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Quote:To be blunt, whenever I hear someone say they are having a rough time leveling X-character, I always have to ask what exactly it is you are doing?best secondary for ninjas is some other primary + any secondary.
Yes this is snark, but born from the throbbing aggravation of having attempted to level a ninja MM until I couldn't take it any more.
One of the few characters I've ever really liked conceptually but deleted anyway because they drove me so crazy.
I am no pro and don't claim to be. But, I have leveled a Ninja/X Mastermind to 50 twice. One was Ninja/Poison and the other was Ninja/Time. Neither character really gave me any trouble other than the fact that /Poison lacked the amount of "support" that /Time does.
In my experience, if I am having as much trouble as you are having, then there has to be something wrong with what you are trying to do in terms of what your character can actually handle compared with your expectations. The main thing I always have to keep in mind is that while I may be able to solo x8 very well when I am level 50... leveling tends to be a different story because non-50 characters just tend not to handle the same things. -
I run a very nice Ninja/Time MM. The only time I see my ninjas taking any real damage is against some bosses and AVs (who tend to 1-shot pets regardless of what primary you have). Even then, I have a nice array of heals, buffs, and debuffs to nullify any real threats.
As a reference, I can solo most AVs up to +2 and not lose my pets much.
Also, it REALLY is effective for a Mastermind to dip into the Presence pool and get Provoke. That little power makes you the tank. And, with Bodyguard you can take quite a few hits and not even flinch. Any damage you do take is instantly healed being /Time. -
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So...
Our first event was smaller than I had hoped, but we ended up with enough people to run a pair of 12-man trials: BAF and Lambda.
The B.A.F. we easily stomped and got the "Keep 'Em Separated" badge requirement. We actually messed up a bit on the timing of killing both AVs so we had to kill them twice. But, that didn't really bother us because the second time went by so fast. Unfortunately, we didn't have enough people to manage getting the "Strong and Pretty" badge. Still, the B.A.F. is clearly a Mastermind's playground!
The Lambda run was a little more difficult for us with trying to stealth around and get all the containers. But, we nearly got the entire "Master" badge in one round. Someone accidentally used one of the Pacify Grenades which robbed us of the final badge. But, the fight with Marauder was so easy. His "army" was dead the moment they even tried to help leaving Marauder to fend for himself. Defeating him without grenades is something of a joke for us with 12 people all wielding good debuffs and pets that do enough damage types to eat him.
One thing to note is that Marauder's Nova Fist really didn't bother us. We had enough heals, buffs, and debuffs running that his Nova Fist might as well be called "Better than Average Footstomp".
All in all, we had a great time. A few of us finished up the event with an Imperious TF, which is pretty much a joke for that many Masterminds.
Anyways... this event I will host weekly and anyone is welcome to attend with their 50+ Mastermind! -
Hope the forum mods don't mind me reposting this in a couple places to get attention.
It has been a while, but now it is time to revive a well-loved event after a break...
Re-Introducing...
All Mastermind Incarnate Trials
Sundays @ 3 PM Eastern
Freedom Server
The objective of the event is to gather at least 16 Masterminds and run a couple of the Incarnate trials together. This will give us the grand opportunity to demonstrate the glory and power Masterminds have!
We will be starting from the top with the B.A.F trial and Lambda as well. The goal will be to achieve the "Master of" requirements for both trials. Last time we got these requirements very easily!
Anyways... look forward to seeing fellow Masterminds again this week! -
It has been a while, but now it is time to revive a well-loved event after a break...
Re-Introducing...
All Mastermind Incarnate Trials
Sundays @ 3 PM Eastern
Freedom Server
The objective of the event is to gather at least 16 Masterminds and run a couple of the Incarnate trials together. This will give us the grand opportunity to demonstrate the glory and power Masterminds have!
We will be starting from the top with the B.A.F trial and Lambda as well. The goal will be to achieve the "Master of" requirements for both trials. Last time we got these requirements very easily!
Anyways... look forward to seeing fellow Masterminds again this week! -
In short, yes and no.
Incarnate abilities are designed to be an addition to what you already have. Regardless of what anyone tells you, all of the Incarnate abilities are *very* good and worth the effort to have.
But, they are only available at level 50 (exemplar as low as 45) and VIP only.
To some extent, Incarnates can allow you to gain abilities that make your character better either by shoring up weak areas or improving what you already have to a level that makes some characters insane.
However, we should remember that the incarnate powers were never intended to really fix anything. They were intended to be used to impact the end-game content. -
Sounds like someone didn't get the memo. I hear reading is tech.
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Masterminds are going to find that the 3 best Destiny powers for them are Barrier, Radial Clarion, and Rebirth.
Barrier is the top because it provides good defense/resist to anyone who doesn't get a lot of extra survival in their secondary choice.
Radial Clarion I have found to be excellent for Masterminds because of the boost to secondary effects and the boost to range. Essentially, this version of Clarion allows you to give Power Boost to all of your pets. I have found it to be quite effective especially if you also pick up Power Boost from the Black Scorpion patron powers.
Rebirth is obviously useful because it can provide good healing/regeneration if you are playing something like Force Field or Sonic and don't really have much healing elsewhere.
You could also pick Incandescence. The aspects of this power can make it useful to you. -
I would think either Support or Melee would be for Masterminds. Support gives a nice extra Leadership and endurance discount that you might enjoy.
Melee offers some nice buffs to those Masterminds who like to be in melee with their pets. -
I'm going to step in here and answer your questions a bit differently... what we need to know is..
WHAT DO THE DEVELOPERS THINK BLASTERS SHOULD BE???
And, it would be fantastic if the development team could answer that for us in a definitive way.
We can all sit here and speculate about what "we think" blasters should be. But, we need to know what the devs are thinking.
As it stands now, Blasters are the primary ranged DPS of the hero ATs. And, it seems that the developers have in mind that those ATs that are "ranged" should be squishier than those who specialize in melee.
Also, I think it is foolish to really compare any one AT to the others. Yes, there is a lot of overlap in this game (which I love). But, each AT also has a uniqueness that the others can't really match.
What we need to do is focus entirely on what Blasters should be and the rest will take care of itself. -
I don't think blasters need mez protection any more. Before IOs, yes. After, no.
We do need to remember that the game is balanced around SOs. And, though they may not be very common, there are people who don't feel the need or desire to IO every character. -
Quote:If being Mez proof is the answer, why do I not see more blasters taking Clarion as soon as they can get it? Why do we not see more blasters factoring Acrobatics into their builds for protection against Holds prior to 50?I'll admit that mez isn't the only problem that a blaster faces.... But it is the one weakness that eliminates ALL the blaster's strengths. Being virtually mez proof would fix that issue for Freems and Preems and it would let those of us that are ViPs take something other than Clarion instead of running into late game high mez situations that cause you to run out of break frees before you finish your mission.
And, really, the mobs that truly mez are not that frequent. And only a couple groups in the game are really all that mez happy... and those mobs all tend to appear 40+ where you should be capable of handling them.
Let's also establish that not everyone tries to solo on +0/x8 or really any difficulty higher than the basic settings. Therefore, they are not running into many mobs that will toss out mezzes at all.
Mezzing is a problem you run into against a handful of specific situations. And, most of those situations happen on large teams who should be able to manage it.
The real problems are that Blasters aren't doing enough damage and their secondary powers need attention. -
Quote:I share the opinion that increasing the amount of damage Blasters do would be a way to help them. Why not give Blasters the ability to dish out more damage, thus, most of the mob would be dead before they could retaliate?Since that would mean average blaster players would be leveling two or three times faster than average anything else, that would be wrong, in the sense that the devs would not allow such a circumstance to occur detectably, period.
All of the other ATs tend to get some sort of decent way to mitigate incoming damage because they have access to heals, buffs, and debuffs that allow them to either avoid/reduce the damage or immediately heal after. Blasters don't really get any of that outside of dipping into power pools that are widely available to many others.
We also already have several Blaster primaries with crash-less nukes that are up to be used with every mob. Apparently, for those primaries, it was deemed OK for the Blaster to have access to highly reusable attacks that do close to the same damage as a classic nuke... but Archery, Dual Pistols, and Assault Rifle all get essentially "better" nukes.
Why not give Blasters (and Blasters only) a boost to their other attacks so that each attack makes you feel like you are really bringing to bear all the firepower Blasters are supposed to have? With more firepower, a Blaster would be capable of wiping out the mob before they would do much. A nice couple shots from a Blaster should leverage enough damage to obliterate much of the mob with the few surviving Bosses/LTs able to present enough of a threat.
You should be able to say "I may be squishy but half the room just got crispy."
And, if you gave blasters that kind of damage, you'd also give Tankers more of a need to actually manage aggro. Personally, when I'm on my tank, I'd love having a good blaster who can turn all the mobs into dust. Makes me feel rewarded for making such nice herds! -
The main point I am making is this...
Simply giving more mez protection to blasters is not going to solve the problem(s) that Blasters have. And, giving it to them via their Inherent is not going to solve the problem either.
If Blasters need better survival tools, why not make that available to them in their secondary powers? Maybe looking at the way Masterminds have a secondary that helps to support their henchmen is a clue for what can be done with blasters?
But, again, simply throwing mez protection on a blaster is not a sufficient solution. That would be like throwing a wet blanket on a fire you know isn't sufficient to put it out.
And, to my point about D&D and such... the point is that each AT has (or should have) a distinctness all their own. Yes, overlap and flexibility is great. But, there is still a need for Blasters to maintain a distinct role-- whatever the devs intend that to be. -
Maybe it's just me but I've never had a tough time pre-50. I honestly have to ask what everyone else is doing that I'm not doing... I just do not see Blasters as that hard to play aside from the troubles everyone has before 50.
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Quote:Comparing them to a VEAT is an utterly false comparison because VEATS are supposed to be that way. They are epic ATs for a reason.Ah yes, good old dungeons and dragons. I remember it well, DrGemini.
How were fighters and paladins balanced in second edition?
Or, give an actual specific explanation of the mechanism by which Blasters are balanced against, say, Crab Spiders with three ranged AOEs, mez protection, Defense and Resistance built right into the class.
Because I can't disprove any of the following assertions:
In fact, trying to compare any AT to the others only goes so far. Yes, many ATs can cross over and do things others can do. But, ultimately, Blasters are their own unique breed.
Perhaps you would better understand Blasters by asking "What are Blasters supposed to do? What is the role of that AT (both solo and on teams)?"
If you want to fix Blasters, simply giving them more "protection" is not the answer.
And, let me give you some perspective...
I run a Dual Pistols/Devices blaster. I very rarely get "mezzed." I don't use Clarion either. If I get mezzed it either doesn't last long enough to matter or I am usually smart enough to keep a few Break Frees in my tray to deal with that situation.
Do I die? Absolutely. But, I've learned that playing rambo in every situation doesn't work. I've got to make use of *all* my tools. I still die. But, by making good use of pulling and positioning most enemies are dead before they can be much of a threat.
What would I like? I'd prefer my blaster did more damage out of the box with my primary. Mezzes are an annoyance that I believe would be better dealt with if the mob was dead before they could hit me. And, if I'm going into a situation where I expect more mezzes... I make sure to keep my inspiration tray well-stocked.
Anyways... blasters don't need mez protection because you are trying to solve a problem that doesn't exist. -
Quote:The reason it would throw off the balance is because of the way the developers designed Blasters to begin with.I'm not a supporter of blasters getting direct mez protection, but I also do not know in what way mez protection would "throw off balance" specifically.
Also, the reason it would unbalance the scales is because of the mechanics that run in the background for all games similar to CoH. You just simply cannot give Blasters mez protection and/or greater survival without making them overpowered to the point that they infringe upon other classes far too much.
The mechanics of games like this tend to make the higher DPS and more powerful characters have a lower level of survivability. This is something that harkens all the way back to good old Dungeons and Dragons. If you've never played that game, I suggest you take a serious look at it and the mechanics behind it. You will notice that in D&D and all other games like it that the Wizards and Sorcerers of D&D may have lower health... but, those spell-casters wield some serious power.
So, if you want to make Blasters better, giving them mez protection is the wrong way to go. The solution is to give them more firepower so that the opening salvo makes any sane opponent pray they aren't the target. And then, give them secondary powers that allows a Blaster to take full advantage of all that ranged damage. Don't just give us secondary powers that are melee attacks that we shouldn't even be using.
I don't know if I am explaining this very well. But, there are mechanics here that we should not be messing with lightly.
Plus we have lvl 50 blasters running around with Clarion perma and I have yet to see the servers catch fire and then explode :P.
The problem with this attitude is the failure to understand why the Incarnates are a totally different game than everything else. The developers intend for the 50+ game to be a point at which you need to be allowed to have more defenses in order to have a chance. But, Clarion doesn't entirely fix the squishiness of Blasters by itself. You may be mez-free but the mobs can still hit you like a truck.
Anyways... I hope I am making sense. I understand why people want mez protection but I don't think you understand what it would do to the pre-50 game. -
To be honest, it is hard to make an argument against what you all want... because what you want isn't what Blasters need. Blasters do not need and should never get Mez protection of their own. It would throw off the balance in ways that you couldn't imagine.
Also, TBH, I've never felt that my blasters need mez protection. What I'd prefer is for the devs to boost their base DPS and make the secondary powers a little more useful. -
Two things...
1. What do you mean by "gates"?
2. You are going to be getting mez help from Hybrid. You also get it from Clarion.
I'm not sure what you are doing but my blaster doesn't have problems staying alive so long as I am willing to play smart and not trying to expect myself to survive the same things that a Scrapper can. -
I'm coming into this a bit late and some of what I am going to say has probably already been said.
First, Tankers and Brutes are two entirely different ATs. Expecting the exact same results from both of your characters is going to have you looking for something that simply isn't there. Yes, both of them can perform similar functions. But, both of them still have their own niche.
IMHO, Tankers are more specialized to be able to be the "hard target." You aren't going to be putting out OMFG damage. But, on the reverse, you can survive things that no one else can... and, if you look at how Gauntlet/Taunt works on a tanker, it doesn't expect you to really do a lot in order to accomplish your goals. Tankers can do excellent damage, but expecting the huge numbers that a Brute gets is rather foolish.
That being said, I have found (like others have said) that Staff is a set similar to maybe Dual Blades. The idea is to be continuously doing damage with very little downtime in the attack chain. No single attack is going to do uber amazing damage. But, given the amount of damage you can put out thru the whole chain, you should be able to eat through mobs at a steady rate.
If you are having trouble, there has to be something in your build that is needing attention. I do have a Staff Brute who does pretty good damage with it. I also have an /Axe tanker who performs well on the damage front. Neither of them would be considered damage kings but they bring enough damage to satisfy my needs.
So, I'd look at your slotting. Bring on all those damage bonuses, etc and see if you can't get your damage higher. -
Quote:I believe the main points of our conversation to take away are...Although it seems many replies ago I am the op. I only wanted to know so I could factor it into my play. Ie didn't want to waste effort buffing pets if there was no point. note I deliberately avoided mentioning solo or teams. What else has gone on in the thread is nuts but quite entertaining to read. Forgive the poor typing and English but me and smartphones don't get on. Hmmmmm would Ts buff my typing speed?
1. To answer your question directly, pets benefit from all aspects of Temporal Selection except for the Recharge buff.
2. As you can see by the discussion, there are pros and cons to using it on your henchmen. Ultimately, it is up to you to decide who/what you want to use it on.
3. The conversation proves that this game is definitely not stuck in the ruts that other games put you in where you do not have the kind of flexibility that we have.
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To the point I was making, I have found buffing my henchmen to be an effective use of Temporal Selection because of the mechanics that govern what Masterminds can do. And, despite many protests to the contrary, I believe that, in most cases, I prefer to buff my henchmen with it so that I can lay out more destruction while I go about doing other buffing, debuffing, healing, tanking, and all the good things Masterminds can do... and all simultaneously!
There are others who believe that, while on a team setting, buffing other players is better. And, they have made valid points supporting their opinion.
Ultimately, who gets the buff is your call!
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Quote:Oh yeah, they do, they are just too polite to say it to your face.
Anyways... I've said my piece about the topic. Time to move on to other things. -
Solo I think it's the kind of fantastic tool along with Caltrops and Trip Mines that allow my DP/Dev blaster to pull off some nice tricks.
A lot of times, I will use Time Bomb as a way to solo 2 mobs at the same time. Set up time bomb in 1 mob, and then go kill a 2nd mob nearby. By the time Time Bomb goes off, both mobs are dead.
I would agree though that Time Bomb, Trip Mine, and other things need some tweaking to make them more useful. Making them stick to a target would make for some hilarious fun! -
Quote:Let us be clear. The original question was about what parts of Temporal Selection apply to pets. The OP was not really interested in the "Pet VS Player" opinions. Let's understand what the original question was.Doing something because you believe that is better for you is one thing.
To try to state that it is numercially better to put TS onto pets instead players is something else. Especially considering that they can't take advantage of one of the most important aspects of TS.
In other words, Do want to you want, but don't spout bad advice as good advice.
Now, somewhere along the lines, a conversation was started over what target (Pet or Player) was the better target for Temporal Selection.
I injected my opinion that, in the case of a Mastermind, I believed Temporal Selection to be worthwhile putting on a pet. And, I stated the reasons why I believed that to be the case.
Others have stated why they believe a Player to be the better choice.
In this case, there really is NOT a plausible way to say which option is better or worse. This is a case where the person behind the controls decides who they prefer to put Temporal Selection on. It is just like when I am on my Empathy Defender. I am able to maintain Fortitude on 4 people. On a large group, I make a decision who those 4 people are. That decision is largely based on team makeup and other factors.
It is no more complicated than that.
Do we understand each other now? -
You can laugh and call me stupid for putting TS on my pets rather than people. But, I do believe the results of my choice pay off very well.
Others obviously do differently than I do. That's fine. You play your way and I'll play mine. No one I've ever teamed with (planned or PUG) has had any problems with it, mostly because all of my characters are well-built and function well.
In my experience and opinion, Temporal Selection works well the way I use it. Enough said.