DrGemini

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  1. I am currently working on a guide for my Ninja/Time mastermind. I am waiting until I can complete the unlocking of the patron arcs before I complete the writing so that I can experiment with Scorpion's stuff and fully evaluate it. I am sure Scorpion's Shield and Power Boost will be excellent choices. Just want to make sure I do my homework on the numbers, etc.

    However, I am trying to tailor the guide so that anyone who is /Time can glean good information from it.

    If anyone thinks of something they would like included in the guide, let me know and I will try to fit it in.

    Also, I would be willing to broaden the guide to be more general /Time for Masterminds if other people would like to submit their experiences/observations with other primaries combined with Time.

    I expect the guide to be up by the end of the week on my end. Any further additions will come later on.
  2. I would like to chime in and ask you to consider Time Manipulation to pair up with your pets.

    Time Manip has: Heals, Slows (plenty of them), -Resistance, -Defense, -Tohit, +Defense, +Resistance (to slows which is more helpful than you might think), +Tohit, +Recharge, +Damage, +Recovery, Holds.

    Almost all of your powers are AoE which means that you can wade right into melee with your pets. You throw down your AoE heals/buffs/debuffs, stack your single targets on those needing it, and watch your pets go to town.

    With Time Manipulation, I very rarely see my pets die while solo unless one of them gets dumb and runs off or gets 1-shotted. On large teams, my pets do die more often but still not too much.

    I'd also like to put a vote in for Ninjas. Properly supported, they do an incredible amount of damage in a short time. And, each tier has its own little tricks beyond simple DPS.

    Anyways, that's my 2 cents.
  3. I would like to chime in a little bit about this. I believe there is a big big misconception when it comes to running Masterminds. Most people fail to see their pets as anything more than a bunch of cheap meatshields. If that is all they are to you, then you should go play a Controller or Dominator where their pets are less important (except Illusion).

    Masterminds are all about the pets. That is why they are given their own army of little henchmen who are your main source of damage. And, you need to learn to work WITH them. You need to treat them as if they are your own little "team" and build/play to support them. This means that you learn to move with them at their speed. Now, sure, there are times when you need to maintain more control over them. But, in general, you should do your best to let them unleash and bring the pain.

    On my own Ninja/Time mastermind, I run almost exclusively with the ninjas in aggressive mode unless there is a good reason to keep them more passive. With all of my Time buffs (and debuffs) there isn't a whole lot for me to worry about. If my guys wander too far out of my "area of influence" I just command them back into range. Otherwise, there is no reason why I shouldn't allow my ninjas to do what they are supposed to do: kill the mobs for me. I would say that this strategy works 99% of the time. The other 1% are those times when restraint is called for.
  4. Quote:
    Originally Posted by Postagulous View Post
    Man, I'm sorry I missed it but I was out of town.

    I'll be waiting for the next one.

    What ATs are best/worst for this?
    Any character can contribute as Hamidon is an event where people are grouped based on what their character generally does best at. There are a few roles which require specific characters, but there really isn't anyone who should feel useless.
  5. I am happy to report that the first round of this was great fun and success. We had a fabulous turnout from both vets and newbies.

    And, we actually had the numbers to take out many Greens before the yellows were dead!
  6. Beginning Oct 1 @ 7 PM Eastern and every so often, I am going to be hosting a series of casual, walk-through Hamidon Raids.

    The purpose of these events will be to help introduce (or re-introduce) people to the way Hamidon Raids are currently conducted.

    This will be in The Hive (hero side). I open the invitation to anyone who is willing to come. We can certainly use a good "supply" of veterans who can help guide people through the raid mechanics and lead the teams.

    The goal, of course, will be to finish the raids. But, the more important goal will be to help people learn.

    Initially, these raids will be done with evacuations between each mito respawn. Then, we will cover non-evac raids at a later date. We will cover every aspect of the raid from killing the monsters to the final round.

    If you would like to help out with these walk-through runs, please let me know. I can certainly use the help from the vets to help things go more smoothly.
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    Yellows Phase: I'm a tank. I taunt the mito and keep my pets out of AoE range but still in BG range. 75% resists, Triage Beacon and Aid Self.

    Blue Phase: I'm a blaster that is in no risk of dying. I tell my pets to target the blues and stay outta the goop myself. Resummon as needed.

    Green Phase: Same as Blue.

    Hami Phase: Same as Blue, except that now I'm in the thick of it dropping my traps.

    I would suspect you could reverse Yellow and Blue phase since your pets are largely melee oriented.
    Ok. That is more what I am looking for: specifics. What would you suggest being /Time? Also, how do you go about keeping your pets near for BG but out of AoE range?

    And, would I be correct in assuming that by "resists" you mean that Bodyguard mode is essentially "resistance" in that your pets are absorbing a good portion of the damage?

    Just trying to hash out all this stuff so I can figure out what I am doing.
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    The devs are telling us nothing, you simply need to adapt.

    There is only one AT in the game that can "resist" hamidon's damage, and we're it.
    Then, there must be something I am doing wrong or don't know to do. Care to elaborate?

    I heal. I buff. I try to maintain as tight a leash on my Ninjas as possible. How exactly do you propose I adapt?
  9. Perhaps this is something that needs to be addressed. Hamidon is considered to be a significant part of the game (either directly or via all the minions). So, the devs are telling us that a pet-dependent class like Masterminds are worthless because our primary method of contribution is useless.
  10. OK, so I have twice leveled a Ninja/* mastermind. The first edition was Poison and then I decided to re-roll him as Time Manipulation. And, I must say I love Ninja/Time. It is an extremely potent and fun combination.

    However, with both characters, I have one big issue with trying to take him into any kind of encounter with Hamidon, whether on the LGTF or Hamidon Raids.

    No matter what tricks or tactics I try to employ, me and my henchmen seem to have a bright, hot pink target painted on us for Hamidon and all the mitos. It is as if I am walking around with my Ice tanker's Chilling Embrace on as soon as I even try to engage Hamidon in any way. I can even put all my pets on passive (to keep them from insta-aggroing when in the goo) and it doesn't help.

    Now, I have found that if I can target thru someone else I can avoid some of the aggro, but with 6 henchmen there is really no escape. And, even being Time Manipulation with all its amazing Healing and Regeneration effects, even that doesn't keep up for too long.

    Anyhow... I am seeking input from others as to things I might do (if any). I've thought that maybe there is a "known issue" with this. I'd like to be able to run my mastermind (if I choose) during Hamidon Raids as an option. So, any input/advice is what I seek.
  11. DrGemini

    Trial Education

    Case in point... last night after an abnormally long Hamidon Raid a certain person I won't mention by name attempted to voice to me several (ignorant) complaints about the raid.

    I am going to take a look at my schedule and see if I can plan a few Hamidon Raids which will be purely an opportunity for people to learn the mechanics of the event. I will also do a small write up to explain the mechanics as well that people can read before hand.

    And, as a side note, I think as part of educating people we need to stress to people that they need to respect and cooperate with the person hosting/leading a group. There is just a huge weight lifted off the shoulders of the leader(s) when people are respectful and patient, especially when things start to go wrong -- and that is when the leader really needs to have a clear head to work out a solution.
  12. DrGemini

    Time Trio?

    Ninjas hands down. You never know what they will do to the mobs. And, if you are stacking 3x Jonin, that's 3x the chance they will use their confuse and set up for some hilarious moments.
  13. Quote:
    Originally Posted by Morgan78 View Post
    I tend to agree with this post. I mean controllers are really ment to do damage.
    This caught my eye (especially the part I highlighted).

    Controllers are NOT a class meant for damage. If you want high damage, go play just about any other class. Controllers are meant to be a support class. Containment was added so that Controllers were not left completely in the dust for soloing.

    Quote:
    In fact, in my oppinion. The controller set needs a total overhaul. I speak for myself and how i feel. Nothing is worse then being on a team and not feeling I am doing much. Could be just me.
    It is definitely you. The fact that you look at your controller for damage means that you are expecting your character to perform a function which is not its forte. Controllers are meant to support a team by "controlling" the enemy's actions. This is why your primary powers have so many effects that hold/immobilize/etc. If you learn to manage your controls well against large groups, you become a fearsome addition to any team. And, combined with your secondary set, you can wield a very powerful package.

    Quote:
    1- Make at least 2 powers in each control set do better damage. Example (Gravity's Propel and Lift)
    2- Take the negative accuracy off the AOE holds like Wormhole and Gravity Distortion Field etc. Why should the controller be hindered for what there suppose to do.
    3- Endurance seem to have a big issue on control sets. Again, no clue why. Its not like we we can kill things that fast.
    4- Recharge times on AOE holds are way to long. We should atleast be able to keep up with the faster pace of the game. I holds arent even recharge and the rest of my friends already killed a mob.
    1. All controller sets have at least THREE powers which inflict direct damage to the enemy. Most controller sets allow you to summon pets which also do damage. Containment further increases the damage you can do to a "controlled" target. You can even take some pretty good attacks in the Epic pools which take advantage of your containment damage. You aren't exactly at a loss for damage - just don't do as much as damage as a blaster sorry.

    2. There isn't negative accuracy on AoE powers. AOE powers just have lower base accuracy as part of their nature. In the long run, this "lower accuracy" is a non-issue thanks to IO bonuses and slotting.

    3. Endurance is something ALL characters have problems with until you are able to acquire all of your slots and/or make use of IO bonuses. No character is spared the problems of endurance. Not sure why you think controllers should be spared. Oh and AOE powers tend to cost more endurance to use. Maybe you shouldn't be spamming an AOE against 1 target.

    4. Again, long recharge times are a part of the game and impact everyone. Also, I might point out that HOLDS are not the only part of your primary. You have a vast array of immobilizes, sleeps, stuns, knockdown, knockback, confusion, slows... just because your AOE hold isn't up doesn't mean you can't contribute. And, those who are able to use their AOE more often means they have slotted enough recharge bonuses into their build to vastly reduce the recharge gap. Stop living in fantasy land and learn how to play your character better. Make use of ALL your tools.

    Quote:
    There arent even real good sets to make us feel powerful. Melee sets get way better IO sets.
    Are you kidding me? This statement has to be an absolute joke. Just because a set doesn't sell for 100+ million on the auction house doesn't mean it isn't good.

    So, yeah. It really is just you. Sorry.
  14. DrGemini

    Trial Education

    Over the past few weeks, I have been noticing a general "clueless" air among the people who join in on the various league-size events that we have been doing. People do not seem to have a basic understanding of goals/objectives of an event/trial. And, I think a large part of it is that those of us who do know what to do are not taking the time to explain things before the chaos sets in (and people get mad because some people are not just falling in place).

    So, I'd like to see us start doing what we can to make people aware of the general expectations of all these special events/raids/trials. Perhaps we can start scheduling some "tours" to simply allow people an opportunity to learn in a no-pressure setting.

    The kinds of things that come to mind to start with would be: Hamidon Raids, Mothership Raids, and all 4 of the new Incarnate trials. We could, of course, expand it to include other aspects of the game (seeing as we are/will get an influx of new/returning players). I do see that a few people have already done (or are doing) casual learning runs and I'd like to see us do more of that.

    Keep in mind that only a small minority of the community uses these forums. So, this will be aimed at reaching as many as we can. And, in the process, perhaps we can encourage them to make use of the forums to enhance their knowledge of the game.
  15. I am now the proud owner of a level 50 Ninja/Time Mastermind and I can tell you that the sets pair very well. Let me try to summarize my observations:

    Cons:
    1. Very endurance heavy while leveling especially if you run Time's Juncture. Invention IOs @ 50 help significantly. But, even then, if you aren't careful you can be running down near empty due to the spamming of your secondaries.

    2. Inherent need to keep your pets close enough to benefit from all 3 of your major AoE heals/buffs. You being in melee with them helps a lot. But, you will find yourself hitting the "follow" command to keep them from running too far off. You may want to select something from your Epic set that can immobilize mobs and prevent your pets from chasing too much. That being said, if you get in the habit of firing off your "big 3" as often as you can, even the ninjas that chase the mobs live a lot longer.

    3. Stuns/Holds/Sleeps are your worst enemy. Breaking up your "system" of cycling your powers tends to hurt the most. Clarion is probably your best friend. Until you get clarion, just make a habit of carrying Break Free inspirations with you (or make friends with someone willing to keep Clear Mind on you!).

    Pros:
    Well, here is what I have seen to be the best "method" of engaging mobs of any size...

    1. Apply any buffs you can prior to combat.
    2. Toss out Distortion Field into the mob. If it is up also use Slowed Response.
    3. Run into the mob with your pets (make sure to have Time's Juncture going).
    4. Drop your Time Crawl on anything problematic and/or hold them.
    5. Watch as the mobs crumble. Use/Reuse your buffs/debuffs regularly.

    Long story short, I am able to solo most things on x8 settings. I soloed the entire Mender arc on that setting. Trapdoor wasn't even a threat. The double-EB fight was very active but manageable.

    As soon as mids is updated, I could post my build. I'm sure it could be tweaked but currently the build rocks.
  16. Figured I would add my 2 cents having leveled a couple controllers and/or slotting IOs. All or some of this may have already been covered by the other responses.

    While IO bonuses are a great thing to take advantage of, you need to be more focused on fulfilling your character's needs in terms of selecting the good, core powers available to you. Since you are a Plant/Thermal controller, that would mean ensuring that you are set up to balance your desire to control mobs and support yourself (or your team). Your character's role is far more important than how many bonuses you can fit in.

    Now, with that in mind, it is wise to acquire enhancement sets which provide the most efficient boosts/bonuses for you. Recharge bonuses are usually a good thing to aim for. Since your secondary contains heals, you should select healing sets that provide Healing bonuses to make them more effective. However, when I IO a character, I tend to aim for a variety of bonuses if I can -- +Damage, +Endurance/Recovery/Health/Regeneration, +Defense/Resist if possible, +Accuracy and so on. You may even find that some sets offer "chance for" effects which could be useful to you. For instance, the Lockdown set offers a "chance for +2 Mag" which I have found useful for helping me hold bosses more easily. Of course, there are those choice "proc" enhancements which everyone likes to use. The Numina +Regen/Recovery, Miracle +Recovery, Regenerative Tissue +Regen, and the Luck of the Gambler +Recharge are the 4 most popular which all help your character immensely.

    Your "best" build will always be the one which allows you to accomplish both goals stated above. And, achieving that build will take some of your own exploration into the invention system. You will definitely want to make use of build planners so you don't go through gobs of respecs to find the right mix.

    Also, don't forget about Hamidon enhancements as well as plain old Single-Origins. There are still many powers which do not accept invention sets. But, use of generics/HOs/SOs can turn even those powers into useful little gems.

    Another thing, while I am rambling, you will find that the most efficient slotting for a power isn't necessarily to 6-slot it. So, when doing your planning, make sure you aim for the stuff you can actually make use of.

    Well, hope my additional 2 cents helps!
  17. Quote:
    Originally Posted by Turbo_Ski View Post
    so much I wish to reply to, but I'll just summarize my thoughts instead...

    - Empathy is only superior on teams of 4 or less, okay on teams of 5 thru 8, and a only useful for Recovery/regen/healing aura spamming on Leagues.

    - No matter your support set on a defender you should always be blasting.

    - Incarnate stuff only applies to lvl 50 content and trials, which as already stated empathy is mediocre at in the first place. It doesn't hurt empathy anymore than empathy does to itself.

    - to OP: Ice blast is great, if you're having trouble healing AND blasting then just use Ice Storm and BIB on every cooldown instead of an entire blast chain of bolts. Of course if the team is dying constantly, there are 3 possible scenarios why this is happening: your team is idiotic (highly possible), you aren't buffing fortitude on every cooldown, or you only think they are dying because they are at 75% health and you're OCDing on the healing.
    Maybe I am just OCD about this, but Empathy is not useless by any stretch of the imagination. If you want to say that the "healorz" are useless, then that I agree with. But, a well-built, well-played Empathy defender is easily worth as much as any other kind of defender.
    Now, that is not to say that Empathy is 100% useful in every situation. There are times when every power in the game finds its usefulness diminished. But, that is why any Empathy Defender worth their salt will be equipped to do some blasting.
  18. Quote:
    Originally Posted by Doomguide View Post
    I think the OP's question applies to pretty much ALL Defender primaries.

    About the only defenders who could SOLO at all by merely using their Primary are likely Storm and Traps.

    Most of the defender primaries have either ZERO ability to do damage or trivial amounts. A couple might actually do some additional damage with IO procs.

    Cold has Sleet.
    Dark has Howling Twilight.
    Empathy has zip.
    Force Field has Repulsion Bomb.
    Kinetics has (like Empathy) zip.
    Radiation Emission has zip.
    Sonic Resonance has Liquefy.
    Storm has Freezing Rain, Tornado and Lightning Storm.
    Traps is another with a fair amount of damage in its primary ... Caltrops, Acid Mortar, Seekers, Trip Mine and Time Bomb (probably enough to actually solo with primary alone at something slightly faster than glacially)
    Trick Arrow has Acid Arrow and Oil Slick Arrow.

    Outside of Storm and Traps almost any defender either needs teammates and/or their secondaries/pools/etc. to have any chance to solo at any setting ... the difference between the solo speed of say Kin or RadEm and Empathy is non-existent until you add a secondary or teammates etc. And guess what they have the same choices of secondary.
    No. His original question goes after whether or not your SECONDARY (aka Blasts) really matter on an Empathy/* defender. In short, it does not entirely matter what you choose.

    Not really sure what relevance your post has to the original question...
  19. Quote:
    Originally Posted by BuMmR View Post
    I am a Dark Blast / Empathy / Power Defender and I was wondering what I should get for the Interface incarnate power?
    On my Empathy/Dark Blast, I run Reactive. It is a good way to essentially bring some "debuffs" to the team which is an area that Empathy tends to lack. And, even though your blasts usually have good secondary effects, Interface now allows you to do even more on big teams where you may not be blasting very much. IMO, the incarnate powers are a great boon for Empathy characters because it allows you to be that much more effective.
  20. Quote:
    Originally Posted by MisterD View Post
    All SEVEN people on my team. Yes, all seven. Fender damage is crap, however you cut it. Sure, some of the debuff effects can be nice (sonic, dark, ice blast) but really..if the team you are on is NEEDING those debuffs, there is something seriously wrong with the team make up.
    Defender damage is not crap. Thanks to the awesome buffs and debuffs that defenders carry, defender damage is quite adequate. Now, Empathy defenders do take a hit in the sense that they cannot cast some of their powers on themselves. But, even in my experiences, an Empathy Defender can put out a fair amount of damage when you choose to.

    But, I think that your opinion is based on an idea about Empathy defenders that is misinformed. And, I would probably be correct in concluding that many people are in your shoes.

    Being an Empathy Defender is probably the hardest "job/role" in the game because of the fact that you are required to be extremely flexible and adapt to your team's needs. Yes, your primary role is to support the team through your heals and buffs. But, it is up to you to learn how/when to use them, where to be, who to focus on, etc.
    You, also, should be equipped to use your secondary powers to some extent. You may not have a lot of opportunities to blast, but you will have them and you will actually find yourself getting a lot more out of blasting than you think. Why? Because it helps you to learn many aspects of the game that you will never learn if you are always being the team babysitter. It also teaches other people to learn the difference between the buffs they need and the buffs they think they need.

    Let me give you a recent example. Last night, I decided to go help the SG run ticket farms in AE. The brute and I were the only 50s on the team hosting lowbies through a bunch of +4 Fire trolls. Essentially, it was my task to not only buff/heal the brute when needed, but I also did my best to keep the others on their feet so they could enjoy fighting as well. The runs went extremely well. Despite running PBU + Vengeance and a pair of T4 Rebirths, there was still plenty of healing/buffing needed, plenty of abuse of resurrect, lots of opportunities to fire off some judgements and whatever else... And, through it all, I never felt any "loss" for blasting because I had long ago learned how to balance it all.

    My point is that playing an Empathy Defender is about more than just healing/buffing. It is more than blasting when you can. It is about using every tool efficiently and seeing the team thrive in the presence of an awesome teammate.
  21. After some reflection of my own, I would be of the opinion that Controllers are probably the archetype best suited to capitalize on what Time Manipulation offers. Controllers, in general, have always been the AT best able to utilize buffs/debuffs because of what their primary does.
    That being said, any power can be used to great advantage by anyone who can play well. For instance, I have been toying around with a Beam Rifle & Time Manipulation corrupter. I have had the chance to partner with a few people and do various things where I have seen good results. Mostly, if you get any 2 Time Manipulation characters together, you can see some wild stuff go down.

    Ok, well, ya, I'm not totally sure that Controllers are the absolute best on Time Manipulation. I'm sure the other ATs can do things with it that are great. But, my instincts and experience lend themselves to my humble opinion that Controllers can probably make the most of all the tools given the nature of what Controllers do.
  22. Quote:
    Originally Posted by Arbegla View Post
    Hamidon is about the only thing i can think of that would require ranged taunt of that high of a magnitude. Anything else, especially on an ice tanker you can run into melee and hold aggro just fine.
    I have played my Ice tank since Issue 3 and can tell you that even with the aggro an Ice tank can hold just off of your auras, Taunt is something you should be taking just for the simple fact that it is a powerful tool that I see people underestimate.
    In fact, IMHO, a tank without taunt might as well have rolled a scrapper or a brute. A tanker is designed to be the guy that attempts to take as much of the heat off the team as possible. Having Taunt allows the Ice tank to essentially "bait" mobs into melee where your auras can take over.

    I have seen the usefulness of Taunt while running the iTrials. I can quite easily pull the AVs on the BAF around me where I have no trouble maintaining aggro from them (which often results in me being held quickly and multiple times during the fight). If I have some good controllers/dominators in the group who can immobilize the AVs, Taunt allows me to make the AVs waste their holds on me while I also hold the aggro of the reinforcements.
  23. Quote:
    Originally Posted by HDR2nd View Post
    So Controllers get a damage bonus when the enemy is being held. Why a damage bonus when an accuracy bonus would be much more realistic and useful. What good is a damage bonus when you continually miss your target? Please don't tell me to put accuracy enhancements on the powers because I have some with 3 accuracy enhancements and they miss quite a bit too. If you put your enemy to sleep or immobilize him/her in any way, that's not going to affect their durability but it will make him/her much easier to hit since they can't dodge, block or counter in any way. Just my humble opinion.
    Just saying this statement makes absolutely no sense to me. Except in a few rare cases, NPC mobs even at +4 do not walk around with defenses enough to cause any real accuracy issues. And, it is well-known that AoE powers (obviously) have a lower chance to hit which is why they are often slotted with more accuracy.
    Even then, I have never ever had accuracy problems as bad as the OP claims to have which leads me to believe he is either trolling or just needs to stop trying to take on +4 Paragon Protectors when they pop their MoG.
  24. Quote:
    Originally Posted by eth_Nargy View Post
    Actually, I think all mezzed enemies should suffer from -defense.
    Even at the lower levels, I have never ever missed enough to warrant more than 2 Accuracy SOs in a power. It sounds more to me like the guy has no clue what he's doing or something.
  25. I prefer to run them with people who... well... I don't really know how a trial can go wrong if you use your head a little bit. Some of the people who show up on the trials really make my head hurt... a lot.

    And, I'll shut up there and be nice!