DrGemini

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  1. Quote:
    Originally Posted by Zombie Man View Post
    What makes MMs particularly more 'decimating' with more of its kind is that their secondary is full of the same kind of buffs and debuffs that Defenders have (in addition to have some controls and the buffs and controls the pets have). Then you apply that to over 70 pets who are now running around with capped stats. So, you have 8 capped defenders v. 80 capped critters. I think I know who wins in the damage department.
    This. The force of so many bodies supported by an array of good secondaries makes for some very nasty results.

    We were able to run an MO Lambda with no trouble whatsoever. The only time Marauder's HP didn't go down was the 60 seconds or so he had Unstoppable running. The mass of pets kept extra mobs at bay. And, our bodyguard mode made his Nova Fist tickle. That, and we had a great variety of incarnate abilities.
  2. Yes. I am serious.

    I am not saying that we are the only AT that can do this. I am saying that Masterminds are the best at it.
  3. Or you could join all Mastermind runs like the ones I did today. We obliterated stuff in the incarnate trials better than any other group I've been on. We completed 2 Mos and 1 normal Keyes.

    We are the black sheep because we are the only AT that functions well when stacked with others of our kind.
  4. Just making a quick post to tell everyone about the awesome Mastermind event that I hosted on Freedom. We pulled together as many as we could to run 3 successful Incarnate trials: Mo BAF, Mo Lambda, and regular Keyes.

    For those who wish to join us, I will try to be hosting this event every Sunday afternoon @ 3 PM Eastern.

    My goal is to simply pull together as many masterminds as possible and run the content that allows for the most people to join in. So far, the incarnate trials work best. I am looking at doing some all Mastermind Mother Ship raids if we can get enough interest.

    Anyways, stick this on your calendar and join us next week if you like!

    Note: I am posting this in both the Freedom and Mastermind sections for everyone to see.
  5. Just making a quick post to tell everyone about the awesome Mastermind event that I hosted on Freedom. We pulled together as many as we could to run 3 successful Incarnate trials: Mo BAF, Mo Lambda, and regular Keyes.

    For those who wish to join us, I will try to be hosting this event every Sunday afternoon @ 3 PM Eastern.

    My goal is to simply pull together as many masterminds as possible and run the content that allows for the most people to join in. So far, the incarnate trials work best. I am looking at doing some all Mastermind Mother Ship raids if we can get enough interest.

    Anyways, stick this on your calendar and join us next week if you like!

    Note: I am posting this in both the Freedom and Mastermind sections for everyone to see.
  6. Quote:
    Originally Posted by Jibikao View Post
    Has this been tested? All pets are set to ignore any +recharge buff, not just MM pets. The +recharge in the set can only reduce the timer before you can resummon again.
    Well, at this point I think it is a little hard to isolate because my henchmen do a lot of damage between their slotting and my buffs/debuffs.

    But, it did seem to me that their attack chain was going off faster compared with what I had slotted in them. And, they were putting out higher numbers.

    I don't expect this to be the result. But, perhaps there is a "bug" or "exploit" that this new set takes advantage of that wasn't noticeable until now because the pet damage sets didn't offer recharge enhancement?

    I will make a point of testing it against my old slotting and see if it is true.

    As a side note, I would be more in favor of certain bonuses showing up in MM sets IF those bonuses applied to our henchmen (like the damage bonuses).
  7. Quote:
    Originally Posted by metalhead300 View Post
    Both of these sound like a blast, I have a hero and villain MM and have been waiting a long time for the villain side Hami raids to come back. I look forward to these events. Thank you DrGemini
    Well, I did not really want to be the one to be responsible for running additional raids. I want to be able to play other parts of the game too! But, it seems that @mojo jojo is not following through on his end of things. So, I am going to step up and get the wheels turning until someone else can take over and keep it going.
  8. Maybe I am wrong but I do believe that both the purple set and the new set will actually enhance the recharge of the henchmen's attacks. It could be a situation similar to other powers which don't, on their own, accept Recharge enhancements. But, because the sets you can slot do boost recharge, you can make use of a, perhaps, little bug in your favor.
  9. Just bumping this up to the forefront to remind people of these things.
  10. Quote:
    Originally Posted by Wavicle View Post
    Here's the thing. It doesn't matter whether or not your think it would be an OP tankmage. The devs have shown via the limitations they put on the Epic ATs THEY believe it would be an OP tankmage. Or they strongly suggest that.
    I fail to understand why people continue to try and borrow terms from other games and apply them to a game that is definitely not the same. Yes, CoX is an MMO and there are some general similarities. But, there is one big difference...

    We are called "SUPER" heroes and/or villains. We are not magi. We are not bound by the same rules that govern all other MMOs. Therefore, it would stand to reason that, while each AT is designed to function along a certain role, all ATs can do amazing things that often cross paths with what other ATs do. Yes, each AT has an area (or role) which they fill best. But, no team or player is stuck in the holy trio that other games put you in.

    On the other hand, I have run across people who seem totally oblivious or unwilling to recognize that there are specific roles that need to be filled on a team. And, because of that ignorance or unwillingness, the team is made to suffer when they shouldn't. So, in that sense, there are extremes on both sides.

    But, over all, if people stopped trying so hard to compare us with other, more trio-strict games, then they might stop trying to ask the developers to give them things they shouldn't have.

    Oh, and if you want an AT with Blasts in the primary and defenses secondary... We have those in the form of VEATs, Corruptors (to some extent), and Kheldians.
  11. Hello all! I would like to take this opportunity to inform people of a couple events which I am going to try and start up next month.

    1. Mastermind Day - Due to how much I love running with other Mastermind players, I am going to start running regular, weekly events for Masterminds only. At this time, I am leaning toward starting to run these on the weekends. Then, after the event gets traction, I would look to perhaps run it on Mondays. We will run as much of the game as we can with Masterminds. This will include both hero and villain content. So, if you would like to participate, try to have at least 1 Mastermind that is either Rogue or Vigilante that way you can cross over and participate. We might even take on all-Mastermind incarnate trials!

    2. Villain Side Hamidon Raids - These will officially start being hosted Saturdays and Sundays @ 3 PM EST. The sole objective is to give those players who prefer to play red side an opportunity to participate in Hamidon Raids. These raids will be hosted by the "Freedom Hami Raids" channel. The first few raids will be of the slower, teaching raids to give people a chance to learn the general way of conducting the raids. I will be looking to train additional leaders/hosts so that the raids can become regular without a need for me to always be there, just like we do with blue side raids.

    So, please take note of those two things and plan accordingly for them!
  12. At this point, I am curious as to whether or not you are serious about doing these raids. There was no advertisement of the raid at your scheduled time. There seems to be no real effort to take advantage of the help you have been offered.
  13. JUst want to point out that 8 PM EST on Saturdays is one of the time slots we have scheduled for blue side.

    My suggestion, if you want to get more support for your redside raids, is to schedule them such that they don't conflict with blue side.

    Our normal schedule is...

    Fridays @ 9 PM - Hami/MSR

    Saturdays @ 8 PM - CoP/Hami/MSR

    Sundays @ 6 PM - CoP/Hami/MSR


    And, I have said that the "Freedom Hami Raids" channel can be used to help get these red side raids going.

    Anyways, I am generally on in the evenings. Get in touch with me and I think we can work out the details. I have made a couple characters Vigilante so I can assist.
  14. Sorry I was unable to be around like I had planned. Life happens and all that stuff.

    I will work on making a character at least Vigilante to help with red side raids. We probably need to get some good, example raids going so people can get used to it.
  15. Might I suggest that you partner with the folks of "Freedom Hami Raids" channel? We have been (or at least I have been) seeking someone willing to organize raids for red side so that everyone has a chance to participate.

    The channel is public so you can join it without any need for invites. And, being the one who I guess is the chief by default lately, I can hook you up with many more great veteran raiders who (I assume) would help make red side raids a part of everything we do.

    I think this would also provide a good opportunity to train up more leadership to host these bigger events.

    For those who don't know, we now also host Cathedral of Pain trials and Mother Ship raids through "Freedom Hami Raids" and it has turned out very well.

    Anyways, I will be on later this afternoon in preparation for our normal Sunday events. We can chat then and see where things go.

    If red side raids do well, I might have to get off my lazy butt and make a couple characters Vigilante.
  16. IMHO, this would be a good time for the devs to institute the customization that we have been asking them for. I think the beasts should be a bit more of a variety of animals that could logically fit into the theme. There are all kinds of predatory beasts.
  17. I think Ill/Dark will be a good pair. Dark Affinity will give you some powerful tricks that, I dare say, may make you nearly untouchable.

    1. You get an additional pet to help.
    2. You will essentially get a nice pair of +Stealth/Defense powers. I'm guessing the stealth may not stack but I would think the defense buff would. And, the one from DA provides some resistance as well.
    3. A solid heal, REZ, and +regen/recovery buff.
    4. You may lack a self +recharge buff. But, with Dark Affinity having 2 Defense powers, it should be fairly easy to fit in 5 LOTG +Recharge.
    5. You pick up a small amount of AoE control that Illusion tends to lack.

    Over all, I would think Dark Affinity would pair well with any of the controller primaries. I can imagine a -Resist patch, alone, would combo well with a primary set capable of keeping the mobs in place.
  18. The reason they took some of the control out of Dark Affinity is because you get a lot of that from your primary. And, I suspect another reason is that Dark Affinity keeps the Dark Servant. Dark Servant, in and of itself, gives you a pretty good additional "mini" controller.
  19. Quote:
    Originally Posted by Oathbound View Post
    It's in flux.

    Synapse is working on designing a new PBAoE power to replace Death Shroud, because a PBAoE damage toggle conflicts horribly with Nightfall's fast recharging and very narrow cone.

    Also, Moonbeam, which many people hate, in the level 20 spot, which many people hate even more.

    Current settup is:
    Dark Blast
    Smite
    Gloom
    Nightfall
    Gather Shadows (+Damage +Special)
    Moonbeam
    Life Drain
    ((Death Shroud, soon to be the new PBAoE instead))
    Midnight Grasp
    I think people would go for Moonbeam more if its damage was higher. But, I have noticed that one advantage to Moonbeam (as is) is that it is a very good power with which to execute pulling. However, in the current environment where pulling is much less needed, I think Moonbeam could use some attention.

    Also, Dark powers seem to be heavily invested in Cones and Damage-Over-Time. As much as a PBAoE might be useful, I would think it would be better to replace those PBAoEs with more cones. This would go together with the rest of both sets better and better promote the whole "hovering controller/dominator" concept some people see with Darkness Control.
  20. Quote:
    Originally Posted by Talen Lee View Post
    I don't know if you've ever done this before, but did you know that eight of any control archetype turns everything into mush?
    Eh, I suppose it isn't exclusive to this experience. I just sometimes get so used to seeing a variety on the live servers. So, when I am part of a team of 8 dark/* controllers/dominators, it seems pretty amazing.

    Still, my experience (after currently 22 levels) with a variety of situations (yes, not everyone I ran into was running the new stuff) suggests that Dark Control will be a great addition to the primaries available to us.

    For those wanting some details on the powers and what they do, here is a little summary of what I have seen so far...

    The first 3 powers in the set are your standard Immobilize, Hold, and a Cone Immobilize which uses the animation for Tenebrous Tentacles. However, I do believe the mass immob power does have better range than Tenebrous does. And, it has been noted by some that the DoT component does seem to have better numbers than Fire Control. That would probably have to be tested side-by-side. Also, if you factor in the -Resist patch from Dark Affinity, you can use your Cone Immob to do some pretty good damage even at low levels. Oh, and the animation on the cone immob is pretty cool!

    At level 4, you get a nifty single target Confuse called "Possess." It has a base 8-second recharge and has a cool animation. It did seem like the Confuse was not causing any significant loss of XP per kill. As you can imagine, running the DFB and the new trial, this power was pretty handy against the bosses and AVs.

    Next comes Fearsome Stare. Standard cone-range fear. In my opinion, Dark Control can probably take advantage of this better than others due to the ability to keep cycling it in with other AoE controls. Due to Fear having that -Tohit component, it really stacks with the debuff in Dark Control meaning the mobs don't hit you much to begin with.

    At level 8? 10? you get Heart of Darkness which is a PBAoE stun with a small DoT to it. The concensus does seem to be that this power could use some adjustment in the cast time. It uses the "Blackstar" animation with some cool swirly effects around the mobs. I could see this being a power you might skip if you don't plan on being in melee a lot.

    Level 18 gives you access to Haunt. You target 1 mob for this power. It summons 2 flying Shades which will assault your target. If the target dies before the shades disappear, they will then spread out (or follow you) and attack other enemies for as long as they remain. The base recharge on this is 3.30. Haven't been able to adequately time how long they stay out, but the duration does seem long enough to help you with at least one full mob. If you are moving at a good pace, you might get 2 groups out of them. I suspect this power can be made permanent. The shades can be targetted for buffs/healing.

    Okay. Beyond 18, I don't have any experience with the rest of the set. But, the 2 other powers in the set are a location hold patch and an Umbral Beast (uses a wolf body). Perhaps someone else farther ahead of me in the testing can give information on those.

    Anyways, over all it seems a good set. No telling what (if any) changes the devs might make to it before the final release.
  21. Well, for those who were waiting for them to fix it, Darkness Control is available on the VIP beta. And, it is pretty amazing. Eight of us Dom/Control rocked the DFB pretty hard. The stacking domination/containment numbers turned everything into mush.
  22. I am happy that we are finally getting a set that is completely melee-focused. We currently have 2 sets that are ranged-focused with 3 others that are mixed (tho Ninjas are more melee than range). And, I would imagine that a melee focused MM would be good to pair with those secondaries designed to support melee.

    However, not that they are bad secondaries, but I would like to see MM secondaries redesigned such that they benefit the henchmen. For instance, allow a /Time mastermind to actually boost the recharge of their pets. But, this buff ability would be special to masterminds.
  23. IMHO, the problem with the mindset of "both sides" to this conversation is a failure to place proper value on the entire "package of tools" given to a Tanker so that you can manage aggro.

    Now, I play a very good Ice/Axe tanker. One could say that Ice Armor might have the advantage on aggro with 2 taunt auras in the primary and taunt from the secondary. I also run Tier 4 Nerve alpha which gives all qualifying powers a nice boost to taunt effects. You might say that my tank holds aggro very well and it is very difficult to steal that aggro.
    Thanks to the way I've built, I can use my tools to literally force the AVs in the incarnate trials to completely ignore anyone else (including other tanks). They are so focused on me that they will literally try to run over everyone else to get to me. I've even seen that slow poke Siege *jump* over the crowd to get to me. Yeah, he can't move fast, but apparently he can jump. The downside is that sometimes all my defenses don't hold up to the task. But, that's what Hibernate is for!

    I tell this story to make the case that no one character is defined by a single power. But, when you consider how well that power helps you operate in combination with all your other powers, you'd have to be foolish not to take that power because you would be depriving yourself that which would make the combo. And, that isn't to say that just because you have Taunt you know how to manage aggro. But, it certainly does help make that task much easier.

    So, all that said, it comes down to a question of whether or not you can cover all the bases with/without Taunt. In my opinion, neither Gauntlet nor Taunt are enough alone. You need to have both working together to achieve greater results than either can do alone.
  24. I think, overall, it comes down to what you intend to do with your character. I am a huge proponent of building my characters such that they are quite capable of handling any situation within reason.
    In my opinion, a Tanker without taunt might as well have been rolled as a Brute or Scrapper. With all that IOs and Incarnates let someone do these days, someone who might have before made a Tanker to be a "heftier" Brute/Scrapper can now make a Brute/Scrapper that is just about as survivable as a Tanker. And, doing so would give you a character that can do more damage while not putting you in charge of a character who would be expected to actually Tank.

    And, the thing is, Tankers are the only AT in the game that other players are going to expect to be able to Tank. Yes, Brutes can do so as well but when a Tanker is on the team there is an automatic expectation of them.
    That same expectation is much more loosely associated with other ATs. Any Mastermind, Defender, Corrupter, or Controller can provide buffs, debuffs, and/or healing. When seeking people to do what they do, most people will quite comfortably interchange those 4 ATs.
    Scrappers, Brutes, Blasters, Stalkers, Kheldians, VEATs, and Corrupters are looked at for doing the main damage. There, again, the expectation is for damage but any of them can work. Actually, most ATs can function in this role without much question.
    But, Tankers are the ones looked to for the function of Tanker and they are not really sought for to fill other roles. Yes, a tanker can be outfitted for doing good damage. But, we tend not to expect other ATs to be automatically outfitted to Tank.

    Is that expectation right or wrong? I suppose that depends on each person to decide.
  25. Well, I am a little slow seeing this as I haven't checked in for a couple days but I would be willing to help out on your AV adventures. I have quite a few characters suited to helping with this. So, just let me know when you'd like to do this.

    If you are up for a greater challenge, we could arrange to run it on +4/x8 settings. While the final mission isn't affected too much since those AVs are already level 54, it does make the rest of the missions more challenging with level 54 Bane ambushes and level 54 Vines.