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Posts
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Quote:I was pretty sure that Castle said the exact opposite, that they can't fix things like that. However, it is an exploit, and therefore it's possible for the Devs to come to your house at any time, kick you in the groin, and take your computer for processing.I really can't recommend anyone hunt down Enzymes to put in their Protector Bots....if you have them, fine, but they'll fix the defense buff/debuff eventually. One might be good for the end/-tohit for their seekers, and then two regular defense IOs.
It's right there in the EULA. -
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Caltrops is probably one of a /Traps Mastermind's best tools. It's fast recharging, AoE slow + Damage, plus it will typically preoccupy enemies or cause blocking if you dump it in doorways/ at corners, amplifying the potency of the Burn Patches. Heck, without Caltrops, my Mastermind probably couldn't stop the Ambushes in the Cyst ITF mission(Which is fun when you have about three of them stuck in a narrow spot), or keep mobs neatly together after the mezzes wear off. It's a truly underrated power, also works pretty well with Procs on top of all that.
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Quote:So, maybe it shouldn't be compared to those Nukes since there's no crash? Lets compare it to Rain of Arrows.It's actually about 305, the same as the regular blaster pbaoe nukes (not fire's, but also better than some), but without the crash.
RoA:
Damage: 214.035 on average.
End: 20.8
Rch: 60s
Range: 90ft
Cast: 4s
RDS: 25ft
Detonator:
Damage: (According to this thread) roughly 305
End: 32.5
Rch: 600s
Range:100ft
Cast: 2.03s
RDS: 20ft
Yeah, it doesn't stack up. Heck, lets compare it to Trip Mine from the same set:
Trip Mine:
Damage: 194.635 on average
End: 16.25
Rch: 20s
Range: I know there's a cut-off point when they cease working, but can't think of it.
Cast: 1s, 4s Interrupt period
RDS: 12ft
Plus you can have more than one mines set. Heck, you could have up to 15 set if you wanted to really give something a bad day. Personally, I don't think that what Detonator does is justified by the recharge, or the loss of a Henchmen mid-battle. In fact, you could just set two Trip Mines around a corner or in a doorway and do the same thing, or even just jump in the middle of a mob and drop one while the henchmen are distracting the mob(Or during a period when enemies are held by P. Trap). -
I'm fairly sure the problem is that when you go through the elevator, the henchmen try to use the elevator to follow you. The only problem is that they automatically teleport to your side once you get beyond 180yds of them. So basically they get caught in a loop of trying to access the elevator while also being teleported every time they move beyond 180yds of you. This is also why the Group Teleport powers do not correct the error since they can be teleported but still be trying to access the elevator.
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Personal attacks are pretty okay. In the havoc and chaos that is every mob I go up against, I enjoy being able to single out a foe, like a Gas-spewing Nemesis Jaeger and ending them while my Henchmen continue to get 'disco inferno' on the mob. "But Delta!" you might say, "You should be spamming Debuffs, and directing your henchmen, not attacking!" The thing is, back when the fight started, I used all the debuffs I had, and since they're on 15-45s cooldown, I'm probably not going to waste throwing them twice on a mob. So what do I do? I start taking shots, you know, throw in a little DPS on those undesirables. As for directing my henchmen: Well since I already can do that while directing my debuffs(All 5 of them), it's no stretch to do that while casually tapping 2 powers.
Plus, if I didn't have personal attacks, I'd have nowhere to put Ranged Damage IOs!
[Edit]: However, it's safe to say not all Personal attacks were created equal. I'd certainly say that Ninjas' personal attacks are quite lacking compared to Slug, Dual Pistols, or even the Pulse Rifle and Life Drain. -
Robotics/Traps is a pretty solid AoE build for V-side. Caltrops, Acid Mortar, and Poison Trap are all good for increasing AoE damage or making it easier to dish out by keeping enemies together while all six Henchmen deal out good levels of AoE damage. I'd say that the "worst" Mastermind for AoE would have to be either Necromancy or Ninjas, however Ninjas' single-target DPS is so high that if you know how to leverage it you can deal some high damage to large groups(the right secondary helps here), and Necromancy sports really good crowd control from its Lich while the other 5-6 henchmen tear up the mobs.
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Quote:I've corrected some of the misconceptions you had in your post. No thanks are necessary.So my guess is their are waves for this one like they said before.
Quote:1st: Half of them will be people who no longer play the game in an attempt to lure them back, the other half absurd loyalists who won't blab.
2nd: The people who contribute to Beta.
3rd: The crazies. (Me!)
4th: Who cares? By this point they're not going to change anything.
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I was kinda maybe sorta interested in the Expansion assuming Demon Summoning was okay, But it sounds like I'll need to buy two things to get everything that's being offered, which is confusing as well as silly.
But that's okay, maybe Demon Summoning won't be all that, I wouldn't be surprised since there's some level of disinterest in making Mastermind primaries due to the limitations of their function, I.E., they only work for one AT. But maybe I'm wrong, and it'll be over-the-top awesome to make up for the fact it's for only one AT. One thing's for sure: The Mastermind population will go up, but only due to Petless Masterminds; Whip "Dominators" will be crawling all over Virtue- Or at least their pets will. -
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All true. However...
I think we need to migrate towards the Asterisk version for some obvious reasons outlined in this example. -
So.... What you're saying is.... You were really worked up about this power- "hot" for this power, if you will.... And once you got to that point, it just didn't make things happen for you?
Hm. Interesting. -
I think that all complaints about Ninjas would go out the window when compared to the Sky Raider Mastermind, who's Henchmen teleport all over the map, aggroing mobs and leaving the Mastermind completely exposed.
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Quote:Well, since it's spread out, I guess we should bring all the numbers together;Um, because those are lower values than from a single Training IO? And because to get them, I have to waste a slot on a power that bleeds endurance like mad? I almost never team up, so I can't stack the bonuses to anything worthwhile. The *only* case I could see for the Leadership powers being anything other than complete garbage is on a Thugs MM. And even then, there's usually plenty of other powers I'd rather take. 3% defense is a joke. 11% damage might be nice for a Blaster or Scrapper, but most MM pets have their damage spread across several fairly small attacks - 11% of a 60 damage attack is 6 points. Big. Deal.
Robotics Mastermind Tiers 1 to 3,
Not accounting for any entities the henchmen themselves create(even though to all my knowledge it would affect those as well).
AoEs multiplied by 2.5
(58.5+95.76+300.3)*.1125= 51.14
(50.14+82.2+112.6)*.1125= 27.56
(30.59+60.25+125.4+119.9)*.1125= 37.82
so 116.52 extra damage in total before any debuffs on the enemies or any increase/decrease based on level, as well as the fact this number will go up with debuffs, and your other option for damage increase is personal attacks, which are two powers that are going to be worse DPE and more slots than Assault.
Then again, in the event all of this is crucially flawed(Math isn't my first language), I think my alternate answer is that: Hey, who can have too much damage? Then again my Mastermind doesn't have End issues and not everyone plays the same way. -
I do a better job of it than the Seekers, plus they deal a 40% Debuff to enemy damage and can stun about half the mob, neither of which they can accomplish in death. Especially useful in farming Nemesis and negating unlikely Vengeance stacks.
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Short answer: No.
Long answer: Noooooooooooooooooooooooooooooo no no no.
Complicated Answer: Using Slug would probably result in more net gain damage wise than buffing any one pet with Serum, since they have to stop, animate it, then proceed to use their decent powers instead of deciding, "Hai luk, im tank nao" and rushing into melee.
If you could buff yourself with Serum, I'd prolly consider it a better power, or if it buffed all the pets for a smaller duration/recharge.
Thought: Perhaps they should replace it with a "Stim-Pack" toggle, which causes your Henchmen to do more damage and take less damage(Thinking Defense in the form of "Absorbed" damage), but decreases their regeneration and the effects of heals. -
Well, once CO features Pet customization(and useful pets), Co* will move it from, "the engine has its limitations" category to, "We're craming it into the next issue" category.
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The absolute best way to light an Oil Slick Arrow is to first hold it up in the air above you, then proceed to hold a lighter to the underside and begin to melt the hard plastic casing. Ignore all the warning labels and smell and keep this up until the contents are released and ignited.
For a safer ignition, follow the other instructions in this thread. -
Necro/Rad makes me think either Ghouls or Spirit Mastery from Titan Quest.
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Hockey is designed to be rough and generally dangerous. With high speed metal and sticks going every which way no one expects it to turn out pretty, but then no eviscerations happen so it's actually boring. . Soccer is a fairly slower sport, so it's more unexpected when players start throwing clotheslines, headbutts, and full-on nutcracker kicks, which energize the stadium fans which then take to the streets in total anarchy.
I have to say out of the two, Soccer is the Mastermind sport; It looks non-threatening, but then elbows you to the ground and tramples you to death. -
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Quote:.... My god, it's that gem of knowledge we'd gone without for so many years! Oh what fools we've been! Why didn't we just keep smashing our control powers instead of waiting out the duration like we have been?! DarkCurrent is the messiah of controls and all things dominatrix![...]He's pointing out that Seismic Smash's hold is stacking with the primary hold.
... Oh wait, we did know controls stacked, it's pretty common knowledge... -
Actually I think a Mastermind without his Henchmen is like the person who opts for the rickshaw instead of the wagon and horse. It's silly looking, highly impractical, and more of a, "look what I can do!" situation.