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Posts
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Then it's a good thing that Market PvP can't actually hurt you.
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Quick question: Do you have either Provoke or Challenge in your build? I know it sounds obvious, but I find my pets take a lot less damage when they're not actually getting hit.
With Ninjas and especially poison and your small, high level enemies, it might not be the best option anyway. I'd assume you debuff the boss/LT and tell the ninjas to focus down the minions first. Then as the debuffs wear off, the boss is alone and not really a threat anymore anyway.
I'm just curious. -
In case you're not entirely sold on the Widow, I'll throw out my personal favorite: The MFing Warshade. My warshade was, hands down, the most enjoyable experience I've ever had playing City of Heroes.
Quote:The guide I've written is in my signature.At its height, The MFing Warshade will have 300% damage bonus, 85% resist all, well over 50% tohit bonus, three damage dealing pets in tow, a ranged AoE attack chain, and the ability to refill both bars more often than I blink. It can also perma stun ten targets, perma hold one, and even stun bosses in a single shot. It has mez protection with an 80% hitpoints bonus on demand. It can even shrug off defeat twice every five minutes. -
Quote:Extra defense is always worth the end cost.Just wondering what people think about combat jumping vs Cloak of darkness as immob protection. I'd stick a -kb io in whichever for the kb protection. Cod is a lot more end cost, but it does have higher def bonus. Is it worthwhile or is the extra def just not worth the end cost and could be better gained through io set bonuses?
Point of reference: Weave costs almost double the endurance, provides the exact same defense values, does not give you stealth or the same immobilization protection.
Cloak of Darkness is worth every last drop of endurance you spend on it. -
I really hate to see claws paired with anything that doesn't have a damage aura. Follow Up is just too good for that.
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Quote:I just don't get it. Knocked back enemies aren't doing damage to you anyway, so who cares whether they contribute to your defense? Jump away from the group for a second, knock them all in the same direction, and jump back.My advice would be the exact opposite:
Claws/inv on a brute is a fantastic combo. invuln toughness, and claws damage.
The key is simple:
DON'T TAKE THE KNOCKBACK POWER.
You totally don't need it.
I'm playing through a Claws/Dark and it is an absolute beast. I use Shockwave to keep my enemies where I want them. On their backs and in a tight group for my damage aura and Spin. -
Read the new announcement; no we are not. The participation system only checks for a "threshold" of participation. After that, if you qualified for a component, you could get any tier of component.
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I've got a Claws/Dark Armor that's turning into an absolute beast. He's level 47 and has about a third of the sets I want for him. When he's finished, I'll update his build thread.
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Quote:Minions and LTs don't need to be debuffed. You have plenty of debuffs to handle the bosses.Teaming is where that set combo falls apart. Once the spawns start getting bigger you do not have enough debuffing to handle the extra mobs. Then with the ninjas having paper thin defense that makes it that much worse.
Keep aggro off the pets and your second issue becomes a non-issue. -
Demons/Pain
Like Thermal, you get the resistance buffs and extra healing, but more than that, /Pain encourages you to be in melee with it's PBAoE debuff. The demons are likewise very melee heavy.
Necro/Thermal
An odd pairing at first glance, but Forge can easily be perma on two targets, perfect for the Grave Knights. You also shore up the inherent resistances that allow the henchmen to run free. Further, who can resist flaming zombies?
Ninja/Storm
I move storm in here because storm likes to play in melee and can heavily debuff tohit to compliment the ninja defenses. I find it thematic, and the controls aid survival of the henchmen and positioning of enemies for maximum damage.
Mercs/Traps
Mercs like to stand and fire, traps like to stay in one place as well. The acid mortar gives you the -resist your lethal damage will want and Caltrops can keep enemies out of melee with your henchmen. Being thematic is another bonus.
Robots/Dark
Not exactly thematic, and for as much as I've ranted about bots/traps, I think Bots/Dark is even more powerful. Dark has controls to help keep enemies in place and burning. Actually, /Dark itself is plain phenomenal. Any one of the primaries would do well to pair with /dark.
Thugs/Poison
You roll a Thugs/Poison for one purpose, and that's to put Noxious Gas on the Bruiser and let him go to town. -
Quote:You mean to tell me that the bland footstomp is enough to flatten all your henchmen standing amidst a 16 man team piled on top of an AV, dropping PBAoE buffs like candy?No the footstomp one where it takes 1.5 seconds to animate and hits for over a thousand damage, Seige and Maurader both do it. Nightstar has a 1.0 targeted AoE energy attack that does likewise. Yes things like Nova fist and the "It's GOOOD!" attack as I call it that the giant robots and Seige uses could be dodged since they take three seconds but the AoE's that kill are not exactly large warning attacks.
I'll be perfectly honest, the AV section of the fight is usually too short to care and I keep my henchmen right next to me. My bots take hits. Quite a few even, but they still very rarely die.
If zombies or ninjas are somehow that much more fragile than my bots (and you can't blame IOs, because those don't benefit henchmen. I don't have either of the +resist uniques), then keep this in mind: Your pets have ranged attacks and AVs are a small portion of the fight. So for a little while you have to micromanage with defensive/follow and attack. You're not at full effectiveness for the AV. Or you resummon the Genin/zombies a few times. Big flippin' deal. -
You mean the one where he gives you plenty of warning so that you might be able to hit follow/defensive and get your henchmen out of range?
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Quote:My bots exhibit this behavior too. What's most odd is that the Protectors will even run into melee, despite not even having a [Brawl] attack. I concede that this is a flaw in the AI, but it's not crippling. Tap follow/defensive. This "resets" the henchmen and they return to you and pretend like they have nothing aggro'd for a few seconds. This will be the case even if you are currently under fire. To bypass the wait time, issue a goto command immediately after your defensive/follow.My experience (And now that I've gotten a new video card I might FRAPS this) is that every twenty seconds in my Mercenaries attack chain is they run out of ranged attacks and run in to either brawl or gun stroke Nightstar or Seige.
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and Robots are better behaved since they don't have the issue of running out of all other attacks and being forced to either wait or use brawl, by default they have enough attacks it's not an issue.
Quote:But Zombies and Ninja's seriously? Both sets have their Tier 1/Tier 2 pets who are almost pure melee, as in they need to be in Melee in order to use 90% of their attacks.
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It's not an option in the 50's content and trial content in particular the number of one shot PBAoE's means melee pets die and die often. In my Ninja's/Zombies sets I make sure to take hasten due to pet death being much more common than Mercs or Robots/Thugs where I either tend to lose 1 at a time or all of them due to an ambush.
The Mastermind is all about henchmen management. Once you learn that, you stop having all these problems. -
Quote:Then I don't know what to tell you because it's what I do and it's how my henchmen react. Exactly as described.I was not going to wade in but Dech's suggestions caught my eye.
Mostly because they don't work
No, it's absurd to discuss balance with regards to IOs. Everything is overpowered with IOs, and that's kind of the point of the game.
They're over powered because, on SOs, they can handle things meant for teams, specifically x8 missions and AVs. Please feel free to reference the rest of the argument where I made this claim.
Quote:I'd disagree with you but then I have (By popular vote) the least useful power in the game /Poison's Poison Trap. Taking as a whole MM's are fine but there are specific groups (Mercs/Ninja's/Zombies) that are not near the same level that Thugs/Demons are or yes Bots.
Quote:If you had really run Trial content with an MM I should think you know you spend the trial hitting the stay command every ten seconds because they can and will "forget" to stay out of range no matter what you do
Is it as simple as playing my Dark Armor tank that wades in and mashes 1, 2, 3, 4 repeat? No. Is it impossible? Not hardly. Do my henchmen die? Yes. Do they die too often that I'm not contributing? Hell no.
Quote:Also "stay out of AoE range" is not an option for Zombies or Ninjas
Again, this isn't button mashing, but it's no impossible task.
No it's not. Masterminds are not an exact science, they're just more difficult than any other AT (except maybe Warshade). I've never claimed any different. -
Quote:Fair enough, but you won't accomplish anything with that. If you're going to make a claim and want it taken seriously, you need to bring proof to the table that your claim is valid. You've yet to do so.Math's are hard. If my opinion is just that, and baseless, I at least can be cozy sharing my opinion with the vast majority of active players. From this angle doing twice as much work to achieve the same goal is a poor option.
Quote:You can have the last word. But, did you imply that your MM does more damage than a fire/kin (containment controller) because you can farm carnies?
You wouldn't prove anything even if you could "win a race" against my bots/traps. Your initial claim is that MMs deal less damage than controllers with containment. How do grav/emp, earth/FF or ice/thermal controllers do with containment?
Some controller combinations may out damage some MM combinations in some specific situations.
Your claim, as implied, is ludicrous.
Quote:Pets summon in defensive follow by default. Which means, particularly in trials, the moment they're summoned, they're going to rush forward and attack the last thing that sneezed at you. Now, you have what, three options?
1. Summon them somewhere away from you and use a goto command immediately so they stay there.
2. Move to a clear spot and summon them at your feet, then tap your follow/defensive macro there. The follow/defensive command has an inherent delay in it which is to allow the henchmen to return to you before engaging any enemies. For about three full seconds, they won't do anything. Tap again to extend this.
3. Remove yourself from combat, but don't wait for aggro to shed and debuffs to wear off. Tap your follow/defensive, use your travel power and get behind an obstacle a few yards away. Summon your new pets, buff them up, and waltz back into the battle. Yeah, some aggro may be following you, but there's plenty of time because you have a travel power to move ten times their speed and you can go over the obstacle they have to go around.
Quote:Really, to say that MM's are overpowered in all content all the time, I think you've either never really played MMs, or you've only ever played one min/maxed MM build.
I believe MMs as a whole are pretty well balanced with a few outliers on the OP side.
Quote:No, what I'm saying is that the MM should not be so technical that only those who are capable of min/maxing the build and doing EXACTLY what needs to be done at EXACTLY the right time should be the only ones enjoying this class.
It's just some basic stuff you aren't doing. Keep your henchmen out of AoE range. Don't let them take aggro. Leverage your bodyguard mode.
Look, it may not be easy, but it's not nearly as hard as you're making it out to be. If you want easy, go roll a brute or a tank. If you want to have to think a little bit while you play, then get a mastermind. -
Quote:Sybils, Cysts, Generals, and Rescues are all the same. I aggro everything along the way, big deal. It eventually leashes or I kill it.Not a wild accusation. You can use go-to passive to hide your pets in a corner, or you can drag them along behind you. The TP doesn't kick in for quite a distance. Until it does, you have your army dragging the entire room behind you. Similar to "Tank stealth". Even if you and/or they don't die, the mobs WILL follow.
And lambda is one example, Cysts? Sybils? Generals? Rescues? Glowies?
Glowies are even easier. Stealth to the objective, then summon.
Quote:My point was that you DON'T need a tankermind. That's 1 valid playstyle eliminated.
Guess what? We don't need tanks. We don't need defenders, controllers, or any specific AT. We don't need anything but damage, as 8 blasters have completed an MoSTF long before i19. I guess every valid playstyle has been eliminated, following your logic.
I'd love to. The target is a Quarry in the Hive. Either that or Carnies on +2/x8. Your choice.
Quote:My point was a crab has an entire primary and secondary, not completely reliant on the pets. And they can summon just as many pets. And pour on more AoE damage. Controlled and aimed intelligently AoE damage at that.
I contend that they are simply underrepresented. They've always been one of the least popular ATs, and that's largely due to the difficulty of play. Until I see some math to prove otherwise, your lack of arguments have no weight and can hope to accomplish nothing. -
Quote:Masterminds as an AT are more difficult than the others. I'm not debating that. But you seem to believe that they should be compensated for that; for some reason, they should be even more powerful so that the people who don't want the difficulty can still excel with them. This is what I disagree with.Again, Dechs, this is assuming you know -exactly- what you are doing - consider for a moment not all of us who love playing MM's are doing so with full-bound keypads, dedicated binds and a build that we know exactly how it will behave.
Quote:I barely understand how IO sets effect things, much less have a build I have half an idea what'll happen when in battle.
Quote:But no amount of slotting is going to change the fact that my Mercs MM is vastly underpowered compared to most other archtypes, and, assuredly, a Bots/FF/Traps.
As it stands, I have a hard time believing something with the buffs/debuffs/heals of Pain Domination, 75% resistance to everything, and six expendable teammates doing the damage is "vastly underpowered compared to most other archetypes."
Quote:When I'm in a team as an MM, I rarely, if ever, feel I'm as useful as any other archtype out there. I don't heal as much as a Defender, I don't do enought controlling as a controller, and I don't dish out as much damage as a blaster or scrapper.
If you want to be the best buff/debuff out there, roll a defender. If you want to deal a ton of damage, roll a blaster. If you want to be able to do it all, you roll the mastermind. -
Quote:This is a wild accusation with no real evidence to back it up.Mobility becomes a primary concern. MM's are completely lacking in any functional mobility. That limits them to their secondary, but all of those secondaries are shared by ATs that do NOT have the same crippling mechanics in thier primaries.
What makes them lack mobility? Currently, the Sabotage stage of the Lambda trial is the most mobility requiring challenge in the game. With my MM, I am able to keep up with the team and my henchmen are contributing to team damage.
You seem to be forgetting the leash which teleports henchmen to their summoner when the distance between becomes to large. I have used this, along with passive following (it seems to decrease henchmen threat generation) to keep my henchmen mobile and alive.
Quote:But tankerminds! It's a cute trick as long as ***no other teammate is running a taunt aura***.
Despite this, my MM still functions as a tank on the incarnate trials. I have pulled Nightstar to the courts. I soak Marauder's irresistible damage because, to a MM, it is resistible.
Could you show me your math that proves controllers that can manage to contain their enemies can out damage a mastermind?
Personal preference, not a valid argument. Good try, though.
Valid argument: A mastermind has permanent, controllable henchmen which are superior to those of a Crab, while offering a larger variety of team buffs and/or debuffs.
Quote:But pets and debuffs! See above comment, replace crab with ill/rad.
Quote:But I soloed XX YY. Yeap, so did everyone else. I feel like there is a screen of an SS/Fire brute that soloed the ITF >shrug< anyone seriously going to imply they farm better than an SS/Fire? Or could even peel aggro off of him?
No one said MMs farm better than SS/Fire brutes, much as you wouldn't say the SS/Fire buffs a team better than the MM. They do different things.
The fact that the Mastermind can farm comparatively as fast in addition to being able to buff an entire team is more than counterpoint to your lack of argument here. -
Quote:I'm sorry you were offended, but I can't consider such a flippant misrepresentation of my argument as anything remotely "civil."You can stop with the snide 'Pay Attention' stuff, because I'm trying to be at least a little civil here.
Quote:And, lest we forget, AoE's DO deal double-damage to MM's, because while the MM himself may not be receiving all of that damage himself, his pets are. And a MM without pets is a very squishy target indeed, so, yes, AoE attacks are much, much worse for a MM than say your world-endngly powerful Brute or Tank or whatever it is you play.
I have fought AVs and Giant Monsters with large AoEs. The AoEs themselves are likely enough to one shot my minions, but my bots are never in range of these AoEs.
Quote:My main argument against Masterminds being overpowered is this--could you still manage if the AV, etc. was smart enough to attack its real threat(I.E, the force field generator, mortar, or poison trap?)
The mastermind is a team. The mastermind himself is at the same time a tank and a defender. His henchmen are the scrappers/blasters, and in some cases controllers.
Quote:If you summon your pets and they're dead before you even manage to cast an upgrade on them, you're not "doing it wrong", there's something wrong with the fight or the pets that needs to be changed.
These aren't very high level tactics or even intelligent plays that require practice. No, it's not as easy as a brute who can toggle up and go, but you knew that going in. Masterminds are not "button mash until the enemy is dead." A Mastermind is a high performance vehicle; you can do incredible things if you do it correctly, but the controls are touchy and if you don't know what you're doing, you'll get yourself killed. -
You clearly have no experience with bots/traps. On SOs, it can solo AVs and x8 missions. Tell me another combo that can do that.
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Bots/traps can softcap to s/l on SOs. Include energy if you take weave and combat jumping.
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No, this is a logical fallacy. You are using a specific case and applying it to the general. No matter how you justify it in your mind, it is not a logical conclusion you can reacy.
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Quote:Out of this list, I have Softcapped to S/L/Ranged, Aid Other, Team Teleport/Recall Friend, Provoke, and Softcapped pets. In addition to this, though, I have capped HP half the time.Hehe, my dream-MM. Softcapped to all + Aid Other/Self + Team Teleport/Recall Friend + Provoke + Permahasten + softcapped Pets
Some changes I'm considering would drop Team Teleport/Recall Friend in exchange for Almost Permahasten, Aid Self, and complete stealth ability. Not sure it's worth it. I really like teleport.