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You might note that I did not rebut anyone that said "I've succeeded at the ITF with blah blah blah" (except the first guy that mentioned Masterminds, specifically because said MM was /Dark). I rebutted the guy that said "The only time I've seen failure was because of bad teams/bad players". The term "bad player" states, outright, that the player in question does not play well, and thus should learn to play to stop being a bad player. And I only rebutted him to point out that his excuse for failure was "learn to play".
Therefore, I must assume that either I am being flagged as the bad player (something I doubt, as I not only solo AVs, but have, with various characters, completed every high-level TF in the game except for Statesman and Khan, largely due to the fact that I have only one level 50 Hero and four level 50 villains) or the people I team with are being flagged as bad players (half true, perhaps; several of them are pretty much pure RPers and don't really focus on mechanics).
There are no other options here. It's one or the other. -
Quote:Forums don't convey emotion, so you'd rather assume offence rather than that I might just be a ***** that likes to argue and clamps onto issues without letting go because I actually find the act of tenacity enjoyable and stimulating.with all your carrying on an explicit statement wasn't needed.
Commendable, perhaps, that you'd rather assume "mere" offence, but it's not the truth. -
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Actually, I'm assuming you're telling my VG-mates to L2P, since I've already stated my own ability to complete the ITF. Regardless of what you think you were saying, the message you did convey was "if you fail the ITF, it's because you (or the people you are with) are bad at this game", which is, in essence, "you (they) need to learn to play".
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Quote:A) I don't PuG. I play with my VG.What server are you on? I can hold your hand through a PUG ITF if you like - they're really not that hard
B) I play villains. You don't like villains.
C) I don't need hand-holding. I can massacre the ITF as well as anyone else. I just have to bring my Dark Miasma characters. -
The devs stated intent is to release "Trials". What Trials already in the game are solo?
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One of my MMs is a Dark Miasma too, and I had said when I bring my Darks, I win - so I'm not entirely convinced that another Dark Mastermind proves the point, as it might still be as much an issue of "Dark makes it work" as anything else.
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So, anyone want to post their PuG ITF success story that involves Masterminds? Because none of you have countered what was a central point I made: Don't Bring a Mastermind seems to be the operative strategy to winning the ITF.
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Quote:This is so far away from my personal experience that I really have to wonder if we're even playing the same game. I find neither the ITF nor the LRSF to be easily achieved by just knowing the right strategy. I find both to require combinations of luck and copious use of debuffs to be successful. And, at least in my experience, they require very specific groupings to succeed.Now almost any somewhat balanced team can beat the LRSF as long as a few of the members have some idea what they're doing. The ITF was the same way initially as well. People "knew" that you needed certain debuffing and buffing sets to succeed with very carefully coordinated strategies. Now... not so much.
I'll add the caveat that I have never possessed nor used (and probably never will possess or use) Warbug Nukes, Shivan summons, or Vanguard Heavies. Such powers aren't really in my characters' themes, and what is required to get them is not really fun for me, so I don't see the point.
That said, I have never completed an ITF unless I was playing one of my characters with Dark Miasma. Having me running Dark on the team made Rommie trivial - my other runs, with my WP Tanker and my Traps Mastermind, were complete failures, with multiple party wipes. The Mastermind was the worse - her mere presence on the team seemed to have doomed the attempt from the start, as the summoning Nictus counts Mastermind pets as full players and summons extra blooms accordingly. Without Dark to lock down the to-hit of those blooms (and bolster the negative resistance of the party, I'm guessing), it was game over almost before it started. "Don't bring your Mastermind" isn't a 'trick' I'm willing to learn to succeed.
The LRSF isn't quite as bad - one failed attempt out of three runs, that caused largely by us being underlevelled an unable to cope with level 54 AVs while we were all pegged at level 48 (the rest of the TF scaled down, but the Phalanx did not.) The other two runs, however, hinged upon brining a specific build, however (a Mind Dominator); the first was only successful because of that Mind Dominator. The second was successful because I brought one of my Dark Miasma characters (along with other debuffers on the team, including the Mind Dom we brought for the original failed plan who nonetheless managed to keep a few of the Phalanx pinned down, if not all of them, while we took the rest).
My Dark Miasma characters are not even my top builds, those I've invested the most time, influence, and care into building. The fact that, from my experience, Dark Miasma seems to be a requirement for the so-called "end game" content (STF, LGTF, ITF, LRSF, KTF and BSF being what we had before i19) does not jive with the pleasure and flexibility that has been a hallmark of the rest of the game that is purported to be built on (and in practice generally lives up to) the idea that any character contributes enough to get through any challenge. This seems to be slowly becoming less and less the case, and it is troubling.
It's not there yet, but if fights like Battle Maiden and Director 11 become the norm, it will get there - and unfortunately, there is a ravine between here and there, and we're fresh out of bridges. -
Eiko - at least the Mastermind version of her - is a Primal and not subject to Cole's laws. Nor much interested in them at all, for that matter. What happens to Praetorians is no concern of hers. One of the benefits of villainy - we don't have to give a damn.
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Cannot confirm. Chain Induction is weird. I have no idea.
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You probably have PvP mode turned on (there's a toggle button in the top right.)
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Statesman's "Risk vs. Rewards" talk was probably before there were drops (other than enhancements and inspirations), and thus probably completely irrelevant to the modern game anyway.
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Quote:Oh, incidentally: Poison sucks. Poison is a horrible set, and there's no excuse for its existence. None whatsoever.The set nobody ever remembers is Poison. It's great enemy debuff and decent ally buff, which is a really good combination for Masterminds.
Look at Poison. Look closely at its powers. Poison is Radiation Emission changed to single target. It has slightly higher numbers in some places and a few unique effects to "compensate", but Masterminds would be much better off just having Radiation Emission to start with than being saddled with the poor cousin substitute that is Poison.
They also should have a proper heal radius on Twilight's Grasp, but i19 is really starting to show me that the Devs really don't care one whit about making Masterminds an actual viable AT for team or high-level play. They just don't care enough to bother.
Sets added to Masterminds after their initial launch have been added more-or-less intact straight as other ATs get them. There was a fear in their initial design that Masterminds would be too powerful, thus the reduced effects built in with the Poisons powerset and in Dark Miasma (Masterminds are also the only Dark Miasma set that don't get a permanent Fluffy.) I don't think these fears came to be justified, however, but we're still stuck with the gimped versions of powers we got out of the box, likely largely due to the short-sighted "Cottage Rule" that seems to be Bible around here.
I think the number of MM players who would really mind that their Poison powerset was changed to Radiation Emission would be countable on one hand. -
I have always been bothered (and am still bothered) by the fact that Eiko cannot be as flat chested as she (as a Japanese schoolgirl) should be. A boyish body is part of her concept, and it's not one that can be recreated very well in this game because the lowest setting on the "chest" slider for women is still pretty well endowed. I think the low side needs to go at least 10% further down, preferably more. I know there's only so much morphing the model can take before it looks distorted, and it's possible that what we have is already the lowest it can get, but I'd still like to see the option exist for smaller breasts.
Also, GG, you're going overboard here. No one called you slutty, or implied you were slutty because of the size of your chest. Taking offense at nothing doesn't help. -
Quote:My 50 MMs are Thugs and Bots. My Demon MM is only level 26, having just gotten her Demon Prince. It's a pretty tough set, but the Demonlings die almost as much as the Thugs' Arsonist (who honestly would die a lot less if I could just put a damn leash on him).You may be right, though demons have very high resistances all around, plus more RES from one of the pets, quite high damage to take things down, and lots of -recharge. Once the final pet is in the mix, he spams a ton of -recharge and holds. From my experience the demons are quite sturdy. But I don't have extensive experience with bots.
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I probably should have been a little more clear; I was pointing out two healers as opposed to none, not one.
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I just thought I'd share these - this character was an experiment in costume design to see if I could get an armoured female that didn't look overly girly. I think it turned out pretty well.
The character is built on the Female model. -
Quote:I would say Thugs, then Robots, then Demons, actually. Thugs is definitely the top, and not only because they can slot RIP. Bots is clearly second, though, because even without RIP they can have a native 20+% defence, 25% if you include the pet-set aura - and unlike Thugs, they have two healers. Demons doesn't come close to that. Demons are still high-performing, but unlike Thugs and Robots, they don't have any inherent defence, and their resistance isn't large enough to compensate (they do have a single healer, which helps make up the difference, but not enough to put them in the top two.)I think the best performers are Thugs and Demons, then Robots. Someone will probably disagree and rank Robots at the top, but the reason I put them after Thugs and Demons is because they can slot RIP sets and get +20% RES and +10% DEF. Robots can only do half that, although they're pretty durable by themselves.
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The primary problem here is that Merc, Necro and Ninja simply do not perform at the level that Robots, Thugs and Demons do. The problem isn't (entirely) inherent to Masterminds - it's the fault of those three primaries, which are unduly weak compared to the other half of MM primaries.
Thugs and Robots, in particular, are extraordinarily strong. It is not particularly difficult to get both of those sets to the softcap on the pets, which ironically, somehow, makes a bunch of street-toughs harder to kill than ninjas and zombies. There's something wrong with that.
Of course, now that I say this, instead of pushing Ninja, Necro and Merc up to the level of the other sets, devs are far more likely to nerf the top sets instead. Because they hate villains, and really hate Masterminds. -
Unehanced, this is true. Mastermind Tactics is +7.5% to hit. But as it is enhanceable, this can hit nearly 12% enhanced. So you are both right and wrong, as Supremacy cannot be enhanced.