Dr_Brainbottle

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  1. Quote:
    Originally Posted by Redlynne View Post
    That said ... I strongly suspect that of the choices between a Group Fly and a Team Teleport ... the latter is often going to be preferred. My reason for thinking that is that because Group Fly (whether Pool or Peacebringer) is a Toggle, meaning that whenever someone (or some Pet) falls out of the radius, they immediately become (more) visible
    In addition to what Muon_Neutrino said, procs that have long durations when you put them in a click power don't stop having their own duration just because you put them into a toggle power. They continue for their full, normal duration after you turn the toggle off, even if you only turned it on for a second.
  2. now that I'm home and can run mids, I've imported plainguy's build, and I see he's soft capped to all positions. Impressive.

    It's missing the +defense special pet IO, which I would guess bots don't need quite as much with their bubbles, but I think I'd want for my ninjas. but arrgh, those set bonuses are pretty important, aren't they? Actually, the more I fiddle with it, the more I realize how tight this build is, relying on so many six-slot bonuses. Pretty impressive if it's exactly what you want, but not very flexible. I guess I can live with a little less pet defense if I'm tankerminding, but there isn't really much room for any optional powers I might want.

    Any reason you didn't go for the 5 slot +5% recharge from doctored wounds?
  3. Quote:
    Originally Posted by Cheetatron View Post
    I'd swap out detonator for aid other even with your tanker minding your ninjas will get hit by aoes and the occasion st attack if your only healing power is triage beacon there as good as dead
    I'd have to do more than swap out detonator to get aid other, because I'd need to give up one of my existing power pools. Same thing for team teleport.

    But that being said, I can see how relying only on triage beacon alone could get dicey, even with good slotting. As for the teleport pool, my current non-tankerminding build has it, and the power I like the most is teleport enemy. I pick out enemies one at a time from super-long range, and drop them right in the middle of my waiting pack of ninjas. Oh, the things they can do to a single target in melee range... I almost feel guilty. Heh heh.

    I guess I could drop the leaping pool without to much pain, but a second power pool? I can't give up presence and still be a tankermind, fighting is how I managed to get most of my defense set bonuses, and giving up leadership is just crazy talk.

    Well, I might be able to give up fighting and still be soft-capped for S/L versus normal content with scorpion shield. I'll think about it.
  4. This is an idea I had for a ninjas/traps tankermind. I'm hoping the infamous paper-thinness of ninjas will be less of an issue with the mastermind grabbing all the aggro, and a well slotted triage beacon should be ideal for healing bodyguard damage.

    Note that I have four melee attacks, including brawl. Mostly this is for stacking four copies of the S/L defense bonus from the kinetic combat set, but that being said if I'm going to take them and slot them I might as well use them: they should help build aggro, and they all have a chance of knockdown. I also have a decent global accuracy bonus from five four-slotted sets of Luck of the Gambler (each including the recharge special, of course)

    This build has incarnate-ready 78.2 S/L defense and more conventionally soft-capped 47.6 melee positional defense at all times. With Vengeance going, it has 100.7 S/L defense (next best thing to defense debuff resistance) and has at least 56% defense to everything else.

    So, any comments?

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Traps
    Power Pool: Leadership
    Power Pool: Presence
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin
    • (A) HamiO:Nucleolus Exposure
    • (7) HamiO:Nucleolus Exposure
    • (7) Blood Mandate - Accuracy/Damage/Endurance
    • (29) Sovereign Right - Accuracy/Damage/Endurance
    • (29) Sovereign Right - Resistance Bonus
    • (31) Edict of the Master - Defense Bonus
    Level 1: Web Grenade
    • (A) Recharge Reduction IO
    Level 2: Caltrops
    • (A) Pacing of the Turtle - Accuracy/Slow
    • (5) Positron's Blast - Chance of Damage(Energy)
    • (15) Pacing of the Turtle - Damage/Slow
    • (27) Pacing of the Turtle - Range/Slow
    • (34) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 4: Triage Beacon
    • (A) Doctored Wounds - Heal
    • (11) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Recharge
    • (27) Doctored Wounds - Heal/Endurance/Recharge
    • (37) Doctored Wounds - Heal/Endurance
    Level 6: Train Ninjas
    • (A) Endurance Reduction IO
    Level 8: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense/Endurance/Recharge
    Level 10: Provoke
    • (A) Perfect Zinger - Taunt
    • (19) Perfect Zinger - Taunt/Recharge
    • (21) Perfect Zinger - Chance for Psi Damage
    • (43) Perfect Zinger - Taunt/Range
    • (43) Perfect Zinger - Taunt/Recharge/Range
    • (45) Perfect Zinger - Accuracy/Recharge
    Level 12: Call Jounin
    • (A) HamiO:Nucleolus Exposure
    • (13) HamiO:Nucleolus Exposure
    • (13) Sovereign Right - Accuracy/Damage/Endurance
    • (15) Blood Mandate - Accuracy/Damage/Endurance
    Level 14: Acid Mortar
    • (A) Shield Breaker - Defense Debuff
    • (33) Shield Breaker - Accuracy/Defense Debuff
    • (45) Shield Breaker - Accuracy/Recharge
    • (45) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (46) Shield Breaker - Accuracy/Endurance/Recharge
    • (46) Shield Breaker - Chance for Lethal Damage
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Recharge
    • (21) Luck of the Gambler - Defense/Endurance/Recharge
    Level 18: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (19) Rectified Reticle - To Hit Buff/Recharge
    Level 20: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 22: Boxing
    • (A) Kinetic Combat - Knockdown Bonus
    • (23) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Kick
    • (A) Kinetic Combat - Knockdown Bonus
    • (33) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    Level 26: Oni
    • (A) HamiO:Nucleolus Exposure
    • (31) HamiO:Nucleolus Exposure
    • (31) Blood Mandate - Accuracy/Damage/Endurance
    • (34) Sovereign Right - Accuracy/Damage/Endurance
    • (34) Soulbound Allegiance - Chance for Build Up
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    Level 30: Jump Kick
    • (A) Kinetic Combat - Knockdown Bonus
    • (36) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    Level 32: Kuji In Zen
    • (A) Endurance Reduction IO
    Level 35: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (50) Steadfast Protection - Knockback Protection
    Level 38: Detonator
    • (A) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Accuracy/Damage
    • (40) Detonation - Damage/Recharge
    • (40) Detonation - Accuracy/Damage
    • (42) Air Burst - Damage/Recharge
    • (42) Recharge Reduction IO
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    Level 44: Vengeance
    • (A) Rectified Reticle - To Hit Buff
    • (50) Rectified Reticle - Increased Perception
    Level 47: Assault
    • (A) Endurance Reduction IO
    Level 49: Trip Mine
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Knockdown Bonus
    • (3) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (46) Endurance Modification IO
    • (48) Endurance Modification IO
  5. Dr_Brainbottle

    /Pain MM?

    Quote:
    Originally Posted by Pyromantic View Post
    Suppose one character does 100 units of damage, and takes assault, for a 15% damage increase. That character is now doing 115 units of damage.
    Most characters can boost all their damage with ordinary IO set bonuses, without sacrificing a power slot or paying endurance for another toggle. Pretty lackluster, if you aren't a mastermind.

    Quote:
    Originally Posted by Pyromantic View Post
    Now suppose a mastermind has 5 pets that do 20 units of damage each, for a total of 100 damage. That character also takes assault, so the pets deal a total of (20 X 1.15 X 5) 115 units of damage. It doesn't matter that lots of individual entities are dealing that damage.
    Yes, and that's a huge exception to the usual rule that it DOES matter, rendering most damage boosts almost useless to masterminds.

    Quote:
    Originally Posted by Pyromantic View Post
    Of course none of this considers other damage improvements such as enhancements.
    Well, it goes without saying you should slot all your pet summoning powers for damage, up to the ED limits. But that's only three powers. If you want more damage, what ELSE are you going to put in your build that is so important you can't fit assault in? I doubt you can find a personal attack power that actually competes with 15% of the base damage of ALL of your fully equipped and upgraded pets put together, especially with an endurance cost as light as assault. And even if that attack power existed, why not get it AND assault?
  6. Quote:
    Originally Posted by Bill Z Bubba View Post
    I remember a while back getting into a discussion where I showed that, by the math, claws is superior to super strength for farming.
    Can you do a quick recap of that argument? Because I can see how spin has better damage and faster recharge than footstomp, but that's before you take double stacked rage into account. Does the impressive-looking damage bonus of rage get ED-ed into irrelevancy when you pop enough red inspirations, or something?
  7. Quote:
    Originally Posted by plainguy View Post
    Your endurance ratio is really bad. Your forgetting about stealth suppression, so your numbers in defense look higher then they really are.
    Hmmm, does stealth supress if you rely on your pets to do all the attacking? That might be worth experimenting with. In any case, you don't need soft-capped personal defenses if you aren't going tankermind, and you can soft cap yourself with power boosted vengeance if you really need it. Also, stealth is a good set mule even if you never use it.

    Quote:
    Originally Posted by plainguy View Post
    You have zero way to heal your pets or yourself, thus neutering your chance to stay alive or recover from any big hits.
    D'oh! I failed to notice that!

    Yeah, you should at least get aid other, and slot it well for heal and recharge. As a non-tankermind your pets will take most of the aggro, and with defense-based mitigation they'll take the hits pretty hard when they do get hit. But you don't need aid self if you stay in bodyguard mode and keep a few green inspirations for emergencies.
  8. Looking very aggressive now. Quite a change from where you started!

    If you're looking for slots to steal, you could one-slot health and aid self. Actually you can drop aid self entirely, and just use green inspirations when you need a little health. They should drop like rain once you get the hang of the electric fences/burn patch tango. But I can't think of anything you really need to replace it with, so maybe keep it after all.

    You could also shave a slot off force bolt. You'd lose the +7 accuracy set bonus, but none of your powers are hurting for accuracy. I'd take off the accuracy/damage IO. Force bolt has an innate accuracy bonus, and the damage isn't really worth buffing. Also, maybe swap acc/dam/endurance for acc/dam/recharge.

    But these are all very minor quibbles. Great build!
  9. Quote:
    Originally Posted by D-Void View Post
    1) Why Scorpion Shield? FF is positional def, SS is typed; using it as a LotG mule is the only reason I can see for taking it, and even then, I'm not sure that recharge is something that you need to worry about.
    Huh? FF isn't just positional defense. Take a look:

    Deflection shield gives smashing, lethal, and melee defense. That can stack with the smashing/lethal defense of someone ELSE'S scorpion shield quite nicely, but you can't cast it on yourself in any case.

    Insulation shield gives Fire, Cold, Energy, Negative, Ranged, and AOE defense. It can stack with the energy defense component of someone else's scorpion shield.

    dispersion bubble gives defense to ALL TYPES and all positions, staking quite nicely with scorpion shield, and applies to yourself as well as others.

    personal force feild gives base defense which is even better than all types and positions, as well as more typed defense, but no positional.
  10. Baron Judas Quisling Von Backstab (or just "Baron Backstab" for short) is an extremely trustworthy hero. Some people short-sightedly doubt his trustworthiness because of his unusual name, or because he's a seven foot tall hulking brute of a necromancer encased in midnight-black plate mail, who commands his undead forces while shrouded by an eternal cloak of darkness pierced only by the uncanny light of his blood-red eyes glowing behind the visor of his giant horned evil-overlord style helmet. However, his trustworthiness is conclusively proven by the fact that he has the "trustworthy" badge title. How can you argue with a badge title? In conclusion, trustworthy. I hope that's settled any confusion anyone may have on this matter.

    Baron Backstab is currently training in the Rogue islands, only to get access to patron power pools I assure you, but as soon as he is finished with that unpleasant task he intends to move to Paragon city and join a heroic supergroup where he so obviously belongs, to enjoy the company of his fellow trustworthy heroes of similarly unquestionable sterling character, who he does NOT intent to villainously undermine and betray at every possible opportunity while maintaining an absurdly paper-thin pretense of goodness. Where do people come up with these hurtful and uncharitable accusations? Do I have to remind you of the badge title? TRUSTWORTHY!
  11. Quote:
    Originally Posted by TeChameleon View Post
    As far as Super Jump goes... eh, it's a preference thing. At most, I'd gain one slot and a mule power, or something I can two-slot. Besides, Blessing of the Zephyr is free defense. And, given that I'm quite odd, I can't quite stop myself mentally inserting a 'boing' noise every time I use the power. It amuses me on the longer trips
    Okay, "boing" counts as a character concept.

    Quote:
    Originally Posted by TeChameleon View Post
    Oh- random question- do pets 'inherit' procs? Was thinking about slotting the Explosive Strike: Chance for Smashing in the Battle Drones (rather than the Blood Mandate: Damage/Endurance that's currently in there) for a bit of a damage boost, but I realized I had no idea if it carried over.
    Pets can use procs, but they only apply to the appropriate attacks: ie, attacks that do knockback. A freshly summoned battle drone doesn't do ANY knockback. equip gives them heavy laser burst, a single target attack which does knockback. upgrade gives them full auto laser, a cone attack with a long cast time during which they aren't doing any knockback. Meh.

    assault bot comes out of the box with plasma blast which does knockback (and smash which does not), upgrade gives it dual plasma blast which does knockback (plus flamethrower, which does not), and equip gives it a huge aoe swarm missile attack that do knockback (plus incendiary missiles, which do not.)

    Swarm missiles is a huge aoe, so that's probably your best place to put a proc.
  12. Quote:
    Originally Posted by Kinetoa View Post
    - Switched back to Field Mastery, but using temp inv as just a mule to hold +3% def
    If you're going to drop mace mastery, do it for mu mastery. Use charged armor to hold the +3 def, and take electrifying fences for your ranged aoe attack. It's less direct damage, and the radius is a little disappointing, but it has the interesting property of granting immunity to knockback, so your bots can't knock your victims out of the burn patch, which is where your REAL damage is at. I'd slot it for maximum recharge and hold rather than damage, but it can take damage sets if you want to keep positron's blast.
  13. Protector bots: these guys are a MAJOR source of defense for your bots, especially when you take into account that most bots get two protector bubbles. Since you aren't taking provoke, you won't be able to keep aggro off your minions by tankerminding, so they need the best defense they can get. My build has three defense, two damage, and a nucleolus hami-o for accuracy and more damage. It's a tight squeeze, so I'd put the resistance IO somewhere else, probably the battle drones.

    Maneuvers could use some more defense.

    Vengeance can also be slotted for defense, which means you can frankenslot a mix of heal and defense IOs, picking the recharge heavy hitters from both sets while also adding heal and defense bonuses. If you're planning on doing any incarnate content, slotting it for more defense is NOT overkill, because the new soft cap is 60.

    force bolt: slotted for damage? Huh. I usually one-slot it for recharge.

    super jump: Have you tried ninja run? It's awesome. Between ninja run and raptor packs, I only buy movement powers for "character concept" reasons.

    equip robot: two recharge? I only slot it for end reduction, and I've never, ever found myself waiting for it to recharge. The end cost is going down in the next big patch, so one slot should do it.

    personal force field: this power lets you lose a battle without dying. I prefer powers that help me WIN battles without dying. If I got this at all, it would be a one-slot mule for a LotG recharge IO.

    Assault bot: chance for buildup is awesome, but he rest of the set is actually pretty skippable if you wanted to make this a little cheaper.
  14. Quote:
    Originally Posted by Kinetoa View Post
    I went back to re-evaluate this advice, and unless I am crazy, you have to take tough to take weave? (unless you take kick and boxing which makes no sense)
    Correct. If you have your heart set on weave, you might as well take tough along the way. But if you drop all three, that's three power slots to play with.

    Yes, dropping the entire fighting pool might very well mean you won't have 45 defense versus everything. Unless you're a tankermind with provoke, you don't really NEED it. Your better-defended bots will grab most of the aggro, and with bodyguard mode you can easily soak up any damage you do get hit with.

    Also keep in mind that once you hit incarnate trials, the new soft cap is 60, making everything you sacrifice to get from 40 to 45 defense rather pointless. If you want to get anywhere close to the NEW soft-cap, forget about the fighting pool and set IOs and take a closer look at power boosted vengeance.
  15. Quote:
    Originally Posted by anonymoose View Post
    I don't have the numbers right here, but /traps can softcap assault bot and the tier 1 pets. (The prot bots can't bubble themselves)
    There is a nuance to this that might not be obvious: each protector bot can cast a bubble on the OTHER protector bot, so they aren't completely bubble-less. What they can't do is get TWO bubbles, one from each protector bot, like all the other bots get.

    The mastermind also only gets one bubble, for no obvious reason beyond game balance.

    The fact that most of your bots, particularly the assault bot, gets TWO protector bubbles is a very good reason to consider slotting three def IOs in protector bots. Also, in incarnate content the new soft cap is 60, not just 45, so it's no longer true that there is never a use for any more defense over 45.

    Quote:
    Originally Posted by anonymoose View Post
    HOWEVER, with bots/ff you can aggro an entire room, go get a beer and when you get back the pets have killed everything.
    I leveled my first robot/FF mastermind to 50 while raising a newborn baby. Try that with a scrapper!
  16. Well it's your choice, and I'm sure having that much defense will be very playable. But just for the sake of argument, on my current farming build with electric fences and no scorpion shield, I'm not even TRYING to be soft-capped, but with bodyguard mode and my bots grabbing aggro I can plow through x8 crowds without even glancing at my health bar. The biggest problem I have setting the level higher than +0 isn't taking damage, but DOING enough damage to keep up the kill speed to get purple drops. For that case, assault is definitely more important than personal defense.

    Maybe for the tougher level-shifted incarnate trials that I haven't gotten around to trying, personal defenses would be a lot more important. I'll probably polish up a build based on scorpion shield when I dive into that. But incarnate trials are TEAM content, and when things go pear-shaped for the entire team I'd rather have power boosted Vengeance than a 3% def IO.
  17. Also, if you're dropping provoke, now toughness is arguably a bit overkill. Kick is a joke (but you know that), and the mitigation from tough isn't much compared to bodyguard mode. Weave is the only thing you'd come close to actually missing, but in most cases a well slotted scorpion shield and bodyguard mode is good enough with your more-than-softcapped bots grabbing most of the aggro.

    If you drop toughness, you can make room for assault. Yes the damage bonus is distinctly less than spectacular, but it applies to ALL your damage, and the rest of the party if you're not soloing. Vengeance is even better a party setting. And then there is POWER BOOSTED vengeance. Mwah ha ha ha!
  18. Sadly there's no way to get "real" defense debuff resistance, but the next best thing is to just keep adding defense past the soft cap, so you aren't just clinging to it by a fingernail when you get debuffed. power boosted bubbles will do a great job protecting your minions, but not you, which is all the more reason to let them take the aggro.

    I'd drop the healing IO from your protector bots and replace it with another defense. Actually, what I'd really do is what I did in my own build, which is forget about set bonuses, put in THREE defense, two damage, and a nucleolus hami-o for accuracy and damage. Moar defense! Wooo! The soft cap is JUST THE BEGINNING!

    In any case, the healing from the protector bots is nice when it happens, but Aid other and repair are much more important.

    Looking further, I'd drop photon grenade and replace it with Web Envelope from mace mastery. If you can stop your enemies from running out of your assault bot's burn patches, that doesn't just add a little damage, it MULTIPLIES your best source of damage. Too bad Web Envelope doesn't stop knockback like Electric fences, but at least it has a bigger radius.
  19. Dr_Brainbottle

    Renew(b) my MM

    Quote:
    Originally Posted by Cyberium_neo View Post
    I've only played one MM since I started playing CoH, and is thinking about renew(b) another. Before that I'd like to rid myself of all the confusion I had when I first started MM.

    1) First of all, I've always been quite confused about how enhancement works with pets. Some told me that straight +damage/accuracy would give my pets a better edge since set IO bonuses do not apply to them, but I checked out forums and saw many people uses set IO for their pets, such as Blood Mandate.
    That's generally true, with a few exceptions: there are three unique IOs that buff your pets, and they have effect descriptions that explain how they buff your pets. Pets can also take damage procs. For example, a thug bruiser accepts knockback IOs, and can take a chance-for-smashing-damage proc. Pets only get procs when using attacks that are appropriate for the set type: bruisers do plenty of knockback attacks that can proc, but some pets accept procs that only work in attacks they hardly ever use, so beware.

    Quote:
    Originally Posted by Cyberium_neo View Post
    2) My previous MM was Bot/Poison and I find killing quite easy, albeit not as engaging. I saw people utilizing Traps a lot, what is its pros? My first villain was a energy/traps corruptor and the experience was rather dull, mainly due to almost all abilities have long CD.
    Traps has the ff generator, which can soft-cap bots rather easily. It has a healing beacon that heals you and your bots over time, which is fantastic for tankerminding. It has lots of other goodies too, particularly regeneration-sapping attacks that make soloing giant monsters possible. It isn't my favorite for playstyle reasons, but I have to concede it's flavor of the month for a reason.

    Quote:
    Originally Posted by Cyberium_neo View Post
    3) I saw many builds without Leadership powers. I though they are essential for MM since Leadership applies to all pets (and self)?
    Well, "essential" might be over-stating it, but I always take leadership.

    Quote:
    Originally Posted by Cyberium_neo View Post
    4) As a bots user, do I pick any of rifle powers or should I skip them and go for other stuff?
    If you want to tankermind, you'll need provoke and some sort of attack. Rifle attacks are boring and endurance-expensive, but they're the best personal attacks you can get.

    Quote:
    Originally Posted by Cyberium_neo View Post
    5) What are some of the 'styles' of a MM? I saw Tankermind, assuming it's a MM build that focus on tanking things for me. Are there other variations?
    Tankerminding means that YOU grab the aggro and do the tanking, relying on bodyguard mode to split the damage with all your minions. It works best if you have some sort of aoe heal, like traps or pain mastery.
  20. If you aren't aiming to be a dedicated tankermind, you don't need the presence pool at all. My 50 bots/ff doesn't have provoke, and doesn't miss it.

    Mind you, I still get plenty of aggro when I'm running force bubble, and of course I can take it, but then when my assault bot lights off the fireworks and takes the aggro in the room away from me, that doesn't mean he's about to die like a squishy little thug arsonist with a deathwish. The assault bot is a TANK. I might lose a few of the smaller battle-bots in a tough fight, but with a well slotted aid other and repair for emergencies I can keep an assault bot alive through pretty much anything.
  21. looks like you're trying to make a tankermind. I think that robot/ff has a LOT less to gain from tankerminding than someone with squishy, defenseless minions, and won't be as good at it as someone who has an aoe heal, but assuming you have your heart set on tankerminding I suppose this is pretty good.

    As Spacepope said, the pet uniques are really awesome. You're giving up a LOT if you can't fit them in.

    As for more damage, Red tomax doesn't have the hard numbers on Field Mastery powers, but as a rule of thumb no power pool attack is going to do better damage than your standard single-target rifle attacks, at least not with a cooldown short enough to spam, unless you slot for insane recharge rather than defense.

    Yes, standard attacks get a bad rap, and they're dreadfully boring, but they recharge fast enough to do decent, reliable damage over time if you spam them. If I was going to tankermind, that's what I'd rely on.

    If you go mace mastery rather than field mastery, the shield gives you defense to s/l rather than just resistance, and power boost should synergize very VERY well with the new aoe buffs that will be coming soon.

    Or go mu mastery for electric fences, which might not have the best radius but it's the only hold that stops your bots from knocking held targets out of a burn patch.

    Personal force feild is a terrible power. You can't even tankermind with it, because once you stop attacking you can't keep the aggro off your bots (who are now severely weakened because they don't get your supremacy buff). The only thing it's good for is not dying, and honestly dying isn't that big a deal even when you're leveling, much less at level 50. The closest thing I would recommend would be the scorpion shield from mace mastery.
  22. My favorite part is where he dips into the presence pool to get challenge and provoke, so that even when he's on a large team full of helpful people trying to keep him alive he has a way to grab too much aggro and get himself killed.
  23. > There is a slash command called /clear_petnames

    Nice! I'll try that. And frankly, I'd be perfectly happy to leave them named "punk, punk, and arsonist", rather than try to set up any fancy macros to fiddle with them.
  24. I've noticed something rather annoying with my thug mastermind. I have given customized names to my three thugs, one of which is the arsonist. When I'm summoning all three from scratch, the third name goes to the arsonist, which is the way I wanted it. But when I need to re-summon a few dead thugs in the middle of a battle (and you can pretty much rely on the arsonist being the first to die) the names get all mixed up and I have no way of reliably identifying which of my three thugs is an arsonist by looking at my minion control box.

    This isn't an issue with my robot mastermind, because the three battle drones are so indistinguishable it doesn't matter which is which. But as anyone knows who's played a thug mastermind, it's vitally important to be able to be absolutely sure at any given time which minion is your arsonist.

    Anyone else notice this? Is there a work-around? At this point I'd even un-name my thugs if it could restore my ability to quickly identify my arsonist in the minion control box, but there is no obvious way to un-name them.