Dechs Kaison

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  1. Quote:
    Originally Posted by Mount_Dreamer View Post
    1) If I accept an invite to a low level team but I am in a high level zone... well, that could get ugly. There needs to be a warning stating what level you are about to be exempted to.


    2) More exp to get through the low levels? Can we get an option to disable exp then? I hate out-leveling some of the contacts as it is now. Yes, I know we can go to Ouro and redo the old missions but it isnt quite the same.
    1. Posi said you will get a warning if the level you will be sk'd or ex'd to is a big gap (and that the gap is user defined).

    2. You can turn XP earning off. It's in your options.
  2. Quote:
    Originally Posted by Dispari View Post
    I think Kinetics, Radiation Emission, Stone Armor, Willpower, and VEATs need to be buffed.
    Don't forget Super Strength, Ninjitsu, Thugs, Robotics, all the control sets, and Thugs. They really need buffed. Especially Thugs.
  3. Quote:
    Originally Posted by Obscure_Blade View Post
    I'd like to see the single target Force Field and Sonic shields get the Mastermind Pet Upgrade treatment; increased endurance cost in return for turning them into AoE buffs. It wouldn't be imbalancing; the powers already recharge fast enough that you can keep a whole party bubbled. What it WOULD do is remove the irritating buffbot aspect of those powersets.
    I could really go for this.
  4. Quote:
    Originally Posted by Eikochan View Post
    Does anything other than AVs have to-hit debuff resistance?
    That I don't know. I'm sorry.

    I was more alluding to the fact that some enemies may dodge the to-hit debuff. I don't know if RttC is auto hit.
  5. Quote:
    Originally Posted by Eikochan View Post
    Quick Question: when expecting to soft cap defense, can I count tohit debuffs I can expect to have (like, for instance, RttC) in most cases when deciding whether I've soft-capped or not?
    Absolutely, as long as you can count on the to-hit debuff landing. Keep in mind that the to-hit debuff might be resisted.

    Look at the equation on Paragon Wiki for proof. To-hit modifiers are in the same spot as defense modifiers, except that defense is treated as negative for the hit chance.
  6. Does this port pretty directly to brutes?

    I am making a fire/WP brute for a duo and would like to know how much of this works redside.
  7. Quote:
    Originally Posted by Aett_Thorn View Post
    For the love of the Gods, yes.

    /signed.
    There is nothing more to say.
  8. Dechs Kaison

    /regen?

    Quote:
    Originally Posted by magikwand View Post
    Slightly off subject- but I am a little done with hearing this comment. I have been playing the game for nearly 2 years, and I have never *once* seen a MM "tank". I am sure that at some distant point in the past, that was the design and expectation of a MM, but if you go and play the game now, roll a brute, and step onto a red team, chances are you are going to end up tanking.

    No, this isn't a personal attack against you. I just find it odd people continue to propogate that when it isn't true in practice. This has nothing to do with AE or farms, and I don't think it is a new phenomenon in the slightest. Am I saying that brutes are tanks? No- I am saying that if you are on team, and happen to find yourself the sole brute, people will probably wait for you to open up the spawn.

    On topic: I think it would be a bit rough for a regen brute (in its current incarnation) to cut the cheese, even compared to some other sets that have been commonly regarded as underperforming. If they did port it over, you would have some soaring highs, but some atrocious lows as well.
    Off topic: (It's ok, it's my thread to jack anyway!) I didn't take it as a personal attack, but the obvious truth here is that you haven't teamed with me. Redside, I play MM's almost exclusively, and only recently tried getting into some other ATs. When I play MM's, I am the first to jump into just about every spawn. I love taking aggro, and I taunt like crazy.

    Now, I'm not saying the general playerbase of MM's tanks. They don't. Some of them just don't want to, but hell, most of them still don't know about bodyguard mode! I try to educate every MM I meet.

    EDIT: I still think brutes compare more directly to scrappers in that they don't hold aggro like a tank does. They want aggro, because it builds fury, so naturally they try and they do better than scrappers at tanking. The point I want to make is that if you want to be an aggro holding unkillable machine, go make a tank, not a brute. If you want tough as nails steamrolling death, that's when you want a brute.
  9. Quote:
    Originally Posted by Pyromantic View Post
    Been thinking about trying necro/traps recently, and I have a question about detonator. Will it leave a body that I can then use with soul extraction? I assume so but I have no experience with the power. If so, it seems like a nifty little combination, since it can sometimes be a bit tricky to get the pet corpse you want at the time you want it to use soul extraction, and these two powers have the same recharge timer.
    I'm going to say yes, because while I haven't played a necro/traps, I have played bots/traps and the detonator leaves a corpse for a while. I'm assuming it could be reanimated easily. Also, it lets you nuke a mob if you sac your lich, and then you'll have the best ghost pet too.
  10. Quote:
    Originally Posted by Spiritchaser View Post
    8 scrappers or brutes

    except on some of those cave maps where, ok, 8 scrappers.

    Fastest?

    no.

    Safest?

    no.

    Most grand mal badassery per square meter?

    hell ya.
    This logic is undeniable.
  11. Use Firefox addblock application? That's what I do.
  12. Quote:
    Originally Posted by Wavicle View Post
    Interestingly, I disagree with one point, at least in regards to my experience with my Shields tank.

    The last 3% was Not the most noticeable. I was already almost completely unkillable at 42%. The most noticeable 3% was the 3% from 37% to 40%, iirc.
    I think that 42% just happened to be your breaking point where nothing could stop you. At 42% you survived long enough to kill everything, so any additional survival was meaningless because everything was already dead.

    Worded another way: I feel my math proves that 42%-45% adds more benefit than 37%-40%, just at your point, more benefit wasn't needed.
  13. Quote:
    Originally Posted by DeathWalker_NA View Post
    1. Mastermind are controllers not Brutes or Stalkers; therefore, you should not run up to enemy groups to attack them. There are some exceptions which I wil go over, but as run you should you mindless minions to do you dirty work.
    Honestly? I stopped reading here.

    MMs are TANKS, not controllers, not brutes, not anything else. We are tanks with guns. I have played many MMs and this is always true: I jump in, soak the alpha, continue to taunt while my henchmen mow down everything.
  14. Dechs Kaison

    Petless MM?

    Quote:
    Originally Posted by Celumnaz View Post
    man I just wanted to make some cowboys in an AE mish but I can't pick the Thug MM without the thugs. Got the little green soldiers, jack in the box, pink fluffy bunny, raggedy ann doll, sword wielding toy robots, indians... just need the cowboys.
    Cowboys used rifles too...

    Maybe give them one of the nemesis rifles?
  15. You know if they're in the closed beta, they can't tell us anything, right?
  16. Dechs Kaison

    /regen?

    Quote:
    Originally Posted by TrancEnding View Post
    Same hp cap as Tankers as someone else had pointed out. Not sure that MMs were meant be the Tankers of redside as bodyguard mode wasnt implemented into the game when redside came out. MMs can prob take the initial alpha better than a Brute but it cant maintain it.

    Not in any way to side track.
    I learned to play masterminds before BG mode. Back then it was "Send in the drone!" Let a tier one take the alpha and and mow things down after that. No sense of holding aggro, but at least alphas weren't a problem...

    With BG mode, yes, masterminds can tank pretty well, provided they take provoke and slot. With 6 pets you're at 75% resistance, and bots/traps can be at 35% defense on top of that. More with IO's.

    Although, MMs do faceplant to AoE attacks occasionally...
  17. Dechs Kaison

    Petless MM?

    Quote:
    Originally Posted by Plusone View Post
    Ok, I know I'm just askin to be flamed with this question, but for concept I think it would be cool to play a pistoleer without pets, but the only way to do this is thugs without the thugs, if I focused on a secondary do you think I could have an effective toon? I know I'd get no parties.
    You're jumping on the bandwagon WAY too late. As soon as thugs was introduced, an entire cult following started creating dual pistol/buff "corruptorminds." Only the REALLY persistent got past level 14 or so.

    If you do this, you will have three attacks with horrible damage that are not meant to be useful mid-late game anyway. Mastermind secondaries are worse than corruptor secondaries, so you're gimped there too.

    Don't expect to ever team. No one wants a tanker with only secondary powers, the same is true for masterminds.

    Seriously, your best bet is to roll an AR corruptor or wait for Going Rogue
  18. I've seen a few posts lately that keep mentioning "dream teams" and it inevitably got me thinking, what would be the best team? I want to see what everyone thinks would be the most amazing steamrolling team. The can't be stopped by anything kind of team. Let's keep this simple and say it's a dream team for RWZ or Cimerora, in the sense that you can mix heroes and villains.

    But to keep this interesting, no more than two of the same AT. We all know that 8 defenders or 8 controllers could be pretty crazy, but let's get creative here.

    Alright, so I'll try my hand at this:

    One brute, Elec/WP. Built to rock tons of AoE damage and never run out of endurance.

    One tank, */Stone. I'd imagine SS, but really anything so long as he can hold aggro just in case.

    Two controllers, one mind/kin and the other an earth/TA. Damage capped team and a control powerhouse. If anything moves, it's confused.

    Throw in two corruptors, fire/dark and sonic/rad. So far we have fire, energy, smashing, a little psy damage and -resist.

    What else ... hmm... how about a scrapper? Spines/* scrapper for toxic/lethal AoE damage.

    We don't have any cold damage, so how about an ice/mental blaster?

    I don't know. What are your ideas?
  19. I would like to thank whoever moved this to the guides section! I expected to see a redname post so I'd know who to give my thanks to, but regardless, thank you!

    Quote:
    Originally Posted by _Deth_ View Post
    Excellent guide, just proves "close enough" just doesn't cut it.

    Now put one together on whether it is more beneficial to soft-cap positional vs typed defense. And not pure theory, but based on how prevalent the damage types are to the game.

    Seriously, I wanna see this, and well, my ADD says I can't do it myself or all the shinies will get away.
    Thanks! As to typed vs positional? Eeessh, I wouldn't know how to come up with hard numbers about that! My initial thoughts are to go with positional. Everything has a position, minus a few psychic attacks which are negligible because typed defenses will most likely disregard psionic defense anyway, so you wouldn't have to tailor your game experience to avoid certain damage types.
  20. Quote:
    Originally Posted by halfthief View Post
    There responses are why I hate it when the Devs say post to the forums when you have a problenm and send apetition. The comments that were made are mostly foolish and do not answer the question but just make excuses for the inadequacies of the game.

    And to the person who accused me of touching myself at night...Who would even think of that if they are not doing it themselves and love it so much they have to bring the subject up out of context of the topic?
    No one's making excuses. It's not inadequacies of the game, it's balance. MM's are all about their pets and the control of said pets. Controllers are all about crowd control with a pet as icing on the cake.

    It has nothing to do with MM's coming after controllers, or dominators would be able to control their pets.

    All of the controller pets are incredibly powerful, especially taking into account the bread and butter of the AT that comes before the pet. Lock down the mobs, run into the middle and let pets shred stuff up.

    Again, it's about balance. The capacity to focus fire increases power. If they were controllable like MM pets, they would have to be significantly decreased in power to compensate.
  21. Dechs Kaison

    /regen?

    Quote:
    Originally Posted by _Deth_ View Post
    Nope, they are not tanks, but if you take the time to IO and build it right, you may have a hard time telling the difference.
    But then what does a tanker that takes the time to IO and build right look like?
  22. Quote:
    Originally Posted by Miladys_Knight View Post
    If you like tanks and scraps why don't you go red and try a brute? That would be different for you on many levels. If you don't like playing red side then try a Spines/Dark/Body Scrapper or wait until Going Rogue comes out and try a brute and switch sides.
    I agree, go with a brute for some fun like you haven't had before. I'd suggest elec/wp if you like non-stop, fury-building, over-the-top AoE action.

    Go. Kill Skuls.
  23. Quote:
    Originally Posted by Da_Captain View Post
    I myself won't be doing 8 man, but I will be upping it to about 4 or 5, and with the way percentages are set, I should get atleast 1 purple every 5 - 10 paper/radio mishes along with a load of money. However, I think you are right, it may not be a steep decline but I think prices across the market will be going down.
    I'm with this. The only reason I have my difficulty set at 4 and not 5 is for larger spawns. As a bot MM, I do a ton of AoE, and the bigger the spawn the more damage I do. I'd like to think he will be able to handle 5 man spawns. I'll push the envelope as necessary. He'll hit 50 probably just before i16 hits, so I can drop the level back to evens and mass-murder till the purples rain.
  24. Quote:
    Originally Posted by Dispari View Post
    The math still stands though! Before you were doing 0 damage, and then you double it and get to do 0*2 damage!
    Why do I read this and hear Jayne's voice in the back of my head?

    "Seven percent of nothin' is, lemme do the math here, nothin', and then nothin'."*

    *Could be misquoted a bit, my memory is vague, and my copy of Firefly is being borrowed.