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Posts
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Joined
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Thanks for the input Chaplain
You're right about too many toggles. Having so many drop with every mez I've found myself forgetting to put the leadership ones back up and that's a waste. I think I'll just be getting rid of them in favour of attacks, which are more fun anyway
I'll be taking choking cloud so I can use it in Sirens Call, but stacking the opressive gloom with cosmic burst would be nice. Maybe I'll do something like that for the new I7 PvP zone. However, I do like power mastery since Power Buildup makes AM a very tasty buff indeed! Conserve power is also very useful, negating the bad effect of EMP. -
I've seen them fall over but you need to stack a lot of knockdown effects to get it to happen. My robo mastermind has managed it a few times, but only because all 6 of the minions can do knockdown with the lasers.
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Thanks peeps, that's a lot of great insights there
I think I have to at least try the no stamina route, and if it doesn't cut it, it's not the end if the world. Maybe I'll post a proposed build at some point, but until then, thanks! -
I've got an Ice/Dark corruptor on defiant, Haz-Mat. He seems to do remarkably well due to a couple of holds and and lovely terror cone attack
He's stuck at 32.
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Welcome aboard!
You could also look here, Master_Zaprobo's Mastermind index with links to a bunch of guides and other useful stuff. Also, in the europe mastermind section there are a whole bunch of posts about robo/FF masterminds so take a peek at those too.
I wouldn't worry too much about the cold hard facts behind the powers; you tend to hear about the real duffers/uber powers so that should help with future power choices. -
I have - anything that gets trapped inside the bubble can be knocked down. It doesn't happen that often but it does happen.
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I don't know Syn, but I think it's all gone to the americans!
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Where do I even begin with Fire Armour? Just having a look at the set, the mez protection is all over the place and I'll need acrobatics too. And Burn to free from Immob too
I've got access to Dark Consumption and Consume, that means I'll have a full end bar every 45s, cycling the 2. Do you think I could get away with not taking stamina if I do this?
Is Touch of Fear any good?
Siphon Life and Healing Flames, is it good to take these? Using both could keep me standing for much longer, but is it worth it?
Combining these 2 sets seems pretty unusual -
Answered the question myself - when it causes knockdown there's extra cost.
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Does it have an additional end cost for each thing it pushes back?
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Use teleport while you're under the effect of telekinesis - you start bouncing around all crazy like!
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I'm thinking about going for tp (it fits with Irradiators powers better, manipulation of physical forces) and the old combat jump/hurdle combo for in-combat maneuverability.
Also, if you activate a power while you jump it gets around the animation lock somewhat. Very useful for Radiation Infection. -
[ QUOTE ]
Team teleport is an AWSOME power in PvP.
[/ QUOTE ]
I can imagine the look on their face when eight guys tp into their midst
"SURPRISE, SUCKER!" -
Speaking as a mastermind, I don't bother to bubble my own pets unless I can tell the [censored] is really about to hit the fan.
So, don't really bother. You're thermal right? The heals should be enough. -
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Combat Jump (2 jump SO's) and Hurdle (3 jump SO's) ís the best and SS is a great add on.
Anything else is subpar except for a few very specialised builds.
[/ QUOTE ]
That sure is a great combo, even without the slots - fast movement that doesn't supress. With that many slots do you even need a proper travel power? -
What Max said
Irradiate does damage (in total) the same as x-ray beam. It also has a very good defence debuff (much better than others in the set) allowing you to hit more easily with your next attacks. It's a really good attack. Also, Cosmic Burst is excellent, not one you should leave out.
When you're slotting your attacks early on, it's best to stick with accuracy enhancements until you've got 3 or 4 in there. -
I know not a thing about sonic blast, but rad emission is my forte.
Enervating Field is a insanely expensive toggle, it needs 3 end redux to become managable.
Likewise, choking cloud is pretty expensive, but not quite as bad. Also, powers with a big def debuff or acc buff will make this power much more effective - Irradiate and Radiation Infection (and maybe tactics if you can fit it in) go really well with it.
I'm not sure why you have aid self and other in there when you have radiant aura.
Mutation would be better with a recharge instead of a range.
I found I have real end problems with my rad/rad so I got stamina at 20.
and one more thing
Get accelerate metabolism and slot it 3 recharge, 3 endmod
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I looked at that title, and I read it as "Panties".
That is all
Edited to fix a train wreck of a sentence -
I jiggled the build about to fit aid other in (3 heal, 1 interrupt, 1 recharge). I didn't think another 5% def from maneuvers is worth the 5 slots it needs.
Also, I tested Repulsion Bomb and Photon Grenades. I decided
a)there is such a thing as too much knockback
b)repulsion bomb may be bugged - the actual target never got disoriented, only the ones around it
c)I want to stack disorients sometimes, so being synchronised with the bots is nice -
I've seen lots of people doing this in Warburg. They need to bugger off to the arena if they don't want to be interrupted.
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I'd be happy if they cut the animation times in half. That'd make the [censored] attacks not quite so [censored]
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[ QUOTE ]
Just discovered the fun of telemining.
Have also discovered how much fun it is when Stalkers decide that the perfect time to try ambushing you is when you're standing in the middle of eight or so 3-DMG slotted Trip Mines.
Man go BOOM, fall down.
[/ QUOTE ]
That sounds hilarious! Now I want to start a */devices blaster -
Thanks for the replies guys.
Braindamage, I think I'd rather specialise the bots and since they have 2 powers which disorent (seeker drones, photon grenade) I find it best to stick to that. I am tempted to go 2acc 3dis 1dam on them to be honest.
Good point about recall friend, it'll help with gathering up the bots with a recharge in there. Mind you, I have had trouble with it's range before, but that was either going from one end of Ind. Port to the other, or in the Shadowshards.
Kalgoras, yup I'm worried about end usage too. I currently run 3 toggles, occasionally turning one of those off but I don't really have much trouble so I think I can handle it. However I did contemplate taking aid other and I might still do that, swapping it with maneuvers.
Suggested slotting for aid other? -
Does it's defence buff remain when you're not hidden but still running the toggle?
I suspect not but it'd be nice to hear from someone who knows for sure.
Cheers! -
My main concern is the number of toggles I'll be running without stamina - a whopping 4 or 5, but on the plus side dipersion bubble, maneuvers and the probot bubble give me an OK level of defence - 17% in all. Things that I slap my buff bubbles on will have a juicy 30% ish. Very nice!
To be honest, the toggles isn't a huge issue since I rarely do anything but order the bots around, or throw an extra stun attack into the fight.
A couple of questions: is detention field slotted well enough? Does the stun on repulsion bomb really last longer than photon grenades?
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
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Name:
Level: 41
Archetype: Mastermind
Primary: Robotics
Secondary: Force Field
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01) --> Battle Drones==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Force Bolt==> Acc(1) Acc(7) Rechg(9) EndRdx(13)
02) --> Deflection Shield==> DefBuf(2) DefBuf(9) DefBuf(11)
04) --> Insulation Shield==> DefBuf(4) DefBuf(11) DefBuf(13)
06) --> Equip Robot==> EndRdx(6)
08) --> Recall Friend==> Range(8)
10) --> Detention Field==> Acc(10) Acc(15) Rechg(40)
12) --> Protector Bots==> Acc(12) Acc(15) DisDur(17) DisDur(17) Dmg(19) Dmg(19)
14) --> Teleport==> EndRdx(14) EndRdx(21)
16) --> Personal Force Field==> DefBuf(16) DefBuf(21)
18) --> Repair==> Rechg(18) Rechg(23) Rechg(23)
20) --> Dispersion Bubble==> DefBuf(20) DefBuf(25) DefBuf(25) EndRdx(29) EndRdx(31) EndRdx(31)
22) --> Assault==> EndRdx(22) EndRdx(39)
24) --> Tactics==> EndRdx(24) TH_Buf(33) TH_Buf(33) TH_Buf(34) EndRdx(40)
26) --> Assault Bot==> Acc(26) Acc(27) Dmg(27) Dmg(31) Dmg(33)
28) --> Teleport Foe==> Acc(28) Acc(29)
30) --> Maneuvers==> EndRdx(30) EndRdx(34) DefBuf(37) DefBuf(39) DefBuf(39)
32) --> Upgrade Robot==> Rechg(32) Rechg(34) Rechg(36)
35) --> Repulsion Bomb==> Acc(35) Acc(36) DisDur(36) DisDur(37) DisDur(37)
38) --> Force Bubble==> EndRdx(38) EndRdx(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Empty(2)
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