set offers the best single target damage attack chain that I can carry through to 50?
I will also be playing her blueside, if that helps. -
It has it's weaknesses though. My 33 SS/WP brute gets eaten up while soloing +2level x2 missions if it is carnies (!Mark of Vitiation! and the end suck when they die), COT (not being able to hit much is nasty. When doing council, freaks and raiders it is easy mode.
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Quote:Of course Brutes can tank. How do you think villains have been doing SFs which are as hard and in some cases even harder than TFs?Hi all;
A couple more questions:
- The subject says it all.
- Can a Brute play the role of a tank in an instance? (Ive read that they do better dps, and have less defensive ability, but will they still do the job?)
Tanks have 2 things a Brute does not have:
1. Gauntlet: generates more aggro with each hit than a Brute does. The brute can overcome this by slotting taunt in some attacks and taking the 2 taunt powers, one from their primary and one from the Presence pool.
2. Higher HP cap: this is not that big.
So a brute can tank as well as a tank of the same protective set with small additions and still do a lot more damage than the tank. This is where the issue lies with GR for most tanks, they believe that they will become a dying breed. All indications are that tanks are not being buffed to overcome this gap but that Brutes are getting a nerf to the speed that they gain Fury. Only time will tell how it turns out. -
Drop hover in favour of Air Superiority, it is by far the most useful pool power for direct crowd control ever. You will be in the middle of the fight all the time and flipping a boss or nasty leut every 3 seconds is priceless.
Get stamina, yes, you are dark but you will NEED stamina, unless you plan on waiting between each fight or doing +0 your level mobs all the time. You also will need Hasten, having your tar patch up almost stacking and having your fear and hold up all the time is also priceless and your paper frail zombies will thank you for keeping that LB burner held all the time. Drop grant invis, you probably don't need it, you can start with the Leadership pool at 30 or get Soul Extraction then.
Hope this helps!
Here is my modified plan of what you have:
1.) Zombie Horde
2.) Tar Patch
3.) 2 slots in Zombie Horde (3)
4.) Darkest Night
5.) 1 slot Twilight Grasp(2), 1 slot Zombie Horde(4)
6.) Enchant Undead
7.) 1 slot Twilight Grasp(3), 1 slot Zombie Horde(5)
8.) Air Superiority (1 slot acc)
9.) 1 slot Twilight Grasp (4), 1 slot Zombie Horde(6)
10.) Hasten (slot this 3 asap)
11.) 1 slot Twilight Grasp (5), 1 slot Darkest Night (2)
12.) Grave Knight
13.) 2 slots in Grave Knight (3)
14.) Fly
15.) 2 slots in Grave Knight (5)
16.) Swift
17.) 1 slot Grave Knight (6), 1 slot Shadow Fall (2)
18.) Health
19.) 1 slot Shadow Fall (3), 1 slot Soul Extraction (2)
20.) Stamina
21.) 2 slots stamina (3)
22.) Fearsome Stare
23.)
24.) Shadow Fall
25.) 2 slots in Tactics (3)
26.) Lich
27.) 2 slots in Lich (3)
28.) Petrifying Gaze
29.) 1 slot in Lich (4), 1 slot in Petifying Gaze (2)
30.) Soul Extraction
31.) 2 slots in Lich (6), 1 slot in Darkest Night (3) -
As cliched as it sounds, necro/dark is about as strong as it gets with necro. The -to hit plus movement debuff from Tar Patch and the added control from dark, makes the zombies live longer plus when you add the hold from the Lich + your own hold, you can pretty much hold bosses at contact.
Zombies suffer the most from any ground based AE though, which makes them very very difficult to play. -
Quote:Eeeeeep! I thought only IO procs had no effect on recharge for pets. Well, well, that certainly saves me a lot of rebuffing solo ;-PNote that this has no effect on your pets. They are immune to anything that speeds up their recharge.
On that subject: does speed boost affect pets then if you have a friendly pet kin corr grouping with you? -
I know many will disagree with me here but the whole "crack the infernal whip" thing is a waste of powers. It is a really small debuff that they give and you can take much better and more useful powers than those attacks. Besides, you will be spamming heals anyway. Taking Hasten really earlier will help you get those heals up quicker and help you Forge your big boys easily. When things go south and your taunt runs out and something turns around and one shots your demonlings, Hasten up brings em back into the fight ASAP.
Another power to look at is Air Superiority. I cannot even begin to count how many bosses I have had spinning and flopping about while my demons make fried steak of them. I reckon it is the most under appreciated and under used power ever. 2 Acc slots is all you need for maximum fun. You are going to be in the middle of the action anyways and flipping nasties onto the floor just absolutely rocks way more than flipping your whip around for piffly damage.
Just my 2 cents but my build progression early on will be:
1. demonlings
1. Nullify pain
2. Soothe
4. Share pain
6. Enchant demons
8. Hasten
10. Air superiority
12. demons
14. Fly
16. Swift
18. Health
20. Stam
22. Suppress Pain
24. Enforced Morale: stacking to 25% recharge time bonus is amazing
26. Demon Prince
28. World of Pain -
Quote:1. Nope, one at a time, but you can mail 20 (mailbox max) to yourself villain side. Just email to your global.Returning the game, played a few times in the past but not since CoV.
First, is there a addon or setting that lets me mail faster/more easily/multiple items. Feeding my alt one mailed item at a time is annoying.
Second, there doesn't seem much reason to shell out and gather up IOs for the pets until 32. The uniques are far beyond my budget, I've never seen endurance problems on them, and unless the pet does something extra like the prot bot or lich it seems like 3/4 damage and 2/3 accuracies will accomplish the same general thing as frankenslotting with doubles and triples. Am I mistaken here?
Third, is Bots/Traps really that much better than Necron/Poison? I started up with my Necro/Poison, got a bankroll from a few lucky recipe drops, IO'd out, and got to 21. Eventually settled on +2/0 for soloing, since I had a fair amount of trouble with groups. Then I went to burn rest on my Bots/Traps, found it really easy, and then checked the Fateweaver.
It was also set on +2/0. And B/T with TOs did better than the N/P with IOs. Even after I reached 17 on my B/T getting IOs kept pace with the difficulty increase in the teens, and it still plays faster and better except for a few bosses. What gives? On N/P I spam the Alk/Envenom/Weaken trio that seem to form the core of the set's strengths and work pretty hard. On B/T I sit back, drop caltrops on occasion, acid mortar the Lts and Bosses, and drop the beacon as required. Most of the time I do nothing or mess around with the vet attacks.
The bots seem vastly better than the undead pets, even with that ridiculous melee bug. Is B/T just composed of better sets, or is there some strong synergy/lack of synergy in N/P? Should I ditch my N/P and remake as a Thugs/Poison, where I know there is strong synergy late with bruiser & gas? 'cause so far battle drone>zombie, prot bot>knight, and ranged>melee.
Last, should I consider slotting KB on my bots? More knock seems like it would be useful while leveling to 32, but I don't know how effective it would be.
2. Frankenslotting at level 27: 4 slots gets you 82%acc/82%dmg, the same using normal IOs is about 65/65. Frankenslotting with 4 slots is all you need really. The other 2 are for fun. I usually throw another acc IO for tier 1 bots as they are -2 your level and have a hard time hitting things. I throw a def IO at the tier 2s for better shields (marginal) and a dmg IO at the big boy.
3. Necro/poison is a single target debuff monster with a huge gap in their fire resist. One hit from a burn patch and most of your henchies die. Bots/traps is an awesome area of effect killer, with most of the debuffs applying to the group of mobs PLUS your bots have great resists to everything other than cold AND it is the AV killer of choice. I would say ditch the necro/poison, if you want necro then go for something that gives a group of mobs a tough time to hit your frail zombies, like dark.
PS: should really only slot IOs at min level 27 to get the best effect.
4. Thugs goes well with anything area of effect, thugs/storm, thugs/pain, thugs/dark etc is good. I enjoy thugs/poison but it is a small group killer of note once you get the hold, but that is much later on. In my very humble opinion thugs has the most damage of all the MM primaries and you should work to that strength. TIP for thugs: when you hit 25 or so, slot Achilles Heel -res proc IO in the Enforcers and watch the resistance of anything caught in their huge cone drop to the floor.
Lastly, a most definate NO NO on slotting more KB in your bots. When you hit 32, you will see why. Having mobs thrown clear out of your yummy burn patches + caltrops + mortar area is a really bad idea. I wish I could slot a -kb sometimes. -
Playing a thugs/dark now to test. Of course, it is a massive pain with the AI bug. Trying to heal the thugs while they keep running into melee distance is a REAL issue.
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Mastermind pets keep wanting to run into melee. This is a bug.
Please, I beg of you, fix this! Playing thugs/anything is such a monumental pain now. I dont mind the arsonist running in, he has to get close for some of his attacks, but every pet, at random? -
Thanks for all the info!
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I just took a level 32 thugs/pain and a 32 demons/therm through the exact same missions (cape and aura series). They are slotted exactly the same, other than demons having extra slot for end red.
I can honestly say that although demons are the best looking of the two with some nice ice control, they really do not perform as well as thugs do.
The thugs tear through mobs much quicker which is strange singe it is all s/l and some fire patches from the upgraded arsonist. Demons is all elemental, you would think that the elemental damage would outclass the s/l. I do have achilles heel -res slotted in my enforcers though.
Is this an intended balance effect? More control with less damage?
Contemplating deleting my 22 demons/dark and adding yet another thugs MM to my set of 3 thugs MMs. -
Also want to know what is going on. The announcement said yesterday that there is a 12 hour maintenance window for the US servers, not EU. Now EU is down for the same?
Fair amount of confusion happening here.