Chill_Out

Super-Powered
  • Posts

    278
  • Joined

  1. Chill_Out

    FF/? pairing

    Quote:
    Originally Posted by Fulmens View Post
    I ran into some issues with a dark/ff corr: the dark cones are aoe, debuffing, DOT. They're the trifecta of aggro collectors and they focus that aggro onto the only person on the team who doesn't have the little bubbles.
    Corrs get Force field?
  2. Chill_Out

    'Best' MM?

    Demons/Dark or Robots/Time. Both are beyond hax.

    Essentially, any combination of Demons, Robots, or Thugs with your choice of Time or Dark. Traps also.

    If you solo AVs/GMs, you want either Dark, Traps or Robots in the mix for -Regen.
  3. Quote:
    Originally Posted by Fugacity View Post
    Pirate Summoning.

    We already have Ninjas, I feel that Pirates are not being represented fairly.

    For the minion pets, first 2 could be Privateers wielding sabers and pistols, and the 3rd pet could be a Scurvy Dog(reusing a single wolf model from Beast, mangy, foaming at the mouth, and covered in flies). Maybe put an eye-patch or peg-leg on the the dog just for flavor. The dog's bite could cause disease(-regen, -recovery), possibly some other debuffs.

    For the lieutenant pets, they could be Buccaneers, also with sabers and pistols but with grenades too. Maybe give them Assault and Vengeance to use for the other pirates(I know, Vengeance is probably a bit OP).

    The boss pet should be a Corsair, armed similarly to the Buccaneers but with the special powers of Mutiny(AoE confuse), and Fire Breath(after he takes a swig of rum and lights it on fire). This guy should definitely have a peg-leg, eye-patch, hook, and parrot on his shoulder.

    Side powers for the MM should be a single Pistol Shot, Saber Sweep(PBAoE), and Grenade. That leaves the 2 pet upgrades, and one other power. For the last power, they should get Pirate Press(similar to Gang War from Thugs) which summons Freebooters armed only with sabers or rudimentary melee weapons.
    This. A million times, this.
  4. Very welcome, and Welcome to Paragon City!
  5. Here's a data chunk:

    http://www.cohplanner.com/mids/downl...99F90778A8CA3F

    And a build:

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Force Field
    Power Pool: Medicine
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(9)
    Level 1: Force Bolt -- Acc-I(A), KBDist-I(42), RechRdx-I(42), EndRdx-I(43)
    Level 2: Deflection Shield -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(15)
    Level 4: Aid Other -- Heal-I(A), Heal-I(11), EndRdx-I(11), RechRdx-I(13), IntRdx-I(13)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Hover -- DefBuff-I(A), Flight-I(50)
    Level 10: Insulation Shield -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(17)
    Level 12: Summon Demons -- Acc-I(A), Acc-I(17), Dmg-I(19), Dmg-I(19), EndRdx-I(21), ResDam-I(21)
    Level 14: Aid Self -- Heal-I(A), Heal-I(23), RechRdx-I(23), EndRdx-I(43), IntRdx-I(43)
    Level 16: Personal Force Field -- RechRdx-I(A)
    Level 18: Hell on Earth -- SCotMastermind-Rchg/PetAoEDef(A), EdctM'r-PetDef(25), C'Arms-+Def(Pets)(25), ExRmnt-+Res(Pets)(27), SvgnRt-PetResDam(27)
    Level 20: Dispersion Bubble -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29), EndRdx-I(31), EndRdx-I(31)
    Level 22: Maneuvers -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(33), EndRdx-I(33), EndRdx-I(50)
    Level 24: Corruption -- Acc-I(A), Acc-I(33), Dmg-I(34), Dmg-I(34), EndRdx-I(34), RechRdx-I(46)
    Level 26: Summon Demon Prince -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), EndRdx-I(37), EndRdx-I(37)
    Level 28: Fly -- EndRdx-I(A)
    Level 30: Tactics -- ToHit-I(A), ToHit-I(37), EndRdx-I(39), EndRdx-I(39)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Scorpion Shield -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40), EndRdx-I(40), EndRdx-I(40)
    Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(42)
    Level 41: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 44: Crack Whip -- Acc-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), EndRdx-I(46), RechRdx-I(46)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Afterburner -- DefBuff-I(A), DefBuff-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- EndMod-I(A), EndMod-I(5), EndMod-I(7), P'Shift-End%(48)
    ------------

    Its not a pricey build. You can get the Numina's and Miracle IO uniques in Health from simply running some tips. I consider them valuable and it summs up most of my END woes for my FFers. As an MM, don't spam your attacks, you don't need to, but use them often enough to keep the -Res on hard targets. On the rif raf, don't bother unless you want to stay active for the fun of it (which I do).

    I put in Dispersion Bubble, which you were lacking - its 11% defense for you AND your demons, and offers some pretty decent status protection as well vs. holds, stuns and immobs. Its a cornerstone power.

    I got rid of Repulsion Field. Trust me. if you want area denial, you have Force Bubble.

    I personally advise using Hell on Earth as a set mule for all the MM pet uniques - which total to +10 Defense vs. all, ANOTHER +15 Defense vs. AoE (that puts your pets at incarnate cap vs. aoes, very nice), and +20% resists.

    If the new ATO sets which are pending are released, I'd put the next ATO IO here as well (currently it is ANOTHER +10% resist and +regen for pets). HoE's little imps are not up often enough and are rather frail that you are IMO, better off slotting your pets well, and turning HoE into a set mule to make the regular pets even tougher.

    Most of the Pet IOs are not terribly expensive (2-8 million if you are patient), and you can always use Merits or Tips to purchase them, too. They are well worth it.

    You can always toss a -Knockback IO into Hover when you wish, but since you don't need to tankermind with this build, its not a big priority, just a 'nice to have'.

    The Demons eat Endurance, so I slotted them well. If you ever IO them one day, be warned that -END in pet damage IOs doesn't affect the Prince's slow-based attacks, so you may need to franken slot him with some slow IOs that have -END to get him under control. There are some good posts in this forum on that if you dig down.

    I like to use Afterburner, not only for quick travel, but to alternate with Pers. Force Field to boost my defenses, since PFF is on a long timer. I do that frequently on certain Trials (warehouse in Lambda) or when coming under fire and I want to Aid Self. Both are available to you, and essentially do the same thing (boost you toward the def. cap and over).

    Fly was overslotted. I believe you hit the fly speed cap on merely Swift+base Fly (until you use Afterburner, of course). Hover is already pretty fast for indoor content.

    Just my way of doing things. Food for thought.

    Hope you enjoy your mastermind, you'll have very tough pets, you will also not be squishy yourself, and you bring solid damage, some decent -resist and some controls, to the table.
  6. I also see way too much END reduction on toggles, travel, etc. Even using your attacks, you shouldn't have much END problems with FF.

    Yes, my 53 bots/FF is incarnated, but I didn't go for Cardiac or Ageless or other end-reducing incarnate powers, because I didn't need it.

    I also see you didn't take dispersion bubble, its a mandatory power and one of the good ones from FF.

    Also, you have Repulsion Field (Worthless END-beast), and I advise against taking it. Force Bubble is similar enough, and doesn't kill your END bar by half.

    If I can, I'll post a quick build.
  7. Very quickly, on regular SOs, I'd recommend going with the Mace patron power pool - it gives you some extra defense, has a very nice AoE immobilize (and a single target hold if you want it) - and most importantly, power build up so you can crank your shield buffs up to ~25% defense. Add in Maneuvers and Dispersion Bubble and your demons sit about 40% defense to all. Very sweet.

    Heat Epic Pool is okay, but doesn't lend much. Mace will make your damage-dealing demons that much tougher.
  8. Self duplication, like multiple man. A comic staple.
  9. One of mine as well, welcome to the Dark + Sonic club Wonderfully versatile, great solo, awesome in teams.
  10. Chill_Out

    Cold Domination?

    +1

    While I wouldn't sneer at a FF upgrade, see my tagline
  11. Chill_Out

    Cold Domination?

    I would take Cold for my bots. Oh, so very delicious.

    Maybe porting over Cold would also prompt them to give FF the 'Gravity Control' treatment, and update it for the modern game, as well.

    /hope springs eternal
  12. From what I can tell from feedback and my own experience:

    Staff - decent single target, very good area of effect damage

    Street Justice - better single target, not as robust aoe damage (vs. staff).

    Staff also offers +Defense, and I'd say is slightly more defensive, where StJ is more offensive.

    Both are good, neither is better. Both go well with Ninjutsu (I have a 44 StJ/Nin and I'm leveling a 23 Staff/Nin, as well). If you care, you will have some redraw with staff, but its fairly negligible.
  13. I've been playing masterminds since the launch of com. If I just ran regular.instances and solo missions id be okay, but its terribly frustrating to run trials and task forces on top of the already existing pet behaviors. So much so that I have shelved my main mm characters. Even more frustrating is the lack of rrresponse by the devs to pet feedback since iss ue 19.
  14. Quote:
    Originally Posted by Xiang Shao View Post
    Yes.
    No
  15. Not sure if I'm misunderstanding your question, but Evade has an AoE taunt aura (mag 4, 1.0 second duration) that can be enhanced (at least in Mids) with generic IO taunt enhancers, like Willpower's.
  16. Chill_Out

    Hybrid slot

    Quote:
    Originally Posted by Hatred666 View Post
    Does it apply toward our endurance?
    Currently they Hybrid powers (all of which are toggles) cost a rather large amount of endurance. Feedback is being provided and gathered.
  17. Quote:
    Originally Posted by Tocharon View Post
    i've just started my perma-dark/dark/soul dom in DA, he just had his apha unlocked, and seems to be fine. I'll agree, 99% of any fully incarnated 50 should be fine. Note to self, this is my first 50 on virtue( my others are on Freedom), diffinitely need to find where folks on virtue gather for incarnate trials, the incarnate rewards in DA seem to be super small.
    In Virtue, used to be RWZ, now its mostly in DA for iTrials.
  18. Without considering secondaries (which is hard, as they can really synergize well with the right primary), here's my take:

    Tied for 1st - Robots (+def for pets AND mastermind, awesome AoE, -regen, solid resists and status protection, pet heals, pets *tend* to stay at range, which is marginally helpful)

    Tied for 1st - Demons (+resist for pets AND mastermind, pet heals, -resist debuffs, very robust Prince, nice mix of AoE and ST damage, work equally at well at range or melee, so pet AI compliments well, nice mix of damage types, very strong base resists, some controls as well)

    2nd place - Thugs - the damage, even though mostly lethal, is excellent. Pets self buff nicely. Bruiser can be useful in melee with the right buffs.

    3rd place - Necro - good ST damage, very nice controls, lots of debuffs. They melt under Longbow (lethal/fire), and they work best if they get the jump on their enemies first so they can debuff. GKnights sword attacks hit hard. Low resists and no native defense hurt them though. I do like that they are immune to slows, though.

    4th place - Beasts - good mix of resists and defense, but attacks are infrequently chained, and the cone aoes are limited effectiveness at close quarters. Lethal damage hurts end-game, though some of the cold damage is welcome.

    5th place - Mercs - lethal damage, narrow cones, slow recharges, a worthless buff in serum and mediocre protection puts them in the realm of mediocrity.

    6th place - Ninjas. Taken on their own (without secondary), they are fodder for the grist mill. Woeful defense, broken Oni damage chain, heavy on lethal damage, useless stealth crits and a not-as-awesome-as-it-sounds Smoke Bomb. They need help.

    Now, if someone cares, my best recommended Primary/Secondary combos are:

    Bots/Time (if you like to stay busy and have lots of control and tools)
    Bots/FF (for being able to focus on the battle and your own attacks and tough, tough pets)
    Demons/FF (for again focusing on your whip attacks and toughest pets)
    Ninja/Time (your high octane damage dealers can now survive, hurray!)
    Necro/Dark (the stalker of MMs, you can ambush like a ****, but unplanned shenanigans can hurt).
    Thugs/Pain (painbringer on Bruiser who tanks instead of you tankerminding, rest of minions can focus the damage while you keep everyone topped off)
  19. I have stopped playing my masterminds as of this last AI bug. It is just not enjoyable on trials or TFs to have to deal with the pets. Which is a shame, since MMs are my favorite AT.
  20. Chill_Out

    Slotting Demons

    Unless it was changed, most of demon prince's powers do not benefit from endurance reduction from blood mandate, only endredux from slow sets (as his attacks have slows), and hammi-Os, IOs and regular enhancers (ie, SOs).
  21. Chill_Out

    Slotting Demons

    Ps, I put all five pet ios in hell on earth, myself.
  22. Chill_Out

    Slotting Demons

    I run with:
    3 nucleolus exposures in each pet power. Gets act and dam up near cap.
    1 bm dam/end and imo. Swift. % smashing dam in prince. Also 50 endred io.
    2 ribosome exp in demons and 1 golgi.
    1 bm act/dam/end, 1 endred io in demonlings.

    This addresses end issues for all poweres pets use, keeps acc/dam high and boosts peripheral traits.
  23. Quote:
    Originally Posted by Berzerker_NA View Post
    If you do go Necro/Sonic or Force Field, you will probably like having that uninterruptable heal from Life Drain. The downside is you can't really max anything out. For /FF you get your pets up to around 35% def and then stop (perhaps managing to get their AOE defense up to 45% though, for tanker minding.) For /Sonic, the upper division pets have no native smashing/lethal defense to stack on, so you'll probably only get resistance up to a max of 60% with both resistance procs. However, they'll be resistant to absolutely all damage types. (Psionics will likely only get up to 46%, as their lowest resist.)
    Actually, you can easily softcap and beyond your Zombies. For a good Necro/Force Field, you'll want Mace Mastery (for both Power Boost for pets/teammates and the Scorpion Shield for yourself).

    Power Boosted Shields (25% defense) + Maneuvers (4%) + Dispersion Bubble (11%) = 40% global defense for the pets.

    Add the two +5 Defense IOs and they sit at 50% global defense. They are now comfortably above the regular softcap.

    Add the uncatelyzed +10 defense MM ATO IO and they have 60% defense at the incarnate softcap for those nasty AV AoE attacks.

    So your undead will generally start any fight at the softcap and will then unload their -ToHit attacks to compensate for any debuffs as the fight progresses.

    With Mace Mastery, FF can pretty much get any pet set from 0 defense to regular softcap on just SOs. And the MM is at a comfortable 37% S/L and 30% Energy before IOing. But no need to tankermind, just send your very durable and robust pets in ahead of you.

    Personally, I like Demons/FF because Force Field offers all the toughness and status protection you want to keep your pets upright, and offers some very nice attacks that help increase damage (-resistance) that stacks with your pets (hellfire, who do the same), and you still get some nice side-controls from the Prince, and Ember offers more damage resistance (on top of your bubbles), and some heals as well. Its a terrific combo, especially for melee pets who need to survive trial AoEs (the ATO proc really does help address some of the needs of MM pets in trials, now only if it could cure the derpy AI bugs).

    For the OP or anyone interested in a nice Primary that works well with FF, here's a data link to a quick n' dirty DS/FF. Some Hamis and IOs, but nothing terribly expensive or rare, so do-able (and tweakable).

    http://www.cohplanner.com/mids/downl...65E37F7E02F4A8
  24. For Sonic I'd only go with Bots or Demons.

    For FF, I'd go with sets that offer attacks you enjoy (like Demons or Beast), because you have time to actually do other stuff. Any set that offers base Def for pets is nice cause it stacks (Demons get high resists, which is also good)
  25. FF+AoE ATO IO+Rebirth means never having to say goodbye to any pets.