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Posts
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Quote:You seem to be confused about this 10 second rule. Acid mortar gets a chance to fire its procs for every shot it makes.Every 10 seconds
It's a unique quandary since most people don't bother with brawl while I have mine on auto. It's case by case whether the AOE aspect makes up for the once every 10 second limit. I'm not sure if it does here, it certainly won't when the spawn is down to just 1 hard target.
The only time the 10 second rule applies is in aura powers like Radiation Infection, Caltrops, or Death Shroud. -
Slot some defense in your protector bot. Don't forget that he gives you 7.5% (unenhanced) defense to everything.
A general note: Set bonuses don't do much for masterminds since they don't carry over to the pets. You'll get a lot of mileage out of frankenslotting.
For comparison sake, you can take a look at my experimental build.
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Woah. I was unaware that it was that high. I knew both were "prohibitively high" endurance costs. I never took the time to look at the numbers.
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Quote:I don't have the pulse rifle. Typically, caltrops and provoke is enough to keep aggro. Occasionally I throw out an ice blast.So basically what I'm hearing from this is that I'll need to get IOs before I'm able to be awesome, and that I need provoke and one of my blasts. I'm gonna need that god-awful pulse rifle, ain't I?
IOs are completely unnecessary. I have solo'd an AV with SOs alone before incarnate powers. -
I agree that storm works really well for sand theme, I already have a storm defender like this. I'm just starting to worry about how well I could control everything. I've never taken storm very far. I have no doubts that it would crank out some serious orange numbers, though.
Hurricane should make holding the aggro easy enough. -
Quote:I'd remake my main, Dechs Kaison, the bots/traps that I know and love. Replicate the build and everything.I've always been on Freedom. Tried Virtue for a bit, but not my cup of tea. So yeah, please come! We'd love to have you. What kind of MM are you thinking of making? Concerning the BAF, that would be so awesome. Just need enough 50's to do so; but, not impossible.
If I like the place, I'll set up a few other ideas that haven't gotten off the ground before. -
I don't play on Freedom. But for this, I just might start. I've always wanted to see an all Mastermind BAF.
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Quote:Woah! Ack! No! Bad! BAAAAD!Tactics
I basically summon all my pets, buff them, and order them to attack. I focus intently on their health and throw Repair whenever the tier 2 or 3 needs it (if a tier 1 dies...meh). I'm not sure exactly how to use Caltrops or Web Grenade. I summon Seeker Drones but every third time they don't crash into the target. FFG is a no-brainer: just stay close to my pets. Acid Mortar doesn't seem to make a noticeable difference and I've yet to figure out when to properly detonate a bot. Any help on how to play this set?
Get Provoke. Leave your pets in defensive follow and learn to leverage bodyguard mode. Bodyguard mode is what makes MMs awesome. Jump in head first, drop caltrops and acid morars. Spam Provoke. Don't stand next to your pets while you fight, but keep them in supremacy range. This way AoEs won't hit your henchmen. Stack Web Grenades on tough bosses who like to run away. Spam more provoke!
For tough fights, use the goto command to park your bots in one place. Put a triage beacon between them and where you plan to stand so you both get the +regen. They'll be out of your FFG, but they shouldn't even be getting shot at. The damage they take will be from bodyguard mode and heal back quickly. Seekers are not always necessary, but against tougher opponents you'll really notice the -damage. -
Quote:Quantum Flight already operates like this. The intangible activation is immediate.what about q flight...
That thing is like not worth turning on if i use it ..half of my toggles out of the 8 have to turn off.
The only difference between Quantum Flight and Nebulous Form will be fly or jump.
EDIT: I was incorrect, QF does cost much more endurance/second to use. -
I can tell from the rest of your post you don't really believe this, but I think it's important to call attention to the fact that all that money went to access to the game. The only thing the $15 per month gets someone is the right to log in.
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Issue 20.5 patch notes for test. Nebulous form's activation time has been removed so that you become intangible immediately.
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Quote:Yeah, my bots/traps not only solos AVs, but GMs. Even the ones in the Hive. Before incarnates, he could do some missions on +4/x8. If you want something that's completely broken, bots/traps is your way to go.You know, I actually have a Bots/Traps MM, but he's still in the 40s, and I'd never think of him as an AV soloer, let alone a living destruction machine. Maybe I need to learn MMs better.
It's just... not exactly easy to be that good with one. -
The power is now worthwhile. More than that, almost mandatory. It needs no extra slots. I'm going to set up a bind that drops forms and executes it.
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N-N-N-N-NECROTHREAD!
Seriously, let the dead alone. -
Kudos, Joe, for finding the real root of PBs problem. The inherent makes PBs awesome on teams but does nothing for them solo. As such, they can't buff the solo without overbuffing the team.
Ever since Vigilance was changed, I knew something needed to be done about the kheldian inherent. History: Vigilance was changed largely because the inherent did nothing for a solo defender.
I also like the proc idea because it allows the Warshade inherent to do something. As it stands now, the warshade inherent tends to be wasted. -
But Ramiel's arc came first. They added a way to bypass Ramiel's arc that is longer and more difficult.
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Quote:I had not even thought of this! What's wrong with me? Absolutely brilliant, thank you, sir. Now to decide whether I go with Storm or Dark. Storm would certainly be more offensive, but could I control it well enough?The ancient Egyptian guy definitely needs to have Necro. I mean, c'mon, you can say he's summoning Mummies instead of Zombies and stuff, and name them crazy things like Nephren-Ka and Imhotep.
Quote:Plus, the stage magician concept definitely seems more like the Demon summoner. I mean, where's he getting the undead from "accidentally" on stage? Did they build the theater on an ancient burial ground? Seems a bit far-fetched.
And I'm totally putting him in a top hat, suit, and shoulder cape. He's got a very flashy personality, so the whip and flames will fit well.
I'm sold. -
Personal attacks for a mastermind have never been mandatory. Demons is the first set where I'd recommend taking the attacks, though, because of the -resist. That said, it won't be a bad idea to skip them entirely.
I would not recommend using Flurry. Air Superiority has always been awesome. Boxing... well, that's ok, I guess.
Look to your epics for some attacks, particularly AoE type like Lightning Fences or something similar. Keep the attention on you and your demons alive. -
There are two concepts I want to go with, but I can't decide on which sets to go with. I've narrowed it down a bit, but I'm not sure how to pair everything.
My two concepts can pretty much use either demons or necro. One will be Dark Miasma or Storm, the other Thermal. I don't want to duplicate anything, so my choices are:
Demon/Thermal and Necro/(Darkor Storm)
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Demon/(Storm or Dark) and Necro/Thermal
The first concept is an evil guy from ancient Egypt, and he will be whatever combo ends up with Dark Miasma or Storm so I can color it like sand. Set gave him powers to control the sand, and would either give him demons or undead minions to control.
The second concept is a very flashy stage magician who accidentally summoned demons or undead during his act. The ensuing chaos cost him his career, and he now has to cope with being unemployed and followed by demons/undead.
How would you combine the sets? Which way fits concepts better? Which has more min/max potential? -
The key, I've found, is to make sure you level in the TF somewhere. Half a level's worth of experience given to you at 48.9 is no where near the amount of half a level's worth of experience given to you at 49.1.
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Quote:I guess my point is that no mastermind "sends his minions in to die." Well, I'm sure there are some who do, but they aren't any good.My comment was intended to refute that whole "send your minions to die" line people tow about hero MMs.
Anyone who says that masterminds are inherently villainous must therefor believe the same for every single one of their country's military and police organizers. Generals "send their minions in to die." So do police captains. Was Patton on the beach in Normandy? Does the police captain show up for the drug bust that might turn into a fire fight? The fact that masterminds are even present for all the fighting puts them a step towards heroic compared to these examples.
The truth is that all of these examples "send their minions in to not die." Everyone knows that some people will die, but the objective is always to win with the least amount of casualties. You don't have to be a tankermind to do that; you just need to be strategic. There's that old saying from Patton that (paraphrased) "You don't win by dying for your country, you make some other idiot die for his." -
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Quote:+Defense comes in such copious amounts from sets and teammates that I hardly believe (resistable) -tohit will be a worthwhile addition. Likewise with -regen, the team either has -2000% or none, your few stacks of -regen from Diamagnetic won't mean much.Dechs, I'm curious. Do you eschew Diamagnetic because your guys are already maxed on Def, or because you find one of the other two simply does something you like better?
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-Recharge is, however, largely valuable. Notably, the floor for -recharge is -75%, which corresponds to 4x the recharge time. That's pretty immense. With recharge in the denominator of the formula, it doesn't take much for those negative numbers to be noticeable.
-Damage, in my mind, is most valuable since it is not resisted by AV resistance. As I said, plenty of people already have tons of defense. The only way to increase survivability at that point is to add resistance or take away damage. The tanks on your team should have plenty of resistance, some even at the cap. At that point, -damage is still helping. Those players at the softcap for defense (even the "new" one) gain no benefit from -tohit.