Crazyfist

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  1. The new one I'm working up is a Thug/Traps
    If you haven't tried thugs, I recommend it. Thugs are ridiculous good, but the set is a slow starter.
    And traps, well we all know traps is great. /Traps has been worshiped here basically since day one
  2. Is that 12.5% the actual unbuffed number we are going to see for the mm version of the farsight power? Because if it is, that uberdonkulous!

    Based on the post from AT, I think this set looks bad to the bone. The jury is still out on the healing effectiveness, but it looks solid other than that.

    Defense buff --> check
    Def and Res debuff --> check
    The all important AV stomping regen debuff --> check
    Healing --> maybe (I'm leaning toward probably)

    Time warped zombies here I come!
  3. My arsonist (Nero) is the craziest *******... That little sombitch just don't give a DAMN!!

    "Whats that? A x8 of longbow? F it.... Dynamite *****!!"

    At least he is fun to watch
  4. Crazyfist

    Mercs/???

    I never have a problem keeping the commando up. Perhaps its because I play /dark and have tons of heals and -to hit. But regardless, I stand by my statement. Serum is next to useless and simply eliminates a pet's power bar. Screw that retarded power.
  5. Crazyfist

    Mercs/???

    Quote:
    Originally Posted by 8-J View Post
    Serum won't help you farm, or make much of a difference in how fast you gain XP, but it's great if you like to do TF's like Imperious, where there's a super mighty AV fight waiting at the end for you and your team.

    Most of the time you're using it so rarely that when you finally get into a situations where it would be handy, like where your team is about to wipe out, you end up forgetting to use it. That's my experience of it anyway.
    I say again. It is utterly and completely useless. It does almost nothing for 60 secs, and then takes all the end away from your commando. The thought that casting serum on your commando would save your team from an imperious wipe is... regoshdangdiculous... I am /dark, and I fist most AVs with my mercs.

    BTW, the Clarion incarnate power is 10^6 times better than serum. Our only real cryptonight tbh are those controller/dominator bosses, EBs and AVs. With clarion, you and your team effectively neuter them. I guess many other MM primary/secondary combinations need the defenses of barrier, but if you don't really need it, I HIGHLY suggest taking Clarion.
  6. Crazyfist

    Mercs/???

    Quote:
    Originally Posted by Patteroast View Post
    As someone who has tried all his primaries and secondaries on a Mercs/Poison Mastermind, I think Poison's Poison Trap is way more useless than Serum. Serum does a decent job at doing what it was designed to do... the problem is that it was designed to do something that doesn't matter much except in just a few situations. It'd definitely be more balanced if it either had a much lower recharge, longer duration, smaller crash, or a combination of all of those. But I think there are a good number of more broken powers in the game than it. And hell, my example of Poison Trap from Poison won't be all that valid anymore in I21, so there's still hope.
    I would rather have poison trap. Hands down. Poison trap isn't the greatest either though.
  7. Crazyfist

    Mercs/???

    That is correct Nytemaire.

    Serum is the single most useless power in the game. The benefits from it are VASTLY outweighed by the costs. When the devs went to work that day, they congregated with the objective of creating the absolute WORST power in the game. When they were done, they gave it an absurd recharge timer, laughed, and then coded it into the game. This is the only explanation for its creation that makes sense.

    Yes I have animosity regarding this issue. It is un-f'in-believable that we have complained about this power for YEARS and nothing has changed.
  8. Crazyfist

    Mercs/???

    /dark is my advice. That is what I run and it is quite powerful. Forcefields would be great too though
  9. Quote:
    Originally Posted by The_Static_Man View Post
    What Premonitions said, that mana is called "Endurance" and It's Enhancements.

    MMs are probably the most difficult class to play in the game due to the fact you have a miniature army of pets to keep in check. I would firstly recommend rolling a new toon that's not a Mastermind and perhaps a Stalker or a Brute and try working on them for a bit so you can get the gist of the game mechanics. Masterminds have a far steeper learning curve.


    When slotting your pets, people typically go 3 slots for damage, 1 for accuracy, 1 for endurance and 1 for any seconday effects your pets might dish out such as Defense Debuff, Healing etc. For zombies probably healing, though that won't really take effect until you get your 2nd upgrade power at level 32.

    Also you'll have a power called Stamina. 3 slot that for endurance modification, that will increase your endurance recovery.

    Finally, once you get up to Single Origin enhancements if you slot any more than 3 of the same enhancement type in a particular power, the additional enhancements lose their effectiveness drastically. 3 Slots is the "sweet spot". Anymore than that and you'll only be gaining a very small benefit so it's far better to use the reaming slots for other types.

    Oh and be sure to check out the guides section of the forums, there's a huge wealth of information there about the basics of the game.
    He is exactly right. MMs are the hardest class to play CORRECTLY (lots of nooberminds out there). I'd roll a nice sturdy brute or scrapper and blast though some levels of mobs getting a nice handle on the game before trying MM. Also, necro/pain, although fun, is a bit on the squishy side. Get used to re-summoning zombies in fights, that's just how it will go down. As a melee set with /pain, I would practice Leroy-minding, or creating controlled chaos. Charge the pack, spam provoke and heals and do no micro (that is command targeted attacks, thus leaving BG mode) until the clean-up phase (post alpha strike/AOEs/at least half the mobs down).
  10. This is what I run right now. The build up chance on the T1 pets is an experiment. When I get around to running numbers, and if it doesn't seem to be worth it, I'll prob replace with something to augment SGT Morphine (medic). This is a build based on what Neogumbercules suggested to me, and it is quite sturdy. Replace the IOs with SO until you get money. But seriously, it is not hard to get money...

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Soldiers -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(3), S'bndAl-Build%(9), LdyGrey-%Dam(17), Achilles-ResDeb%(36)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(11), Theft-+End%(40)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(25)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Slow%(34), EndRdx-I(36)
    Level 6: Equip Mercenary -- EndRdx-I(A)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(37)
    Level 12: Spec Ops -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), EdctM'r-PetDef(15), LdyGrey-%Dam(15), Achilles-ResDeb%(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(17), DefBuff-I(25), DefBuff-I(31), Aegis-Psi/Status(33)
    Level 18: Maneuvers -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(23), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40)
    Level 22: Assault -- EndRdx-I(A), EndRdx-I(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Commando -- HO:Nucle(A), HO:Nucle(27), S'bndAl-Dmg/EndRdx(27), SvgnRt-PetResDam(29), LdyGrey-%Dam(29), ExStrk-Dam%(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(50), ResDam-I(50), EndRdx-I(50)
    Level 30: Weave -- EndRdx-I(A), DefBuff-I(31), DefBuff-I(31)
    Level 32: Tactical Upgrade -- EndRdx-I(A)
    Level 35: Tactics -- AdjTgt-ToHit(A), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(48)
    Level 38: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(43), Nictus-Acc/Heal(43), Nictus-Heal/HP/Regen/Rchg(45)
    Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Vengeance -- Rec'dRet-Pcptn(A)
    Level 50: Musculature Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Barrier Core Epiphany
    ------------
    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 -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)



  11. General Crazyfist is the commanding officer of the 36th Special Forces Group (36th SFG), a collection of deranged, elite soldiers often refereed to as "The Crazyfists." The 36th SFG is essentially a hit squad which relentlessly pursues and murders heroes all over the world. Loyal to almost any and all villainous causes, the General himself is a half blown-up cyborg, his death (human anyways...) is continually and unnaturally postponed through the use of cutting edge technology.


    OK so he isn't a Hero, but who cares...
  12. Crazyfist

    New to MM's

    Quote:
    Originally Posted by _Klaw_ View Post
    Yes.
    Gang war requires a successful hit. Hell on Earth doesn't. So there.






    (I do like thugs though).

    Hell on Earth is the 2nd best (in my opinion obviously). Although it may be true that Gang War requires a successful hit roll, I truly can't recall a single occasion where it missed... Additionally, gang war does so much more. The dps of the posse isn't spectacular, it is the total surround they perform on any boss/av/whatever and the fact that they take tons of heat off of the important pets that makes it totally cool.
  13. I chose Mercs as my primary long ago and have regretted it on occasion, but stuck with it. Everything you hear about it is unfortunately true. But, the set can kick some serious *** if you put the time and money into it. Paired with /dark, I have been soloing big targets on him for a while now...

    All that said, a MUCH easier road is Bots or Thugs, without a doubt.
  14. but really, if you want THE best, measuring best by AV & Monster solo-ability, then bots/traps. But, there are other 2ndaries that are outstanding as well... /dark is fantastic.

    The two best primaries are Bots and Thugs. Demo is pretty damn good as well... But if its AV & Monster soloing your into, you should pick a secondary that has -regen debuff. /dark has great controls and a great heal in addition to a regen debuff, which makes it a bit more diverse than /traps IMHO. But, traps has +def (well dark has +5% from shadows fall, but you can get 15% out of the generator from traps), -regen, and much more. The triage beacon is pretty meh, but if you can get the def on your pets high enough (protector bots and thug enforcers FTW!) then it doesn't matter that triage beacon sucks...
  15. Crazyfist

    New to MM's

    Quote:
    Originally Posted by LIinfinity View Post
    You can't go wrong with Thugs/.

    And if you team with another Thugs/ MM your Enforcers' Leadership powers stack. Oh, and don't forget the madness that is known as 'Gang War'.
    What he said. Thugs is an outstanding set, and gang war is THE best "special" mm power (anyone care to dispute this?)... With poison your going to want to pair it with a "sturdy" primary (def = sturdy, not resists), ie Bots or Thugs. I personally think thugs is a better choice for /poison. You have the potential to completely WTFPWN almost any AV/Hero in the game with a good thugger/poison build.
  16. [QUOTE=tankman116;3751147]i want ur best build....mine is this one....

    holy hell what an absolute piece of ****... You would go down faster than a slutty cheerleader in any type of tanker role. 2 travel powers 3 slotted? roger that bra...
  17. Crazyfist

    EL/SS build help

    Untoldhero, I just saw your expensive softcapped build in link in your sig. That looks just about as close to perfection that EL/SS can get. I am going to adopt that in basically its entirety and start saving cash. Thanks

    /thread
  18. Crazyfist

    EL/SS build help

    This is my first Tanker (total cherry blast here, I know...) and this is the build I came up with.

    Examine it. Improve it. Post improved build with a persuasive justification of your changes.

    Thanks!

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(43)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 2: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(42), TtmC'tng-EndRdx(45)
    Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(34)
    Level 6: Static Shield -- RctvArm-ResDam(A)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(9)
    Level 10: Taunt -- Range-I(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 14: Energize -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(34), Dct'dW-Rchg(37), RgnTis-Regen+(43)
    Level 16: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(17), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(46)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 22: Weave -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(23)
    Level 24: Combat Jumping -- HO:Cyto(A), HO:Cyto(25), HO:Cyto(25)
    Level 26: Power Sink -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(29), RechRdx-I(29)
    Level 30: Maneuvers -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Power Surge -- RechRdx-I(A)
    Level 35: Hurl -- Empty(A)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), P'Shift-EndMod(45), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(50)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(11), Heal-I(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(50)
    Level 4: Ninja Run
  19. Crazyfist

    Why no /sonic?

    Quote:
    Originally Posted by Mid_Boss View Post
    Sonic, as it stands now, is going to be a pretty terrible MM secondary. Sonic is already limping way behind the other buff sets. I'll lay it out for you.

    Sonic buffs have the same numbers as force fields. But resistance is only half as good as defense since 1 point of defense brings you a lot closer to the 45% soft cap (which means only 10% of damage reaches you) than 1 point of resistance who's soft cap is 75% and that's still 25% of damage getting through. AND it has a psi damage hole. So Ice and Force fields leave it in the dust already.

    All other resistance sets have healing to make up for resistance being generally pretty crappy. Anyone who has rolled a Thermal MM know you need to heal your pets constantly to keep them on their feet. Sonic has no heals at all. Dispersion will allow you to give pets more resistance than Thermal can but it's still not going to make up for Thermal's heals.

    Now let's look at the debuffs. Disruption Field is going to cost and unGodly amount of endurance for MMs to run and it left in the dust by the -res powers in thermal, ice, and weather who all have better -res and have -defense as well. Syphon means that sonic comes out on top for single target -res but still no -defense or any of those other debuffs ice and weather get with their rains. Not to mention you need a meleer to make Disruption work.

    Let's forget Repulsion and Cage. Someone will argue that they know of a situation where these are useful. I prefer powers that are useful all the time, not just in one specific mission. So sonic is saddled with two completely skippable powers.

    The only thing sonic has going for it is Liquefy. And if it were up as often as Freezing Rain, Earthquake, or Sleet is then I'd say it almost saves the set but Liquefy's recharge is FIVE TIMES that of those other powers.

    No. The buffs and debuffs are rendered obsolete by other sets and its only crowd control has a ridiculous recharge on it. If they're going to port over Sonic then they really need to spend some time and do a LONG over due revamp of the set.
    What he said. Also, don't forget that there is no -regen in the set for "hard" target smashing. Although not as big a deal as the obvious pet insta-splat factor that this crappy 2ndary has going on, the lack of -regen is just icing on the cake.
  20. Neo, I made a few changes to the build you posted, but nothing major. I went ahead and test drove it against both Synapse and Minx and stomped em both out fairly easily. Also, fluffy (my name for the dark servant) pulled 3 groups of +2/8 longbow when I wasn't paying attention in a mission and we cleaned it up. Again, fairly easily. This build is quite tough. I am impressed

    Villain Plan by Mids' Villain Designer 1.942

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Soldiers -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(3), S'bndAl-Build%(9), LdyGrey-%Dam(17), Achilles-ResDeb%(36)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(11), Theft-+End%(40)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(25)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Slow%(34), EndRdx-I(36)
    Level 6: Equip Mercenary -- EndRdx-I(A)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(37)
    Level 12: Spec Ops -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), EdctM'r-PetDef(15), LdyGrey-%Dam(15), Achilles-ResDeb%(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(17), DefBuff-I(25), DefBuff-I(31), Aegis-Psi/Status(33)
    Level 18: Maneuvers -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(23), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40)
    Level 22: Assault -- EndRdx-I(A), EndRdx-I(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Commando -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), SvgnRt-PetResDam(29), LdyGrey-%Dam(29), ExStrk-Dam%(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(50), ResDam-I(50), EndRdx-I(50)
    Level 30: Weave -- EndRdx-I(A), DefBuff-I(31), DefBuff-I(31)
    Level 32: Tactical Upgrade -- EndRdx-I(A)
    Level 35: Tactics -- AdjTgt-ToHit(A), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(48)
    Level 38: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(43), Nictus-Acc/Heal(43), Nictus-Heal/HP/Regen/Rchg(45)
    Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Vengeance -- Rec'dRet-Pcptn(A)
    Level 50: Musculature Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Barrier Core Epiphany
    ------------
    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 -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
  21. Crazyfist

    Why no /sonic?

    Quote:
    Originally Posted by Jibikao View Post
    The more I think about it, the more I think /Sonic is going to be pretty bad on MM. /sonic offers no healing and aid other has its limit.

    With Mastermind's buff value, sonic shields' buff value is even less than Corruptor's. The only set that may work is with Demon or maybe Thug.


    I rather get Cold Domination than /Sonic. I've tried /sonic on Corruptor and I almost deleted him at lvl 42. I am really not thrilled about a resistance-based set with weaker buff values and no aoe healing to back up. /Thermal makes sense but not /sonic.
    Cold Domination would own. Straight away it would be right up there with traps, dark, or thermal. Perhaps even better... Rad would also be bad to the bone.

    I agree though, sonic looks like meh.... No heals. No Regen Debuff for AV stomping. Resistance < Def. Yea, I won't be rolling one...
  22. That does indeed look tough. And affordable as well. Thank you sir. Unless anyone can trump that, I'll be rolling with that soon
  23. I am a returning player just looking for the best spec the mastermind elite can produce. To be honest, I know for a fact that there are those with much more experience than me who have already created superior specs than what I could come up with, so... why reinvent the wheel...

    I've got 2xAchilles and 3xlady greys, as well as sovereign right and the other one (can't remember + 5% def) already so go ahead and slot what you think is best.

    I prefer the mace set, but if you think a different set is better, go ahead.

    S/L def must be soft capped.

    Tankerminder focus. Also, I like soloing AVs. I don't have a ridiculous amount of cash, but I have some, so don't get too crazy.

    On /dark, grab all but petrifying gaze & black hole (who cares about ******** single target on mm, and black hole sucks...). No merc attacks or Serum (for the love of god I can't believe we have been complaining about this pitiful power for years and still.... nothing....)
  24. I am on Virtue as well, but I'll reroll on Freedom for this. My Virtue toon is Mercs (yea I know, needs procs, blah blah blah)/Dark. I'll probably go Thugs/Thermal for this one though